Tuesday, October 12, 2021

Alone in the Dark 3: Bad Puns and Bad Sheriffs

It feels like the end of an era with Alone in the Dark 3. It feels like an end to the nebulous "before times", when survival horror didn't exist and Resident Evil wasn't the monster it was. I have quite a few games listed before Resident Evil came out, and even some before this came out, but they're all based on vague feelings I get, and they're usually wrong. Outside of Doctor Hauzer that is. And in another sense, this is the end of the original trilogy. These games were never known for having an impressive over-arching story, but after this they're all bizarre time-line mangling things that I've read but I still don't really understand.

Something about this shot feels wrong
The intro takes place in Carnby's office, in a thunderstorm. The light quickly cuts out to show the credits and so Carnby can make a joke about being alone in the dark. I hope he doesn't stay like this. Guy is really obnoxiously talking to a dude hiring him, not in an entertaining way, an annoying way. Carnby is going out to the Mojave Desert to find out what happened in a ghost town where a western is being made. Apparently Carnby doesn't care for his old friend Emily from Alone in the Dark 1, raising his price the second he hears about her. On the main menu there's a new option, the ability to select the damage of Carnby and his foes, along with health. I don't see any reason to change this...yet. Hopefully the game doesn't give me a reason to go back here. There's hope that the three or so developers and programmers who have stayed on the game since the previous titles have learned from their mistakes.
Who builds a town right next to a crevice like that?
The game unceremoniously dumps me in the town. This feels worse than the previous two entries, which had these grand intros which showed a good chunk of the game. An interesting choice with melee combat, Carnby stays in place whenever he attacks. Carnby only has a 38 special, but something interesting is going on with the menus. Whole bunch of western theming going on. Including some unusual stuff with the save system, grouping saves by four US states. Carnby also refuses to leave if I try to escape.

This felt like something out of a parody
I only have one path, onto a bridge. Nothing much is on the side, and when I'm about to reach it, this fellow pops up. He doesn't attack straight away, so I start firing at him. Comically badly, but I wasn't managing to hit him at all. Which made me wonder if the game was forcing me to miss him, as even the slightest adjustment caused me to hit wildly off-course. Out of bullets, and forgetting the reload command, I attempt to fistfight the outlaw, only to get roundly beaten.
 
Hanging me after I'm dead seems silly
Three outlaws watch over my corpse in the death sequence. They slowly but surely walk away. That's honestly just a really cool death sequence, but is there a way around that? Well, that outlaw seems to be unkillable, and Carnby can't reload his gun anymore, at least not without finding ammunition. I check the manual to confirm this, yup. Also I can carry 50 items. I hope that doesn't become a problem. Because that's a hell of a problem to have.

I kept expecting to get into a quickdraw contest or something
Progressing seriously, Another outlaw blocks my progress, but this is a cutscene. He lights a match...
I love this particular shot

Causing the bridge to be destroyed, launching Carnby ahead. Check out that clever gunman in the tower bit. If this was a "serious" action game I'd have to fight it out with him like that. Makes me wish this was that kind of game, because that would be sick.

Note the camera in the trash there
It looks like from here I have the whole town open to me, but I, like a schmuck, decide to enter the saloon where one of the undead outlaws entered.
The saloon doors animate, but poorly
First I check the porch, one way is blocked, but the other has a gas can and a mysterious alley where another outlaw undoubtedly waits to murder me. Inside the game has better adventure game elements. I try to use the projector, and it tells me I need gas. Well, I have gas, a big ol' barrel of it.
Note the projector, still in there during the recording of this
This shows me a video of a man on a horse getting killed by a ghost, then the projector stops working. A horse comes out in the background. Uh, that's cool...I guess I solved a puzzle then...
Apparently rotting old floorboards make for excellent cover
The saloon continues, with me exploring behind the bar. The outlaw I followed in starts shooting at me through the floor, though this doesn't do anything to me, and he eventually leaves. Gotta say that Carnby's looking slightly worse in this game compared to older titles. The stairs up are broken, but there's just a lot of stuff in here. I find a bottle, a flask, wood alcohol, a maraca, and matches. Save something for the second area.
Nice artwork, but terrible as a map
You know, I'm not really sure what here I can go through. Let's check the map, and boy, that's the worse map I've ever seen in a game. At least those ones with short visibility allow me to know which way I can go.
You can just barely see the dude on the left

I guess I have one way forward...wait a minute, that's another outlaw. Uh...huh...The two outlaws are invincible, for now. There are two doors I can reach, but neither are openable. Nearer to the entrance there's a gate door, but I can't do anything to it at all. It takes me some considerable amount of time to figure out my next option. At first checking to see if I just wasn't hitting the right spot with a key.
But then I figured it out. Or something out. Throw the bottle, since I had the option. That gives me a useless broken bottle and a token. Oh, its that puzzle from last time, isn't it? Use the token on the piano. And its still as annoying to find the spot to put it in. Five programmers and nobody could fix that issue?

I'm pretty sure I've seen an image like this hundreds of times
That gives me an explanation of the story, in a slide show with drawings. Gold was found in Slaughter Gulch, and then violence quickly followed. All told in simple rhymes, which I must admit, I didn't care for. If this relates directly to the story, then the band of outlaws here are actually just corrupt law enforcement. I'm still going to refer to them as outlaws, because why not? This also gets me a lamp.
There's something silly about this
This game is doing an absolute bang-up job of making me feel like I have no idea what I'm doing whatsoever. I can add oil to the lamp, and light it, but this does nothing. There was a sound of something moving after I used the piano, but nothing changed. It early for me to check a walkthrough, and knowing what AitD2 did, I should be trying everything again, two hundred times, just to be sure. But I check one anyway, I was supposed to move the right horn on the bull skull. The skull's right, not the player's. Player's right brings up a crossbow that kills me, from the obvious trap door. The skull's right brings up a human-looking fellow, who tries to kill me, but I headbutt him til he falls down. This gets me a gold bullet and an ace of diamonds. I'm going to need every one of those 50 items, aren't I?
Awful title reference #2
Oh, god, you're going to keep making puns on that, aren't you? That's getting obnoxious. Down here there are three locked barrels, a poster, and a cane I can pick up. And seemingly nothing else. The poster, I guess a clue to a puzzle, tells me that someone wants some alcohol in prison. Through a barrel. Interesting, but the key doesn't work on any of the doors.
I've got mixed feelings about the game so far. On one hand, its got the things I liked about the previous games, good music, good atmosphere and graphics. On the other, its not really appealing to play so far. As a shooter I doubt I'm going to be able to hit anything, melee combat could end badly, and as an adventure game I'm not seeing its virtues just yet. But I admit, I didn't expect something in the background to be usable, so I should put my thinking cap on and try to puzzle my way out of things.

This Session: 1 hour


Expansions by Year

Since I made one of these for the games, I figure there should be one for expansions.

 
1991:
 
1992:
 
1993:

1995:
 
1998:

Mods by Year

In the rare event I cover more mods, I figure there should be an easy way to find them.

1993:

1997:

2006:
 
2010:
 
2023:

Monday, October 11, 2021

Games by Year

The list of games I have played here, sorted chronologically by year rather than when I played it.

Introduction 

1980:
 
1981:
 
 
1982:
 
 
1983:
 

1984:

1985:

1986:

1987:

1988:

1989:
 

1990:


1992:

1993:
 
1994:
 
1995:
 
1996:
 
1997:

1999:
 
2001:
 
2007:
 
2015:
 
2019:
 
2022:

Friday, October 8, 2021

Terminator 2029

Name:Terminator 2029
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
The second Bethesda Terminator game is an interesting beast. It plays roughly like Dungeon Master, something that undoubtedly puts off most from playing it to begin with. Its not really more interesting than its precursor, owing to that game's non-linear open world. If you can get past that, 2029 is a fun if flawed game.
A typical combat screen
You play as a soldier in advanced combat armor, fighting the war against the machines in 2029. This basically covers everything in the 2029 sections of the original film, and covers nothing else, since this wasn't long after T2 was made. John Conner is your commanding officer, and the only other two characters in the game are a black guy named Merlin, who stole the armor, and a female lab technician who is wearing a crop top without a bra. Its all so '90s it hurts. Mission briefings basically go, destroy this, retrieve this, and then return. Maybe in a time limit. You also get debriefings along with the lab technician telling you what new weapons and utility equipment you can use.
The menu
A novel story plays through the game. Most FPS titles don't have that Wing Commander style branching story, where depending on whether or not you manage to complete your objectives, you get different outcomes. I say this, but its not really that different, at least as far as I could tell. I won most of the missions during my playthrough, and after replaying some sections, my failed mission didn't really have an affect on the story. One mission involved destroying a defense grid in a bunker, and the first time I didn't know what I was doing. This was so Merlin and his squad could do some mission or another. The first time, I failed, and Merlin's squad died and Merlin got stuck behind enemy lines. After finishing the game I replayed it and I won...and Merlin's squad died and Merlin got stuck behind enemy lines. And the next mission is to recover him, and whether you win or lose Merlin is safe. Since the game hypes up some member of the resistance as being a traitor, and this is never revealed as far as I can tell, which makes me wonder at what point the game actually branches away.
The armor
Combat and moving is fairly easy. You move along a tile grid, by default with the arrow keys. Sidestepping, which I didn't find out about until I had won the game, is done by holding down the Ctrl key. That's the only bit of tactical help you get, outside of carefully moving behind walls. Combat consists of pointing and clicking. Its a bit hard to hit enemies, you need to hit the area that causes the target information to come up. You could use missiles, which you just get a lock-on for; Or grenades, which you have to hold down to throw. I'll explain why I didn't in a moment.
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
Everything in the game revolves around this enemy spawning issue. While you can repair while moving, you're going to take more damage than you recover, even if you have four pieces of armor and two repair modules. And that leaves you without a way to fight enemies. Similarly, the missile and grenade weapons take a while to use, and are in limited supply. Further screwing with the matter is that most later missions have a time limit. Which the first time around is quite strict. Anything not dedicated to increasing your laser's power or capacity or your defense quickly goes by the wayside. For a good chunk of time every mission gives you a half dozen new toys to play with, its disappointing to see the effort wasted.
Finding an inert pack of Terminators
And all these flaws come to a head in the final mission. An endurance slog if there ever was one. You have to find four keycards, to get into an area with four reactors to destroy them, to get a key to return to the central area. Finally you destroy a central reactor, and retreat to a shuttle in under 30 seconds. When you don't know where any of this is except vaguely. A third of my playthrough was on this mission. And because I didn't pay enough attention to the briefing the first time, I missed that I was supposed to use the detonator on the central reactor. Which meant I had to play it again. I annoyed enough by this I just bypassed the keycard section and cheat teleported. Accidentally discovering in the process that enemies appear around the player, which is that just teleporting means they teleport along with you.
Destroying some target, note the radar in the center of the GUI
Despite these flaws, it was fun. The upgrades come swiftly enough that you always have new toys to play with, even if you aren't likely to use them for long. Every mission has an intense period at the end where you're desperately trying to get back to base, more so if its timed. And despite the mission's simplicity, I still got that aha moment from figuring out exactly what I had to do and accomplishing it. I think if there was some way to detect where or how enemies spawned or even that radical choice of pre-placed enemies, this would be a genuinely good game, rather than a flawed one.
Shooting through a fence
Weapons:
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.

Tuesday, October 5, 2021

Terminator 2029: Won

The final mission is a curious beast. Apparently Skynet is actually in space? Eh, logic has never been strong in this series. I have to listen to the briefing more than once over having to actually finish this mission. Otherwise its just a very long slog. A very, very, very long slog. Its ruining what was a very enjoyable game for me. Shoot some robots then repair. Shoot some robots then repair. Make it out of a place you've been pinned down in for twenty minutes. A completely necessary task, because if you don't hunker down and do that, you're going to die.

Note the enemies inside the wall
The objective, as I've played it out many times, is go down two levels, get the alpha key card from the left area, go to the upper left area with that card, making sure to use it, find a liquid tank-looking thing, use a mine, then take the card to exit that area. Repeat three times, then destroy a central area, then run away in less than 30 seconds. The time I put down when I got the first tank thing was something like 30-40 minutes. Also, sound breaks whenever you first destroy a turret. Either turning into noise or just disappearing altogether. I do not appreciate endurance matches like this. I try to use DOSbox-X, and while that works, it hangs whenever I do a save state. Which means this is either going to happen in one go, or its not.
You'd think there would be less terminators up here
Since I'm potentially screwed no matter what I do, I change out my usual arsenal slightly. Replacing one 100 watt PPC with a thermolite, and one fusion grenade with armor. This actually seems to be helpful, armor takes a while to deplete, a long while. It takes me until the second keycard area before I'm force to repair so long. The thermolite effectively gives me more than the amount of charge two PPCs get, although it is over a longer period.
Thus begins a really long trek. This really is an endurance mission. And with the sound broken its filled with cacophony over soft, midi music. Only in the central area, the side areas have no sound.

The usual grind of waiting for something to pass by the door
The room that breaks the tedium is gamma keycard area, which doesn't have a turret near the keycard. Oh, no. The turret is a bit more the usual distance from the keycard. I didn't even realize there was a turret at first, beyond the one guarding the entrance. Thankfully, the area it opens is incredibly straight-forward in getting to the tank.

Delta's keycard is even stranger, directly underneathe the turret, inside a room. There's also evidence that something screwy caused the level to get broken. Specifically, the game has a bunch of prefab rooms, which are unique to each area. One of the rooms here is very obviously been screwed with, as there's empty space where there should be a door, and a door that's missing a wall. This is the swiftest I've gotten a card, so naturally that means the section after nearly kills me.

Destroying something beyond a wall

Its only now that my shot speed has decreased, which isn't horrible at this point, since I'm almost done. Slowly but surely. This consists entirely of me coming out from cover, attacking the turret, retreating after some damage, repairing. And sometimes dealing with enemies that pop up. Those enemies sometimes appear in areas I can't reach, so I have to throw grenades in there. I suspect this has something to do with the engine not working well in-doors, but that's it. Repeat 2-4 times for each turret, all the while noise is coming from my speakers.

That shuttle looks weird now that I see it in a non-panicked situation
I finally do it. I retreat, making it back to the shuttle. I barely, freaking make it back without biting it. I won...or so I thought. The same animation I got when I lost plays. So I lost. All that time...all that effort, only to lose again. After some expressions of disbelief, I watch the briefing again, only to discover I didn't use the detonator where the central core was. Well, I'm not dealing with all that again, and there's no footage of the end online, so I'm going to cheat. Specifically, I'm just going to teleport between walls.
"New hunter"? On a cosmic time scale, robot has been around even shorter than us
Finally finishing it, gives me a few bland shots of my ship escaping, I presume some HKs getting destroyed, and then a text crawl. So, how about those alternate missions? I'm not going through all of them, I'm just checking to see how things go. What's the deal with that traitor? That never seemed to come up again.

The show don't tell approach isn't working
I restart the mission I failed last time, the one where Merlin got stuck in a compound and I had to rescue him. Turns out there was something I missed. This time I was destroying the random objects inside the bunker, not like I need the points. Turns out that one of those objects was something I needed to destroy. Get in, destroy that place, get out. But it turns out that doesn't really change much. I don't remember the time, but it was less than 10 minutes and I had to figure out his location first. And then I play that mission normally and it goes normally. At which point I decide I'm not going to be figuring out who is the traitor. Perhaps failing the Merlin rescue mission would lead to revealing this, but I've sort of lost my patience on this between replaying these missions and the final mission.

This Session: 4 hours 30 minutes

Final Time: 11 hours

Saturday, October 2, 2021

Fright Night

"Welcome to Fright Night", says a surprisingly clear voice

Name:Fright Night
Number:88
Year:1988
Publisher:Microdeal
Developer:Microdeal
Genre:Side-scrolling Action Game
Difficulty:5/5
Time:1 hour

Fright Night is an interesting beast. Its the sort of bad game that could only come out on the Amiga. Adapted from a movie, but it looks amazing, it sounds amazing. You play it and its like...WHAT? Even as a cashgrab this seems...awful.

Jerry, fresh-faced and ready for the night
You play as the head vampire from the film, Jerry. I haven't seen it, and it doesn't seem like that's going to have much concern here. Jerry needs to kill all the people in his house before nightfall and then return to his coffin. The first night this is simple enough. Enemies throw things at you, they hurt, but you can walk past them. The real concern is figuring out the game at this point. You have a constant timelimit, nightfall, and a short timelimit, your rapidly diminishing health. Neither of these are much of a threat at this point.
Jerry walks up some stairs
Then you reach the second night, and the game becomes hard. Hands are coming out of the ground, and ghosts are floating around. Its at this point it becomes clear Jerry is weak for a vampire. In addition to needing about a half dozen victims just to make it through the night, if these hands or ghosts touch him, he has about three seconds before he dies. At full health. Further, Jerry is slow, and can't dodge for anything. He's effectively defenseless.
The only time most will see this screen
Which brings up the controls, they're not good. Jerry moves slowly, which isn't bad of itself, except that means EVERYONE gets a free hit against him. Sometimes there are stairs, which Jerry needs to go up and down, which require precision. While getting attacked by things that have a good shot of finishing you off for good. Jerry can jump straight up or crouch by pressing the joystick button and then up or down. There is a delay. It seems there is the option to jump forward, but it didn't work while I was playing. This is the only real method you have of avoiding attacks. Jerry himself automatically attacks humans whenever he moves in close enough. There is only one life.
Jerry, dead again

The game just continues on like this until you win or become bored. Outside of the way the game looks its extremely boring to play. You're not really doing much, beyond dodging ghosts and grabbing people. Most of the effort, it seems, was put towards making the game look good and sound good. Its really impressive in that. Sound changes when you change rooms, cleverly reused graphics, but for a game where a scary vampire bounces around like comedy show? Its just a whole lot of nothing. Its not even the first game to use this formula, Dracula on the Intellivision has the same formula, but Intellivision games have excuses for playing like crap, they're on really old systems. And even then the Intellivision was capable of more, as was this. So were the people who worked on this. Except, it turns out, the programmer, a noted advocate of the Atari ST. Well, that answers some questions.

Jerry, after a meal, note the hand coming out of the ground
Weapons:
None.

Enemies:
There are ghosts, hands that come out of the ground, and a selection of human enemies. Mostly, they're all just sort of there. 1/10

Non-Enemies:
There aren't any.

Levels:
The house gradually grows larger over the course of each night. Its simple, and in a better game it would have been effective. 1/10

Player Agency:
It works, but that's about it. Doing anything that isn't going left or right requires a bit of precision. Precision you don't get. There are also minor issues playing this with keyboard controls, unintentional ones, given that joysticks were more common back then and I'm using my keypad as an imitation. 1/10
One of the many ghosts that wander the house, perhaps his victims
Interactivity:
There isn't any.

Atmosphere:
Starts off nice, even mildly spooky, rather than the usual cheap haunted house stuff. Once enemies start showing up, that kind of loses its charm. Hard to enjoy it when you're desperately trying not to die. 4/10

Graphics:
Every background in this is a joy to behold, real skill went into this. There's some reuse, but everything looks great. The character sprites look good too, they're well-animated...mostly. 8/10

Story:
You're a vampire, kill some people in your house. 0/10

Sound/Music:
Generic Amiga sounds, but a primo soundtrack from legendary musician David Whittaker. If you can track it down, I suggest giving the soundtrack a listen, it is the best element of the game. A real treat to hear. 9/10
The skull indicates Jerry's health, he's not about to have an easy time here
That's 24, but since the game just wasn't fun, I'm going to remove 2 points. Giving a final score of 22. This is not a fun game by any means, but it does have high marks. If you're interested in old game music, or seeing examples of old pixel art, this game is top notch in that regard. For everyone else, stay away.

Briefly checking old reviews, and it seems like this opinion hit the head right on the money. One reviewer even mentions getting stuck on the same place I did. A curious thing.

According to Mobygames an adventure game was advertised, but never released. My personal Bias aside, that would have been a much better use of everyone's time and money. An adventure game where you play the villain? At the very least a modest curiosity.