Going Back: Syndicate

Considering I was going to be reviewing Satellite Reign, this was a no-brainer. But it’s also a no-brainer because it was, in its way, quite interesting. For all that people have compared SR to Syndicate (Released in 1993, by Bullfrog, who also gave us Populous and introduced us to Peter Molyneux), the two are very different experiences.

On these dark streets, a civilian is about to undergo a mandatory promotion...

On these dark streets, a civilian is about to undergo a mandatory promotion…

Both, for example, use four team members, who can, with the right equipment, do pretty much anything. They can be replaced. They can be upgraded. They’re facing off against other corporations. The world is grim and gritty. But here, the similarities end. Syndicate, you see, is strictly level based, as opposed to the sprawling open world of Satellite Reign. Skills don’t really exist, and your agents are easily replacable, not because they can be cloned, but because, to the corpsicles of Syndicate, grabbing a joe off the street, brainwashing them, and hooking them up to cybernetics is considered cheaper and more effective.

The goals, also, are similar, but in its way, Syndicate is broader in scope. Each mission is a step along the way to complete global domination, starting in Europe in the main game, then jacking up the difficulty with the additional “American Revolt” missions. And other things make the game easier as well. The Persuadatron, for example.

Nothing is safe from a truly determined team of Syndicate Agents.

Nothing is safe from a truly determined team of Syndicate Agents.

The Persuadatron was a wonderful device, although its usefulness declined in later missions. Effectively, you put it on, bumped into a civilian, and they were then yours. Get enough civilians converted, you could convert a police officer. Get enough officers converted, you could even convert enemy agents. Of course, that led to its own flaws, with one possible mission path being “Hoover up everyone on the map before going to the objective”… But it was only one possible mission path. Others would open up to you.

Stealth, for example, was do-able. Difficult, but do-able. Going loud, equally, was an option, and as the game progressed, you could move from destroying people (including the agents of enemy Corps) and civilian vehicles, to destroying entire buildings. Target you want to kill in a building? Right, gauss rifle and flamethrower time! But equally, equipping badly for a mission is a bad idea. Bringing a shotgun to deal with a scientist’s personal bodyguard? Well, that’d be fine, except you’re meant to Persuade the scientists, Agent, not Eliminate them. Access Cards could not only open doors, but convince police that you’re meant to be there (Although not, alas, guards.) And, of course, your agents have performance enhancing/reducing drugs and cyberware, which have various effects (Want to carry two miniguns? Improve your arm mods to hold them, and eye mods to shoot in a tighter pattern)

A busy street, circa 20XX, circa 1993.

A busy street, circa 20XX, circa 1993.

As an older game, the difficulty curve ramps up moderately quickly, and the final mission of the main game involves seven corps working with their kill teams against you in less than ideal conditions for your agents, but, even today, you can see little things that make this a classic. The AI isn’t terribly complicated, but it knew how to use its weapons, it gave the impression of a populated (Albeit not densely) city block, and for all that the mechanics, aesthetics, and music are relatively simple, they’re all geared toward the same experience. The experience of being dystopian enforcers of a terrible New World Order. Bullfrog would return to the theme with the expansion pack, American Revolt, in 1994, Syndicate Wars, in 1996, and, of course, Dungeon Keeper, in 1997.

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Going Back: The Eye of the Beholder Trilogy

The Eye of the Beholder Trilogy is a microcosm of the problems of the games industry, even today. Despite this, they’re still pretty much lauded among RPG players, with the exception of the third game, which has widely been panned, for reasons we’ll go into. So let’s go back, to the early to mid 90s, to see exactly why these games are both good… And why I said that first sentence.

D'aww, isn't that Kobold adora- AHH KILLITKILLITKILLIT!

D’aww, isn’t that Kobold adora- AHH KILLITKILLITKILLIT!

Eye of the Beholder was developed by Westwood games, who you may remember for the Command & Conquer series, and, if you’re old or savvy enough, the Lands of Lore and Kyrandia games. It was published by SSI (Who had a license from TSR to make Dungeons and Dragons games) in 1991, and, for the time, it was pretty good. In essence, it was a simple dungeon crawl beneath the city of Waterdeep, which had a big problem: An unknown threat (That totally isn’t a Beholder, folks!) wanting to conquer the city from beneath. As you travelled, first through sewers, then through ancient dwarven tunnels (Recently recolonised by some of said dwarves), and through ever weirder locales until you reached the Xanathar, head of the monstrous guild of the same name, and slew him. Along the way, you had hints of a larger plot that, for the most part, went unanswered. What was up with the dark elves (Drow) under the city, and their fight with the dwarves? Were they connected? What were these portals, and how did they come into the whole picture? Why did Waterdeep’s Sewers have a prison system, of all things inside it?

Meet one of the tenants of the "Correction Facility". Next stop, the Death Room!

Meet one of the tenants of the “Correction Facility”. Next stop, the Death Room!

Part of this would have been the 90s “Rule of Cool” design (Where style over substance was the key), but just as importantly, the game was rushed. How do we know it was rushed? Because we can see cut content, if we look hard enough. And, since games were somewhat simpler back then, and state or save hacking was easier, it was completely possible to see hints of cut content, just by exploring empty space. For example, there is a stairway, from the lowest level to the highest. You can never walk to it without a trainer, and there is one final portal, with no missing slots for you to put one of the many portal keys you get in the game into. The official guidebook doesn’t even have them on the map. There’s other, smaller signs (Such as one of the surefire ways to kill Xanathar being hidden behind a “Secret Quest” that it’s kind of hard not to run into, or the somewhat abrupt ending, partly fixed in the Amiga and Sega CD versions of the game), but even reviewers of the time noticed it was incomplete.

Still, for the time, it was a pretty good game with a difficulty curve that nonetheless spiked rather hard toward the end, with some good enemy visuals, real time combat (Which was a slightly awkward fit with the spellcasting system… Right click on the spellbook/holy symbol and… Oh, shit, whole party paralyze from the Mind Flayer) and, despite the incomplete feeling, a surprisingly good story for RPGs of the time. I say this, in spite of the seemingly nonsensical placement of monsters (Kobolds on level 1, followed swiftly by undead, then Gnolls and Kuo-Toa, Spiders and Dwarves… ), because it was aimed at AD&D fans, and it was set in one of the more well known settings of the time: Forgotten Realms. Specifically, the City of Waterdeep, and the dungeon the city was built upon, Undermountain.

That Mind Flayer fires invisible all-party paralyzes, to represent his psychic powers. He has brothers.

That Mind Flayer fires invisible all-party paralyzes, to represent his psychic powers. He has brothers.

That’s right, in a true blue example of Fantasy Characters Are Not The Smartest, they built a capital city on top of a massive, active dungeon. Several years before Recettear and other games lampshaded this rather distressing tendency.  A shining example of Civic Planning in Fantasy Worlds, people!

Playing through it, at first, is a delight. It’s a simple setup: We’re sent to investigate the threat beneath Waterdeep (One of, it must be stressed, a multitude), and along the way, we find shining gems that defy explanation. The Sewer system has a small, forgotten prison complex inside it (With an execution chamber, hence the undead), and evidence of some pretty nifty, if badly applied fantasy technology (The Rapid Access Transport System… Teleporters for sewer workers. A pressure plate based flow management system). Later on, there’s a small, failing dwarven kingdom, besieged on all sides, but unable to ask the Lords of Waterdeep for assistance (And, as it turns out, hold a key to defeating the Xanathar.) Both the known henchmen of the Xanathar are treacherous (Shindia, and a threatening mage who sadly remains unnamed) , aaaand… While it’s absorbing, it’s bittersweet to look back and know that precisely none of those mysteries (Shindia led a group of Dark Elves planning to attack the surface. What became of that? What was with that “Museum” full of monsters in stasis? Had we upset the delicate balance of power in Undermountain?) are explained.

Outdoors! Finall- Eeee, wolves! Crap!

Outdoors! Finall- Eeee, wolves! Crap!

For the second game was to take place somewhere entirely different. Now, one thing about the Eye of the Beholder series (And many other RPG franchises of the time, such as The Bard’s Tale, Wizardry, Might and Magic, and a few other games, such as Breach and the rest of OmniTrend’s “Interlocking Games System” series) is that the characters can be preserved between games, and Eye of the Beholder 2… Depended on that. EoB 1 was an incomplete game (Albeit a fully working one). Eye of the Beholder 2 suffered from a second common problem in game design: Difficulty Balancing Issues.

Eye of the Beholder 2, very early on, pitches you into a cramped room with sixteen skeleton warriors. It has an entire set of levels where you can’t heal, or regain spells. It’s a tough game to finish. But it’s still lauded as the best of the trilogy. Why is that? Well, partly rose coloured glasses, but it has to be admitted that Westwood stepped up their game on every front except balancing. More spells. More moments where your characters’ alignment/class actually means something (For example, if you try to dig up some graves you find in the first area, your Paladin will tell you it’s wrong… And then just straight up leaves if you push. No, I’m not going to tell you if it’s worth losing them.) Better music, and somewhat better visuals. The main villain is still a stereotypically evil cackling… Er… Skeleton Dragon (Dran Daggoran, or A Grand Dragon… sigh) with stereotypical, cacklingly evil plans (Build up a fake church in a world where atheism is a bad choice, gain an army of undead goons, rampage for a bit… ??? … Profit?) but the writing, overall, is better. Here, let me take an example from the beginning.

See! She's so harmless... Like... That other lady, from Lands of Lo- Oh. OH...

See! She’s so harmless… Like… That other lady, from Lands of Lo- Oh. OH…

There’s a nice old lady you meet in the woods who can guide you straight to the Temple of Darkmoon (Where your quest lies), avoiding encounters along the way… But, in a fit of Adventurer’s Paranoia, you strike her down. On her body is a single note. No, she’s not a mimic, or a spy… She’s a terrified old lady whose family is being held hostage. Well, now you know the temple is shady… But at what cost?

The Temple of Darkmoon, in a shift from the first game, is pretty self contained. Everything is to do with the quest, and there are no unexplained details that I’m aware of, and this actually adds to both the quality of writing… And the feel of isolation. You are definitely up against it, but alas, the difficulty really does spike in this game. Fought Xanathar last time without the oh-so-secret item? Had a hard time? How about multiple Beholders? Or timed puzzles? The ending, once it comes, feels less of a reward, being almost as perfunctory as the last game. Well done, said Khelben Blackstaff, High Wizard of Waterdeep. You stopped the evil plans, go rest for a bit in a pub, that’s what you adventurers do, isn’t it?

Sod you, Blackstaff. You and the rest of Waterdeep.

Yes, and you're a 20/20/20 Wizard/Fighter/Plot Device , maybe, just this once, you can sort it out?

Yes, and you’re a 20/20/20 Wizard/Fighter/Plot Device , maybe, just this once, you can sort it out?

So we come now to the third game. The one that, of the trilogy, is widely considered both the worst, and part of the reason the “Legends” series didn’t continue. And it arose because of a third common problem in the games industry: Creative Differences. Now, that label covers a multitude of possible reasons for cutting ties with a studio, not all of which are actually to do with the creative direction intended, but, for whatever reason (I refuse to speculate, although I’m quite happy to be told), Westwood and SSI parted ways, with the in-house team creating Eye of the Beholder 3.

Visually, it was much better. The music was good, the cutscenes were good. But other things were… Not so good. No, let’s not mince words here. Other things were abysmal. Once again, you could import characters, and that was all well and good. But I hope somebody kept an axe, because without one, you’re going to be wailing and gnashing your teeth… In the very first area. At least until you firstly find an axe, and secondly, realise that large portions of the first area (A forest) can be cut away to reveal treasures, more encounters, and a dungeon. The game was relatively nonlinear, but the encounters felt weaker (With a few surprise exceptions, such as the Feyr… A mostly invisible monster. Thanks, folks, for reminding me to always have See Invisibility on… Or, y’know, flail in that general direction until it died), and the story.

The story also felt weaker. Especially since you could see the plot beats before they happened. From the top…

Yep, this isn't in any way going to lead to resurrected evil gods, no sirree! That's a trustworthy face!

Yep, this isn’t in any way going to lead to resurrected evil gods, no sirree! That’s a trustworthy face!

…A totally not suspicious guy asks you to go to a lil’ place called Myth Drannor (Known among FR fans as a place where Ancient Magic and Things Not Meant To Be Woken Up reside) to kill a demilich (Known to be mostly good), which is guarding something Not-Suspicious Guy’s boss claims is endangering things.

At least one god (Lathander, the Morning Lord) has to help you clean up a mess that you, the player, knows is coming. Hell, the characters, being longstanding adventuring types, should know this is a bad idea. But no, you wake up an Ancient Evil, have to put it back in the box, and…

…Really, as in Wargames, the only winning move is not to play. The cutscenes are pretty, it’s true. But they’re the story of four to six folks doing something they should have known better than to do in the first place, then cleaning it up with divine assistance. The characters, rather than tied up in a cohesive plot, are split among the history of Myth Drannor, and… Don’t really have much to say, beyond what you already know (This Is A Bad Idea). All the extra nice bits, the new monsters, the pretty outdoors areas… They don’t compensate for this core fact. The difficulty curve, if anything, swung the other way to EoB 2… And the critical reception was, as I’ll get to in a moment, deafeningly negative.

Looks meaty... Not actually all that bad.

Looks meaty… Not actually all that bad.

Good writing won’t always save a game. But bad writing, and frustrating design decisions can definitely help kill it. Reviewers at the time disagreed with my note on the visuals and audio, and, if anything, were more disappointed than I am, looking back after some years. It was seen as a Cash-Grab (ding), a disappointing end to a series, and it was unequivocally seen as an end. They were perfectly correct. Apart from the remakes of the first two games, the Eye of the Beholder series was dead, dead, dead.

Now, for all my talk of the games showing that problems have existed in the games industry for some time, and are by no means new, does that mean they’re bad games? Funnily enough, no. Just as some games have their flaws, but are still enjoyable (And indeed, enjoyed) by many, the Eye of the Beholder trilogy is enjoyable. You can even try them yourselves, thanks to the wonderful folks at Good Old Games. They even come with the official cluebooks and manuals of the time, which are themselves worth commenting on, because they’re good examples of such things done pretty well. I have fond memories of the first two games, and, when I feel I’m confident enough to tackle them, will definitely try to Let’s Play the trilogy, warts and all.

But I wonder how things could have turned out differently, sometimes.

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Going Back – Deadnaut

Screwfly hate you. They love you, but at the same time, they hate you (Well, not really… But it seems that way when you play sometimes. ;D ). They want you a gibbering wreck on the floor, babbling about the dark between the stars, or, in the case of their first game, Zafehouse Diaries, about how the dead won’t stop moaning and scrabbling at the walls outside. Screwfly make Legit Hard Games. And I want to celebrate this, by talking about Deadnaut, and how the game supports the mood it wants to invoke.

Deadnauts do not have a high survival rate.

You can create your own crew, but monitoring and equipping them from then on is up to skill *and* luck.

Deadnaut is not a game I’m good at, and I don’t think I’m meant to be good at it. The game, in a sense, resists it. But this is one of the rare cases where I find myself more immersed in the experience because of obtuseness, not less. Why?

Because in Deadnaut, I’m a Lieutennant Gorman, watching my own maladjusted crew of misfits and criminals attempt to board supposedly long dead alien ships that, you guessed it, aren’t long dead after all. Not for me the experience of directly seeing what’s happening through amazing Commander Vision. Oh no. That would imply we’re valued, and have the technology. No, we, the characters (And, by extension, the player’s unnamed and invisible character) are the dregs, the people Humanity would rather throw in a meat grinder. So we have three screens we can switch between. And, bad commander that I am, I’d rather get fucked than micro manage anything.

Yes, you can turn off weapons. It isn't always recommended.

Pictured: Me suffering because I was weapons-free in a heavily damaged hulk.

The three “screens” are pretty simple in theory: The left shows the team, their equipment, their stats, their quirks and flaws, and their health, mental and physical. Being a Gorman, I don’t really look at that too much in missions, and panic when the suit-breach alarms are going off. The right shows information we’ve gathered, giving me clues as to the threats we’re experiencing, the ship and crew logs we’re salvaging, and the security/power status of the ship we’re entering. I only look at this between missions, even though it could give me early warning that no, our guns won’t work in this situation.

The middle screen, for me, is where it’s at. The buttons sometimes bewilder me, but I know enough to push NET to see the Watchers, automated, roaming antivirus programs gone wrong, as they go about their not-so-merry business of Keeping Things As They Were (to my detriment); LOC , which lets me see how damaged an area is, and occasionally, when the situation demands it, PWR, which lets me see if a turret I’ve noticed is powered up or not. I know enough, being a greedy corporate scumbag, to turn the signal booster dial to SIGnal, and leave it there, even if it dooms my crew because I can’t see what’s happening (VISual) and can’t give them orders (AUDio). The more signal I have, the more KnowledgeBux we get from looting these rotting hulks, and the better I can equip my poor, doomed squad for the future.

Hell, sometimes, I’m nice enough to resurrect one, if I can afford to do so. So, as you might have guessed from this description, there’s a lot to take in, and not a lot of it is in easy reach, having to switch between screens to see things, having to, god forbid, split the group so we can keep the Watchers from resetting that turret that almost chewed the squad up when they opened the door, or use the special abilities of the Shield and Sensor suits to scan ahead, plan, and protect team-mates from the dangerous conditions created by nigh-destroyed rooms (Because our vacuum suits are cheap, and don’t protect against space worth a damn.) This is a game where, if you’re good, you can micro, switching between screens to gauge threats in a safe moment, pair up team-mates efficiently (This one hates this one, don’t keep them close. This one hates open spaces, try and keep them in small rooms. This one doesn’t like open spaces, use them as a rearguard)

Goldurn ancient space ghosts, GIT OFF MAH SPACE LAWN!

This screen may not make much sense… Until you realise I’m being screwed around with by ancient space-ghosts.

But this game, in a sense, doesn’t want you to do that. Watchers and Signal Dampers can mess up your visuals (Leaving you nothing but static) and audio (Leaving you unable to even warn your team of nearby threats, or tell them to get the fuck out of there right now before it collapses). Your guns are useful, but also damage the ship, so sometimes, you will have to order your squad not to use their weapons… And it won’t always help, either, because sometimes the enemy has guns. And sonic shockwaves. And plasma bursts. Melee weapons exist, but I’ve never seen them used very well. And the game’s controls don’t help either, there are very few hotkeys, so nearly everything is “Click shield person, right click this person we want to shield” or the like.

Despite that, I love the game. Why? Because, with its flaws, it makes me feel like a Gorman, and, on a good day, like a Corporal Hicks. The game, through its flaws and hateful moments, creates exactly the feel it’s aiming for: That moment where everything is going wrong, and you have to act and oh god someone’s dead what the hell do I oh god another beep beep beep BEEEEEEEEEEEEE-

I have precisely one criticism of this game: I’d like to actually read logs, instead of being unable to look at any screens the moment I either win (By completing a set number of missions), or lose (By all my squad dying before extraction.) I know the logs, just like the diaries of Zafehouse Diaries, are also procedurally generated, and so lose their lustre if you look at them too closely, but I still want to see. I want to see what I missed, why I failed. I want to reread the last communications. I want to know.

It *really* isn't a good idea, although keyboard shortcuts exist.

All of the buttons on this right screen provide potentially useful information. It is not a good idea to check it mid-battle.

But if you want a good example of a game that accurately creates the feel of being the inept (or life saving) commander giving orders from afar in a sci-fi action horror, then Deadnaut is pretty bloody close. You can even, if you’re feeling particularly sadistic, make your friends in the game as crew members (Although I’m not sure how many people you know who have the drawback of fucking up radio reception randomly wherever they are, as an example), and forever voyage with those instead of procedurally generated crew.

Me? I like the procession of badly mismatched crew. Makes me feel better on those rare occasions I win. There’s even the promise that some Deadnauts can be given parole from their forever deadly duties. I have yet to see it. One day, I may be a Good Commander, and have that happen.

Hahaha no. They’re all screwed, every time. Because I am Gorman, and I love to panic. I’m an asshole that way.

Deadnaut is available on Steam for £6.99. I have also recorded some LP type footage of it here.

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Going Back: Brainpipe – The Plunge To Unhumanity

The Eyes. They watch your every mouse click.

The title splash is deceptively simple. Like the game.

Brainpipe is, at first glance, a simple game. It’s a game about falling down a tube, trying to last as long as possible, while collecting glyphs for extra score, and not being hurt by various things. But that’s quite a reductive way of looking at it. Let’s look at it some different ways.

Brainpipe appears to have an ending. I’ve never seen it, but it would appear to have a finite number of levels, with a finite number of glyphs. Providing you’ve done extremely well, there are 9 glyphs in each level. Missing one makes you lose out on the rest for that level. There’s something there. But again, that’s still too reductive. Whether it has a win state, or is an endless falling game, or a fail state (Yes, it has that, for sure, as well as regenerating health) isn’t important here, that’s not the selling point. Nor is the fact that, on Steam, it’s all of £1.59. No, there’s more to it than that, something quite clever.

I actually achieved confusion somewhere after clicking Go.

I missed Dissonance and, embarassingly, Awareness along the way.

It makes references to the oblivion of the self (You are falling down the brainpipe to self-oblivion.) The guide for whether you hit or miss an obstacle looks like a wireframe of an eyeball. Your eyeball… If you focus where the eyeball is, you genuinely do better. Get distracted, and you hit things. Hit things, and the eyeball dilates (Like it does when you’re shocked, or in pain.) If it dilates all the way, you lose. But again, this is too reductive. This is mechanics, and Brainpipe is clever, in that the mechanics blend into the experience it wants to present. I have no doubt somebody is reading this and saying “What, it’s an arcade tunnel falling game, what the fuck kind of deep insight are you looking for here?”

You’re probably not getting it because it’s something that has to be experienced, to be seen, and, just as importantly, heard. You see, your own mind struggles against the concept of self oblivion. It wants stimulus… And in Brainpipe, stimulus is precisely your enemy. The game assaults you, with sound, with pretty lights, with smoke and shifting walls and morphing numbers… When your eye should be on the prize… The subsumation of the self into a single goal… The eye must catch those glyphs, eat them up, as the brain tries ever harder to stop you focussing, the game tries ever harder to trip you up, and you get the urge to move, quickly now, out of the way of an obstacle. You can slow down for a bit, if you want… But if you do, you earn less… You have to rush to oblivion.

The Walls aren't that bad. On their *own*

No sudden moveme- SHIT, WALLS NOW? AAAA [PAIN]

Oh, you don’t fool me, Brainpipe. Or rather, at first you don’t. You start off distracting me only a little. And then you ramp it up. Opera. Showtunes. A man crying “pew pew pew”. A lady muttering, and the only word you can catch is “death”. You’re ominous, then bright, then silly, then dark, then… Fuck, I’ve hit an obstacle. Fuck, I’ve hit ano-fuck fuck fuck TINKLE…

…High score. But those glyphs… Those glyphs still taunt me. I’m almost certain there’s something there, but I’m sure as hell not begging. I’m not asking. And that’s…

…That’s self destructive. There’s the moment of revelation, right there. This is a game that makes you want to destroy your avatar, makes you want to take risks… For a secret that may not even exist, an enlightenment of no-thought, only subtle movements of your eye and mouse, getting twitchier the further you get in, more frightened of failure, of your own forthcoming oblivion.

It’s secretly a really fucking clever game.

You probably can.

…It’s also a game I’m alright at. Can *you* reach further to oblivion?

Brainpipe is available on Steam . There is only one achievement, and it is not a Steam achievement. It is an achievement of the self. Nobody I know has attained it.

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