Tag Archives: video games

Ultima VII Odyssey: Giddyup, Dobbin!

After being harangued by the Voice of God for taking the wrong exit out of Trinsic, I get Cate’s map of Britannia out to try and find out where she should be going. The map isn’t immediately helpful but, operating on the assumptions that the big built up area is Britain, that it’s reachable without having to get on a boat, and that Trinsic doesn’t appear to be in the middle of the desert, I conclude that she is currently somewhere to the south of Britain and that she should start heading northwards. This is a skill called orienteering long thought lost in this age of dynamic map markers and fast travel.

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In Praise Of: Bungie Software, Part One.

It may be difficult to believe in this age of Halo and Halo and yet more Halo, but Bungie Software used to be in the business of making some very, very good games. That these games have only achieved a cult following rather than the recognition they deserve is mostly down to two things: Bungie’s acquisition by Microsoft in 2000 in order to use Halo as a flagship title for the then in-development Xbox, and that Bungie started out as a Mac developer at a time when the iPod was a tiny, tiny glint in Steve Jobs’ eye. The latter meant that three of their best games were released on a format that no-one was really paying any attention to – as with today, the Macs of the early nineties were for artists and writers, not gamers – while the former brought them massive public attention at the cost of everyone conveniently forgetting that they’d ever existed as a separate entity to Microsoft. I’m going to spend the next two of these columns trying to turn back the clock by explaining just why Bungie’s old games are so fondly remembered by those who played them.

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Thoughts: Dustforce.

In some ways I suspect a proper review of Dustforce is redundant. People will look at a gameplay video or two and immediately know if they’re going to like it, because it’s just that sort of game – the kind that has a visceral appeal to a certain type of mindset, but one that will repel others in exactly the same way – and whatever I write here is going to be unlikely to change that. But Dustforce may just be an exception to that rule, seeing as my own reaction to it surprised me quite a bit.

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Ultima VII Odyssey: Whodunnit?

For a game set in a pastoral medieval fantasy idyll Ultima VII sure doesn’t pull any punches. Cate the Avatar travels to Britannia from our world (long story, best not to think about how stupid it is) and immediately upon popping out of the dimensional portal is accosted by some guy called Iolo, who apparently knows her of old. Iolo is talking to a cringing, cap-wringing peasant about a gruesome murder that has taken place in the stables. Ha, “gruesome”. This is a 1992 game and everything is so clean and pleasant! What could possibly qualify as gruesome in a place like thi-

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In Praise Of: Syndicate Wars.

The news that GoG are going to be adding the original Syndicate to their store on Thursday caused many parts of the internet to explode in an orgy of fangasmic joy. Syndicate is rightfully regarded as one of the all-time classics of gaming, which is one of the reasons why the news of the FPS reboot has gone down like a cold cup of sick with most of the gaming community. It’s a fairly simple top-down shooter at heart, but its masterstroke was putting the shooter bits into context by setting them as individual missions on a vast, world-spanning strategic map. This strategic layer let you tax your captured territories and plow the resulting funds into researching ever more lethal weapons and bionic body parts for your team of drugged-up cyborgs, providing the sort of wholesome family entertainment that led to entirely-predictable calls for it to be banned1.

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Ultima VII Odyssey: The Wall.

This is the beginning of (hopefully) a series of posts that detail my experiences with an RPG I have often heard praised but never played: Ultima VII.

One of the hazards of playing older games is that you tend to run into paleolithic design elements that have, for better or worse, disappeared as games have become increasingly streamlined and user-friendly. To our modern gamer sensibilities, coddled as they are by elaborate in-game tutorials that hold our hands as they teach us to play the game — often infuriatingly integrated into the first half-hour of the campaign so that we are unable to avoid them — these design elements can often seem bizarre and unreasonable. We are no longer expected to Read The Manual; instead, a game should set the barrier to entry as low as it can in order to include as many people as possible. And if that results in the loss of some nuance and complexity from the overall design of the game, then so be it.

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Creative Assembly in “Fixing their game” shocker.

Turns out there's more to managing an empire than just spamming markets everywhere. Who knew?

Okay, I admit it. I may have been a little too hard on Shogun 2.

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