Spy Hunter

With its smart weapons, awesome cars, Spy Hunter was viewed as a very stylish game back in the arcades on the early 1980s. It was a title that playing into any boy's fantasies- secret agents, nasty weaponry, and a driving lincese. Make no mistake though, it was the action packed gameplay that kept people coming back for more again, again, and again...

1943

The year that the war ground on may have been 1943, when rationing continued to bite down hard, construction work on the Pentagon was completed, and the Japanese forces were driven back from Guadalcanal, but it's a whole lot more enjoyable if you think of it as this wonderful little vertical-scrolling shooter from Capcom, released for the delight of the arcade-going populas in 1987...

Diablo

The game isn't just a good looking isometric dungeon crawler, it is THE best dungeon crawler. A simple - almost brainless trek through caverns and catacombs filled with vile creatures, not to mention all the loot. Blizzard spent a lot of time working on the generation of the game's spaces, making items, enemies, and geography be different every single time you load up the game...

The Elder Scrolls III: Morrowind

The Elder Scrolls games are best known for the fourth chapter in the series, Oblivion, released in 2006. In comparison,The Elder Scroll's Morrowind is altogether more of a curate's egg, neither as commercially successful nor critically applauded as it's successor. Perhaps because of that, however, it's also a much more interesting game...

Rogue

Rogue first appeared on college Unix systems in 1980. It contains an infinite variety via a series of randomly generated, ASCII-rendered dungeons that must be explored in a bid to retrieve the Amulet of Yendor (Rodney spelled backwards) from somewhere behold the twenty-fifth level -- an unlikely achievement given the imposing difficulty of even the earliest dungeon layers.

Showing posts with label Strategy. Show all posts
Showing posts with label Strategy. Show all posts

09 October, 2012

Desert Commander

Release Date: 1989
Platform(s): NES
Developer: Kemco
Genre: Turn-based Strategy

Desert Commander is one of the more complex turn-based strategy games for the Nintendo Entertainment System. Set in North Africa during World War II, the player chooses between commanding either the Allied Forces of George S. Patton and Bernard Montgomery, or the Axis Powers or Erwin Rommel. Similar to 1943, using this point in history informed the visual aesthetic of the game and simplified the vehicle design, a necessary compromise for the underpowered NES.


The game uses a top-down view for strategically placing vehicles and assets against the opponent, much like a board game. The player manages resources, helping to simulate the decisions that go into deployment of a military force. When an encounter between opposing sides ensues, the game switches to a close-up view of the battle. While it was a rudimentary view with limited animations, it created a design aesthetic that remains to this day, even with systems that are capable of sophisticated animation and photorealism. The abstracted landscape keeps a focus on the numbers engaged in combat instead of the surrounding visuals. Animated sequences were used to depict special actions, such as refuelling or the gathering of supplies.

Operating on a limited platform and dependent on utilitarian visuals, Desert Commander managed to build a sophisticated tactics game.

18 August, 2012

North & South


  • Release Date: 1989
  • Platform(s): Commodore Amiga, Atari ST, Commodore 64, DOS, MSX, NES
  • Developer: Infogrames
  • Genre: Action / Strategy

The American Civil War was surely not the most pleasant of wars. Wedged uncomfortably close to the nasty delights of industrialization, it was a muddle of shelling and gunpowder, in which people got their faces burned off, or were accidentally run through by their own side's sabres; it was a conflict in which troops were regularly trampled under horses, and that nice Kevin Costner almost had his leg lopped off and went to live with the Native Americans.

North & South tells a slightly cheerier story. A mixture of cold strategy and fast-paced battles, Infrogrames's classic is based on a Belgian comic called Les Tuniques Bleus. This means that verisimilitude was never going to be that high on the agenda. That said, beyond the chummy cartoon faces and quiky animated asides (you can tickle the photographer on the main menu screen by goosing him with your mouse pointer), it's still a smart tactical challenge all the same.

North & South operates in two modes. There's the overworld view, in which you move troops around a map of the United States, staking out territory and pincering your enemy. There's also a battle mode that allows you to race through enough stripped-down skirmishes more personally. pushing around a range of infantry, cavalry, and cannons.

The story moves at a pace while excellent audio and visual presentation give the whole thing a sheen of polish missing from many other games of the era. The ending sequence, in which weary troops march home, the war over, set new standards for animation at the time of its release. Taken as a whole, North & South, while not particularly deep, makes for a pleasant arcade strategy experience even today -- if you can track down an original copy and coax it back to life, that is.

20 December, 2011

Command & Conquer: Red Alert


  • Release Date: 1996
  • Platform(s):  MS-DOS, Windows, PlayStation
  • Developer: Westwood Studios
  • Genre: Strategy


Real-time strategy games tend to be fairly serious sorts of experiences. They're about war, for one thing, which is already serious enough, and they're generally enormously taxing and demanding, requiring players to take in an entire battlefield's worth of information, to isolate threats very quickly, and react to devastating changes on the fly.

Command & Conquer: Red Alert features some hectic conflicts
So it's no surprise that Command & Conquer is a fairly serious real-time strategy game. Series offshoot Red Alert, however, really isn't. Red Alert is a counterfactual real-time strategy, turning on the notion that Einstein went back in time Adolf Hitler when he was still a nobody (already things are becoming fairly unserious), only to return to his own to find the Allies hard at war in Europe, fighting against a massive Soviet war machine that has sprung up in the absence of Nazi Germany. It could happen. What's less likely to happen, however, is the development of some of the units that Red Alert lets you mess around with. These include science-fiction standards like Tesla Coils, capable of zapping troops in a flurry of electricity. Subsequent games would take this concept further until, in Red Alert 3, you were firing armoured bears at enemies or dispatching tanks that transformed into fighter jets.

That said, despite the wobblier sets and campier acting, Red Alert remains serious about being a game. Factions and units are well balanced, maps are clean tactical spaces, and the user interface sets the genre's standard. With the series getting loopier and loopier with every installment -- the Russian shock trooper in hot pants -- Red Alert remains a necessary antidote to the glum world conflicts of the main Command & Conquer plotline, providing an explosion of colour in a heavily cratered landscape.

22 November, 2011

Rogue


  • Release Date: 1980
  • Platform(s): Unix
  • Developer: Michael Toy, Glenn Wichman, Ken Arnold
  • Genre: Strategy / Role-Playing


Rogue first appeared on college Unix systems in 1980. It contains an infinite variety via a series of randomly generated, ASCII-rendered dungeons that must be explored in a bid to retrieve the Amulet of Yendor (Rodney spelled backwards) from somewhere behold the twenty-fifth level -- an unlikely achievement given the imposing difficulty of even the earliest dungeon layers.

Practically no information is disclosed to the player, so every new game is a voyage of discovery, not just the dungeon's layout, but also of the monsters and items within. Progression to the deeper parts of the dungeon is such a rarity that there are inevitably new monsters to meet. Quaffing potions and reading scrolls along the way is always a calculated risk; you might discover that you've just gulped down a potion of strength ("You feel stronger. What bulging muscles!"), but if you've guzzled a potion of blindness ("A cloak of darkness falls") you can kiss goodbye to any chance of surviving to the later levels.

Other obstacles include simple hunger, which can wipe out even the bravest of adventurers;dead ends; and a cruel variety of traps.

One of Rogue's Many Randomly Generated Dungeons (Click to Enlarge)

27 October, 2011

Age Of Empires


  • Release Date: 1997
  • Platform: PC
  • Developer: Ensemble Studios
  • Genre: Strategy


While advances in video games are typically characterized by leaps in technology or game play innovation, lateral crossover is also important. Like some novel technology concocted in one of its temples, Age of Empires crossed two existing game play templates and boiled down the result to produce a new branch in strategy gaming.

The first parent was Civilization, Sid Meier's brilliant 1991 title. Devotees loved it, but its complexity and turn-based mechanics put off many more. By the mid-90s, real-time strategy offered a more accessible way for armchair generals to marshal their forces. The best-selling strategy games -- Command & Conquer and Warcraft -- and their copycats were science-fiction or fantasy affairs. What Ensemble Studios (including designer Bruce Shelley, who worked on Civilization with Meier) did was meld Civilization's historical trappings and empire building idea with the genre's game play and pretty graphics.

The result, Age of Empires, was an approachable take on dictatorship with enough historical finery to satisfy all but the most bookish rulers. Assuming leadership of one of a dozen peoples, from the Greeks and the Babylonians to the Japanese Yamato civilization, you guide your race from being hunter gatherers through several transitions to create a dominant Iron Age culture. The twelve civilizations are divided into four main group, each one with its own distinctive architectural style. The emphasis is on military progressions, though victory conditions include building a Wonder, such as an Egyptian pyramid. On the fighting front, dubious artificial intelligence, later patched, and Age of Empires launched a globe-conquering franchise that eventually sold twenty million units.


Camels, Elephants, and everything in between. Age Of Empires features a large  variety of units.

02 October, 2011

Civilization

Release Date: 1991
Platform: PC
Developer: Microprose Software
Genre: Strategy

Want to make a PC gamer of certain age cry? Whisper "Civilization" in his or her ear. There are any number of reasons why the tears might flow, but it's likely because more sleep, weekends, job, and relationships have probably been lost to Civilization than any other game.

This seminal strategy experience is vast. Beginning with just a settler wandering a hostile world 4,000 years before Christ, you found first a city and, through your choices, a civilization capable of defeating all its rivals or of sending a spaceship to distant Alpha Centauri. Blocking your path is the land unknown, barbarians, and rival civilizations, and the tools at your disposal to run the gamut from trade and diplomacy to all out hostilities.

You decide what civilization you'll play, choosing from the Mongols, the Romans, and other past and present contenders for the title of global superpower. Your choice affects trivial matters such as the names of your cities  or the colours of your army: Civilization's genius is that this decision does not determine the paths your people follow.

The technology tree does that; a brilliantly conceived flowchart of human progress that has been copied by most strategy games in the wake of Civilization. By researching, for instance, the wheel, you can unlock further related technologies, such ass transport or vehicular combat units. Few areas of human endeavour are ignored, but since you can only research on thing at a time, your civilization is shaped by the order of the choices you make.

With day-to-day tasks ranging from war to farming to transport planning to developing the Wonders of the World, the demands on the player are immense. What's incredible then, is how the game manages to make time disappear as you play. If you've got a night to kill, the set it aside to play Civilization.


03 September, 2011

Age Of Mythology


  • Release Date: 2002
  • Platform: PC, Mac
  • Developer: Ensemble Studios
  • Genre: Strategy


Ensemble didn't take risks. It didn't have to. From the moment the historical strategy game Age Of Empires launched in 1997, its course was set: It would be king of real-time strategy, absurdly successful, regardless of whatever naysayers might claim about the PC and Mac platforms. The studios owner Microsoft closed the studio in 2009, and it didn't seem to add up. No developer knew how to be a reliable money-factory quite as well as Ensemble.

Age Of Mythology, the studio's first game for Microsoft, doesn't take risks either. It does quite the opposite, dragging the fantastical elements that less successful rivals tend toward into its own straitlaced but highly polished strategy structure: harvesting wood and stone, building bases in exact order, deftly making every unit a precise rock to some other soldier's paper or scissor. Ensemble took someone else's risk and made it into the most sensible thing in the world. It has Minotaur and sphinx and Valkyrie, but somehow they arn't an outlandish pretense among the more familiar cavalry, swordsmen and archers. Instead, they're smart, strategic high-end units, vital to tipping the game's mathematically precise balance into your favour. Age Of Mythology knows exactly what it's doing, and being in the company of mythical beasts doesn't change the solid formula one bit.

Age Of Mythology may have played it safe, but it did suggest Ensemble might be a little more playful from thereon in. That didn't happen. Next in line came the button-downed Age Of Empires III, and then Halo Wars as the studio's last dying breath. That leaves Age Of Mythology as an aberration; perhaps the only game where this one-time king of studios allowed its own character to appear alongside its unsullied strategy-design skill.


The Trojan Horse

03 April, 2011

StarCraft


  • Release Date: 1998
  • Platform(s): PC
  • Developer: Blizzard Entertainment
  • Genre: Real-Time-Strategy


StarCraft was the first western title to pin it's success on South Korea. There was something about this real-time sci-fi strategy game that touched a nerve, making StarCraft a staple of the country's multi-player PC cafes, which were emerging in the 1990s, leading to the sale of 4.5 million copies in the territory. It also helped to establish South Korea's professional gaming scene.

Of course, with more than 11 million sales worldwide, StarCraft is one of the best-selling PC games ever made. Yet while initial reviews were unanimously positive, it's fair to say that no one foresaw StarCraft as being quite the success that it has become. Despite the isometric graphics, the game isn't especially impressive, and less successful rival games have an edge in RTS innovation with unit control and resource management.

But StarCraft has a very special trick up its sleeve: three completely distinct and playable races. The Terrans (Humans), the Zerg (nasty, swarm aliens), and the Protoss (high tech, religious warriors) all have their own units that don't just look different but play diffferently too. For instance, as Zerg you can burrow underground and attempt to overwhelm your opponent with sheer numbers, while as Protoss you have fewer units, but much more powerful weapons at your disposal. Upon release, no reace was blatently over powered, and Blizzard has maintained this balance very well with occasional patches that address multiple tatics.

The combination of diversity and balance is extremely difficult to achieve, Blizzard overcame this challenge with StarCraft and followed it up with a well deserved sequel, StarCraft II.