Showing posts with label Looking Glass. Show all posts
Showing posts with label Looking Glass. Show all posts

Wednesday, July 5, 2023

System Shock (1994)


 

System Shock is often credited as an FPS pioneer, which makes sense because it takes place from a first-person perspective and there is indeed shooting in it, but what it really is is, being a sci-fi successor to the Ultima Underworld games, is a real-time dungeon crawler. You wake up on a space station orbiting Saturn and have explore the environment, battling hostile monsters while SHODAN, the evil AI controlling the station, throws challenges at you like an unsympathetic DM. A major change from the Underworld games was to get rid of NPCs to talk to because the designers felt it broke immersion, so to impart the story to the player they came up with the concept of audio logs left by departed crewmembers. Audio logs have been used so often since Bioshock was a hit that they've become a creaky cliche, but they were very interesting in System Shock because they gave the player the sense of piecing things together like a puzzle and a sense of how to crack Citadel Station's mysteries. 

System Shock's actual story is a bit like a cyberpunk take on Die Hard. You're one guy up against a master villain and her minions in an enclosed space, having to scrounge for weapons and resources to foil her schemes while some desperate people on Earth occasionally beam messages to you. A couple of unusual wrinkles are that the hacker you control is amoral and basically caused the whole mess in the first place by scrambling SHODAN's programming, causing her to become self-aware and develop a god complex, and SHODAN herself is a memorable antagonist. Most of the voice acting in the game is amateurish, being handled by non-actors who just worked at Looking Glass, but somehow Terri Brosius, another non-actor (albeit a professional musician) aided by a lot of Max Headroom-like audio mixing, hit on a perfect mix of sultry menace and batshit insanity.

System Shock's controls and user interface are notoriously complex. Again, the game wasn't meant to be an action game, it was a dungeon crawler, so the designers weren't thinking in terms of a smooth, fast, high-octane thrillride like Wolfenstein 3D. They were thinking in terms of player immersion, so they tried to give players as much control over the hero as possible, which meant stuff like allowing you to stand upright, crouch, or lie prone while doing all those things while also leaning left or right while also allowing you to manipulate stuff in the environment or your inventory like you do in RPGs or adventure games while also running, jumping, or climbing all over accessible surfaces. There are positives and negatives to it. The degree to which they succeeded is remarkable for the time and at its best the game is indeed very immersive, but until you fully master the system it does come across as overly fiddly and overwhelming, and even when you do master it the game still makes you feel like you're piloting a human-sized mech rather than a person who simply does what you want. Then there's the cyberspace aspect of the game, which was based on Looking Glass's engine for the Flight Unlimited flight simulator and introduces control challenges of its own. All in all, though, it's a first-rank, highly replayable classic.



Wednesday, April 12, 2023

Terra Nova: Strike Force Centauri (1996)


After the Ultima Underworld games and System Shock, and before Thief and System Shock 2, Looking Glass released the now somewhat obscure Terra Nova, a military sci-fi game about soldiers who fight in Starship Troopers-like powered armor.

In the future, humans colonized the solar system, but Earth fell under an authoritarian global government, the Hegemony, so some of the people living further out decided to flee to the Alpha Centauri system to live freely. Which took the form of separating into clans that each did things their own way, but at least they weren't under the Hegemony's thumb. Then the Hegemony comes after them and a war breaks out and your character (Nikola ap Io) is the new commander of...Strike Force Centauri. 

It's been said that everyone around Origin in the 90s had Wing Commander fever and this game shows it in a big way. There are FMV sequences intended to flesh out the story and characters that somehow look cheap yet simultaneously were apparently so expensive to film that they compromised the game's budget. The scenes are kind of endearing in how low-budget they are, and the characters come across as a bit too high-strung and melodramatic for being such high-level operatives (something Team America: World Police parodies so well), but the traitor subplot is kind of interesting while it lasts. Mostly, the story is just a means to provide some context for the kinds of missions you're assigned.

In terms of how it plays, it's a lot like System Shock. System Shock's biggest issue is that its controls  and interface are so complex that you feel more like you're controlling a human-sized mech instead of a person, but a system like that transferred to a game in which you're actually controlling a human-sized mech makes it make sense. You click on sub-systems like weapons, communications, and damage status, select targets in the world view, and then fire on those targets while your suit auto-aims at what you've selected. It's actually a very fast game compared to many other vehicular sims and missions often take less than 5 minutes to complete.

It's fun to play and has just the right amount of complexity. The AI for squadmates is mostly pretty good as they carry their weight in fights but still need your help to succeed and they'll make good decisions in terms of picking targets and moving around. Looking Glass's expertise in immersive gameplay shows out in how you have the freedom to accomplish objectives as you see best. You can charge in blasting, but sneaking and keeping things at a distance is usually a good option, too. The graphics are quite decent for their time but resolution is sadly very limited - it would help the game be more attractive to modern players if there was a way to increase it beyond 320x400.

Maziacs

  Maziacs is a...maze game created by Don Priestley as a sequel to his Mazogs, which was a ZX81 game. In Maziacs you control a sword-wieldin...