Dawn of War: Not That One.

It’s the second half of the 1990s. Everybody wants to jump on the RTS train, put in motion by the success of Command & Conquer and Warcraft. While the talks about genre oversaturation begin to surface, there’s still a chance: unusual setting, innovative mechanic, or exceptionally wholesome implementation of existing ideas—and you win the ticket for a ride. The stakes are getting high, though. Stumble while jumping, or forget to consider a shift in economic winds, and you miss disastrously. It wasn’t SouthPeak Interactive fault that their game wasn’t released as planned in 1998. It was the fault of the publisher, Virgin Interactive, that found itself caught by the financial storm. The game’s pre-release version, almost finished, resurfaced in the year 2000. But it was already too late. It became forgotten. Then, a more successful game was released, using the looser’s name, deepening the depths of the poor soul’s oblivion.

But then a little miracle happened. It is always miraculous when an old piece of software that was considered lost resurfaces and preserves itself with the help of enthusiasts. Several years ago, the pre-release version of the game was uploaded for the whole world to see. May we now judge whether the game had any chance for success if it was released in time? In 1998—perhaps; in 2000—absolutely not. But who cares? It’s an artifact. Let’s dissect it!

Continue reading “Dawn of War: Not That One.”

Neofeud: Pastiche and Critique

Initially, I intended to write a short review of Neofeud and explain how it touched me with its admirable intentions despite several evident flaws in its design. Then I’ve played a bit more and figured that there is something more interesting going on under the covers. Finally, the game’s ending left me with a rather unusual feeling that I couldn’t leave unresolved. Here’s the attempt to fit the experience of playing Neofeud in my head.

SPOILERS AHEAD!

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The Outer Worlds

I have somewhat ambivalent feelings about Obsidian’s The Outer Worlds. On the one hand, I’ve enjoyed it overall: it has some good writing and beautiful bright-colored aesthetic. On the other hand, there was a constant feeling of déjà vu throughout my play-through. Rarely it was a warm nostalgic breeze: most of the time, it was a suffocating swelter of banality. In the first half-hour of the game, The Outer Worlds had reminded me of Bioshock with its retro-stylistic propaganda posters, of Borderlands with its crazy space colony frontier atmosphere, of Douglas Adams’ books with its over the top satire, and expectedly Fallout: New Vegas with its… well, everything else. New Vegas’ spirit is omnipresent in The Outer Worlds, and it is not a good thing, as it seems to be. The reason is that Fallout: New Vegas is, in fact, a much better game.

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