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This wasn't a bad sequence. |
In the gaming world, CRPGs will always be my first love, but that doesn't mean that my heart doesn't sometimes stray. Pirates!, Warlords, and Roadwar 2000 have all made appearances on my blog under the thinnest pretenses just because I found them as compelling as most CRPGs of their years. Off-blog, I have spent perhaps as much time with the Assassin's Creed, Red Dead Redemption, Grand Theft Auto, and Far Cry series as I have with any RPG.
Having now spent about five hours with Pathways into Darkness and having "leveled up" my skill with the Walther P4 exactly twice, to essentially no practical effect, I'm prepared to dismiss it as even a hybrid RPG. But it really does offer its own rewards, in particular the rewards of (rarely, for me at least) getting a series of action steps exactly right. On multiple levels during this session, I faced groups of zombies and headless. Realms of Darkness would have me fight these enemies in its tactical, turn-based interface, and I would occasionally enjoy the intellectual satisfaction of defeating a particularly tough mob of them. But the satisfaction of doing well in a first-person shooter is more visceral: run, stab, dodge, switch weapons, shoot, shoot, dodge, turn, shoot, switch weapons, round the pillar, stab, stab, hear the zombie behind you throw a bone, dodge, turn around, switch weapons, shoot, shoot, note with satisfaction that your health bar is still at 100% and that the once-crowded room is nothing but splatters of gore.
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I earn "Novice" level with the Walther P4. |
I have trouble with a lot of action games because of my colorblindness. Camouflage works very well on me, and in a game like Far Cry, I often have to get shot a few times before I can register where the shooter is coming from. I tend to rely on those games' generosity with healing. Pathways, on the other hand, is perfect for me graphically. The graphics aren't so complicated that they obscure what I need to see. I love the way enemies emerge from the darkness at the edges of the character's flashlight.
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And let me mention again that the automap is awesome. |
Sound is also particularly well done. Both headless and zombies have an associated sound when they fire their projectiles and a separate sound when the projectile connects (actually, two separate sounds—one when it connects with you, and one when it connects with a wall). Since enemies can spawn behind you, you have to keep your ears open as well as your eyes. Dodging plays a much bigger role in the game than I realized in its opening hours, and you have to be prepared to do it the moment you hear, rather than see, a missile weapon. You learn to walk on the edges of narrower corridors because if you're in the middle, there isn't enough room to dodge to either side if an enemy fires a missile. You have to avoid dead-ends at all costs.
Because of the importance of dodging, I've found that it's easier to play with my right hand on the arrow keys and my left hand on "X" and "Z" (dodge left and right) because it saves the second where I have to move my fingers to the "strafe" keys on the numberpad. I wouldn't have thought this key combination would work, but it was well-designed. My left thumb is on the SPACE bar to fire. The only problem I have is quickly hitting TAB when I need to use the blue crystal.
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Always nice to find a cache of ammo. |
In short, I'm really enjoying the game. That isn't to say that I'm good at it. I've spent a lot of time reloading at checkpoints hoping to get the next sequence of enemies more "perfect." I think I'm resting too often and using too much ammunition. But I decided that I wouldn't worry about it. I'm just going to keep following the right wall and see where it takes me, and if I run out of time or ammo, then that's what happens.
My right-wall approach means that I explored the temple's upper levels in halves. In other words, I found the ladder to "They May Be Slow . . ." after only exploring half of "Lock & Load." I then explored only half of that before finding the ladder to ". . . But They're Hungry." In this manner, I worked my way to the top level ("Ascension") and back down to "Ground Floor," exploring the second halves on the way down. Yes, I missed stuff in the middle of some of the levels. If this is the sort of game where you have to explore every level exhaustively, I'm not going to make it.
Headless and zombies remained the primary enemies throughout; as I ascended, I met more of the latter and fewer of the former. Phantoms appeared on ". . . But They're Hungry" and continued in greater numbers on the upper levels. They died with two blasts of the blue crystal—the only way to kill them, as far as I can tell—but they always managed to hit me before I saw them or could get close enough to blast them.
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Freezing a phantom. |
The penultimate level, "Evil Undead Phantoms Must Die," was a real bastard. After taking the ladder up, I was immediately swarmed by a couple of dozen enemies. It took me about six tries to figure out how to immediately run, find a slightly safe area, and pick them off one by one.
I found several more dead Germans on the way up. I talked to each of them with the yellow picture, and among them, I got a picture of their expedition. Fifteen of them entered the temple after spending the night in the jungle. They were led by a Captain Muller, who didn't tell them why they were there. Some of the other soldiers included Claude, Hans, Gunther, Behrens, and Joachim. None of the soldiers liked Muller. They lost half of their number on the way up to the top level, slowly picked off by the monsters. Eventually, Muller realized he was going the wrong way and turned around. Muller was carrying an instrument that opened some locked doors on "Ground Floor."
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Talking with Gunther. |
I found the instrument—a set of "alien pipes"—on the top level. As far as I can tell, these pipes and the blue crystal are the only reasons to visit the upper floors. If there were more things, I missed them. I also found a few treasures—an emerald, a silver medal, a large pearl—but the way the manual explains it, these just add to the final score.
Back on "Ground Floor," I took stock of things. It was Monday at 02:41 at this point, about 20 hours in. My score was 10/41. I had risen from "Beginner" to "Expert" in the Walther P4 (passing through "Novice"). I was carrying two copies of Mein Kampf, plus three packets of "Nazi propaganda," all of which seemed worthless, and I dropped them in the entryway. I also dropped six extra Walther P4s (after making sure they were empty); the manual doesn't give any indication that weapons can be broken or stolen. Despite being fairly liberal with the use of the gun, I had 12 Walther P4 magazines with 87 combined rounds. I also had a magazine for an MP-42, a machine gun, but I haven't found the weapon. Veteran players, let me know what you think of these stats.
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To be fair, it's hard to see how it would "do anything interesting" anywhere, let alone in an ancient ruin full of monsters. |
(Can I tell you something random? While shopping at Hannaford the other day, I randomly decided to try these frozen Jamaican beef patties that caught my eye. I almost never buy frozen food, but something about them looked good. I'm eating them now as I write this, and they are perhaps the best prepared supermarket food I have ever eaten. And they're a bargain—three large pies for I think $5.99. I just looked up the company; they're out of Brooklyn and I guess run by authentic Jamaicans. Tower Isle Jamaican beef patties—highly recommended. I was not paid for this endorsement.)
Half of that ammo was gone a few minutes later. When I played the alien pipes on the blue rune on "Ground Floor," two doors opened to either side of me, and monsters came spilling out. There were a bunch of zombies, but the real headliner was a new monster, "ghouls," who hurl rocks much faster than the zombies' bones. I had a lot of trouble dodging them.
When I finally cleared them out, I had two ladders down. One led to a level called "Wrong Way," the other "Feel the Power." I decided to take these names at their word and went to the latter one, but immediately at the bottom of the latter, I got swarmed by half a dozen large oozy dudes, and I couldn't fight my way out of there in 10 tries.
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I guess I was here too soon. |
"Wrong Way" wasn't much better. The ladder deposited me in a large, open room full of ghouls. After I cleared them, I found that the only ways out were two closed doors and four ladders down to the next level, "Welcome Tasty Primate." There was also another dead German, Behrens, whose head had been crushed by a ghoul.
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I wonder where that machine pistol went. |
"Wrong Way" and "Welcome Tasty Primate" were interconnected by several ladders. I kept to my right-wall pattern and eventually found a silver key that opened some doors on both levels. Elsewhere on the levels, I found a clear blue potion and an orange crystal.
The levels introduced a new enemy: flying figures that look like fish with mustaches. They're called "nightmares" here. They shoot balls of electricity and explode satisfyingly when killed.
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This is the enemy. I'll get the exploding animation next time. |
I experimented a bit with using my knife. With nightmares, that was a recipe for suicide, but I found that if I could avoid a ghoul's rock and then rush up to him, I could stun-lock him and prevent him from throwing another. It takes four stabs to kill a ghoul with a knife. This calculation became all the more important when I suddenly ran out of Walther P4 ammo. I found a dead German a few minutes later, plus some stray magazines, so I got reasonably well re-stocked, but the episode was still unnerving.
I also learned the hard way not to wait too long to rest. When you rest, there's a chance that an enemy will spawn in your area and attack. The game automatically wakes you up, but not until the enemy has scored a hit. Thus, if you wait to rest until you're almost dead, the one hit you suffer before you wake up could be enough to kill you.
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Is the knife the only melee weapon in the game? |
Eventually, I found the ladder down to the next level, titled "We Can See in the Dark . . . Can You?" Almost immediately, I got attacked by these giant bats (the death message calls them "squeaking rat-things") who just keep flying around my body, doing damage. Nothing seems to work to kill them. I tried the knife, the gun, and both blue and orange crystals.
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What the hell are these things? |
So while I started this session feeling pretty powerful, I end it feeling a bit discouraged—but the game is meant to be hard, tense, and a bit ominous. The time limit, limited supply of ammo, limited save points, and enemy respawning all guarantee that you never feel safe. It has a proto-Dark Souls vibe, where every time you achieve something, the feeling comes with a bit of dread, as you know that the next leg of the journey is going to bring something even worse. I admire the authors' ability to do that, but I'm going to need a little break.
Time so far: 7 hours
P.S. The solution to my screenshot problem was to just record my gameplay and clip the images later. That's why I have so many GIFs. I should do this for all my games.
My best way to assess your stats is to compare mine at the start of Welcome, Tasty Primate; 1824 on Sunday, 29 P4 magazines including the one currently loaded, and I have 11 points.
ReplyDeleteThe big difference is likely primarily due to me forgetting to search the dead Germans for ammo (it was like picking up the yellow crystal flipped them in my head from 'loot source' to 'npc'), so I spent a lot of time knifing zombies on the upper levels to conserve ammo needlessly (and had a fairly miserable time of it as a result), and only remembered and backtracked halfway through Evil Undead Phantasms Must Die.
Levelling up the P4 was actually pretty noticeable to me; at Beginner, Headless died in one shot at point blank only and 2 at longer ranges, while Zombies took 2 at point blank, 3 at medium range and 4 if they were near the edge of vision. At Novice, it was 1 shot for Headless and 2 for Zombies at short-medium range, and at Expert it was always 2 shots for zombies, or I could pretty reliably dodge a bone, shoot once while closing the distance and finish it off with one knife attack.
As for the treasure giving you points, every four points gives you two extra max hp, so it is worth keeping an eye out for. Each tick while resting restores 1/6 of your max hp, so it helps with the time pressure slightly. On that note, if you really want to optimise time, the final chunk of time spent resting will still consume 7 minutes even if you only have 0.1 hp left to heal, so you can manually stop resting before that final tick. It's probably not necessary, but if you're concerned about the timer maybe it'll help.
Oh, there were also several points I was steadfastly refusing to rest and just died and re-did the same section over and over, not because I thought it was necessary for the time limit, just plain stubbornness.
DeleteI take back everything I said about ammo, I thought I was flush with it and still almost ran dry before finding gur prqne obk. Arguably I should've been using the orange crystal more liberally, but that was surprisingly tight.
DeleteI'm discovering I really don't remember this game that well at all outside of a few major beats.
I guess Rockstar saw you enjoying PiD and just decided to give you more time to keep playing it and other games by not distracting you with GTA VI for a while longer.
ReplyDeleteThe name of the level is a hint; the flying rats are attracted to light, so you should turn off your flashlight.
ReplyDeleteThis sounds like one of those questions where the line is drawn "is this a crpg or not' what mekaniks are pure RPG..... ??
Delete@Pie, RPGs have armor as equipment that changes what kind of damage you take, FPS have armor as another health meter.
Delete(okay, not a real mechanical answer, but it's an oddly accurate statement)
That is actually a really clever divider.
DeleteI'm on the fence with Borderlands, I guess the shield upgrades and increasing health with level ups could count towards RPG by this simple definition?
DeleteJoke answer aside, there's not a lot that differentiates Borderlands from a more regular Diablo-clone, which is itself a debate that's only ever really gone away because the people debating it have been replaced by those who don't give it a second thought.
DeleteI require RPGs to have advancement to the character that is independent of equipment. The question I never pondered until now is: Does it count if the advancement is useless WITHOUT specific equipment?
DeleteHow about this: gaining experience must make you better at unarmed combat. This assumes that fighting without weapons is possible in the first place, but you should probably just reject games where it isn't.
DeleteI don't really see why it wouldn't. Could you conceivably turn down a new and powerful carbine because your skill in rifles isn't as powerful as your skill in pistols? That would be a roleplaying decision you'd have to make based on the way you developed your character.
DeleteAnd if a game doesn't give you any reason to discard equipment, and all you ever do is accumulate more of it, then what's really the difference between equipment and innate ability? If your lightning sword and your dragon gauntlets are permanent weapons that upgrade independently from one another, is that so different from getting better at unarmed combat?
BTW, Pathways to Darkness was a game that I explicitly had in mind when I designed my "ancestors" approach. I haven't played it myself but it looked interesting as an antecedent to Marathon, and therefore Halo.
The difference is 5,000 games on my list instead of 2,500. I've got to make some distinction between RPGs and action games.
DeleteMy opinion, which is probably not anyone else's, is that it depends on whether or not one endgame character is different from another endgame character. Or if you changed everything to money, would you still think of it as a RPG? But there are special circumstances that makes it more of a RPG. There are level design aspects that are characteristic of RPGs, which would put them more in that category, and there are other ones which are smaller. In this regard, despite not following the rule I myself put down, I think that Pathways would count whereas a lot of other FPS games hit with the label of RPG would not. Having at least sampled most FPS games on PC throughout the '90s, I would say there's nothing really worth worrying about as far as this blog is concerned until Amulets and Armor, everything else, to my knowledge, would get briefed.
DeleteI wouldn't consider Pathways into Darkness to be an RPG myself, but that's because the RPG-like elements seem to be scant and on the periphery of the gameplay loop rather than integral to it. Having an unarmed combat proficiency stat alongside pistol proficiency stats wouldn't make any difference as far as I'm concerned.
DeleteWe could look at the NES version (not the arcade version) of Double Dragon as a litmus test. All equipment is non-permanent, but character upgrades, which are earned by gaining experience points, are permanent and enhance your innate unarmed fighting abilities. Nevertheless, it's extremely obvious to me that Double Dragon is not an RPG, and I would have to reject a system that would classify it was one.
If I had to make an absolutely objective way of identifying CRPGs for a project like this, I'd probably use a scoring mechanism, using a rubric akin to the Berlin Interpretation for roguelikes. Take a list of 20 definitive RPGs, make a list of the features they have in common, weight them, and say that you have to score X points to make the list. But that's a lot of work, of course.
DeleteA less effort-intensive way to do it would be to make a restrictive "core CRPG" definition, which I think would be easy enough -- "game featuring turn-based combat and exploration where you control the statistical development of individual characters" is a good start -- and then make a list of features that might qualify something outside that definition, if aggregated in enough quantity.
I'm with Ahab. However this is not based on me having any good definition at hand but a strong gut feeling.
DeleteHow about this: gaining experience must make you better at unarmed combat. This assumes that fighting without weapons is possible in the first place, but you should probably just reject games where it isn't.
DeleteThere's some appeal to this idea, but it would mean rejecting some games that are clearly RPGs but don't allow unarmed combat. I can think of action RPGs that give you no way to attack without a weapon, and I'm sure there are turn-based ones as well. Or imagine a hypothetical RPG where all the enemies are so intrinsically powerful -- dragons, giant robots, whatever -- that the idea of taking them on unarmed is absurd.
(Then again, this trope has been subverted since the mid-1970s, i.e. "Amazing! You've just killed a dragon with your bare hands! (Unbelievable, isn't it?)")
Surely the key is less "improve at unarmed combat", and more "improve at combat in a way that transfers between weapons"?
DeleteHurray for the GIF! That's how I do myself: record than take the pictures.
ReplyDeleteI am pleasantly surprised by how smooth the game is, and impressed by the addition of a plot in a FPS in 1993. This is really good.
That "MP-42" is confusing. The MP-40 is a submachine gun, and the MG-42 is a machine gun - so which one is it going to be I wonder. The screenshots say "MP-41" though, and this is also a submachine gun, but a historically minor one.
The ghost also said "machine pistol" so it's probably the MP40? An MG42 would be pretty impressive to lug around for one dude.
DeleteThere are reasons why Bungie are considered pioneers for design in FPS and all of them in games older than Halo
DeleteIt's not that impressive to have a plot in a FPS by this time. Although that said, it does feel like one of the first FPS plot to be interesting on its own merits as opposed to the developers going "hey, we have a plot here, as opposed to some token effort".
DeleteThing is, game development has always been way more subtle than the kind of history we are given where Wolfenstein or Doom were The First Who, and also I will insist that a maze-y FPS is not that different from a so called crpg and I bring Shadowcaster to the table. When I played Half Life the first time I thought "oh, so this is a bit like System Shock".
DeleteWell said, as time goes on, people tend to ignore the other games that influenced titles or worked towards the advancement that one game is credited for to make that game seem like a greater achievement than it truly is. Oddly, you can see it in that System Shock/Half-Life comparison, since so many dismiss System Shock's achievements as that of a RPG's, as if that would isolate it from FPS even if it were 100% true.
DeleteI don't see System Shock 1 as an RPG, as there is no character progression and no real equipment progression (despite finding new guns, like in any FPS). Even Strife has better credentials, and I don't think Strife is an RPG either.
DeleteSS2 is without any doubt a RPG.
I'll bite, which FPS had a non-throwaway plot (with ingame text advancing the story) by 1993?
DeleteI never heard of this game before Chet stratted it, but to me it is highly impressive.
@Scribe, I agree as far as my memory goes, it's been a while since I played either System Shock. Strife I can't even remember if the accuracy stat even did anything, since it never really felt like that.
Delete@Vince, do you want a list or just one? ;p I'd say that FPS had it since the very beginning with Star Cruiser, and there's a good half-dozen between then and Pathways.
I didn't remember an accuracy stat in Strife, only the HP one - but the wiki tells me it is supposed to exist. It does not make it a RPG as you don't control your "upgrade", nor create your character.
DeleteI found Strife extremely advanced in terms of game design: branching story, faction choice, with the faction then sending your support, hub level that changed over time, some missions could be done in sneak/disguisement, ... I think it paid the price of having a dated engine and not so great shareware distribution.
Playing Realms of Darkness and Pathways into Darkness side by side. That threw me for a moment switching months haha
ReplyDeleteI had a question on the colour blindness if I may. Was the difficulty in parsing camo in something like Far Cry different to picking out camo in real life? While that game is relatively realistic by now, I am curious how it contrasts
It's not a game where you have to explore everything to win, exactly. But it's not like a typical FPS where you just have to kill the boss on the final level to win.
ReplyDeleteThere is stuff you will need to find in order to complete the game, and it isn't exactly signposted. You aren't guaranteed to find it on your way.
There is also an item that I don't think is technically required to win, but it is so important it might as well be.
If you like Far Cry series you'll also likely to enjoy Boiling Point: Road to Hell, a game from 2005. It anticipated Far Cry 2 and the later installments, and even have some more advanced RPG elements.
ReplyDeletehttps://www.mobygames.com/game/17950/boiling-point-road-to-hell/screenshots/windows/784135/
The game is somewhat buggy, but fully playable. It also become available on Steam and GOG in 2023.
You might want to play it as kind of a guest entry. 2005 is very far ahead and your action skills are probably won't get any sharper.
Oh the fascinating world of eurojank FPS with RPG elements. These would need their own blog.
DeleteIf Chet is into RPGs with some action components, Clair Obscur: Expedition 33 might be up his alley. I haven't played it but it's getting rave reviews. Apparently it's basically a turn-based JRPG, but you have to dodge and parry in real time.
DeleteI played Boiling Point ten years ago for another site. That game is -all over the place-. Nothing works...
Deletenarrating my reaction to your post so far: (spoilers for the post)
Deleteoh there's a female protagonist, that's nice
oh nooooo, it's an "angry father rescues imperiled daughter" plot
and then he explodes?
and the installer has a theme song?
it's probably good that the game is janky because nothing can live up to that.
(Amanda Lange, one of the Tap Repeatedly bloggers when that was going, liked to talk about "dadfeels"; as game programmers got old enough to have teenage daughters suddenly there were a lot of games about protecting your teenage daughter like The Last Of Us. very serious business)
mecha-neko
DeleteYou clearly played the unpatched version. Some of the things you mention are not present in the current version sold on Steam and GOG. Moreover, there is a fan-patch from Wesp, the same person who is behind the well-known fan-patch for VtMB.
I have trouble with a lot of action games because of my colorblindness.
ReplyDeleteNot quite what you're talking about, but this isn't necessarily you, considering the amount of discourse regarding modern games having trouble distinguishing interactable objects from random scenery. Which resulted in a lot of devs throwing their hands up, giving up, and slapping yellow paint on interactable stuff.
I've found that it's easier to play with my right hand on the arrow keys and my left hand on "X" and "Z" (dodge left and right) because it saves the second where I have to move my fingers to the "strafe" keys on the numberpad.
I'm impressed, I wouldn't have necessarily thought you would adapt so quickly to an oddball of FPS design like this.
Veteran players, let me know what you think of these stats.
Seems fine to me, but I don't remember how much I had by this time. Still use the knife when you can, but it's getting to the point where the P4 can just be used without worry.
Almost immediately, I got attacked by these giant bats (the death message calls them "squeaking rat-things")
Ask the Germans about them. There's hints about it from someone, you're not just FUBAR there.
It has a proto-Dark Souls vibe,
Really? You're really going to pull the old "THE DARK SOULS OF X" thing that the lazier game reviewers pull? I expected better than a doctor of RPG gaming science.
In fairness to Chet I distinctly remember that the german who gives you the hint about how to deal with those is actually on the same level as them, so you will absolutely get hit first.
DeleteOur family was a Mac household and I was exclusively a Mac user through college, so from the mid 80s into the late 90s, all my gaming was on a Mac.
ReplyDeleteBungie as my favorite gaming company, and the Marathon series (which came after PiD and built on its successes from a mechanical and implementation point of view) was my favorite by far.
The Microsoft 'betrayal' with Halo was a bitter pill to swallow, but in retrospect it's obvious why they did it. And it was the right decision.
I am exactly like Chet in that I do not like FPSes too much. The one exception is the Halo series. I loved the resting to heal, the well balanced gameplay, the enemy AI, the polish of the interface and AI. Reading this, it's nice to see that Bungie's amazing game design capabilities didn't just emerge with Halo. Count yourself lucky that you got to experience their great design capabilities before the rest of us PC/Xbox people did.
DeleteBut everything that Halo did other FPS around it did as well and with less repetition. Did you play the System Shock games, Half Life, Unreal, etc? Because I always have been very confused by the popularity of Halo (unless you were a console player), which in my view had only one truly unique thing: the view of a ring world.
DeleteI missed the part where those games had multiplayer with badass jeeps with machine gun turrets in the back and tanks and flyable alien aircraft, etc.
DeleteTribes, then?
DeleteTribes had no singer player campaign and no vehicles. the first tribes didn't even have bots. It was online multiplayer only.
DeleteI grew up with Wolfenstein 3D, Doom, and later Duke Nukem 3D. and I still like the adrenaline kick from time to time. Half-Life is one of my all-time favorite games so you can say the genre stuck with me allthough I still prefer RPGs and point-and-click adventures (I mourn the times when you could just say adventure and mean exactly that).
DeleteI agree with Arthrgall. I played the PC port of Halo on release and, while I generally didn't care for the setting or plot, I remember being impressed by the integration of foot and vehicle combat and by the expansive open areas. By that time, the golden standard on PC for single player FPS was probably still Half-Life, (or Deus Ex if we stretch the definition), with HL2 still years away. At the time the focus was really more on multiplayer arena shooters than single player campaigns
Delete@Risingson Carlos "unless you were a console player" is the answer to your perplexity. Halo was an unique experience on console and instantly cemented the Xbox as THE multiplayer console. For older pc players it may have looked none too new but for a whole generation of teens it was mind-blowing new experience. Also a pc that could handle that graphic could cost almost four times more than an Xbox.
DeleteAlso, again, maybe for pc players the gameplay didn't feel particularly fresh but they took a lot of what worked for others and mixed it with their own experience. Its 30 seconds gameplay formula, setpiece after setpiece had an huge influence on the industry as a whole.
honestly even when I managed to get some answers of what Arthegall and others here view as particularly special as a fps (and I still cannot understand the answer, seeming that it is for the multiplayer, no, for th single player and multiplayer, and the vehicles) I still found it like a decaf mix of previous games, not a crowning achievement that mixed the best of the previous ones.
DeleteAlso, is Arthegall the same person as gamer indreams? I am confused because one talked about Halo being the only FPS they enjoyed, and then the other answered as if their opinion is the same and maybe it is not. Like, give me a framework to work with please.
Arthegall is not the same person as gamer indreams. As for the landmark status of Halo, I have no opinion having never played it. However, I would note from my analysis of RPGs, that games can achieve "landmark" status through a number of means:
Delete1. They did something first
2. They did something best
3. They combined a number of features that had previously existed only in isolation
4. The did 1, 2, or 3 but for a new or under-served platform
It sounds like maybe 3 and 4 apply here.
Context:
DeleteFrom the mid-80s through 1999 my favorite video games were:
Dark Castle series (Mac exclusive 2D platformers)
Sid Meier's Pirates!
Prince of Persia
Marathon series
X-Wing and TIE Fighter
The only FPS I had played for any length were Wolfenstein and Doom (on friends' PCs), Dark Forces, and the Marathon games (at home and on the school LAN).
Marathon was a revelation when I first played it in 1995.
From the moment I ran down the first hall and mashed on the first terminal button and was introduced to the AI Leela (think Cortana, but through terminal text), I was hooked. All the technical and tactical depth Chet has been describing regarding PiD was present, but smoother. More refined. And there was significant plot and story depth. As a gaming experience, it absolutely annihilated Wolfenstein and Doom by every metric I could have considered. I'm first and foremost a heroic story driven gamer. And the heroic story was great. Marathon players got to be Master Chief a half decade before Master Chief was even a thing.
In July of 1999 when Halo was revealed by Steve Jobs and Bungie at the MacWorld Expo, no one had seen anything like it.
Truncated comment:
DeleteI had played many hours of multiplayer Marathon by 1999. I knew exactly what the multiplayer FPS gaming experience was like.
But with co-op vehicles?! And FLYING MACHINES!?! And OMG look at the fully-rendered outdoor 3D environments, characters, and weapons! And that soundtrack!!
The irony is, I never got an X-box till years later and by then had a wife and kids, so I mostly missed ever playing much Halo.
https://youtu.be/_KqFJ5pPu2g
(minor note: Dark Castle started on the Mac but has been ported to, among others, DOS and Genesis)
DeleteTo paraphrase Eowyn, I am no Arthegall
DeleteAnd yes, I started playing FPSes with Wolf 3D on a shareware floppy, followed by catacombs 3d, doom, quake, descent, etc. I was a hardcore PC gamer until I got an Xbox and Halo.
I think the difference for me with Halo was that level of polish. Previous FPSes I had played had porn movie level stories and paper thin characters and I finished them to finish them whereas I found myself staying up nights to play Halo just so I could spend time in this universe with these characters. Every time I got bored with how things worked, they introduced something new like the vehicles that blew my mind when I got on them, the turrets that made me feel invincible, the emergent behaviour of the aliens that felt so real and so funny at times. Finally, the flood scared the hell out of me at 3am and I have never quite felt that terrified and impressed like they decided, hey you know the game asteroids? let's make an enemy like that.
Everything worked, everything felt smooth, everything felt fair.
I never did play System Shock 1/2 so maybe I would have experienced a similar feeling if I had. In the absence of that, Halo was it and I still feel some of that when the chanting begins.
I'm seriously wondering whether 'Ultima Underworld' opened the floodgates to discuss first person shooters on this blog, as long as they include some form of stats or progression :P
ReplyDeleteThe windowed interface really reminds me of Magnetic Scroll's Wonderland which is funny because they are as different as can be. But please keep playing this to the end, Dr Chet, it is really nice to read your playthrough of a non RPG once in a while.
ReplyDeletePS: On a point of order, would we have to call you Dr Chet or is it assumed that, since we're all good friends here, we can continue to call you Chet?
I don't really hold with the "Dr. First Name" construct, and my doctorate isn't in anything to do with gaming anyway. Thus, to my students, it's Dr. Bolingbroke, but to everyone here it's Mr. Bolingbroke or Chet.
DeleteDr Chet... Just because you got a new well earned title don't be a German about Dr titles please be Humble
DeleteOr do you want to be called Dr Bolingbroke???
DeleteThis question ist honest and even if I know that it is different it makes me queried what you think..... You earned the title so it should be respected the way you want it without different in native language of your commenters.
Your official doctorate may not have anything to do with gaming, but if this sum totality of this blog does not demonstrate PhD level mastery CRPGs, I don't know what would.
DeleteDr. Chet it is.
- Mein Gott! The horrible ghouls! They killed Jürgen! And then me. Scheiße. Who are you by the way?
Delete- Prof. Dr. Chester Bolingbroke. Do you mind if I take your ammo?
- Bitte, Herr Professor, please go ahead.
Audible laughter was produced. I'm German btw.
DeleteI'm enjoying the GIFs being interspersed with the screenshots, I think it provides a nice additional touch to the coverage of the game!
ReplyDelete+1. For example I was curious how the game was running for you, as when I tried it myself the movement seemed to be a bit slow (probably because I recently replayed Doom) but the GIF makes it clear.
Delete