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But do they journey into the realms? |
Pathways into Darkness
United States
Bungie Software Products Corporation (developer and publisher)
Released 1993 for Macintosh
Date Started: 25 April 2025
For a company that is primarily famous today for launching the Xbox (2001's Halo), Bungie oddly spent its first decade resolutely faithful to the Macintosh. Pathways into Darkness was the company's response to Wolfenstein 3D (1992) for DOS, and I believe that Pathways is the first first-person Macintosh game with continuous movement (as opposed to tiled movement). [Ed. Nope. That would be David Smith's The Colony from 1988.] This landmark status convinced me to play it despite its extremely thin CRPG credentials.
Chicago-based Bungie was launched in 1991 by Alexander Seropian, who had already published Gnop!, a variant of Pong, as freeware in 1990. His next title was Operation: Desert Storm (1991), a top-down tank game. That same year, Seropian met Jason Jones at college. Jones had written a multiplayer combat game for the Apple II in 1988, which Seropian offered to publish (as a Macintosh port). The result was Minotaur: The Labyrinths of Crete (1991), which was successful enough that Jones was soon a partner in the company.
(Minotaur is listed on some sites as an RPG, but it really isn't. I nonetheless checked it out prior to starting Pathways, and I offer a BRIEF at the bottom of this entry.)
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The manual cover is explained by the backstory. |
Pathways started as an attempt to make a first-person version of Minotaur, but the pair soon decided that they wanted a single-player game. They went through several plots before settling on the Lovecraftian story presented by the game: An alien race called the Jjaro has contacted the President of the United States with a dire warning. Millions of years ago, an ancient, powerful, malevolent being arrived on Earth with the asteroid that wiped out the dinosaurs. Buried deep in the Earth, the ancient god slumbered for millennia but has recently begun to stir. Strange creatures have been seen in the forests of the Yucatan peninsula, around a strange pyramid that does not seem to be of Mesoamerican origin. There's a mention that Hitler sent soldiers to investigate the pyramid just before World War II, but none ever returned.
The Jjaro say that they are on their way to Earth to deal with the creature permanently, but they won't arrive for a few years, and the alien god will be fully awake in a week. Their recommended solution is to send a strike team as deep into the pyramid as possible, where they can detonate a nuclear device, stunning and burying the creature. Two days later, an elite team is airlifted to the Yucatan. The player is a member of this team, but a parachute accident leaves him off-course, unconscious, and bereft of equipment except for a flashlight and a survival knife. He gets himself together and enters the pyramid, presumably a couple of hours behind the rest of his team. He has five days to find the device, activate it, and escape the pyramid before it detonates. A secondary goal is to find ancient treasures and return them for study.
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The game begins. |
Gameplay begins with no character creation. The player faces a long hallway on the ground floor. The interface is arranged in four windows: character, inventory, messages, and exploration, each of which can be resized and rearranged. That's good in theory, especially if you want to increase the side of the exploration window to experience a greater sense of immersion, but you really do need to see the other windows much of the time. I wish the game had a full-screen exploration option with a button that called up and dismissed the other windows as needed.
Movement is with the arrow keys or numberpad. The SPACE bar attacks. I find the numberpad the easier of the movement options, as strafing is mapped to 7 and 9. On the main keyboard, strafing is mapped to Z and X, so you have to use both hands at once to get all your movement options.
Movement and turning are both smooth and well-timed, neither too fast nor too slow. The graphics are crisp and the controls responsive. Tutorials pop up as you explore to help get you accustomed to the game. A "Map" command brings up a very clear automap. Overall, Pathways doesn't feel like a "first" anything.
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An excellent automap. |
The first level, titled "Ground Floor," is small. In the first large chamber, next to a blue rune that I'm not sure what to do with, I find the body of a German soldier, complete with a copy of Mein Kampf. He also has a Walther P4 pistol and four magazines. The manual warns the player to conserve ammunition, so I keep my knife active for now.
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The game eases the player into its mechanics. |
The level branches into two directions, each leading to a different ladder, both going up. I thought I was supposed to be going down! Each ladder has a red rune in front of it; red runes are the only places in the game that you can save.
One of the rooms has the level's only enemy, this red thing on two legs with a mouth on the top of its head and a tongue coming out of it. He dies with two knife thrusts, so that's not so bad. As I walk over his body, the game tells me that it's a "headless."
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My first kill. |
I head up one ladder to a level titled "Never Stop Firing," except the game has already made me paranoid about using ammunition, so I do my best to get through it with my knife. This is difficult because the level is swarming with headless, sometimes appearing three or four at a time. They have a ranged attack, some kind of poison spitball.
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A few seconds of combat. |
Amid multiple reloads as I test different strategies, I come to realize that timing is vital. The headless always wait a few seconds between spit balls, so if I can dodge one, I can run forward and stab the creature before he spits another one. This is of course harder when there are multiple headless, or when they're close and I don't have enough time to strafe away. Success involves a lot of keyboard agility, which I have never possessed. Enemies move as fast as the player, so once they have your scent, there's no outrunning them.
The level is quite large, with a lot of stone doors that open as I approach, but only from one side or the other. There are two chains that must be pulled to open a room in the far north, which has a yellow crystal. Crystals are magical objects. They come in a variety of colors, and according to the manual, yellow ones let you speak to the dead. When I ready it, it gives me a power bar underneath my health bar. "Dead" must mean human dead, because the dead headless have nothing to say.
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Finding the yellow crystal. |
In addition to the headless, there's a single "zombie" (the game's term) on the level. I later encounter a lot more of them. They're particularly annoying because they cannot be stabbed fast enough to kill them before they get to throw at least one bone at you.
I need to heal frequently, and the only way to heal so far is to rest. This of course takes time, and if you do it too often, you run the risk of not completing the mission in the five-day window. This is another thing the game has made me paranoid about.
Those red runes show up rarely enough that taking screenshots is a big problem. Basilisk has no keyboard shortcut for screenshots, so I have to use the Windows snipping tool. I can't be fumbling with that while I'm trying to avoid spitballs from headless.
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This happened while I was adjusting it from "rectangle" to "window." |
"Never Stop Firing" has no more ladders that I can find, so I head back down to "Ground Floor" and try the other ladder, which leads to a level called "Lock and Load." It has a lot more headless and zombies, and there are times that I have to use the Walther. The game's claim to RPG status, incidentally, is that each weapon has a skill level associated with it. I started at "Expert" level in "Melee Combat," the Colt .45 pistol (which I have not found), and the M-16 rifle (which I have also not found). After I fired a couple of shots with the Walther P4, it showed up in the proficiencies list with "Beginner" next to it. These skills otherwise haven't budged. The only other type of "character development" is that you earn points for certain plot milestones, which add to your maximum health.
I'm only halfway through "Lock and Load" when I find another ladder up. I figure it's a better use of time to just take ladders when you discover them, so soon I'm on "They May Be Slow . . ." Amidst more headless and zombies, I find the body of a German soldier and use the yellow crystal. This pulls up a keyword-based dialogue screen. The manual says everyone responds to NAME and DEATH.
The German laments that he no longer remembers his name or his life, but he had seen people pass through the room since he died. When I press further, he tells me that someone walked through the wall on the other side of the room. I give it a try, and sure enough, it's illusory. There's a blue crystal on the other side.
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This game has a bleak view of the afterlife. |
Again, before I complete the level, I find another ladder. It goes up to ". . . But They're Hungry." I'm immediately attacked by some kind of wraith, which seems immune to my knife and bullets. I imagine I'll have to use the blue crystal on him, but after my death, I wrap it up for the night.
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You can barely see him, but he's there. |
I'm not in much of a position to judge what makes a good first-person shooter, but Pathways into Darkness feels like an excellent one to me. Despite somewhat limited graphics (not for the era, just in general), it manages to be atmospheric, visceral, gory, and a bit terrifying. Not since Dungeons of Daggorath have I felt such dread at the sound of enemies in the next room, or felt that I really needed to "get gud" lest I run out of time or ammo.
I really could do without the time limit, though. Mostly because of resting, it's already 14:47 on Sunday, about 8.5 hours after I started. I don't know whether that's good or bad for where I am, but even if you tell me it's okay, I'm never going to be able to take my eye off that clock.
I'm not so far into the game that I'm loath to start over if I've already screwed up or missed some key game mechanic. Hints are welcome.
Time so far: 3 hours
******
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Despite the name, no minotaur appears in the game. |
Minotaur: The Labyrinths of Crete
United States
Bungie Software Products Corporation (developer and publisher)
Released 1992 for Macintosh
Rejected for: No meaningful single-player version; no character development Minotaur is a simple, RPG-ish game in which, as the manual has it, "two or more players on different computers are thrown into a huge, randomly generated maze and through the use of various magical and mundane items attempt to find and kill each other." As the computers must be connected by a serial cable or AppleTalk, the game is nearly impossible to emulate today, although
this video shows a couple of players who managed to do it recently.
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"Character creation." |
Character creation consists of assigning a name and distributing 60 points between brawn, agility, and lore. When the game begins, each player finds himself in a different part of an enormous maze. Judging by the video and logic, gameplay occurred in two phases. The first was running around collecting items: weapons, armor, spells, and usable items. You can keep four of each. They appear in the upper left-hand corner in four columns, and the player moves a cursor in each column to highlight the active object. Clear statistics indicate what effects the objects have on gameplay. There are common items and unique items, and which ones are close to your starting point is the luck of the draw.
The second phase was the actual battle, engaged when any two players first encountered each other, although with more than two players, it was possible for some to form temporary alliances.
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Wandering the maze. |
There are dozens of objects with as many effects. Players can raise and
lower attributes, turn invisible, paralyze their opponents, disguise
themselves as skeletons, levitate over walls, teleport, attempt to trap
their opponents in areas with "stalkers" (the dungeon's only monsters,
which players cannot directly engage or kill), turn themselves into
stalkers, slow opponents, negate magic, and do a bunch of other things
to gain a tactical advantage.
There's no "character development," which wouldn't make sense in a game that only lasts half an hour at best. There is technically a single-player mode, which sets you up with an opponent named "Bill the Pincushion" who cannot move, does not attack, and cannot be defeated. The only purpose of the mode seems to be to introduce players to the controls and to let them try out different items on the hapless Bill.
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I'm repeatedly stabbing Bill with my dagger here, but it does no damage. |
In an October 1992 Computer Gaming World review, William C. Fisher lamented that Bill didn't have some rudimentary AI, which would have allowed lonely Mac owners to enjoy the game. (He also whines about the lack of mouse support but otherwise calls it "an engaging and playable game.") I agree. It looks fun, with evocative graphics, lively sound effects, and boisterous gameplay, and I can see how it put Bungie on the map. It feels like a blend of Gauntlet, Sword of Fargoal, and early Stuart Smith games like Fracas or Ali Baba.
Four years later, Paranoid Productions licensed Minotaur's code from Bungie to create Odyssey: The Legend of Nemesis (1996), which is a proper RPG, so we'll see something like these screens again.
I never thought of Pathways as an RPG, but it certainly had an influence on how I run RPGs.
ReplyDeleteMany years ago I ran a game set in Eberron (context: Indiana Jones / Golden Age Pulp Fiction setting) of Tomb of Horrors (context: infamously unfair early D&D adventure designed explicitly to frustrate and kill players for the DM's amusement), heavily modified, with the conceit that players were hired by Morgrave University in Sharn to investigate the tomb prior to the archaeologist team going inside; a military expedition from Karrnak (Xenophobic militant nation famous for relying on armies of undead) had previously tried but the operation was abandoned. Players had a yellow crystal like artifact that gave them unlimited Speak with Dead and they could get clues to what had destroyed the members of the prior expedition by talking to the bodies - some were former undead with limited understanding of what happened, some were formerly living people who were maybe more helpful if they weren't bitter about the whole death thing. My players loved it. It made the infamous unfair dungeon a little more fair. I still had two PC deaths though, so the spirit of Gygax was placated.
For advice: Not going to lie, Pathways is a game where you are probably going to game over many times before you succeed. You do have more time than you think, though, so rest if you think you need to. The game starts on, what, Sunday? You have until night on Friday. You will be able to rest a lot less once you find some better equipment and ammunition and know the patterns of the enemies, so as the game goes on you'll feel that time crunch less.
It helps a *ton* to use map annotations or otherwise take notes, though, so if you need to backtrack you know exactly where to go. Especially when you learn new keywords to ask the dead about, I believe that's the majority of the backtracking I ever did in the game.
Also, those skeletons? Use the pistol. Just make every shot count. The time lost from damage to their attacks is worse than the bullets you use. Knifing headless, though, very yes.
"You can barely see him, but he's there."
ReplyDeleteWell, *you* can barely see him. Most people can easily see his bright red eyes.
Almost thought you were going to brief this one, which would have been a shame. Even though there are some things it shares with other early FPSes, it's very unique and interesting as a game. Not going to say what, since I played the game mostly blind and it was the better for it, but there are layers to the game's cleverness.
ReplyDeleteOn screenshots, back when I was playing Pathways, I just took screenshots and cropped them later. Of course, that tends to be something you do when you write about action games a lot. That said, I think if something other than the viewport is currently selected the game stops. It's been long enough that I don't remember how to pause the game.
I forgot if the manual mentioned it, but the crystals are all limited use outside of the talk crystal. Conservation is important there as much as for regular ammo.
For combat, the jist is you're going to need to get used to the rythmn of stabbing the headless. Try to aggro them one at a time, drag them off to a room where you won't aggro the rest, then stab it. If you have to fight multiple headless, try to funnel them into a point where more than one can't come after you. The zombies are what you should be saving your ammo for, but picking off a horde of headless with a few shots probably doesn't hurt you. And I'll note that unless you need to rest a lot, the time limit shouldn't be coming into play.
I have absolutely no interest, or negative interest, in the modern FPS genre. However this as an early example, with RPG feel to it, even if not being a full RPG, is interesting.
DeleteFPS tend to be fairly episodic/mission focused. But you can can back in and out of those ladder/mission areas, making it seem like a single common world. This may not lend it credit to your RPG criteria (which I almost wholly agree with), but does feel RPG adjacent.
So mild interest in this one! Let's see where it goes. Especially curious because it's from an early Mac system, likely rarely covered in the first place.
That's an intriguing observation, but perhaps not in the way you intended. Because a lot of the more popular games which have level designs like that tend to get the RPG label even if there isn't necessarily anything RPG about it. (System Shock, Hexen, and if we go back to before Wolfenstein, a lot of games that would get the label FPS get the label RPG) Because of how the genre developed in the popular conscious, something that deviates from a single level at a time format tends to get hit with a different genre, even if, say, Half-Life gets nothing special when it's not too different from these games that are considered hybrids or non-FPS.
DeleteHappy you play this but I was expecting a brief.
ReplyDeleteNice. When I heard about the Bungie early games, I had checked your list to see if it was there. Happy to see you're on it. I did not expect you to like it.
ReplyDeleteToo bad for the Minotaur. So many multiplayer games are lost forever.
Minotaur as a multiplayer (competitive) game was great, if you had multiple Macs ... for example, in a college computer lab. We had quite a few pizza and Minotaur parties at the time. A lot of the fun was being co-located and talking while you tried to beat your opponent(s). But it's not a CRPG, even in multiplayer.
ReplyDeleteThe 'headless' enemy design is eerily reminiscent of an aspect of Nyarlathotep (from Lovecraftian lore, with 999 forms) which is worshipped by the Cult of the Bloody Tongue, introduced in the seminal CoC campaign called 'Masks of Nyarlathotep' (1984) - which feels more like five interconnected mini campaigns, one on each continent (except Antarctica, that would be 'Beyond the Mountains of Madness') - created by Larry diTillio, who interestingly wrote the 'He-Man: Masters of the Universe' cartoon in the early 80s. It's fascinating to see what he was able to do when you let him loose, MoN is still regarded as the greatest Cthulhu campaign of all time.
ReplyDeleteEchoing Robert K.'s comment above, I was able to play through that campaign with some dedicated investigators over the course of a couple of years, and it first introduced me to the term TPK, which means (as real roleplayers already know) Total Party Kill, we were having a blast!
Excuse me for rambling (mostly) off-topic, I guess I'm taking every opportunity to gush over pen&paper and HPL.
The graphic is straight out of the Call of Cthulhu rulebook it looks like.
DeleteAh, I had Pathways Into Darkness back in the day, but I think in all my attempts at playing the game I only made it as far as you have in this first session. I think the issue was I'd grown up on game consoles with controllers, and trying to play an FPS with a keyboard, I was just frankly terrible at it.
ReplyDeleteIt's funny at the time I thought "I'll just never know how it goes." I did not anticipate there's eventually be video walkthroughs of all these old games.
Oh hey nice, it's not just getting briefed. Hope you manage to broadly enjoy the game even though it's not your usual fare.
ReplyDeleteThe time limit is pretty generous (but not so much as to be irrelevant), so you shouldn't worry too much about resting when you need to so long as your plan for every enemy isn't just trade hits and rest it up afterwards.
I'll also agree with using the gun more. Playing conservatively and knifing headless is a good habit, but for more dangerous foes shooting them is generally the better choice. You'll get better weapons later on, and there's a point where having a large amount of P4 ammo saved up will feel like a waste.
I thought something looked off in your screenshots but couldn't place it until I started to play along (I'd been meaning to replay this for a while anyway). The game has floor and ceiling textures, but only if it's running on a PPC rather than the 68k that BasiliskII emulates. They're not exactly anything gamechanging, but worth noting.
DeleteAs a follow-up, I've reached where you are at the end of this entry and my in-game time is 1221, so a little earlier than your game but not excessively so, and I'm feeling okay about my time spent. It's worth noting resting takes 7 minutes per chunk of health restored, but each chunk is 1/6 of your total max, so resting becomes more efficient later on.
DeleteThe manual mentions guns do more damage close up, so one way to conserve ammo is to shoot from as close as possible (yes, this defeats the point of a ranged weapon). Headless will die in one shot at point blank vs 2 at range, and zombies can take 2-4 shots to drop depending on how far away they are. Shooting twice at mid range and knifing once to finish it off also works for zombies, and taking 2 ammo per zombie lines up nicely with the P4 magazine size and not wanting to have to reload while fighting one.
Back in the day, I was only able to complete Pathways into Darkness by cheating. My recollection is that the time limit is more significant than other commenters have mentioned, but more importantly, the ammunition conservation is way, way more important that you might realise; 'Never stop firing' is a joke - you need to be stabbing the skeletons just like the headless. It is possible to dodge the bones, but it's hard and you have to anticipate the throws.
ReplyDeleteI recall reading that, for a non-cheating game, you really need to clean out all the top levels of the pyramid and return to the entry level to begin your descent into the lower levels, before you can start using ammunition.
I'd wager the difference is because those of us saying it's generous is that we're better at FPS. It can be hard for people to judge accurately how easy a game would be for other people. I know it wouldn't be unusual for me to shoot some creature, but if the opportunity arose, to stab it a few times to save a few shots. It just doesn't occur to me that's a special strategy, compared to someone who would think that meleeing a demon in Doom is unthinkable. Of course, in such games there really is a point at which having too much spare ammo for a certain gun is pointless, because the benefit you get from not using it is lost on creatures that it only works slightly better on than the melee weapon. Unfortunately, that difference is something that you can only truly know after having past it.
DeleteJura qb lbh trg gur qhcyvpngbe sbe nzzhavgvba?
DeleteIf my old notes are correct...Vg'f ba n cynthr bs qrzbaf
DeleteI grew up playing this game, and it has some tenuous story ties to Bungie's big Macintosh FPS trilogy opus, Marathon.
ReplyDeleteNever thought of it as an RPG, like another commenter said, but it's nice to see it here. Sometimes, I think of really old creaky freaky Mac games as some odd personal hallucination from my childhood.
"This game" meaning Pathways into Darkness. Weirdly, I never got to Minotaur.
DeletePathways, Marathon, and Halo arguably all take place in a shared universe, and arguing about it was apparently a lot of fun on Usenet in the day. Hamish Sinclair runs a (delightfully Web 1.0) site collecting many of those discussions; I've spent many, many hours going over those for Pathways and Marathon back when I first discovered these games. https://pid.bungie.org/
DeleteI never found the 'Halo and Marathon are the same setting' argument that compelling, it always felt to me more like Bungie reusing some narrative themes, and having some iconography as a nod to their earlier series. PiD and Marathon on the other hand, definitely.
DeleteIt's been long enough since I've played either Marathon or Halo that I don't remember, but aren't those just cute little references rather than out and out connections? Since from what I understand of Marathon Infinity, it goes in a direction that makes it hard for Halo to be a sequel, and Marathon can't work as a sequel to Halo because of the latter's story. Though given the cosmic screwery going on, one could say that the Halo universe is a remake of Marathon's.
DeleteMinotaur gives off seriously strong Gemstone Warrior vibes, which was an old SSI 2D fantasy action adventure game from 1984 (Apple ][ ).
ReplyDelete> Millions of years ago, an ancient, powerful, malevolent being arrived on Earth with the asteroid that wiped out the dinosaurs
ReplyDeleteInterestingly, also the background plot of one of the most famous jrpgs.
Xenogears? Chrono Trigger? Happened at least twice.
DeleteAlso how the Decepticons got here (with the Autobots on the same ship/meteor, to be fair)
Delete"An alien race called the Jjaro has contacted the President of the United States with a dire warning."
ReplyDeleteWould be funny if the backstory turned out to be a phone prank by some teenagers.
For the screenshot problem, I can recommend Greenshot, a freeware screenshot tool that lets you configure custom keys for actions like capture area, capture fullscreen, and capture window. Should work for getting shots from the emulator.
ReplyDeleteReally excited for this one. I don't think the final rating will be anything extraordinary given what it is being rated on, but it does some very interesting things. Well worth experiencing even if it doesn't end up a game of the year candidate.
ReplyDeleteMandaloreGaming has an excellent video on it, but I would avoid watching it until this series is complete, as it spoils everything. May be interesting to watch after it is complete though, depending on how much context we get from the posts. I don't know how familiar Chester is with the material.
Pleasantly surprised this one isn't a BRIEF. I never played it myself but I've heard the stories and it seems like a fascinating fusion of genres.
ReplyDeleteAdd me to the list of folks happy you aren't briefing this one. Marathon was my favorite game of the 90s, and I never finished this one.
ReplyDeleteBut the graphics and atmosphere were so much more compelling than the Wolfenstein 3D going on at my buddy's house.
> I believe that Pathways is the first first-person Macintosh game with continuous movement (as opposed to tiled movement).
ReplyDeleteOne prior Mac game using continuous movement and a first-person perspective is David A. Smith's "The Colony," published by Mindscape in 1988.
Yeah, damn. I just watched some video. That's impressive for its year.
DeleteI'm so delighted that you chose to play both Pathways into Darkness and Unlimited Adventures for the blog. I'm really looking forward to these posts. I had UA, but didn't have the internet at the same time, so never saw this rich world of new gold box games where one could even hope to find one without a broken economy.
ReplyDeleteI've played Pathways all the way through and it really is a classic piece of Macintosh gaming. It is interesting to see it situated somewhere between a blobber with a grid dungeon but free movement and a first person shooter. The slow movement, skills, conversations, and access to previous levels definitely set it apart from most FPS games.
I particularly liked the Ultima-style keyword conversations with the dead. They are very atmospheric. Chilling. There are a few hard (unfair?) puzzles later in the game, including the way you can resolve the ammo shortages. But if you are prepared to ask for help when you get stuck, you won't find them too frustrating.
You should also keep a chain of save games as you go deeper, to limit the damage if you do end up in a walking-dead type situation (e.g. by using a bit too much ammo).
My introduction to Bungie was the RTS Myth. I remember explosions... that's all.
ReplyDeletePathways has to have the coolest backstory I've heard in a long time! Games take themselves a little too seriously now in my opinion, you don't see too much zany stuff like this anymore...
ReplyDeleteSince you mention difficulty in taking screenshots, just as a matter of curiosity, is there a reason you don't record your entire sessions and then take screenshots from that? I've been giving some thought to the possibility of doing some game reviews on my own blog and I've been contemplating how I'd handle screenshots.
ReplyDeleteNo good reason except that I'm old and I have trouble shaking the idea that routinely creating video files of several hundred MBs just to clip a few screenshots and then delete them will some how "fill up my hard drive" or "break my computer." I'll try to get over it.
DeleteI wonder if there's a term for this. Like, I know that the best way to take a photograph is to take a bunch of them in a row, quickly, and then later choose the one that has the best expression and lighting and whatever, but it's hard to get over the idea that I'm "wasting film."