«RTS Galore!» is a series of posts where I arbitrarily overthink real-time strategy games. My definition of the real-time strategy game and some sort of a methodological vector for the series have been explained here.
Previously we saw examples of how RTS games simplify various existential issues for the sake of creating addictive and unapologetically fun gameplay. Populous, for instance, gamified religious conflicts without making any meaningful theological statements, while Mega-Lo-Mania basically gamified the nationalistic total war concept and presented it as a natural in-game order of things without delving much into its problematics.
In this article we’re going to see what happens when RTS games are based on other works of fiction, specifically lengthy books filled with thematic intricacies and ideological complexities. Tough to find a better example for this than Westwood’s Dune series. Also, with a new Villeneuve’s version of Herbert’s story hitting the theaters in a couple of days, it’s a great time to write something about Dune. Good for the clicks, y’know.
Continue reading “RTS Galore! Episode 4: Spice Must Flow”
1999 was one of the wealthiest years for gaming history. Legendary titles spawned one shortly after another, leaving gamers—exhausted but happy—no time for rest. Just think about it: Age of Wonders, Homeworld, Sid Meyer’s Alpha Centauri, SimCity 3000, Planescape: Torment, Dungeon Keeper 2, Quake 3, Jagged Alliance 2, Age of Empires 2, etc. They all saw the light of day in the glorious 1999. Like dozens of smaller suns, those masterpieces rose to the skies, making them brighter and brighter.
One of the first titles in this pantheon of ‘99 was the game eagerly awaited by hundreds of thousands of people. In late February 1999, New World Computing released Heroes of Might & Magic III: The Restoration of Erathia—the game condemned to greatness.
Continue reading “Heroes of Might & Magic: The Rise and Fall”
Since the second half of the ‘80s, Might & Magic series have been accumulating the love and appreciation of the masses. World of Xeen, the role-playing behemoth born from the fusion of Might & Magic IV and V, crowned the series with a luxurious quality cap. New World Computing needed new ideas and technologies to continue the series without the risk of becoming repetitive. Thus it was decided to let the role-playing Might & Magic rest a bit. In the meantime, the studio has made its old ideas work for the sake of its leading franchise.
It was probably the best decision they could have made. For it has led to the birth of the new series in the Might & Magic universe, which arguably became even more popular and beloved than the role-playing one.
Continue reading “Heroes of Might & Magic: The Classical Era”
Technological spike in the mid-’90s kick-started a wave of prophecies predicting a fusion of videogames and cinema. A fresh breath of future was in the air: FMV-games and emergence of realistic graphics fueled futuristic fantasies about highly interactive movies ought to bring eternal joy and happiness to our long-suffering world. Alas, the reality is the most ferocious party pooper: it turned out that it is tough to balance interactivity with cinematography. You have to prioritize. As a result, games with a high focus in cinematography were severely lacking in their interactivity, falling between the chairs of two mediums: failing to compete with movies (because of their still immature cinematography and incomparable budgets) as well as with other games (because of their primitive gameplay).
Cyberia was one of the first games that learned that truth the hard way.