Back to Contents...

Games that changed our lives...
J.D. Richardson
, Pete Hulme and Lewis Denby get all misty-eyed and nostalgic...
 

Given that computer games are traditionally about having a bit of fun, this title may seem a bit pompous.  But the fact that we're sitting here today, taking the time and effort to actually read and write about the medium, suggests there may be more to it than that.  We got talking about the games that totally revolutionised what we had come to expect of the medium, titles really drew us into the hobby and refused to let us go.  The only reasonable action, of course, was to detail them in this very e-zine.

The criteria was wide-reaching.  Each of us was to choose one game.  It could be an incredible example of its genre that wildly surpassed our expectations.  It could have set unprecedented levels of hilarious mayhem.  It could have thrown away conventions to create the sort of title we simply didn't know would ever exist.  Whatever the reason for their selection, they're all absolutely games you should still experience today, should you ever get the wonderful opportunity.


J.D.'s choice:
Syndicate (1993, Amiga 1200)


Back in 1993, my older brother gave me his Amiga 1200 and a ton of games. I was thirteen years old and, as far as I was concerned, I really had hit the mother lode. Amongst all the games I found one called Syndicate. I put it in the disk drive and waited for it to load up. After watching the awesome intro - in which a member of the public gets run over, kidnapped and turned into a cyborg - I knew this was going to be good.


Syndicate
was released in 1993, designed by the now mega-famous Peter Molyneux and developed by his company at the time Bullfrog. The game was set in the future on an earth dominated by rival mega-corporations, who sent out teams of state of the art cyborgs to kidnap, assassinate, indoctrinate and conquer. You controlled these teams of cyborgs, upgrading them with better cybernetic implants and giving them better weapons - after you had put money into researching them, of course. Money came from taxes, which you could raise or lower at will if you owned the territory. To own the territory you would have to complete a mission such as capturing a prominent scientist, assassinating a rival company executive or just eliminating all other rival cyborgs in the city. There were fifty territories with fifty missions to complete.

"...hypnotised by the orgy of mega-death..."

I had never seen or played anything like it. I liked it even more because it reminded me of the film Blade Runner, which I love.  It just oozed cyberpunk.

The actual missions were played from an isometric point of view with a right click to move your agents and left click to fire their weapons: simple, and very effective. You could also inject various drugs into your agents, like adrenaline to make them run faster, ‘Drugs? In a game?’ I remember thinking. It was also incredibly violent for the time, allowing the mass murder of hundreds of civilians, setting them on fire with flamethrowers and watching them run around until they collapsed in a charred mess. The laser gun, which would vaporise anyone in the line of fire. The mini-gun, a real eye opener with its spinning multi-barrels of death and its ability to clear city streets of anything living in a few seconds. It was all about violence on a huge scale, and the end of my gaming innocence. The future was dark, adult games like this.


‘Mario is dead to me now,’ I mused to myself as I stared at the screen, hypnotised by the orgy of mega-death.


Pete's choice:
Super Mario Kart (1992, SNES)


There is only one game I can think of that is still as exciting to play now as it was when it was first released. That game is Super Mario Kart on the SNES.

Ah, the memories of running home from school, or anywhere else for that matter, just to cram in a few more hours of racing. No matter how often you play it, the desire is always there to beat that lap time on Ghost Valley, or run through 150cc one more time using Donkey Kong without using pick-ups. And you will always meet someone new that claims no-one can ever beat them, resulting in a night of nostalgia after tracking down the dusty old SNES from the loft (which, more than likely, will only work if you turn it upside down), to show them who really is the king ding-a-ling.

Nintendo have tried so hard to keep the series alive, with follow-ups on the N64, Gamecube, GBA, and more recently on the Wii, but as great as these games are, they still don't live up to the thrill of the original. On the SNES, each corner mattered. Power-sliding your way around the bend and keeping as close to corner as possible was essential in winning the race. The trademark yellow question mark threw in an element of chance, so when you were in last place, and you begged the Nintendo gods to let you have that lightning strike you desperately needed to get back in the running, you might just have had a hope of clawing your way back up the ranks after all. It does also mean that no matter how well you fling yourself around that track, you know that, any moment, all your good work could be destroyed by one of those pesky red shells. This brings me to two of the most amazing feelings in two-player gaming history:

"...show them who's the king ding-a-ling..."

1) Evading a cocky friend’s red shell. You know it’s right behind you, and any loss in speed will result in a bad time, spinning around whilst watching your coins scattering painfully across the track. But if you manage to keep your cool amongst the suspense, and if you cut that next corner just right, it’s bye-bye red shell, and hello thrusting the V-sign into cocky friend's face.

2) Hitting the guy in first place with a thrown banana skin. I'm not talking about throwing it in his path, I mean actually hitting the guy. No game matches the satisfaction that this achievement provides. None at all. The sequels are far too pick-up orientated. It doesn't feel like the driving matters any more, as long as you get the weapons you need. Sure, the graphics are a lot fancier, and the there's a lot more content within the new games, but it doesn't matter.  The pure thrill has gone. The charm and simplicity have been lost.

This doesn't mean Nintendo shouldn't stop trying, though. It just means the game will evolve into something totally different from how it started.  Now, if you’ll excuse me, I have a SNES that needs dusting down...


Lewis's choice:
Quake (1996, PC)

I must have been significantly below the age restriction when I first played through Quake with my dad.  In retrospect, that was probably a little irresponsible of him.

We'd just got our first home PC, which sat in the alcove beneath our stairs: a whopping, super-charged machine, with a whole half a gigabyte of hard-drive space and a processor that ran at a hundred megahertz!  We could use this bad-boy for anything.  So we used it to play Quake.

Oh, we played a lot of Quake.  I'd grown up around SEGA's platformers, and had a bash on some of the early first-person shooters in the shops, but the fully-3D world of iD Software's new creation completely transcended my expectations of what this geeky little hobby of mine could lead to.  That is, complete carnage, but carnage that felt real.

It's difficult to explain to anyone who wasn't playing games at the time just how incredible an achievement Quake was.  I remember being astonished that the game box told me I needed 64 megabytes of free hard-drive space to play the thing, but realising exactly why straight away.  The thing with Quake's engine was that the fuss wasn't over its looking pretty.  In fact, the whole thing felt very dull and monochrome in places.  But the addition of a proper third axis that even the monsters conformed to opened so many new doors for design.  Enemies could spring at you from all sorts of different angles, the animations and AI working seamlessly together.  The innovative 'mouse-look' feature allowed you to specifically target foes at different heights around the level.  The whole genre took a spectacular step forward in terms of wild, outlandish possibilities.

"...I wasn't allowed to use cheat codes..."

I remember becoming a little obsessed.  My best friend and I would get together to draw our own monsters and design our own levels, in the hope that one day we could make a game like this.  I read the official strategy guide from cover to cover, then saved up to buy the unofficial one.  I got up extra-early before school, just to cram another half-hour in.  I delved into the scary world of the internet to learn the cheat codes, but my mum said I wasn't allowed to use them.  Funny how she valued her morals over my poor, childish mind, being tarnished by all the blood and guts and grenades before my eyes.

I don't know how long it took for us to beat Quake, but it felt like months.  In the end, we battled to the finale, only to find that it was... well, absolutely, laughably awful.  Still, it never tarnished my opinion of this glorious blastathon.  I installed it again last year and, after a large amount of tweaking the thing to work on XP, found myself shooting through the same brown halls, as if 1996 were only yesterday.  The magic remained.  I don't think the magic will ever go away.

Back to Contents...

 
 

What is Resolution?
Resolution is a monthly videogames e-zine run primarily by a group of egocentric misfits in Leeds, UK.

It's all delivered in the lovely, straightforward format of HTML, so you've no silly PDF files to download. We aim to talk about videogames in the most diverse and relevant way possible, meaning we've the standard 'news and reviews' gubbins, but also plenty of other worthwhile articles for you to cast your watchful eyes over.

We do this because we bloody love videogames, we bloody love writing about them, and we're bloody proud of both of these facts. We hope that you - yes, sir/madam, you! - can share in this gleeful excitement about this most wonderful of creative media, and that you enjoy reading the words what we have written.


Contact Resolution.

Any queries, troubles, pleas or death threats should be sent to
contact@resolution-magazine.co.uk.

If it's for the attention of a particular writer, say so in the subject line and it'll be passed on accordingly.