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Reviews of might and magic

Back in the 80s and early 90s, a reviewer could have a major impact on both gamers and developers. Everything was still relatively new and shiny and bright, both consumer and creator needed someone to separate the wheat from the chaff, to highlight the obscure, to champion the worthy, to excoriate the worthless.

There were a few game reviewers who had made a name for themselves and they could be found exclusively at the major game magazines of the day. The magazine of choice for the discerning gamer back then was Computer Gaming World. Under the helm of Johnny Wilson, CGW did more to educate gamers about the state of the hobby than any other magazine around. If you wondered why games could be both overdue and released prematurely, you’d read a CGW editorial and be enlightened.

The tone was serious, academic and occasionally, a little stuffy, but perhaps understandably so. This was a time when computer games were still thought to be a peculiar pasttime for an adult and “You play games?” still merited a defensive answer. It was a time that called for thoughtful discourse about the hobby rather than frivolous and forgettable Top 10 So-Wacky lists.

The magazine had undeniable influence. A comment in a CGW review about how Balance of the Planet was not fun perhaps led to Chris Crawford‘s epic The Dragon speech in 1992. The magazine’s Top 100 Games reader poll was gamed by game publishers in a bid to influence sales.

The influential voice for the RPG and adventure genres at CGW was the mysterious Scorpia. For an incredible 16 years, she reviewed games for the magazine, playing games right to the end because it was the CGW editorial policy back then and because she felt her readers deserved a complete review. In doing that, she’d often find bugs and problems even the publishers weren’t aware of or were apathetic about. If you wanted an opinion about an RPG, you’d go to her. If you were stumped in a game in that pre-GameFAQs era, you’d read her fantastic hint column which creatively provided solutions cryptically. She knew these games inside out.

I was recently reminded of her influence while playing Might & Magic III: The Isles of Terra. From Scorpia’s review of Might & Magic II (Computer Gaming World # 57, 1989):

“… Might & Magic II seems to have swerved off the path in the boring ‘monster mash/Monty Haul” direction, where ever-more-powerful characters with ever-more-powerful weapons fight ever-more-powerful monsters until it all escalates into the realm of the ludicrous.”

Her summation:

“Not up to par with the original; great graphics but emphasis on
combat overshadows all else. Great for monster mash lovers, but not recommended for others.”

New World Computing’s distasteful response in Might & Magic III:

Might & Magic III: The Isles of Terra: Scorpia

It’s hard to imagine any current game reviewer having that sort of impact, getting that sort of response from a developer. The major game sites and what few magazines are left may have some clout but an individual game reviewer? There’s no Walter Mossberg of computer game reviews, no Pauline Kael.

This is not exactly a bad thing. After all, why be beholden to a single opinion? Why should one voice be all-powerful?

Still, some voices deserve a wider audience and it’s perhaps criminal that someone with Scorpia’s reviewing experience should not have a platform at one of the major game review sites.

(She did have her own site for about three years but had to recently stop due to financial reasons.)

I would dearly love to see one of the gaming sites give her a regular spot and let her opine on today’s RPGs. For instance, what would someone with her extensive experience with the classic RPGs make of the Shin Megami Tensei, Final Fantasy or Dragon Quest franchises? After all, JRPGs took inspiration from western RPG classics before they, too, swerved off the path and took off in their own direction. What parallels could still be found, what’s better, what could be improved? Does Dragon Age’s world live and breathe like Ultima VII’s? Is it as an idealistic and noble an undertaking as Ultima IV?

We’ve got a site for good old games; perhaps it’s time for someone to give good old reviewers the same love and attention.

Posted in Games.


Fantastic Four: Wow

From Fantastic Four # 235 (1981):

Fantastic Four # 235

Two pages later:

Fantastic Four # 235

Posted in Comics.


Days of might and magic

Might & Magic III: cover

Every once in a while I get an intense longing to try a game genre I’ve not experienced in a while. These cravings are entirely unexplainable and often lead me to strange purchasing decisions. I’m a big fan of the PlayStation Portable but I have to admit the main reason I got it back in 2005 was because suddenly, inexplicably, I had a yearning to rearrange falling blocks.

Flash forward to a few weeks ago, I had an intense longing to play a dungeon crawler. This longing was not entirely inexplicable, however. I was gritting my teeth through Shin Megami Tensei: Nocturne’s inconsistent designs right about then and I really wanted to play a game that did dungeon crawling right.

I specifically had a craving for Dungeon Master as it was to my mind still the finest example of the genre. I was very keen to discover if the FTL Games classic was every bit as good as my memories of playing it on the Atari ST suggested. The innovative spellcrafting system, the devious puzzles and remarkable realism all combined to create a game that was not only ahead of its time but rarely surpassed. Or so my memory had me believe.

Alas, I lack the means to experience Dungeon Master again. My Atari ST is junk, the floppy discs but a memory and it seems that longing will remain unfulfilled for now. If only some digital distribution service that specialises in old games that are good would grab the rights for the PC version of this title.

Hint, hint.

However, by sheer coincidence, Good Old Games did choose to release Might & Magic VI: Limited Edition, a package containing the first six Might & Magic games. Having put a few hours into the third title of the franchise back in the day, I knew perfectly well the M&M games were essentially low-calory RPGs. With all due respect to New World Computing, I found the M&M style significantly less ambitious than the gold standard that was Ultima. Still, the thought of seeing how well these old timey hackenslashers held up was appealing.

There was also the matter of satisfying that dungeon crawling craving.
Continued…

Posted in Games, Good Old Games.


Sacrifice

Sacrifice

A Shiny Entertainment design released by Interplay in 2000, Sacrifice may be the quintessential good old game on Good Old Games. The game is nine years old but it never ever feels quaint or archaic.

I’m not sure how long Shiny took to develop it but assuming it took two years then the genre game of the moment fresh on the developer’s minds when starting must’ve been Myth: the Fallen Lords and its sequel. It’s tempting to look for similarities between the two. Much like Myth, Sacrifice takes the player closer to the grunt’s view of battles. Much like Myth’s story, Sacrifice’s story is fantasy at its darker boundaries. Much like Myth’s grunts, the player character is but a pawn in a game played by major powers.

In terms of gameplay influences, however, you will have to look to a much older game. Shiny set out to create a new version of Chaos, a Julian Gollop design that appeared on the ancient ZX Spectrum in 1985. I’ve not played that game and judging from this video of Chaos’s gameplay there doesn’t appear to a tremendous influence beyond the concept of wizards using summoned creatures to battle each other.

(In another game connection, Sacrifice’s lead designer and head writer would later move to ArenaNet to work on Guild Wars. Given ArenaNet’s obsessive habit of dropping pop culture references, it’s once again tempting to look for similarities. The use of in-game cinematics to advance the story, the end of the time of the five gods, the use of prophecy to manipulate events, betrayals, a rebellious centaur …. there are similarities though none of any great significance.)

For all those similarities and connections, it’s likely Shiny were determined to be as different as possible in order to stand out after the great ’97/’98 RTS glut of Command and Conquer derivatives, and stand out Sacrifice certainly does.

Sacrifice Troll

The art design is definitely different with some of the character designs bordering on gross. Whose idea was it to have an artillery unit that grabs viscera through a suspiciously-familiar orifice to chuck at targets? What were they thinking? What therapy preceded, what followed? Forget whatever preconceived notions you may have of what Ents and Trolls should look like and simply revel in the originality of Sacrifice’s character designs.

Similarly, forget whatever preconceived notions you have of an RTS and how it should play when playing this one. I don’t consider myself an RTS die-hard but I put enough hours into C&C, Red Alert, Total Annihilation and Myth to feel uncomfortable playing my first Sacrifice campaign. I seemed to be constantly wrestling with Sacrifice’s way of doing things, always fretting that I wasn’t doing them the way they ought to be done. Once I let go of my hang-ups about how I should be playing the game, things flowed well. My second campaign was an enjoyable romp and I feel completely at home on my third.

Sacrifice is undeniably different and more than a little strange considering its genre but it is a good game and the fact it remains good nine years later makes it a serious candidate for “great game”.

The game is available at multiple digital distribution services but I would strongly recommend going with GOG due to the combination of the low price and the bonuses (wallpapers, concept art, etc.).

Posted in Games, Good Old Games.


Game ads

10 ads for games: 1 infamous, 9 cool.
“What if people who were deeply passionate about games created ads for games they loved?”

Posted in Games.