Name:Pathways into Darkness
Number:100
Year:1993
Publisher:Bungie
Developer:Bungie
Genre:FPS/RPG
Difficulty:3/5
Time:10 hours 50 minutes
The progenitor of the big Mac-exclusive FPS titles, a humble but complex Wolfenstein-clone. For me, it was one of the FPS titles left in the '90s with a pedigree that I had yet to play. The first title of Budgie, arguably the biggest FPS company people can name. And despite being an early effort, it has NPCs to talk to, RPG elements, and a quest to keep an elder god dreaming. Things that modern games rarely put in, let alone something released months before Doom. I was not disappointed.
Promotional picture for Minotaur, not sure if its playable today |
Originally conceived after programmer Jason Jones saw Wolfenstein 3D* as a sequel to Minotaur: The Labyrinth of Crete, A top-down multi-player only RPG. However, that wasn't working for them, so they tried alternative plots. Imaginative plots. Their first attempt involved the player being a member of a group of immortal Roman soldiers, who went into a pyramid to get the water that makes them immortal. This was their compromise between simple and imaginative.
*Sort of how like Carmack got inspired to add bitmaps to his walls after seeing Ultima Underworld.
The story is that an alien race has contacted the US government. Seems there's a dead god in a pyramid underneath the Yucatan Peninsula, in the southeastern-eastern point of Mexico, facing Cuba. Only, he's not truly dead, just dreaming. In a couple of weeks time he will awaken and that's bad news. Because it took a lot to take him down and he's the kind of god that needed to be taken down. They're getting here as fast as they can for a permanent solution, but that's going to be a few years. We need to drop a nuke at the deepest point of the pyramid we can reach which should buy us some time. Apparently they said a lot to the government, but nothing much trickled down to us going into the pyramid.
A typical situation in the early game |
The way the game looks is different too. You have four main windows and a couple others:
- The main game window, which is just the game world and the gun you're wielding.
- The status window, which has health, crystal charge, points and skill rating. You won't be checking your skill rating to often, as I'll explain later.
- The message window, which is self-explanatory.
- The inventory window, also self-explanatory. Double-clicking uses an item.
- You can bring up a map window by pressing M or the map button.
- Pressing underscore brings up a statistics screen, at least in theory, but I could never get this to work.
Anytime you have a window other than the main game in focus, the game is paused. This is valuable, because later on there are items you can use in the middle of combat, which you'll need to survive. You'll mostly be using the main game and the inventory windows.
I should point out that there's the option to use the mouse for moving. Not modern mouselook, but old-school "use the mouse like arrow keys". I didn't use this, but I'm sure its awkward as hell to use. You can select different windows with Alt/Command+1/2/3/4, which is useful in some situations. If you know to use it.
But what about those items? Well, you mostly just pick them up by walking along. If there's a corpse or a rare hiding spot, you press G and take what you wish. There's no practical limit to the number of items you can have, beyond simply scrolling through them all. The game has a weight limit, but its not actually hooked up, so it never plays a part in anything. Beyond weapons, crystals and ammo, you have treasure, which after a certain amount gives you points, potions, which do a variety of things, and other items, mostly relating to puzzles.
Helpful advice from a friendly German fellow |
The majority of the people with things to say make up a Nazi Germany expedition and a probably communist Cuba one. Your own fellows, when you meet them, have very little to say outside of "I got killed by this massive thing, watch out!" or "I'm Jason, don't you recognize me?" The others explain what's of interest inside the pyramid and finding out why they came here adds a bit of depth we don't see in most FPS titles. Sometimes you have to read between the lines, as not everyone is happy to help you.
Note my inventory, I have a ton of ammo and I'm still using the knife, almost to my death |
They're not all as considerate as this |
A weapon is reloaded even if you switch to another weapon in the middle of the animation |
Mysterious treasure, what is it? What does it do? |
Weapons tie in best with the RPG elements in place. Finding and picking up important items will increase your score, and thus your health, but actually hitting anything requires using weapons. I'm not 100% certain it increases damage or just accuracy, but its very important. Especially for the automatic weapons. I like the way it plays out. Fire your gun until the magazine is empty? You hit practically nothing. Short, controlled bursts are the order of the day. Trust me, some of those later enemies need that kind of firepower. My only complaint is that I didn't have a big enough arsenal.
The bigger fights, like this one, are usually built up |
The big issue with most of the game's flaws is that you can't really fix them without altering the game in a way that changes the way it plays for the worst. Yeah, its slow, but if you move at a reasonable pace, the game would be a cakewalk. One of the developers even commented to this effect. The limited supplies of the early game define it to the point that making it better would make it generic. And the latter game, when ammo is no longer a problem, well, health suddenly becomes a much bigger one. If you could save anywhere the final three levels would be completely trivial.
In darkness like this, you never know what's lurking out there |
Weapons:
Nice, simple progression, and at the end a few weapons with multiple ammo types. Very satisfying to use. 6/10
Enemies:
Despite superficially having the same abilities as one another, there's some decent variety in the enemies. They also did a good job making them look creepy and Lovecraftian without making them feel over-the-top. 5/10
Non-Enemies:
They don't really affect anything in the gameplay, but they have plenty to tell. 2/10
Levels:
While it gets close, it doesn't really fall into the trap that a lot of other Wolf-clones fall into, that is, endless mazes that don't really come off as anything but mazes. These levels aren't really anything either, but they're not bad. There's clearly thought put into this, into how enemies respawn, how they're placed, and how you progress the level. 9/10
Player Agency:
Awkward, but not unworkable. There are a few controls dedicated to making the Wolfenstein-style controls work better, but if you lived with that, you can live with this. The real problem is the unwieldly nature of going from gameplay to messing around with items. 5/10
Interactivity:
The only time I interacted with the environment is when I searched for something, or when I pulled a chain, which happened twice at the start. There's no use key, move next to a door and it opens, secrets you can just walk into. There's more going on with the items than anything else, which has some pretty clever things going on. 3/10
Atmosphere:
There's a definite aura of oppression going on in this game. The time limit, the limited view distance, and the dead going insane. Dying doesn't get you the traditional fall to the ground and a message, just a message in a pop-up box. All in a very Macintosh-style game window. 8/10
Graphics:
There's a real comic book vibe to the artwork here, and I have mixed feelings. At a distance it doesn't look bad, but when you get close, like when you're walking against a wall or stabbing an enemy, you can see that its very low-res stuff. Otherwise we also have the factor that its very much a Macintosh game. 5/10
Story:
Part of the fun of the game is deciphering the events that went on before you got here. Even by the end, there was still questions I didn't have answers for. 5/10
Sound/Music:
Dead silence in the music department. The sounds feel early Windows to me, that is, it sounds like it should, except they're really low bit. One real positive is that when you get a new weapon, you get a nice sound effect. There needed to be more feedback, as the knife weapon creates dead silence. This is a bigger problem for me, playing in a Mac emulator, because the sound keeps cutting out. 2/10
That's 50. The 4th best game I've played by some measure. Its flaws mostly relate to issues nobody foresaw back in 1993, like a vastly different control scheme or difficulty in playing Mac games on non-Mac platforms.
Reviews of Pathways are overwhelmingly positive, but mostly period. Its a bit tricky separating the Mac reviewers genuinely enjoying this to Mac reviewers patting themselves on the back for having a superior title or because they didn't play anything else. While its not true that its the system's first FPS, serious competition wouldn't arrive until Marathon next year or ports in '95. Sales figures are also tricky, but they sold at least 100,000 copies.
While it is worth playing today, Macintosh emulation is not the only option. (this I should point out, is not as hard as you might think it is to setup) In the Marathon source port, AlephOne, there's an unofficial port to there. I'm going to have to check that out after finishing Marathon. For Macintosh users there's an official port on the AppStore. Its free and I have no idea what it plays like. Perhaps one day this game will have a multi-platform source port, but until then, there is a surmountable barrier to playing.
There are about 19 FPS titles left in the '80s and about 19 left for the early '90s. While I do plan on rewriting some of my older reviews, I'm confident I can get a good chunk of these done by the end of the year.
I think you're even more of a sucker for punishment than the CRPG Addict is. Of the first hundred games you've covered, this is the only game I haven't played that I'm tempted to give a try.
ReplyDeleteI loved the Unreal Tournament remake of Marathon (I got motion sickness fromt the Aleph version, but the UT one was ultra smooth).
Probably. Seems like whenever an early game isn't outright bad it's just a bit too simplistic for me to outright recommend. Also explains why I so frequently break from the timeline to play some random title. That said, I would say that the first two in Softdisk's Catacomb trilogy and Freaks are worthy games if you can get past the jank.
DeleteSpeaking of Marathon, recently I got an iPad and noticed that there was a port of Marathon to the platform. (No Pathways, alas) I don't think it fixes the motion sickness, since you basically have to stand up and spin in place to turn around properly. Something I found funny was that unlike the computer ports I played, the damn thing actually had a menu that didn't require you to quit out of the game to reach. It's the same general port, I have no idea why they did it right here but not on the PC ports.
I am currently playing the Marathon iOS port, having almost finished the first opus. It works perfectly (you can move with a L-pad and target with a R-pad.
DeleteThe only issue is that apparently it is much harder to do grenade jumps in the iOS port compared to PC - I wouldn't know myself never having played it on PC.
Also: you have an option to be able to save anywhere and not only at terminals, though I did not use that.
Is that with a controller as opposed to the touchscreen? Considering that grenade jumps were probably designed with the kind of people who might be using keyboard-only controls I find it amusing that it wouldn't quite work on a controller.
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