Showing posts with label The Past and times of Yore (Classic Game Reviews). Show all posts
Showing posts with label The Past and times of Yore (Classic Game Reviews). Show all posts

Friday, 14 July 2017

The Past and Times of Yore - Armagetron Advanced, Light Cycle deathmatch staying true to the original Tron

Release date: 2001
Genre: Arcade
Publisher: None (Open Source)
Developer: Dave Fancella ("Lucifer"), "epsy", Fred ("Tank Program"), Jochen Darley ("joda.bot"), Luke Dashjr, Daniel Harple ("dlh"), Mathias Plichta ("wrtlprnft"), Manuel Moos ("Z-Man")
Platforms: Linux, OS X, Microsoft Windows
Players: 1 and Online

They say that games based on movies are never good, though there are exceptions the obvious being Goldeneye 007 on the N64 of course. The tagline of Armagetron quite simply is "A Tron clone in 3D." though it was never meant to be a full story-driven gaming representation of the famous movie Tron. It was actually based on section of the 1982 arcade game of the same name by Disney Interactive Studios, which consisted of 4 subgames one of which being a representation of the ‘Light Cycle’ sequence from the film albeit in a format akin to the snake concept which the original Armagetron game was based back in 2001. The game has now evolved into Armagetron Advanced or simply Armagetronad which now features 16 player mayhem, with highly advanced AI, network game play, and of course all in a 3D environment and is available on a multitude of platforms including Linux, OS X, Microsoft Windows, AmigaOS 4[2] and OpenBSD as free and open-source software. The game also has a decent online community with a Wiki Site and Forum.

A classic game with bots
Armagetron works in a similar way to the original Tron Light Cycle match that was in the original movie, let me point out right now that this has no relation to the recent sequel whatsoever as there is definitely only one flat surface with walls, no lower levels no inclines, no spiral no jumps or anything like that. You basically just use a and d to turn left and right and use v for braking (which makes you slower but you cannot stop completely) you can also use the numerical keys for looking to the left and right and behind you. Jumping in for a quick match against computer controlled opponents is fairly daunting as you start facing each other on opposite sides of the map and after a brief 5 second timer you’re off and hurtling toward each other at speed. If you’ve seen the film you’ll know the only way to eliminate an opponent is to somehow get them to crash into your, theirs or anyone elses ‘energy wall’ or simply just ‘wall’ that is generated by your light cycle eliminating them from the game, this is most often accomplished by just staying alive but there are many tricks including ‘boxing’ an opponent in with your walls or just dueling by traveling next to each other and trying to overtake.

A basic way of "boxing" or "speed killing" an opponent
 The basics of the game are this: in classic mode the ‘arena’ is a square box The ‘Light Cycles’ generate a ‘wall’ behind you that anyone can crash into including yourself, the cycle speed is fixed at first but works on a unique concept that a cycle can only accelerate by riding on another player's wall. The closer you are to a player's wall, the faster your cycle will accelerate. Brakes are provided, but they are disabled on many servers. Your cycle turns in right angles, typically, and leaves a long wall behind it wherever it goes. By default, movement keys are z and x, where z turns left and x turns right. v is your brake control. This stuff is fairly self-explanatory, but there are a few things to keep in mind. Turning slows your cycle down. This is a useful fact on servers that disable braking because you can use a series of rapid turns to slow your cycle down if needed. As already mentioned, you make your cycle go faster by getting close to another player's wall, or your own wall. The closer you can grind the wall, the more speed you will gain.There are of course more Advanced Tactics but I won’t go into those, you’ll find yourself creating your own tactics whether it be ways of avoiding players or taking them out.

I accidentally crash into myself :(
I’ll talk now about customization, almost anything in the game can be customized though I usually just stick with customizing the area and my cycle. There is a few things abound the arena that can be changed, you can add effects such as digital clouds and mirror effects which are a nice touch or you can make the game look as basic as possible to reduce your fps. The only thing you can change about your cycle is it’s colour which includes the colour of the wall you generate and of the cycle itself, I liked to choose a colour that is not currently being used by anyone else to make the match nice and colourful hah. The graphics in the game are fairly simple as you can see, you can run the game in your desktop resolution which is good, there is no music only the humming of the Light cycles and sound effects for turning, grinding and crashing. I had some fun with changing the size of the area and the speed of the game, it seems that the faster you go the more the game zooms out I guess so you can see where you are going.

A tiny arena
A very large arena :D
Historically I’ve only really played Armagetronad at LAN parties and only recently got into some multiplayer purely to grab some footage as I always forget to get any footage while at the lan. It’s a hit at parties as it’s easy to pick up, simple to play but challenging to master, and requires almost no hard drive space and graphical and processing power. We usually play just the basic Free-for-all classic mode where you try to speed kill other players and box them in with the only modifier being the “win” and “death” that appear late in the game in order to speed up the end of the match if it has become a stalemate. When a player drives into the ‘win’ they instantly win the match and the ‘death’ zone kills any player that enters it, these zones grow bigger until there is a decisive winner of the match though they are not often used at the same time.

I had no idea what I was doing in this multiplayer match XD
There are now many more modes of play or ‘gametypes’ including ‘Sumo’ where you have to stay in a circle and force your opponents out and Fortress: a complicated new game where you need to capture the enemy base. There is also some non-combat types I really want to try including racing, Labyrinth: where you navigate through a maze to get to the middle and Roulette: where multiple players create a "maze" Then try to navigate out.

This is supposedly a Labyrinth server but it was bloody impossible
There are of course many things I have not tried in Armagetronad Advanced but nonetheless it is a great game to play at Lan parties or even when you just want a bit of simple fun. The sheer level of customization, complexity for the experienced players and reasonably strong online community add to the longevity making this game well worth putting some time into.

JD

Some footage of me playing multiplayer and singleplayer Armagetronad including what I think is Fortress mode.

I just wanna ride my Light Cycle

Thursday, 23 March 2017

The Past and Times of Yore: Spyro 3, Year of the Dragon, the last of the golden age of Spyro

Release date: November 10, 2000
Genre: Platformer
Publisher: Universal Interactive
Developer: Insomniac Games
Platforms: PS3, XBOX 360
Players: 1 to 24

And so we have it, Spyro: Year of the Dragon, the third game in the series and the last one created by the famed Insomniac Games who have gone on to make the Ratchet and Clank series. And what a game it is, the main feature being the ability to play as characters other than Spyro more heavily this time as before it was only during the secret speedway challenges that you played as Hunter. Spyro really releases himself from his Dragon roots here by skateboarding and driving motorboats and hovertanks equipped with cannons, also driving submarines and frying enemies using Sun lamps. The story this time involves a celebration in the Dragon Realms where they are celebrating the Year of the Dragon which funnily enough the game was released in 2000 which was the actual Year of the Dragon. This event apparently happens every twelve years where Dragon Eggs are brought to the realm. In the opening movie the eggs just seem to be scattered on the ground and the Dragons including Spyro and Hunter are all asleep when Bianca and the Rhynocs pop out of holes in the ground and come to steal the Dragon eggs, she fortunately trods on Hunter’s tail waking them all up but they can’t stop her in time and hunter and another dragon get stuck in a hole. It appears that Spyro still really hasn’t got any larger and his small size benefits him again as he and hunter are sent down the holes to retrieve the dragon eggs. They soon find that they lead to the Forgotten Realms ruled by the Sorceress who needs dragons to bring the magic back to the realm and so the quest to take back the eggs begins.

Bianca and the Sorceress
 As you can probably guess the dragon eggs are the equivalent of orbs in this iteration though there is no longer any Talismans in the game, and every time you receive an egg there is a comically different explanation for finding it as Bianca and the Rhynocs had spread them all over the different worlds. You still pick up gems but they haven’t bothered giving an explanation as to why you are this time they are just there strewn all over the place and in possession of Rhynocs and other enemies. The homeworlds this time around are based on times of the day hence the first one being Sunrise Spring, I also quickly noticed that this time around almost all of the denizens of the worlds had foreign accents. I especially liked the fireflies in Spooky Swamp as they had French accents and only spoke in Haiku and the ducks in Frozen Altars who have the weirdest tone of voice I’ve ever heard in a Spyro game, they also now react when you charge or flame then accidentally which is a nice touch. As before the worlds are based on a variety of themed locations and natives, some favourites of mine being Crystal Islands, Fireworks Factory and Haunted Tomb.

Spooky Swamp, one of my favourite levels
The enemies in each level are a mixture of native wildlife including scorpions and mosquitos and the Sorceress’ Rhynoc armies which are humanoid rhinos but change dress/weapons according to the level for example in the Chinese themed Bamboo Terrace they wear Chinese dress and use fireworks against Spyro and in Lost Fleet they dress up as ghosts. A couple of characters make a return from the previous game including your now partner-in-crime Hunter who both assists you and gives you challenges with dragon eggs as a reward and Moneybags who is forever charging you for things, and of course a host of other cameos. As I mentioned before this version of the series contains a host of new (and one old) characters to play as which I will detail below.

Some Rhynocs dressed in flameproof armor
Sheila – A “mountain” kangaroo with an Australian accent, not sure why she lives on a mountain in Switzerland with some Swiss goats? Her level should have been in the outback. She can jump much higher and longer then Spyro

Sgt. James Byrd – A military penguin that can fly and equips dual rocket launchers.

Bentley – A Yeti who carries a giant ice club.

Agent 9 – A Sci-Fi Space Monkey equipped with a lasergun from the Professor’s island lab.

Sparx – Yes you can now play as Spyro’s trusty sidekick Sparx who has his own “realms” which are basically levels where you play as Spark from a top-down perspective.

Sheila the Kangaroo
These other characters were imprisoned for rebelling against the sorceress and you have to pay moneybags to set them free. They are lots of fun to play and gave you a break from playing Spyro all the time, I especially liked the old-school style Sparx shooters which reminded me of games like Raiden and 1943: The Battle of Midway. Completing the Sparx level also give an added bonus of special powers including being able to take one more hit for Spyro, collecting gems from further away and being able to indicate where missing gems were which you could actually already do all the time in the last game but meh. The Speedways also make a return though they have taken a major change, Sparx now talks to you and introduces you to the level, you can also now choose between taking the speedrun flaming and charging things within the time limit as usual but now there is a race option where you are in a race against the local racers of that world, for example in Country Speedway you are racing against the local biplane pilots.

The races are pretty straightforward but can be challenging at times as there is various speed boosts and collectible missiles that you can shoot at other racers and you have to remember to find and use these as much as you can as you actually start dead last with the first racer having a major head start and you need to work your way up the field but was great fun nonetheless. There are various cutscenes in the game showing Spyro and Hunter as they adventure through the Forgotten Realms helping people along the way and occasionally running into Bianca who is an apprentice to the Sorceress and her Rhynoc army who arrives to harass you at the start of each world. The other characters also have introduction cutscenes as you have to pay moneybags to set them free before being able to complete their homeworld.

A fun speedpad racetrack where you chase and egg Thief in Molten Crater, you also see the second run-in between Spyro, Hunter and Bianca

As far as controlling Spyro is concerned everything is basically the same you still have all of your abilities from the end of the last game and there is really nothing else you can learn, you have the same tutorial with hunter showing you how to jump and glide and occasional prompting but the new abilities come in the form of the new characters, I especially liked Bentley whose club packed a hell of a punch and could also deflect projectiles and Agent 9 who in most levels where he features you could find a hidden “laser upgrade” which made him able to shoot faster. Different areas in the levels were separated by portals this time around instead of being in the levels themselves, these often led to minigames involving egg challenges, these were again probably the hardest parts of the game as some were quite difficult (Damn Yeti boxing!) though I always enjoyed a speedpad challenge. Skateboarding with Spyro was an interesting new addition, even though there were only two areas where you could do it I found it lots of fun jumping around doing spins and flips and it worked pretty well for a mechanic that was kind of alien to the series. The bosses this time around were all pretty easy apart from the second one which was freakin hard as probably even more then the final boss. Speaking of which I actually managed to %100 the game this time which was probably my 4th try though there was complications.

Skateboarding in the Enchanted Towers level, this is the second area you get to skate and it's the biggest and most fun i reckon.

The complications were that I actually got about 45% through the game playing on emulator, specifically the epsxe emulator which I often like to use for the much better openGL graphics and faster load times though unfortunately I found that I was missing one gem from the Midday Gardens homeworld, I looked and looked but just couldn’t find it, and neither could sparks even when he had the point-to-nearest-gem ability, I eventually decided to just start again on the Playstation as I thought it was a glitch with the actual ROM as I’d never experienced it before with the PS disc. So I did and completed the game with no trouble. After doing some research I found that it might be the Lost Gem Glitch but that only says it was for Spooky Swamp though I guess it may happen to other levels. In any case what that means is I only have screenshots/videos up to that point as I cannot take them on the PS1, the others I needed to find online, such is the case with these console game reviews which is unfortunate but I really don’t have another choice.


Those gems still difficult to find, I had to go through some levels two or three times to find them all.

The difference between PC openGL powered and PS1 graphics is pretty major but the graphics looked fine in the game regardless not much had been changed from last time apart from more animations for some characters and a bit more polish overall. I found that over time the game had gotten much more content in it (as it obviously should) this was most present in Spyro 2 but I feel that in Spyro 3 you really did things out of the ordinary. The sound and music were good as usual that awesome soundtrack by Stewart Copeland from the Police always has that magic to it, and even if the music from the latter games doesn’t quite have the same raw flair it is still memorable, I do like the way that characters you meet are still very talkative and as I mentioned before even have international accents now.

Alex the Duck from the Frozen Altars level, these guys had quite the weird accents
The final Spyro in the series was probably the most involved of the three, I liked the story of the previous one better but this one was ok, the original Spyro trilogy is definitely one of my favourites, possibly only being surpassed by Super Mario but this one feels more special as it was on Playstation so it’s not as well known as the Mario bros. series. As far as 3D platforming goes though this was the best there was, sure I had tried Super Mario 64 for a time but it just didn’t have the same feel, I still need to try The Legend of Zelda: Ocarina of Time which is also considered by many as the greatest game of all time. In any case this one was the best for the Playstation and yes even more then Crash Bandicoot I think as his levels were way too linear though I have yet to play the original series so I can’t talk really. Basically apart from the new characters and mechanics and mini-games the premise of Spyro is the same, the same controls, the same charge/flame combo, the same challenge of collecting all the gems, the same albeit slightly more polished graphics, but all in all it’s a great a great character, a great game and a great trilogy and again I would mark the whole series as one of the best I have ever played. Next I move onto the dark times of Playstation 2 versions of Spyro but don’t worry they were not all bad.

JD

The trailer for Spyro 3, Year of the Dragon, unfortunately it's a bit low res.

Spyro is like Jet Li in the movie Hero, he isn’t concerned with romance, he’s just badass.

Tuesday, 14 February 2017

The Past and Times of Yore - Battlefield Bad Company, who needs multiplayer?

Release date: June 26, 2008
Genre: First-Person Shooter (FPS)
Publisher: Electronic Arts
Developer: DICE
Platforms: PS3, XBOX 360
Players: 1 to 24

For a long time I was only slightly aware of this game, I mean, I knew there was a bunch of games between Battlefield 2 and Battlefield: Bad Company 2 but I didn’t really care that much, I of course knew about Battlefield 2142 but I think around this time I was more occupied with World of Warcraft than anything else and the period between those two battlefield games just slipped away. Of course, there were more - Battlefield Heroes with it's cartoony graphics and third-person perspective, Battlefield 1943 which was a sort of console-lite version of BF1942, and Battlefield Play4Free which was a PC-lite version of Battlefield 2. When my housemate first mentioned  Battlefield: Bad Company to me I was confused, why had I not seen or heard this before? Then I remembered why I had gone straight to Bad Company 2 before playing 1, it was on console. Now normally I would not play any FPS (With the possible exception of Timesplitters and Goldeneye) on a console, but when the PlayStation 3 version of the game was given to me as a birthday present from my housemate I had to (or was forced rather) to do the right thing and sally forth into awkward thumbstick aiming yet again which I thought I had finally gotten out of after finishing Mercenaries. I had previously played Bad Company 2 both the singleplayer and multiplayer and had found the singleplayer enjoyable enough though I was told that the story, humour and squad interaction in the first Bad Company was much better.

Now this looks interesting

 The story begins when you are brought from a helicopter to the front lines, you play as Preston Marlowe who is a recent transfer and you soon find that Bad Company is much less formal then other military units being made up of troublemakers loose cannons from the rest of the army. Your squad consists of four soldiers Segeant Samuel Redford a battle hardened straight talking veteran who is about to retire, George Haggard a crazy demolitions expert who is the mad dog of the squad and Terrence Sweetwater, the snivelling nerdy one of the bunch who has a crush on the female dispatch officer Mike-One-Juliet who gives the orders to Redford. The action is located mostly in the fictional country of Serdaristan somewhere in eastern Europe though it is near Russia as you sometimes cross the border. Your enemies are at different times the Russian Army, the Middle Eastern Coalition and the Legionnaire Mercenaries. You start off all law-abiding and accepting of the military command’s instructions but after a while of playing the squad gets more and more rebellious eventually going AWOL to seek out the Legionnaire’s gold. 

The Bad Company Bros
Searching for gold becomes a feature of the game as you can find gold crates spread around the levels which act as a minor objective, another minor objective I found is that whenever you find a new weapon, it gets added to your ‘weapon library’ so you can collect them all. The story has a rather lighthearted feel despite the fact that you are killing people and blowing things up throughout most of the missions with Sweetwater and Haggard bantering and arguing with each other and playing rock-paper-scissors while Redford speaks on the radio, my housemate was certainly right in the fact that this was almost the opposite of Bad Company 2 where there was the same characters but they were much less juvenile in that iteration. I almost found the story a bit too comical as not only was your squad mostly a bunch of jokers and one of the only other characters you meet the President ofSedaristan had a humerous and nonchalant way about him and the whole story arc when you invade the country and romp across his golf course with the whole squad in a golf buggy eventually kidnapping him with his own chopper is pretty ridiculous. The only other character you see is the Legionnaire leader so apart from your squad that’s not much. But then again it was also fun and I guess this is what the game is meant to be, a military shooter with a humerous undertone and I’ll admit it was a lot funnier than the relative seriousness of Bad Company 2.

The Legionnaire and Zavimir Serdar
 So now we get onto the gameplay and of course yes I’m always going to moan about playing an FPS on a console but it wasn’t bad I must admit, felt even better then Mercenaries though that was 3rd person of course. You could move around look, duck, jump etc as usual (but not prone) but if was the raw ferocity of the weapons that caught me the most off guard, they just looked so big on the screen and seemed really powerful and sounded great and you really felt it when you shot someone. Another big thing that was present in the game compared to Bad Company 2 was the freedom. Even when you were with your squad they just followed you most of the time. Some objectives were basically ”go to this point on the map” but to get there you could use any means possible, huff it on foot then find a town and steal a truck, drive to the water’s edge then commandeer a boat, stop the boat to infiltrate a random enemy base and steal a chopper then crash it into the objective. It was all doable, you could traverse the mission in almost any way you wanted to unlike the singleplayer campaigns in the latter games which felt very linear indeed.

You were given an objective and had the choice of how to get there
I enjoyed using different secondary weapons like the Bad Company iteration of the repair tool which I always liked compared to the blowtorch of Battlefield 4 and the rocket launchers which were also very satisfying to use. I even tried sniping at certain points which worked ok though it’s obviously hard to fine aim with it. The game had an interesting way of healing, instead of regenerating health, being healed by the medic or finding medkits you healed yourself with an autoinjector which led to a lot of running around shooting then stabbing yourself, then shooting then stabbing yourself again. I didn’t have too much trouble playing the game and using the controller it was pretty simple though I did play it on easy with the reason being that I was playing it on console, I enjoyed collecting the weapons and finding the gold and there’s just something fulfilling about completing an FPS storyline, I think it’s because unlike multiplayer you’re constantly getting kills and winning. Driving vehicles was fun though a bit different from what I am used to as you are using a controller and when you enter your vehicle your entire squad gets in and man any weapons available which is pretty cool, I found the tanks and helicopters ok to fly too though a bit awkward to aim.

It's either this guy or the barrel, probbaly both
 The graphics for Bad Company were ok, they have a real rough gritty console look to them which could just be my TV but I must remember the was the first battlefield game on that particular generation of consoles but it looked fine, I especially liked the mission where you had crashed your chopper and woke up alone and had to sneak around in the dank moonlight to try and find your squadmates. The sun and sunset effects were good as well and of course the environment destruction although something we take for granted now it was certainly the thing back in this game it was just an adequately detailed military shooter for the time. I enjoyed the music which had a upbeat feel to it rather than serious all the damn time like the other single player BF games, the voice acting was great with the playful banter and all the arguing and the gunshots and explosions were all up to scratch.

Hooray for Destructive environments! now they have nowhere to hide.
 I’ll admit I had fun playing the game though in the end I was glad to get it over with, it was a nice little story that is a demonstration that not every game has to be so linear in its level design or objectives or battle sequence and it doesn’t always have to be so damn serious too. It’s good when a game can laugh at itself just like you do. This was probably one of the best console shooters I have played though that’s not saying much cause I haven’t played many, ah well. As a side note I wasn’t able to experience the multiplayer as the game came out in 2008 so I wasn’t really able to find anyone to play with, would have been fun but meh I had really missed the time that this game was active with players, and I think that was the time I had stopped playing Battlefield 2 shortly after discovering WoW, when the dark ages started hah not really though it wasn’t until Bad Company 2 that I got onto the Battlefield again.

JD

Oh no you don't!

7/10

Things I liked:

Powerful and invigorating weapons

Easy to play despite using controller

Great Story and character banter

Weapon collecting and gold chest hunting are good side activities

Things I didn’t like:

Game is only on Console

Fairly short, not much replay ability apart from multiplayer

Characters are funny but can get annoying.

I think this is a good introduction to the game :D Thanks to TheRussionBadger for this compilation, and thanks DasUberpoop for his excellent Campaign gameplay.

Truckasaurus Rex here I come!

Saturday, 29 October 2016

The Past and times of Yore: Doom, TNT Evilution and the Skulltag Mod, a fresh way to experience a timeless classic

It might seem a bit strange that I’m reviewing old-school Doom in wake of the new Doom (formerly Doom 4) released this year which I have yet to play, though I thought it could be a little celebration of sorts as I never bothered playing Doom 3, so it would be my first ever delve into another Doom game since the beloved Doom II. But enough about the new Doom, this is the old Doom but it’s not Doom or Doom II, confused yet? Let me explain….

A lovely doom landscape, you don't see that too often.
Originally back in 1993 ID software created Doom, Doom 1, the original Doom, whatever you want to call it, and the world rejoiced etc etc. The game itself was split into three chapters Knee-Deep in the Dead, The Shores of Hell and Inferno where the Union Aerospace Corporation (UAC) who remind me a lot of the Aliens series’ Weyland-Yutani corporation, are conducting experiments on interdimensional travel accidentally open a portal to Hell and the protagonist (I will call him Doomguy) Fights across the zombie and demon infested UAC bases on the moons of Phobos and Deimos orbiting the planet Mars, then eventually travelling to Hell itself. Then in 1994 Doom II: Hell on Earth was released, this was the first Doom that I played though this was the Doom 95 version released a year later and as the game says, The Legions of Hell have invaded earth, so this time you are fighting on your home planet.

After that came The Ultimate Doom in 1995 which contained the original 3 chapters and a new one Thy Flesh Consumed which acted as both a sequel to Doom and a prequel to Doom II. And then we go onto the last or final official instalments of the original Doom series, Final Doom was released in 1996 and included the standalone Doom II IWADs (Doom Game files): TNT: Evilution and The Plutonia Experiment which were created semi-independently and were each regarded as a separate sequels to Doom II so had no chronological order from one over the other. 

TNT Evilution and The Plutonia Experiment were part of Final Doom
I have now played through every single one with TNT Evilution being the last. You may be wondering why I chose this one as the first one to review on my blog, well it’s for several reasons: The first being that this was the latest one I have played so it will be fresh in my mind, the second reason is that it’s almost a standalone story so it doesn’t really matter if you haven’t experienced the original two, thirdly, It’s the only one I had recorded screenshots and videos of :D and fourthly, I’m going to use this to introduce the Skulltag Mod which is what I used to play them all through, though I may not use again when I re-play all of the games through once more. This won’t be the longest review as we all know about Doom and how it works, I just wanted to explain the mod I have been using and show off the changes to the game when using it, and the only screenshots and videos I have are from TNT Evilution so I will use it as the game that is in review.

Wow this looks different
So before I begin I will first introduce the Skulltag Mod. The Skulltag mod was created by Matthew 'Agent Spork' McGee and is one of many “conversion” or perhaps “light conversion” source ports for the original Doom series games and was based on the ZDoom source port which included the new graphics and control/gameplay abilities. As the site says it “Brings Doom into the 21st century” and it does this by adding many new options and game features including graphics overhaul, with the ability to pick any modern resolution with much more refined textures and dynamic lighting. 

Detailed display options and openGL in DOOM? what trickery is this?
It introduced new weapons such as the Minigun which is a faster version of the Chaingun and the Railgun which we all know from Quake 2, I really enjoyed these new weapons and used them often, they reminded me of that forgotten “Q2 Xtreme” mod I used to use to play Quake 2, I really need to work out where that went. But anyway probably the most important changes are to the gameplay, the mod allows for free mouselook and includes several custom crosshairs and also include the ability to jump and duck. These kinds of things change the original game around completely as you know in the original Doom games you could not jump, crouch or look up or down relying on auto-aiming to hit enemies above or below you. Now with modern FPS controls it’s pretty nuts and playing the game this way borders on cheating, using the sprint ability then jumping allows you to leap great distances and because all of the original WAD’s were not built for these features you have no idea whether you are supposed to be able to get to certain places or not.

Well I could, make it up to that ledge to get to the yellow door but I know I'm not supposed to be able to.
Nevertheless I could not imagine going back to play the original way, the first time I experienced Doom using the mod I couldn’t believe how good it was, it looked amazing, the mod actually has many features for online play including Team DM, Duel, CTF and the namesake game mode ’Skulltag’ where players aim to capture each others skulls and take them to an altar. The first I played I tried out a Deathmatch mode with bots and wow it was fun, I haven’t tried since I’ve just been having fun with the usual singleplayer but man playing that with 5 bots and watching rockets fly past with new lighting effects was crazy. Currently my Doom folder contains all kinds of mods and it’s hard to discern what each of them do, so to explain I have included a description.

A short video of the Skulltag game mode with bots on the Ring of Fire map

With the exception of Doomseeker, all of these are Source Ports of the original Doom most often made by fans, they often contain slight-to-heavy tweaking of the game engine including new features inc graphics, gameplay, game modes, weapons and levels.

ZDoom – A source port which modernizes Doom with a range of features including new graphics and control/gameplay abilities
GZDoom – A port of ZDoom itself which uses the same features except adds OpenGL support for higher resolution graphics and particles
Skulltag – The mod I currently use, also uses features from ZDoom and GZDoom and adds online/multiplayer features.
ZDaemon – A mod purposely-built for playing multiplayer Doom over the Internet, based on ZDoom
Doomseeker - a server browser for client/server source ports, available for Windows, Linux and MacOS X. It supports Skulltag, Odamex, ZDaemon, Vavoom and Chocolate Doom through individual plugins.

The menu for the skulltag mod allows you to choose which game (or WAD file rather) that you would like to play.
There are many, many, other Source Ports available for Doom as this is just a few that I use, you may have also heard of Brutal Doom, I hadn’t paid much heed to it but after doing some research for my current review I came across some videos which featured Brutal Doom being played with OpenGL graphics and it looked goddamn amazing, of course there does seem to be a bit too much bloom with fire and explosions (Battlefield 1 seems to have this issue as well) and also man that bloom on the toxic barrels is too much, I realised just recently that the Skulltag mod has the option to run the game in the software graphics (Doom Engine) or hardware graphics (OpenGL) I didn’t really pay too much attention to this as I didn’t have much idea what it was for and playing Doom with 1920x1080 resolution was good enough for me. Brutal Doom has many new features including a few new weapons and revamped old weapons with new graphics and sound, new enemy abilities and death animations inc ‘fatalities’, revamped HUD and as the name adheres to, lots and lots of gore. The mod is supposed to be much harder than the original Doom but I’m still thinking of using it to play through the Doom series again as I could possibly lower the difficulty and gore to acceptable levels.

Brutal Doom - A Mod I plan to use in the future.

Speaking of level of difficulty I remember in my younger days I cheated a lot, in singleplayer of course, there will never be a time where I cheat in multiplayer. Yes I found cheats for almost every game I played and in my defense I said it made the game more enjoyable because it wasn’t as hard or frustrating, well obviously. Though little did I know that all you had to do was lower the difficulty (to say ‘easy’) then all will be fine, well mostly, I’m playing Star Wars: Tie Fighter at the moment and it’s getting damn hard even on easy, but that’s what I have been doing recently with my gaming and I have found it’s been ultimately more enjoyable than just being an unstoppable demigod. With older games such as Doom and Quake I went from playing with invincibility and unlimited ammo to just invincibility then finally only recently to no cheating albeit on easy mode and I’m quite satisfied with that, I used the second lowest skill level setting “Hey not too rough” which is the least amount of enemies but you take the normal amount of damage as opposed to “I’m too young to die” in which you take half damage. I only switched to this possibly 1/3rd of the way through TNT Eviliution so the majority of the series I played like a goddamn Saint Diviner of Justice coming to wreak explosive death upon the denizens of Hell with blah blah blah let’s get on with the review…..  


I warp to one of my favorite levels, Mount Pain and start in god mode then realize I'm in god mode then switch it off hah.

So now you know the story behind the original Doom series and the mods I used to play the game and the settings we can talk about the actual game itself.

TNT Evilution released on June 17, 1996, forms one half of Final Doom, a commercial product which consists of two 32-level IWADs (the other being The Plutonia Experiment), similar to Doom II. The "TNT" in the title stands for "The New Technology" and is also the name of the mapping team who created TNT: Evilution. The game was originally going to be free of charge but was packaged with The Plutonia Experiment in Final Doom as a publishing deal brokered by the infamous John Romero and thus being released by id Software. The story behind TNT Evilution is nothing too special, just an excuse to shoot the crap out of the denizens of hell (though who needs an excuse really) The ill fated UAC has again been experimenting with portal technology to try and annihilate the forces of hell, they seem to succeed but then a vast demonic spaceship from Hell appears and destroys the base zombifying everyone. Now this is the part I love, the Doomguy apparently escaped death or zombification by being “away on a walk at the time”, yes, a walk, and then vows to destroy all of the legions of hell defeating another Demon-Spitter yadda yadda yadda.

Yes it's another Demon-Spitter, not again!
TNT Evilution has a very techbase feel to it, similar to the first episode of the original Doom, whereas The Plutonia experiment has a more natural earth feel to it. TNT’s levels go from experimental labs, to military bases, to interesting looking levels at night and back to hell again. I must admit it did take me awhile to complete with 32 levels (including secrets levels) this and the Plutonia experiment took me quite a lot of breaks, mainly because I had not played the levels before and it took me awhile to work out what to do and where to go. The levels in this series I noticed differed in quite a few ways from the norm of Doom and Doom 2, there were many tricks and unconventional ways of completing the levels, for example the end room and switch wasn’t always through the same style of door and what you thought was the end of the level wasn’t always the case.

The shipping/respawning level which has quite a few new textures and objects and I don't do much here except get lost, I eventually worked out the key was inside a box under a desk, very unusal for Doom I can tell you that.

It was obvious that the designers were creating these levels as a challenge expansion not holding your hand like in the previous games. I saw quite a few objects and textures that were definitely not from the original Doom series especially modern technology and furniture, fences, gatehouses and other things that weren’t in the original, the levels also had more of a sporadic design and used unconventional architecture which sometimes include wide open spaces like in Level 27: Mount Pain. Playing the mod also made things very different being able to look all around obviously had some interesting effects on gameplay, I’ve already mentioned the ability to jump created “I can just jump there but I don’t think I’m supposed to” moments and there was also the fact that Doom was never actually 3D. So you can basically look straight up and down with the mouse and watch the monsters turn into a single vertical line, this made me laugh a few times but it’s expected and a reminder of what the Doom Engine actually was.

The Storage Facility level where I do a heap of looking and jumping with the new controls.

The new weapons made things much more interesting, the Minigun made wasting zombies and imps much quicker and even some demons didn’t take too long to kill, the new Grenade Launcher put a more tactical spin on rockets allowing them to bounce so you could hit targets around corners, the Railgun was probably my favourite addition as it was very powerful with one shot killing those pesky Lost Souls and with the crosshair you could shoot them from miles away. There was also this pretty cool looking rapid-fire version of the BFG but I preferred to use the old one, I guess this one with its faster firing would be more useful for clearing tons of monsters. Playing with these new weapons and gameplay changes put a great spin on the game and it was very refreshing and felt good to go through, like a breath of fresh air, hopefully more games can do this *cough* Mercenaries *cough* TNT Evilution wasn’t the best Doom experience I’ve had it was the most rewarding being the first time I have played Doom for an extended period without invincibility, and I actually enjoyed it ;).

I let loose a bouncy grenade.
 I will still go through all the previous games again though it’s questionable whether I do it with Skulltag or Brutal Doom, though Brutal Doom actually has its own Story mode which looks freakin insane in its own right and since it was made to be played with the Brutal doom mod then I think that would be the best way to experience Brutal doom first hand and if after that I can’t go back to the normal way then I’ll brutally blast though the originals too. Though there’s something to be said about the comfort of the original style, so you may not have seen the last of Skulltag yet.

JD

The Skulltag 97d trailer

Just can’t get enough of Hell

Thursday, 9 June 2016

The Past and Times of Yore: Jedi Knight II, Jedi Outcast, new look, same Kyle & friends

Release Date: March 26th 2002
Genre: First/Third person Shooter
Developer: Raven Software
Publisher: LucasArts
Platform: Microsoft Windows, Xbox, Gamecube, Mac OSX
Players: 1 and Multiplayer
Classification: T (Teen)

I have a bit of confession to make, as you may know from my review of Dark Forces I had obtained a number of Star Wars titles from the site ww.gog.com (Good old Games) and had intended to play through the Jedi Knight series of games that I have only played one of so far that being Jedi Academy and so after Dark Forces the next one on the list should have been Dark Forces II though in my brief attempt to play this I found that it was very awkward and I unfortunately couldn’t get my mouse to work right and even when I got it going the graphics and jerky controls of the game didn’t cut it for me and unfortunately I couldn’t keep going. It reminded me of that awful Fifth Element game on Playstation which was made around the same time, I think that games around that era had that kind of awkward look and feel to them with the transition to full 3D, where I felt that I would rather play games like Super Mario World on the SNES with their crisp and clean pixels to something like Driver 2 whereas although I’d hate to say it the gameplay was good but the graphics were a bunch of mush. In fact I think that during this era games that were of cartoony characters like the Spyro the Dragon and Crash Bandicoot series’ looked the best as the games that were trying to be realistic just didn’t look very good at all, though I spose back then you couldn’t expect much could you.

Jedi Knight Dark Forces 2, oh my eyes
 In any case I wimped out yes I admit, I’ve got this fascination with playing updated and graphically overhauled versions of old games, I love it, or even just playing games on max settings and seeing how much better they look to when I played them back then. Though, fortunately all of the game’s cutscenes have been uploaded to youtube so you can basically watch what happens and interestingly they were made using a mixture of FMV and 3D animation. To sum things up Kyle Katarn still a mercenary along with his companion Jan Ors investigates the death of his father and finds and defeats the evil Dark Jedi Jerec and stops him from corrupting the Valley of the Jedi. The expansion pack to that Mysteries of the Sith is where you play as Mara Jade as a companion to Kyle Katarn who is now a Jedi, Mara goes on a series of Missions while Kyle goes to Dromund Kaas and Mara finds him in the Dark Force Temple or “Sith” Temple rather and finds him insane with the dark side, but he recovers and swears off the force reuniting with Jan Ors. Having watched the whole thing now I have come to two conclusions FMV acting in games is as terrible then as it is now, and damn is Jan Ors hot in those videos. One last thing because I played Jedi Academy a lot first I’m going to try not to refer back to it so much since chronologically it’s set after this one.

Kyle and Jan in the Dark Forces 2 Cutscenes, this was one of the few where it wasn't so goddamn dark
So then we come to Jedi Knight II: Jedi Outcast, made in 2002, the first in the series to be made by Raven Software and was powered by the Quake III Arena engine. As you would probably know this one was the precursor to Jedi Knight : Jedi Academy  which was unofficially called Jedi Knight 3 but was actually the 4th in the series and as you know from my review, the first one I had played. When I got the rest from GOG.com I had intended to go all of the way through them including the X-wing space combat simulation series and the Knights of the Old Republic (KOTOR) series, both of which I have yet to finish, but with X-wing series as well I have skipped some too. Jedi Outcast was (and sometimes still is) hailed as one of the best lightsaber combat simulations ever. Having played it now both in singleplayer and multiplayer at a LAN, I could almost agree but not quite due to the lack of dual sabres and saber-staffs, I did find the Lightsaber combat very similar though as both games were made by the same developer. The gameplay wasn't always just shooting and Lightsabering of course, there was a great section involving an AT-ST which was heaps of fun and much longer then the Jedi Academy one. 

The name says it all, kicking ass with an AT-ST

The story begins with Kyle still in his bounty hunter ways with Jan accepting a mission from Mon Mothma to investigate an imperial Remanent base on Kejim though Kyle is taken aback slightly when shown some cortosis crystals which are used to make lightsabers as he no longer wants anything to do with being a Jedi.

Kyle, Jan and Mon Mothma, this time all of the cutscenes are done in the game engine.
Through investigations on Kejim and Artus Prime where the crystals are being mined Kyle and Jan find that they are being studied and also used in experiments on living beings, I had fun doing these sections with just weapons as you obviously don’t have your Lightsaber at this point so I played in first person mode. Though you soon meet Desann, a Chistori Dark Jedi who used to be under the tutelage of Luke Skywalker (who Kyle mentioned once in Jedi Academy as I remember) and his apprentice Tavion Axmis who you all know as the main antagonist from Jedi Academy as well, though this time she is second fiddle to her master.

Tavion and Desann
In your first fight with Desann you are basically set up to lose as you have no force powers so you have no chance against him, it’s only afterwards that when Jan is captured and apparently killed, Kyle goes to the Valley of the Jedi to regain his Force powers and then to Yavin 4 to retrieve his lightsaber from Luke Skywalker. The trials that Kyle re-does and a lot like the ones in Jedi Academy though slightly different, you eventually get your Lightsaber and swing it up in Nar Shaddaa when you have a run-in with Lando Calrissian and then head to Cloud City on Bespin.

Well there's another familiar face
On Bespin Kyle battles the Reborn for the first time, these reborn were actually seen in Jedi Academy as the New Reborn along with the Disciples of Ragnos and are basically the same kind of fight as that game, all dodging and lightsaber swinging and force using fun combat. After battling and defeating Tavion on Bespin, Kyle learns that Jan is indeed alive and Desann and Tavion had tricked him into revealing the location of the Valley of the Jedi. He also soon learns that Desann, with the help of Admiral Galak Fyyar planned to use the Reborn to rebuild the Galactic Empire though I noticed only when reading the wiki was that this was part of a larger plan involving another character called Lord Hethrir and his Empire Reborn which itself is a faction of the Imperial Remnant whew we’re going real meta now. Though eventually through a very lengthy level Kyle defeats Fyarr in his cortosis-based armor (I actually just read something about that which would have made it much easier to beat him XD) and we get a brief cameo from Rogue Squadron who blow up his ship. 

Admiral Galak Fyarr in his Cortosis Armor, and Kyle throwing his lightsaber apparently.
 Kyle then goes to the Jedi Temple on Yavin, fights off the troops there eventually teaming up with the other Jedi to defeat the reborn and Desann himself who was kind of a pushover really despite his huge size and lightsaber reach, I noted that Kyle say that the Reborn are no match for the Jedi as they have been artificially infused with force power and have not had any training in adapting and understanding the force. Kyle decided to be a Jedi again then he and Jan then go to the beaches of Spira and got it on, well I hope.

Kyle defends the Temple with his fellow Jedi buddies

So with both Jedi Outcast and Jedi Knight being made by Raven software they were obviously very similar in most things the most obvious being graphics and gameplay. The shooting and lightsaber fighting was pretty much exactly the same with the same controls, I used guns at the start obviously but didn’t use them much after that except to snipe on several occasions, the force powers were the same as usual getting better and more powerful as you go along. I can’t think of much that was different from Academy, it would have obviously been massively different and improved from Dark Forces II but I’m not gonna go there.

Ahh the good old Stormtrooper blaster rifle
One thing I did find is that I regretted playing it on the “Jedi” difficulty because man there were so many goddamn enemies with lots of hits points, I mean seriously when I shoot someone in the face with a gun or slice them with a lightsaber I want them to die, not just shrug it off but of course you could say the same for me. I eventually had to turn off the 360 degree slow-mo rotation that I loved so much as there were simply too many enemies and it got tedious, next time I will definitely go for the Padawan difficulty. Another thing I found difficult was the objectives and level design, sometimes I had no idea where to go and what to do, though that’s often the case in games I haven’t played before especially Dark Forces and I had to refer to online guides which wouldn’t have been so bad if the game didn’t brighten up with desktop so much that text was almost unreadable when you alt-tabbed. And before you ask yes I did use a trainer with this game as well which worked though I had to keep re-enabling it after every loading screen which got a tad annoying.

Kyle blasts and cuts through a crapload of droids and troopers and eventually confronts Tavion.  Notice how I get frustrated and switch to guns halfway through.

Other than that the game was good and I thoroughly enjoyed the story as I finally knew what happened before Jedi Academy. The game worked well through the GOG system, the graphics were good as usual as the Quake III Arena engine doesn’t disappoint and the sound and music was good too. One of the things I found both awesome and funny was the way the game has non-scripted fighting, so for example in scenes where enemies are fighting it’s basically like two bots fighting each other in multiplayer and looks absolutely ridiculous but it’s great to see that you can be helped by non-playable characters in the story mode. 


Luke and Desann have a non-scripted duel with Luke getting killed at least twice, while Kyle boards the Doomgiver.

I didn’t delve much into the multiplayer, to be honest I didn’t much in Jedi Academy either though we did have a few random free-for-all battles at a LAN which was a lot of fun and absolutely ridiculous as people were playing as all kinds of characters. Some appropriate such as Kyle Katarn’s model but others looked ridiculous playing as imperial officers and Stormtroopers, I didn’t know it then but the Shadow Trooper Model I played as actually did use Lightsabers in the game.

The Ridiculous looking lightsaber battles at Bluewire Lan, footage from me and Ramrod.

I would still say Jedi Academy is the better of the two as being able to create your own Jedi and be a student in the Academy is much more rewarding not to mention the ability to wield dual sabers or saber staffs, nevertheless Jedi Outcast had a great story I was glad to finally get through it. So it looks like I’ve come to the end of the Jedi Knight series having skipped two games now XD, Hopefully I’ll like Knights of the Old Republic since it was made around the same time which will be next on the list of the Jedi Lightsaberin’ series just as X-wing vs Tie Fighter will be next on the Starfightering series if I ever finish Tie Fighter that is.

JD

9/10

Things I liked:

Great gameplay, lightsaber combat especially

Great, engaging story

Use of non-scripted NPC fighting both innovative and laughable.

Multiplayer is awesome fun

Things I didn’t like:

Levels dragged on a bit “oh gawd not another huge room of Stormtroopers”

No Dual Sabers or Sabre Staff :(

The Jedi Outcast Trailer

Force pushing the boundaries