Showing posts with label Computer Games. Show all posts
Showing posts with label Computer Games. Show all posts

June 12, 2012

Sid Meir's Civilisation

It's awesome having my blog 'back' again, as it allows me to focus on things that I want to focus on which just won't fit in a Facebook post. AS you can see from my previous recent posts, these are computer-games based at the moment. I make no apologies for that, I'm obviously going though a computer game phase at the moment and therefore that's what my blog is expressing! I'm sure in 6 months or so I'll be wiritng about something different but for now, computer games it is.

I've already mentioned Under A Killing Moon as a computer game that captured my imagination many years ago, and I'm SO glad that the team have reunited to bring us Project Fedora. However, before there was Under A Killing Moon, for me, there was the one, the only, Civilisation:


(image from Moby Games).

For those not in the know, Civilization is a computer-strategy game where you start off with a single settler unit and from there spawn cities, grow a civilization and try to survive through the centuries. If you're good you can even win the game by winning the space-race or destroying the other civilizations in the game.


(image from Moby Games).

The above shows a typical Civ 1 map screen. You can see the city of Leipzig, a fairly new city (hence the 1 denoting its size); there are also some units on the right of the screen and menu across the top for various controls.

I can't even remember when I started playing Civilization. I do remember that I was a child and I'm fairly certain I was in primary school so I must have been perhaps 10 or so? However old I was, I remember it took me a LONG time to grasp the game. Which wasn't too much of a problem as the game actually came with a manual that, to my memory was hundereds of pages long. I remember trying to plough through that thing to better understand the game and make my civilizations better.

The idea of controlling everything about your Civilization from roads to research and war really captured my imagination in a way that only Civ 2 ever did. I remember spending many a summer day with a friend of mine playing Civ 1 and Civ 2 trying to survive against the Romans, Greeks and Mongols. Such GOOD memories that only an open game such as Civilization could inspire.

To the best of my knowledge, I never WON a game of Civilization. I never won the space race, I never ruled the world or such like. That does not mean I did not have fun, far from it! Every game was different, every game was a new challange and I played game after game and loved each one.

So what inspired this post? It was this Reddit update by user Lycerius who states that: "I've been playing the same game of Civ II for 10 years. Though long outdated, I grew fascinated with this particular game because by the time Civ III was released, I was already well into the distant future. I then thought that it might be interesting to see just how far into the future I could get and see what the ramifications would be. Naturally I play other games and have a life, but I often return to this game when I'm not doing anything and carry on. The results are as follows..."

This post is fascinating. It describes the state of the nation in Lycerius's game of Civ 2 that has been on-going for 10 years! He includes a screen grab link here http://imgur.com/a/rAnZs.

The fact that a game like this can be played for 10 years is mind-blowing in and amongst itself. What is also mind-blowing is the fact that Lycerius's post has attracted (at time of writing) 2919 comments. Each comment is suggesting different ideas of how Lycerius could continue the game and progress.

I never got very far with Civ 3 and only had a brief experience with Civ 5 a few weekends ago when it was on Free to Play thanks to STEAM. This post on http://www.garath.net/Sullla/Civ5/whatwentwrong.html shows what I realised when I played this free trial, that the game has, in many ways been simplified and seems to have made some drastic mis-steps with regards to the actual design of the game.

I wonder if I can find my Civ 2 CD? See you in 10 years!!

If you've never played Civ then it seems that Civ 4 was a good update, though it created Multiplayer problems but was great at single-player by all accounts.

June 10, 2012

The Two Guys from Andromeda Kickstarter

I'm writing this blog-post up against a time limit. Also, I'm suffering from being sleepy and having a cold (not MAN-FLU but still REALLY annoying).

Why is there a time limit? Because the The Two Guys from Andromeda Kickstarter is ending on June 12th at 13:27 EDT (which is 18:27 in GMT or 'proper' time :P) and, at time of writing, still needs $51,000 to succeed. Why is that important? Well, that would be the content for this blog post wouldn't it?

Unlike my previous post, I'm going to split this one up into headings to try and organise my thoughts. Let's see how it works shall we?

Who are the Two Guys From Andromeda?

The Two Guys From Andromeda are, in real life, Scott Murphy and Mark Crowe. They have been in and out of the computer-games industry for over 25 years so they know a thing or two.

Ok, so it's Scott Murphy and Mark Crowe, so what?

So what?!!? SO WHAT?!?!?!? Just follow me my friend. Scott Murphy and Mark Crowe used to work for a small developer called Sierra On-Line (Wikipedia link). Sierra earned their place in the computer gaming hall of fame by creating series after series of computer adventure games. Scott Murphy and Mark Crowe, the Two Guys From Andrmeda, created the legendary Space Quest series of computer adventure games.

Space Quest?



Yes, Space Quest. Released in 1986 and using Sierra's AGI computer game engine, Space Quest took you on a piss-take tour of space, playing the character of a janitor who in Space Quest could be called anything you like but in later sequels (of which there have been 5) would be known as Roger Wilco. As the Wikipedia link shows, your character in the game wakes up in a broom cupboard to find your spaceship has been taken over by the Sariens (bad people). You then bumble through an adventure that sees you giving the Sariens a good (if comic) sorting out.

Obviously, if you look at the game now, the graphics don't look that good, but trust me, back in the mid 1980s they were great. The faux-3D engine in the game allowed you to move behind and around things. Not overly exciting except when you realise that other computer games (not console games) were still using plan-text for a long time after.

Not only were the graphics good for the time but the jokes in the game were good too. Space Quest was, throughout its whole run, a comedy, sci-fi space adventure series. Space Quest 2's plot revolves around the bad guy (Sludge Vohaul) releasing millions of cloned insurance salesmen upon the galaxy for crying out loud! One of the features that fans remember fondly is the sheer variety of death sequences and how the game would mock you if you died stupidly (i.e. walking off the edge of a cliff etc.) Don't believe me? Check it out on the AWESOME Many Deaths of Roger Wilco site. These were amazingly funny at the time, and, having refreshed my memory of some of them, I'd say they still are! The only time you'd get annoyed is when you realised that your last save-game was from AGES ago! Doh!

In a clever twist the duo inserted themselves into Space Quest lore by making themselves characters in SQ3 who had to be helped by Roger Wilco. I'm not going to mention anymore to avoid spoiling the plot more than I already have but it's a funny twist and worth exploring. You can buy the originals from Gog.com links here: SQ 1->3 and SQ 4-->6.

Speaking on a personal level, The Space Quest series taught me to type and encouraged me to read more. Because the games were text-heavy you couldn't avoid it if you wanted to know what was going on. They also encouraged me to think things through logically. What had I missed? Why couldn't I progress? How could I get through this puzzle? Now whilst some of the puzzles were 'out-there', I still maintain that the majority of the puzzles in the game followed an element of logic more than the trial-and-error that I've experienced in adventures since then. The Space Quest series were also a bonding experience for me as I played them alongside my father (distracting him from running his own business but he didn't seem to mind too much).

Alright, so these guys created a series of games many years ago. So what's the fuss now?

Well, the duo created the Space Quest series which has sold hundreds of thousands of copies of each game all around the world. They worked together on Space Quest 1 to 4 then split up. Now, in 2012, thanks to Kickstarter, they're able to work together again. After a break of 20 years or so this is very big news and should be celebrated by computer game fans the world over.

From the look of their Kickstarter, their new game is going to bring all the humour of their previous games to a whole new generation of players. The link is on the right-side of the page there with all the latest info and you can donate from $1 but obviously, if you donate more you recieve rewards for doing so. Whilst their new game is not a Space Quest game that does not detract from the level of awesomeness it will have by defautl. So go ahead, go, donate and be part of computer gaming history by helping to bring space-adventure-comedy to a new generation of people! Go on...Go now!


June 08, 2012

Project Fedora

I don't know what's kept me from writing in this blog for so long! I've wanted to but just actually SAT down and done it! However, events have finally over-taken my apathy and here I am, with hopefully more updates to come!

So this update concerns the Kickstarter fund for Tex Murphy: Project Fedora. I'll start with a brief history:

The Tex Murphy series of adventure games (as a trip to Wikipedia will tell you) have been going since 1989. I'm fairly certain that means that Tex Murphy, Private Eye, is one of the longest lasting characters in computer game history and someone who should be on the all of fame alongside Mario, Sonic and the rest.

Mean Streets pushed the limits of what was available at the time. Not only did it feature 256 colour VGA graphics and 3D flying sections (with you navigating to waypoints to meet suspects or investigate locations) but it also used a process called RealSound to provide SPEECH through the PC speaker. This was unheard of before this game and would not become a regular of computer games until the mid-1990s when games started coming in 'talkie' versions on CD-ROM.

Mean Streets was centred around Tex Murphy, a private detective hired to look into the death of Carl Linsky who had just thrown himself off a bridge. You're hired by Linsky's daugher, a Femme Fatale if ever there was one. As you explore situations and avoid fire-fights, you uncover a complicated plot that shows that Carl's death was NOT a simple suicide. Whilst the user-interface leaves a LOT to be forgiven today (no mouse input, clunky controls when exploring scenes) it still created one hell of a compelling game. I remember playing Mean Streets in the work-shop outside my Dad's office in Scarborough, just enjoying flying from location to location. In many locations, if you did something 'wrong' you'd get Tex beaten to a pulp (complete with some very convincing sound effects) and that was just as much fun as playing the game properly! The 256-colour graphics (with still photos to accompany sounds) looked AMAZING at the time and really did help create a compelling game.

Fast-forward many years later and Access released Under a Killing Moon. An FMV adventure game, complete with a full 3D world for players to explore. Once again I was captivated. The jokes were REALLY funny and Tex was the kind of PI I would be. Well-meaning but clumsy and often duped. I LOVED it. Once again, Access Software was pushing the boundries of what was done at the time as it came on 4-CDs and requried a hefty PC to see it in its full glory. Thankfully, Access Software included an AWESOME set-up programme that allowed you to fully configure how the game would run and let it work on a wide variety of systems (including the old ones I had).

Access followed UAKM with two sequels and then, after the release of Overseer in 1998, all went quiet. Tex fans believed all hope to be lost. We didn't know how to feel. Lots of people (including myself on occasion) gathered at the Unofficial Tex Murphy website and waited for more. Over-time people figured out how to make the Tex games work on modern systems. Then the LOVELY people at GOG.com got involved and released ALL the Tex Murphy games already configured and with support if they didn't work.
But still nothing new.

Nothing till now anyway!

Project Fedora is a new Tex Murphy game that will be released in 2012/2013. The original crew are back together and it's looking PRETTY good from the preview videos they've put up on the Kickstarter page.

I've just pledged today because I want to help Tex solve another case. If you've not met Tex yet, find him on Gog.com - $9.99 currently works out at £6.48 which is peanuts for such a ground-breaking game.

If you do nothing else, please visit the Kickstarter and help bring Tex Murphy back!