Game-related ramblings.

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Keeping Score: Slave Zero

This is Keeping Score, a series about games and their soundtracks. This entry qualifies as an honorary member of the History Lessons series too. As always, you may click on images to view larger versions.

When I first started the Keeping Score series, I viewed it as one way to sort through my massive backlog of games. I figured that instead of looking through the entire thing for something to play, I could pick games for which I also had their soundtracks, and write about them both. Before long, however, the series became a place to catch any particularly cool soundtracks I’d stumbled upon, from games I’d played for entirely separate reasons. I’ve been wanting to get back to the original spirit of the series, though, and have finally done so with Slave Zero.

Released in 1999 for Dreamcast and PC by Infogrames North America (formerly Accolade), a year before they were fully absorbed into French firm Infogrames, Slave Zero is an action game about a giant robot attacking a massive cyberpunk megacity. I played a demo of it back then, in the era when demos came on CDs bundled with game magazines, and I thought it was cool, but not cool enough to spend my limited game-buying budget on. The press seemed to agree, giving the game middling reviews. Yet, it stuck in my memory. When it was released on GOG, I picked it up, but didn’t play it right away. When I started the Keeping Score series I noted that GOG’s version of Slave Zero includes its soundtrack, and I considered playing it for the series, but got distracted by other games instead. Now, I decided to go for it.

History Lessons: Out Live

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

Reader, we are back on our nominal timeline for this series once more. In fact, this is the entry that sent me on my latest detour, investigating other Japanese-only games that were translated by the team at Nebulous Translations: Getsu Fuuma Den, Star Cruiser, and Shiryou Sensen: War of the Dead. Now I’m back to Out Live by Sunsoft, a grid-based mecha dungeon crawler role-playing game that released in Japan on March 17, 1989 for the PC Engine. That puts it almost two months after Clash At Demonhead in our timeline. It was never officially localized in English, but thankfully I was able to use the fan translation from Nebulous Translations to play it.

History Lessons: Shiryou Sensen: War Of The Dead

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

I’m almost finished with the latest departure from the nominal timeline for this series. It was triggered by finding several interesting Japanese-only games that have been unofficially translated by the team at Nebulous Translations, first Getsu Fuuma Den and then Star Cruiser. This time, however, it’s not my fault! Fun Project’s horror game Shiryou Sensen: War of the Dead (Undead Front: War of the Dead, according to Google Translate) was indeed a Japanese-only title that was translated by Nebulous Translations, but it was already in my list of games to play. The problem is that I wrote down the release date of its PC Engine port (March 24, 1989), not realizing that it was originally released for the Japanese MSX2 home computer sometime back in 1987! I’m trying to play games in original release date order, even if I’m actually playing a later port like the CD-ROM versions of Ys I & II or the Genesis version of Hydlide 3: The Space Memories. So I’m extending my detour to cover the PC Engine version of War of the Dead now.

History Lessons: Star Cruiser

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

I’m on another detour from my nominal timeline for this series. The farthest we’ve reached is January 1989, with Clash at Demonhead. But when searching for a translation patch for the game to follow it in the timeline, I found some interesting games translated by the same team at Nebulous Translations that I didn’t have in my list. So I’m going back to play a few. The first was Getsu Fuuma Den, released back in July 1987. Now we’re jumping to May 1988, when Arsys Software released Star Cruiser for Japanese home computer systems. That places it between Ys II and Lord of the Sword in my timeline. Given the focus on consoles for this series, however — and because it’s the version with the translation patch — I played the port for Sega’s Mega Drive console, which appeared on January 21, 1990, and was handled by Masaya Games.

Star Cruiser caught my eye because it’s described as an action role-playing game combined with a first-person shooter, and, well… first-person shooters didn’t exist yet in 1988. There were a few early games on mainframes in the 1970s and 1980s, and the 1980 arcade game Battlezone might qualify, but most consider the first “true” first-person shooter to be Wolfenstein 3D in 1992. Star Cruiser seemed to do a lot of the same things, four years earlier. It even got a console port several years before Wolfenstein 3D released, which is extra surprising because consoles generally didn’t have first-person shooter games, at least not until Turok: Dinosaur Hunter and Goldeneye 007 for the Nintendo 64 in 1997. I was curious to see what Star Cruiser is like to play.

History Lessons: Getsu Fuuma Den (The Legend Of Getsu Fuuma)

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

Reader, I must apologize. After a rather disorganized start to this series, during which I kept expanding the scope and going back to add more games that messed up the timeline, I thought I’d made a comprehensively researched list of every game I might want to include. Once I got all caught up with Final Fantasy II, I thought it would be smooth chronological sailing. But while tracking down a fan-made translation for the next game to follow Clash At Demonhead, I ended up on the website for Nebulous Translations and took a look at the other games they’ve translated. It’s not a long list, and yet: I still found a couple of interesting games that weren’t on my list. So I’m going back in time once again.

The first of these games is Getsu Fuuma Den, which translates roughly to The Legend of Getsu Fuuma. Released for the Japanese Famicom by Konami in July 1987, it slots in after Wonder Boy In Monster Land and before Dragon Slayer IV: Drasle Family in our timeline. That’s actually pretty early, only the 13th game by original release date, which makes its combination of a top-down world map, side-scrolling platforming, and grid-based dungeon crawling all the more notable. It’s likely this game was an inspiration for a bunch of others I’ve already covered.

History Lessons: The Elder Scrolls II: Daggerfall (Part 2)

Other History Lessons posts can be found here. You should read my first post about Daggerfall before proceeding. Also, as always, you may click on images to view larger versions.

In part 1, I discussed Daggerfall’s absolutely massive open world, filled with thousands of towns and dungeons, with players free to travel in any direction they wish. It lends an incredible sense of scale to the game, but shows its limitations all too soon, lacking many ways to meaningfully interact with that world. I was left wishing for a modern game to take inspiration from Daggerfall and build a similarly vast world that has a little more to find in it. Let players travel the land, work for different kingdoms and duchies that are vying for power in the region, and stumble upon cool places in the countryside. In short, a game that would capture some of Daggerfall’s early magic.

But there are two things about Daggerfall that remain compelling even after the world loses its charm: designing and growing a character, and following the main story. Let’s tackle those in order.

History Lessons: The Elder Scrolls II: Daggerfall (Part 1)

Other History Lessons posts can be found here. As always, you may click on images to view larger versions.

I’ve written a lot about Skyrim for this blog, but that’s actually the fifth game in Bethesda’s long-running Elder Scrolls series. The first one I ever played was the second entry, Daggerfall, way back in 1996. It kind of blew my mind back then, offering an impossibly huge world and the freedom to seek adventure in whatever direction I chose. I’ve followed the series since, but never played the very first game, Arena. I’d intended to start there for an eventual set of History Lessons posts about the early games, but then I saw the announcement that the fan-made Daggerfall Unity project — an open-source version of Daggerfall made with the Unity engine, making it easy to run on modern hardware and allowing for player-made mods and other cool features — had reached version 1.0. I couldn’t resist firing it up. I’ll play Arena someday, but not today.

History Lessons: Clash At Demonhead

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

The timeline for this series has been somewhat jumbled, as I kept expanding the scope and adding more games to the list that were released before other games I’d already covered. But that’s all sorted out as of the last entry on Final Fantasy II, which released in December 1988. Now, we move into 1989 with Clash at Demonhead, a game by Vic Tokai for the Famicom/NES. It released in Japan on January 27, 1989, and was localized for a US release in December 1989. I’d never heard of it before researching early examples of Metroidvania design for this series, but apparently it got referenced in Scott Pilgrim. I was intrigued as I fired it up.

History Lessons: Final Fantasy II

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

The very first game I played for this series was Final Fantasy. I had intended to play all the Final Fantasy games in order, to see how they evolved from the early games I remembered as a kid to the huge epics full of cinematic scenes they are today. But then I decided I should probably also cover the Dragon Quest series, which released first. And then I added a bunch of other Japanese-style role-playing games. And then some action role-playing hybrids. And then some Metroidvanias and Zelda-esque games. Now, after playing and writing about 30 games, I’ve finally reached Final Fantasy II, which Square released in Japan on December 17. 1988.

History Lessons: Blaster Master

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

My quest to play through early console role-playing games, action-role-playing hybrids, and Metroidvanias continues. I’ve got a nominal timeline, but I keep deviating from it as I add more games to the list. Now I’m finally catching up. The farthest I’ve reached is September 1988 with Spellcaster, before that was Exile in August, and before that was Blaster Master in June 1988 — a mere two weeks after our last entry, Cosmo Police Galivan. Since I’ve covered Exile already, Sunsoft’s Blaster Master is the last game on the list that predates Spellcaster; after this, I’ll be moving forward with the nominal timeline and entering the tail end of 1988.

I actually played Blaster Master as a kid. I never owned a copy, but a friend did, and we played it together on his NES. I don’t remember if we ever reached the end, but we did get pretty far. So it was a bit of a nostalgia blast (heh) to play it again now.

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