Welcome to the first Secret Area post of 2019. Here’s something that was several months in the making. This was mostly due to procrastination. Naturally, I’m writing about a game I finished last year, two days short of a year after I had beaten it. And it’s a callback to a post I made last June. Let’s do this.
Last year, I had written a somewhat scathing review of the 2010 Medal of Honor reboot, which took the legacy of a long-standing WWII FPS franchise and basically ruined it by being a Call of Duty 4: Modern Warfare copycat. You can check that post out here. At the end of that post, I had hinted towards a game that I had said was just as close to the original Medal of Honor games.
Okay, it’s a bit of a stretch, but it is a World War II FPS, and surprisingly a decent one at that.
Enemy Front was a shooter released in 2014 for various platforms, including PC. Released by CI Games, it was a fairly unknown budget shooter in an era where those kind of shooters were slowly disappearing due to the drought of retail games as well as the prevalence of Steam making it a newer (and cheaper!) haven for the cheap schlock of the past.
I had heard of it thanks to a certain YouTube personality. Ahoy – later a maker of wonderful flashy documentaries about Doom, Half-Life, the Amiga, and many others – had done a video chronicling the arsenal of Enemy Front. He had done similar videos before for Call of Duty and other franchises, and would later be revised to an all-purpose format with his Iconic Arms series of videos. I’m still waiting for the new season of Iconic Arms, just to see what games he uses as an example for the weapon he’s talking about.
Though, it wasn’t just a British YouTube personality talking about a budget polish-developed FPS’s weaponry that got me to snag Enemy Front. It was also dirt cheap on a Steam sale. All it takes is something to be under $5 and you’ve caught my interest almost immediately.
Enough preamble. Let’s get to the meat and actually talk about Enemy Front proper. You play as American journalist Robert Hawkins as he reports the stories of a resistance front all around Europe. Later joining with resistance fighters, Hawkins must stop the Nazi menace in various locales around Europe, including during the Warsaw Uprising. A fair share of the game takes place around that Polish conflict. It’s fitting, considering developer/publisher CI Games is based in Warsaw, Poland.
Hey folks. Sorry that my posting is still somewhat erratic at the moment. Things have been going on in my life, and for a good while I didn’t have anything interesting to write about. I’ve amassed so many junk items over the years that they’re all strewn about in my room, hoping one day they’ll be played and/or written about.
So instead of struggling to think about something, I’m gonna do some posts about some of the games I’ve beaten throughout 2018. Surprisingly it is a small list, as I had fallen into the trap of playing the same quick pick up and play games instead: Killing Floor 2, Payday 2, Asphalt 8: Airborne, and more recently, Quake Champions.
Despite having a massive backlog, I still did finish a few games throughout the year. This was originally gonna be a post with two reviews, but this particular review got so lengthy that I had to split it up.
So let’s talk about a failed reboot of an iconic franchise, shall we?
(Warning: Spoilers for the story of Medal of Honor 2010 and Call of Duty: Modern Warfare 2 lie within.)
Back around 2014, I had written (but oddly didn’t publish) a thing about Medal of Honor: Airborne, which I had replayed because a friend was streaming the game. It’s one of his personal favorites, and while I liked some elements of it like being able to drop anywhere on the in-game map, or even the creative weapon upgrade system, it just felt like a tired shooter going through the motions, and was going beyond the more historical angle of Medal of Honor, even having Nazi super soldiers wielding MG42s like it was nothing.
At the end I had written something to the effect “It’s not as amazing as Frontline or Allied Assault, but it’s probably better than Medal of Honor: Warfighter.” At the time, I hadn’t played the most recent Medal of Honor games, and 2018 felt like the time to tackle Medal of Honor 2010 – as I’m gonna call it from here on in, to distinguish it from the 1999 original – and I felt disappointed all the way through.
Realizing World War II games were on their way out after a near ten-year period of them constantly coming out, EA was in a bind. Medal of Honor was considered this prestigious franchise, and they didn’t know where to take it. Their solution was to see what their competition already did three years prior and follow suit: Go modern, and see if it stuck.
The problem was that this came out right after the extremely successful Modern Warfare 2, and was out the same year as Call of Duty: Black Ops – probably in my top three favorite Call of Duty games for various reasons – so already EA was climbing a very, very steep hill. With Medal of Honor 2010, EA didn’t get to the top, but instead slipped and started rolling down the hill, giving themselves bruises and broken bones along the way.
The internet is a fascinating thing. Sometimes you find things because of the internet. In my case, I stumbled upon this game thanks to the internet.
Christopher Brookmyre’s Bedlam: The Game is a game based on a novel by Christopher Brookmyre (natch), a noted British author, whom sadly I’m not aware of since I’m a “bloody yank.” (I live in the United States.) I was made aware of this game thanks to Achievement Hunter-turned-Twitch-streamer Ray, aka “BrownMan” on Twitch. He was doing a blind run of this on Xbox One, and it looked like a game I’d give a try just on the idea.
This is also the third (and so far, final) game I requested myself, just to build a queue of games to play for BST. Ultimate Doom needed no introduction, Turok was something I wanted to try to see if nostalgia held up. Bedlam, on the other hand was clearly the offshoot of wanting to play something fairly unknown as it were. It’s also the most recent game I’ve played so far, coming out in 2015. (The Turok remastercame out that year as well, but the original game came out twenty years prior so that doesn’t really count.)
The story involves Heather Quinn, as she signs up for some new virtual reality machine to simulate video games. Little did she know, she was sucked into the world of video games instead. With the help of various people she meets in the game worlds, she must go through the worlds of various video games and find her way out.
When I started playing, I was thrusted into a game world not unlike Quake II. Though it goes by a generic name – Starfire – it clearly has the style and look of that mid-’90s era of PC gaming. This is what Bedlam does throughout. Through my travels as Quinn, I went through a WWII FPS world, a futuristic open arena like Halo or PlanetSide, a medieval area similar to games like The Elder Scrolls V: Skyrim, even clones of Pac-Man and other old-school arcade games.
Yet, oddly, the game also name drops notable locations like Black Mesa (from Half-Life), and even mentions Call of Duty, despite all the games depicted in-game being fictional. Presumably it’s okay to reference them without having to pay legal fees; but this might all be referenced in the book the game’s based on, I haven’t read it to be sure.
id software’s amazing run of first-person shooters in the ‘90s are in some of my top games of all time: Doom, Quake, even Quake III Arena was pretty good in spite of Unreal Tournament’s more fun, absurd nature. But one game I had a fondness for was Wolfenstein 3D.
Wolfenstein is a fairly simplistic shooter by modern standards, but it started laying the groundwork for what made their games tick: Exploring areas, defeating enemies, and strafing around arenas like operatic ballet. What happens when you take most of that away and try to shoehorn in awkward mechanics that don’t fit? You get Wolfram.
I have to give a shout out to the Video Game Music Preservation Foundation, which introduced me to this game. Being a fan of Wolfenstein and some of its other games, I had to see if this was the remake of Wolf3D that would be better than the original. The answer is no. Not by a long shot.
Wolfram recreates all of “Escape from Wolfenstein,” the shareware episode of Wolf3D. Levels are the same blocky shapes they were in ‘92, wall textures are a mix between remastered versions of the originals and ports presumably from other versions of Wolf3D, even the music is ripped straight from the original, but somehow sounds worse.
So you’re probably thinking, “Hey, this sounds pretty cool! What’s your problem with it?” Well, let me explain.
Wolfenstein 3D’s combat is fairly simple. Outside of some bosses, all the enemies are hitscan – once the enemy shows a certain frame of animation, the game determines if that was a hit or a miss, and if it hits, it calculates for how much damage you take – As you progress, you learn the better tactics of the game involves ducking inside rooms and strafing back and forth at an opened door to avoid getting hit as much. It’s fairly simple and arcade-like these days, but it worked well in the era when Wolf3D came out.
This is NRA Gun Club. A first-person shooter published by Crave (RIP) and developed by our good friends at Jarhead Games. I’ve covered Jarhead’s stuff in the past, with such thrilling hits as CTU Marine Sharpshooter. (I wrote about that before, check it out here.) As far as I know, this game would be their swan song, not living long enough to make it to the 360 generation. This would also be the sole game they made on the PlayStation 2, and it shows.
After being introduced to the bland title screen, I am asked to make a profile name. Since this is based on the NRA, I’d thought it’d be nice to name my profile after Wayne LaPierre, the NRA president and mirror-universe-Stephen-King.
The only mode with any sort of progression is Certification Mode. Here, there are four courses, each one unlocked after completing the previous one, with certain requirements needed to pass. There’s Plinking, Bullseye, Trap/Skeet and “Practical Shooting.” I’ll get into each one the best that I can.
The “Plinking” challenge involves rapid-fire scoring for points. It’s damn simple: Choose a weapon, shoot at targets, score points, repeat until time runs out. Most targets give 5 points, but some such as the cans give 10. Each of these are done in “Strings,” where the board is reset each time, and then the final score is averaged out of the best runs. If the average meets the minimum number, it’s considered a passing grade.
Once you qualify in each of the pistol, long-range rifle, and shotgun challenges, you do the “Multi” course which makes you go through all three. Qualify that and you’re certified in the Plinking challenge.
Alright kids, time for me to get a bit “technical,” as it were. This is one of these posts where I’m gonna talk briefly about a game mechanic and how it actually benefits the player subtly. For those who came here for other stuff, come back in a few days.
I recently beat id Software’s Rage, a solid first-person shooter/driving game hybrid. I was looking to play something after trying to beat Modern Combat 5, and this seemed like a prime candidate. Earlier in the year, I had ran through Doom 3 again, just to see if it was bad as I remembered it. It actually wasn’t awful, and is a pretty good game. Hasn’t aged gracefully in the graphics department, but what has?
Anyway, Rage has two mechanics that aren’t mentioned, but really help out the player. Most first-person shooters have it so when you reload, you can’t cancel out of the reload, leaving you vulnerable to attack. Secondly, the reload animation has to play out fully before you can fire again. Again, putting you at risk of taking damage, and in a fast-paced shooter, it can be frustrating to have to wait for your dude to slowly slap a magazine into their assault rifle and pull the charging handle before shooting again.
Rage doesn’t do either of these. If you start reloading mid-magazine and hold down the fire button, the reload is immediately canceled so you can expend the rest of the magazine. Secondly, if you’re reloading from an empty magazine, you can skip the rest of the reload and get back to shooting quickly. You can see this in the video I shot from one of the Sewer levels, and is more noticeable if you skip ahead to 1:53.
It doesn’t sound like much, but it’s a huge help. Rage has you fighting between the quick and melee-heavy mutants, common grunts, and big boss monsters. The last thing you want is to have to watch a painstaking long reload sequence and die because of it.
Honestly, I think reload canceling and skipping long reloads need to start being a thing that’s not reserved as some kind of skill or perk. A lot of FPS games take a simple concept – reloading a firearm – and don’t do much with it. Outside of games like Receiver, which take the concept of firearms and expand on it, most games just take reloading for granted. Think of many other games that were released in the same year as Rage, such as Call of Duty: Modern Warfare 3, Battlefield 3, Bulletstorm, and Homefront (ugh). None of these don’t give you this same advantage. At most, tweaking a reload involves an exploit such as a melee attack, and in most cases just restarts the reload sequence, taking you much longer to get back in the fight, leading to some frustrating deaths online and off.
Is Rage’s way of handling reloads unrealistic? Yeah. Is it some revelatory thing? Not really. But I think had id not done this, Rage would’ve been a more aggravating experience. Their last major game, Doom 3, had lengthy reload times, but that game has a slower pace to it. Imagine that slower reload on Rage, it would’ve been an absolute mess.
As for Rage itself, it’s worth playing. The wasteland concept is a bit played out – especially since this game came out two years after Borderlands was a hit – but the action and driving’s pretty good. Not only that, you get to take missions from John Goodman and Steve Motherfuckin’ Blum. Can’t get any better than that, can it?
For a while, I wasn’t going to upgrade to Windows 10. But then a friend convinced me of a few cool features, and I decided to finally take the plunge since it’s free as of this writing. Since my current PC was on Windows 7, I missed out on all the cool apps that came out during the Windows 8 era. After perusing the store, I found a few interesting games. Boy, I wasn’t expecting this…
Modern Combat 5: Blackout is probably the most generic title for a game ever. This is the product of Gameloft, a French-based development studio known famously for their mobile phone and handheld games. Naturally, this is a “port” from iOS/Android devices, supporting cumbersome touch screen controls.
While I haven’t played the previous entries in the Modern Combat franchise, I am familiar with it. One of the games, Modern Combat: Domination, made it to consoles and I remember Giant Bomb covering it once. At the time, it looked like a mish-mash of Call of Duty 4 with a pinch of Counter-Strike‘s elements. By default, I go into any new game I play with mild skepticism and low expectations just so I don’t hype myself up for disappointment, so I wasn’t expecting much here.
You play as Phoenix, a mercenary for works for some corporation. With the help of a bald marine named Bull, you two storm through San Marco, escaping from evil terrorists, and eventually escaping a helicopter in a boat chase sequence. Pretty exciting for the beginning of a Call of Duty clone.
Afterwards, Phoenix wakes up in Japan, taken over by raiders during some terrorist attack or something. I’ll admit, I barely remember the story of this game, and that’s coming from a guy who played through Battlefield 3 and 4, which had really unremarkable generic campaigns. But from what I gleaned from a wiki for the series, it’s basically double-crossing between various factions, and a surprise plot twist that the CEO of the Gilman corporation is also a mercenary soldier who caused the double-crossing. Hardly oscar-caliber story writing, but I got what I paid for. (Nothing.)
Modern Combat 5 has a leveling system, and unlockables. There’s a create-a-class option, weapons can be upgraded by using them in the game to unlock attachments and better weapons, and each class has special skills that are upgraded using SP. SP is gained between some missions, leveling up, and between events Gameloft put up. One thing I liked is how the rankings persist between both single player and multiplayer, which I wish more games did.
Multiplayer is typical military FPS in a post-Call of Duty 4 world: You have perks, you have a powerup you can use, there’s killstreaks like recon drones and EMP strikes, and you get XP for kills. There’s the common FPS gamemodes: Free-for-All, Team Deathmatch, Capture the Flag, and an unusual TDM variant called VIP where the VIP is always visible on the minimap and killing them rewards more points than killing other players. Fun, but a VIP kill is 5 points and the scorelimit is 50, making the matches go by faster than expected.
I have a certain fondness for Wolfenstein 3D. Back in the early 2000s when I was just a middling teenager, I was playing a bunch of cool level packs for Wolfenstein. Hell, the first online blog post I ever made was talking about an old Wolfenstein 3D mods website that I thought was cool. Yeah, it’s kinda plain compared to Doom and Quake, but damn it, I still had fun going through mazes killing things.
I’ve played practically every major Wolfenstein game barring the Muse Software prequels and the most recent The New Order. I was even a hardcore Wolfenstein: Enemy Territory player back in the day. But I didn’t know that there was a Wolfenstein game I missed…
Mission Pack 2: Return to Danger and Mission Pack 3: Ultimate Challenge are unofficial third party expansions to Spear of Destiny, developed internally at FormGen and released in 1994. If you were craving more Wolfenstein and were ignoring Doom for some reason, this was one of the few ways to get more digital nazi killing. That, along the Wolfenstein map generator mentioned on the box, gave you seemingly endless opportunities to expand your Wolfenstein 3D experience.
Both episodes have similar stories: Hitler recovered the Spear from B.J. Blazkowicz, and it’s up to B.J. to fight Hitler’s Nazi regime and recover the Spear twice more before he brings hell demons to Earth. It’s corny stuff, but back in those days FPS games were never known for having great stories.
So what’s different in these Mission Packs compared to vanilla Spear of Destiny? Surprisingly there are a bunch of changes in this game. New levels (natch), new sprites, new textures, even the enemies look and sound different. So already this is looking promising, right? Oh, if only.
The year is 2011. We’re nearing the final stretch of a console generation. We’re seeing awesome games made by awesome people. Here I was, browsing on Twitter like I usually do, until someone I followed retweeted this gem by one Clifford Bleszinski on Twitter one day:
Naturally, being the curious guy I am, I checked out the website and found out there was a free game. I download the 700MB installer, not knowing what to expect.
Duty Calls: The Calm Before the Storm is a parody game that makes fun of the long-standing Call of Duty franchise. This is very apparent by the logo that makes fun of the old Call of Duty logo, to even that important disclaimer that Activision had nothing to do with it. Because the last thing we need are lawsuits.
Parodying games in other games is a fickle thing. Sometimes you can be right on point and make it funny, otherwise you end up just making half-baked references like “That’s one Doomed Space Marine” from Duke Nukem 3D did. So let’s see how they did with this parody, shall we?
Our adventure begins with an introductory cutscene learning about some secret base, complete with a Call of Duty-style talking about how war has changed, and yet war never changes. Reminded me of that Wizard song from Idle Thumbs. After that, our intrepid shooterguy drops in with an M4 assault rifle and a secret base to find by some random commander dude. So let’s jump into the fray and fight the big bad.
I’m convinced no one wants to be the sniper in a video game. Yeah, there’s parts of movies where being a sniper is cool, but most of it involves walking around and occasionally killing people at a distance with a bolt-action rifle. Unless it’s something like Call of Duty 4‘s “All Ghillied Up” mission, which is more of a stealth level than a sniping level.
Thus any game I’ve played where sniping is the focus, like Sniper Elite V2 or Sniper: Ghost Warrior, ends up being a fairly simple shooter with strangely elaborate sniping mechanics. I don’t know why people keep making games based on it, but then again they keep making sequels to the Sniper movies, so I guess there’s an audience for this stuff.
Today, we’re looking at another one of those sniping games, and this time, it’s a budget shooter…
CTU Marine Sharpshooter is a budget FPS where sniping is the base mechanic. Despite the name, you don’t play as Jack Bauer, but rather a generic soldier dropped into certain exotic locales and go pew pew at bad guys with sniper rifles.
The developer of this game was Jarhead Games, a master of making budget military FPSes, such as Navy SEALs: Weapons of Mass Destruction and Army Ranger: Mogadishu. The only other notable thing they made was NRA Gun Club, which is ironic considering the NRA was lambasting video games before. Guess they forgot about that one.I’ve played only one of Jarhead’s games before, and it wasn’t that interesting, so I don’t have high hopes for this one.
You play as some generic sniper and his spotter buddy, with an M4 assault rifle. They don’t give them names, so I’m gonna call them “John McSniperdude” and his partner “David Spotterguy.”
After a thrilling introduction where McSniperdude and Spotterguy arrive to Afghanistan by boat, the game begins. Sniping in this game is a bit strange: You use the mouse wheel to zoom in and out. It takes a little getting used to, especially since I’m used to many other games allowing you to scope in with the right mouse button. As you play, Spotterguy will tell you that there’s enemies in a certain direction, also highlighted on your radar above.
Each set of levels gives you a unique sniper rifle: The starting Afghanistan missions give you an M40A3 that requires to chamber a round in each time you reload. Later, you get a Barrett M82, a heavy anti-tank rifle that the player uses like it was an assault rifle. The final set of levels give you an “AW”, which I assume is meant to be the Arctic Warfare Magnum, which would’ve been more appropriate in the other levels.
When not sniping, you have two other weapons: A useless knife, and your SOCOM-MK23 pistol with an optional silencer. The pistol is really only useful in close quarter areas, of which there are a few. I’d recommend telling your Spotter to fire at will so you don’t have to switch between weapons or no-scope enemies often. You’re given 4-6 health packs you can use (signified by the crosses on the HUD), but they only refill when you change locales, so if you used up all your medkits on the early levels, you won’t last long. Also, your spotter has infinite kits and can heal himself willy-nilly.
I am not a fan of Kiss. I only know a few of their songs, mostly because they appeared in Rock Band. I watched that Behind the Music episode they did once, at least. Besides that, all I know about them is they want to Rock and Roll All Nite and have a wonderful time, they made a bizarre ’70s live-action special, and then there was that period in the ’80s where they took off the makeup and were like every other hair metal band of the era. They have a couple good songs, at least.
Naturally, with how popular Kiss was, along with Gene Simmons’ shrewd business tactics, there has to be a video game about them. Enter Kiss Psycho Circus: The Nightmare Child.
Kiss Psycho Circus: The Nightmare Child is a video game adaption of the Psycho Circus comic book series by Image Comics and Todd MacFarlane Productions. The comic involved the band members becoming supernatural beings and saving the universe as part of the Four-Who-Are-One (I wish I was making that up). The video game borrows elements from the comic, but has a wholly different story.
Instead of playing as the band members, you play as members of a Kiss tribute band, who get teleported to a special world ran by this gypsy named Madame Raven. She tells you about this big bad called “The Nightmare Child,” and your band are the chosen ones to stop them. Separated by the Hall of Mirrors, each band member goes through each world as they grab each of the six pieces that form the respective Elder.
After writing that paragraph, most of which I consulted the manual to understand this bizarre-ass story, I can say with authority that this story is so god damn ridiculous that it’s not worth knowing. Then again, with this being co-opted by a band known for wearing silly outfits and the guy who created freakin’ Spawn, I’m not expecting Half-Life levels of storytelling here.
This game was developed by Third Law Interactive, founded by one of the original members of the Daikatana development team, so already we’re off to a shaky start. They didn’t do a whole lot of notable stuff, my brief search found out they worked on an Aliens vs. Predator 2 expansion and added stuff to the Game of the Year edition of No One Lives Forever. So we’re looking at a small studio with not much notability, which is worrying.
Alternate title: Jason Brody’s transformation from party animal to jungle psychopath.
Man, the Far Cry games have gone through this weird identity crisis over the years. The first game was a mostly linear, extremely difficult action game with aliens, Far Cry Instincts made your character become a mutated alien with superpowers, and Far Cry 2 was a promising game with too many stupid mechanics and probably the dumbest story to come out of a big-budget action game. To this day, I still don’t understand why people praise Far Cry 2 to the high heavens.
But Far Cry 3 has nothing to do with the others. Seems to be par for the course for Ubisoft: Instead of making a cohesive story/saga with the series, just make them like Call of Duty games where they’re mostly standalone and different, with the only similarity being a jungle theme. It seems to be working for them.
Far Cry 3 was one of my many purchases during the Steam Summer Sale this year (along with Tomb Raider, Dark Souls, the BioShock trilogy…), and I bought it knowing that after the disappointment of Far Cry 2 that it could only get better from here.
One thing I’ve been pushing to do more this year is to tackle my long, burgeoning backlog. I’m limiting this to 360, PS3, PC and Wii stuff, because if I did every game I didn’t finish, I’d be looking into finishing stuff like Brothers in Arms: Road to Hill 30 and Shin Megami Tensei: Persona 4 among many other older games, leaving me with a task that may be impossible to finish in my lifetime. I’ve been making a slight dent at that backlog in recent months, tackling Borderlands and all the DLC campaigns, Saints Row: The Third (note to self: reinstall SR3 to tackle the DLC campaigns before Saints Row IV hits in August), F.E.A.R. 2: Project Origin and Uncharted 3: Drake’s Deception.
Yesterday, I had completed Chaser, a first-person shooter developed by Slovakian developer Cauldron HQ and published by JoWood Productions in 2004. I had heard of the game in the past thanks to a PC Gamer demo disc featuring a demo of the game’s multiplayer. While the demo was not amazing by any stretch, it did seem like an interesting shooter for its time. Fast forward to 2012, when I see the game on a Steam daily deal for $2.50, which later got reduced even further to $1.25. I have a soft spot for bargains, and when a game hits that $2 or less threshold, it’s an immediate impulse purchase. So then it sat on my Steam backlog until recently, when I had decided to install it shortly after beating Redneck Rampage, wanting another “old-school” FPS fix.
You play as John Chaser, an amnesiac stuck on a spaceship being hunted down, with no memories of what happened prior. You eventually make it to Earth and become acquaintances with members of “The Family,” as you try to do missions to find out who you are and what happened. Eventually you find the truth, befriend a few people along the way, and find out you were doing a mission on Mars. So you get your ass to Mars, go to the Hilton and flash the Brubaker ID at the desk.
Okay, I know a Total Recall reference sounds dumb here, but Cauldron clearly was looking at the Schwarzenegger sci-fi classic for inspiration: From the amnesiac main character, to befriending people who would later be enemies, being chased through a spaceport, even having to go through murky Mars caves to find the truth. This is the closest we’llget to a “Total Recall: The Video Game” that isn’t that terrible NES game from 20 years ago.
Let’s be honest here, shooting a bunch of dudes is better than punching midgets and dodging glory holes.
The game is not perfect, though. Being made by a game studio where English is not their primary language, there’s that weird case of “euro jank” to Chaser‘s design. Voice acting is a very mixed bag, leading to awkward line deliveries and unusual word usage. Subtitles don’t always match what’s spoken. Jumping physics seem a bit off, where you might miss jumps more than you hit them. There are many points where it’s not clear where to go next, leading to lots of walking around and backtracking, among other problems that are common to unpolished shooters. Even the game’s ending is especially bleak. I won’t spoil it, but I was honestly expecting a much different outcome, preferably with a choice, like with Singularity.
Chaser is not only a rough game, it’s also very difficult. On Normal difficulty, it didn’t take much for the bad guys to whittle my full health and armor down to zero pretty quick. Enemies occasionally drop medkits and armor, but you’ll lose it as quickly as you gain it. This even applies to fall damage — later stages have you dropping down on pipes, taking off small bits of your health as you descend, making it pretty easy to miss a jump and crater, forcing you to try it repeatedly. Lately I’ve been trying to avoid playing games on harder difficulties, but Chaser was incredibly difficult to play on Normal, leaving me to go through the remaining 2/3s of the game on Easy just to get through. Even on Easy difficulty, some of the later stages still kicked my ass, with enemies having grenade launchers that killed me instantly even with near-full health and armor. Thank god for quick saves.
That isn’t to say this game is bad per se, it’s just difficult because it’s clearly made in a different mindset than most first-person shooters today. There’s a reason regenerating health and linear corridors are almost standard in shooters today, because what Chaser does hearkens back to the late ’90s era of first-person shooter design: reflexes, speed, exploration, backtracking, rationing your items, and quick saving often to make progress. The average gamer today would likely have a very difficult time playing through Chaser if they’re used to Call of Duty style game play.
Despite that challenge, I enjoyed the varied levels — from space stations, to cities, to Russian tundra, even the redness of Mars. The soundtrack was good, reminding of the MOD music that permeated Unreal Tournament, and was a lengthy game compared to its contemporaries. It’s on Steam at an affordable price of $5, it’s worth checking out if you want some old-school FPS design. Just remember that it’s gonna kick your ass, but stick with it. Despite the euro jank, it’s not a bad shooter. I’ve played worse shooters out there. Much worse. (See the Budget Hell entries if you don’t believe me.)
Half-Life is one of my most favorite games of all time. It blended action, platforming and story perfectly to be one of the awesome shooters of 1998. But it wasn’t always that way.
Valve, back then a small development studio, made a press demo version of Half-Life that showed a drastically different version of the game: While the story was similar, almost all the levels and designs were different from what we got. Originally slated for November 1997, it missed the release date and came out a year later with many significant changes to the final product, all for the better. Getting a chance to play the Half-Life that never was is really a treat, which has many unfinished levels — some early versions of levels in the final game — as well as tech demos such as skeletal animation. You can shoot a robot and make it do that dancing baby animation that was popular in the late ’90s! Not only that, it has documentation about the game and Valve itself, a walkthrough of all the levels, even copies of Paint Shop Pro and WinZip for some reason…
Here’s me playing through one of the levels, The Security Complex. It’s one of the more complete levels of the game. I go through the stage area at least once, then show the solution as given in the walkthrough.
Oh hey, it’s been a while since I done one of these. Way back in January, to be exact. So let’s enter another chapter in Budget Hell. Or rather, Budget Purgatory. Because today’s game is not really that awful. I mean, it’s not good, but I wouldn’t say it’s as awful as Elite Forces WWII: Iwo Jima. Our victim for today is a game called Black Ops.
No, no, silly, not thatBlack Ops. That’s hardly a budget game, and it’s actually a good game, despite what haters may say. No, the actual title is Vietnam: Black Ops, and it was made way back in the year 2000. (Insert your “In the year 2000” joke here.) It was made by a podunk little studio called Fused Software, and this is their only game. There isn’t anything notable by any of the designers of this game — outside of a few credits by Google searching the developer’s names in five minutes — so there isn’t any dirt I can dish out of these guys. Unless you’re reading this and you worked on this game, then please leave a comment because I wanna know people worked on this. Oh, and this is another Valusoft joint. Kinda fitting, since THQ sold Valusoft off recently, so we may see a Valusoft budget game renaissance. At least something besides freakin’ copies of Ghost Recon Advanced Warfighter 2 on my PC budget aisles.