Sunday, 29 April 2018
PAPERS, PLEASE
Being brought up in a country that was neither truly communist nor capitalist, a country that would let everybody in and then keep track of their activities, had goulags and rock'n roll festivals, aimed high and died in a conflict between its petty tribes, I just had to fall in love with this game.In fact I have a love-hate relationship with this title, same as with Bully and GTA, and especially after years of living under sanctions in the 90s and the 00s.
Being a third-rate god stamping passports and deciding on people's fates, you're spotting smugglers, bombers, idlers and regular people as they try to cross the Kolecha border and enter the the promised land of Arstotzka. You are not just checking names, dates, passes, visa details, but are also dealing with bribes, moral issues, personal and family histories and tragedies, and your own humanity in the process. You are a good peson doing reproachable things, even though you appear to have been given an illusion of choice, and you do everything in your power to allow your country to thrive.
Up until 19th century there were no borders as such and our predecessors had greater freedom of movement than we do now. It would be wild if somebody made a game about a 19th century person crossing imaginary borders, doing so in a wold where national states were still just a vague concept.
Labels:
Papers,
Please,
puzzle,
puzzle game,
simulation,
strategy,
work simulation
Saturday, 21 April 2018
LEVEL UP LIFE
A number of applications attempting to gamify a certain area of life have appeared in the past decade or so, mostly in areas like fitness or work or organisation , and mostly in isolation. I've always admired the fact that applications came dangerously close to being games at times, while still managing to persuade the "serious" users they were running an application en route to self-betterment,. But what if we actually wanted to gamify any and all aspects or tasks of everyday life and have them presented as itemised characteristics? The textual adventure, the role-play ,the pixelated graphic design of LEVEL UP LIFE all appeal to the intended age group - a struggling 30-to-40 year olds , slackers by design. And its not just about the cute exterior- the game will help you with your goals just as any self-help book or time management course would. You choose 13 areas building your culture, talent, power talent, charisma through daily, weekly, monthly or unique tasks.
If you appreciate blurring the lines between an application and a game LEVEL UP LIFE might just be the right title for you.
Saturday, 31 March 2018
SEAMAN
With my senior year of high school came the NATO bombing and a somewhat late fad for those pocket-sized pet sim clones every girl had attached to their wallet chain. Absolutely convinced that no pet sim could ever be put to good use I came to one of my rich friend's Belgrade apartments two or three months afterwards and realised that Sega proved me wrong. Rearing a fish-like creature through its philogeny/ontogeny until a fully formed surly young man-fish starts conversing with you and making you feel like a failed father was confusing and wonderful at the same time. For a pre 00s game to have controls that primarily consist of talking into a special microphone, a life-like facial expressiveness of the main character, the impression you're left with that your character gains experience and wisdom as you talk to him on a number of serious and ludicrous topics (don't know what algorithms they used , but they did a great job here), and being able to hear some Leonard Nimoy on top of it all was a huge breakthrough for a simple game. And I still often think about the underlying themes or viewpoints the author might have wanted to express- why the fish, why the face, whether it has to do with Christianity, conformity, Creationism vs Evolutionism, a failed deiurge or if it's just about the absurdity of family life and the distorted view that different generations might have of one another.
I wish other titles followed suit and explored it more, maybe even develop a genre in its own right. This way we're left with AI assistants who are simly boring, and tell on you.
I wish other titles followed suit and explored it more, maybe even develop a genre in its own right. This way we're left with AI assistants who are simly boring, and tell on you.
Wednesday, 28 March 2018
PAPERBOY
They don't make them like they used to. Ok, not true, but still - 80s and 90s are replete with oddities that made your usual genre of preference a unique gaming experience. Paperboy does exactly what it says on the tin, and not only will it cater to those Generation Xers who knew exactly what it meant to flip a burger or deliver newspapers to "learn to appreciate the value of money" and afford a new 8bit or 16bit gaming system, but it will also appeal to Millenials, and not just to those Millenials who search for gaming document of days gone by.
The premise is simple- a paperboy has to deliver his round and throw papers to as many houses of subscribers without being bit by dogs, or hit by a myriad of moving objects, cars, carts, raving neigbours, breakdancers, toys etc. With some time needed to get acquainted with controls and the scrolling, it plays well and you slowly grow to like evading death traps while trying to keep Daily Sun's readers happy. Even if you do get fired , you get fired to an awesome soundtrack playing in the back.
One can easily of a counterpart from the 90s it inspired. Less death and less guns , though.
And, uhm, don't play the Commodore 64 version , it's really bad.
Labels:
2 player,
2-player,
action,
action game,
arcade,
Atari,
commodore64,
NES,
Paperboy,
single-player
ELITE
Elite needs no introduction. It was the title that introduced the space-sim genre and cemented it in the minds of eager players worldwide. Like many other classics from the 80s, it was a college project that ran on pure imagination , limited only by the hardware limitations of the day.This space-faring , space-trading marvel that also introduced an open-world concept outside a text-adventure was a bit too much for a 6-year old with a poor command of English trying to make sense of what he saw on the screen playing it on his C64. 14 years and two sequels later, I revisited the original Elite game and realised how incredibly important it was. Ships travelling at sublight speeds, alien pirates, space trading, following or disregarding missions altogether, finding trade runs in various star systems and trading -just so many things that were introduced in a single pioneering game.Granted that the layouts do get repetitive, with just a tiny bit of imagination you can explore an open world that takes up less than 400kb. This is a feat in itself, and not even a poor plot or some clunkiness in controlling you spaceship can take away from what the game represents. Oh, did I mention it's really addictive?
Sunday, 11 February 2018
PARADROID
Though it was later ported to several systems and its life was prolonged well into the early naughties, this gaming phenomenon is largely associated with the good-ole c64. It is still regarded by many as the greatest c64 exclusive ever to have graced the screens of our TV sets.
Hostile service robots have "gone mad" and taken over a spaceship killing its entire human crew. Your robot is beamed aboard with a mission to sweep the ship clean deck by deck, removing the unruly robots and investigating everything before pressing the ship's self-destruct button. Unlike many c64 multidirectional shooters, Paradroid doesn't overdo it on desperately trying to make the best possible shooting experience for a player ,and makes up for graphic limitations with suspense and nervous anticipation instead, as other units become visible only after you've entered a room. The in-game puzzle of invading other robots CPUs and busting their circuits is a great complement to the shooter and makes this one of the most intriguing gaming experiences of old. Body snatching and destruction never had a level of sophisticated presentation that high in a game up to that point. The beeping sounds adding to the nervous anticipation and the cold hollowness of an abandoned ship and the conscious decision to not include in-game music further highlight the masterful presentation and enrich the gaming experience.
Paradroid remains a ground-breaking classic and it's easy to realise its value once you've tried it.
Hostile service robots have "gone mad" and taken over a spaceship killing its entire human crew. Your robot is beamed aboard with a mission to sweep the ship clean deck by deck, removing the unruly robots and investigating everything before pressing the ship's self-destruct button. Unlike many c64 multidirectional shooters, Paradroid doesn't overdo it on desperately trying to make the best possible shooting experience for a player ,and makes up for graphic limitations with suspense and nervous anticipation instead, as other units become visible only after you've entered a room. The in-game puzzle of invading other robots CPUs and busting their circuits is a great complement to the shooter and makes this one of the most intriguing gaming experiences of old. Body snatching and destruction never had a level of sophisticated presentation that high in a game up to that point. The beeping sounds adding to the nervous anticipation and the cold hollowness of an abandoned ship and the conscious decision to not include in-game music further highlight the masterful presentation and enrich the gaming experience.
Paradroid remains a ground-breaking classic and it's easy to realise its value once you've tried it.
Saturday, 10 February 2018
THRUST
Does what it says on the tin.It's neither about its minimal design and simple graphics, nor about the unnervingly monotonous sounds of an engine thruster.The plot doesn't affect the gaming experience at all. It was done by one man from start to finish. But it's about physics and inertia and breaking a sweat while grapling the controls of your spacecraft, avoiding cave walls and thinking about your movements before you moved. It's graceful and addictive. it's timeless and unique.The cold design of the world traversed gives the player a common feel of a dystopian world without the usual landscape and machinery visuals.It's truly an inspiration to hundreds of games that came afterwards. A game that could do with more in-game sounds and music, but hey- Rob Hubbard's title theme for the c64 version still rocks hard enough to make you ignore the above mentioned thruster sounds.
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