Sunday, July 5, 2015

The Geek Beat: RETRObituary - June 2015


Welcome to RETRObituary: June Edition

Written by @VertigoDC


Welcome one and all to this week’s edition of The Geek Beat, your weekly shot in the arm of gamma-powered geekness. This week heralds the return of the RETRObituary and although I’ve somehow managed to just miss the boat because June is gone, we’ll be looking at classic releases of yesteryear, all released in the sunshiney month of June. Traditionally, the summer months have been a dry season for video game releases; publishers have historically shied away from releasing blockbuster titles during the summer – conventional wisdom dictated that this was the season where plucky young rapscallions were out in the sunshine, getting into scrapes and adventures whilst drinking lashings and lashings of ginger beer; these days however that’s proven to be something of a myth: today’s average gamer is in their thirties and is way past the young rapscallion stage… and as for the sunshine theory, the actual teenagers of today are far too busy flaming each other on Zoella’s YouTube comments page or maybe sending each other pictures of their naked body parts on Snapchat to have time to actually go outside or play video games.

Not that it matters – in many ways the youth of today are just ahead of the curve: in a few years virtual reality and 3D printing will have progressed to the point when nobody will need to go outside anymore, not even for a bottle of milk; you’ll simply simulate the trip via a virtual interface and print the milk through your food synthesiser, which presumably will sit proudly atop your kitchen work surface next to your Mr Fusion and the tractor beam that keeps the robo-cat from jumping on the worktop.

You may notice that Mr Fusion is actually just a coffee maker...
...that first starred alongside John Hurt in 'Alien'. Can you spot it?
We all know the digestion problems that coffee gave him...
...which is why Elisabeth Shue had to fill in for Claudia Wells, who opted to go decaf and AWOL.

Speaking of quasi-futuristic gadgets, I was seriously considering selling my Xbox One this week to make a little loot that I could put towards an Apple Watch. The Xbox One is little more than an expensive brick that sits squat and hulking atop my entertainment centre, watching me with a baleful, unblinking eye like some Orwellian nightmare machine (as a friend once coined it) as I cavort instead with its hated rival, the PlayStation 4. Apart from the rather future-feeling voice controls which I’m pretty adept with now (I can’t believe I used to pause Netflix by actually pressing a button, ugh, how primitive.) the Xbox One serves pretty much zero purpose in my house. It didn’t start out that way: I brought it with the intention of picking up some of the Xbox exclusives and trying out some of the next generation Kinect games; most of my buddies are on PSN so I knew that I’d be picking up any multi-platform titles for the PS4 – but I figured that something’d come along eventually for the Xbox that’d float my boat… that was eighteen months ago and still I’m waiting.

Anyway, finally something did.

Kind of.

Only not really.

I’m quite interested in what’s happening in the VR space at the moment. I’m old enough to remember Virtuality’s ill-fated attempt to bring VR into the commercial sector back in the early nineties. Along with my RETRObituary co-collaborator Mr Shaune Gilbert (who has left me to it this month - cheers mate) I remember queuing for what felt like (and probably was) hours to experience the mind-blowing future that VR promised to be whilst at the GamesMaster show at the NEC back in 1992. Stephen King’s The Lawnmower Man had just released that year and blown our tiny minds as to the possibilities offered by virtual reality. If you haven’t seen it (and why would you? Even King successfully sued to get his name taken off it) it’s a pretty lame movie attempt to harness the short-lived craze for virtual reality experiences. I was no more impressed with my actual experience at the GamesMaster convention. The graphics were terrible, the controls unresponsive; perhaps given more time and more realistic expectations Virtuality would have lived up to its massively overhyped potential; instead it fell prey to the exciting generation of consoles that were launched into homes around that time such as Sony’s first generation PlayStation. Although these machines couldn’t do VR, they did take 3D gaming to exciting new levels and that was for most gamers, enough. Perhaps if Virtuality had had just another couple of years to tweak the hardware they’d have had something ready for the home market but alas, it wasn’t to be.

In the nineties, this was how we saw the future. 
Yeah, I know.

And now we have the second coming of virtual reality.

Sony’s Project Morpheus isn’t setting my world on fire so around E3 time when I heard that Microsoft and Oculus had partnered up and were bringing the capability to stream Oculus’ virtual reality system through an Xbox One I got quite excited. Maybe this would be the reason to keep the Xbox that I’ve been looking for? Then I actually read the article and realised that all it lets you do is create a virtual living room and virtual TV to play your original 2D Xbox games on. Boring… and faintly ridiculous if you ask me. So as yet, I’m watching proceedings with interest whilst the Xbox One is watching me… probably with disinterest (I’m not terribly exciting to watch; I fall asleep randomly, find food in my beard sometimes) and for now it’s earned a stay of execution. But for how long? That Apple Watch is still singing its sweet siren song…

Anyway. On with this month’s games – I’ll keep ‘em short this time as I’m flying solo this month and it isn’t even June anymore!

2010: Alpha Protocol (Multi)

Full disclosure up front: I’ve never played this game although I kind of wish I had. I did find it once in a bargain bin at GAME or somewhere and considered it, intrigued by its RPG approach to the globe-trotting spy genre but after a quick Google on my phone decided it wasn’t worth a punt. It makes you wonder how game developers make any money at all these days now we can access critical opinion anywhere.

I remember when I was a kid, the only real access one had to video games reviews was through gaming magazines: you could spend three quid on a copy of C&VG and check out what was worth picking up but this was the era of the budget title; a glorious time for Spectrum, Amstrad and Commodore owners where the princely sum of two or three pounds could buy you an entire game! For three quid! That doesn’t even buy you an alternate hairstyles DLC pack for most games these days. Bear in mind however, this was the age of the bedroom programmer so quality control in games was non-existent. You pretty much either brought licensed games based on movies or whatever (although that was no guarantee of quality and by the time a licensed game dropped to budget status you knew through a primitive sort of pre-internet form of communication called ‘the grapevine’ whether it was decent or not) or you scrutinised the one or two paltry screenshots on the back of the cassette packaging to try and divine some higher understanding of the game’s purported qualities. On a few occasions I made the schoolboy error of choosing a game after being seduced by the box art and lived to rue the loss of my precious cash. Anyway, being forced to choose between buying a magazine that talked about computer games or actually buying a game itself was no choice at all. As such, every kid had a stack of crappy budget games sitting on some dusty shelf whereas each game magazine was a rare and precious tome, a sacred codex containing precious information to preserve your stash of pocket money.  

 But I digress.

Despite not investing in the game due to pretty shocking critical opinion, I was (and still am) intrigued by its bold premise. As you know, RPGs tend to focus almost exclusively on fantasy or sci-fi games so a title centered around modern global espionage was a fresh twist on a pretty narrow genre. Osbidian, the game’s developers have actually got a pretty great pedigree when it cones to RPGs – they released Fallout: New Vegas, Neverwinter Nights 2 and Knights of the Old Republic II, all of which are considered good to great entrants into their respective franchises… of course, all of them also build upon original intellectual properties and proprietary game engines created by other studios; when it came to creating a fresh IP using their own engine, reviews of Alpha Protocol suggest that Osbidian dropped the ball. Whilst the story is supposed to be engaging enough, the gameplay was deemed by most reviewers to be sub par with enemy A.I. being a major issue – I don’t know though… dopey guards wandering blindly into your line of fire? Foolhardy opponents charging you with naught but a blade whilst you gun them down from range? Sounds exactly like a James Bond action sequence to me.

'Alpha Protocol' means 'First Protocol' right? Shouldn't shooting, spying & espionage be at least the second resort?

Another 007 influence that’s present and correct in the game is the ladies. Alpha Protocol’s protagonist Michael Thornton may owe more to Jason Bourne than James Bond but that doesn’t stop him from getting into some hilariously ridiculous scenes of intimacy, just like everyone’s favourite double 0 agent. Actually, come to think of it – the poor guy is a victim of non-consensual sex perpetrated upon him by a woman wearing pink-lensed sunglasses: clearly she’s a dastardly villain as she’s committing two serious transgressions of the law at the same time, one being some serious sexual molestation whilst the other is a crime against fashion.

Hit the jump if you're one of those 'Fifty Shades' types. 

Not a lot else to say here except I really wish this game had been good. Ambitious failures in one of my favourite genres are encouraging to see but ultimately only diminish developer’s appetites to take further risks. Whilst a new-gen espionage-based RPG would be something I’d love to see, critical failures like Alpha Protocol only decrease the risk of us seeing such brave endeavours.

Honourable Mentions: Transformers: War for Cybertron (Multi)

2005: GTA: San Andreas (Multi)

This game proves that there definitely are benefits to age. The youth of today may have their skinny jeans and possess the possibility of being alive when hoverboards finally become a real thing but they what they don’t have, what they’ll never have? Whenever I stick on a Grand Theft Auto game, I dig it not just because of all of the many merits that it possesses individually, but having been there since the series’ bird’s-eye beginnings back in 1997, I can really relish tracing the game’s slow evolution.

Not exactly a hoverboard but you take what you can get, right?

Every GTA title attempts to broaden horizons; innovation has become one of the franchise’s hallmarks throughout the last couple of decades, but never was the series so stretched to the limits of its creative possibilities than with Grand Theft Auto: San Andreas.

Understanding why GTA: San Andreas holds such a special place in the series’ canon needs an appreciation of the creators’ intentions. San Andreas marked a turning point in the series; a shift in tone that would define future instalments irrevocably. Previous GTA titles had used the cities in which they were set as protagonists: it could be argued that GTA: London 1969 and GTA: Vice City used iconic cities during celebrated eras as their central characters. Even the modern-day New York, lampooned by Rockstar into the crime-ridden Liberty City in GTA III uses a seminal location that has more character than Claude, its mute protagonist. The idea behind this was simple – the central tenet in those earlier GTA games was freedom; Rockstar really wanted you to feel like you could go anywhere and do anything (as long as it was ultra-violent): wanna be a cabbie with little or no regard for your own safety and even less for your passengers? Go do it! Wanna run around a shopping mall in your pants with a chainsaw carving up terrified shoppers? No problem!


Just another day in the hood.

The problem was that as Rockstar sought to bring more and more of their filmic influences to bear, the disconnect between the tighter narrative structure they were trying to develop and the randomness afforded by player agency grew. Put simply, they’d be trying to create an angst-ridden moment where Tommy Vercetti, the game’s protagonist would be struggling emotionally with the betrayal of his closest friend whilst the player would be running amok and punching hookers before dressing in their best golfing outfit to go steal a tank. I mean, it’s possible that this dichotomy was the result of Rockstar wryly commenting on the role of anarchy in easing the paradoxical duality of man’s nature, fragmented as it is by the onslaught of post-modern American-centric, symbiotic/consumerist cultural imperialism.

Or it could have been that they just really wanted you to have that tank.

In GTA: San Andreas this contradiction became more pronounced than ever. Set in Los Angeles during the nineties to a backdrop of gangsta rap, gang violence and race riots, the city and the era were an ever-present character in the game’s narrative; this time however, Rockstar aimed to tell a much tighter, more ambitious story using CJ the game’s protagonist as the central focus. This was reflected within the game in a number of ways: RPG-like elements were introduced – if you ran a lot, you gained stamina; if you ate too many burgers, you character got fat. More so than ever before, the player was encouraged to understand that there were consequences to their choices, a gentle nudge towards immersing one’s self into the character’s world, seeing things through their eyes and becoming more involved in the narrative. In addition to this, Rockstar creator Sam Hauser also ruled out casting a Hollywood star to voice the lead character (as had been the case with Vice City where Ray Liotta had brought Tommy Vercetti to life); reportedly, this is because he wanted no barriers between player and character – all the better to create an immersive story.

This didn’t mean that San Andreas didn’t want you to go bananas though – it totally did. Rockstar were pushing the limits of their virtual sandbox further than ever before and created a world that dwarfed anything that had come before it. Better still, there was so much insane stuff to do… base jumping from an airborne mountain bike launched from the peak of Mount Chiliad; taking wing in a Harrier Jump Jet and soaring into the skies; endless character and vehicle customisation; jetpacking around Las Venturas whilst wielding twin UZIs, always one step ahead of the law.

And then there was Hot Coffee,

The only way to fly.

Personally, my favourite activity after a long, hard day of living CJ’s angst-ridden life trying to restore the Grove St. gang to their former glories was to become Justice Gimp, a leather-besuited, sex toy-wielding, police-bike riding crusader of the night – I’d take on Vigilante missions from my stolen Interstate Patrol motorcycle, chase down criminals by moonlight and dispense righteousness with the purple Dildo of Justice whilst moralising on the ill-gotten gains of a life of crime, CJ’s true voice muffled not by a ridiculous Batman growl but presumably by the unyielding resistance of a ball gag. Or something.

In short, the game was a hot mess… but it was the most beautiful of hot messes and perhaps that’s why I remember it so fondly. Tonally it was all over the place and ultimately, that’s why Rockstar, when presented with a new generation of consoles to work with, opted to go for something much more focused and stripped back with its successor, Grand Theft Auto IV. That game was all about mood and the journey of Nico Bellic’s character and as such, a lot of the incongruent craziness departed the franchise before beginning to slowly creep back in during the latest addition to the series, GTA V, where Rockstar one again took us back to the state of San Andreas. The persistent rumours of a jetpack secreted within the game are a nod to fans’ desire for the return of some of the franchise’s zanier elements.

So remember, the next time you and your buddies are breaking the law with impunity on GTA Online, pancaking cop cars in your tank or fleeing some heist astride a stolen Sanchez, don’t get too cocky because atop that skyscraper you’re barrelling past or maybe pulling from a shadowed side alley right in your blind spot is Justice Gimp.

He’s out there.

And he’s watching.

Unless the zippers on his eyeholes are done up. (Insert joke about blind justice here.)

He likes to watch.

Honourable Mentions:  Tekken 5 (PS2), Killer 7 (PS2, PC), Battlefield 2 (PC), Destroy All Humans! (Multi), Midnight Club 3: Dub Edition (PSP)  


Note: Did I say I was gonna keep ‘em short this month? These retrospectives are longer than ever! Must try harder!

2000 – Excite Bike (N64)

Flippin’ awesome.



Honourable Mentions: Mortal Kombat 4 (N64), ISS Pro Evolution (PS1), Rampage Through Time (PS1), Vampire: The Masquerade – Redemption (PC), Iron Soldier 3 (PS1), MDK 2 (Dreamcast), Omrikon: The Nomad Soul (Dreamcast), South Park Rally (Dreamcast), Vagrant Story (PS1), Deus Ex (PC)

1995 – Super Return of the Jedi (SNES)

Okay, perhaps that last review was a smidgeon too short. 1995’s Super Return of the Jedi was the concluding title in JVC’s Star Wars trilogy for the SNES. It used the same brand of platform-based mayhem as the two preceding games, only this time you got to play as Leia too. Although I remember playing this game first time around on my friend’s Magicom and loving it for all of its little Star Wars flourishes, having gone back and played the games again for the purposes of this review, it strikes me that whilst clear efforts were made to make the game seem as Star Wars as possible, the core gameplay experience just doesn’t feel that way. Being attacked en route to Jabba’s palace by a crazy assortment of aliens I can kind of accept, but Leia doing spinning, double jumps and becoming an acrobatic whirligig of death just pushes the envelope a little too far.

...and still with the sexual perversions. This month's blog is going to some dark places.

Still, the sound and graphics are gorgeous and the presentation is as slick as you’d expect from a title of this magnitude. The platforming levels are augmented by vehicle sequences using the SNES’ Mode 7 chip to create that faux-3D effect that was so impressive back in the day – in fact the very first level sees you speeding towards Jabba’s palace in a race to save Han Solo form the clutches f the vile gangster. Like in Super Star Wars where Luke slaughters an entire sandcrawler’s worth of jawas for daring to defend themselves as he trespasses upon their property, the early levels of this game see you leaping through levels, decimating the local wildlife of Tattooine for the sole crime of defending their natural habitat. Makes me wonder why Luke and the gang didn’t just pilot the speeder a little further and preserve the Dune Sea’s eco system.

Young Skywalker and his fellow rebels sure are a bloodthirsty lot in this game. Makes me wonder if it’s actually some sort of Empire propaganda game they make prospective stormtroopers play to indoctrinate them into somehow thinking they’re the good guys. “Play this, see how your enemy slaughters the natural habitants of this peaceful planet: go do the galaxy a solid and blast him.” “What? Shooting practice? No, you don’t need that – you’ve got eyes haven’t you? A finger to pull the trigger? How hard can it be?”  

Honourable Mentions: Virtua Racing (Saturn), Earthworm Jim (SNES)

1990 – Paperboy (Sega Master System)

Hmmm… not sure if this is a case of bad Googling on my behalf but apparently, it took five years for this game to port over from the arcade machine original to Sega’s lil’ Scrappy-Doo of a console. Apparently, it also holds the honour of being the first Master System game ever developed here in the United Kingdom so perhaps that explains its late arrival. Nothing moves fast in this country: we invented test cricket which can take five days per match and still have no winner; our broadband speeds are the laughing stock of Europe, to the point where our Prime Minister walks into an EU meeting in Brussels and all the other European leaders stop talking; he thinks it’s because he’s important and it’s an awed hush but it’s actually because moments before, they were mocking him for only having just got 4G. The rebuild of Wembley, our national football stadium took four years longer than it should have… and since then they’ve struggled to grow grass on the pitch… that’s right - grass. You know, that green stuff that grows frickin’ everywhere?

Still, at least it set up a platform of failure that our national team could go on to endlessly perpetuate endlessly. Did I mention endlessly?

 Pictured: Fail

So like I was saying, the wheels turn slow around here but that’s not the case for the titular hero of Paperboy, an American anarchic, free-wheelin’ free spirit, a bit like Peter Fonda in Easy Rider, only with less drugs and more newspapers. Viewed from above in a sort of isometric perspective, the game had you quickly pedalling Paperboy through the picket-fenced suburb that comprised his daily round. The object of the game was to deliver papers to the houses that subscribe to it whilst vandalising the ones that didn’t. Our hero’s round was further complicated by all sorts of dangers such as cars backing out of driveways, wasps, and general neighbourhood weirdos.

Pretty rad. (Surely it's time to bring 'rad' back. Vastly underrated adjective.)

I didn’t actually get to play the Master System version, I could only lay hands on the arcade original but the isometric graphics are clean and colourful and still hold up nicely thirty years later whilst the occasional burst of digitised speech is a nice addition too. Unsurprising really as the game was developed for the arcades by Atari – although the company was collapsing in on itself due to the great E.T debacle and the subsequent North American video games crash, the games division was the only part of the business running in profit. From 1983’s Star Wars through to 1987 Atari Game Inc. released a glut of arcade classics including Paperboy, A.P.B, 720°, Marble Madness, Indiana Jones and the Temple of Doom, Road Blasters and Gauntlet II. Makes you wonder what they’d be making if they were still around today… E.T. has a lot to answer for – he killed Atari, showed up uninvited in The Phantom Menace and continues to fill my heart with childlike wonder every time I see his stupid, little face. Thanks for nothing you little monster.

You ruined 'Episode I' you little shit! Wait... no, it was screwed well before you showed up.


Honourable Mentions: Chip’N’Dale (NES), Thunder Force 3 (Mega Drive), Twin Hawk (Mega Drive), Well Trix (Amiga), Columns (Mega Drive)     

  
That's all from The Geek Beat this week folks. This has been a Vertigo production.

Head back this way next week for something else... maybe Celluloid Saturday.


Until then be sure to follow me @VertigoDC but know that I don't roll on Shabbos. Peace Out.

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