Monday, April 14, 2025

BRIEF: Hired Guns (1993)

 
These are some grim characters.
       
Hired Guns
United Kingdom
DMA Design (developer); Psygnosis (publisher)
Released 1993 for Amiga and DOS
Rejected for: Insufficient character development
    
Hired Guns is one of many things in life—triathlons, Cirque du Soleil, Finnegans Wake, theremin music, brutalist architecture—that I find impressive without actually enjoying. It takes real effort to make a four-character game with four different view windows operating at the same time. But as a single player who can mostly only concentrate on one window at a time, why would I want to play in such a tiny window, especially in the days of such low-resolution monitors?
  
Now, gameplay doesn't have to be a one-player thing. It supports cooperative multiplayer, with two players using joysticks or up to three players sharing a keyboard. Again, impressive. We don't see a lot of cooperative multiplayer games in this era. Swords of Glass (1986) and Bloodwych (1989) are the only two that come to mind immediately, at least in the first-person RPG genre. But it must have been awfully cozy with Player 1 controlling QAOP, Player 2 with his hands on the arrow keys, and Player 3 using the numberpad. If Irene ever leaves me, I guess I could try it on a first date.
     
The character in the upper-left is shooting at an enemy on the ceiling.
           
Hired Guns defies genre. I can see why some databases call it an RPG. There are elements that feel like Captive (1990) and other Dungeon Master clones. It has attributes (even if they never improve) and experience (which despite its name is more of a score). It's fundamentally a first-person shooter, but it has the gridded movement and overall feel of a "blobber," although the four characters occupy their own squares and don't necessarily follow each other. (It shares many of its characteristics with Space Hulk from the same year, and I'm curious if there was any cross-pollination here.) Perhaps most important, the game itself calls its campaign an "RPG Game" on the main menu.
 
DMA apparently thought that the difference between an "action game" and an "RPG game" was the length of the mission.
        
The game is set in 2712, and the backstory for the game at large (as opposed to the in-game campaign) is little more than a group of four mercenaries from various backgrounds have come together for a mission. There are three types of missions: training, action, and "RPG" (which in the context of this game just means an ongoing campaign). The five training missions each get you accustomed to a different aspect of gameplay. There are 17 "action" missions that take place on a single map. Some of them are competitive. The campaign takes place across 19 maps and comes with an extensive backstory.
   
Whichever mission you choose, you begin by selecting your four characters from a list of 12. They include men, women, robots, and cyborgs, with descriptions like "Pilot," "Freelance Assassin," "Battlefield Medic," and "Marksman." Each has a different combination of physique and agility (the only two attributes), and each starts with different equipment. Each character has a very dim gray-on-black portrait but a more conventional artistic depiction, along with a full backstory, in the game manual.
     
Adding characters to the party.
     
The campaign takes place on a planet called Graveyard, and when I say it has an "extensive backstory," I'm underselling it. There's a 48-page booklet devoted to the history of the planet and a separate 48-page booklet devoted to the history of the system that the planet is in. Since I only plan to BRIEF the game, I'll just say it's a war-torn system and the titular hired guns have been sent on a hostage rescue mission.

The campaign starts on a map called "Abandoned Depot"; after clearing this area, the player has a couple of paths, and I don't think he or she has to necessarily complete every map.
       
Having completed the first scenario, I have two choices about which way to go.
      
Each character has his own window with tabs at the top that allow cycling through four screens: first-person view, inventory, area map, and character sheet. By toggling a "gem" icon in the upper-right corner, you can tell characters to follow each other or not. 
       
Each character here is on a different tab.
     
I played through the first map and part of a second. I found the graphics ugly and hard to make out; as always, my colorblindness probably played a role. There were times I only knew that an enemy was in front of me because it started attacking, or because I couldn't move forward. I found it very easy to forget to re-equip weapons after picking something up, and also very easy to accidentally shoot at nothing when I was trying to move forward.
     
Moving through the corridors in a line.
    
There were a few light puzzles in the first scenario. I had to find two keys to open a double door. There was a place with two monsters behind force fields, and I could deactivate them if I wanted to, leading to additional treasures after I killed the monsters. (Treasures include weapons, ammo, healing items, and various technical devices.) One section had a series of three platforms moving up and down. I had to cross them to find a keycard that opened the exit.
  
All characters have to exit to move on. My understanding is that characters are healed between missions, but death is irreversible. 
     
Getting my last character out of the scenario.
      
After 15 years of doing this, I have become jaded to claims that the Amiga version is better, but having watched some YouTube videos, I would say that here it is warranted. The graphics are a smidge clearer, but more importantly, there are some excellent ambient sound effects (the humming of machines, dripping water, peals of thunder) that give the game a lot of atmosphere. The Amiga version also features occasional messages from the characters that scroll across the center of the screen. They're cute but clearly drawn from a database of generic comments (e.g., "I'm itching for a good fight") and pop culture references (e.g., "Let's go back to the drop ship and nuke the site from orbit") and not necessarily context-specific save the occasional "get out of my way!"
       
A message scrolls across the screen in a screenshot from an Amiga version video.
     
As always when I play an innovative game that isn't technically an RPG, a part of me wants to push forward, but in this case that part is discouraged by all of the aspects of the game that I don't like, including an overall feeling of cumbersomeness that's hard to explain. It also isn't a good use of my time given the size of my list.
       
      
DMA, based in Scotland, came on the scene in 1988 with Menace, a side-scrolling shooter. They released several other action games (Ballistix, Blood Money, Shadow of the Beast) before scoring an international hit with Lemmings (1991) and its many sequels. Hired Guns was one of the few games released between 1991 and 1997 that were not part of the Lemmings series. In 1997, they made their biggest splash with Grand Theft Auto, which set off a chain of events that caused them to be bought by Rockstar Games and to be renamed Rockstar North. There, they are still going strong and presumably working on Grand Theft Auto VI (2035).

72 comments:

  1. Huh, fascinating. It's by Psygnosis, a classic British development house most famous for their elaborate pixel art, moreso sometimes than the quality of the game itself. They really tried a little bit of everything, finding the most success in cinematic platformers like the Shadow of the Beast series. But they also have first person shooters, many adventure games, shoot-em-ups, and more. I'm a fan of their work almost exclusively in terms of their artwork and presentation--I think they made some of the best looking games of the era, even if they aren't the best *games* of the era.

    They apparently have RPGs in their catalogue, many of which I haven't played. You should be chronologically approaching some of these titles, like Hexx: Heresy of the Wizard, and Perihelion: The Prophecy.

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    1. Correction: maybe Psygnosis only published the game? I just re-read your final paragraph. DMA developed the game. i forget that sometimes they only publish.

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    2. It's hard to distinguish, especially from memory. I've always associated Lemmings with Psygnosis because you saw the big owl logo on startup. Looking at a list, the only games they developed I know at least a little bit are Barbarian and Wipeout.

      I don't associate them with elaborate pixel art, but apparently they worked with Roger Dean and he designed their logo and a lot of box art.

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    3. Our host played "Perihelion" in 2021.
      You can read his coverage in 5 parts starting here:
      https://crpgaddict.blogspot.com/2021/06/game-416-perihelion.html?m=1

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    4. Chet has played Perihelion already, and I'm sure Hexx will come up as he reaches 1994.

      Shadow of the Beast was developed by Reflections and published by Psygnosis, as far as I understand DMA developed only the relatively obscure (being SotB is one of the most well-known games on the Amiga) Turbografx 16 port.

      Hired Guns was developed by DMA and published by Psygnosis.

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    5. Pretty sure that Psygnosis had some in-house pixel artists that sometimes worked on games they published. That, or they tried to maintain a set of standards for their published games, even if that didn't come across in gameplay.

      Hexx will be interesting, assuming Chet doesn't get hit by the key bug. Amusingly, it's a remake of TAG's earlier game Bloodwych; Sometimes it really does come back to a small set of games.

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    6. Psygnosis definitely did some in-house development as well... One of their very first games, Brataccas, was developed in-house, and their most famous game that they developed themselves would probably be Wipeout later on..

      But mostly they were masters of marketing, with huge boxes sporting fantastic artwork, they had in-house musicians that would provide their third-party developers with fantastic soundtracks, and they'd often include gimmicky giveaways (When they released "Awesome", one of the local gaming magazines started their review with the words: "Well, it's finally happened: Psygnosis have released their fourth T-shirt! 😂 )

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    7. Oh! Well, thank you for all of the corrections. Turns out they probably published more than developed. I completely forgot about Lemmings, mostly because I never liked it very much. 😅

      I always associated them with incredible pixel art, but I guess it really just varies depending on the project. The Adventures of Lomax, Flink, Agony, Leander, and various other games in their catalogue are all just simply gorgeous looking. If any of you want to see the most beautiful 2D platformer of all time, you must check out Lomax on the PS1. What a work of art. Hard as nails, but visually stunning.

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    8. The Digital Antiquarian has quite a detailed coverage of Psygnosis as part of his five-part 'Games on the Mersey' series covering the story of Imagine, then Psygnosis and leading up to Lemmings.

      Psygnosis as a company starts showing up in part 3, but the whole series is a worthwhile read in my view and taking it from the start helps to understand where Psygnosis came from.

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    9. The best thing about Psygnosis isn't the games, it's the 80s surreal sci-fi cover art!

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    10. Thank you Busca&Seol for a fascinating read and look. I beat the original Lemmings a few times, but always on PC. Since the Digital Antiquarian article ends with links to the original game and an Amiga emulator, here's to throwing away yet another portion of my life trying it.

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    11. That cover art of "Ork" is the same as the cover of Blue Öyster Cult's Cultosaurus Erectus. I guess it's not all Roger Dean.

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    12. I got so confused by Barbarian and Barbarian II (I remembered VERY different cover art), turns out that the Psygnosis games are unrelated to the much more famous Palace/Epyx games.

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    13. Ah yes, the infamous Maria Whitaker ones. The first Psygnosis Barbarian is a very good action-adventure game, slightly marred by awkward controls; the Palace ones were pretty poor vs-fighters (rad head-kicking goblin notwithstanding).

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    14. I just learned from an article about Psygnosis that, fittingly for this blog, the first satellite office they opened was Psygnosis Chester.

      Also, for anyone interested, a new book on Psygnosis by French publisher Éditions 64k is currently (until 11 May 2025) in the process of being crowdfunded.

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  2. As a child, I did play many two-player games on one keyboard. I haven't tried it with three players though. The RPG-adjacent game Gauntlet II officially supports four players on one keyboard, but I doubt keyboards at the time could actually handle that (since they have a limit on how many presses they can register at the same time).

    Also, now I have the Lemmings soundtrack stuck in my head. That is SUCH an earworm!

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    1. Wizard needs food badly!

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    2. The Amiga version even allowed four simultaneous players. Which would not necessarily mean needing to all hunch together over a single keyboard since I understand you could also use (modified) Sega Mega Drive joypads (in addition to other players using the keyboard or a mouse), with a parallel port adaptor even allowing four joypads/joysticks to be used at once according to the game's Wikipedia entry.

      And based on some of the numerous stories / nostalgic memories you can find on the web (including apa's comment just below), there were indeed four-player games in practice.

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    3. We played Micro Machines with four players, three of whom were on the keyboard. It is certainly funny to imagine three adults doing the same though. I remember "some of us" cheating by pressing a lot of keys at once, and not allowing an opponent to steer in crucial moments.

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  3. Great memories from this one! Four teens playing on Amiga 500 on a small black-and-white TV. The music was so good, I think I might have taped it on a cassette. Accidentally (and sometimes less accidentally) shooting each other and failing the mission for the 10th time... 😁

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  4. In a 'Celebrity Review' of Bloodwych Scott Johnston, the designer / author of Hired Guns, says that game and Dungeon Master were inspirations for his own game. Another influence was the film Aliens (the unmanned sentry guns from its Special Edition make an appearance) and he also 'borrowed' an idea from Black Crypt.

    There is also a 'Celebrity Review' of Hired Guns by Andy Davidson, creator of Worms, who mentions the banana bombs in that game are a tribute to Hired Guns.

    Based on development materials released publicly in 2021, 'The Cutting Room Floor' has an extensive analysis of the development with cut content etc., plus a detailed comparison of the Amiga and DOS versions.

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    1. Yes, the banana in HG turns out to be the game's most powerful weapon.

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    2. Was the idea from Black Crypt shooting monsters on the ceiling, as described in the first image?

      It's hardly the greatest innovation in blobbers, but somehow it's strangely memorable.

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    3. Is the banana thing a Monty Python reference?

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    4. @Gerry Quinn: No, he mentions a transporter effect he saw there and implemented. Was Black Crypt the first first-person perspective game with enemies on the ceiling?

      @100FloorsOfFrights: Good catch, it could be. Though I'm pretty sure the general gag of fruits/vegetables or other seemingly mundane objects suddenly being weapons goes back even further. I think I recall seeing it in Looney Tunes (Bugs Bunny) or Tom & Jerry. Not sure if a banana was part of it, however.

      The TV Tropes page covering this trope is even called 'This banana is armed'.

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    5. Probably not the first first-person game, but the first CRPG I noticed with them.

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    6. Enemies on the ceiling were present in Captive at least, but I'm not sure if that was before Black Crypt.

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  5. I believe on the Amiga you had the option to play with two mice simultaneously, which I can't remember seeing on any other game. There was also an 'action' level with Lemmings as monsters. I really enjoyed this one. The setting was atmospheric and the level puzzles interesting. You had to split up and coordinate your positioning, with pushable/pullable blocks and underwater areas that only robots could dwell in (and which ruined delicate equipment). This gave it a kind of 3D Sokoban element. The sound effects really helped too. I remember dreading the Alien squelch noise that indicated a monster egg hatching. Enemies aren't random, they all come from somewhere so even getting attacked is a clue to the level layout.

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    1. It was a bit of a shock encountering the homicidal Lemmings for the first time!

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    2. You could play Settlers 1 split-screen with two mice, or even a mice and a joystick (sic!), and on PC, to boot. It was really weird, though.

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    3. The two-player split-screen mode in Lemmings 1 on the Amiga could be played with two mice, which was absolutely great. Instead of solving puzzles, it's basically an indirect-control RTS game where you set up traps for your opponent's Lemmings.

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  6. It it just me or does the character in the lower right in the 7th screenshot not have any pants on?

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  7. Heh, I wonder if this game is the first occurrence of the stupid term "RPG game" being used unironically.

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    1. Here it is used as RPG (role playing group) - game

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  8. A fair summary. The game can be fun, and is interesting from the perspective of an unexplored genre (action blobber?), but it's not an rpg.

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    1. I've always called the Dungeon Master-style FPSes, but the '90s FPS Wikia called them grid-based FPSes. (which I find slightly off, since that could apply to Wolf-clones too) It is weird that there's about half a dozen games which easily fit in the category despite no conscious attempt from anyone to make such a genre.

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    2. Recently, the game Tower of Mask went one step further by combining tile-based movement with 360° free mouse aiming and shooting.

      In this genre there's a pull in two directions: on one side, first-person, tile-based RPGs with a full party and tactical turn-based combat; on the other, first-person, single-character, continuous movement action RPGs.

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  9. "We don't see a lot of cooperative multiplayer games in this era. Swords of Glass (1986) and Bloodwych (1989) are the only two that come to mind immediately, at least in the first-person RPG genre."

    There's also Swords of Twilight from 1989 which you rejected, although that has a top-down view.

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    1. Towers (1993) has a cooperative two-player mode, but it needs two computers connected together.

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  10. A sequel/remake of this game using the Unreal I engine was in development in the late 90s. I remember reading a preview in a gaming mag, and it can be found on unseen64.
    Ironically, the same issue of the mag also had a preview for X-Com Alliance, which also used the Unreal engine and looked extremely similar (four-player team shooter with splitscreen).
    Both games got cancelled.

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    1. It seems that there is playable leaked beta version.. .

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  11. "...presumably working on Grand Theft Auto VI (2035)."

    Right on the release date ;)

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    1. Just one year before Elder Scrolls 6.

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    2. Both of which will still beat The Winds of Winter to the stands

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    3. Probably see Star Citizen and Wayward realms before both of those

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    4. Which will release first, Grand Theft Auto 6 or Volume 5 of The Art of Computer Programming?

      Only time will tell....

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  12. I think the whole "Amiga version is better" concept comes from comparisons at the time. Emulating an early 90s PC game today would have it running as though it was a very high end and expensive contemporary PC.

    That a $600 Amiga 500 could compete with a $2,000 PC in most areas was just incredible.

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    1. I guess it's also a European thing where games were developed specifically for the Amiga, and not just as a port. For most German games, in the (very) early 90s they looked and sounded better on my friends Amiga than on my PC.

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    2. From experience, the concept tends to come from how a lot of DOS games until 1992 which were also on the Amiga would be inferior in terms of graphics and sound. We're talking downgrading graphics even in VGA mode, and rarely even taking advantage of sound cards. Of course, an unspoken of advantage is that DOS games don't require you to have an understanding of how to work an Amiga to get games working smoothly, so sometimes even if those games are worse from an audio-visual perspective, you don't need to figure out how to install an Amiga game in order to play the game without constant disk loading.

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    3. The Amiga was the last generation of computers using specialized gaming-optimized hardware to make up for not having enough processing power and ram to do gaming in software. PCs used brute force basically to produce quality graphics, so they needed to be a lot beefier to compete.

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    4. @Ross, my memory may be failing me, but 1994 seems to be the year when PC games en masse started using the higher hardware capabilities for PC. This is the time when, if my memory serves me right, you started to really need those 4 megs of memory and could think about going over 3x86 for speed reasons.

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    5. All true unless we are talking about the wizards in the demo scene who rocked the mode X and were able to use .mod music like the Amiga one because of their command of every hack on assembly etc.

      Anyway, we have to remember again that VGA started being used mostly in 1990 and svga and CD-ROMs were introduced in 1992-1993, meaning that loads of hardware advanced were radical and barely had any chance to mature.

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    6. Yeah by about 1995 it was clearly all over for the Amiga. 1993 was the last year you had a clear advantage. It was already 8 year old hardware!

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    7. Ha, I never have considered pc part of my identity, and actually the console wars or computer wars have always been weird to me...

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    8. It a reassuring thought that the king of computers is still relevant in my household.

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    9. 1994 was the year I bought my first PC while in college. This was the year of the Pentium and I bought a 486DX100 because the Pentium was so expensive. The Pentium was a superior processor and was probably the reason for the beginning of the downfall of Amiga which had superior architecture over the 486. Of course 96-97 was the beginning of the 3D graphic wars.

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    10. The one thing I still miss from the Amiga is the two mice trick for two player Leammings which you just can't do with the PC.

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    11. > Of course, an unspoken of advantage is that DOS games don't require you to have an understanding of how to work an Amiga to get games working smoothly, so sometimes even if those games are worse from an audio-visual perspective, you don't need to figure out how to install an Amiga game in order to play the game without constant disk loading.

      DOS came with its own set of problems in the form of configuring autoexec.bat/config.sys to get the drivers up and running, a special evil in form of multiple memory managers, and an even more special evil of trying to free up lower memory to get older games to run.

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    12. All the memory management stuff was increasingly less of a problem by 1993 or so as DOS Extenders started becoming common - that removed the reliance on that valuable initial 640k. A huge number of users only had to set up their files once (or just use the defaults) and never had a problem.

      Where the Amiga retained an edge for a long time is that the hardware was identical within a model and there were only a handful of models. A DOS machine might have a VGA card, a SVGA card, an XGA card, or an MCGA card. It might use a Sound Blaster, a Gravis Ultrasound, just an Adlib, a Roland MT-32, or multiple sound cards in tandem. The result was often a "target the broadest range to maximize the market" approach where the full capabilities of better hardware were unrealized.

      Meanwhile, much like a game console, knowing that all Amiga 500s have the same audio-visual capabilities simplifies development considerably. Not only did this simplify things, it let you go all-out to utilize the hardware as fully as possible in the knowledge that doing so would not be wasted.

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    13. In the end it was more of a curse than a blessing, though.

      Since 99% devs targeted the baseline Amiga 500 HW, owners had no reason to upgrade to a faster model. And doing so would have meant buying a whole new computer, while on PC you could have significant improvements by simply upgrading some components.

      Already by 1990 (when VGA and audio cards became more widrly adopted) you would have major releases that were better on PC than Amiga (Wing Commander, Ultima VI, Monkey Island) and by 1992/1993 major publishers like Lucasarts and Origin stopped supporting the Amiga altogether, although the final nail in the coffin was probably Doom.

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    14. Oh no, hang on, everyone knows Monkey Island is better on Amiga. The only aspect in which the PC version is superior is that it runs off a hard disk, which is "optional" on Amiga.

      But yes, in general the move into 3d hurt the Amiga, and Commodore's corporate mismanagement didn't help.

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  13. The source code of Hired Guns was released a while back, if anyone is interested in taking a stab at their own version of it.

    I expected it to get rejected for lack of character development. It's really hard to define its genre, and the game is at the same time extremely derivative of a bunch of other games, and completely unique/original because it mixes those genres. I didn't realize that the DOS port didn't have the ambient sound - that completely kills the game! Seriously, the atmosphere is 95% of what gives it a vibe that so very early 90's computer games (there were DOS games that also had beautiful crunchy audio at that time as well).

    I don't know if I would call Hired Guns a _good_ game, but it left a lasting impression.

    On a somewhat related note, DMA Design also developed Walker, which also has a dark/dystopian vibe to it and excellent audio to support that.

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  14. I am pretty sure there was no cross-pollination between Hired Guns and Space Hulk, as they were made by different developers and released by different publishers, but more relevantly, Hired Guns didn't use a sci-fi setting until relatively late in development. The game was in development for years, and was originally fantasy-themed - hence the fact that lots of the enemies are things like skeletons (which are retconned to be robots designed to terrify their opponents) and wizards (which are retconned as soldiers). Spells became psi-amps.

    IIRC, there was character development until relatively late too - early preview copies sent to magazines make reference to XP levelling up your character, whereas in the final game it acts just as a score.

    The Cutting Room Floor pages on the game are a fantastic resource for anyone interested in the development of the game.

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    1. The wizards are retconned as cultists, I meant to say

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    2. Between Star Wars and Dune, the psionic robed cultists thing passes the sci-fi sniff test shockingly well

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  15. Hired Guns came with a character editor which was used to create special preview versions for the magazines Amiga Format and Amiga Force by replacing characters in the game with specially drawn caricatures of magazine staff and/or using scanned pictures of them (see here and here on the TCRF site).

    According to comments from players some included similar images of themselves and friends or even tried to cheat by creating and importing an 'invisible' character for some Predator-style challenge.

    Also, apparently, at least someone at DMA was a fan of Kelly Bundy in Married... with Children as both 'Christina' and 'Applegate' are cheat codes for the game.

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  16. Pretty sure it'd make a better activity for a *last* date.

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    1. Or you do something like this on every first date, most people would not say yes to a second date, but then on the date when it actually works you know that you found the one.

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  17. I have random thoughts at random times of the day - I mentioned this like a scratched vinyl many times, but the first time I played Eye of the Beholder 2 (I played it before the first one) I thought that it was not that far away from Wolfenstein 3D but just with a bit more complexity in the battles and the grid based movement (the first impressions of a whole genre are very important to me - when I saw Monkey island for the first time I thought "oh, this is like a conversational adventure like those in the Spectrum, but easier and prettier"). Point being that Hired Guns feels like a crpg because Dungeon Master like blobbers are basically the same maze game if you remove a few mechanics. Like, really, I felt like playing first person pacman with those until they clicked as their own genre of games.

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  18. This lines up with my experience with Hired Guns: it's a cool product, impressive as a thing to behold, but not really playable or fun like Captive was. The Amiga version had excellent music, that was the highlight.

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  19. Well, you're definitely right to give Hired Guns a pass - it's very, very hard to justify the RPG label on it. Yes, characters have stats, and yes, they have items, and yes, they develop in the sense of collecting inventory. That's about as far as it goes, however. They may have some sort of experience meter, if I recall - but it doesn't actually do anything to my recollection.

    That said, I will add that the game is indeed very, very atmospheric, challenging and enjoyable. It is wonderful fare for... well, for teenagers who have a lot of time to spare on their hands. I had the joy of being able to play it on the Amiga near the time of its original release, and we actually played it with four players. One was on the mouse, another on the joystick, and... I do not remember if there were two players on the keyboard, or if there was one on the keyboard and the fourth used a second mouse. I think probably it was two players on the keyboard. Logistically, this was indeed a bit inconvenient. The screen wasn't exactly huge, it probably would have been a 14 inch or something, and even just the seating arrangement was difficult. But at a time when most games were single player or at best turn-based multiplayer, Hired Guns was hugely fun and exciting because it was something we could all play at the same time, because its gameplay was indeed designed to encourage cooperation between players, and because it provided us with a long-term challenge - it would sometimes take two or three attempts to get through a level, and there were many, many levels.

    Then there were the game's various idiosyncrasies. The huge variety of guns. I don't know if the manual explained the differences between them (this was in the days when I was living in Papua New Guinea, so yeah, our copy was pirated with no manual), but it was often hard to tell the damage differences between similar weapons... so instead, you could choose based on which gun you liked the look of, and which one sounded better. And boy, they could sound fantastic. Among the guns was of course the already-discussed banana - a very powerful weapon indeed. I will add, though, that the discovery of the banana's capabilities usually came at the worst time. That is to say: you also had apples in the game, which you ate for health. Therefore, the first "discovery" of the banana would actually be an attempt to eat it. When you tried to do so, and that beam unexpectedly shot forth... well, let's just say that some players discovered this by accidentally killing a friend standing in front of them. Then there were the interesting and weird creature designs - including (only in the action scenarios) even lemmings.

    And yes, the background sounds - on the Amiga, this was just incredible, particularly because it wasn't just one sound playing throughout the level. You'd have different sounds when outside, different sounds when under water, and in some other circumstances.

    Finally, it's worth mentioning that while this game, as far as I know, was never a huge success, there was a short-lived attempt to remake the game, somewhere around 1999-2000. I remember seeing screenshots of the remake-in-progress, on the Unreal engine. However, I wasn't particularly excited by the visuals of the new version, and I wasn't especially disappointed when all news of it dried up. The original game was so unique in its Amiga aesthetic, that I just can't see how a 3D remake could do it justice.

    ReplyDelete

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