Pointless Nostalgia: Gaming

We now continue with my series of self-indulgent nostalgia posts discussing the sci-fi and fantasy I loved as a child, which turned me into the proud nerd I am today.

A screenshot from the mission Stair of Grief in Myth II: SoulblighterThis time, I’ll be discussing video games. Note that I am limiting this to sci-fi or fantasy games that had a significant impact on my views of those genres, so there are some games that I truly loved that will not be discussed in this post. The Age of Empires franchise, for instance.

Some of these are also games that I’ve discussed before, so my thoughts on them may be a little truncated to avoid repeating myself too much.

Warcraft:

Of course, Warcraft is always the first game franchise that comes to mind on this topic. Warcraft: Orcs and Humans wasn’t the first game I ever played, but I did start on it very early in my life, and it’s probably the first one to have had a major impact on my tastes going forward. I would go on to spend an enormous amount of time playing it and its sequel, Warcraft II: Tides of Darkness.

In retrospect, the early Warcraft games weren’t particularly special by modern standards. They were fantastic given the limitations of the era, but looked at through modern eyes, they were fairly thin experiences that shamelessly ripped off Warhammer and Lord of the Rings.

Still, I loved them at the time, and Warcraft II is noteworthy for kickstarting my lifelong love affair with Elves. With their coolly confident voices, lethal ranged attacks, badass capes, and epic hair, my seven year-old self thought the Elven archer units were just the most amazing thing ever.

A screenshot from Warcraft: Orcs and HumansWarcraft III, however, was something special. It vastly expanded the universe and added an incredibly amount of depth and complexity to what was previously a very simple story.

Timing also played a role in my love for Warcraft III. It came around just as I was getting old enough to understand that the world isn’t entirely black and white. I think it had a profound impact on my sensibilities as a writer, and as a person. It helped to waken me to the idea that there is more than one perspective on everything, that one person’s villain is another’s hero.

The expansion, The Frozen Throne, was less impressive, but it did take my Elf obsession to new heights by reinventing the Elves as the Blood Elves, who remain my favourite interpretation of the archetype from any source.

Again, timing plays a role. To my teenage brain, the edgy, sexy, misunderstood Blood Elves seemed irresistibly cool.

StarCraft:

Blizzard’s other great RTS franchise also deserves a mention, but truthfully, I’m not sure it really had that big an impact on me.

A screenshot from the original StarCraft's Terran campaignNow, don’t get me wrong. I loved StarCraft, and still do. It was a great game with a strong if somewhat imperfect story, and from a gameplay perspective, it was a quantum leap forward for the genre.

I’m just having trouble drawing any direct lines between my love of StarCraft and my current sensibilities. I had already developed a certain degree of interest in sci-fi thanks to things like Star Trek and Beast Wars.

Mostly all I can say is that Jim Raynor was and remains my all-time favourite video game character, a rare example of a character who is presented as an everyman forced into the role of hero and actually feels authentic as both.

One nice thing is that StarCraft 1 is the only entry on this list that can be readily played today, without dealing with technical issues or outdated graphics and game mechanics.

Drakan: Order of the Flame

Here’s a game that’s definitely not remembered as one of the great classics. Still, it was special in its way, and I remember enjoying it a lot — despite some glaring problems.

A screenshot from Drakan: Order of the FlameDrakan was a fairly generic fantasy story — Evil McBadPerson is coming back from the dead to destroy the world, unlikely hero must stop him — centered on a young woman named Rynn, who bore a remarkable resemblance to Lara Croft. Rynn stumbles across a dragon named Arokh and winds up soul-bound with him.

So the gameplay split between content played as Rynn and aerial sequences atop Arokh.

Arokh is what made the game worth playing. His wry humour and cynicism gave him infinitely more personality than Rynn, but the gameplay of playing as a dragon-rider is what made Drakan really special.

Few things in my gaming career have equaled the sheer thrill of soaring through the air atop a fire-breathing dragon, and Drakan made it every bit as amazing as you would expect. The controls were simple and intuitive, the maps were expansive and full of potential for exploration, and Arokh’s power was awesome in the truest sense of the term. Enemies that would be challenging or nearly unbeatable as Rynn could be effortlessly incinerated by Arokh.

Despite its generic story, Drakan impressed upon me the sense of awe and wonder that the fantasy genre is capable of, and I still have many fond memories of soaring across the Eastern Archipelago, raining fire on my enemies.

A screenshot from Drakan: Order of the FlameDrakan is also noteworthy for beginning my lifelong hatred of jumping puzzles and platforming mechanics. I truly believe the gaming industry has evolved beyond the need for such things; I wish they’d just go away altogether.

Myth:

I am not given to looking back with rose-coloured glasses. I am not someone who grumpily declares that games were so much better back in the day and the current crop of games just can’t compare.

But the Myth franchise was something so unique and special that even today I’ve never quite seen a game equal it.

For whatever reason, Myth: The Fallen Lords and Myth II: Soulblighter* did not become elevated to the pantheon of all-time great RTS games like Age of Empires and StarCraft, but they deserved to be. They ought not to languish in forgotten obscurity as they do.

*(We don’t talk about Myth III. It didn’t happen.)

Art for Myth II: SoulblighterMyth wasn’t like other strategy games. There was no base-building, no economy. Only very rarely would you ever receive reinforcements during a mission, and you virtually never had any control over when you got them. It was just you and a small group of soldiers fighting against impossible odds.

And things did often feel all but impossible. These were brutally difficult games, which is my one complaint about them. You were invariably outnumbered, often outgunned, and there were a million little things that could go wrong.

Which brings me to another unique thing about Myth, which was how incredibly realistic the combat was. It’s hard to imagine, but these janky old games from the 90s managed a level of realism that is unheard of even today. Wind could blow your archers’ arrows off course. Rain could cause your Dwarves’ grenades to fizzle out. Body parts rolled downhill. Explosions sent deadly chunks of shrapnel wheeling across the battlefield, cutting apart friend and foe alike.

This immense realism and the complexity it created were a big contributor to Myth’s difficulty. One wrong move could send a grenade flying into your own Dwarves, causing a chain reaction as the grenade set off their satchel charges. This would turn your army into a conflagration of flame and severed limbs, at which point the supremely deadpan narrator would calmly declare, “Casualties.”

And then I’d laugh my ass off even as ghols tore apart what was left of my army.

But the genius of Myth was not confined to its gameplay. It also had a brilliantly different story.

A screenshot from Myth II: SoulblighterMyth was a bizarre mashup of some of the best elements of Warcraft, Lord of the Rings, and The Black Company. It was high fantasy in the truest sense of the term, full of magic and fantastical beasts, but yet it also felt incredibly gritty and real.

The interesting thing is that they didn’t give you a birds’ eye view of events as most such stories would. Everything was told from the perspective of ordinary soldiers on the frontlines, who often didn’t fully understand the plans of their superiors. Normally I’m not a fan of ambiguity in story-telling, but in this case, having only incomplete glimpses of the world and its history made it feel so much more real.

Much like the how the gameplay could be unrelentingly difficult, the story of Myth was often ruthlessly bleak, depicting a world bereft of hope in the face of all-consuming darkness, but that only made the characters feel more heroic, the struggle more meaningful.

I’ll also say that despite that almost complete lack of any character development or personality, I still think Soulblighter is one of the all-time greatest video game villains. You’ve just got to respect a guy who cut off his own face and tore out his own heart “in a ritual too dark to name.”

And I haven’t yet touched on my great love for the Heron Guard (Best. Paladins. Ever.), or how hilarious the Dwarves were, or the utter badassery of the Trow, or the sheer terror of the Myrkridia…

Myth bannerOr I could talk about they seamlessly blended traditional high fantasy elements with more obscure concepts out of Irish and Mayan culture and their own unique fiction…

Damn, I miss Myth.

Pointless Nostalgia: Mainframe Entertainment

I mostly use this blog to discuss my current interests — my recent writing projects, the books I’m reading, the shows I’m watching, and so forth. However, my love affair with speculative fiction has been a lifelong thing. I thought it might be interesting* to turn back the clock a bit and look at some of the sci-fi and fantasy I loved as a child, and which started me on the path to become the nerd I am today.

Graveheart and Tekla on Planet Ice in Shadow Raiders*(By which I mean that I wanted an excuse to look through a bunch of nostalgic YouTube clips.)

Originally, this was just going to be one post, but it got long enough that now I’m thinking I might make a whole series out of it.

Mainframe Entertainment:

When I think about things I loved as a kid, the shows produced by the Canadian company Mainframe Entertainment (now known as Rainmaker Entertainment) jump to mind almost immediately.

It all started with ReBoot. The first ever computer-animated television series, ReBoot was a piece of history, and while I loved it at the time, I think I have an even greater appreciation for ReBoot now that I’m an adult.

ReBoot was, above all else, wildly creative. It was a story set inside a computer, where each character is an anthropomorphized program. For example, one of the main heroes was Bob the Guardian, essentially an anti-virus program.

The city of Mainframe, setting of ReBootBut what was so clever about ReBoot was that they never actually came out and said, “This is a story about life inside a computer.” They just sort of left you to figure that out on your own. And they created this brilliantly deep and bizarre mythology and cosmology of life inside cyberspace that was just so completely original.

There were of course times when ReBoot devolved into pure, pointless absurdity as kids’ shows tend to, but on the whole, it was remarkably smart for a show aimed at children, and the later seasons wound up being surprisingly dark.

ReBoot also featured one of the greatest characters in human history: Mike the TV.

There’s been talk of a continuation of ReBoot for a long time, but the future remains uncertain. There was supposed to be a feature film trilogy, but I believe it’s been cancelled. Now just recently there’s word that Rainmaker is working on a new TV series called ReBoot: The Guardian Code.

I don’t generally want to be one of those adults who still watches kids’ shows… but I’d probably watch a ReBoot revival.

Bob the Guardian in ReBootReBoot was far from the only Mainframe show I loved, though. There was also Shadow Raiders (AKA War Planets).

Shadow Raiders was, if anything, even more bizarre than ReBoot, featuring a star system of warring elemental worlds forced to band together for survival against an all-consuming void planet.

Like ReBoot, Shadow Raiders had a surprising maturity once you looked past its odd outer trappings. The show went to some dark places, with entire worlds destroyed and civilizations brought to the brink of extinction. It’s not often you see a kids’ show deal with ideas like ingrained racial hatred and genocide.

Shadow Raiders was perhaps my first exposure to one of my favourite themes in fiction: the idea of old enemies banding together for mutual survival. The show repeatedly hammered home both how much the different worlds hated each other, and how utterly doomed they would be if they didn’t work together.

Shadow Raiders was also my first experience of a show I loved being cut down before its time, as it lasted only two seasons and didn’t really have a satisfying conclusion. This would become a regular theme in my life: Star Trek: Enterprise, Stargate: Universe, Terminator: The Sarah Connor Chronicles…

The Beast Planet consumes Planet Jungle in Shadow RaidersBut of course, the most famous of Mainframe’s shows, and the one I most loved at the time, was Beast Wars (and its sequel, Beast Machines), a spin-off of the Transformers universe.

Here’s a show to win the heart of any young boy. What’s better than a giant killbot? A giant killbot who turns into a truck. But what’s better than a giant killbot who turns into a truck? A giant killbot who turns into A MOTHER****ING DINOSAUR MOTHER****ER.

To say I was obsessed with this show would be a colossal understatement. I adored it with an almost religious fervour, and I wince to think of how much money my parents wasted getting me the toys.

My favourite characters were Rattrap, because rats and because I always gravitate towards the geeky characters, and Silverbolt, because I like lawful good types. Also, he was a wolf cross-bred with an eagle. Badass.

I especially enjoyed the episodes dealing with the alien Vok, who I found fascinatingly mysterious and creepy. In this, we see the earliest signs of my fascination with the concept of alien and unknowable beings, still present today in my fondness for things such as World of Warcraft’s Old Gods or The Secret World’s Dreamers.

The Maximal Silverbolt in Beast WarsIronically, while it was my most beloved Mainframe show at the time, Beast Wars is the one I have the least respect for as an adult. It was the most overtly childish, and the need to support the toy line forced the storyline to go in odd and often unnatural directions. It did not have the same wild originality as Shadow Raiders or ReBoot.

Still, it does deserve credit for once again being darker and more mature than one would expect from children’s programming, albeit to a lesser extent than its contemporary shows by the same company.

Something that amuses me to this day is how they were able to get away with putting such hideous acts of violence in a kids’ show simply because robots don’t bleed.