Friday, November 18, 2011

History of video game mags in Croatia (and a quick look at some contemporary Croatian developers)









The content of the following post appears courtesy of forum user mpx, who wrote about the mags in this thread. There are some additional images and links to be found there, so be sure to check it out, too.

The history of dedicated video game magazines in Croatia starts in 1994. Weren't there any video games before? Of course there were, but coverage was mostly part of general computing magazines, and since Croatia was part of Yugoslavia until 1991, it's hard to talk about distinctly Croatian magazines before.









Croatia's first video game magazine was Hacker, first published in November 1994. Originally covering a variety of console and computer platforms, they eventually focused solely on PC and PSX, as the latter was the only console that had any meaning on the market. Most platforms were only available through imports, anyway, and the N64 as the only other officially distributed console was much too expensive because of the cartridge technology. The carts often cost more than twice as much as a legitimate PSX game, not to speak of the pirate copies that were around for Sony's console.

Hacker's heyday were the years 1998-2000. This was when the same team also started a separate PSX only magazine in March 1999, the first of its kind in Croatia.

In 1997 or 1998, they also published 1 or 2 issues of a special Hacker Plus magazine, which only covered PlayStation games.



However, in 2000 editor in chief Kristijan Žibreg was fired by the publisher Janus Press for reasons unknown, and reportedly the quality of the mags had taken a nosedive from then on. The last issue of PSX came out in Summer 2002, while Hacker stayed around until 2005.


Hacker's Kristijan Žibreg (right) and (presumably) Krešimir Mijić at E3 1999.


Most other mags were much more short-lived, though. Master, a spin-off of the computer and IT magazine Bug, only had one single issue in December 1994, before it was again merged into a small section inside Bug.









Chaos lasted twice as long as Bug (sounds better than saying it had two issues, doesn't it?) from March to April 1996. It was a comparatively expensive magazine with high quality paper.










In January 1998, however, a more durable new magazine entered the arena, called PC Play. The pilot issue was quite thin, with a CD attached at a cheap promo price. Originally they covered both PC and console (PSX & N64) games, but eventually turned into a PC only magazine in 2002.

All was going well until 2005, when the publisher Vidi decided to cut the number of pages from to 64 at the same price, instead including a dual layer DVD. According to our source, however, the writing quality made a turn for the much worse.



By 2010, PC Play magazine wasn't doing so well anymore, and so the magazine was revamped as Playzone, another multi platform mag. Without the DVD and at half the price, the new model still didn't work out, and after 4 issues, the magazine turned into PC Play again for one final issue in December 2010.









There were also some translated magazines. The Official PSM from the UK was available in Croatian as Službeni HR PlayStation Časopis, but cut shorter than the original. It lasted from November 1999 (UK PSM issue 51) until 2001, when it eventually failed because of incredibly high prices (In 2001 they already dropped the demo CD to cut the price in half).



Then there was PlayStation Power, translated from the UK mag with the same name. It had only 5 issues published between 1999 and 2000.









After PSX was shut down by Janus press, former staff members came together to create a new magazine called GamePlay, first published in November 2002. From 2002 to 2005 it was a console only magazine, but after Hacker folded they decided to cover PC games as well. December 2005 saw a makeover of the magazine. Originally GamePlay was similar to PSX but after that they changed the style. From then on they were the first mag to cover all available systems (PS2, PS3,Xbox 360, PC, PSP, DS, Wii) on 100 pages.

But in 2010 NCL Group, the publisher of the mag, came into financial trouble and started to force the staff to cut corners. After 99 issues, the editors finally abandoned NCL, and GamePlay ended in March 2011.









The same staff started anew with Next Level in April 2011. The mag has 132 pages at a reasonable price (amounts to US $4.55). 4 pages are even devoted to retro games, and in issue 5 they had a special on current Croatian game developers.



Croatian game developers? Yes, they exist. You might have heard of Croteam, the creators of the Serious Sam series and who are around since the early 1990s, but there are several lesser known teams.

Cateia Games specialize in point & click adventures and strategy games (they also have a Star Trek title in their portfolio), with the odd kiddie platformer thrown in for good measures. I know some of their adventures have been published in the rest of Europe, although they haven't been received terribly well.














Upper-left to bottom-right: The Legend of Crystal Valley, Kaptain Brawe, Iron Roses, The Kings of the Dark Age


Gamepires it seems are currently working on their first game, the racing/shooter hybrid Gas Guzzlers.



Dreamatrix (formerly Provox Games) are mostly (un-)known for Spaceforce, a loose series of science fiction games in different genres. Their most ambitious project yet, however, seems to be the fantasy action RPG Legends of Dawn, for which they also have a tie-in novel planned.





Finally, Smart Way Team is a young app developer, whose first game is the iPhone action puzzler Smart Way.












1UP Presents #3: The Sketch Issue


I recently interviewed Jeremy Blaustein for a top secret article (I'll put scans up in December), and along with some fascinating discussion about various things (such as the potential future of Snatcher), he mentioned he was also featured in the final print issue of 1UP magazine. I didn't actually realise they did a print version, until discovering this final issue, but it seems like a hard-hitting release which tackles a difficult subject: Our final print issue looks at how Japan's earthquake changed developers, the man who created Street Fighter, Fumito Ueda, and more (plus 40+ original sketches from industry artists). I'm especially impressed that they rounded up numerous artists to produce original artwork for earthquake relief - not only will it make a beautiful coffee table, but it's the kind of thing you can feel good supporting. Jeremty's interview is alongside Akira Yamaoka's for a discussion on Silent Hill 2's risky design. Sounds like a fantastic issue.

Thursday, November 17, 2011

Racketboy VS Rob Webb Saturn Mod Chips

EDIT: As of 5th December I have since received a refund from Rob. Several days after posting this entry I decided to email Rob again and ask why he hadn't responded to my earlier emails, after which he responded, we discussed it, and we arranged the return of the chip for a refund. Problem solved! Many thanks Rob. In light of this, it is worth considering Rob's chips.

Fancy collecting for the Sega Saturn but put off by increasing prices for the rarities? Considering buying a modchip to play backups but aren’t sure which one is best? Then join us as we conduct a head-to-head BATTLE TO THE DEATH with the two leading chips on the market. As they say, two modchips enter, one modchip leaves!

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First, I want to say, if you have some bizarre puritanical view against pirating Saturn games, I really don’t care. Such comments will only be posted so I can then mock you. The Saturn died over a decade ago and paying $300 for a rare game like Shinrei Jusastsu Taromaru benefits no one except eBay resellers. Great games deserved to be played and experienced – not hoarded by the rich. If you have trouble with this concept, perhaps this site isn’t for you. The biggest problem with videogames is the cyclical nature of hardware and the difficulty of acquiring and playing games the older they become – until this issue is better addressed, I say Pirate and Be Proud of it. Every Saturn owner should have a chip to enjoy these games easily. Unless a game is re-released, like Radiant Silvergun, where I advocate supporting the developer by buying it new. The other benefit is I can now playing the extra Shining Force III games patched into English.

Anyway...

There are only two main suppliers of Saturn Mod chips. Racketboy (RED) in America, and Rob Webb (GREEN) in England. Each appears to sell their own custom designed chip, requiring different installations. Actually there are tow other suppliers of modchip, but I’ve read very little coverage on them, so let’s just assume Racketboy and Rob are the main ones.

If you’re in a hurry, skip to the conclusion at the bottom.


ROB WEBB (GREEN)


I first bought Rob Webb’s modchip, as found on this website, and as detailed by this guide. Although he was forced to remove the chip from the listing on his site, he still stocks them and he still sells them - do not be fooled.

http://www.consolegoods.co.uk/

http://www.robwebb1.plus.com/saturn/saturnchipguide_2.htm

I did this because someone I know, who is a very skilled console modder, recommended Rob. And when a buddy recommends someone, you don’t bother checking reviews. Plus Rob’s chip was cheaper than Racketboy’s, was easier to install, required less complicated soldering, plus he was British, meaning it could posted domestic.

I emailed and he gave me his bank details for a direct transfer. Chip arrived about a week later. As a veteran console modder I know my way around a soldering iron and motherboard schematics – this stuff is easy. And Rob’s chip was even easier to install.
1) Identify model of Saturn motherboard. In my case Model 0014(new).
2) Apply single drop of solder on back to join two points.
3) Attach ribbon cables.
4) Plug power cable into green slot

I did all as instructed and triple checked it. Nothing worked. The Saturn wouldn’t even boot legitimate games anymore. So I emailed him asking for advice. Rob then took several days to reply and sent me back a generic pasted reply with bullet points, the tone of which implied I was an idiot who installed it wrong. As he said: “Other people said ‘my chip doesn’t work’ but then saw they put the ribbon cables the wrong way around and magically then it worked!”

Even more insultingly, I had specifically told him in my original email that legitimate games do not work, whereas they worked previously without the chip. And yet FOUR of the bullet points were addressing issues with my laser not working, recommending I first try legitimate games to see if it works, and if legitimate games do not work then I should try tweaking the power settings on the laser.

Hello Rob, HELLO! The first thing I said was that legitimate games stopped working despite having worked previously, you nimrod.

He also recommended moving the power cable from the green plug to the 5V pin on the power adapter. I did this but it still refused to work. I went and triple checked everything again, making sure that no pins on the chip accidentally crossed each other. The chip was just born broken.

Still, I wanted to give Rob the benefit of the doubt, so replied saying that maybe I’d made a mistake with the soldering, and asked if I could please buy another chip off him, this time asking if he could check it in a Saturn first. Two weeks later I still have had NO REPLY from the lying cad.

It’s only at this point did I start to search for online reviews. I found several stating that Rob’s chip did not work for them, whereupon they decided to buy Racketboy’s and then had success. I only found one negative review for Racketboy’s chip, on his feedback page, where the buyer stated that after returning the chip Racketboy sent a replacement which worked just fine. His chips even come with a guarantee.

So...

RACKETBOY (RED)

This required a credit card purchase from a slick looking online store and cost about £10 more than Rob Webb’s chip. But despite coming from the US it actually arrived quicker than Rob’s! Now that’s service. I also received email confirmations and other nice things that you expect from reliable professionals.

The chip is unfortunately a bit trickier to install. You need to slot the chip itself into the Saturn’s motherboard, though be careful because the red plastic is more fragile than Rob’s green chip. You then lead the power cable around to the 5V pin and solder it in place. There’s also a trick with the signal wire, where you can solder it from point A to B on the back of the chip itself – but I chose to use the older, more difficult method of soldering the wire to Pin 14 on the chip.

I’d already been screwed over with a dud chip, so I thought it best to stick to the older methods of installation, even if people praise the new method for its ease. I’m a dab hand with a soldering iron anyway, so pin 14 was a doddle.

Everything installed, I booted it up. SUCCESS! Shinrei Jusatsu Taromaru loaded fine. So did my legitimate games. Everything worked immediately.

I couldn’t believe how simple it ended up being.

CONCLUSION

Basically Rob Webb will sell you a piece of shit that doesn’t work, treat you like an idiot, and then ignore your emails, whereas Racketboy has the kind of slick professionalism that you wouldn’t expect for such an item, and his chip actually functions as described. Racketboy is my new personal hero.

Racketboy also offers a year’s guarantee, whereas as I’ve said, Rob will just take the money, screw you over and then pretend you don’t exist.

If you give your money to Rob you’re an idiot. I’ve already lost the £15, don’t make the same mistake as me. Buy from Racketboy and you can’t go wrong.

AND THE WINNER IS: Racketboy

(and me, because now I can enjoy Shinrei again)



Monday, November 14, 2011

Update - 11/14 - Shinobi, Western VGM Poll



A quick update here: Shinobi for the 3DS is coming out in North America tomorrow, so we've updated our Shinobi article to not only include a review of the game, but also bolster the previous article, which was initially written five years ago. It's got substantially more screenshots now, especially in comparing the many variations of The Revenge of Shinobi, plus nicer PS2 screens and slightly extended write-ups.

Also, we're running another video game music voting poll, this time for Western video game music. Looking at the results of the Top 1000 VGM poll, there was a distinct lack of Western composed music, comprising only about 10% of the total songs. This doesn't mean that Western VGM is inferior, but just that it's not as widely known amongst VGM fans. This poll will try to fix that! The goal is to highlight some of the music that got passed over last time around - C64 stuff, Amiga music, adventure games, RTSs and RPGs, any number of awesome PC CD-ROM redbook tracks, recent games (indie or big-time) and so forth. The process is mostly the same as before, though we're limited the selection to 50 songs this time. You can check out the forum thread for voting rules and instructions. (You can also e-mail your vote if you don't want to sign up for the forums.) It's running until Friday, December 2nd, so sort through your music again and let's find some cool music to bring to the forefront!

Wednesday, November 9, 2011

Update 11/9 - Ultima VII - IX, Harvester, Texas Chainsaw Massacre, Deathtrap Dungeon, Introduction to the Demoscene



I had meant to do a mini-update with a few spooky-themed games for Halloween, except a bizarre snowstorm that tore through the northeast US left me without proper internet for a number of days. My town actually delayed the festivities until the weekend due to the horrendous amount of downed trees and power lines, so please accept these slightly late entries: Harvester, a fantastically depraved adventure game that has slightly more heart than its schlocky exterior suggests; and Texas Chainsaw Massacre, which covers the controversial Atari 2600 and its more recent mobile outing. Both attracted some controversry back in the day, which might seem silly now - the Atari 2600 just didn't have the graphical prowess to create anything that didn't look ridiculous, and Harvester was immediately written off by gamers and press since it was delayed for so long. We also have a review of Deathtrap Dungeon, mostly known for its ludicrously designed heroine developed after the success of Tomb Raider, but is also based on a series of books by Ian Livingstone. We've also posted the third installment of Ultima, covering the rest of the core series, including VII (both Black Gate and Serpent Isle), VII and IX. It's sort of tragic that the most influential series in computer role playing perished with such a sad final product, but such is the result of the larger corporate influence on the marketplace.

On another note, "demoscene" is a word that's occasionally bandied about on the site - the gist of it involves homebrew coders pushing the hardware in crazy directions just for the sake of it, but this Introduction to the Demoscene article helps outline its origins, as well as some of its effects on gaming, modern and otherwise. I also translated Que Pasa, Perro? into English and put it up for download. It really is meant to be played in Spanish, because the deliberate linguistic obfuscation is one of the major points of the game, but I understand if people don't feel like brushing up a foreign language to play a goofy little text adventure (albeit a goofy little text adventure I'm quite proud of.) It also has a TVTropes page, thanks to one of the awesome folks that gave it a go. Your Weekly Kusoge is Codename Eagle, the predecessor to the Battlefield games, and one that happens to be fantastic amounts of fun just based on how terribly glitch it is.

Wizorb, the retro-style brick breaker reviewed last update, was relased on the PC earlier this week, and is avaiable for a few bucks at GamersGate. It controls quite nicely with the mouse, giving more precise control than the Xbox analog pad, and is well worth grabbing. And finally, derboo's fan translation of the Korean PC RPG Romance of the Forgotten Kingdom has been released!

Tuesday, November 8, 2011

Romance of the Forgotten Kingdom English Fan Translation



After one and-a-half years, I'm finally able to present my fan translation for the Korean DOS RPG Mangguk Jeon'gi (망국전기), or Romance of The Forgotten Kingdom by Mirinae Software. This is the first ever fully playable fan translation of a Korean RPG!




It's not quite a 100% complete patch, though. Some battle status displays I couldn't find the graphics for, and there are several other minor issues my hacking skills aren't sufficient to solve. Some skill and equipment names remain in Korean, too, because their function in the game remains unclear and a literal translation is impossible. This release should be regarded as a public beta version, although any future updates would have to rely on outside help. Regardless, the whole game can be completed in English without problems.



While Romance of the Forgotten Kingdom is a flawed game with lots of QA issues and the writing isn't that hot, either, the scenario is quite unique, it features two different paths and endings, and uses a (though unpolished) ATB variant for combat. For an RPG the game is rather short, and can easily be completed within about 10 hours.



It is extremely hard to get hold of the game legitimately, but neither publisher nor developer exist anymore, and the game's director Kim Kyongsoo doesn't mind you getting ahold of it through grey area channels. The game is quite easy to find through its Korean title (망국전기).



The Patch (complete with a translation of the original manual) is available here:

http://translation.derboo.de/Romance_of_the_Forgotten_Kingdom_English_v09.zip

EDIT: Since some people are having problems installing the game in the first place, here's a manual:

1. Take the game install files and extract them to a folder that you mount it in DOSBox (can be a subfolder).

2. Switch to the folder in DOSBox and type INSTALL.

3. First the setup asks for the source folder, this should be correct by default, so just press enter.

4. The game automatically installs to C:\Mirinae\RPG\ (in the DOSBox file system). After installing, you can move the folder wherever you want.

5. During the install process, the game asks you several times to insert the next floppy. Since you're likely using the CD-ROM release, just press enter and it goes on.

6. Next up is sound configuration. Chose the first menu point, then the second (the one with the "100%" in the text).

7. The second through fourth menu points are the usual Sound Blaster setting. Set the adress to 220, IRQ to 7 and DMA to 1, then go back with the bottom choice.

8. Chose the second point, then once again the line with the "100%".

9. The third menu point saves the settings and quits.

10. Quit DOSBox and run the Romance_of_the_Forgotten_Kingdom_English_v09.exe

11. Just browse for the folder the game is installed in and click "Install".

12. Start DOSBox, go to the game directory and type PLAY.

Wednesday, November 2, 2011

Magazine Reviews - Nintendo Fun Club #1

Hello, I'm Alexander Case. I recently did write-ups of the the numbered titles in the Might and Magic series. In the past, in my personal blog, I've been doing write-ups of old issues of various video game magazines. I've decided to continue this here, where I'll be taking a look at old issues of Nintendo Power magazine, starting with the magazine's original form – the Nintendo Fun Club Newsletter. I'll also be doing some write-ups of titles that are covered in the magazine but not on the site.

A little background first. Nintendo started the Fun Club, as with most other fan clubs, as a marketing tool for Nintendo. Around the time of the NES's release, most of the video game magazines that would have provided publicity for NES games had either gone under, or had switched their focus from the more-or less deceased console market to home computers. Thus, if Nintendo wanted to get the word out on upcoming titles for the NES, they would have to do it on their own.

Tuesday, November 1, 2011

Post Apocalyptic videogames – and a book


In this entry we skim through a dizzying array of post-apocalyptic videogames, skip several entries entirely, and talk about my post-apocalyptic novel: Beyond Aukfontein. It’s now on Amazon! Which has nothing to do with games, but it’s pretty good anyway according to reviews. There’s a LONG cascading list of games before though, so skip to the bottom if you’re curious.

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I love the post-apocalyptic / dystopian genre, whether it’s in books, films, games, theatre or some form of interpretive dance. In fact I’m probably slightly obsessed by it. As a result I’ve enjoyed a lot of examples of PA fiction over the years, and when writing my first fiction novel I chose a PA setting. But why does it appeal?

If we’re being honest, the world is and has for a long time been a fairly awful place, for reasons too numerous/complex to debate here. Basically we’re just a really mean species, to everything, including ourselves. So the idea of human civilisation being wiped out, or wiping itself out, and starting again has a certain bent appeal. What if the result is better? What if it’s worse? It’s like re-rolling your character in an RPG, and all it takes is destruction of billions of lives. Easy. What makes examples of the genre particularly exciting is that you can end up with scenarios which mix elements of archaic history with futuristic sci-fi. Are armies fighting with spears or lasers or both?

Obviously you’ll end up with a certain amount of repetition, as well-worn tropes and ideas are recycled, but sometimes, especially with games, you’ll get something really immersive and genuinely unique.

The problem with compiling a list of PA games is that the genre is purely thematic; contrast this against the horror genre in games which can be both thematic and mechanical, and platformers, which is strictly a mechanical classification. A purely thematic classification encompasses absolutely everything, ever. There’s also a tremendous amount of cross-over with other genres, such as Steampunk and Cyberpunk, depending on how ruined the world is. You can see the problem – for a start the above two sub-genres are polar opposites, and also there’s a daunting quantity out there. So do we put the Akira and R-Type games alongside Rage? And do we count Bioshock, since its world is one that’s fallen into collapse? This list is in a semi-random order and merely what I’m aware of/have played extensively, so I don’t even touch games like Resistance or Gears of War, since I’ve not invested any serious time. Or Trojan, or Beneath a Steel Sky for that matter! Crikey, there’s probably hundreds of games out there, proving how well-loved PA genre tropes are.

So by all means join the discussion on what’s missing and recommend your own favourites.

Images nabbed either from Mobygames, or HG101’s back catalogue of articles.


THE LIST



Wasteland
The granddaddy of PA games and a revolutionary RPG as well. I put a lot of time into this a while ago via DOSbox, getting about a quarter the way through. It features a rich and complex gameplay setting, unfortunately let down by confusing controls and fiddly menu system. Everyone has a variety of skills chosen from a massive pool which can be levelled up (eg skill with handguns, rifles, lockpicking, swimming, etc), plus used at any time, and there are numerous items (several of which are useless duds) that can also be found. The problem though is when and where to use them. An early example is a rope by a mountain side, where it’s implied you need to use someone with a high perception skill to enter a cave. Problem is, when using a skill you need to select the block is starts on and the direction it goes in, and choosing the block with the rope and a neutral direction doesn’t work, you need to select the adjacent block and face west. It sounds trivial when describing it, but as the game progresses you’ll find yourself using every skill and every item on every block while facing every direction, just in case, because it’s never obvious how and where anything is needed. Which is tiresome. A slick remake which streamlines this, but without dumbing it down, would be excellent. Followed by sequel Fountain of Dreams, while Fallout is regarded as its spiritual successor.


Irem’s arcade games
There are so many Irem arcade games with a post-apocalyptic setting that Hardcore Gaming 101 has an entire feature dedicated to them. Awesome.


Fist of the North Star series
Based on the manga and/or anime. I’ve played several FOTNS games and I don’t like any of them, not even the PS3 update. They’re all too repetitive, and some of the early ones are pure kusoge. There was also a PS1 release, regarded as excellent by many.


Metal Max series
A series of RPGs, some fan-translated, others officially localised, a couple only in Japan. Never tried them, but always wanted to. The Famicom original sounds great, since a Japanese review describes the game as totally free-form. You could spend time doing missions, or you could just tweak your tank, or if you preferred you could ignore all of that and get drunk in a bar. I also once read a fascinating anecdote on a forum regarding Metal Saga on the DS, and the way one mission dealt with delivery of a Bible (books being rare after the apocalypse), and subsequent debate over religion and its use as a tool to give people hope in blighted times. One of the enjoyable things with PA fiction is considering how people would interpret/react to things which to you are commonplace (in this example an everyday Bible).


Mad Max (NES)
Drive around to find hideouts with fuel, food and water so you can later buy entry into the car arena. Repetitive indistinct graphics, confusing layout, extreme difficulty and sloppy controls didn’t prevent me from putting several hours into it.


Crystalis
Seemingly inspired by Hayao Miyazaki’s Nausicaä, this is a pretty good RPG from SNK. In fact it’s one of only two RPGs I can think of from SNK. Set centuries after a great cataclysm, magic has returned to the world as civilisation has rebuilt itself. It’s basically a Zelda clone with some clever ideas – oh, and you need to kill God apparently. Unfortunately it gets very repetitive later on, with a lot of palette swaps for the dungeons, which also makes them confusing. Covered in detail on HG101.


Outlander
There are rumours that this was originally going to be an official Mad Max game until the license fell through. I played through this back in the day on SNES (such was my love of the Mad Max films), though it didn’t quite warrant it. You drive along a Mode-7 style road shooting bikers and choppers (and jeeps in the Mega Drive version), stopping at towns. Then you switch to a 2D side-scroller to kill enemies and collect fuel for your car.
You can punch, or shoot with a sawn-off shotgun. It’s almost awesome. The problem is lack of balance. Enemies require two shots with the gun or two punches to the stomach to kill, negating the usefulness of the former. Towns are also nauseatingly repetitive, as is the driving. 15 minutes and you’ve seen everything. And yet... And yet it was somehow compelling. The single looped audio track is cool, and blowing bikers away with the L and R buttons on a SNES pad is awesome. Another month in development and this could have been great. Failing that, a romhack which redresses the balance would also go down well.


Contra games
Several Contra games have featured Earth in a post-apocalyptic state after aliens invade. Most people prefer Contra III on the SNES, but my favourite is Contra: Hard Corpse on the Mega Drive, which now has a patch to bring back the Japanese health bar, so you can play it as the developers intended, albeit in English. Check out HG101’s affiliated Contra site.


Terranigma
I’ve never seen this mentioned in lists of PA games, which is a shame since it’s a rather nifty Japan/Euro exclusive action-RPG, where you need to rediscover various things from Earth’s history. Big feature here.


Panzer Dragon I+II
A majestic pair of on-rails shooters for the Saturn (the original was also ported to Windows, PS2 and the original Xbox). These first two games set-up and create a beautiful ruined world later explored in depth with the 3rd game in the series. Has some great set-pieces, such as the flooded town in the first game, and the forest and underground caverns in the second. Not many people know this, but the PD games seem influenced by the Spartakus’ and the Sun Beneath Sea series of French cartoons. Article on the whole series is here.


Panzer Dragoon Saga
If I was asked for my favourite post-apocalyptic game, favourite Saturn game, or favourite JRPG, Panzer Dragoon Saga would be it. Undoubtedly it’s also in my top 10 all-time favourite games ever list. It should change your perception of videogames. This is also how you create a decent apocalyptic world; a soaring and beautiful world rich with visual diversity, with interesting, likeable and believable characters. It has a legitimately good story which although starting as a simple revenge quest evolves into something much greater – to the point where there is no obviously good or bad, just groups who oppose each other’s ideals, and with you caught in the middle. As for the ending, it makes Kojima’s Metal Gear storylines seem like children’s picture books. The Panzer Dragoon series, but especially Saga, manages to create its own unique visual style. It may borrow some elements from Frank Herbert’s Dune, Naussicaa, and Mad Max, but it manages to wrap everything together in a way that it all feels new. The best thing about Saga though, is that it features its own fictional language, apparently a mix of Latin, Greek and German. PD director Yukio Futatsugi was a fan of languages, and so created his own for PDS. This is what makes PA fiction so cool, the fact that cultures and language would be remixed, rebooted, fundamentally changed into something unpredictable. Although it commands high prices, it’s worth acquiring in English, via any means possible, and played through at least once.


Panzer Dragoon Orta
If you liked the first two PD games, this should appeal, as it’s an on-rails shooter with some of the most impressive graphics for the original Xbox. Mechanically and thematically it’s excellent, and even features some cool side-missions involving a boy from the Empire, plus a detailed Encyclopaedia of the game-world’s lore. Almost perfect. Except for my tastes the super shiny graphics detract slightly. The crude polygons and grainy textures of the first three titles enhanced the post-apocalyptic atmosphere; they enhanced the feeling that vehicles and structures were ruined and half broken, as if it were a miracle those airships could fly. This definitely looks gorgeous, but is maybe a little too clean and shiny...


Half-Life 2
Mix of dystopian and post-apocalypse. Annoyingly it has less weapons than the original Half-Life, but the first-person driving sections are pretty good and convey a strong Mad Max atmosphere. It would have been even better if you had to sporadically stop at the towns to collect fuel. As it stands it’s a bit shallow. And there’s a painful lack of weapons compared to the first. That silly gravity gun isn’t compensation for less...


Disaster Report series
There’s an HG101 article for this series in the works, honest. This is more disaster survival, but the destroyed cityscapes, which you need to navigate, are quite compelling. Great survival mechanics too, requiring regular water consumption/body heat maintaining, plus co-operation with NPCs.


Pathologic
Is this post-apocalyptic? More like historically apocalyptic, as you deal with a quarantined town ravaged by plague in the early 1900s. There’s marauders, martial law, and a black-market trade system to negotiate. It warrants the PA classification more than most, because while other games are all about shooting, there are times in Pathologic where you will trade in your gun just so you don’t starve to death. In a real apocalypse, food will be the number one currency. Lengthy write up here.



Fallout 1+2
Never played these, for whatever reason, and regret not doing so. But I’ve heard enough praise for both Fallouts, from people whose opinions I respect and can trust, to not question it. One day, one day...



Fallout 3
I didn’t like this. It was incredible for the first few hours, until I realised every NPC sounded the same, every environment looked the same, and everything played the same. All the time. The pseudo-1950s vibe also didn’t appeal that much. Plus it was too easy. Was followed by Fallout: New Vegas. I was tempted by this because of the hardcore mode it featured, where you had to eat food otherwise you’d die and limb damage had serious consequences. But why was it an optional extra? It should have been the default mode – “man up” is all I have to say to anyone frightened by the idea. A nuclear holocaust isn’t a picnic, son.


Fragile Dreams: Farewell Ruin of the Moon
One of the most visually beautiful games on the Wii, dealing with concepts of loneliness, friendship and loss in a world seemingly without people. Has lots of cool ideas, like finding diary entries from people long since dead – the one from the gamer who named his JRPG character AAAA is brilliant, since he laments that the cartridge you find is the last legacy he’s left on Earth and he didn’t even bother naming the character. I was going to post a lengthy write up on this back in the day, but ultimately didn’t. A lot of people criticise it for its rubbish combat and obtuse backpack/suitcase carrying mechanics, but this isn’t a game about slick playability. It IS clunky and awkward. It’s what the Japanese call a “funiki game”, a game all about the atmosphere. Which I guess puts it alongside Silent Hill 2 in that regard. It’s certainly thematically strong, and you’ll come across several “whoa!” moments.


Sin & Punishment Sin & Punishment 2
Fantastic pair of on-rails shooters from the action masters Treasure. Beautiful to play, too insane to understand. Lengthy feature here.



STALKER: Shadow of Chernobyl
Set in the ruined wasteland around Chernobyl, this takes inspiration from the Russian novel Roadside Picnic. Along with destroyed ruins you also need to deal with strange anomalies which defy the laws of physics, mutant creatures and animals, rival factions, bandits, the military, plus the need to eat and avoid radiation. Lots of areas are heavily radiated, and there’s some cool survival mechanics with the anomalies (there’s an electrified tunnel which you need to carefully navigate, for example). There’s also a trade economy with fellow STALKERs, where you can barter weapons and ammo for medkits and other stuff. Oh, and you can hunt mutated animals for their organs (a pig’s eyeball, a dog’s tail etc), which can sold on the black market or used to complete missions – this was AWESOME, since it meant you could loot both the bodies of animals and NPCs. Probably my favourite PC and FPS game of all time. A lot of people will say it’s only any good once modded – but this isn’t true. The basic vanilla version, once patched to functionality, is a fantastic ride and definitely worth playing once. It is the mods though which give it infinite replayability, enhancing it to the point where it’s like an all-new game with vehicles, new mutants, new missions, entirely different weapons and so on. It’s also a buggy game, but this isn’t as problematic as you may think, especially since as far as I can tell nothing is game breaking. The idea behind The Zone is that weird stuff happens, so when characters disappear, or something peculiar goes down, it all adds to the atmosphere. Besides, mods can correct or alter nearly any parameter.



STALKER: Clear Sky
Skipped this to move straight on to Call of Pripyat. According to online reviews, you won’t miss much doing this.



STALKER: Call of Pripyat
Containing the best elements from the previous two games, minus the faction wars of the original. Pripyat is the most stable STALKER release, with an overhauled mission system, and while it’s a legitimately good game, it’s nowhere near as good as the original. The overall story is dull and the missions, while more complex, tend to drag on for too long and reward you with garbage. There’s also less irradiated areas, a less diverse array of mutants, no World Encyclopaedia (which was one of the BEST things about Chernobyl), and it’s also a much more horizontal game. There’s a few vertical areas (like the one pictured), but the environments feel more funnelled. In Chernobyl there was a ruined city where you could climb a telegraph pole to snipe at mutants below, and then navigate via rooftop if you preferred, dropping into a freaky house along the way. In Pripyat you spend most of your time running from one area to another completing really convoluted missions. By far the worst thing though is the total removal of animal hunting. You can still kill animals, but you can’t loot their bodies. It’s still a good game, but it feels dumbed down for the sake of stability.



Metro 2033
Based on the Russian best-seller by Dmitry Glukhovsky. I’m actually jealous of Dmitry, since he seemed to find massive success very easily with his novel, which he started off serialising online. The game is actually quite good, if a little too restrained. It features a lot of fantastic ideas, like an economy based on trading bullets and the need for gasmasks outside, but it never really does anything interesting with it. It’s just kind of there, like they started implementing it but then got scared that such things would scare off console players. It’s also quite linear, but this makes sense in the context of the story. A very cool feature is its manufactured weapons, some of which have unique loading systems – there’s a revolver shotgun which due to the nature of its barrel you can normally only load 5 shells, though firing one then allows you to load an extra 2 shells for a maximum of 6. It’s a complex mechanical concept to convey in text, but it’s very realistic. Sadly, and much to my horror, most people on forums like GameFAQs were confused why it was happening and were complaining it was a bug. It’s not a bug – it’s awesome!


Enslaved: Odyssey to the West
Ruined world controlled by AI and robots. The demo was fun but I utterly despise Andy Sirkus’ voice so didn’t buy it. Furthermore the whole collared thing seemed contrived. I dunno about you, but I’d have grabbed that harlot and plunged both of us off the side of a bridge the minute she started sassing me.


Ryu ga Gotoku: Of the End
Also known as Yakuza with zombies! There was a free demo up at one point, now released in Japan, with a western release confirmed. Demo was good, basically traditional Yakuza albeit with guns in a ruined cityscape.


Borderlands
Another one I haven’t played, mainly because everyone kept saying how the multiplayer was the only reason for it. Not on my sub-ADSL speeds it isn’t! Also, several said the story was lacklustre. Is this true? Videos make it look awesome (the cel shading is great), and the idea of procedurally generated guns sounds like the best thing ever – but is it basically a mindless online FPS? Or is there a strong sense of place and story to it?


Rage
It looks pretty but first-play reports on NTSC-uk, where people talk of how there’s no interactivity with the environment, have put me right off this. Apparently you can shoot a chair and nothing happens – no little bits flying off or anything. It’s basically like playing in a pre-rendered plastic environment where your actions have no bearing on anything. Which sounds like an FMV-based lightgun game to me. If I wanted to see non-interactive environments on my PS3 then I could just buy Mad Max 3 on BlueRay. Remember when you could interact with games? I need to be able to shoot something and knock it over or break it.


Metro: Last Light
On PSN there’s a 12 minute E3 video for this, plus other trailers. Check them out right now. This looks incredible, plus it has destructible environments, unlike Rage. Everyone is praising Rage, and it’s getting good reviews and lots of publicity, and the developers are sounding smug in interviews about all they’ve created, and yet in my view Rage is totally trumped by a mere video of Metro Last Light. Notice how you can shoot concrete barriers and destroy them to get at enemies behind? Or shoot cooking pots to spill the contents? Or break boxes and wood and set fire to them? The new Metro appears to offer all the environmental interaction that Rage should have offered. Screw clever texture mapping – I want interactivity! Can’t wait.


STALKER 2
Little was known about this sequel other than what’s on THIS PAGE. There were concerns its cross-platform development would result in it being dumbed down – sadly recent news shows it’s even worse than that: it will require constant internet connection as part of DRM. No one should accept constantly online DRM, no matter what game it is.



Beyond Aukfontein – THE BOOK
This isn’t a game, but it is my first fiction novel. All ~95’000 words of it, across 12 chapters. Written over two years, with a further two spent doing rewrites and editing it. It’s nothing to do with games, but maybe readers will be interested. The only slight connection is that I was influenced by Panzer Dragoon Saga’s love of language, and thoughts of how language would evolve over time were on my mind. As a small example I use the word rifleductor, for train conductors who carry rifles. I suppose in this regard some influence was also taken from Terry Pratchett, who has a creative flair for inventive new words.

A detailed blurb is available on Amazon, along with a free preview of the first two chapters. Reviews for Amazon.COM and Amazon UK are separate, but there’s a review on each, by different people. Both are positive and make some excellent points, I’m happy to say. For the moment it's only available for Kindle and other Kindle compatible readers.

While there was obviously inspiration from hundreds of books that I’ve read over my life, at the same time I think Beyond Aukfontein also manages to be genuinely unique in its scenarios and ideas. There’s a lot of subtext to situations, perhaps too subtle in places, and every character has a backstory and ambitions told through vignettes. One of my goals was to make it believable, so it looks at what kinds of authority would form long after a collapse, what kind of barter economies would emerge – which may sound boring to some, but trust me when I say there’s also tension, mild terror, wild action in places, and a sense of incredible wonderment at the world. I seem to recall that David Brin, who wrote The Postman, complained that most PA fiction focuses only on boyhood fantasies of running rampant without rules, and this is true for the more derivative examples. I like to think I’ve struck a good balance between realism and fantasy.

Check it out on:
Amazon.COM

Amazon UK

Amazon.DE

Amazon.FR



Did I miss a game? Is there a PA title that absolutely must be played? Post in the comments and recommend-me-do!