Roody's Game Reviews
Posted: Fri Aug 22, 2003 2:40 pm
So yeah, at my new place, I've been going without internet access, which is part of the reason I'm not posting as much recently (not that I ever post a ton). Besides showing me that I spend way too much time on the net in any case, I use these times to catch up on old games I've never beaten and in some cases never played.
I recently used the opportunity to play some of the Tex Murphy adventure games I've had for a long time. I had played Mean Streets and the Martian Memorandum years ago and had once bought a two-pack with "Under a Killing Moon" and "the Pandora Directive" but never got around to playing them, so that's what was on the agenda.
First off, I ought to say how much I liked the first Mean Streets. I would venture to say that it's among my top five favorite games for the C64, succeeding despite a completely lame speeder simulation portion of the game that was best ignored by using the autopilot (you'd still have to wait for it to fly to the destination and land, of course). You have to love a game that years after playing it, while perusing the Playboy channel at the fraternity house that you're rooming at for college, you find yourself watching a soft porn movie that has stolen its theme song. Anyway, I thought it was a great mix of comedy, cynicism, and fun. I've been meaning to replay it for years although I guess I'm somewhat worried that it'll disappoint me now. Just the same, I have ideas about what kind of kickass Dreamcast homebrew project a remake could be, especially if someone replaced the speeder bits with just a fun skippable flight simulator and maybe expanded the original game's Rolling Thunder-esque bonus money side missions.
Unfortunately, every sequel to that first game always seems to be somewhat lackluster. The Martian Memorandum had its cute bits, but it really didn't touch the things that made Mean Streets excel. Under A Killing Moon, the third game, is probably the poorest showing of them all. This is the first game to introduce the new 3d movement style of play. Welcome to 'find the pixel in 3d.' Now important items will be taped to the undersides of desks and behind plant pots so that finding them involves lots of tricky camera movement. Similar to other Access Software games, there are still tricky 'avoid the guard on a timer' annoyances, but this time escaping involves lowering your camera and walking up to something that doesn't always even seem like it'd offer much shelter.
The first time I started up the game and noticed that Brian Keith was in the game, I quit and looked him up on the internet movie database and was sort of bummed to see that his life and career ended on such a down note, even though I never really watched him in anything, so I really wanted to like his performance in this game. He may be one of the better actors, actually, but that doesn't distract from the writing, plot, or other performances. It's a laugh to see Margot Kidder's credited role, as she's just some bar wench you see for a couple minutes right before the endgame- not that watching her bit really provides much comedy or entertainment in itself. Oh yeah, this game also has the SCARY NATIVE AMERICAN GUY WHO CAN MORPH INTO DIFFERENT PEOPLE. The best thing about this game was that there was a cute reference to 'the Martian Memorandum,' but given that I wouldn't recommend that game to anyone because of what I've already written, that's not saying much.
Now, 'The Pandora Directive' is better than 'Under A Killing Moon' in many ways. Still, the designers bogged the game down with a bunch of bad decisions, like the '7th Guest'-esque approach to gratuitous puzzles. There are a lot of jigsaws, 16-squares, and whatever else that you've seen a thousand times before. Also, there are like 7 different endings to the game. One is the 'yay, everyone's happy' ending, two are sort of neutral, and four are 'everyone hates you.' Of course, I got one of the middle ones but I'll never have the heart to replay the game and catch that best ending, and so far, I haven't found a utility for watching all the movies I missed. Besides the classical puzzles, it has that absurb object manipulation kind of stuff, where you can't use a box of matches until you examine the matchbox and dum dum dum, there's a match inside! Lots of stuff like that and even worse, completely insane object usage logic and all that.
The acting in 'The Pandora Directive' is superior to its predecessor, which is funny considering that one of the major good guy roles is played by that guy who was the bad guy in UHF. Other recognizable faces are Tonya Roberts (Beastmaster, rowr) and the guy who played the military dude in Wargames. The plot and all that is better, too, actually. There were actually a couple parts where the game succeeded in being a little creepy. It's just too bad that the designers made so many bandwagon/catch-the-trend decisions that prevent me from recommending it to anyone. So I'll be interested to see whether or not I ever bite the bullet and try to find the last game in the series, Overseer, for the sake of completion even if I don't really have faith that it'll be particularly good.
Using SCUMMvm, I've been replaying some old Lucasarts games lately, too. Played through all of one of the paths of Maniac Mansion (although I was disappointed to find that the crack that disabled the copy protection also made it so one didn't have to find the proper code to the final combination for the door in the dungeon) and about halfway through Zak McKracken (when I found that the version I was playing wasn't cracked at all and didn't feel like digging out the game's docs) and all of Indiana Jones and the Fate of Atlantis. It wasn't as enjoyable returning to Fate of Atlantis as I thought it'd be. I played through all three paths and even though it was good to be reminded how neat some of the game design is at parts, it also reminded me how annoying it can be and just basically shows how the adventure genre can still be developed. Yeah, Lucasarts has released a bunch of adventure games since then, and some, like Grim Fandango, I consider classics, but there are things in Fate of Atlantis, like finding the ways to get out of certain fights in the action route, that are types of gameplay that I think still can be honed. I thought one of the newer James Bond games was great in that respect until I realized that the player is judged by how many of these things he finds and that took away some of the fun, for some reason. Playing both Fate of Atlantis and the Tex Murphy games are somewhat like playing old text games, where you still get 'You can't do that here.' and 'That's nothing special.' type of messages way more than you'd like. I think Lucasarts was correct in making their later adventures simpler to control, but in that respect, I think there's a lot that adventure game designers can strive to perfect. Since most of the genre is in the hands of hobbyists these days, one can only hope that there's someone out there with some great ideas.
Besides those adventure games, I also recently beat 'No One Lives Forever 2.' I put off purchasing that for a super long time as I wasn't completely impressed with the demos and the first game was enough of a mixed bag to make me skeptical. I ended up loving the game, thinking it's much better than the first one, except that I'd still recommend that one plays through the first one just for some of that 'ha ha wink wink' factor. The cooperative multiplayer missions are a good time, too, telling another side of the story. For instance, in the first mission in single player, it ends with Cate Archer getting poisoned, then she wakes up back at headquarters. The cooperative multiplayer mission for the first board involves finding and rescuing her. So um, yeah, fun stuff.
Welp, that's it for now. Possible future reviews: Hitman 2, Evil Dead: Fistfull of Boomstick (x-box), Syberia...
I recently used the opportunity to play some of the Tex Murphy adventure games I've had for a long time. I had played Mean Streets and the Martian Memorandum years ago and had once bought a two-pack with "Under a Killing Moon" and "the Pandora Directive" but never got around to playing them, so that's what was on the agenda.
First off, I ought to say how much I liked the first Mean Streets. I would venture to say that it's among my top five favorite games for the C64, succeeding despite a completely lame speeder simulation portion of the game that was best ignored by using the autopilot (you'd still have to wait for it to fly to the destination and land, of course). You have to love a game that years after playing it, while perusing the Playboy channel at the fraternity house that you're rooming at for college, you find yourself watching a soft porn movie that has stolen its theme song. Anyway, I thought it was a great mix of comedy, cynicism, and fun. I've been meaning to replay it for years although I guess I'm somewhat worried that it'll disappoint me now. Just the same, I have ideas about what kind of kickass Dreamcast homebrew project a remake could be, especially if someone replaced the speeder bits with just a fun skippable flight simulator and maybe expanded the original game's Rolling Thunder-esque bonus money side missions.
Unfortunately, every sequel to that first game always seems to be somewhat lackluster. The Martian Memorandum had its cute bits, but it really didn't touch the things that made Mean Streets excel. Under A Killing Moon, the third game, is probably the poorest showing of them all. This is the first game to introduce the new 3d movement style of play. Welcome to 'find the pixel in 3d.' Now important items will be taped to the undersides of desks and behind plant pots so that finding them involves lots of tricky camera movement. Similar to other Access Software games, there are still tricky 'avoid the guard on a timer' annoyances, but this time escaping involves lowering your camera and walking up to something that doesn't always even seem like it'd offer much shelter.
The first time I started up the game and noticed that Brian Keith was in the game, I quit and looked him up on the internet movie database and was sort of bummed to see that his life and career ended on such a down note, even though I never really watched him in anything, so I really wanted to like his performance in this game. He may be one of the better actors, actually, but that doesn't distract from the writing, plot, or other performances. It's a laugh to see Margot Kidder's credited role, as she's just some bar wench you see for a couple minutes right before the endgame- not that watching her bit really provides much comedy or entertainment in itself. Oh yeah, this game also has the SCARY NATIVE AMERICAN GUY WHO CAN MORPH INTO DIFFERENT PEOPLE. The best thing about this game was that there was a cute reference to 'the Martian Memorandum,' but given that I wouldn't recommend that game to anyone because of what I've already written, that's not saying much.
Now, 'The Pandora Directive' is better than 'Under A Killing Moon' in many ways. Still, the designers bogged the game down with a bunch of bad decisions, like the '7th Guest'-esque approach to gratuitous puzzles. There are a lot of jigsaws, 16-squares, and whatever else that you've seen a thousand times before. Also, there are like 7 different endings to the game. One is the 'yay, everyone's happy' ending, two are sort of neutral, and four are 'everyone hates you.' Of course, I got one of the middle ones but I'll never have the heart to replay the game and catch that best ending, and so far, I haven't found a utility for watching all the movies I missed. Besides the classical puzzles, it has that absurb object manipulation kind of stuff, where you can't use a box of matches until you examine the matchbox and dum dum dum, there's a match inside! Lots of stuff like that and even worse, completely insane object usage logic and all that.
The acting in 'The Pandora Directive' is superior to its predecessor, which is funny considering that one of the major good guy roles is played by that guy who was the bad guy in UHF. Other recognizable faces are Tonya Roberts (Beastmaster, rowr) and the guy who played the military dude in Wargames. The plot and all that is better, too, actually. There were actually a couple parts where the game succeeded in being a little creepy. It's just too bad that the designers made so many bandwagon/catch-the-trend decisions that prevent me from recommending it to anyone. So I'll be interested to see whether or not I ever bite the bullet and try to find the last game in the series, Overseer, for the sake of completion even if I don't really have faith that it'll be particularly good.
Using SCUMMvm, I've been replaying some old Lucasarts games lately, too. Played through all of one of the paths of Maniac Mansion (although I was disappointed to find that the crack that disabled the copy protection also made it so one didn't have to find the proper code to the final combination for the door in the dungeon) and about halfway through Zak McKracken (when I found that the version I was playing wasn't cracked at all and didn't feel like digging out the game's docs) and all of Indiana Jones and the Fate of Atlantis. It wasn't as enjoyable returning to Fate of Atlantis as I thought it'd be. I played through all three paths and even though it was good to be reminded how neat some of the game design is at parts, it also reminded me how annoying it can be and just basically shows how the adventure genre can still be developed. Yeah, Lucasarts has released a bunch of adventure games since then, and some, like Grim Fandango, I consider classics, but there are things in Fate of Atlantis, like finding the ways to get out of certain fights in the action route, that are types of gameplay that I think still can be honed. I thought one of the newer James Bond games was great in that respect until I realized that the player is judged by how many of these things he finds and that took away some of the fun, for some reason. Playing both Fate of Atlantis and the Tex Murphy games are somewhat like playing old text games, where you still get 'You can't do that here.' and 'That's nothing special.' type of messages way more than you'd like. I think Lucasarts was correct in making their later adventures simpler to control, but in that respect, I think there's a lot that adventure game designers can strive to perfect. Since most of the genre is in the hands of hobbyists these days, one can only hope that there's someone out there with some great ideas.
Besides those adventure games, I also recently beat 'No One Lives Forever 2.' I put off purchasing that for a super long time as I wasn't completely impressed with the demos and the first game was enough of a mixed bag to make me skeptical. I ended up loving the game, thinking it's much better than the first one, except that I'd still recommend that one plays through the first one just for some of that 'ha ha wink wink' factor. The cooperative multiplayer missions are a good time, too, telling another side of the story. For instance, in the first mission in single player, it ends with Cate Archer getting poisoned, then she wakes up back at headquarters. The cooperative multiplayer mission for the first board involves finding and rescuing her. So um, yeah, fun stuff.
Welp, that's it for now. Possible future reviews: Hitman 2, Evil Dead: Fistfull of Boomstick (x-box), Syberia...