3 D G A M E S
3-D 1st-Person
| Wolfenstein 3-D
(id /
Apogee)
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Boundary-Pushing: High |
Wolf-3D was unique in two particular ways: it was the closest
thing to a three-dimensional "you are there" game when it was
introduced, and it had a "mission"-based design which allowed the
first of three complete missions to be distributed as shareware
(which insured lots of gamers would try it). The latter proved to
be a huge business success, but that wouldn't have happened if the
game itself hadn't been something new. The programmers at id
managed to devise a highly-optimized version of raytracing known
as "raycasting"; with the addition of equally speedy texture
mapping and opponent sprites which could be viewed from multiple
angles (further creating the illusion of 3-D), Wolf-3D was an
important step in popularizing 3-D 1st-person games. Although no
one knew it at the time, it would also become the first major
force in the eventual development of consumer-priced 3-D graphics
hardware accelerators.
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Addictiveness: High |
What's behind that door? That was the eternal question of this
game. You always found yourself wondering what strange new walls
or maze layout or guards would be behind any door; there was a
constant pressure to keep moving, to keep opening the next
door. What nasty traps have the level designers set for the
unwary player? Open the door and find out.
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Replayability: Low |
Once you'd finished a level (including its secrets), there was no
reason or incentive to go back. Likewise, once you'd killed off a
mission's "boss" there wasn't anything else to do or to see. On
the other hand, once the information on how to construct levels
found its way to the public, new levels began to appear on
bulletin board systems and on-line services, leading to something
of a renaissance in playing this game.
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General |
Although you could find yourself wishing for more kinds of bad
guys and more variety in the landscape, Wolf-3D was enormously
fun. There was just something very satisfying about mowing down
bad guys without having to worry about ethical consequences; it
was simple "kill-or-be-killed." id's concept of a pure action
game was gleefully accepted by thousands of gamers. Not only
was it popular because it generally didn't require you to think,
focusing like a laser on action made the game a lot easier to
write. There were no secondary weapon effects (like ricocheting
shots or damage to doors or walls); nothing about the environment
ever changed; and the bad guys would always come straight at you
if they "heard" or "saw" you. Wolf-3D was a pure shoot-em-up. It
focused exclusively on what most action gamers wanted, and its
developers reaped the rewards of understanding the market.
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| System Shock
(Looking Glass /
Origin /
Eidos)
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Boundary-Pushing: Medium |
By the time System Shock was released, Looking Glass (in its
earlier incarnation as "Blue Sky") had already released the
ground-breaking "true" 3-D games, Ultima Underworld I and II, and
id had released the extremely successful Doom. But while the
software technology might no longer have been amazing (despite the
realistic physics model used), Looking Glass nevertheless did
manage to create a playing environment that was more detailed,
more graphically diverse, and which offered more ways to interact
with the numerous game objects than any game before and very few
since. One feature worthy of special note: Each game allowed the
player to configure System Shock's four aspects: number and
strength of enemies, difficulty of puzzles, difficulty of the
"cyberspace" environment, and depth of plot. All these aspects
had four levels of control, ranging from easy to hard. Thus, a
devotee of the "Doom" school (more action than thinking) could opt
for a game with lots of strong enemies but minimal puzzles and
plot, while someone more comfortable with graphical adventures
could choose to play a game with a few weak enemies but difficult
puzzles and a rich plot. To my knowledge, this level of game
customization remains unique.
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Addictiveness: High |
Visually, System Shock featured strong colors, which set it apart
from the drab Doom. Also unlike Doom, the environment of System
Shock was more consistent from level to level, so that the player
felt part of a larger "universe." These elements, along with the
expressive audio cues and sound effects, generated a very high
level of addictiveness. There was a constant interest in seeing
what lay around the next corner--perhaps strange new vistas, or
more dangerous new enemies... or a more powerful new weapon. The
most addictive element, however, may have been the plot. Dropped
throughout each level were data disks which contained the message
logs of the doomed workers aboard the Trioptimum space
station. Further enhancing the plot were email messages sent to
the player in "real time" by various off-stage actors, including
the insane station computer, SHODAN. Each action completed by the
player led to a new revelation about SHODAN and its creator, as
well as new goals for the player to pursue. Following the threads
of this plot made System Shock almost a graphical adventure in
itself, combining the best of that genre with the best in 3-D
1st-person shooters.
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Replayability: Medium |
The difficulty of the game (particularly in the "cyberspace" end
sequence) and the sheer depth of exploration required both tend to
minimize replayability. It's just too much, especially when there
are so many other games hitting store shelves. Furthermore, once
the game is won, it does not change in any significant way from
previous runs. Enemy locations and possessions are randomized,
as is one important code sequence, but individual puzzles, maps,
and the "email"-based game plot elements remain constant. And
yet... the environment is so immersive, so rich and interesting,
that replaying this game is like revisiting a favorite place. You
just want to go hang out for a while.
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General |
The one word heard most often in reference to System Shock is
"immersive." Not every gamer enjoys depth of interaction in a
game--the designers at id, for example, deliberately kept their
games simple to concentrate on maximum action. For other gamers,
who prefer to exercise their minds as well as their reflexes,
System Shock is often named as the single most memorable gaming
experience they have ever had. Artwork and audio, enemies and
puzzles, level design and plot line; all these things came
together seamlessly in System Shock. The designers at Looking
Glass have said that one of their goals with their earlier
1st-person "Underworld" games was to offer many different ways
for the player to interact with game objects. In this way,
different players could respond to game challenges in different
ways--even in ways that the designers themselves didn't
anticipate. System Shock carried on this tradition, and in so
doing led the player to accept the "reality" of the System Shock
world to a degree that few other games have ever equaled.
And now from E3 comes word that the good people at Looking
Glass/Eidos have announced plans to develop System Shock II! As
more information on this becomes available, I'll try to post it
here. For now, though, this looks like the Next Great Thing to
look forward to once Looking Glass completes Thief: The Dark
Project, their current game.
New System Shock II info (1998/08/08): Most of the design work on
System Shock II is being done by a new company,
Irrational Games,
which was founded by several Looking Glass alumni. For updates on
this and other Looking Glass projects, you definitely want to
bookmark Saam Tariverdi's Through
The Looking Glass site.
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| Dark Forces II: Jedi Knight
(Lucasarts Entertainment Corp.)
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Boundary-Pushing: Medium |
Neither Dark Forces nor its sequel, Jedi Knight, did much to push
the envelope of 3-D 1st-person action games. There was no
revolutionary technology. But what Lucasarts did with these games
was to take proven technologies, clean them off, and put them
together in a game in a way that, while it might not have been
revolutionary, represented the pinnacle of evolution at the time
of its introduction. While the graphics of Dark Forces weren't at
any incredibly high resolution, they were used well. Sound
effects weren't of particularly high quality (including the
synthesized "Star Wars" theme during the game's introductory
sequence), but they too were used appropriately to add to the "you
are there" feel. Jedi Knight improved on these things to meet
current expectations, but again, not in any extreme way. All in
all, Jedi Knight doesn't do anything revolutionary. But it does
do all the things a modern 3-D 1st-person action game is expected
these days to do, and does all of them extremely well. Thus it
acquires the quality of strong immersiveness that separates the
truly great 3-D 1st-person action games from the merely good.
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Addictiveness: High |
Especially for those of us who were around for the original
premiere of Star Wars, Dark Forces and Jedi Knight give
us a wonderful opportunity to play around in that universe. They
look like the movies; they sound like the movies; the puzzles are
diabolically clever--it's all too easy to find yourself still
blasting away at stormtroopers well past midnight.
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Replayability: Low |
Three levels of difficulty allow for some replayability, assuming
the player went through the levels in Easy or Medium mode. Other
than that, playing through the strong plot elements and solving
the very difficult puzzles mean that, once played, very little
will change in subsequent games.
|
General |
Both the original Dark Forces and its sequel, Jedi Knight, were
highly playable. They looked good, they sounded good, and they
played well. Unlike some sequels, Jedi Knight took the things
that Dark Forces did well and improved on them, while adding new
features to make the game even more fun. For example, Dark Forces
offered very large vistas, giving a much greater feeling of
openness than that of Doom. It also required the player to solve
puzzles that were more difficult than Doom's. Finally, Dark
Forces gave the player the chance to play in the Star Wars
universe; sounds, artwork, weapons and enemies all contributed to
giving Dark Forces a more distinctive feel than other 3-D games
which were essentially Doom with different texture maps.
Jedi Knight did all these things even better. Levels became still more
wide-open, to the point that this player found himself hugging the
walls in some places, nervous about moving. The number of video
resolutions at which the game could be run were increased, so that
the game looked much sharper. The puzzles became more fiendish,
especially one in which the player has only a minute or three to
escape from a spaceship which is falling to the ground. As the
bulkheads groan and klaxons blare in the player's ear, and the
deck heaves and pitches at crazy angles, the player is forced to
scramble frantically from one part of the doomed ship to another
in search of a way out. It is incredibly frustrating... but
incredibly immersive. (And incredibly satisfying when finally
completed!)
Best of all, the player is pulled even further into
the Star Wars universe by the introduction of "the Force." These
are various abilities, such as jumping like Luke out of the
carbon-freeze pit in The Empire Strikes Back or (if one
gives in to the Dark Side) to damage enemies with the "Force grip"
(which Darth Vader used in the original Star Wars on the
Admiral whose lack of faith was so disturbing). Another very nice
touch in Jedi Knight is the addition of the lightsaber as a
weapon. Not only does this add yet again to the "Star Wars" feel,
it's a clever way to adapt an old gaming technology ("hand-to-hand
combat") to a new purpose with a meaningful function. An
available "companion mission" (in other words, a set of additional
levels) even includes a deathmatch level which mimics the interior
of Cloud City in The Empire Strikes Back where Luke and
Vader fight--if you break open the large circular window, you get
sucked out and must try to land on the narrow ledge below. You
can even damage the railing with your lightsaber just like Vader
did after Luke injures Vader in his shoulder.
With their X-Wing
and Tie Fighter space combat games, Lucasarts earned a good
reputation with both gamers and game industry observers for games
that leverage the "Star Wars" franchise and are still incredibly
fun to play. Dark Forces and Jedi Knight demonstrate that this
reputation continues to be deserved (despite the poor showing of
Star Wars: Rebellion due to its complicated user interface).
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