and here, some older
A brief examination of those diversions
which used to keep Eric from getting anything done.
Stuff here used to be on my games page, but got taken off because I
either a) don't play it much anymore, b) don't think it would be as
fun to play today, given advances in gaming technology, or c) have
been superceded by even more entertaining games (like Warcraft II
-> Starcraft, for example).
Adventures
- Zork Grand
Inquisitor (January - February 1998). I've been tremendously pleased
with this title, which along with Jedi Knight (see below) made
Christmas 1997 a time of happy happy joy joy. I was initially frustrated,
because I was thinking of this as being a Myst-genre game, but I
couldn't find any self-contained logic puzzles. Eventually it became clear to
me that this was, in fact, a strange new animal: a real Infocom game in
graphic clothing. The style of puzzles, the humor, the bizarre
MIT references (as Jeliza pointed out, Kendall is the T stop for MIT),
and the entertaining retro-textual death "scenes" all took me back to a place
I haven't been for nearly a decade. Yay for Activision; they finally did
it right, and it only took them ten years. [Frobuary 1998]
- Sanitarium
(September 18 - 21, 1998). This game is very short (I think it took me about
15 hours), and has a few frustrating interface issues. But the story is
excellent, the graphics are great, and the atmosphere is just right. Playing
this feels like reading a good page turner; you don't want to put it down
until you're done. [September 23, 1998]
- Curse of
Monkey Island (Summer 98 - present). Jeliza and I have been playing
this in an off-again, on-again sort of way. It's brilliant and funny, make no
mistake -- we just haven't had the time to sit down and play through it over a
several day period. We're about 2/3rds of the way through right now. And Grim
Fandango is sitting in the box, waiting for us to finish...
[November 23, 1998] Myst
(1995-1996?). Love it or hate it, this was the epiphany-inducing game that
showed me that it was possible to be the protagonist in a computer-mediated
story and not feel completely directed in how I proceeded. Plus, the graphics
were gorgeous. And, in the same vein... [April 1997]
- Riven (January 1998, in
one obsessive ten hour session, followed two days later by another obsessive
five hour session). If you liked Myst, I suspect you'll like this
one. Most people's complaints about this one were that it was too short
and that it wasn't as ground-breaking as Myst had been. In short,
we all had high expectations for this, and Riven didn't totally
live up to them. Nevertheless, Jeliza
and I spent a thoroughly enjoyable 15 hours tromping through the world
of Riven, oohing and ahhing over the gorgeous graphics, bending our brains
around the puzzles (ok, we had to cheat on a few, but only when it was
11pm at night and we'd been bathed in phosphor glow for 10 hours straight.
Dinner? What is this food thing?). Riven isn't ground breaking,
but it is technically impressive and fun. It's Myst done four years
later, in a world where Myst isn't paradigm-shattering anymore.
[January 1998]
- Infocom (Activision
owns the titles now, and may still be releasing them all on a CD called
The
Masterpieces of Infocom) (1984-present). OK, this was a company,
not a game, but almost everything they produced was incredible. And really,
really hard. They set the original standard for interactive fiction, but
their games did leave me feeling like there was an order to how I had to
do things. And that could be frustrating at times, since I could think
of dozens of completely obvious solutions that just didn't work. ("I'm
sorry, but I don't know what a warp johnson is.") [April 1997]
- Zork: Nemesis (sometime late 1996/early 1997). Strangely,
I failed to put this game up here when I first created this page, probably
because I'd already finished it by that point. Still, it's worth including,
for a few reasons. First, it's a great Myst-style game. I enjoyed
it thoroughly, and found all but two puzzles to be eminently sensible (those
two seemed completely arbitrary and irritating to me, but online hints
got me through them and back into enjoying the game). Second, despite criticisms
to the contrary, it feels very at home in the Zork universe (especially
when compared to Return to Zork, which was pretty much trash). The
game is filled with plenty of in-jokes referring to previous games (especially
in the museum in the monastery), and yet has a nice dark flavor of its
own. Finally, I dug the 360° panoramas. [November 1997]
- Obsidian
(April 1997-present). Obsidian was a good advancement on the Myst
genre--it upped the bar on graphics and sound, and added nice touches like
full motion video between each location, to deepen the sense of immersion.
The first half of the game, especially, is quite excellent--the Kafkaesque
bureaucracy nightmare was funny and frightening at the same time. The game
tapered off after that (I still haven't gotten around to finishing it,
although I still have every intention of doing so). This game started the
avalanche of machine upgrades that eventually resulted in an almost complete
replacement of the guts of my machine; it gobbled all of my system resources
to throw around all of the multimedia that it had. [April 1998]
Explosions
- Half-Life
(January 1999-present). Half-Life has decidedly crushed
Jedi-Knight in the immersive experience category. I was doubtful until
I played it, but this game has a great story, wonderful level design, and that
elusive "just a little more" factor that keeps me coming back until the end.
What makes this title stand out is the immersion; there aren't any cutscenes
or long level loads (or even any real distinct "levels", per se), so you never
get yanked out of the experience. The story unfolds while you play. Yadda
yadda. It's great, go get it. [January 5, 1999]
- Thief: The Dark
Project (January 1999-present). Playing the demo for this game was one
of the most amazing gaming experiences of my life. As I write this, I'm
playing Half-Life more than Thief, but in my heart of hearts I
think Thief is the more stand-out game. Half-Life is an
incredibly immersive shooter, but Thief is something new and different.
Here is a first person game where you can actually take your time and plan;
here is a first person game where you are rewarded for not mindlessly killing
everyone you see. Here is a game where you listen first and leap later, and
knock-out tap with the blackjack is preferable to a bloody swordfight. This is
the game that most made me want to get a 3D audio card. [January 5,
1999]
- StarCraft
(April 1998-present). You want a piece of me, boy? It's tempting to
label StarCraft as Orcs in Space, but resist that temptation.
It's true that there is more than a surface similarity with Blizzard's earlier
(also excellent) title, WarCraft II, but this game improves on the
previous one in host of small and large ways. The most impressive thing is the
game balance between the three different races; multiplayer StarCraft is
probably my favorite game of all time (go-go-gadget-house-LAN), and that's
saying something. The depth of strategy here is really amazing. Also, the
story is really excellent, and well woven into the missions. This may not be
the most technically advanced RTS game out there, but it seems to be the most
fun to play. [Updated November 1998]
- Descent: Freespace (Jun
1998-present). Until now, I'd never been able to stand playing a spaceship
flying combat sim. Freespace sucked me in. Why? Well, it looks great (but so
did Wing Commander: Prophecy). It's highly customizable. It's from the
fine folks who made Descent. It's got some pretty kick-ass looking
ships. But most importantly, it's got good mouse support, so playing it with
my TrackMan Marble FX is an incredible
joy. Trying to play with a mouse in any of the Wing Commander games was
a clear recipe for nausea. If I have any complaint about this game, it's that
the single player campaign is only 29 missions long. However, the inclusion of
the full-fledged campaign and mission editor more than makes up for it.
(Sadly, the Silent Threat expansion pack was buggy and short. The new
ships included are way cool, though, so it was marginally worth $20.) [June
1998, ST comments November 1998]Rogue Squadron 3D
(December 1998-present). This is not a flight sim. I say again: this is
not a flight sim. What it is is a great arcade shooter where you fly
Star Wars fighters around and blow things up in really satisfying ways.
And it's damn fun. If arcade shooters aren't your bag, you'll find this boring
and repetitive, but I find it to be a great to excuse to own a gamepad, and
just thing to tide away the time until Episode
I is released in May. And, hey, it's got Wedge. [January 5, 1998]
- Jedi
Knight (January 1998-June 1998). JK, quite simply, rocks. Graphically,
it looks less polished than, say, Quake (the edges feel rougher and more
jagged), but the levels are huge and sprawling, and -- like Dark Forces -- it
successfully leaves me feeling like I'm in the Star Wars universe.
Playing this game felt like being in a movie, in a more real sense than any
other game has given me so far. My only complaint is that, out of twenty-one
levels, six are lightsaber duels, leaving only fifteen of the big and
interesting levels that I found much more enjoyable. The add-on pack, Mysteries of the
Sith, was competent, and certainly has meant more fun with a
light-saber, but wasn't quite as satisfying. The level design wasn't quite as
epic or inspiring, frankly (although it gets markedly better as you near the
end, and some of the weapons -- like the sniper rifle -- are amazingly cool).
MotS best shines for multi-player, because of the added force powers
and weapons (and new multi-player maps). [January 1998, MotS added
April 1998.]
- Die by the Sword
(April 1998-June 1998). This game is insanely difficult for the same
reason it's insanely satisfying. This is a game all about slamming an edged
blade into a hunk of meat; it just happens that the meat is trying to do the
same to you. Some very clever person figured out a way to model the motions of
the human body realistically, and used this to build a sword-fighting game
that gave you an extremely flexible range of motion. Add to this some nice,
dramatic physics, and you get a game where you can bat kobolds across the
room, fight while hanging upside down from a rope trap, and cleave the limbs
for your foes (and watch them obstinately continue fighting ala the Monty
Python Black Knight). It's way hard, but it's way fun. (Sadly, the expansion
pack Limb from Limb was too hard, and generally uninspired. But it
seems to be a rule that most expansion packs suck.) [April 1998; LFL
comments November 1998]
- Wing Commander: Prophecy
(Aug 1998). After getting my Gravis
Xterminator, I went back to the Wing Commander series. Trying to
play these games with a keyboard is like to try to do surgery with a
sledgehammer, and trying to play them with a mouse is an invitation to
throw up repeatedly.The Xterminator's proportional direction pad made
these games much more enjoyable, and I've currently revisted WC:III,
WC:IV and WC:P (the first two WC games are pretty wretched by today's
standards). WC:III remains surprisingly playable to this day, but WC:P
is just incredibly good looking, graphically. Freespace wins
hands down on explosions, but Prophecy has some damn good
looking effects, and the ships that break into three subships kick
ass. And, let's face it, I'm a sucker for the FMV
sequences. Prophecy has less replay value for me, but I picked
it up new for $20. The sequel (Secret Ops) has been a
little disappointing in comparision -- the missions are less
interesting, and the story (as of episode 3) has been relatively
absent. But it's well worth the price: free. [August 1998,
Secret Ops comments September 1998]
- Battlezone
(Jul 1998-Sep 1998). It's a first-person shooter. It's a real-time strategy
game. It's a floor cleaner and a dessert topping. I'm still figuring
this game out, but damn, it's fun. I can waffle back and forth between
building my nice defensive structure, and taking a bunch of tanks with
me on a quick offensive strike. And if I'm really feeling frisky, I can
hop out of my tank and snipe somebody else's unit, so I can steal it for
my very own. The story-line feels all Robotechy, too, which is all
right with me. [July 1998]
- WarCraft II
(1996-1998). Skobu. Huhuhu. Whatchu want me kill? These three simple
phrases should make the charm and appeal of this lovely little game obvious.
And if it's not, my Death Knights will roll over you, punk. This game is
not only excessively cool because of the wonderful graphics and great gameplay,
but because it's the first really cool multiplayer game we've found that
works well over our serial connection. Once we figured out how to team
up against the computer, we realized we'd found the magic formula for hours
of fun. [April 1997]
- Doom
(off and on from 1995-on). Nothing deep here. This game is just an incredibly
satisfying slugfest. There is one more important feature--namely, that
this game made me realize just how cool an immersive first-person environment
could be. However, I quickly found another game that was even cooler: [April
1997]
- Descent
(1995-1997). Now this was an excessively impressive
experience. Enemies made out of polygons instead of bitmaps, and an
environment that allowed me to fly around with six degrees of
freedom. Unfortunately, I eventually got to a point where the enemies
were just too powerful and the mazes just too twisty, so this game has
ended up on the shelf. However, Descent III is on the way,
and the demo looks great. [April 1998.]
- Mechwarrior
II (1995-1997?). This game rocked my world. Ever since I was 10,
I've thought that big robots with guns were the coolest thing since sliced
bread. MWII took me back to the days of playing with mecha toys,
except now I really could blow the shit out of things in a satisfying and
realistic way. More important, I could get an external camera view of my
mech pummeling other mechs. About the only thing that could be more satisfying
is NetMech, which allows me to play against other humans. Unfortunately,
it couldn't handle the serial connection between the two computers in our
apartment. D'oh! (I'm currently playing Heavy
Gear as a replacement for MWII, which is not quite as satisfying
as I'd like. It's got a host of improvements over MWII, but not
enough improvements to make it interesting when compared contemporary games.)
[April 1997; Heavy Gear notes added April 1998]
- Quake
(November 1997-present). I originally caved on putting Quake up
here because I finally was able to play it at higher and cooler resolutions,
like 640x480. I've since discovered the real reason to play Quake
-- deathmatches. Single-player is fine, but the multi-player experience
-- sneaking around, listening for the sounds of your opponent, blowing
the shit out of him or her with rocket launchers -- that's entertainment.
Quake provides all the fun of those childhood games of battletag
with all of the twisted violence of virtual inanity. [November 1997]
- Unreal (August 1998-December
1998). Unreal certainly looks good. I'll fire it up from time
to time just to look at the light coronas and the flame
effects. However, I'm finding the game itself to be kind of boring and
tedious. It promised to have an interesting story line, but it failed
to deliver on that promise, and the weapons are pretty
uninteresting. Maybe I'll fire it up again someday when I have a
Voodoo 2 or a Riva TNT card. In the mean time, Half-Life
is four times the game with graphics that are almost as
nice. [January 1999]
Dress-up
- Might & Magic VI
(May 1998 - December 1998). MM6, bizarrely enough, kicks
ass. Kicks a lot of ass. It's eerily like playing one of those old
RPGs like Wizardry I or The Bard's Tale, except updating
for something that's close to the modern age. It's also been described
as "what Daggerfall wanted to be," which isn't quite
accurate, but isn't far off either. The engine isn't as fabulous
graphically as one might like, the sound effects are marginal, and
there's no way to move around in turn-based combat, but everything
else is stellar. Plus, it's huge, in a good way -- the outdoor
locations and the dungeons are all extremely well designed and still
vast. Thirty hours of gameplay later, and I'm still only just
starting to think about the fourth major map location. Update:
I got about two-thirds of the way through the game, and finally got
tired of slashing through dungeons filled with floating eyes. I may
finish this game eventually, but right now, I've other things that are
more fun. This is a damn shame, since I think this game's only serious
flaw is the ultimately tedious length. A little tightening up would
have made me happy. Still, I got well over a hundred hours of fun,
so I'm happy with this purchase. [May 1998, update January 1999]
- Diablo
(May 1997-present). Woof! This is essentially an adaption of classic games
like Hack
and Rogue,
except in gorgeous, amazing SVGA, with beautifully animated monsters and
wonderful creepy dungeons. When you throw in the multiplayer aspects, it
starts to remind you of a hopped up Gauntlet
as well. Now, sure, this ain't really an RPG, but it's a hell of a
hack'n'slash-fest. For that matter, it lacks some of the incredible depth
and variety of the games it imitates (Hack, that is, not Gauntlet).
Still, it's replayable as all hell (no pun intended) -- I've been through
three times already, and I'm still not bored with it. [May 1997]
- Daggerfall
(November 1996-November 1997). I was initially skeptical of this game;
the graphics are reminiscent of the (now-dusty) Doom, the NPC interaction
is atrocious, and the un-patched version crashed every time I turned around.
Not to mention the pains of playing with a minimal installation and a 2X-speed
CD-ROM drive. Once I got into it, though (and once Bethesda got a few patches
out the door), I've come to realize that this is one of the most engrossing
open-ended RPGs I've encountered on the computer. Unfortunately, the dungeon
crawling gets repetitious after a while, but I got well over a hundred
hours of fun out of it. (I've since purchased Battlespire, which
is supposed to have better graphics and a tighter plot; so far my impressions
are that it's very hard, and it's not very rewarding. Maybe I'll get into
it more later, but so far I'm unexcited about it.) [April 1998]
- The Ultimate
Wizardry Archives (November 1998-present). This is a nostalgia trip
for me, since Wizardry I was the first RPG I ever played, way back when
on the Apple II. The games are still strangely compelling to this day; I've
got my graph paper and pencil handy, and I'm busy mapping out the dungeon once
again. This compilation from Interplay includes everything from I - VII, and I
intend on playing through all of them. Right now I'm on level 3 of the dungeon
in Wiz I. MATU! [November 23, 1998]
Delusions of Grandeur
- Dungeon Keeper
(September 1997-present). This is some weird mix between SimDungeon and
WarCraft II. In short, you're the evil master of a dungeon, which
you build up and populate with monsters you lure with gold and keep with
threats and cajoling. After you build up for a while, the bad guys... er,
the good guys, that is, come in and start trying to stop your wicked
ways. And you kick their asses. I dig it. (There's now a Direct3D patch,
which dramatically improves the "possess monster" mode; bilinear
filtering is your friend.) [January 1998; patch info April 1998]
- CivNet
(December 1997-present). After four years, Jeliza
has finally gotten me hooked on CivNet (i.e., the multiplayer-aware
version of Civilization). Highly addicting, especially once you
figure out how to keep your cities from dying off or going into revolt
every other turn. [January 1998]