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.

05 September, 2011

Battlefield 1942


  • Release Date: 2002
  • Platform: PC, Mac
  • Developer: Digital Illusions CE
  • Genre: First-Person Shooter


Battlefield 1942 puts intelligence into multiplayer team-based shooters. PC players had been ganging up since Half-Life Team Fortress, and limited coordination was hinted at as early as Starsiege: Tribes. But by placing multiclassed team combatants within cunningly designed Word War II arenas, Battlefield 1942 forced the issue, making for an epic multiplayer behemoth that rolled over and crushed the opposition.

The core action takes place in loosely authentic theatres of war in the game's "Conquest" mode, which pits two historically appropriate armies against each other: the British versus the Germans in Europe, or the Japanese versus the United States Of America in the Pacific. Each team is assigned control points, typically villages or islands, where action begins, from which fallen soldiers can re-spawn as one of several specialized character classes. Fighting side-by-side with other players -- up to thirty-two in total -- you battle to seize control of these strategic points, forcing back the enemy and depleting the tickets that end the game at zero. Every death reduces tickets too, nearly forcing players to fight for their lives rather than go on suicide missions or camp at home.

The game also plays smart by dumbing down, enabling you to drive, pilot, or plunge to your death in dozens of vehicles -- from jeeps and tanks to aircraft carriers and airplanes -- but it rids fussy control variations in favour of a cartoon-like equivalence. The graphics engine copes well, with ceaseless cinematic moments emerging from the random actions of you and your comrades.

It all conspires to unite far-flung and (often idiotic) online gamers to give the illusion of a cohesive fighting force locked into battle. Think Wacky Races meets Medal Of Honor -- and don't get too snooty, because the result is a blast, and it spawned a true masterpiece.




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

01 September, 2011

The Elder Scrolls III: Morrowind


  • Release Date: 2002
  • Platform: PC, Xbox
  • Developer: Bethesda Game Studios
  • Genre: Action/Role-Playing


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. This isn't the traditional fantasy of the later version; instead it is a weird blend of traditional fantasy with people and places that are characterized by an almost eerie other-worldliness.

One thing that is true of both games is the unparalleled freedom that their creators have blessed upon the players. More than many other similar games, The Elder Scrolls III: Morrowind contains entire societies and cultures that are completely convincing (and, by including the Elder Scrolls construction set, even allowed players to create their own).

In one inspired piece of design, the tutorial contains the entire character creation process as part of the narrative, with attributes and skills generated by the choices the player makes while describing their character's background to a prison bureaucrat. In another, character skills advance as players use them. If you want to become good at say, sword-fighting, you simply keep sword-fighting.

For a set of rules designed to let gamers play without worrying about the numbers, the latter system is easy to exploit by anyone who wants to artificially inflate their abilities. In this, however, it is also a well-intentioned, albeit a bit flawed piece of design -- but flawed in such a way that it enriches the experience. The Elder Scrolls III: Morrowind grants players the freedom to play it as an experience, absorbing the story and forging their own, or as a set of rules, to be ransacked with an obsessive-compulsive eye for exploits in a bid to "beat" the game.





28 August, 2011

Baldur's Gate II

Release Date: 2000
Platform: PC
Developer: BioWare
Genre: Role-Playing

In 1988, SSI's Gold Box series redefined the Western idea of the RPG genre. They took the single most important set of pen-and-paper rules -- Advanced Dungeons & Dragons -- and tied them to an epic series of campaigns that spanned entire continents and several games, breathing life into Gary Galax's legendary creation. Running out of steam in the early 1990s, however, the D&D franchise was left to languish. Until, that is, BioWare created Baldur's Gate. The effect was like stepping through the rainbow, like moving from black-and-white to colour.

Baldur's Gate was teaming with life in a way that no other RPG had ever been. Where the Gold Box games had provided hack-and-slash gaming supported by blocky graphics, Baldur's Gate offered would-be adventurers an abundance of quests and meaningful interactions across huge playing fields;across intricately detailed, beautifully rendered isometric recreations of a completely convincing fantasy medieval world.

The transition between Baldur's Gate and Baldur's Gate II: Shadows of Amn was every bit as pronounced. The sequel may have streamlined the interface, but it bulked out the playing experience. Like the Gold Box games, players could import their characters and items from a previous game, and as those characters grew in power, so the game changed to reflect their newfound influence. Building up their own strongholds and followers, they were free to lead their own way through a labyrinthine plot that weaved together divergent and mutually exclusive subplots and quests -- indeed, some subquests were as weighty and complex as the entire first game.

As far as gaming goes, it's a satisfying complexity that has yet to be eclipsed. Indeed, Baldur's Gate II is probably still the pinnacle of the Western RPG.


05 August, 2011

Quake


  • Release Date: 1996
  • Platform: PC
  • Developer: id Software
  • Genre: First-Person Shooter


Despite being a pioneer of full three-dimensional graphics in the first-person genre-- or perhaps because of it--Quake is a master class in level design. It's brightly confident in it's grasp of space and solidity; even the difficultly and episode selection is its own memorable environment. The game crams in jumping puzzles, a secret area, and is also capable as serving as an unlikely death match arena. In fact, if you pick any of Quake's two dozen or so levels, you'll find that the critical path is less a line than a rabid dance lesson.

Chiseled into rock or beaten out of metal, Quake's forbidding angles remain unique, haunted by the ghosts of the games it could have been as id's designers fought between a dark fantasy RPG and a science fiction shooter. Though it was the instigator of the "brown corridor" visual treatment, there's art and intention to the oppressive monotone. Its disconnected areas are thick with a sense of place, of eye-catching incidental detail, stranded in crushing blacks: vaults hemmed with silver crosses, the massive embossed metal Jesus, charnel house window settings for apocalyptic stained glass.

All anchored by one of the great pre-music collaborations between developer and composer. Nine Inch Nail's front man Trent Reznor's amazing soundtrack is at turns deafening, oily, and pitiless, and never less than part of Quake's texture. Aural cues sound out environmental hazards and forwarn of enemies well enough to play blind (or a blind panic). In a Quake level, Run isn't a toggle, it's a commandment, and the numerous strengths within this title turn a game that should have been a "what if" into a "this is".