Number:87
Year:1992
Publisher:Bethesda
Developer:Bethesda
Genre:FPS
Difficulty:4/5
Time:11 hours
It is important to note that anyone playing this should crank the cycle count in DOSbox up to about 10,000 or so.
Briefing screen, off to the left, John Conner |
A typical combat screen |
The menu |
The armor |
Getting new ballistics |
Enemies range from the usual terminators, to the flying hunter-killers, to tanks, to stationary turrets and finally kamikaze drones. The stationary turrets are predetermined along the level, but everything else spawns during gameplay. Which sounds interesting at first. But there's not that much logic to how or when they seem to spawn, at least, none that I could tell. The game implies you can take a stealth route, but there weren't any that I could see. And the enemies spawn infinitely, so its possible to get pinned down. You have in theory, infinite health, but you have to stop to repair and heal damage. Combined with little ability to dodge, none if you don't read the manual, and its very easy to get stuck in this game, fighting endless hordes.
Note the enemies on the radar |
Health is divided into three, and later four factors. A regular health, healed by the medikit module. Losing that means you fire slower. Armor health, which shows up most obviously by changing colors on the armor display on the lower left. The armor's armor, which doesn't show up, and can't be repaired or healed unlike the others. The final is shield, which regenerates automatically, no input from the user needed.
The HUD, while it looks very busy, is a bit limiting once you start playing it. You select your primary and secondary weapon by left-clicking and right-clicking on the weapon or utility on the top of the screen. Stuff like armor isn't selectable. The radar, on the bottom shows enemies. The armor shows health, with armor as the armor itself, shield as a blue aura, and the regular health as "health" color-coded depending on how bad a shape you're in. For navigational aids, you have the map in the lower right and coordinates, which is more necessary than you think.
Utility effects are usually applied automatically, like the repair module. Grenades are thrown by holding down the fire button until you get the range you want, and you see where it lands by the radar on the bottom, which also covers enemies. Missiles lock onto a target after some considerable wait, and then you fire. It takes some time for them to reach them too. Lasers have a heat bank which slowly decreases as you fire.
Approaching a turret |
Finding an inert pack of Terminators |
Destroying some target, note the radar in the center of the GUI |
Shooting through a fence |
There's a wide arsenal of stuff, but what you're really going to be using in any situation are the highest power laser. Maybe a grenade. Maybe. 2/10
Enemies:
There's surprising diversity in enemies. Most enemies fall into the walk around and shoot at you, but there's some variety here. Flying enemies, suicide bombers, and fake allies. If the game was more intelligent about putting them down, this would be pretty sweet. 3/10
Non-Enemies:
Token resistance members in a few missions. 1/10
Levels:
I feel like more thought was put into the level design than anyone would ever notice. I don't see it, but I get that feeling. Beyond that almost every mission goes the same way. Shoot endless enemies, destroy some stationary objects, go into a bunker and retrieve something. 3/10
Player Agency:
Move around with the arrows, aim with the mouse, various hot keys. Sidestepping is accomplished by holding down ctrl, which is every bit as awkward as it sounds. Clever in that you can set up your robot armor in various ways, like selecting what you want as a primary and secondary weapon, but even utility items are used in this manner. You get an inventory, but its very awkward to use. 4/10
Interactivity:
There's curiously less to do in the environment than the game implies. You have a few items that should do something, but don't really. Instead you only pick up some items and destroy some stationary enemies. 1/10
Atmosphere:
This is a perfect recreation of the 2029 scenes in the original Terminator, except with midi music. Obviously, owing to its nature, its an inferior copy, but its still cool to see. 5/10
Graphics:
You have a selection of well-done pixel art and well-done, but early 3D models. If I'm not mistaken this is one of the earliest titles to use prerendered 3D graphics to depict enemies. It doesn't look bad, but its very dark and honestly its hard to see things sometimes. The limitations of pure Dungeon Master style games are made apparent by this game as well. 5/10
Story:
Its the story of the Terminator that the movies never told you, as such, its fairly obvious since its a prequel...kind of. What I thought was clever was the variation on the story. Its minor, but its still fairly impressive. 4/10
Sound/Music:
Average midi tunes, not really memorable, but not terrible. Actual sounds, not just soundcard blips. I recognize some of them. The voice-acting is very obviously spliced together in awkward ways, but does its job. I wish I had subtitles though. Sound glitched quite horribly towards the end, putting a big damper on things. 4/10
That's 32. One point above Wolfenstein 3D. I can see where people in general might approve of Wolfenstein over this one. There are issues here that aren't quite true of Wolfenstein 3D, namely, infinitely respawning enemies and repair loops.
Period reviews were average. Sound seems to be a surprising issue among these reviews, perhaps the floppy version sounds worse than I give it credit for. I don't notice any issues unmentioned by me. Modern reviews don't give it much thought, considering it a button masher that gets boring pretty quickly. As I never noticed one reviewer mention the endurance slog that was the final mission, you should take those reviews as being from those who didn't finish the game.
From a sales standpoint, the game did all right. Quite a few sequels would come out, and an expansion, included in the CD version, would come out the next year. I may play that once Halloween is over, I am slightly tired of this game right now.
No comments:
Post a Comment