Showing posts with label nostalgia. Show all posts
Showing posts with label nostalgia. Show all posts

Saturday, May 22, 2010

Pac-Man's 30th Anniversary

You may have noticed that Google has a pretty awesome playable tribute to Pac-Man in its logo (it even has a two-player option if you push the "insert coin" button). This is because this week marks the 30th anniversary of what is arguably the most recognisable videogame of all time.

I'm not going to try and explain the impact Pac-Man had on gaming, that has probably been done better than I would be able to, and I'm actually too young to have played Pac-Man in the arcades. However, I spent a bit of time playing the game late last year (the XBLA version on the Namco Museum Collection), and it's remarkable how well the game still stands up. As I seem to state in a lot of these posts, I enjoy retro-gaming, but a lot of old games rely on nostalgia and a "so bad they're good" factor now. Pac-Man, on the other hand, remains a challenging, well designed game, where repeated play actually sees you improving as you develop better strategies to go with improved reflexes. For a game released in 1980, that is quite a feat.

Namco have stated that they plan to release a new version of the game this year to mark the 30th anniversary. Having already made all the usual mistakes in updating old classics (trying to add storylines, making it into a 3D platformer) many, many years ago, their last Pac-Man game, 2007's Championship Edition, took the game in new directions without compromising the core of the game, so it will be interesting to see what the new one will be like. Rumours currently suggest a four-player game where Pac-Men have to eat each other as well as ghosts and dots. The new game will most likely be revealed at E3 this year.

Friday, April 16, 2010

Everything Old is New Again

A lot of times it seems like people would rather dig up the past then try and do something new. Bands release covers of well known songs to guarantee themselves a hit, and movie makers seem hell-bent on remaking every old film and TV show in the hopes that people who loved the original will feel compelled to watch the new version, regardless of its quality. Usually, I'm against this sort of thing, even in the games industry, I'd rather see developers take a chance with new IP. However, two items of news which caught my eye this week made me feel differently.

First up was news of EA and Starbreeze registering "Syndicate" trademarks. It had been rumoured for a while that EA (who own the Syndicate IP since they bought and destroyed Bullfrog) and The Darkness / Chronicles of Riddick developer Starbreeze were working on a new Syndicate game, but I feared when reports surfaced that a game they were developing was cancelled that it was going to be stillborn. Now it appears that they actually canned a Bourne Identity game (which nobody cares about), in another case of EA making good now that ActiBlizz has replaced them as the evil empire of the gaming industry. For those of you too young to remember, Syndicate was one of Bullfrog's many groundbreaking games, an isometric action-strategy game set in a surprisingly fully realised (for 1993) cyberpunk environment. Looking at the screenshots does provide a bit of a reminder as to how long ago 1993 was, though.


The other item of news involved 2K Games announcing that Bioshock 2 developers 2K Marin were making a new X-Com game (it has now been explained that it is actually 2K Australia developing the game, but this doesn't mean much to me. 2K Games really needs to let its studios have more interesting names). Released 1994, the first X-Com game (you'd probably be more familiar with the European title of UFO: Enemy Unknown) was a landmark title of the late DOS gaming era, combining base building, research and resource management, a real-time global map and a turn based, tactical combat system for individual battles. It wasn't much to look at (even by 1994 standards), and the individual mechanics weren't always that well resolved (the tactical elements of the turn based combat, for example, were notably inferior to the first Jagged Alliance game), but it had such breadth of ambition, and so many good ideas that it felt massively ahead of its time.


While I'm excited to see these classic names return to gaming, I am a little concerned that the rebirths (they're doubtlessly going to be too different to be called remakes) of these series might not retain much of the spirit of the old games, the things which made them so great when they were first released. Chief amongst these worries is the fact that both games, where both original versions were viewed from an isometric third person perspective, are likely to be remade as first person shooters. This is merely speculation for the new Syndicate game, based on the nature of Starbreeze's recent releases, but has been confirmed for the new X-Com game. Hopefully the game will still include the macro-level strategy of the original, but I think that putting the player in charge of an individual soldier, even with some tactical controls, will change the feel of the game quite a lot, as will the shift to real-time from turn-based combat. Similarly, I think making the new Syndicate game a first person shooter will also lose something, and make it feel far more generic. Still, at least it doesn't sound like they're going to make it a team-based online FPS, like how Microsoft squandered the Shadowrun IP.

It's far too early for anything but conjecture on these games, neither of which have even had a release window announced, but hearing that these two classics were coming back certainly gave me a brief flash of nostalgic joy.

Wednesday, August 12, 2009

Adventure Games: They're Not Dead, They Just Smell Funny

Monkey Island 2 and Gabriel Knight: Sins of the FathersMonkey Island 2 and Gabriel Knight: Sins of the Fathers

You can always spot cranky old gamers by their insistence that everything was better in the earlier days of gaming, and one of their chief laments is that they don't make adventure games any more. It's not not hard to fathom why - those of us who had played the Space Quests, King's Quests and Police Quests, the golden age of LucasArts games, from Indiana Jones and the Fate of Atlantis and Monkey Island 2 to Day of the Tentacle and Full Throttle, the Gabriel Knight series, probably the last of the high profile adventures of the era, will probably include one or more of these games in their favourite games from the past. Some of us may even remember playing text adventures before that (while I remember them, I don't think I ever got very far in any of them, in the pre-GameFAQs days when it wasn't the gamer's right to complete every game).

So where are these games now? It may surprise some to know that they're still around, and in fact more plentiful than they've been in over a decade, it's just their profile has changed a bit.

Runaway: A Road Adventure and Secret Files: TunguskaRunaway: A Road Adventure and Secret Files: Tunguska

For one, Spanish, German, French and Eastern European studios continue to produce these games. These markets tend to be more traditional than the UK and US markets, and haven't shifted as strongly towards the action based, console-centric ethos (perhaps PC games even make money there?), so a lot of games from older genres are still made their. The problem is, with a game as story and dialogue driven as a graphic adventure, language is a big deal, and these games reportedly often suffer ropey localisation to go with their already ropey programming (smaller developers in these markets often hark back to the old days of gaming in more than just genre selection). Probably the most notable are Spanish developer Pendulo's Runaway series German developer Fusionsphere's Secret Files series. No doubt anyone actually more familiar with the genre will be incensed that I've mentioned those but ignored something more worthy, but I'm not sure how many of those people actually exist, and I'm pretty sure none are reading this blog.

Sam & Max and Wallace & Grommit
Sam & Max and Wallace & Grommit

Next up is plucky American upstart Telltale Games, who had been making adventure games since 2005, based on the CSI license as well as the family-friendly Bone comics, but were really noticed when they released the new series of Sam & Max games in 2007. Telltale was actually founded in 2004 by former LucasArts staff who were working on a sequel to the 1993 classic Sam & Max Hit The Road when LucasArts cancelled it. In addition to Sam & Max, they've released Strong Bad's Cool Game For Attractive People (in conjunction with Homestarrunner.com) and Wallace and Gromit's Grand Adventures, and have been entrusted with the new Tales of Monkey Island series (not to be confused with the release of the Secret of Monkey Island Special Edition, which they did not work on). Telltale has probably been the most successful publisher of episodic content in the games industry, as the adventure genre is suited to the release of short but regular chunks of game. I've played both seasons of Sam & Max, as well as SBCG4AP, and it's a company I'm usually pretty happy to throw money at.

Space Quest 3 and The DigSpace Quest III and The Dig

If you aren't interested in these new games, it's actually easier than before to play some of the old games, even if you don't want to dig around abandonware sites (although most of these games technically aren't abandonware) and mess about with Dosbox. As I mentioned a few weeks back, LucasArts have release an aurally and visually upgraded version of the first Monkey Island, but the game itself is as before, and the old graphics are only a button-press away (just be aware that the PC version is a big download). LucasArts have also starting re-releasing some of their classic games onto Steam. Currently, only The Dig, Loom and the two Indiana Jones games are available, but it's a good start. Good Old Games has a fair number of old adventure games available, and you can get Lure of the Temptress and Beneath a Steel Sky for free. Sierra (now part of the ActiBlizz hegemony) have released collections of their Space Quest, King's Quest, Police Quest and Leisure Suit Larry games (but sadly, no Hero's Quest/Quest for Glory compilation).

Peasant's Quest and Ben There, Dan ThatPeasant's Quest and Ben There, Dan That

Finally, if you're looking for some sort of freakish hybrid of old and new, there are several free games which pay homage to / gently mock the adventure games of old. A good example is Host Master, which sets up adventure game legend Tim Schafer's presentation to the Games Developers Conference in 2008 in the style of one of the old LucasArts games. An even better example is Peasant's Quest, a nearly full length pastiche of old Sierra games put together with so much love you'll feel nostalgia from the moment you hear the simulated PC speaker music, even though the game itself is entirely new. Also highly recommended are Zombie Cow Studio's Ben There, Dan That (which is free) and it's sequel, Time Gentlemen, Please! (which is a measly £3). There are also hordes of amateur attempts created in Adventure Game Studio, but I'm fairly certain that most of these are rubbish. I did download The Dig-inspired creation The Infinity String a while back, but while it sounds interesting, I just haven't got round to playing it.

Beneath a Steel Sky and The Infinity StringBeneath a Steel Sky and The Infinity String

Actually, one thing which has occurred to me while typing out this horrendously long post, is how many of these games I haven't played, despite the fact that I have bought or downloaded them already. I actually bought a copy of the first Runaway game when it was on a clearance sale for R40 or so, but it's still in the wrapper, and unfortunately, it's a long way down in the queue. I've downloaded Beneath a Steel Sky, Infinity String and Ben There, Dan That, but have yet to play them. Despite enjoying the previous Telltale games I've played, I'm not keen to add any episodes of Tales of Monkey Island to the backlog just yet. So the problem clearly isn't the lack of games in the genre, it is perhaps that we've moved along a little. As actual games, I don't think adventure games are that strong; they live and die on the strength of their writing, and perhaps the interactivity doesn't add to the experience as much as it does in other genres.

So, yes, adventure games still exist, but they aren't the headline releases they used to be, which is perhaps one of the things the retro-gamer misses about them, but due to the fairly widespread incidence of "genre creep" in modern games, their place has largely been taken by RPGs, which now usually contain all the exploration, interaction and storytelling that adventure games used to, just without the obscure object puzzles ("use duct tape on stray cat"), and the adventure game is not going to reclaim its former prominence. Still, if you want to play another, there are plenty of options out there.

Tuesday, June 9, 2009

Colonization: Old and New

I recently purchased (deep breath) Sid Meier's Civilization IV: Colonization, Firaxis' remake of the original Sid Meier classic. I was a huge fan of the original Colonization, I think I enjoyed it more than I did Civilization, I liked the more intimate scope of the game.

The good news is that the remake is just as enjoyable as the original game was. The interesting thing, however, is that it's not really any better. Yes, the graphics are in a far higher resolution, but they don't really convey any information that the original's didn't, and the original's chunky pixel colonists had a certain charm to them. Gameplay-wise, it's fundamentally the same, pretty much everything you do in the new version you could do in the original. There are slightly more options for automation, and the diplomacy has marginally more complexity to it, but these are not major aspects of the game, and I didn't really need to use them.



This is particularly notable when you consider the length of time between the two games - Wikipedia informs me that the original was released in 1994. That's the same year the first Warcraft came out, and I'll bet if you compared that to a more modern RTS it would suffer horribly.

If this sounds like an indictment of the new game, it isn't meant to. Truth be told, I'm pleased that Firaxis adopted this approach, rather than adding additional unneeded complexities to a game which didn't need them. If anything, it should be high praise for the old game, a game which was so well done when it came out that essentially the same game dressed up in the Civ IV engine is still something that I'd still want to play today.



Seeing the screens side by side, I do notice that the new game is much browner than the old one. Despite them both using the same wooden background motif, the old version still manages to have bright, vibrant colours, while the new version has a more muted palette, in an attempt to give it more of an air of historical authenticity.

I suppose that the move towards more realistic graphics has resulted in modern games in general being browner and greyer than their predecessors, but perhaps that is a topic for another post.