Showing posts with label classic gaming. Show all posts
Showing posts with label classic gaming. Show all posts

Monday, April 11, 2016

Doom

Doom
Grade: B+
Platform: These days literally everything including toasters, originally PC
Genre: FPS before there was FPS
GOG $5.99
Released: 1993

Doom was far from the first FPS game (there were FPS games going as far back as 1974 even though the acronym hadn't been invented yet), but in a lot of ways it is the origin of the modern FPS game.  And yet it differs in a great many critical aspects from virtually all modern FPS games, some good, some bad, and some just different.

Of course, Wolfenstein 3D came before Doom, but it was Doom, not Wolfenstein, that took the title of granddaddy of FPS games, and until the term FPS was invented people described FPS games as "Doomlikes" or "Doom clones".

A good place to start with Doom is what it doesn't have, or didn't require.

Doom is not, actually, 3D.  It pretends to be, but it isn't.  You aim only horizontally and there is no vertical control at all.  This is sometimes a bit jarring, such as when you meet the first imp and it is standing on a raised platform, but you can shoot it despite your gun clearly being aimed at the platform, not the imp.

Doom does not require a mouse (though it can use one and only the most masochistic modern gamer will try it without a mouse).  In the dark days of 1993 mice were still far from standard peripherals and a great many people, even gamers, didn't have them.  I didn't when I first got Doom, in fact playing it through again for this review is the first time I've ever played Doom with a mouse.

Doom has no shields.

Doom has no regenerating health.

Doom has no regenerating anything.

Doom, compared to modern FPS games, has a shockingly low rate of fire for most weapons.

Games evolve, and Doom is ancestral to the modern FPS, but still clearly shows its descent from other games and gaming styles.  Clearly one of the parents of Doom was the shooter game, a genre mostly extinct but with a closely related descendant genre in the bullet hell style of game.  In shooter games, the player moves quickly, usually much more quickly than the enemy bullets, and gameplay involves dodging enemy shots.  Doom is like that, with the player zipping across the battlefield at high speed and dodging enemy bullets as he goes.

In the modern FPS the idea of dodging most enemy attacks is simply absurd, but it is a critical component of Doom.  Enemies fire attacks that crawl towards the player not merely allowing, but demanding, that the player dodge them.

Because, as noted above, nothing in Doom regenerates.  There are no shields, and your health is limited, and enemy attacks take off a lot of that limited health pool if they hit.

The modern FPS turns the player into a meat shield, while seeking cover is both good and necessary, it is understood that the player will be shot, several times, during any encounter, and that in between encounters the player's health and shields will fill back up, or that the player will even hide behind cover at least long enough for their shields to recharge.

In Doom you dodge or you die, and a skilled player can dodge virtually every attack directed at them. This clearly shows a common ancestry with games like Galaga and Vanguard.

Also unlike your average modern FPS, Doom isn't much on story.  Sure, there's an instruction manual that talks about Mars and demons and so on, but the story isn't in the game.  You shoot demons, find keys, and shoot more demons until you can get the BFG and kill the big boss demons.  There's your story chum.

Doom came from an era when games were, mostly due to hardware limits, fairly sharply divided into story intense but graphically limited and mechanically limited games, and games with little story but detailed and snappy game mechanics.  Doom fits unapologetically  into the second category.  It is a game, first and foremost, about playing the game.  Story is crammed in as a far distant second priority, and the game doesn't really suffer for that.

Where Doom shines is in gameplay and level design.

Once you remap the controls (using a separate utility, no in game keymapping supported) to use WSAD, with A & D being strafing rather than turning, Doom is a game with tight controls, allowing you to dodge enemy attacks with ease, while positioning yourself to take down the enemies with a few well placed shots.  I have absolutely no idea how I managed to win the first time I played Doom with the default keybinds (and no mouse) way back in the day, but I managed it somehow.

As mentioned earlier, Doom has remarkably slow animations and firing on the first two weapons.  Your pistol fires only once every half second or so, and the shotgun takes at least a full second to ready before it can be fired again.  This requires you to play defensively, dodging around while you arrange matters so your slow firing weapons can take out enemies.  Later weapons sometimes have faster firing (the chaingun wouldn't be a chaingun without a high cyclic) but many still retain a much slower rate of fire than many modern gamers expect.  You mostly can't just spray and pray, you must aim, and that's a bit tricky sometimes due to the lack of a targeting reticle.

Doom is hard, and that's part of the point and joy of playing.  Back in the old days games tended to be harder than modern games, and Doom is no exception.  I can understand why game difficulty was decreased, but I often wish games had at least an option for greater difficulty (even BioShock Infinite's 1999 mode wasn't really that hard)

Doom also features level layouts that are, in my opinion, often vastly superior to the level design in many modern FPS games.  The image on the left (a meme floating around the net since 2010) is exaggerated for comic intent of course, your typical modern FPS isn't quite that simplistic in its maps, but it is true that compared to most modern FPS games, the maps in Doom are sprawling and complex.  It's easy to get lost, especially given how few textures they were able to cram in (again, hardware limits), but fortunately there's a built in map feature that helps you out.

Doom maps were also a first for FPS games because they were dynamic.  Platforms moved, doors opened and closed, pillars lowered to reveal prizes, and monsters burst from hidden doors to surprise you.

Doom both invited and rewarded exploration in a way that many modern games don't, and due to their mechanics often really can't; regenerating health and shields takes away the urgency of finding boosters in game.  Often Doom will give you a glimpse of a valuable prize, which can be seen easily but which can only be reached by hunting around for hidden doors or finding concealed elevators.  The player has to learn to look for out of place (or sometimes backwards) textures, and is rewarded for this by gaining access to better equipment.  Sometimes finding the secrets is the difference between life and death, no regenerating health means getting the healing packs is often absolutely essential.

The modern FPS could stand to take a lesson or two from Doom on level design, and how the level design lead the players to the secrets without the need for in game exposition or explanation.  Like the way first few seconds of Super Mario Bros is a perfectly designed tutorial on the basics of gameplay, the first few moments in Doom show you that there are areas in the game that require you to hunt for secret ways to access.  The very first thing you see as you begin play is a courtyard viable through a window, but not accessible through the window, with a giant glowing set of armor set on a pedestal surrounded by toxic waste.  The invitation to find a way to get to it couldn't be clearer.  When, at the end of a level, it shows you a percentage for secrets found, the urge to go back and play through the level again to bring it up to 100% is almost overwhelming for a certain type of gamer.

On the bad news side, it turned John Romero into a crazed ego monster who harmed the developer centered model of game design with the execrable Daikatana and the godawful hype built up around it that fed his ego.

But that to the side, Doom stands up well to the test of time.  It not only spawned a genre that continues to be massively popular, but at least in terms of level design it remains superior to many of its descendants, and remains playable and enjoyable to modern gamers, and a game that programmers have taken as a challenge to port to a truly ridiculous array of low powered devices.  That's an achievement not many 23 year old games can claim.

Tuesday, March 29, 2016

Sid Meier's Alpha Centauri, a review of a classic

Sid Meier's Alpha Centauri
Grade: A
Platform: Windows, Mac
Genre: 4X
GOG $5.99


Easily one of the best 4X games ever developed, available at GOG now for only six bucks, if you haven't played it yet just stop reading and go buy it and you'll easily spend a couple hundred hours playing before you realize it.

Or, if you insist there is more to say in review.

Positioned as a sort of thematic or conceptual sequel to the starship victory in the Civilization series, Alpha Centuri follows the colonists to their new home where they promptly split into ideology driven, as opposed to nationalist or ethnic, factions and start competing for dominance.

It plays largely like other games in the Civilization family tree, the most obvious mechanical difference being that unlike most other Civ games you can design individual units rather than just getting a default unit with certain tech advances.  But there is more to the difference than the obvious, some of the mechanics are significantly different from Civilization's model, and often better.  Alpha Centauri has a dynamic weather system and you can use terraforming to not only help your own society but to hurt your enemies.  Change rainfall patterns to make their crops wither, or even flood them via global warming.  The tech tree is improved as well and has an option for blind research that adds an interesting element to the game.

But what sets Alpha Centauri apart from the Civilization series is not just setting or tone, or even the mechanical differences, but the fact that Alpha Centauri has a story and characters.  The characters are developed mainly as you climb the tech tree or build wonders, each tech or wonder has a quote that is usually from one of the faction leaders and helps breathe life both into their faction and the leader themselves.  The story develops as you play, both in alterations to gameplay and in small text vignettes.

The planet, simply called Planet, is inhabited by life that's alien beyond even starfish aliens.  The dominant life form is a fungus, simply called xenofungus or "the fungus", and all the other life you encounter is deeply related to and basically part of the fungus.  The fungus is also telepathic and pre-sapient when you first encounter it, but grows into a person, a single mind, as it spreads over the planet.

At first the fungus is an obstruction, worthless in terms of resources, slowing down your units, and acting as a hiding place for mind worms which are exactly as awful as they sound; the discovery of fungicidal add ons for your terraformers seems like the best thing ever.  As you progress you can learn how to make the fungus the most valuable resource in the game, you'll be carpeting your territory with as much as you can manage and you'll curse your earlier efforts to get rid of it.

Alpha Centauri takes a decidedly transhumanist approach to things, allowing cybernetics, genetic engineering, brain mapping and upload, and more.  All of which fits the game perfectly and helps propel the story to its natural conclusion.

Each faction is clear, has advantages and disadvantages that fit its ideology, an agenda that makes sense given that ideology, and they will react to you based on your social decisions as well as your more overt diplomatic or warmaking decisions.  The AI isn't especially amazing, but it does a good enough job of providing a challenge.

In addition to the quality writing for the factions and the storyline in general, Alpha Centauri features well done voice acting for each faction leader that helps make them memorable.  The rich rolling voice of CEO Nwabudike Morgan helps establish him as the sort of person who despises most of humanity but makes a pretense of caring about the little people, while Sister Miriam Godwinson speaks with a subtle (and sometimes not so subtle), but threatening, air of conviction and righteousness.

If it weren't for the overarching story, the rich world building, the well developed factions, and the integration of transhumanist themes, Alpha Centauri would simply have been Civilization with different art assets (looking at you Civilization: Beyond Earth) and we'd have long forgotten it.  As it is, it stands out not merely as a well done member of the Civilization family, but also as one of the better 4X games yet developed.  This shows that it is possible to incorporate a story and characters into the 4X genre, and that if done well it can make the game vastly better.

It holds up very well, both in terms of graphics and gameplay.  Despite being 17 years old  the gameplay is still fresh (which says something not at all hopeful about the 4X genre, which seems to be stagnating) and the game entertaining and challenging.

The only expansion for the game, Alien Crossfire, is a mixed bag.  The alien factions are interesting enough, and obviously thought went into trying to make them alien, but the extra human factions mostly seemed cheap and lazy compared to the original factions, a couple stood out as worthwhile but mostly they were bleh. Mostly it is worthwhile for the gameplay improvements, the addition of fungal towers we very good, and some of the added tech improves the game greatly. Fortunately it is possible to use the improvements of the add on without bothering with the somewhat inferior factions it included.

The combination of a fresh take on the 4X genre, the well executed world building, the addition of personalities, characters, and story to the 4X genre, all combine to make Alpha Centauri a game truly worthy of an A.