My Top Five Games: Old School

I’ve long been tempted to do a post about my all-time favourite video games on this blog. Given how much I talk about gaming, it seems strange I haven’t.

A pyramid of skulls built by the Myrkridia in the Myth gamesOne of the main stumbling blocks has been decided how to rate older games against newer ones. Many recent games are objectively better than their older equivalents in many key ways, but a lot of that is due to the march of technology. Is it right to hold that against older games?

I’ve decided to side-step the issue by simply not comparing apples to oranges. I’m going to do two separate lists ranking my favourite older and new games, with the period in my teens where I temporarily quit gaming serving as the divider between the two eras.

We start at the beginning, with the old school greats.

5: Dungeon Siege

There are a couple games I could mention here — Age of Kings is also a strong contender — but I chose Dungeon Siege because it marks an important turning point where my view of the RPG genre began to change.

By modern standards — and to some extent even by the standards of the time — Dungeon Siege was an excessively simplistic game, but I was just so refreshed by the idea of an RPG that got out of its own way and tried to simply be a fun adventure, rather than the clunky grindfests most of its competitors were at the time.

A party of adventurers approaches Wesrin Cross in Dungeon SiegeIts focus was on the action, not the character sheet, and the developers worked hard to make the gameplay as smooth and free of annoyances as possible. Auto-loot alone felt like a revolution at the time.

It also offered gorgeous graphics (for the time, and even today the environments hold up well), an excellent soundtrack, and some very interesting backstory and world-building.

Also, pack mules.

4: Myth II: Soulblighter

There are people out there who are very cynical about the current state of the gaming industry. They’ll swear up and down that today’s games can’t hold a candle to those of yesteryear.

I vehemently disagree with this perspective, but there are still a handful of older games that haven’t been equaled, even today. The Myth franchise is one example of this.

Myth was something very unique. It was an RTS, but there was no economic management. You were given a set number of units and an objective and simply set loose in the wilderness to survive as best you could — usually against almost impossible odds.

A screenshot from the mission Stair of Grief in Myth II: SoulblighterIt also featured a hyper-realistic combat engine unlike anything I’ve ever seen in gaming. The wind blew arrows off course, rain caused grenade fuses to fizzle, body parts rolled downhill. This ruthless commitment to realism was one of the main contributors to Myth’s intense, frankly excessive difficulty, but often failure was so spectacular it became part of the games’ charm.

The story and lore were also wildly unique, with an incredibly inventive take on high fantasy. Traditional elements like Dwarves and sorcerers co-existed with entirely new creations like the horrific Myrkridia, the immortal Trow, and the alien Fetch. Inspiration was drawn from unusual sources, like Gaelic and Mesoamerican cultures. The Mayan-samurai Heron Guard remain my all-time favourite interpretation of the paladin archetype.

And there was such depth. One common sin of video game story-telling is that developers only create enough lore for whatever story they want to tell, but Myth created a vast and detailed world whose history and geography we saw only a fraction of during the games.

The Fallen Lords was excellent, but its sequel, Soulblighter, was even better. Deeper gameplay, an even more intense story, and a grander adventure all around.

I’ve said it before, and I’ll say it again: You just have to respect a man who ripped out his own heart and cut off his own face “in a ritual too dark to name.”

3: StarCraft

A screenshot from the original StarCraft's Terran campaignThe 90s and early 2000s were the golden age of the RTS genre, and Blizzard was its master. StarCraft, in particular, was a revolution in strategy gaming.

There had been RTS games with differing factions before, of course. Dune II beat StarCraft to the punch on the idea of three playable factions. But its factions were nearly identical, with only a handful of unique units.

In StarCraft, each race is entirely unique from the ground up. Different units, mechanics, and strategies, and yet Blizzard was able to deliver a balanced game where each race could compete despite their wild differences.

StarCraft’s influence on gaming is undeniable. It was a major force in the rise of eSports, and it has forever changed the gaming lexicon. Even outside of Blizzard games, everyone understands the concept of a Zerg rush (kekeke).

But for me my memories are still of rushing home from school to play the campaign, giggling with my friends over the dragoon’s spam click quotes. It was a pillar of my childhood.

The opening cinematic for StarCraft: Brood WarI don’t hold up the original StarCraft’s campaign as the masterpiece of sci-fi intrigue some like to paint it as, but it was on the whole a good story, and StarCraft has cemented itself as one of my all time favourite sci-fi franchises.

StarCraft is also notable for being the first game where I can remember really enjoying the soundtrack. The music may have been a little cheesy, but that didn’t make it any less fun.

Duh-na-na-na, duh-da-da-na, duh-na-na-na na-na-na…

2: No One Lives Forever: The Operative

Like the Myth games, No One Lives Forever was one of those rare games that even today hasn’t quite been surpassed. I’ve heard it said that NOLF was so ambitious and creative it simply never would have been made today, and I think there might be some truth to that. That or it would be some sprawling open world grindfest, a mile wide and an inch deep, rather than the vast but lovingly intricate game it was.

A delightfully campy homage to the spy craze of the 1960s, NOLF put players in the role of feminist super spy Cate Archer as she battled the twin threats of gender inequality and the terrorists of H.A.R.M. with a wide arsenal of guns, gadgets, and acerbic wit.

Cate Archer in No One Lives ForeverIt featured some of the most wildly creative level design in gaming history. The most oft-cited example is the mission where you fall out of an exploding plane without a parachute, engage in a mid-air gun fight with H.A.R.M. paratroopers, and have to wrestle a parachute off one of the enemy goons before you leave a small crater.

But NOLF’s massive campaign also took players to Switzerland, Morocco, east Berlin, the bottom of the North Sea, and outer space, among others.

NOLF was ahead of its time in a lot of ways. It was the first game I played with dialogue choices, as well as the first I played with something resembling a new game plus mode, which gave it huge replay value.

The stealth missions were irritating, but even so it stands as one of the finest games ever made.

1: Warcraft III: Reign of Chaos

The word “epic” has been abused a fair bit by the gaming community, but if you want a game that truly personifies what “epic” truly means, Warcraft III is that game.

A mission from the Night Elf campaign in Warcraft III: Reign of ChaosHow good was the story in Reign of Chaos? Well, let’s put it this way. After seeing one cinematic, my mother — who has no interest in gaming or much of anything outside her own narrow field — insisted that I keep her posted on further developments, to the point of calling her down to watch the cinematics if she wasn’t busy.

Prior to Warcraft III, the Warcraft universe had been tremendously simple. Fun, but simple. Reign of Chaos blew up everything we thought we’d known about Warcraft and created a vastly deeper, more complex world. It turned the Orcs into real people with a rich culture and intense inner conflict. It showed the once perfect Alliance crumbling from the rot within. It defied our expectations, it shocked, it inspired, and it ended with a powerful message of hope that would have been at home in the finest Star Trek episode.

And it was so damn epic. It truly felt like the war to end all wars, with the fate of everything on the line. The villains were terrifying. The heroes awe-inspiring.

Nor was the story its only virtue. As a video game, it also excelled. It all but created its own genre by hybridizing the very best aspects of both real time stategy and role-playing games. It was exciting, but not stressful. Challenging, but not unforgiving.

It took the focus away from tedious economic management and put it squarely on the action. Nothing in gaming can beat the satisfaction of casting exactly the right spell at exactly the right moment in Warcraft III.

The Thrall's Vision cinematic in Warcraft III: Reign of ChaosIt was about as close to perfect as any game will ever be.

Honourable mentions:

There weren’t as many excellent games back in the day as there are now, but there are still a few others worthy of recognition. As mentioned above, the Age of ___ games were fantastic, another pillar of the golden age of the RTS genre, and Age of Kings, in particular, stole a lot of my childhood.

Later Age of Mythology sparked a lifelong interest in ancient mythology so intense I now have idols of deities from three separate pantheons watching over me from my headboard as I sleep.

Also on the subject of old RTS greats, the first two Warcraft games were also quite strong, even if Reign of Chaos ultimately eclipsed them. In a roundabout way they’re responsible for my becoming a writer, actually. The Elven archers ignited my love of Elves, which led them to be the focus of the make believe games I played with my friends, which evolved into an entire universe and mythology of my own creation, which led me to learn how to write so I could share these stories.

Also, while I think the franchise has long since lost its way, I do think the original Call of Duty was something of a masterpiece. It certainly gave me a deeper appreciation for the sacrifices of veterans than I’d ever had before.

Retro Review: Age of Empires III

In retrospect, I can’t believe it took me this long to play Age of Empires III.

A battle in the Rockies in Age of Empires IIIEven if MMORPGs have become my focus these days, I grew up loving the real time strategy genre, and it still feels the most like home to me. When I think of the games that defined my childhood, nearly all of them are RTS games: names like StarCraft, WarCraft, and Age of Empires.

I can’t even begin to count the number of hours I lost to the Age of Empires series. I remember playing the original Age of Empires with my best friend online — my very first online gaming experience. I remember pitting my Mongol horse archer armies against the AI in a rough estimate of eleventy bajillion skirmishes in AoE 2.

The Age of Empires series sparked my interest in history. I spent many hours researching ancient cultures, particularly the Mongol hordes, because I wanted to learn more about the civilizations I’d been playing as.

I also loved the Age of Mythology spin-offs, and they helped to kick-start my lifelong love of ancient mythology.

But Age of Empires III was another game that came out during that period where Real Life prevented me from gaming. Even when I did return to the realm of pixelated slaughter, it sort of got put on the backburner of my mind.

A battle in Age of Empires IIII suppose it’s down to the fact that, for whatever reason, I never had much interest in history after the Middle Ages but before World War 2 — the period AoE 3 focuses on.

Still, it seems silly that it took me this long to play it.

Comfortably familiar:

Mechanically, AoE 3 changes little from the previous games in the series. The basic formula remains unchanged from the original: Begin with a town center and some villagers, gather resources, advance through the ages, and eventually build yourself into a mighty military power and crush your enemies.

Stone has been removed as a resource, and there’s now one more age, but those are about the only major changes to economics, at least for the vanilla civilizations. The native and Asian civilizations added in its expansions have some unique economic mechanics, such as the native fire pit, which provides powerful buffs when villagers are assigned to dance at it, and the Asian civilizations’ export resource, which can be used to recruit European support.

Similarly, the military mechanics are a familiar rock/paper/scissors set-up, only slightly altered by the more advanced technologies of the setting. Basically, infantry have guns instead of swords now, but they still counter cavalry.

A battle during the Japanese campaign of Age of Empires IIIAoE 3 definitely lacks innovation, but I’m inclined to file that under, “Not fixing what wasn’t broken.” They had a winning formula with the previous games, and I don’t see why they should’ve changed it. I found a pleasant sense of nostalgia to going through the old base-building

And there are a few significant updates.

One is that players now begin each game with an explorer unit. These are similar to the heroes from Age of Mythology: They’re more powerful than standard units, have special abilities, and can be revived if killed. They can also collect treasures hidden around the map, ranging from small boosts of resources to units that will join your army.

Explorers are hardly game-changers, but searching for treasures does help make the early game a bit more interesting.

The other main addition is the home city system. Each civilization has a home city that can be leveled up like an RPG hero as you play the game. As your city levels, it gains access to more and more powerful shipments, which are boosts that can be called upon during a game. Shipments can be anything from extra resources, to more units, to powerful upgrades for your forces.

I’m not sure how I feel about home cities. There’s certainly nothing bad about them, but aside from speeding up and streamlining the game slightly with shipments, they don’t really add much. Your customization options are never great enough that it starts to feel like it’s “your city,” and shipments, while plenty useful, are never game-changing enough to feel all that exciting.

The home city screen in Age of Empires IIII suppose there’s something to be said for the persistent progression between battles, but I feel that home cities are somewhat a case of wasted potential.

The one other change is that the single player campaigns are now fictional stories rather than being based on actual events — barring the Asian campaigns, which are more historically based.

I’m not happy with this change. I preferred the historical epics of the original games — they were a very rare case where a video game actually did make learning fun. The new stories don’t have the same historical weight to them.

As for the stories themselves, they’d best be described as “adequate.” They’re not bad, but they’re not especially memorable — with the possible exception of the Sioux campaign, which I greatly enjoyed.

Old school rules:

The thing I most enjoyed about AoE 3 was its old school RTS feel, particularly its slower pace.

When I think about my fondest RTS memories from my youth, I think of epic, brutal scenarios played out over days. The sort of games where nearly every resource is mined out, where bases change hands multiple times, where countless digital soldiers have lost their lives in back and forth battles.

The Battle of the Little Big Horn in Age of Empires IIIAs much as I love the innovations of games like StarCraft II and Warcraft III, they don’t quite bring that same feeling of epic war that RTS games can capture so well.

AoE 3 has that in spades. While some missions are hurried, plenty more are lengthy brawls of the like to bring glee to any RTS fan’s heart.

Even in the shorter missions, I often found myself delaying my own victory just so I could spend more time exploring, upgrading, and building my civilization. After the over-caffeinated intensity of StarCraft II, the more relaxed pace is incredibly refreshing.

I also quite enjoyed the skirmish versus AI mode. Much as I think Blizzard is the master of the RTS genre, they’ve never managed to get their versus AI matches to a decent place. The AI is always incredibly predictable, one-dimensional, and just plain wonky in its strategies.

The AI in AoE 3 is much more balanced. There are a variety of difficulty settings providing appropriate experiences for all skill levels, and the AI is capable of executing relatively complex strategies effectively.

An interesting twist this time around is that each civilization has a unique AI personality based on a corresponding historical figure. These personalities all have distinctive playstyles, usually relating to their civilization’s strengths, and that adds a fair degree of variety to the versus AI matches. A battle against Henry the Navigator plays out very differently from one against Ivan the Terrible, even with all other factors being equal.

An army of Indian units in Age of Empires IIIIt’s also amusing that the personalities are fully voiced, and will sometimes taunt you or otherwise communicate, and just like their strategies, their styles of communicating vary wildly from one to another. Napoleon is a condescending prick, whereas Hiawatha is a noble, poetic soul.

Aesthetics:

The graphics of AoE 3 have held up surprisingly well, considering it’s getting pretty old in video game terms. The land units don’t look the best up close, but the environments are still very pleasing to the eye, and the ships are spectacular.

There are also some very impressive combat physics. Ships and buildings will not only catch fire when attacked, but they can have large pieces blown clean off. I’ve rarely seen the like even in much more recent games. Large-scale naval battles are particularly spectacular as masts topple, the air fills with cannon smoke, and shards of wood and broken beams splash into the surrounding waters with every brutal impact.

The music is pleasant enough, if not particularly memorable. The sound effects are good, especially the cannons, which provide satisfyingly visceral booms with every shot.

What I really enjoyed about the sound design was the continuing tradition of units speaking in their civilizations’ native tongues. Its fascinating to hear all these exotic languages from around the world. I particularly enjoyed the musical words of the Indian units.A naval battle in Age of Empires IIIVerdict:

If there is anything to complain about in Age of Empires III, it would perhaps be a lack of ambition. There are some underdeveloped features, and there aren’t a lot of mind-blowingly awesome moments to be had.

But honestly, I’m reaching. There might be areas where it could have been better, but I can think of nothing about AoE 3 that’s actually bad. Games really don’t get more solid or polished than this. This is pretty much a flawless mechanical execution of a real time strategy game.

8.5/10 In the ludicrously unlikely event that you’re a strategy fan who hasn’t picked up AoE 3 yet, do so right the Hell now.

Reminder: World Spectrum holiday sale

In case you missed it, I’m holding a sale on my World Spectrum novels from now until January 1. You can pick up the entire series for under $5, and they’re free of DRM, so they also make a great gift option.