Doom was good, but Quake – for me – was where id Software really broke the First-Person Shooter mould, with a game far ahead of anything else at the time – even their own games…
Doom II: Hell On Earth (to give the game its full title) was released in 1994 and is the sequel to the infamous id Software blaster, Doom.
It uses the same engine as Doom (id Tech 1), but has more variety and is optimised to be more detailed and quicker.
The stand-out feature in Doom II has to be the inclusion of the double-barrelled shotgun – a weighty weapon that makes the standard shotgun feel like a toothpick. Giving monsters “both barrels” is highly satisfying. The new shotgun demonstrates the fact that really well thought-out and executed weapons can take a game like Doom to the next level.
Doom II is bigger, better and harder than Doom one. Not to mention more complex – the level designs are dark, clever, intricate and full of secrets. Some of the situations are truly scary – the game’s designers have set many traps with which to test the player. There are some great moments of tension too as you enter a room with the light on; pick something up; then the light goes off and you hear the growls of monsters… Cue gunfire.
Doom II is still incredible fun to play even now, even though the graphics are a bit dated and the engine doesn’t ‘do’ proper perspective. Ultimately: Doom and Doom II are a mixture of 3D graphics (the environments) and 2D graphics (the monsters, and everything else), and the engine is kinda ‘faking it’. Quake was the first id Software game to make everything truly 3D, and also simulate proper perspective and camera Field-Of-View.
id Software‘s hit shooter, Doom, blew the roof off the gaming world when it was first released in 1993.
It was the first First-Person Shooter that moved really fast and smoothly, and gave you a real sense of ‘being there’ when you played it.
Doom used a controversial mix of monsters, science fiction and satanic imagery to create an atmosphere unlike any other (at least until Quake appeared). It was also pioneering in its use of sound effects.
I remember very well Doom‘s initial (shareware) release and the ripple of excitement it caused in the gaming world. I was one of the first people to review it in 1993, for Maverick Magazines’ PC Player magazine, and revelled in its unbridled joy. Nowadays: Doom is legendary. You can still buy it, and people still play it. Doom II might have the better shotgun, but Doom one was where it all started.
Taito‘s Bubble Bobble first came out in arcades in 1986. Its colourful, jolly, platform action proved a sensation among gamers, and it has since gone on to earn “legendary” status in the retro gaming community.
Playable as a one or two-player game, Bubble Bobble is a simple but hugely fun jumping game where you shoot bubbles out of your mouth to trap enemies, and then you headbutt them or jump on them to pop the bubble and kill them.
There are also special bubbles that show up, depending on the level. Fire bubbles set platforms ablaze; spark bubbles send bolts shooting left and right; water bubbles send torrents cascading down the screen and take you, and your enemies, with it. There are also bubbles with letters on them, which – when collected – spell the word “EXTEND”. Collect all six and you get an extra life and a ‘bye’ to the next round.
Holes in the top and bottom of the screen allow you to warp between them, if you can reach them. Some areas of the screen require you to jump on bubbles to reach them. That’s when the game really gets interesting. Or frustrating – depending on your point of view.
In total there are 100 screens to play through in Bubble Bobble. I couldn’t figure out how to get past level 37… The game hasn’t beaten me yet, though. I will be back once I’ve slept on it and adjusted my strategy (ie. looked it up on YouTube). 🙂
If you’ve never played Bubble Bobble before: find it and play it. It’s a “rite of passage” for any budding gamer, and is especially fun two-player.
The very first version of SimCity 2000 was released for Apple Macintosh by Maxis in 1993, followed soon after by a PC MS-DOS version.
The game was one of the first to use “SVGA” high resolution (640×840) graphics on a PC and even used its own version of the Mac WIMP environment in a PC game. The designers of SimCity 2000 were obviously Mac fans who did everything they could to bring the (then) familiar Macintosh display style to the early PC. Ironically, a Windows version of SimCity 2000 followed soon after.
Although SimCity 2000 is only the second SimCity game, it is quite a leap from the original game. The same basic play tenets are there – build a city; make your residents happy; expand and enhance; do your best to clean up after natural disasters… The presentation, though, is so much more detailed than before. SimCity 2000‘s isometric graphics are beautiful and iconic. The in-game detail – in terms of variables to play around with – is so much more complex than before.
SimCity 2000 is pre-Sims era Maxis, but it sees them break new group for a second time. More, actually, because Maxis had released a number of successful Sim games before SimCity 2000 (off the top of my head: Sim Ant, Sim Earth, Sim Life, Sim Farm, and of course SimCity).
SimCity 2000 was Maxis at the top of their game, before The Sims sent them stratospheric.
This superb homebrew (unofficial) Frogger, by Hokuto Force, was published (for free of course) around Christmas 2015 for the Commodore 64.
It’s basically a playable beta – a demo really, but it’s a damn good piece of coding, and echos the classic arcade game remarkably well. Certainly better than any Frogger I’ve ever seen on the C64 before!
It’s fantastic to see people still coding decent games for this great machine.
Steve’s Bak‘s 1987 sequel to the hilarious Hercules, God and Heroes is just as difficult and frustrating as its predecessor. But just as much fun!
Graphically, Gods and Heroes is a tiny bit better than the awful-looking Hercules, but not by much. It still looks like a dog’s dinner. But the key thing with this – as was the key thing with Hercules – is that Gods and Heroes is playable and fun. The feel of jumping around is good, even if the endless traps and tricks are a nightmare.
Gods and Heroes is masochistic gaming. You play it to torture yourself. Hopefully, to eventually beat it. And there are 50 screens in total, so good luck with that.
More: Zzap!64 review
The 2006 sequel to the hit RPG Neverwinter Nights was created by American developer Obsidian Entertainment and published by Atari, Inc.
In many ways Neverwinter Nights 2 improves on the original game, and uses a new game engine (actually a suped-up version of the previous engine), this one called the Electron Engine.
Gameplay is essentially the same as before: a mixture of third-person, real-time and turn-based adventuring with a multi-character party system. The version currently available (time of writing: September 2018) features a main single-player campaign, plus three add-on campaigns (one of them – Mask of the Betrayer – being considered a classic); multiplayer mode, and the toolset for making your own quests/graphics/scripts/games.
There are some subtle but fundamental changes to the game, though, which makes playing Neverwinter Nights 2 somewhat different to the first game.
For starters: companion AI is much more complex, creating a bit of a mire in the process. What I mean by that is: a “mire” of options, which you can switch on and off to activate/deactivate certain behaviours. You can have companions be full AI controlled, custom AI controlled, or ‘Puppet’ controlled – puppet control being full manual.
Also different to the first game is the fact that you can now have up to three party members with you, making a party of four. In the previous game you just had one companion. It makes this sequel much more involving, and probably a lot more interesting. Actually, it is a much more ‘well-rounded’ game, this sequel, although not without its problems. Initially I struggled to get the camera to do what I wanted it to do, and almost gave up, but carried on in the hope that it would get better. It did, with some practise, but it took a while for me to get used to the interface (not to mention quite a few deaths).
Overall: Neverwinter Nights 2 is a fine, tactical RPG. It looks great; plays like a dream (now most of the bugs have been ironed-out), and is a worthy follow-up to a great title. It’s definitely worth a look if you like RPGs but have never played it, so look out for it in the next GOG.com sale.
BioWare‘s 2002 release, Neverwinter Nights, is a bit of a giant on the RPG scene.
Not only is it a detailed and engrossing Role-Playing Game par excellence, but it also plays host to a huge modding community. It’s also well-known as a multiplayer game too and features campaigns that can be played single or multi-player, and also features Player-versus-Player (PvP) combat.
As a single-player game Neverwinter Nights is a treat for anyone who loves RPGs. The Aurora Engine is a little clunky at times (inventories especially), but is more than capable of making any scenario enjoyable and engrossing.
Playing Neverwinter Nights feels like a mixture of Fallout and Warcraft – mixing real-time and turn-based gameplay with a multi-character party/control system. The game is a mixture of exploration, dialogue, and tactical combat and uses 3D graphics to represent the game world (unlike BioWare‘s previous games, which used 2D graphics). And – like any good RPG – the quests come thick and fast and are managed in your journal. Items, spells, weapons and armour are organised via pop-up menus.
When you enter combat you are encouraged to use the game’s extremely useful ‘pause’ function. Like ‘VATS’ in Fallout 3 (or Fallout New Vegas), combat in Neverwinter Nights features the ability to stop the action; move the camera; and stack up commands, all while the action is paused. You can play the combat out in real time if you’re good enough, but the pause feature definitely tips the balance in your favour. Followers and party members can also be macro-managed very precisely using this ‘stop time’ function, or you can leave the AI to let them do what they want. It’s good to have the choice. Once you’ve gotten used to the control system, though, you’ll see that this is a seriously complex and tactical game – very challenging in places; especially on the hardest difficulty setting.
One aspect of Neverwinter Nights that I love is the music. It reminds me of Bernard Hermann‘s classic movie scores that he made for Ray Harryhausen‘s famous films (particularly 7th Voyage of Sinbad), with a sprinkling of more modern John Williams. There are a couple of musical cues that seem very familiar, but to me it makes the game comforting – even though the gameplay is very tense at times.
I can’t recommend Neverwinter Nights highly enough if you like RPGs.
The 2006 sequel, Neverwinter Nights 2, is more of the same and just as good, and better looking overall.