Showing posts with label 1994. Show all posts
Showing posts with label 1994. Show all posts

Tuesday, June 15, 2010

Beneath a Steel Sky


Platform:  Computer
Developer:  Revolution Software
Released:  1994
Genre:  Point and Click Adventure

The Game
A helicopter crash stranded Robert Foster in the wilderness of the Gap as a child to be raised by a tribe of hunters and scavengers.  This life is completely destroyed when years later security goons from Union City bust in, kidnap him, and kill his tribe.  Another helicopter crash strands him in Union City itself, and now he must find his way back out.  But as he delves deeper into the city on his quest, he finds that his past is catching up to him and a destiny he never knew he had is reaching out with writhing, grasping tendrils . . .

BASS, like Flight of the Amazon Queen from about a week or so ago, is a free-for-download game that can be played using the ScummVM utility.

The Characters
Robert Foster is our erstwhile hero.  He was stranded in the Gap (the future name of the harsh Australian Outback) and raised by a tribe that taught him to hunt and scavenge.  He also became a pretty good mechanical engineer and programmer from fiddling around with the scraps of technology he and his tribe found outside the cities.  He's a generally good-natured and resourceful fellah, and despite the fact that he's grown up in what's left of Australia and is surrounded by primarily Aussie and British accents of all kinds, he talks like he's from the United States.  Weird!

Joey is Foster's little robot buddy, who Foster built himself from bits and pieces he found in the Gap.  Joey is destroyed in the intro scene, but Foster manages to save his main circuit board, which he goes on to insert in a number of different robotic shells throughout the game.  Joey starts off as a helpful but sarcastic jerk with a heart of gold, but his personality undergoes changes both subtle and extreme depending on the capabilities and limitations of the shell he's inhabiting.

Union City is further populated by lots of colorful characters with which Foster and Joey must interact as they try to find their way back to their home in the Gap.  Most are simply callous toward Foster (Gilbert Lamb, the owner of the pipe factory) or simply too self-absorbed to give him much notice (security officers Sam and Norville), and most won't do anything for him without some sort of repayment (the travel agency clerk and Dr. Burke) or sponsorship from someone else (Billy Anchor and the bouncer at the club), but there are a rare few who are actively helpful (the lovely Anita).  And almost without exception, they are all wonderfully entertaining in some way.

The Writing
Humor is pretty much a staple of most point and click adventure games, and BASS is no exception, but in this case the humor is tempered by a dark and gritty cyberpunk plot filled with violent deaths, societal decay, paranoia, and generally mean and nasty people.  Which, personally, I love!  I'm a big cyberpunk fan, particularly the works of William Gibson, so the tale told by BASS is right up my alley.

But don't think I'm trying to sell the humor short.  A lot of it is dark, satirical, and sarcastic, but there's plenty of it in there.  I may not have guffawed out loud very often, but playing this game definitely kept me constantly smirking in dark satisfaction and thinking, "Yah!  Take that, society!"

The story itself is quite well constructed and the dialogue was stupendous as well as well delivered, giving me a real connection to the characters and their plights.

The Gameplay
Even more than some other point and clickers of the time, BASS has a pretty simple interface.  Right click to look, left click to use.  There's an inventory window that drops down from the top and uses the same basic mouse clicks.  Simple, elegant.

But while it's very well set up for the most part, there are a couple of points which caused some problems.

The first is that Joey is a slowass.  Joey's abilities are required to solve a number of different puzzles, especially at the beginning of the game, but he moves like his treads are made out of sections taken from a movie theater floor.  He also has a tendency to just wander around for a little while before he even realizes Foster has left the room, and you might be all the way over on the other side of one of the city levels before he's made it halfway through the first room.  There is fortunately an option to increase (or decrease) the game speed so he'll show up faster, but it still a bit of an inconvenience.

The second is that the game is somewhat buggy.  Occasionally Foster will get stuck while trying to talk to NPCs, necessitating a restore to the last save point.  Due to a compression problem with the sound files, it takes a second or two for each segment of dialogue to load up, making the characters all sound a little stilted as they suddenly stop talking partway through or in between sentences.  Sometimes you can perform sequence-breaking actions, such as the time I grabbed a glass from a guy before I was supposed to be able to . . . I still went through the motions I needed to perform that would have allowed me to have gotten the glass legitimately, but it was mostly pointless since I had the glass already.  And once I tried to use one of the LINC terminals and not only would it not work for me, it caused the game's lettering to shrink (as if it had been bolded before but wasn't any longer), making it a little more difficult to read.

These are all minor hassles, however, and didn't really detract too much from the overall experience.

The Challenge
The puzzles in BASS are a curious mixture of several types.  They're all your basic point and click puzzles in one way or another, but even in that narrow style, there are a few variations, and this game seems to want to try and incorporate them all.  There are those that open up only after you've gone through a specific series of conversations with specific people, necessitating you go from one end of the game map to the other - sometimes making multiple trips - before you can open up some new section or puzzle.  There are logically proceeding item use and combination puzzles where you rub everything in your inventory against each other and every NPC and static object you come across.  And then there's the moon logic puzzles.

I've played through BASS a few times now, though the last time was admittedly a long time ago.  The point is, even when I knew the exact reasons, results, and methodology behind a couple of the puzzles, it still doesn't seem extremely obvious to me just why I should pick up, say a cassette of kitty videos.  It just seems like a random item to swipe from someone's apartment, and it leads to a series of further events which kind of mystify me even though I know what they're all eventually leading up to.  I suppose what I'm trying to say here is that I understand in the end why Foster would take all these things and perform all these actions with them, but during the sequence of events themselves, I have to keep wondering "Why the hell would Foster use the kitty video to distract a dog long enough to steal its biscuits?"  These seem less like the actions of a hero (anti- or otherwise) and more like those of a madman.  And because these actions are sometimes so weird and out there at the time, it's hard to figure out exactly where you're supposed to go with them next without simply doing trial and error from time to time.

But perhaps I'm not being fair here.  I read in another review of this game (yes, how horribly unprofessional of me, but how else am I supposed to steal other people's ideas and pretend like they're my own?) that Foster's kleptomaniac-like tendencies were actually quite brilliant, and I have to say I found myself agreeing with their reasoning.  He used to be a member of a tribe that survived by scavenging everything they could find and using it in whatever way they could.  So in a way it makes sense for him to continue applying that mentality to his big city adventure.  He'd snatch up the kitty video and the doggy biscuits and all the other things he grabs simply because they weren't nailed down (though even that doesn't always stop him), and even if it didn't always make sense at first, he'd try his best to find some way of putting it all to use.

Still, for those of use who didn't grow up in the Gap, it's a method-in-the-madness that might take some getting used to.

Now, I'm gonna go ahead and spoil a later section of this review and say that I love the graphics in the game, but unfortunately they can hide certain things you need to interact with.  The backgrounds, foregrounds, and everything else are a little too lush at times, making smaller items difficult to make out, and it might take several passes with the pointer to figure out there's something you need to take, pull, push, or otherwise fiddle with.

So, what am I trying to say here?  Hmm . . . I forgot.

Wait!  No, I've got it!  The challenge is very uneven.  Not so much that I was ready to take a bite out of my keyboard, but still sort of an emotional rollercoaster.  Fortunately everything else is so damn good that it can distract from the more frustrating bits or deflect the anger caused by such.

The Graphics
omg it is so pretty

Every part of this game looks like a gorgeously rendered panel from a comic book, which - in a sense - is exactly what it is.  The intro is pretty much entirely a comic created by Dave Gibbons (he of Watchmen fame), and in fact it was included as an actual mini-comic with the game.  All of the backgrounds are based on his designs as well, making the entire game one long sequence of scenery porn.

Now, I haven't found anything to absolutely confirm or deny this, but damn I'd swear that all the character sprites and some other small objects and items are 3D, at least partially.  Even if they aren't - and I suspect that this is the case - they are so well made that they look 3D in many ways.  I think it may have something to do with the insanely beautiful and detailed shading job they did.  It makes my eyes bleed, but in a good way.  Also, the sprites are all so expressive, not always relying on just a few stock poses.  Foster especially has some movements that are unique to only certain situations, seen once and then never again, like a rare and beautiful butterfly that flits by, leaving only the bright memory of its existence behind to bring a soft smile to my face from time to time.

Sadly, I can't just leave this section as a testament to the everlasting perfection of BASS' graphical acumen.  There are a couple of perhaps ill-advised attempts to bring full and partial animation to the comic intro and (much shorter) ending of the game.  It's actually disturbing to see the horrific attempts to sync the stiff, unnatural lip movements to the spoken dialogue.  From what I've come to understand, Revolution relatively recently re-released (wow) the game with even more of this type of animation spread throughout the cut scenes . . . I can only hope they managed to do a better job with it this time than they did the first go-round.

The Music
The music was good, with my only real problem being the same as that I had with FOTAQ . . . it's a bit distracting at times.  Not as distracting, but still.  This would be even less of a problem if the music sound level slider would stay where I put it in between game sessions.  Instead, every time I opened the game in ScummVM, it would be right back up where I couldn't concentrate on what I was doing or hear what people were saying to me.

The Bottom Line
The problems are really minor, and they're easily ignored in the face of the superb story, voice acting, setting, backgrounds, sprite animations, humor, satire, and everything else that Revolution did oh-so-right.  There have been rumblings concerning a possible sequel (both Revolution Software - who still exist! - and Dave Gibbons are interested), and I fully support them having another go at it.  Even if BASS 2 ends up being only half as good as the original, that's still several times better than a lot of other games that have been coming out recently.  More BASS please!

Friday, June 4, 2010

Shadowrun (Genesis)


Platform:  Sega Genesis
Developer:  BlueSky Software
Released:  1994
Genre:  Action RPG

The Game
Joshua is not a happy man.  His brother Michael was killed in a failed shadowrun, and he intends to find out who did it and why.  To these ends, he spend the last of his money to buy a ticket to Seattle to visit Michael's last known place of residence, a coffin motel in the Redmond Barrens.  From there, Joshua becomes a shadowrunner himself, traveling back and forth across the Seattle Metroplex and beyond in his tireless quest to avenge Michael's death.

The Genesis version of Shadowrun was released a year after its SNES cousin by a different developer and with a completely different storyline and gameplay.

The Characters
You play as Joshua, a somewhat hot-headed young lad who starts out looking for revenge and ends up on a quest to save the world.  The way he does this is partially determined by the player's choice of archetype at the beginning of the game . . . specifically, he can be a decker (hacker who projects his very consciousness into a virtual construct of the computer system), a street samurai (big, tough fighter skilled in the use of guns, armor, and punching things very hard), or a gator shaman (magician who follows the precepts of his spirit animal, allowing its magical energy to flow through him).

You face a number of different adversaries, but the main ones are Renraku, one of the biggest megacorporations around, and Thon, a free spirit bent on world domination.  These two forces have joined together in a mutual bid for power that naturally degenerates into each side trying to use and then lose the other.  Many of the other baddies you end up facing are working for either one or both of these nasty villains.

Fortunately for Joshua, he's also got a lot of folks on his side, though not all of them work for free.  He meets up with a number of Mr. Johnsons, people who specialize in working as middlemen for corporations and other organizations and do the actual hiring of shadowrunners for their various illegal and quasi-legal activities, who give him jobs and information.  He cultivates a list of contacts who are willing to provide him with info, gear, and various services for the right price.  And there are several fellow shadowrunners hanging about and are willing to team up with Joshua as long as he keeps them paid and alive.

He also eventually meets and teams up with Harlequin and Frosty, two legendary figures in the Shadowrun setting.  So that's pretty neat!

Like its SNES predecessor, the Genesis SR has a lot of characterization floating around.  Virtually every NPC you meet has their own unique personality and mode of speech, with only a few glitches here and there . . . every single hotel owner, for example, bitches about all their towels being stolen, even in the classiest joints.  Though there may just be an epidemic of towel thieves in Seattle, meaning it might have been done that way on purpose!

The Writing
The game's story is even deeper than the characterization, branching in several interesting directions with nicely cinematic reveals of important plot elements.  It really feels like Joshua is moving through a long and complex Shadowrun campaign, and it's great to see how they pull various disparate elements together to make a cohesive whole.

The dialogue between Joshua and the NPCs is extremely well written, and in several parts it and/or the narrative sections are interspersed with what amounts to action scenes, putting you in a short firefight before returning to the discussion at hand.  And while it partakes of the Shadowrun slang from time to time, it doesn't try to beat the player over the head with it and uses it in contexts where it's easy to understand if you're not already familiar with it.

The Gameplay
If nothing else, the gameplay alone in this game makes it worth playing.  It's an overhead game with a sandbox setup, allowing you to go anywhere in the game right off the bat as long as you're willing to pay cab fare and - in one case - for a passport.

Combat is as easy as cycling through targets and shooting/punching/magicking them until they stop moving, but the mechanics behind it are very deep.  You have a sizable list of attributes which can be advanced through gaining and applying karma, there is a wide selection of different types of guns and spells, you can buy various cyberware upgrades to enhance your stats and abilities, and you have two different life meters, one for physical damage and another for stun damage.

Your attributes also include a number of non-combat stats, including but not limited to Negotiation (influences buying and selling as well as the pay for shadowrunning jobs and for hiring other runners), Electronics (allowing you to pick maglocks and hack security systems), and Reputation (allowing you access to certain buildings, reducing the costs of entering certain clubs, and getting the attention of certain high-class contacts), adding even further depth to other areas of gameplay.

When speaking with NPCs, Joshua can pick from up to three different dialogue options (one each for the A, B, and C buttons on the Genesis controller), making chats with other people a decently interactive experience.

The menu screen overall is incredibly in-depth, storing tons of information about your character and the mission he's on.

Running the Matrix - the cyberspace construct of the city's computer grid - can get a bit repetitive at times, but there's so many options of what you can do that the player can mix things up a little if they start getting bored of the same old "continuous Deception/Attack" routine.

While there are many other games that were made since that have this kind of depth or more, this was one of the few console games of the time that went to such lengths to give the player such an immersive experience, and in my opinion all that hard work was worth it.

The Challenge
The game remains fairly challenging throughout - unless you go on a shadowrun binge and simply upgrade everything to insane levels - but is especially so at the very beginning, mostly because your stats start off so low as to be almost non-existent.  Joshua is a very weak character to start off with, and it takes a great deal of time grinding shadowruns before things start equalizing.

This is one of my few gripes with the game.  There is a nice variety of runs you can go on, but by the time you get to where you really need tons of cash and karma to get where you need to be to advance the storyline, your options have been whittled down to only two real choices:  Matrix runs or breaking into corporate buildings to retrieve a package/person.  The challenge at this point is to merely keep up the grind without getting burnt out.  I realize, however, that the limitations of the Genesis were probably what kept the developers from introducing even more variety in the run types . . . but it can still wear the player down after a while.

The Graphics
Overall the graphics were very well designed.  The opening screen itself with the Shadowrun logo looks absolutely beautiful, and all of the different areas of the city look like they should.  There's a lot of great detail all over the place - from litter and debris lining the streets in the barrens to the futuristic looking high-tech gadgetry on the desks in the office buildings - but some of it is marred by a strange sort of pixellation effect.  Some of the streets and sidewalks, for instance, look like they're only about half there, as there's a grid of black spots laying across them.  I think it may have been an attempt to give them a more textured look, but I'd say it failed if that's the case.

Another small but sometimes annoying problem is a slight warping of the image from time to time.  Most noticeable in office buildings and out in the woods, a horizontal section of the screen will sometimes become raggedy.  It doesn't obscure the image any, but it is a bit distracting at times.  I've played this game both as a cartridge and as a ROM and this ghost warping occurs in both, so it's definitely a problem with the programming of the game itself, though I can't personally imagine the exact mechanics behind it.

A lot of the NPCs that wander around outside are clones of each other with no real individualization, and there's only about five different types at most.  Meh.

These are all just minor issues, however.  The game as a whole looks great.  Especially cyberspace . . . even though they use a very basic topography (in the pencil and paper RPG, the virtual construct of a computer system can look like virtually anything the programmers want it to look like), it's very pretty and utilizes a pretty snazzy mock 3D setup.

The Music
Shadowrun is one of the few games I'd consider buying the soundtrack from.  Where it's SNES predecessor was kind of "rock noir", the Genesis version is much more techno with an occasional hint of grunge underlying it.  Each specific musical snatchet is completely appropriate for the area it plays in as well, adding to the atmosphere without taking it over.

Only problem is that when you load your game while you're already playing, the music glitches and starts playing the Redmond Barrens theme no matter where you had saved last.  Fortunately it fixes itself once you leave the area.

The Bottom Line
I absolutely adore this game.  Though it has its moments where it's a bit of a grind, the excellent gameplay keeps even doing the same thing over and over again interesting.  I love that it's very tightly based on the Second Edition Shadowrun rules, making it feel even more like Shadowrun than just the setting alone could do.  Great story, great graphics, great music . . . overall, this is just a great game and I highly recommend it.