Crusader: No Remorse on MS-DOS (8/10)

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In the 90s, I tried playing the demo of this game many times and could never really get into it. Crusader was one of the best looking PC games of its time and I really wanted to like it. But the controls. Oh my God, the controls. Eventually, this scheme would go on to be described as tank controls in other games like Resident Evil. Basically, you aim and move your character in relation to the direction their sprite is facing rather than the direction you want them to move on the screen. Crusader takes that counter-intuitive mechanic to a whole new level of complexity by adding jumping, diving and ducking to the mix.

There are some default mouse controls which almost work, but your character is stuck with gun drawn, shuffling around like a man with his pants around his ankles. I got about a third the way through the game doing that until just gave up and set the game aside for a while. Months later I returned and forced myself to learn the standard keyboard controls. These are still clunky, but with practice and a lot of help from the auto-aim feature the game becomes much more fast-paced and responsive. Even then, the mouse is still helpful when the occasional fast-spinning aiming is required. For the most part, it pays to just bite the bullet and learn the keyboard controls. Think of Crusader like Mavis Beacon Teaches Typing but with more explosions and incinerated humans.

Once the control hurdles are overcome, the game itself is a huge, detailed and fun action game. The dialogue makes it seem like you are some sort of stealth agent who quietly infiltrates bases. In actuality, you are beaming in and killing everything in site while causing as much destruction in your wake as you can. There is a bit of setting up and planning of your attacks, but that’s as far as Crusader goes in being a stealth game. Just kill the enemies and watch them explode, melt and burn in screams of agony.

What little plot is here comes in the form of live-action cut scenes that are just as cheesy as one would expect from a 90s action game. They don’t really rise to the level of camp I would have liked to see, so skipping past them is a wise option. For all the detail that is in the game’s stellar isometric art, you would have thought they could have devoted a little of that effort to the set design in the live-action scenes, eighty percent of which a filmed with characters sitting in a restaurant booth. Who’d of thought world-wide revolution would be schemed from within a Steak ‘n’ Shake?

Ultima VI: The False Prophet on MS-DOS (9/10)

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With the completion of VI, I’m getting close to having played all the games in the Ultima series. I own boxed copies of the Apple ][ versions of III–V, but when it came to VI, Origin switched to MS-DOS. In 1990 I was starting college, I didn’t own a computer, let alone a PC, and, as the years passed, history became legend, legend became myth, and for two-and-a-half thousand years, the Ultima series passed out of all knowledge… or something like that.

In the late 90s I upgraded from an Apple IIgs to a Windows 95 PC and was reintroduced to the series via a soundcard bundled version of Ultima VIII: Pagan. That game was mediocre at best and it didn’t finish it until years later—after having played through a CD-ROM Classics version of Ultima VII. VII was a pain to get running on a Windows machine, but it was worth it. It truly is the precursor to modern, open-world RPGs like Skyrim in both its scope and richness of detail.

The False Prophet almost achieves the level of refinement that Ultima VII boasts. It’s not quite there yet, retaining a bit of the Apple ][ era feel. Maybe that’s why I think I liked this a bit more than VII. It doesn’t try to hide the fact that it’s a game. The interface takes up half the screen, there are a dozen or so unique commands (like a LucasArts point and click adventure), and there still are actual RPG elements like leveling-up and turn-based combat.

Graphically, it has that weird, tilted perspective that was in VII, but the scale is small and more tile-ish. Some of the creatures, like rats and bunnies, are depicted with an amazing economy of pixels. Despite the scale, there is a tremendous amount of stuff in the world with which to interact. Many of the puzzles involve pushing, pulling and revealing secrets.

Like previous games in the series, it’s possible to get to secrets if you know where they are in advance. A speed-runner could probably race through the game in no time. But you’ll want to take your time interacting with the NPCs.

Conversations are at the core of Ultima’s game-play. The text-parser driven dialogue is something sadly missing from most games today. It forces you to pay attention to dialogue. Lazy gamers are even given highlighted topics which to type in so you are never stuck hunting for words in normal conversations. However, since you are not given a full multiple choice list, options can be hidden from the player only to be discovered by focusing and taking good notes.

I found the best way to play this game was to reconfigure the DOSBox settings to display the game in a large window that almost fills the entire screen output=openglwindowresolution=1360x1020, also autolock=false so you can move your mouse out of the window). Then I used the remaining space on screen to have text file open in an editor. I noted every character I met, their job, and where they were located. If they mentioned anything that seemed remotely important, I would type it in to my notes. Having a searchable file really beats hand-written scribblings and makes puzzle solving a bit more manageable.

Still, this game is old school. Don’t be ashamed to use the included clue book for help and maps. It is probably possible to put the game into an unwinnable state if you lose and important object. You only are allowed one save, so be careful. The game bugged out on me literally at the final puzzle. To win the game you need a few special objects. I was missing one of those objects so went off to get it, leaving the others in the final room. When I returned to the final room, one of the necessary items had vanished. At that moment, I was ready to go into a serious, pon farr-level nerd-rage. Fortunately, there is a debug mode still in the game and I was able to regenerate the glitched object. All was well and I had saved Britannia once again.

Winner Winner Britannia Dinner

Star Trek: 25th Anniversary on MS-DOS (7/10)

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I remember watching my housemate play this game quite a bit back when we were in college. I don’t think he had the CD-ROM version—which included voice acting from the original cast. Luckily this GOG.com version has all the recorded elements (and none of the weird DOS set up problems). Yup, there’s nothing like hearing an aged, breathy-voiced DeForest Kelley read mediocre video game dialogue!

The past few months I have been in a Star Trek state of mind as I have been streaming episodes of The Next Generation. This game really seems to capture the essence of the shows. This is despite the opening space battle which, to me, really doesn’t feel very Trekish. Space combat pops up a few more times, but, for the most part, the game is about beaming down to worlds, exploring and solving problems. It’s broken up into nice short episodes, each with their own flavor and challenges.

As for the adventure gaming, it is pretty good but there are a couple annoying moments about halfway through the game. The Harry Mudd episode is funny but lacks purpose. The “Feathered Serpent” episode has a couple of puzzles that rely on you having taken notes early on and having a knowledge of base-3 numbers. And the final episode has a game stopping bug that will leave you wandering around with nothing to do until you are finally killed when time runs out. I can’t imagine how infuriating this game was before the age of internet walk-throughs and hints.

Just like the original show, the plots leave nothing for Sulu, Chekov, Mr. Scott or Uhura to do but sit on the bridge and mope around. It was also severely lacking in Kirk mountain-punching. Seriously, what’s TOS without some Ponfarr ritual battles?

Eye of the Beholder on MS-DOS (7/10)

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Eye of the Beholder is a real-time RPG dungeon crawl that borrows heavily from the mechanics of Dungeon Master. It’s a completely mouse-driven experience in which the objects in the environment can all be used, picked up or thrown with a click. Combat is also real-time and is generally just a mad scramble backwards as you click your various party members’ weapon hands and hope for “good rolls”.

While the fights are frantic and fun, the real meat of the game-play is exploration, mapping, and puzzle solving. I went through a dozen sheets of graph paper drawing out each floor knowing full-well I could just grab the maps from the Web (the GOG.com version even includes a complete hint book). As tedious as it might sound to modern gamers, the act of plotting out the layout is oddly satisfying. I wish it could be done in-game ála  Etrian Odyssey, but, if it’s any consolation, I now have 11 floors worth of half-erased, taped together graph paper maps that are suitable for framing. Perfect for any lair!

In the end, I suppose there was a plot to follow too. Probably something about an evil wizard. dwarves and elves. None of that matters. You just need to keep going deeper and deeper. Eventually you’ll find the big boss monster and hope you have enough experience to hack it to death.

Shadow Warrior Classic on MS-DOS (6/10)

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This is a classic FPS from the same people who brought us Duke Nukem 3D. In this outing, the politically incorrect humor is based around the protagonist’s ridiculous Asian accent and culturally insensitive one-liners. It can be quite cringe-worthy at times, but inevitably it’s harmless. Especially when compared to the over-the-top gore and violence. Ah, the 90’s. If you can find your safe space, what remains is an exciting game that sticks to the usual run and gun formula of this era. There are a lot of crazy weapons, tough enemies and unique level designs (for the time). Modern gamers may scoff at the lack of narrative and primitive presentation, but I thought it was fast, offensive, silly fun.

Teenagent on MS-DOS (3/10)

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You can download and play Teenagent for free from GOG.com, and, because of my obsessive-compulsive nature when it comes to completing games I own, I felt obliged to give it a whirl. It took about 45 minutes of frustration for me to realize that this point-and-click adventure really wasn’t worth the logic-defying effort. This game commits all the puzzle design sins of 90’s adventure games. It’s the type of game design that pretty much killed the genre. The puzzles make absolutely no sense and I can’t believe anyone got very far with this without a walk-through. On the plus side the dialogue and humor isn’t bad for a game created by a bunch of non-English speakers. Also, even though the art design is crap, there is a ton of clever animation and sight gags to ogle, just don’t waste brain cells trying to figure the puzzles out.

King’s Quest VI: Heir Today, Gone Tomorrow on MS-DOS (6/10)

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While this game was a pretty big improvement over KQV, it still was just too mired in Sierra adventure game brutality for me to really enjoy. There has been some attempt to make the puzzles a bit more forgiving here, including allowing for the player to take multiple paths to victory. I did alright through about the first third of the game then it just gets nasty. The worst offenses being several “walking dead” moments when I got to a puzzle and was unable to pass because of an item or interaction I missed hours beforehand. I gave up and just relied mostly on a walk-through for the rest of the game.

Although I long for the blocky graphics of the AGI games, the pixel graphics and animations in King’s Quest VI are pretty amazing, especially the background art. They also hired actual voice actors to add some life to the story. For a King’s Quest game, this had a pretty solid story despite several of the usual fairy tale tangents.

King’s Quest V – Absence Makes the Heart Go Yonder on MS-DOS (5/10)

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Despite their flaws, I have enjoyed playing all the games in the King’s Quest series up until now (I ,II, III & IV). Unfortunately, I can’t say that I liked King’s Quest V.

King's Quest V - Warning

This is a game that I have apparently owned for Macintosh for years, but never knew it.  When I tried to install it on my ancient Mac Power PC it would not run and then promptly sold the game off on eBay (I think I got thirty bucks for it). I still wanted to the play the game, especially after finally completing King’s Quest IV. So, when it went on sale at GOG.com I promptly purchased it as part of a KQ 4-7 bundle for $3.99 (I’m still up $26.01!). As an aside, I love GOG.com, but this shopping experience was pretty bad. Firstly, their shopping cart froze when I entered my credit card info and tried to click the checkout button. I was forced to use PayPal for this purchase. Secondly, the game ran like crap within their DosBox shell. I tried tweaking everything but nothing helped the choppy sound and video. Fortunately, it also runs on ScummVM without any problems.

This is an SCI based Sierra adventure game which means improved graphical resolution and sound. The copy I bought was the CD-ROM version featuring recorded voice acting rather than text dialogs. I can’t say that it was an improvement. The voice acting is terrible. The voice of the narrator is okay, I guess, but the sound quality is on par with the garbled “Valkyre is about to die!” voice from the Guantlet arcade machine. The rest of the cast is just awkward and amateurish.

King's Quest V - Witch House

The one area where this game does shine is in its art and graphics. The images are all hand-drawn and have that lovely, blocky DOS-era look. There are no crappy 3D models or full-motion videos, just lush pixely environments and animations.

Unfortunately, the actual game play is frustrating and bad. The puzzles make no sense at all. Why is a cauldron powered by moldy cheese? Why does a tamborine make a snake slither away? I know, I know: spoiler alert! But believe me, by the time you decide eventually to play this, you will have filed these spoilers deep in your subconscious. When, forgetting you ever read this, you magically solve these puzzles, that will make two out of 260 points you didn’t need a walkthrough to achieve. Thank me later.

Also, I know dying is part of the fun of Sierra games, but the ways in which this game will kill your character are just plain unfair. There’s a desert maze which can only be passed by trial and error and dozens of deaths. There’s a boat that will sink if you don’t fix it, but nowhere in the description of the boat is there even a slight hint that it may not be seaworthy. Click the wrong spot on the screen and your character will walk off of a cliff and give you a “watch out” warning as you fall. Worst of all, it is possible to put the game in an unwinnable state very early on. These types of design decisions are what killed adventure gaming in the nineties.

Now, on to King’s Quest VI! I hear it fixes everything I just complained about above. We shall see.

Space Quest on MS-DOS (8/10)

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It’s been quite some time since I tackled a Sierra 3-D adventure game (See my reviews of Kings’s Quest III & III and Leisure Suit Larry). I’ve said it before, but I just love the unique pixelated artwork and animation of all these games.

I don’t think I ever finished this game as a kid, but I must have gotten pretty far since I was able to progress through most of the game this time without much trouble (if only I had a video game blog when I was 13 years old). These Sierra games are notoriously unfair. Exploration and experimentation will get you killed without warning. As infuriating as that could be, I usually don’t mind because half the fun of the game is finding all the strange and gruesome ways you can die. The only part of the game that is really sucks is that you need to gamble in order to earn money at one point. There is no way to get past that section without relying on game saves and constant restoring. This could be fun if the game-within-a-game relied on skill or strategy, but it’s just a simple luck-based slot machine (that can kill you). But still, you gotta love the cameos from The Blues Brothers and ZZ Top.

Leisure Suit Larry in the Land of the Lounge Lizards on MS-DOS (10/10)

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Leisure Suit Larry is one of my favorite adventure games of all time. Certainly the best of the Sierra 3-D games in my opinion. It may not the most challenging game or have the deepest storyline, but what it lacks in depth, it makes up for in humor. Leisure Suit Larry is essentially an 80s PG-13 sex comedy in pixelated form.

The graphics, crude as they may be, are completely appropriate for the mood of the game. By keeping the imagery minimal, Larry’s dirtiness attains a level of cuteness that never comes across as anything but good-natured fun. My favorite moment is the disco dance scene which borrows heavily from the movie, Airplane!

Leisure Suit Larry in the Land of the Lounge Lizards Disco

This is one of the few Sierra games that I actually completed as a youngster, back before the days of the Internet. When I inevitably got stuck, I needed to use a hint book. I remember the hint book also included the setup to the dirty jokes’ punchlines that the barfly at Lefty’s keeps muttering (always followed by a “Har, har, har…”). Now that I do have access to walkthroughs and such, I may try to tackle the sequels. I got about halfway through Larry 2 before giving up.

Oh, and one last thing. The Lesuire Suit Larry theme song—what a great, catchy tune. You’ll be whistling it for days. I believe it was written by Al Lowe himself. I was very disappointed when, as a teenager, I saw Al Lowe on Name That Tune and there was no mention of his dirty-old-man video game designer career, just his musical background. Yawza, yawza, indeed.