Showing posts with label confirmed kills 2018. Show all posts
Showing posts with label confirmed kills 2018. Show all posts

Monday, February 5, 2018

Confirmed Kill: DOOM (1993)

Title: DOOM
Original Release: December 10, 1993 (MS-DOS)
Finished Release: The Ultimate DOOM (1995) [Modded]

Oh, here we go.

So let's be straight with each other right from the beginning.  See, you don't need me to write this review.  If you're my age or older (or even several years younger), you've probably played DOOM.  If you haven't played it you probably know someone who has.  No matter your age, the odds are very high that you've heard of it, and seen bits and pieces of it here and there.

So much has been said about what a masterpiece this game is, and you don't need me to tell you it's all true.  Beyond that, I don't even know if I could do the game any justice by attempting to be analytical towards it.  This game and the legacy it created is so much bigger than me that all I can really offer you is an explanation of what it means to me.  So that's all I'm going to do.

The shareware version of DOOM was originally released six days after my fourth birthday, so my memories of its beginning are hazy at best, and almost certainly unreliable.  Even once I was older I can't remember ever really playing it all that much myself.  I definitely started it, probably several times, but my attention span then was somehow worse than it is now.  It was also probably a bit too difficult for me, if I had to guess.

Instead, my earliest memories of DOOM are of my dad playing it.  He was still in his early twenties at the time, and PC gaming was always his thing, and so of course DOOM was installed on every computer he built for years to come.  I can vaguely remember him starting it up on new computers all throughout my childhood, just to see how it ran on the new hardware.

In a lot of ways, DOOM is to Wolfenstein 3D what Super Mario Bros. 3 is to Super Mario Bros.  That is to say, the original showed what a particular style of game could do, while the follow-up showed what that same style of game could be.  I'll always love Wolf3D, and it may have more or less created the FPS genre, but DOOM made sure it was here to stay.

And we can't forget shovelware!
The reason for that is that DOOM is more than just one amazing game.  Sure, it had a sequel the next year, and it was great too, but that's really just one part of the wave that DOOM brought with it.  This was the Age of the FPS, and it's an era that lasted for more than a decade and was responsible for some of my fondest memories.  I miss those days, but I'm happy that I now live in a
n age where it's easier than ever to appreciate them.

And beyond that, nostalgia has brought about a resurgence of interest in games from that time.  New, awesome mods for DOOM are still being made to this day (such as this one), and that's to say nothing of the throwback games currently being developed.  DUSK looks amazing. Amid Evil is basically a new version of Heretic.  And there's rumblings that 3D Realms is even developing a new game using the Build Engine, the same development suite used to make Duke Nukem 3D.  It's a great time to be a gamer.

And yet, with all that said, I still never got around to actually sitting down and playing it through until now, just under a year shy of its 25th anniversary.  I dunno what took me so long, but I expected greatness, and I was not disappointed.

In the interest of clarity, I'll just quickly explain that I played through all four episodes of The Ultimate DOOM release currently available on Steam and GOG.  I applied the latest release of fan mod GZDoom, but the only options I had applied were a more modern mouse and keyboard control scheme (but still with no Y axis) and a larger screen resolution.  I played on the neutral difficulty level, Hurt Me Plenty, and didn't put any great effort into finding secrets.

My amazement with DOOM began before I had even reached the title screen, right from the staff credits screen:

The sheer amount of talent represented on that screen is staggering.  You have the obvious ones, like John Carmack, John Romero, and Adrian Carmack, all founding fathers of id Software and titans in their own right.  But then you also have names like American McGee, who would later create the underrated American McGee's Alice just a few years later, which was one of my favorite games as a kid.  And my personal favorite on this list, Sandy Petersen, creator of the classic Call of Cthulhu tabletop RPG.   Not only that, but he would later go on to create one of my favorite board games, Cthulhu Wars, and here he is designing levels for one of the most influential games of all time.

Anyway, I then went on to start up the game itself, and a weird thing happened: the controls threw me off.  I don't know if it was because I had gotten so used to Wolf3D or if DOOM is just that particular, but it didn't feel the way I expected it to.  There's this momentum-based movement that was strange at first, where it takes a split second to get up to full speed and another split second to stop. It took me a while to get used to.

And when I say "a while" I actually mean 30 seconds.  At most.  Because as strange as the whole thing felt at first blush, it immediately became second-nature.  By the end of the game movement in DOOM had become an automatic function of my biology so that I all I needed to be concerned about was killing demons... and switch puzzles.

There was also some D&D mixed in.
Other than that, everything is exactly what everyone else says it is.  The graphics are bright and colorful, but in a way that it still brings across the gloomy and deadly atmosphere.  I especially loved how the locations slowly transitioned away from the futuristic colony feeling and more into a very hard rock version of Hell itself.

In fact, "hard rock," is a good thing to bring up, since the whole game is just metal.  From the soundtrack itself (sometimes liberally borrowed from bands such as Black Sabbath and the like) to the creature designs, the whole game just feels like you stepped into a rock album, and I meant that in the best possible way.  Just look at the game cover up there; it perfectly captures the feel of the game.

Except for that other space marine.  I dunno why he's there.

It's difficult for me to find bad things to say about this game.  I can look at it as a whole, and I can tell you that it's not perfect, but I'd be hard-pressed to tell you why.  I mean, I guess the very fact that I had to mod the control scheme is technically a point against it, but that's not really the fault of the game.  Some of the levels aren't as good as the rest, maybe?

I dunno, I'm genuinely trying to come up with negative things and I find myself at a loss.  Logically speaking, nothing is perfect.  But DOOM is just so enjoyable that looking back over it I guess I manage to ignore the little things that may have bothered me when I was playing it.  It is the game that every other game like it was measured against for years after for good reason, and it still puts up a good fight against most games released since. I fully believe that it will continue to be looked upon as one of the best the genre has ever had to offer for years and years to come.

Hell, I'd play it again right now.

Until next time!

Current interests:
Listening - Various
Playing - DOOM II (1994)
Reading - Thor: God of Thunder (2011)
Watching - Lazy Game Reviews

I'm apocryphal!

Friday, February 2, 2018

Confirmed Kill: Spear of Destiny

Title: Spear of Destiny
Original Release: MS-DOS (September 18, 1992)
Finished Release: MS-DOS (1992) [Modded]

So this is weird.  I'm sure you remember Wolfenstein 3D, which we talked about last time (and you can read about rightcha).  I'll just quickly reiterate that, even though it wasn't technically the first "first person shooter" ever made, it essentially created the genre.  Admittedly, the follow-up, DOOM (which we'll be discussing soon, possibly) solidified that the genre was actually going somewhere, but Wolf3D was the first big stepping stone.

And yet no one ever talks about the sequel.  I'll admit up front that I'm nothing like a gaming historian or anything like that, but I'm pretty sure that I had never even heard of this game before I bought the pack on Steam.  But it does exist, I played it, and you have to read about it, so here we go.

So here's a big spoiler for the original Wolfenstein 3D: it ends with you, as B.J. Blazkowicz, killing Adolf Hitler (who's in a robot suit), thus presumably bringing an end to World War II.  That's pretty sweet and obviously historically accurate, but it creates a problem: where do you go from there?

Well, that's a question left unanswered, since Spear of Destiny, much like the Nocturnal Missions from the original game, takes place before any of that.  In fact, Spear of Destiny takes place before even those add-on missions, thus making this B.J. Blazkowicz's first mission, at least as far as we're allowed to play.  And his mission this time is an interesting one, as we're tasked with infiltrating a Nazi base in order to retrieve the titular Spear of Destiny, which Hitler's forces intend to use in some sort of supernatural powerplay to turn the tide of the war in their favor.

I warned you that you should get used to it.
It's actually kind of difficult to talk about Spear of Destiny, because it's basically just more of Wolfenstein 3D, and in that respect it succeeds, mostly.  The first big change I noticed was that one of the early levels has vines hanging from the ceiling that you can walk through, which I thought was really cool the first time I saw it.  Unfortunately things like this almost completely obscure your vision, and the creators seemed to really enjoy throwing bunches of enemies into them, making those sections sheer trial and error as you try to learn where all of the enemies are without dying.  Still, it's a cool effect.

But when I say that Spear of Destiny is just more of Wolfenstein 3D, I really mean it.  The enemies look the same, the level textures are often the same, the weapons are the same, and that's pretty much it.  The previously-mentioned vines notwithstanding, the only majorly new things are the bosses, but they did not disappoint.  Sure, the first boss is literally just a reskin of the first boss of Wolf3D, but the rest are unique, at least in design, and the final boss is genuinely surprising when you see it, possibly on par with robo-Hitler.  And one of them (the best one, obviously), is an Ubermutant!

"Ubermutant" literally means "it's a mutant, but better, obviously," in German.

In terms of complexity, the Spear of Destiny levels feel like they pick up directly from where Wolf3D left off, and this is, unfortunately, almost always a bad thing.  The labyrinthine feeling of the Nocturnal Missions is back in all its glory, and it really gets to the point where each level starts to feel like more and more of a slog.  This doesn't detract from the overall atmosphere of the game itself, which I still love, but I had easily had my fill of it by the end of SoD's 27 levels (not including secret levels).

So like I said above, the Spear of Destiny campaign is 27 levels, not counting secret levels, which is just as many as the original three episodes of Wolfenstein 3D put together.  The difference here is that the game isn't broken into episodes.  Instead it's just one continuous set of levels, with a boss level every five or so.  Some levels are fun, some are ridiculously frustrating, but it's overall a positive experience, and the final level features a twist that I knew was coming, yet somehow didn't see coming.  I don't know if I'd go so far as to say that it's worth playing through the whole game just for that, but it definitely made the whole experience that much more memorable.

And then you finish that level, you get a few story scenes congratulating you for a job well done, and the game is over.  OR IS IT?

Well, no.

See, Spear of Destiny was followed up by two "Mission Packs," referred to as Mission 2: Return to Danger and Mission 3: Ultimate Challenge, and these things... hoo boy.

See, after all the trouble you went through to steal the Spear from the Nazis, it gets stolen back from the Allies offscreen, and only B.J. Blazkowicz can get it back.  That's irritating right off the bat (that will be a pun in a second), but whatever.  Let's get this over with.  27 new levels! Here we go!

So first, the cool: the mission packs are actually a total conversion for the game.  Basically what that means is that everything plays exactly like Wolfenstein 3D, but it's been completely overhauled, graphically speaking.  The stage textures have all been redesigned, as have the enemy sprites, weapons, and items.  After the entirety of the first game and the base missions of Spear, this was a very welcome change, if for no other reason than just having something new to look at.  It helps that the updated designs are almost universally improvements on the old look of the game.

Everything's so blue...

The new enemy designs are especially good with one glaring omission, which I'll get to in a moment.  For the most part, the new designs do a great job of preserving the feel of the original designs, while not being quite so cartoony.   The one big exception to this is the mutant.  Why?  Because it isn't a mutant anymore.  Seriously, my favorite enemy is the one that gets completely changed, because of course.  And that wouldn't be so bad, but what did it get changed to?

A bat.  A bat, flapping around, carrying machine guns in its feet.  Now don't get me wrong, Wolfenstein is at its best when it's straining credulity, but this just breaks it in two.  And it raises so many questions!  Who's training these bats to fire guns?  Who's designing the guns so that they can be held and fired by bat-feet??  And the most pertinent follow-up question to both of those is Why???  Not to mention that the bats are hard to see, thus them ten times as frustrating as the mutants ever were, and the mutants were already on that spectrum.

Pictured: Bat-feet
But other than that, Mission 2 is fine, right?  'Cause it's just more Wolfenstein 3D again?  Well, no, because it's here where the game starts making a cardinal mistake.  This is something I was afraid of for the entirety of the original game, but by this point had convinced myself wasn't going to happen.

So remember how the secrets worked in Wolf3D?  Certain walls could just be interacted with, so you could push them out of the way, revealing the secret behind them?  Remember how much I hated that system?  Yeah, well, here it's needed to progress.  Let me make that clearer: in order to complete this game, you are required to find pushwalls.  This means vast stretches of time were you're running throughout the entirety of a given level, pounding the spacebar like it insulted your mother, all in the hopes of finally revealing the path forward.

There is almost never any indication of which part of the wall is the one you're looking for, and the levels are huge.  And this doesn't just happen once or twice, it quickly becomes normal.  It isn't fun, it isn't engaging, and it doesn't make you feel any sense of accomplishment when you finally figure it out.  It is the very definition of a waste of time.

Eat your heart out, Skeletor.
But hey, new bosses!  On the whole I don't think they're quite as interesting as the ones in the base Spear of Destiny game, but they're still pretty cool, for the most part.  Hell, one of them, "The Axe" is probably my favorite boss in the series.  He looks like an '80s cartoon villain!

But yeah, you get the Spear (again), they pull the exact same twist again, show the exact same ending scenes, and the game is over.

Don't get me wrong, there's still fun to be had here, and the new look of everything, for the most part, does a lot to freshen things up.  But it's clear to see that we're getting further and further away from the trendsetter the original Wolfenstein 3D was.

And then we come to Mission 3, and I honestly don't know why they bothered.  The Spear has been stolen by the Nazis.  Again.  The graphics are the same as Mission 2.  The enemies are the same.  The pushwalls are the same, the bosses are the same, the ending is the same (again.), it's just all the same.  Except that by this point, each level has gone past the point of being a slog, and well into the realm of tedium.

The only real saving grace of this mission pack is the final level.  It pulls the same twist for the third time, but there's a clever little tweak to it that I quite enjoyed, so that was a pleasant surprise.

But overall, Mission 3 is an exercise in patience, and I can't recommend it to anyone unless you're absolutely dying to play more Wolfenstein 3D.  Even then, you could probably easily find a fanmade mod that would be a better use of your time.

So, at the end of the day, Spear of Destiny and its add-ons are a mixed bag with more bad than good.  There's fun to be had, but it's hard to recommend any of it outright.  Honestly, the best thing to do is probably to mod the original Wolfenstein 3D so that it uses the graphics introduced to Mission 2.  But even that isn't much of a good idea, because then you'd have no mutants.

And no one wants that.

Until next time!

Current interests:
Listening - Various
Playing - Elite Dangerous: Horizons (2015)
Reading - Thor: God of Thunder (2011)
Watching - Thor: Ragnarok (2017)

Why do you exist?!

Tuesday, January 9, 2018

Confirmed Kill: Wolfenstein 3D

Hello hello, and welcome to the first Confirmed Kill of 2018!

So this was actually mostly an accident, since I had originally planned for today's post to be the first of my "obscure stuff" posts, but I got distracted by today's subject.  But don't worry, you can expect to see that post later this week.

Title: Wolfenstein 3D
Original Release: MS-DOS (May 5, 1992)
Completed Release: Complete DOS Release (1992) [Modded]

So, before we get started, I just want to get a couple things out of the way.

Pictured: 1992
First, if you've been reading my blog for at least a couple weeks, you might remember my review of 2015's Wolfenstein: The Old Blood.  In that review, I briefly mentioned that I had finished the mobile version of Wolfenstein 3D a few years ago.  I genuinely believed this at the time, but it stuck in my brain, and I came to realize that I honestly can't remember finishing it.  I'm still fairly certain that I did, but I can't guarantee it, so I was thinking maybe I should give it a go again.  At the same time, almost as if by divine providence, I signed into Steam to discover that Wolfenstein 3D was on sale.  Heck. Yes.

For the record, I also grabbed Wolf3D's expansion, Spear of Destiny, plus Doom, Doom II, the entire Heretic/Hexen series, and Quake, all for less than $10.  So, yeah, expect to be reading about those soon.

Secondly, I played through the entirety of the game using a mod known as ECWolf, which you can download by clicking... wait for it... here.  It doesn't change a whole lot, mainly just quality-of-life improvements.  It allows you to play the game in a modern resolution, so you aren't having to squint, and lets you make aiming with the mouse much less of a headache than the original DOS release.  It also gives access to an automap feature, which I did use, because why the hell wouldn't I?  If you think this ruins the purity of the experience, that's okay, because I don't.  It makes the game much more approachable and drastically cuts down on wasted time.

So, with all that having been said, let's jump right into this.

The place: Nazi Germany.  The time: the height of World War II.

OSA Agent William J. "B.J." Blazkowicz is in a bit of a pickle, finding himself held prisoner in the dungeon of Castle Wolfenstein.  It doesn't really matter why B.J. is being held prisoner, especially since it doesn't last long.  Before the game even begins in earnest, he manages to kill the nearest guard with their own pistol, and we're greeted with the opening visual that created a genre.

Yeah, that's the good stuff.
Common knowledge will tell you that Wolfenstein 3D was the first first-person shooter, which is technically incorrect.  Still, the influence this game has had on the gaming landscape, for better or worse, cannot be overstated.  It's easy to look back now and point out how archaic it is, but that's kind of missing the point.  Without Wolf3D, there would be no Doom.  Without Doom, while it's almost certain that someone would have eventually created the genre, we may not have gotten the FPS boom of the '90s.

Quake, Duke Nukem 3D, Unreal, Half Life, Halo.  These are just a sample of the games that may never have existed if not for Wolfenstein 3D.  And of course you can extrapolate all of that out even further and further, leading to sequels, spinoffs, inspirations, imitators, and competitors, and you begin to see how different gaming would have been over the past 25 years if this had never been created.

Pictured: The influence of Wolfenstein 3D
Back in 1992, Wolf3D was released using the shareware model that was and would continue to be the norm for quite a while.  The game was originally split into three episodes, the first of which, "Escape From Castle Wolfenstein," was free.  If you liked the game, you could pay some money and id Software would send you the next two episodes, "Operation: Eisenfaust," and "Die, Führer, Die!"

id then went on to create a second trilogy of episodes that take place before the original three episodes, collectively referred to as the Nocturnal Missions (har har).  The titles of these episodes are "Dark Secret," "Trail of the Madman," and "Confrontation," respectively.

All six of these episodes are more-or-less standalone, but there's a surprising amount of continuity between them if you're paying attention.  For example, you basically wind up killing what appears to be the entire Grösse family over the course of this game and its sequel, Spear of Destiny.

For the purposes of this review, I played through all three original episodes, plus the three Nocturnal Missions, without putting too much effort into finding all the secrets.  I focused on getting from one stage to the next, with my ultimate goal being able to definitively say I finished the main campaign.  I'll definitely be going back through to find and complete all the secret levels, just to say I did.

Here's the thing: notwithstanding the historical significance of the game, I love Wolfenstein 3D a lot more than I probably should.  If I take a step back and look at it from a more objective point of view, I can see the difficulty in approaching it from a modern perspective.  If I'm brutally honest, it's probably better enjoyed as a museum piece rather than an actual game at this point.  I mean, I had to mod the game just to make it comfortable to play with a mouse.  This thing is downright prehistoric.

But I don't care.  Let's do this.

So you've killed your guard and stolen his gun.  What next?  Well, you'll be going through hours of running, shooting, avoiding being shot, and attempting to interact with every single open panel of wall in sight.  The main objective of Episode 1, as the title might suggest, is to escape the prison of Castle Wolfenstein.  This involves completing 9 levels (plus one secret level), the last of which features a giant boss enemy, in this case elite guard Hans Grösse. Once you've accomplished all that, you're treated to a sweet visual of B.J. escaping, and you move on to do the same thing again in each of the next five episodes.
Look at how happy he is!

That's not to suggest that there is no variation between the episodes, because there is, but the game is definitely repetitive.  One benefit to this, at least, is that it's an easy game to learn.  It doesn't take very long to get into the groove of things, and the game does a good job of teaching you the ropes in short order.  And I have to say, even though there's not a ton of new stuff added from episode to episode, what is there is pretty cool.  My personal favorite is Episode 2's unique enemy, the Mutant.  There's also a few new textures here and there as you advance, including a pretty sweet wall texture in later episodes that features a skull design.  It's actually kind of foreboding.

Speaking of textures, did you know that Wolfenstein 3D isn't actually 3D at all?  That's right!  It's just a trick of some really crafty early 90s programming.  The end result is a world (well, some hallways) that gives the feeling of depth, even though the whole game is just as 2D as Super Mario World.  Constraint breeds creativity.

The graphics are what they are.  I didn't play with any sort of graphics mod, since I'm actually pretty fond of the game's 1992 aesthetic.  The palette is colorful (with a surprising amount of blue), which kind of clashes with the fact that it's supposed to be NAZI GERMANY.  Seriously, there are pools of blood on the floor and skeletons in cages and hanging in chains from the ceiling, all in the PC equivalent of technicolor.

Still, this tonal dissonance is really just indicative of the nature of the game.  It's a power fantasy built around the sheer catharsis of gunning down hordes of evil Nazis, all with tongue planted firmly in cheek.  It's just so dang quirky that it's as hard not to love it as it is to take it seriously.

The music is also a product of its time, and for me it doesn't stand up as well as the visuals.  Don't get me wrong, it's still really impressive for the time, it just didn't appeal to me.  It was never to the point that it irritated me or anything like that, but I ultimately chose to listen to my own music instead most of the time.

The gameplay itself definitely shows its age, which honestly isn't all that surprising.  The game is more than twenty-five years old, after all.  I played through most of the first episode with the original controls before deciding that I could do with a controls mod.  I then started the game over with the new controls, and I never looked back.  The unmodded game isn't unplayable by any means, but the mod just makes it a much more pleasant experience.  It essentially makes the game play like a modern shooter, albeit without a Z axis.

Like I said before, the ECWolf mod also adds an automap feature, making it so that the game will automatically make a map (get it?) of each level as you move through it.  This can be pulled up at any time with the tab key, making it that much simpler to keep track of your progress through the level.  And this actually brings me to one of my few complaints with the game that can't be put down to the game's age.

The very fact that I have to mod in a map feature is absolutely ridiculous.  The first three episodes wouldn't be so bad without it, but the levels in the Nocturnal Missions quickly become so gigantic and convoluted as to be downright labyrinthine.  I could easily see the lack of a map adding another hour or more to the completion time for some of the later levels.

I get the feeling that, maybe, you were expected to draw your own map, in the real world, since that is sort of how things were done in those days.  The problem with that comes from the very nature of the game.  A dungeon crawling RPG is done one step at a time, thus making it simple, if tedious, to copy each square of the map onto graph paper.  Wolf3D is not that game.  You move in real time, very quickly, and having to stop and try to make a map would defeat the whole purpose of the run'n'gun feeling of the game.

Get used to mech suits and chainguns.
The bosses are another, relatively minor, point of contention for me.  I like the designs of them (and all the enemies, for that matter), but there's very little to distinguish one from the next outside of their looks.  A couple of them have their own little quirks, and one of those two actually has his own unique weapon (and thus a unique strategy), which is cool.  But the vast majority of them just boil down to a hit-and-run strategy, and the only distinction between them is that some take more hits to 
kill.  The boss of Episode 4 is just the regular, run-of-the-mill soldier with lots of health!

Oh, and they're also easy, because they're stupid.  That hit-and-run tactic I mentioned is almost always really simple to pull off since they'll just follow you in a circle around any given column our square section of wall.  The only real increase in the boss difficulty is accomplished by throwing in some lower tier enemies as well, but this doesn't make the boss more challenging or memorable, it just makes things annoying.  It's also pointless, since, again, it's really easy to outmaneuver the bosses and kill the minions at your leisure.

My final complaint is the secrets.  Don't get me wrong, secrets are great, but the way they're implemented here is as basic as it gets.  See, there are pushable walls sprinkled throughout every level, and these can be moved by interacting with them, thus uncovering the secret they're hiding, usually treasure, but occasionally hoards of ammo and health.  This isn't necessarily a bad idea in theory, but there's no visual cue to separate a "pushwall" from every other frame of wall around it, not even a subtle one.  The secret areas will occasionally be behind a wall with a Nazi flag or painting of Hitler, but this is less creative design and more just "that's what we happened to pick for this one."  All this combined leads to a feature that could have made you feel really clever for finding a secret, but instead makes you feel like an idiot as you run back and forth over every stretch of wall, slapping the spacebar furiously as you go.

Still, none of these complaints serve to ruin my appreciation for Wolf3D.  In my opinion it more than earns its place in the annals of gaming history.  And beyond that, I just have a blast playing it.  If you're interested at all, give it a shot.  The digital version is pretty cheap, even when it's not on sale.  It's a great game to play while listening to a podcast or an audiobook, since it's just mindless enough to let you absorb something else, while at the same time serving as a decent challenge.

Just, for the love of God, use a map.

Until next time!

Current interests:
Listening - We Need Medicine!  (The Fratellis, 2013)
Playing - Wolfenstein 3D: Spear of Destiny (MS-DOS 1992)
Reading - Teenage Mutant Ninja Turtles (IDW, 2011)
Watching - Bob's Burgers (2011)

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