Tag: First-Person Shooter

  • Kiss Psycho Circus: Glam rock meets the paranormal.

    Kiss Psycho Circus: Glam rock meets the paranormal.

    I am not a fan of Kiss. I only know a few of their songs, mostly because they appeared in Rock Band. I’m aware of Gene Simmons’ mastery of marketing the band, complete with corny ’70s live-action specials, their shift to hair metal in the 80s, and of course, the infamous Kiss Kasket.

    They have a couple good songs, at least. “Love Gun,” “I Was Made for Lovin’ You,” even “Strutter” is pretty solid. Kiss is a band I can appreciate and respect, but I don’t really care for them.

    The late ’90s was the time for a Kiss comeback: The original line-up got back together and released an album in 1998 called Psycho Circus. With that title, and probably with a pinch of Gene Simmons’ marketing mastery, it eventually lead to a comic book series written by Spawn creator Todd MacFarlane, and of course, a video game. Prepare for the Nightmare Child.

    This is one of four different covers. I guess they hoped people would buy all four in a way to recuperate the development cost?
    This is one of four different covers. I guess they hoped people would buy all four in a way to recuperate the development cost?

    Kiss Psycho Circus: The Nightmare Child is a video game adaption of the Psycho Circus comic book series by Image Comics and Todd MacFarlane Productions. The comic involved the band members becoming supernatural beings and saving the universe as part of the silly team moniker Four-Who-Are-One. The video game borrows elements from the comic, but has a wholly different story.

    This was released on PC and Dreamcast in 2000, not long after games like Quake III Arena and Unreal Tournament were getting big. Though this being released on the Dreamcast and not the then-forthcoming PlayStation 2 is rather baffling, but maybe it’s for the best.

    Instead of playing as members of Kiss, you play as members of a Kiss tribute band who get teleported to a special world ran by this gypsy named Madame Raven. She tells you about this big bad called “The Nightmare Child,” one that will destroy the world, and your band are the chosen ones to stop them.

    I hope you love mystical dialog that barely makes any sense!
    I hope you love mystical dialog that barely makes any sense!

    Separated by the Hall of Mirrors, each band member goes through each world as they grab each of the six pieces that form the respective Elder to stop the mythical Nightmare Child. Admittedly, the story is rather nonsensical even in-game, I had to resort to the manual to understand this bizarre-ass story.

    I can say with authority that this story is so god damn ridiculous that it’s not worth looking further into. Then again, with this being co-opted by a band known for wearing silly outfits and the guy who created freakin’ Spawn, I’m not expecting System Shock 2 levels of storytelling here.

    Here's a goofy little easter egg: The statue is holding the logo of developer Third Law Interactive.
    Here’s a silly little easter egg: The statue is holding the logo of developer Third Law Interactive.

    This game was developed by Third Law Interactive, founded by one of the original members of the Daikatana development team during its first year or so when it was under the Quake engine, so already we’re off to a shaky start. They didn’t do a whole lot of notable stuff outside of this game, my brief internet search found out they worked on an Aliens vs. Predator 2 expansion and added stuff to the Game of the Year edition of No One Lives Forever.

    You may have noticed that’s all Monolith/Lithtech stuff. Unsurprisingly, this game runs on Lithtech 1.5, which is an absolute pain in the ass to get working on modern devices without needing an elder god and maybe dgVoodoo2. Worst off, that this is one of those games that has the pesky disc check, and no patch or update is out to turn it off. A shame, really.

    But let’s get to the meat of Kiss Psycho Circus. In the game, you choose one of the four supernatural characters and go through a set of levels, getting weapons, jumping on platforms, activating switches and killing enemies in your wake. Through the levels, you’re looking for the items make your character part of the Elder, like boots, shoulder pads, and finally the iconic Kiss masks.

    This guy's ready to pull the trigger on his gun. His Love Gun, that is.
    This guy’s ready to pull the trigger on his gun. His Love Gun, that is.

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  • Far Cry 3: From partygoer to psychopath.

    Far Cry 3: From partygoer to psychopath.

    The Far Cry games have gone through this weird identity crisis over the years. The first game was a mostly linear, extremely difficult action game with aliens, Far Cry Instincts made your character become a mutated alien with superpowers, and Far Cry 2 was a promising game with too many stupid mechanics and probably the dumbest story to come out of a big-budget action game. To this day, I still don’t understand why people praise Far Cry 2 to the high heavens.

    Surprising no one, Far Cry 3 has nothing to do with the others. Seems to be par for the course for Ubisoft: Instead of making a cohesive story/saga with the series, just make them like Call of Duty games where they’re mostly standalone and different, with the only similarity being a jungle theme. It seems to be working for them.

    Far Cry 3 was one of my many purchases during the Steam Summer Sale this year along with Tomb RaiderDark Souls, the BioShock trilogy, all games I’ll eventually get around to playing someday. I bought it expecting that after the disappointment of Far Cry 2 that it could only get better from here. Turns out I was right, but with some caveats.

    Warning: Minor plot spoilers within.

    When I started Far Cry 3, I was welcomed to a video montage of a bunch of dudes partying out on some island, having fun and being idiots, all set the tune to M.I.A.’s “Paper Planes.” It’s like something out of a horror movie. Then it cuts away to our hero Jason being captured with his brother Grant, who eventually escape, but not without the villain Vaas deciding to kill Grant and leave poor Jason fighting for his life.

    Afterwards, you’re found by a guy named Dennis, who’s part of this jungle tribe called the Rakyat and then you go through the steps of trying to save everyone and get out of the island alive. Eventually it leads to a revenge plot, where Jason eventually wants to kill Vaas and his boss Hoyt while helping the Rakyat tribe along the way. Vaas is probably the best character in the game, as he’s a sign of the general psychotic nature of the hostile people on the island, and it works. Sadly, something happens to him mid-game and he’s pretty much gone, which is a damn shame because Hoyt isn’t nearly as interesting.

    Just ignore the floating magazine and we should be good.

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  • Chaser: The Total Recall game we should’ve got.

    Chaser: The Total Recall game we should’ve got.

    One thing I’ve been trying to do this year is to tackle my long, burgeoning backlog. I’m limiting this to mostly current generation stuff like the 360, PS3, PC and Wii. But only because I wasn’t really up to digging out my Xbox to play Brothers in Arms: Road to Hill 30 and or play through the gauntlet that is Shin Megami Tensei: Persona 4. If I tried to finish everything I owned, I’d be left with a task that would be impossible to finish in my lifetime.

    I’ve been making a slight dent at that backlog in recent months, tackling Borderlands and all its DLC, Saints Row: The Third (which is good timing considering Saints Row IV hits later this year), F.E.A.R. 2: Project Origin and Uncharted 3: Drake’s Deception. Lots of shootybangs, basically.

    BADASS SPACE MARINE COVER

    So it makes sense my most recent completion was this little-known budget FPS called Chaser. A first-person shooter that was developed by Slovakian developer Cauldron and published by JoWood Productions in 2004. I had heard of the game in the past thanks to owning a PC Gamer demo disc that had a demo of the game’s multiplayer. While the demo wasn’t amazing by any stretch, it did seem like an interesting shooter that I might play someday.

    Fast forward to 2012, when I see the game on a Steam daily deal for $2.50, which got reduced even further to $1.24. I have a soft spot for bargains, and when a game hits that “$2 or less” threshold, it’s an instant impulse purchase. Then it sat on my Steam backlog until very recently, when I had decided to try it shortly after beating Redneck Rampage, wanting an “old-school” FPS fix of a different kind.

    Douglas Quaid John Chaser in an unusual predicament.

    You play as John Chaser, an amnesiac stuck on a spaceship being hunted down, with no memories of what happened prior. You eventually make it to Earth and become acquaintances with members of “The Family,” as you try to do missions to find out who you are and what happened. Eventually you find the truth, befriend a few people along the way, and find out you were doing a mission on Mars. So you get your ass to Mars, go to the Hilton and flash the Brubaker ID at the desk.

    Obligatory sewer level screenshot.

    Okay, I know a Total Recall reference sounds dumb here, but Cauldron clearly was looking at the Schwarzenegger sci-fi classic for inspiration: From the amnesiac main character, to befriending people who would later be enemies, being chased through a spaceport, even having to go through murky Mars caves to find the truth. This is the closest we’ll get to a “Total Recall: The Video Game” that isn’t that terrible NES game from many years ago.

    Let’s be honest here, shooting a bunch of dudes is better than punching similar-looking monsters and dodging glory holes.

    The game is not perfect, though. Being made by a game studio where English is not their primary language, there’s that weird case of “eurojank” to Chaser‘s design. Voice acting is a very mixed bag, leading to awkward line deliveries and unusual word usage. Subtitles don’t always match what’s spoken. Jumping physics seemed a bit off, where I was more likely to miss a platform than land on it. There are many points where it wasn’t clear where I needed to go next, which lead me to walking around a lot and frequently backtracking, among other problems that are common to unpolished shooters.

    Cauldron’s CloakNT Engine makes for large, expansive levels. Impressive for a game released in 2004, however it makes later stages like the last few levels drag on considerably.

    Chaser is not just a rough unpolished game, it’s also very difficult. On Normal difficulty, it didn’t take much for the bad guys to whittle my full health and armor down to zero pretty quick. Enemies occasionally drop medkits and armor, but I ended up losing that as quickly as I got it. This even applies to fall damage — later stages have you dropping down on pipes, taking off small bits of your health as you descend, making it pretty easy to miss a jump and easily crater, forcing you to quick save repeatedly.

    This is cruel irony.

    Lately I’ve been trying to avoid playing games on harder difficulties, but Chaser was incredibly difficult to play on Normal, leaving me to go through the remaining 2/3s of the game on Easy just to get through it. Even on Easy difficulty, some of the later stages still kicked my ass, with enemies having grenade launchers that one shot me even with near-full health and armor. The quick save key became my best friend.

    Even the game’s ending is especially bleak. I won’t spoil it, but I was honestly expecting a much different outcome, and playing a shooter with a downer ending, especially the long journey it took me to get there, is disappointing. I would preferred a choice, like in Singularity, another game I played fairly recently.

    That isn’t to say this game is bad per se, it’s just difficult because it was clearly made in a different mindset than most first-person shooters today. Chaser hearkens back to the late ’90s-early 2000s era of first-person shooter design: reflexes, speed, exploration, backtracking, rationing items, and quick saving often to make progress. The average player today would likely have a very difficult time playing through Chaser if they’re used to the Call of Duty style of game play.

    Despite that challenge, I enjoyed the varied level design — from space stations, to cities, to the Russian tundra, even the redness of Mars looked pretty neat. The soundtrack was good, reminding of MOD tracker music that was popular in Unreal Tournament and Deus Ex. There’s a bit of charm to Chaser that I had a soft spot for, despite it’s ridiculous length and punishing difficulty.

    It’s on Steam at an affordable price of $5, though it does go on sale occasionally. It’s worth checking out if you want some early 2000s eurojank in your life. Just remember that it’s gonna kick your ass, but stick with it. Despite that eurojank, it’s not a bad shooter. I’ve played worse shooters out there. Much worse.

    Some screenshots taken from the Steam store page and Mobygames.

    (Update 8/20/2019: Updated the post with a few changes here and there.)

  • Found: A 1997 Prototype of Half-Life!

    Found: A 1997 Prototype of Half-Life!

    Half-Life is one of my most favorite games of all time. It blended action, platforming and story perfectly to be one of the awesome shooters of 1998. But it wasn’t always that way.

    Valve, back then a small development studio, made a press demo version of Half-Life that showed a drastically different version of the game: While the story and certain game elements was similar, almost all the levels and designs were different from what we got. In a sense, it felt a bit more like in line with Quake than the Half-Life we know and love.

    I always liked Half-Life’s dithering effects in the software render. Can’t really explain why.

    This version was originally slated for November 1997, but it missed the release date, causing Valve to delay the game and release it a year later with many significant changes to the final product, all for the better.

    Getting a chance to play the Half-Life that never was is really a treat, which has many unfinished levels — some early versions of levels in the final game — as well as tech demos such as skeletal animation. You can shoot a robot and make it do that dancing baby animation that was popular in the late ’90s! Not only that, it has documentation about the game and Valve itself, a walkthrough of all the levels, even copies of Paint Shop Pro and WinZip for some reason…

    Here’s me playing through one of the levels, The Security Complex. It’s one of the more complete levels of the game. I go through the stage area at least once, then show the solution as given in the walkthrough.

    Thanks to reddit user jackaljayzer for uncovering this gem, who got it from a friend in Bellevue, Washington; and to Valve Time (now defunct) for revealing the leak. Further information about this prototype build can be found on The Cutting Room Floor, and it’s a nice amount of stuff there that compares this prototype to the final released game.

    If somehow you are one of the few who have never played Half-Life, go buy the game on Steam already. There’s a reason I say it’s the best game of all time.

    (Featured image courtesy of the Combine Overwiki.)

  • Vietnam: Black Ops: Not the Black Ops you’re thinking of.

    Vietnam: Black Ops: Not the Black Ops you’re thinking of.

    Way back in January of 2012, I had written a post about a bargain bin shooter I had grabbed called Elite Forces WWII: Iwo Jima. That wasn’t a fun game to play. But there are several other bargain bin shooters out there, some of which that are actually alright.

    Granted, I wouldn’t say it’s good, but I wouldn’t say it’s as bad as Elite Forces WWII: Iwo Jima. It’s yet another game based on a war, this time a little more recent. So let’s play some Black Ops.

    Sadly, Woods did not learn time travel and appear in a budget game from 2000. Though anything’s possible these days.

    No, no, silly, not that Black Ops. Though I wouldn’t mind talking about probably one of the better games in the Call of Duty franchise, we’re actually talking about a game called Vietnam: Black Ops, and it was made way back in the year 2000. Insert your “In the year 2000” joke here.

    With that font, I wonder if I’m playing Black Ops or Postal…

    Made by a podunk little studio called Fused Software, this would end up being their only published game. Most of the people would work on this game and a handful of other projects around the late 90s to early 2000s, though one art designer for this is still in the biz working on art for stuff like Dragon Age: Origins, so good on him.

    Oh, and this is another Valusoft joint. I had mentioned them in the previous post, and I wasn’t expecting to be playing two war games published by the same company. It shows how ubiquitous they were during this period. While I can’t say I remember this era fondly, it was certainly more interesting than seeing copies of Ghost Recon Advanced Warfighter 2 on my PC budget aisles.

    You play as some unknown marine during the Vietnam War. Captured by Vietcong, your goal is to kill General Phan, and get out of there safely. Occasionally you’ll see text giving your character some personality, but that’s about it. Honestly, I’ll take Alex Mason and him babbling about “hearing the fucking numbers” over this bare-bones plot.

    So, it’s another first-person shooter on the Lithtech engine. Which is weird, because I thought it was the Quake engine at first, until I dug into the files and realized it used the REZ file format that Lithtech uses.

    In every level, you just get to kill a bunch of Vietcong, do some slightly obnoxious platforming, and get to the end of the level each time.

    You start with a fairly ineffective knife, then get more powerful weapons as you progress: an AK47, an M16, a M60, a Sniper Rifle, a grenade launcher and rocket launcher during your travels. Most of the weapons will be in your collection not long after you start, and unlike Elite Forces WWII: Iwo Jima, there’s actually ammo for these guns this time!

    Never thought Vietcong would have Indiana Jones-esque temples…

    However, that doesn’t excuse the game’s punishing difficulty. You have 100 health and no armor, and it doesn’t take much for you to die. Get used to seeing the Purple Heart and “Taps” playing repeatedly every time you die, because you will likely see it a lot. Expect to be hitting the quick save key a lot.

    Now I can give this game credit for something: The levels are pretty large, which is impressive for a 2000-era game. Problem is the the levels look blocky and simplistic, with the later levels being “my first FPS level” in some spots. They look like they belong in an action-adventure Tomb Raider knockoff rather than a Vietnam War FPS, but I’m not expecting realism here.

    On the bright side, a handful of the levels feel somewhat non-linear, allowing you to take one of two different paths which probably take you to the same place anyway. At least, it felt that way, I didn’t replay the game to be sure if I was right.

    Besides the ugly graphics and very banal gameplay of shooting dudes and getting to the exit, there really isn’t much else to this game. Thankfully it’s ridiculously short: I beat it in an hour and a half over two separate sessions. Honestly I was hoping for something longer, but then I flashback to WWII Iwo Jima and realized how much the game padded its levels with ridiculous difficulty spikes, so I’ll take the short length.

    I found this in a thrift store for $2. For the time I got with it, $2 is the right price. It’s not mindblowing, but it’s not awful. Hence, Vietnam: Black Ops is just a passable, but ultimately forgettable game.

    Surprisingly, there was a sequel: Vietnam 2: Special Assignment. Some of the developers from Black Ops return for the sequel, which surprised me. I haven’t found a copy of this anywhere, but I’m not expecting anything mind-blowing. Maybe I’ll find it and get around to writing about it some day…

    Call of Duty: Black Ops picture of Woods taken from the Call of Duty Wiki. Vietnam: Black Ops video courtesy of YouTube user Marphy Black.

    Updated 7/5/2019 for grammar and additional information about the game.

  • Blood II: The Chosen: Oft maligned, but is it that bad?

    Blood II: The Chosen: Oft maligned, but is it that bad?

    Critical opinion of games can vary wildly. Some games are universally praised, such as the major AAA entries, while others are universally slammed for their absolute badness. Though in all honesty, the games that are merely okay are the most interesting.

    As time goes on, some games have stood the test of time and are still praised to this very day. Others have not aged as well and thus have a more negative reception now than they did back then. Despite that, there’s some games that are old enough that while the game is universally disliked now, there’s some people that have fondness for the game because of the time they played it. For me, that’s Blood II: The Chosen.

    Caleb lives… again.

    Taking place in the far-flung future of 2028, the protagonist Caleb from the original Blood is brought back from the dead to stop Gideon from unleashing the Cabal and causing hell on earth. While Caleb goes through darkened alleys, desolate hotels and the obligatory sewer level, he bumps into a few supporting characters who spout goofy tidbits of advice. All this culminates in Caleb having to destroy “The Chosen One” in a dark parallel world. It’s typical late 1990s first-person shooter fare: Little story, strange levels to roam around in, baddies to shoot, and the occasional jumping puzzle. Because hey, people LOVED jumping puzzles back in the day! (/sarcasm)

    Blood II was one of the first games to use Monolith’s new Lithtech engine. When it was released in late 1998, the game had very mixed opinions. GameSpot gave it a respectable 7.8 in its heyday, IGN gave it a slightly weaker 6.8, and GamePro was the most critical of the game, giving it a 2/5. The general opinion seems to be that Blood II wasn’t as good, giving Blood considerably more praise. This opinion is agreed upon with most of my friends, regardless of playing it when it was new back in 1998, or when replaying it today.

    From early on in the game. These guys have the funniest voice, including saying goofy gibberish which sounded like “Strongalellie,” which I still don’t get what that means.
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  • Elite Forces WWII Iwo Jima: Budget Warfare.

    Elite Forces WWII Iwo Jima: Budget Warfare.

    Man, remember when World War II games were really popular? It just seems like there was a time when everybody was clamoring for shooters that involved shooting them Nazis. Then Call of Duty 4: Modern Warfare happened and suddenly Nazis were so passe, replaced by middle eastern militia, Russian ultranationalists or Korean dictators.

    Let’s go back a few years. Even before Call of Duty was a thing and Medal of Honor was the only WWII shooter in town, there were a handful of people getting in on the WWII train.

    Enter ValuSoft. With the help of developer 3LV Games, they graced us with this wonderful game: Elite Forces: WWII Iwo Jima. A sequel to Elite Forces: WWII Normandy, this is a first-person shooter that takes us through the Pacific theater in WWII. At least, I assume, which I’ll get to in a moment.

    This looks rather… generic.

    I should back up a bit and give you a brief history of the developer. 3LV Games only made three games in their lifetime: The two Elite Forces: WWII games and Arthur’s Quest: Battle for the Kingdom, a game that GameSpot gave a 1.9 out of 10 to. So already that’s a bad sign.

    While there isn’t much to say about 3LV, there is a lot to talk about ValuSoft. These guys were the absolute kings of bargain bin games. Most of these games were also very bad, made in a slap-dash quality to make a quick buck. In the early-to-mid 2000s, if you were perusing the bargain rack at a Wal-Mart, it’s likely it was published by ValuSoft.

    ValuSoft was snatched up by THQ in 2002 and folded into a bargain label. When THQ folded originally in 2012, it was acquired by Cosmi, a studio that had been releasing games for decades prior. It’s now under a generic “Play Hard Games” brand where you can get stuff like Mutant Football League and The Original Strife: Veteran Edition if you want to get your games from even lesser-known digital storefronts.

    It’s an unfortunate loss in the budget gaming world, leaving PC budget racks everywhere with cheap copies of Ubisoft titles or loads of slot machine games instead. It’s an improvement in which you’re less likely to gamble on garbage, but that takes all the fun out of it.

    This guy must be strong if he can wield an M1 Garand singlehandedly.

    So Elite Forces WWII Iwo Jima uses Monolith’s “Lithtech” engine, although not very well. There’s a fair share of games around this era that used this engine, presumably because it was the cheapest to license. Nowadays, the equivalent would likely be Unity. But it’s not the engine that dictates the game, it’s the game itself, so let’s drop in.

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