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	<title>NAG Online &#187; Retro Reviews</title>
	<atom:link href="http://www.nag.co.za/category/games/retro-reviews/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nag.co.za</link>
	<description>South Africa's leading gaming, computer &#38; technology magazine online</description>
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		<title>Retro review: King’s Quest III: To Heir is Human</title>
		<link>http://www.nag.co.za/2012/02/08/retro-review-kings-quest-iii-to-heir-is-human/</link>
		<comments>http://www.nag.co.za/2012/02/08/retro-review-kings-quest-iii-to-heir-is-human/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 08:39:25 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Sierra On-Line]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=17641</guid>
		<description><![CDATA[For as long as he can remember, which isn’t all that long really because he’s still a teen but anyway, Gwydion has been held captive in the house of Manannan, an evil wizard and ten-year subscriber to Cat Fancy magazine. It’s a hard life for Gwydion, who must feed chickens and sweep the kitchen floor [...]]]></description>
			<content:encoded><![CDATA[<p>For as long as he can remember, which isn’t all that long really because he’s still a teen but anyway, Gwydion has been held captive in the house of Manannan, an evil wizard and ten-year subscriber to Cat Fancy magazine. It’s a hard life for Gwydion, who must feed chickens and sweep the kitchen floor and empty chamber pots at his master’s demand, over and over, until he works out some way to free himself. Seriously, <em>over and over</em>.</p>
<div id="attachment_17643" class="wp-caption aligncenter" style="width: 522px"><img class="wp-image-17643" src="http://www.nag.co.za/wp-content/uploads/2012/02/kq3_2.jpg" alt="" width="512" height="384" /><p class="wp-caption-text">“Gwydion, I have decided to take a journey,” said Manannan, for the seventh or eighth time in two hours. “Maybe this time, you might take the opportunity to go through my personal things – I’ve got heaps of cool stuff like a wand, and a magic map, and a secret subterranean alchemy workshop, you know, just saying.”</p></div>
<p><span id="more-17641"></span></p>
<div class="simplePullQuote"><span style="color:#000000"><b>Developer:</b> Sierra On-Line<br>
<b>Publisher:</b> Sierra On-Line<br>
<b>Year:</b> 1986<br>
<b>Genre:</b> Adventure</span></div>
<p>After what was basically a scavenger hunt with simple puzzles and a somewhat muddled sequel, <em>King’s Quest III: To Heir is Human</em> took the series into a more sophisticated, narrative-oriented direction, much like the first <em>Space Quest</em> game, also released around the same time, and was also significantly more difficult to solve than the others.</p>
<p>Like its predecessors, the third game used a pretty basic verb-plus-object text parser for interaction, although it was the first (ever, apparently) to use an auto-mapping and teleporting feature – something Sierra used as a major marketing hook, only to discover fans despised it because they felt it made the game too easy.</p>
<p>More than 25 years later, though, King’s Quest III remains not only my favourite in the series, but also a game I’ll still excavate from the cupboard and replay from time to time. Admittedly, I’m a big slut for old school EGA graphics but there’s something kind of enduring about such simplicity, that’s also saved it from the same retrospective <em>OH-MY-EYES</em> phantasm of early 3D games.</p>
<p>BONUS FACT! The game’s launch was initially met with some hostility from fans, who claimed it wasn’t a proper King’s Quest game because King Graham wasn’t in it. In the land before internet-time, games like this could take several weeks or even months to complete, and it wasn’t therefore until later than fans realised the connection the Gwydion and Graham. Epic fail, noobs.</p>
<p>BONUS FACT TWO! Indie devs <a href="http://www.agdinteractive.com/games/kq3/about/overview.html" target="_blank">AGDI</a> and <a href="http://www.infamous-adventures.com/kq3/" target="_blank">Infamous Adventures</a> have released free VGA remakes of the game, in the point-and-click style of later games in the series.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2012/02/Kings-Quest-III-Retro-Review-Score-Box.jpg" rel="lightbox[17641]" title="Kings Quest III Retro Review Score Box"><img class="aligncenter size-full wp-image-17831" title="Kings Quest III Retro Review Score Box" src="http://www.nag.co.za/wp-content/uploads/2012/02/Kings-Quest-III-Retro-Review-Score-Box.jpg" alt="" width="600" height="82" /></a></p>
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		<title>Retro review: Thief: The Complete Collection</title>
		<link>http://www.nag.co.za/2012/01/11/retro-review-thief-the-complete-collection/</link>
		<comments>http://www.nag.co.za/2012/01/11/retro-review-thief-the-complete-collection/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 08:20:22 +0000</pubDate>
		<dc:creator>Miklós Szecsei</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[mastertronic]]></category>
		<category><![CDATA[Stealth action]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=16458</guid>
		<description><![CDATA[Video games have come a really long way in recent years. For example, Thief: Deadly Shadows, the third game in the Thief series, came out in 2004. It was playable on the original Xbox console and has just seen its seventh birthday. By most standards it’s not old, but video game age is a lot [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.nag.co.za/wp-content/uploads/2011/11/Thief-01.jpg" rel="lightbox[16458]" title="Thief"><img class="alignleft size-medium wp-image-16998" title="Thief" src="http://www.nag.co.za/wp-content/uploads/2011/11/Thief-01-350x262.jpg" alt="" width="290" height="218" /></a>Video games have come a <em>really</em> long way in recent years. For example, <em>Thief: Deadly Shadows</em>, the third game in the <em>Thief </em>series,<em> </em>came out in 2004. It was playable on the original Xbox console and has just seen its seventh birthday. By most standards it’s not old, but video game age is a lot like dog years in that a real year doesn’t accurately represent the advancements made in the industry. Still, the third title in the <em>Thief</em> series feels old, especially when you compare it to contemporary games that utilise the same stealth mechanics the series arguably pioneered back in 1998 with the original <em>Thief</em>. However, comparing today’s games with those of seven years ago is hardly fair.</p>
<p><span id="more-16458"></span><div class="simplePullQuote"><span style="color:#000000"><b>Developer:</b> Looking Glass Studios / Ion Storm<br>
<b>Publisher:</b> Mastertronic<br>
<b>Year:</b> 1998-2004<br>
<b>Genre:</b> Stealth action<br>
<b>Availability:</b>For Sale</span></div></p>
<p>The original aim of this retro review was to cover all three of <em>Thief</em> games as they are presented in the Mastertronic published <em>Complete Collection</em> package. Sadly, despite numerous attempts, multiple patch downloads and endeavours to getting the games running on three different systems, the first two <em>Thief </em>games, <em>Thief: The Dark Project</em> and <em>Thief II: The Metal Age</em>, remained obstinate in their refusal to run. I blame Windows 7. The result is that I can only really apply the retro review to <em>Thief: Deadly Shadows</em>, which is the third game in the series. If you pick up this Mastertronic re-release then good luck getting the first two to run. Despite <em>Deadly Shadows</em> working and proving playable, I experienced multiple crashes to desktop and game minimising every time I hit a loading screen. At one stage the crash to desktop occurred while I was saving, which meant that I lost about an hour or so of sneaky gameplay. So be warned: save often.</p>
<p><em>Thief: Deadly Shadows </em>is master thief (like Master Chief, only sneakier) Garrett’s third jaunt through the dark, twisty streets and castles of the series’ somewhat unique City. It’s still a bit of an odd setting to describe as it blends medieval with steampunk and a dollop of gothic horror. Bizarre to say the least, but it still has its charm.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/11/Thief-02.jpg" rel="lightbox[16458]" title="Thief: Deadly Shadows"><img class="aligncenter size-large wp-image-16997" title="Thief: Deadly Shadows" src="http://www.nag.co.za/wp-content/uploads/2011/11/Thief-02-600x430.jpg" alt="" width="600" height="430" /></a></p>
<p>Garrett, being the sticky-fingered bloke that he is, overhears about the existence of a large opal stone in the possession of a wealthy family. Unable to pass up the opportunity, Garrett slinks off to swipe the heirloom. Naturally there’s more to it than that and soon enough Garrett finds himself in for a lot more than he anticipated. The plot is, to be honest, convoluted as hell, which is either a sign of how streamlined contemporary narrative devices have become, or it highlights the gradual degradation of gamers’ attention spans. Be that as it may, Garrett’s activities in <em>Deadly Shadows</em> are unavoidably intertwined with the actions of various factions, all vying for control of The City. This leads to encounters with soldiers, assassins and ghosts as Garrett tries to figure out what the hell is going on. There’s some time travel thrown in for extra confusion as well.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/11/Thief-03.jpg" rel="lightbox[16458]" title="Thief: Deadly Shadows"><img class="alignleft size-medium wp-image-16996" title="Thief: Deadly Shadows" src="http://www.nag.co.za/wp-content/uploads/2011/11/Thief-03-e1326269786458-350x279.jpg" alt="" width="350" height="279" /></a>It’s easy to see that developers Ion Storm wanted to make <em>Deadly Shadows</em> replayable as there are numerous ways to complete the missions. That’s one of the joys of the game: swiping what you were meant to, but then spying an alternate route as you escape the scene of the crime. The object is, of course, not to get caught so taking the route less likely to lead to an encounter with a guard is preferable. Fortunately Garrett has a bunch of tools at his disposal, like the series’ signature water-tipped arrows for extinguishing light sources, and moss arrows to muffle your footsteps across noisy materials like metal floors.</p>
<p>Between missions, you get access to the streets of The City, in which you’re free to roam around nicking anything of value or pickpocket the denizens. At this stage you’ll be able to sell your stolen goods to various fences, and then use the money to purchase more equipment to take into your next mission. You’re also able to pick up numerous little side quests between the main plot missions, and these in-between bits were new to the <em>Thief </em>franchise in this third instalment.</p>
<p>While many of the games we look at in this Retro Review section are able to stand up to today’s offerings, <em>Thief: Deadly Shadows</em> is definitely showing its age. It’s a more calculated and slow-paced game than I remember it being, and despite me having fond memories of being able to explore this “open world” cityscape in-between the missions, I’m left wondering what all the fuss was about.</p>
<p><img class="aligncenter size-full wp-image-16995" title="" src="http://www.nag.co.za/wp-content/uploads/2011/11/Thief-score-box.png" alt="" width="600" height="82" /></p>
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		<title>Retro review: Ancient Domains of Mystery</title>
		<link>http://www.nag.co.za/2012/01/09/retro-review-ancient-domains-of-mystery/</link>
		<comments>http://www.nag.co.za/2012/01/09/retro-review-ancient-domains-of-mystery/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 17:13:27 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Text-based]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=16550</guid>
		<description><![CDATA[A long time ago, in a fantasy realm far, far away&#8230; there was a bit of this, and a bit of that, and then suddenly monsters and a prophecy and a Chosen One who will defeat the great and terrible tide of evil that threatens to engulf the entire world, etc. YOU ARE [NAME HERE]! And [...]]]></description>
			<content:encoded><![CDATA[<p>A long time ago, in a fantasy realm far, far away&#8230; there was a bit of this, and a bit of that, and then suddenly monsters and a prophecy and a Chosen One who will defeat the great and terrible tide of evil that threatens to engulf the entire world, etc.</p>
<p>YOU ARE [NAME HERE]! And this is where I always got stuck for about two hours, randomly generating characters over and over until I had a dark elf thief vaguely resembling Per Gessle from Roxette. What can I say – I was way into my roguelike RPGs, but I was also a teenage girl, and even when it’s just ASCII graphics, looks matter.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/12/ADOM-01.jpg" rel="lightbox[16550]" title="Ancient Domains of Mystery"><img class="aligncenter size-full wp-image-16975" title="Ancient Domains of Mystery" src="http://www.nag.co.za/wp-content/uploads/2011/12/ADOM-01.jpg" alt="" width="500" height="313" /></a></p>
<p><span id="more-16550"></span></p>
<div class="simplePullQuote"><span style="color:#000000"><b>Developer:</b> Thomas Biskup<br>
<b>Publisher:</b> n/a<br>
<b>Released:</b> 1994<br>
<b>Availability:</b> Free!</span></div>
<p>That’s because – and this is the important bit, so pay attention – playing <em>Ancient Domains of Mystery</em> is about 50 percent code-based dice-rollin’, player hatin’, and conditional catastrophes, and about 50 percent imagination. Think <em>Skyrim</em>, but where a “T” represents a tree, a “#” is a wall, and death is totally, permanently, incontrovertibly final (more on that in the next paragraph). So, basically, pen and paper <em>Dungeons &amp; Dragons</em>, only the Dungeon Master couldn’t be bothered to make proper coloured-in maps.</p>
<p>This game is very much the same sort of thing as <em>Dungeons &amp; Dragons</em>, though. Go boldly forth, slay and rob many a thing, only to die of both starvation and disease, ignominious and instantly forgotten, among the windswept crags of whatever mountain range lay in the south, I’m not actually sure it had an official name, game over, haha, would you like to play again Y/N? Oh yes, this is where I explain that you can only save the game on exit, and the file is deleted on load.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/12/ADOM-02.jpg" rel="lightbox[16550]" title="Ancient Domains of Mystery"><img class="alignleft size-medium wp-image-16973" title="Ancient Domains of Mystery" src="http://www.nag.co.za/wp-content/uploads/2011/12/ADOM-02-350x219.jpg" alt="" width="350" height="219" /></a>Just between us and about eight months of daily playing, I never actually managed to finish the game, and this one time, I really did die of hunger and pestilence on some lonely Ancardian bluff.</p>
<p>I died a lot.</p>
<p>One of the game’s more notable features is a corruption statistic that increases over time, causing character mutations that are sometimes good, sometimes bad, and sometimes a bit of both. The trick is, good or bad, the corruption will eventually overwhelm your character entirely, transforming him or her into a &#8220;writhing mass of primal chaos&#8221;, and it’s game over, haha, would you like to play again Y/N?</p>
<p>The game is huge, perhaps even excessively complicated, and brutally difficult, but one of those games that everybody has to try once, just to say they did, and they died.</p>
<p><img class="aligncenter size-full wp-image-16972" title="" src="http://www.nag.co.za/wp-content/uploads/2011/12/ADOM-score-box.png" alt="" width="600" height="82" /></p>
<p><em>Ancient Domains of Mystery is free to download, and available for Windows (including a Java version), Linux, and Mac. Get it <a href="http://www.adom.de/adom/download.php3" target="_blank">here</a>.</em></p>
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		<title>Retro review: Black &amp; White</title>
		<link>http://www.nag.co.za/2011/12/21/retro-review-black-white/</link>
		<comments>http://www.nag.co.za/2011/12/21/retro-review-black-white/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 09:54:55 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[God Game]]></category>
		<category><![CDATA[Management]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=15701</guid>
		<description><![CDATA[In the beginning, God created a hand. God’s hand, actually. It’s kind of meta. Anyway, he saw the hand, and it was good, but not that great, so he created a humongous creature and a big heap of rocks, and realised there was still loads more to do and he was pretty knackered, so he [...]]]></description>
			<content:encoded><![CDATA[<p><em>In the beginning, God created a hand. God’s hand, actually. It’s kind of meta. Anyway, he saw the hand, and it was good, but not that great, so he created a humongous creature and a big heap of rocks, and realised there was still loads more to do and he was pretty knackered, so he also created a bunch of people to do stuff for him. Then he picked them up and chucked them into the sea for the lulz.</em></p>
<p>-  From the Book of the Lands Part One: The Monkey and the Lightning-Struck Crèche</p>
<p>Even ten years later, there’s nothing else quite like the original <em>Black &amp; White</em>. Peter Molyneux might’ve cultivated a bit of a reputation for talking up a big game that seldom actually turns out that way, but there’s simply no denying that <em>Black &amp; White</em> was extraordinary, and still is.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/12/BW-01.jpg" rel="lightbox[15701]" title="Retro review: Black &amp; White"><img class="aligncenter size-large wp-image-16825" src="http://www.nag.co.za/wp-content/uploads/2011/12/BW-01-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p><span id="more-15701"></span></p>
<div class="simplePullQuote"><span style="color:#000000"><b>Developer:</b> Lionhead Studios<br>
<b>Publisher:</b> Electronic Arts<br>
<b>Year:</b> 2001<br>
<b>Genre:</b> Simulation<br>
<b>Availability:</b> Retail</span></div>
<p>The game’s premise is simple enough – there’s a series of islands, and you have to convert everybody on them to your holy cause, which is anywhere on a continuum ranging from “saintly” to “really, positively wicked”. To accomplish this, you have both your own divine powers (FOOD! FIREBALLS!) as well as a creature who responds to your commands, but has also a certain degree of autonomy based on your own previous positive and negative reinforcement. Basically, you train your creature to be as saintly or as really, positively wicked as you like, and leave him to get busy with whatever while you do things your own way.</p>
<p>The more you impress / terrify the people, the more they believe in you, and the more mighty you become, until, eventually, <em>THE WORLD</em>. Then the chapter ends, and you start all over again. There’s sort of a story, but I didn’t pay it much attention. It’s much more fun burning mom and dad in front of their kids (impress / terrify, belief, mighty, <em>THE WORLD</em>, etc.).</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/12/BW-02.jpg" rel="lightbox[15701]" title="Retro review: Black &amp; White"><img class="alignleft size-medium wp-image-16824" src="http://www.nag.co.za/wp-content/uploads/2011/12/BW-02-350x261.jpg" alt="" width="350" height="261" /></a>It’s the gap between you and the creature where some of the game’s most remarkable (technically, <em>exploitable</em>) mechanics are hard at work. For example, it’s possible – and, actually, perfectly sensible – to be entirely at moral odds with one another. As a tyrannical monster-god, you can rain fire over the heads of your grovelling disciples, and watch as your creature, an angelic paragon of every virtue on the rainbow, rushes in and douses the flames with miraculous water. MAXIMUM POWER.</p>
<p>The game got a sequel in 2005 that, while not altogether horrible, somehow managed to miss what it was that made the first one so special, focussing instead on city management and military conquest. It’s a tremendous shame, really, because the core concept – quite literally playing god – is an instantly compelling one, for all the obvious reasons. Most recently, Ubisoft&#8217;s <em>From Dust</em> tried something very similar, but inevitable comparisons with <em>Black &amp; White</em> left it feeling a bit underwhelming. Maybe it’s time the ‘Neux binned the increasingly tedious <em>Fable</em> franchise, and went back to this one.</p>
<p><img class="aligncenter size-full wp-image-16827" src="http://www.nag.co.za/wp-content/uploads/2011/12/BW-Score-Box.png" alt="" width="600" height="82" /></p>
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		<title>Retro review: Crusader: No Regret</title>
		<link>http://www.nag.co.za/2011/11/25/retro-review-crusader-no-regret/</link>
		<comments>http://www.nag.co.za/2011/11/25/retro-review-crusader-no-regret/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 13:00:09 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[Electronic Arts]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=16418</guid>
		<description><![CDATA[It is a dark time for the Rebellion Resistance. Although the Death Star Vigilance Platform has been destroyed, Imperial WEC troops have driven the Rebel Resistance forces from their hidden base and pursued them across the galaxy. Evading the dreaded Imperial Starfleet WEC spaceforce, a group of freedom fighters led by Luke Skywalker a Silencer [...]]]></description>
			<content:encoded><![CDATA[<p><em>It is a dark time for the <del>Rebellion</del> Resistance. Although the <del>Death Star</del> Vigilance Platform has been destroyed, <del>Imperial</del> WEC troops have driven the <del>Rebel</del> Resistance forces from their hidden base and pursued them across the galaxy.</em></p>
<p><em>Evading the dreaded <del>Imperial Starfleet</del> WEC spaceforce, a group of freedom fighters led by <del>Luke Skywalker</del> a Silencer supersoldier known only as the Captain has established a new secret base on <del>the remote ice world of Hoth</del> the Moon.</em></p>
<p><em>The evil <del>lord Darth Vader</del> Chairman Nathaniel Draygan, obsessed with finding <del>young Skywalker</del> the Captain, has dispatched thousands of remote probes into the far reaches of space…</em></p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/11/Crusader-01.jpg" rel="lightbox[16418]" title="Crusader: No Regret"><img class="aligncenter size-large wp-image-16452" title="Crusader: No Regret" src="http://www.nag.co.za/wp-content/uploads/2011/11/Crusader-01-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p><span id="more-16418"></span><div class="simplePullQuote"><b>Developer:</b> Origin Systems<br>
<b>Publisher:</b> Electronic Arts<br>
<b>Year:</b> 1995<br>
<b>Availability:</b> For sale</div></p>
<p>Not knowing, of course, that the Captain landed on the Moon about an hour ago already, aboard one of the WEC’s own mining freighters, lol. The rest is about to be history, starting with those screechy secretaries in C-Wing. Remember, it’s not murder if they don’t comply, it’s corrective assassination, and besides, those vibrant reds really liven up the place.</p>
<p><em>Crusader: No Regret</em> is the sequel to <em>Crusader: No Remorse</em>, although apart from a couple of additions to the control set and an option to dial down the game’s violence-o-meter (seriously), the two games are more or less exactly the same. Imagine the original <em>Fallout</em> game without all the RPG stuff, replace the M72 Gauss Rifle with an XP-5 Broiler, swap the post-apocalyptic Californian tileset with a tyrannical megacorp moonbase tileset, and that’s basically Crusader.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/11/Crusader-02.jpg" rel="lightbox[16418]" title="Crusader: No Regret"><img class="alignleft size-medium wp-image-16451" title="Crusader: No Regret" src="http://www.nag.co.za/wp-content/uploads/2011/11/Crusader-02-350x262.jpg" alt="" width="350" height="262" /></a>Both games were built using a modified version of <em>Ultima VIII: Pagan</em>&#8216;s engine, which looks kind of rubbish retro now but back in 1996, the developers had to include an option to disable explosions just in case your state-of-the-art 66 Mhz i486 DX2 couldn&#8217;t push all those pixels at the same time.</p>
<p>Even fifteen years on, though, and this game still rocks hard. And I don’t just mean in the “OMG IT’S REAL TECHNO IMPORTED FROM 1995” way, although that’s not entirely irrelevant. It’s got guns, gadgets, and buckets of gore – pretty much the holy triumvirate of video gaming. The 640&#215;480 resolution also scales down rather well to a 10” netbook screen, making this the perfect game for the vicarious hitman on the go.</p>
<p>BONUS FACT: If the game is played on 25 December, a, um,  “special” megamix of the Christmas carols including &#8220;God Rest Ye Merry Gentlemen&#8221;, &#8220;Jingle Bells&#8221;, and &#8220;Frosty the Snowman&#8221; is substituted for the game’s regular soundtrack. So that’s fun.</p>
<p><img class="aligncenter size-full wp-image-16453" title="" src="http://www.nag.co.za/wp-content/uploads/2011/11/crusader-score-box.png" alt="" width="600" height="82" /></p>
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		<title>Retro review: Commandos Complete Collection</title>
		<link>http://www.nag.co.za/2011/11/18/retro-review-commandos-complete-collection/</link>
		<comments>http://www.nag.co.za/2011/11/18/retro-review-commandos-complete-collection/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 09:05:56 +0000</pubDate>
		<dc:creator>Matthew Vice</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[mastertronic]]></category>
		<category><![CDATA[Real Time Strategy]]></category>
		<category><![CDATA[Stealth]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=15934</guid>
		<description><![CDATA[I was a huge fan of the idea of stealth games before Metal Gear Solid came along a legitimised the concept on a grand scale, and there were a few games that gave stealth fans their fix before it. One of the ones I remember the most was the Commandos series – and the reason [...]]]></description>
			<content:encoded><![CDATA[<p>I was a huge fan of the idea of stealth games before<em> Metal Gear Solid</em> came along a legitimised the concept on a grand scale, and there were a few games that gave stealth fans their fix before it. One of the ones I remember the most was the <em>Commandos</em> series – and the reason I remember it is because it was so nut-bustingly hard.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/10/Commandos-2.jpg" rel="lightbox[15934]" title="Commandos 2"><img class="aligncenter size-large wp-image-16300" title="Commandos 2" src="http://www.nag.co.za/wp-content/uploads/2011/10/Commandos-2-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p><span id="more-15934"></span><div class="simplePullQuote"><b>Developer:</b> Various<br>
<b>Publisher:</b> Mastertronic<br>
<b>Platforms:</b> <span style="color:#FF0000">PC</span><br>
<b>Website:</b> n/a</div></p>
<p>The first one that filled my late teen years with pain and anguish was <em>Commandos: Behind Enemy Lines</em>. This game is difficult to classify. It&#8217;s played as a top-down, 2D, real-time strategy game in which players control a team of six commandos, each with their own special abilities, across a campaign full of missions. What made it tricky was the unforgiving urgency of it. Say you had a mission to assassinate a key officer, grab some intel, and procure a vehicle for extraction. There was often a bit of creative leeway in how you approached each situation. You can use your spy to infiltrate the base to assassinate the officer and steal the intel, but you might want to have your sniper on a high point, far away, covering him. You can use your green beret to sneak up behind a soldier guarding a vehicle and knife him silently in the back and then dump his body somewhere it won&#8217;t be found. Or you might want to skip all this and have your diver make an undetected sea approach, sneak into the base that way and steal the intel instead. There are so many options, so many ways to accomplish each goal – and so many ways to fail.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/10/Commandos-3.jpg" rel="lightbox[15934]" title="Commandos 3"><img class="alignleft size-medium wp-image-16301" title="Commandos 3" src="http://www.nag.co.za/wp-content/uploads/2011/10/Commandos-3-350x262.jpg" alt="" width="350" height="262" /></a>Thankfully, the developers gave us some clever options to keep track of things. You can split your screen up into several cameras and have each camera follow a specific target – for instance, you could make one follow your green beret and make another follow an enemy patrol. It&#8217;s tricky, but it&#8217;s an essential skill. And while I have mentioned how hard it is, it&#8217;s an excellent game and sure to challenge any hardcore thinking gamer.</p>
<p>Also included in the package is the expansion to the first game, <em>Commandos: Beyond the Call of Duty</em>, which gives players more missions to complete and a few new toys and vehicles to use. The sequel, <em>Commandos II: Men of Courage</em>, is essentially more of the same, but with a couple of differences. Firstly, certain items in the game, like character models, have been rendered in 3D while the backgrounds and other details are still 2D. The interface has also been streamlined and the commandos have been given more abilities, like the ability to swap equipment, and many fans consider it to be the best in the series. <em>Commandos III: Destination Berlin</em> went completely 3D, and many long-time fans didn&#8217;t like this – but I must admit, the more up-to-date, context-sensitive interface it employed made it the most easily playable of the three.</p>
<p>And last and most definitely least is <em>Commandos: Strike Force</em>. This was a complete departure for the series, making it a first-person shooter with a strategy edge. It also gave us only three commandos to work with this time: the sniper, the green beret and the spy. It&#8217;s kind of fun, but the problem is that it not particularly challenging as a shooter and the &#8220;strategy&#8221; elements hardly classify as such. You can finish most of each mission with one commando – except for the bits that require the skills of a particular guy, of course – and the lack of real dependence on their skills makes them feel more or less the same in the long run.</p>
<p>If you&#8217;re looking for a real challenge, something quite different to any other strategy game you have played, you might want to give this bundle a look.</p>
<p><img class="aligncenter size-full wp-image-16299" title="" src="http://www.nag.co.za/wp-content/uploads/2011/10/Commandos-Score-Box.png" alt="" width="600" height="82" /></p>
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		<title>Retro review: SimCity 2000</title>
		<link>http://www.nag.co.za/2011/10/18/retro-review-simcity-2000/</link>
		<comments>http://www.nag.co.za/2011/10/18/retro-review-simcity-2000/#comments</comments>
		<pubDate>Tue, 18 Oct 2011 09:01:18 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Management simulation]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=15322</guid>
		<description><![CDATA[It is said that when Alexander the Great reached Babylon, he paused a moment there upon the windswept Euphrasian steppes and beheld the great Mesopotamian city across the river, its golden minarets dappled and radiant in the noonday sun. And turning to his marching host, he declared, “Here, I shall plan, construct, and coordinate a [...]]]></description>
			<content:encoded><![CDATA[<p>It is said that when Alexander the Great reached Babylon, he paused a moment there upon the windswept Euphrasian steppes and beheld the great Mesopotamian city across the river, its golden minarets dappled and radiant in the noonday sun. And turning to his marching host, he declared, “Here, I shall plan, construct, and coordinate a vast and expensive network of bus depots, and for no obvious reason, the people shall not deign to use them.”</p>
<p>Or something like that, accounts do differ a bit.</p>
<p style="text-align: center;"><a href="http://www.nag.co.za/wp-content/uploads/2011/09/SC2K-01.jpg" rel="lightbox[15322]" title="SimCity 2000"><img class="aligncenter size-large wp-image-15751" title="SimCity 2000" src="http://www.nag.co.za/wp-content/uploads/2011/09/SC2K-01-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p style="text-align: left;"><span id="more-15322"></span><div class="simplePullQuote"><b>Developer:</b> Maxis Software Inc. | Electronic Arts<br>
<b>Publisher:</b> Maxis Software Inc. | Electronic Arts<br>
<b>Year:</b> 1994<br>
<b>Genre:</b> Management simulation<br>
<b>Availability:</b>For sale</div></p>
<p style="text-align: left;">Anyway, originally released back in 1994, <em>SimCity 2000</em> was the second in the series, but also a significant extension of and improvement on the concept, and remains – arguably, perhaps – the best of the lot.</p>
<p>The premise is simple enough – build a city, and keep it going. But just like real life, it’s rather more difficult than that. At its most fundamental level, you’ll have to create dedicated zones for residential, commercial, and industrial sectors, and as it turns out, nobody much likes living in an apartment next-door to a heavy-duty manufacturing plant.</p>
<p>Once you’ve got that basic stuff down, it’s all about the bigger matters of managing crime, health, education, transport systems, power resources, taxes and public fund allocations, and the occasional nuclear reactor meltdown – sometimes all at once, and with everything in a state of constant flux just to keep things interesting. And just when you think it’s all under control and you’re making a profit, ALIEN ROBOT INVASION AND EVERYTHING IS TOTALLY DESTROYED.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/09/SimCity-2000_2.png" rel="lightbox[15322]" title="SimCity 2000"><img class="alignleft size-full wp-image-15323" title="SimCity 2000" src="http://www.nag.co.za/wp-content/uploads/2011/09/SimCity-2000_2.png" alt="" width="320" height="240" /></a>The standard game is pretty open-ended, although time passes and technology improves along with it, until you’re finally able to replace entire blocks with so-called “Arcologies”, or humongous, self-sustained cities-within-cities. There’s also a number of scenarios included, that task you with achieving certain objectives with a preset city.</p>
<p>But all that aside, my absolute favourite thing about <em>SimCity 2000</em>, and maybe the best thing in any game ever (until <em>UT2004</em>’s Flak Cannon, anyway), is the SimCity Urban Renewal Kit toolset. With this, you’re able to create custom buildings from the existing template that you can place in the game. The SCURK also supports palette cycling, for simple, keyframe-based animation. The obvious next step is a dystopian metropolis, featuring gigantic neon billboards reminding citizens to comply, and punishment factories on every corner, but it’s really up to you.</p>
<p><img class="aligncenter size-full wp-image-15754" title="" src="http://www.nag.co.za/wp-content/uploads/2011/10/SC2K-score-box.png" alt="" width="600" height="82" /></p>
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		<title>Retro review: Return to Zork</title>
		<link>http://www.nag.co.za/2011/04/19/retro-review-return-to-zork/</link>
		<comments>http://www.nag.co.za/2011/04/19/retro-review-return-to-zork/#comments</comments>
		<pubDate>Tue, 19 Apr 2011 11:19:08 +0000</pubDate>
		<dc:creator>Miklós Szecsei</dc:creator>
				<category><![CDATA[Bytes]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[Adventure]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=12527</guid>
		<description><![CDATA[For fans of the point-and-click adventure genre, playing through Return to Zork could be seen as a necessary pilgrimage – the game is practically one of the grandfathers of the genre and if you want to imbue some gaming time with a bit of historical appreciation, then the title is well worth looking into… if [...]]]></description>
			<content:encoded><![CDATA[<p>For fans of the point-and-click adventure genre, playing through <em>Return to Zork</em> could be seen as a necessary pilgrimage – the game is practically one of the grandfathers of the genre and if you want to imbue some gaming time with a bit of historical appreciation, then the title is well worth looking into… if you are insane. Still, <em>Return to Zork</em> does show some of the earliest examples of when the genre began moving away from text-based inputs to one that utilised a GUI and mouse cursor. What’s more, the extensive voiceovers and digitised actors must have made this quite a game back in the day.</p>
<p>Despite <em>Return to Zork</em> being a veritable cradle of adventure gaming, it is quirky as hell and unnecessarily arbitrary in many instances. This, obviously, will not appeal to many gamers of today.</p>
<p style="text-align: center;"><a href="http://www.nag.co.za/wp-content/uploads/2011/04/Zork02.jpg" rel="lightbox[12527]" title="Return to Zork"><img class="aligncenter size-large wp-image-12605" title="Return to Zork" src="http://www.nag.co.za/wp-content/uploads/2011/04/Zork02-600x373.jpg" alt="" width="600" height="373" /></a></p>
<p><span id="more-12527"></span><div class="simplePullQuote"><b>Developer:</b> Infocom<br>
<b>Publisher:</b> Activision<br>
<b>Year:</b> 1993<br>
<b>Genre:</b> Adventure<br>
<b>Availability:</b>For Sale<a href="http://www.gog.com/en/gamecard/return_to_zork?utm_source=NAG&utm_medium=news&utm_content=RtZ_review&utm_campaign=NAG" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div></p>
<p>You do not have an onscreen character to relate to in<em> Return to Zork</em>, but you do have a plethora of verb-based options for interacting with the world. The GUI is cumbersome and verbose, but there is no doubt that it would have caused a stir amongst adventure game aficionados when it first made an appearance. One particular oddity is the lack of dialogue options when communicating with other characters. Instead of a list of things to say, you have a number of mannerisms you can adopt that might sway the conversation. If somebody is not being particularly forthcoming, you can become “threatening” in order to loosen their tongue.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/04/Zork01.jpg" rel="lightbox[12527]" title="Return to Zork"><img class="alignleft size-medium wp-image-12606" title="Return to Zork" src="http://www.nag.co.za/wp-content/uploads/2011/04/Zork01-350x217.jpg" alt="" width="350" height="217" /></a>The main issue I had with the game is that you’re very much on your own throughout all of this as you never really know what it is you’re supposed to do. The narrative is extremely disjointed and there is a whole host of characters who all have very little in relation to each other. Everything feels decidedly segmented and part of that is because it seems as if there is no overarching goal to work towards; in actuality there is, but it is so poorly explained that you only begin to grasp strands of the “plot” once you’re way over the half-way point in the game.</p>
<p>Then of course there are the puzzles. Some of them make sense and are rather clever, but others are so completely arbitrary in their solution that it’s amazing anyone ever managed to finish this game in the first place. I had to resort to a walkthrough on occasion and thank god I did otherwise I would never have guessed that I needed to show a photograph of a cow to a witch in order to be given a cage of bats. Yeah, I’ll just let that sink in, shall I?</p>
<p>To top it off, the game has one of those frustratingly annoying mazes that seemed to populate early adventure games. The best bit is that it’s randomly generated so there is no use in drawing maps. I literally spent over an hour traipsing around this bog maze, only to find out that once solved, I would have to re-navigate the whole thing at a later stage.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/04/Zork03.jpg" rel="lightbox[12527]" title="Return to Zork"><img class="aligncenter size-large wp-image-12604" title="Return to Zork" src="http://www.nag.co.za/wp-content/uploads/2011/04/Zork03-600x373.jpg" alt="" width="600" height="373" /></a></p>
<p>As previously mentioned, the game’s characters are actually real-life actors who have been digitized into the game world. While at the time this would have made people’s jaws hit the floor, today it comes across terribly. The acting is appalling and the voice-over work is so cheesy that you’ll find yourself cringing through ninety percent of the encounters with NPCs. What’s more, the bizarre mix of characters does the game’s world no favours. There seems to be an identity crisis running throughout <em>Return to Zork</em> as you flit between scenes with characters that look as if they belong in a fantasy adventure game, and other that would be at home in a Western or science-fiction.</p>
<p>I consider myself a fan of the point-and-click adventure genre. I grew playing titles like <em>ECO Quest</em>, <em>The Secret of Monkey Island</em> and <em>Pepper’s Adventures in Time</em>. Would I recommend you look into an oldie like <em>Return to Zork</em>? Sadly, the answer is no, unless you’re a sucker for punishment or you really want to see how the genre has evolved.</p>
<p><img class="aligncenter size-full wp-image-12607" src="http://www.nag.co.za/wp-content/uploads/2011/04/zork-Score-Box.png" alt="" width="600" height="82" /></p>
<p>Interested in this game? Be sure to <a href="http://www.gog.com/en/gamecard/return_to_zork?utm_source=NAG&amp;utm_medium=news&amp;utm_content=RtZ_review&amp;utm_campaign=NAG" target="_blank">visit GOG.com</a>.</p>
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		<title>Retro review: Baldur’s Gate</title>
		<link>http://www.nag.co.za/2011/03/31/retro-review-baldur%e2%80%99s-gate/</link>
		<comments>http://www.nag.co.za/2011/03/31/retro-review-baldur%e2%80%99s-gate/#comments</comments>
		<pubDate>Thu, 31 Mar 2011 13:56:50 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Black Isle Studios]]></category>
		<category><![CDATA[Role-Playing Game]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=12120</guid>
		<description><![CDATA[An orphan. A mysterious – possibly very, very, very significant – heritage. A murder. A CONSPIRACY?! A long trip throu- GNOLLS! &#8211; through a mine, masquerading as an important plot device, but probably just a cheap way to tack anot- MORE GNOLLS! &#8211; another three hours onto the game time advertised on the box. GIANT [...]]]></description>
			<content:encoded><![CDATA[<p>An orphan. A mysterious – possibly very, very, very significant – heritage. A murder. A CONSPIRACY?! A long trip throu- GNOLLS! &#8211; through a mine, masquerading as an important plot device, but probably just a cheap way to tack anot- MORE GNOLLS! &#8211; another three hours onto the game time advertised on the box. GIANT MINIATURE SPACE HAMSTERS! A mercenary company with distinctive cloaks or hats or something. DRAGONS! A dark wizard on the payroll of the&#8230; forces of darkness (I guess), and something about a dead god trying desperately to organise a comeback tour.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/03/BG01.jpg" rel="lightbox[12120]" title="Baldur's Gate"><img class="aligncenter size-large wp-image-12138" title="Baldur's Gate" src="http://www.nag.co.za/wp-content/uploads/2011/03/BG01-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p><span id="more-12120"></span><div class="simplePullQuote"><b>Developer:</b> BioWare<br>
<b>Publisher:</b> Black Isle Studiosbr>
<b>Year:</b> 1999<br>
<b>Genre:</b> Role-playing game<br>
<b>Availability:</b>For sale
<a href="http://www.gog.com/en/gamecard/baldurs_gate_the_original_saga?utm_source=NAG&utm_medium=news&utm_content=bg_review&utm_campaign=NAG" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" 

src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div></p>
<p>Fantasy games are where clichés go to die (and, with 25,000 gold pieces and a somewhat shabby, back alley cleric, resurrect and go on). As such, it would be easy to think of <em>Baldur’s Gate</em> as a graveyard of tedious designated hero tropes, otherwise predictable revelations, and shameless plagiarisms from the appendices of <em>Lord of the Rings</em> and whatever David Eddings had recently published, because it’s true.</p>
<p>&#8230; <img src='http://www.nag.co.za/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>It’s kinda hard to review <em>Baldur’s Gate</em> in 2011. Originally released about a hundred years ago, when people were still playing <em>Advanced Dungeons &amp; Dragons 2nd Edition</em> and wearing bits of woven peat and twigs, the game was met with universal critical acclaim and sold about two million copies, which was a quite lot before stuff like <em>Call of Duty</em> shifted a zillion units per hour. Now it’s just an ugly RPG with loads of text.</p>
<p>Fortunately enough, however, I’m a total slut for old isometric games and reading. I also remember playing <em>Baldur’s Gate</em> way back whenever it was, so I’m powered by the indubitable authority of slow-brewed, extra-matured nostalgia.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/03/BG02.jpg" rel="lightbox[12120]" title="Baldur's Gate"><img class="aligncenter size-large wp-image-12137" title="Baldur's Gate" src="http://www.nag.co.za/wp-content/uploads/2011/03/BG02-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p>Okay, honestly, it <em>does </em>feel a bit cumbersome now. The characters move far too slowly, and you have to push with the mouse to scroll (no cursor key support, apparently). Once you’ve got six characters in your party, this becomes a logistical nightmare of Lovecraftian proportions, with everybody slogging through a bog of invisible toffee – just in time for kobolds to turn up and pick off the straggling mage who decided to take a different way around a big rock, seemingly by way of the nearest neighbouring continent.</p>
<p>The combat’s pretty good, though. You can pause the game at any time to manage your characters and issue engagement orders. It’s not quite the same as rolling heaps of irregularly-sided dice, but the sense of intervention and control is about the same (false, but ostensibly convincing).</p>
<p>The game sprawls. Not just the extravagantly complicated plot (as well as more side quests than you could lob a Beholder at), but the game world itself is enormous, featuring some fifty discrete locations across Faerûn’s Sword Coast, and an 80% chance of randomly encountering gnolls in every single one of them. Travel the world, meet new people, and kill them with Magic Missiles! Living the dream, one lucky crit at a time.</p>
<p>Even today, the <em>Baldur’s Gate</em> series remains the fantasy RPG standard to which all others are invariably compared, and while it may seem restrictive and ponderous to our 21st century sensibilities, there’s a lot of naive charm in there and it’s perhaps all the more endearing – and enduring &#8211; for it. It’s definitely worth giving it another spin if you remember it fondly, and it’s also probably worth checking out if you missed it the first time around and don’t gag instantly at the sight of pre-millennial 2D graphics.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-12139" src="http://www.nag.co.za/wp-content/uploads/2011/03/Baldurs-gate-Score-Box.png" alt="" width="600" height="82" /></p>
<p style="text-align: left;">Interested in this game? Be sure to <a href="http://www.gog.com/en/gamecard/baldurs_gate_the_original_saga?utm_source=NAG&amp;utm_medium=news&amp;utm_content=bg_review&amp;utm_campaign=NAG" target="_blank">visit GOG.com</a>.</p>
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		<title>Retro review: Planescape: Torment</title>
		<link>http://www.nag.co.za/2011/03/03/retro-review-planescape-torment/</link>
		<comments>http://www.nag.co.za/2011/03/03/retro-review-planescape-torment/#comments</comments>
		<pubDate>Thu, 03 Mar 2011 13:22:04 +0000</pubDate>
		<dc:creator>Geoff Burrows</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Role-Playing Game]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=11811</guid>
		<description><![CDATA[When people say “they don’t make RPGs like they used to,” Planescape: Torment is that benchmark. Released in 1999, it didn’t perform particularly well in terms of sales, but represented traditional role-playing games so incredibly well that many gamers – pen-and-paper RPG and CRPG players alike – helped carry this title to cult hit status. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.nag.co.za/wp-content/uploads/2011/03/Planescape01.jpg"></a>When people say “they don’t make RPGs like they used to,” <em>Planescape: Torment</em> is that benchmark. Released in 1999, it didn’t perform particularly well in terms of sales, but represented traditional role-playing games so incredibly well that many gamers – pen-and-paper RPG and CRPG players alike – helped carry this title to cult hit status. <em>Planescape</em> shattered people’s perceptions of what they can expect from a computer RPG.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/03/Planescape01.jpg" rel="lightbox[11811]" title="Planescape: Torment"><img class="aligncenter size-large wp-image-11813" title="Planescape: Torment" src="http://www.nag.co.za/wp-content/uploads/2011/03/Planescape01-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p><span id="more-11811"></span></p>
<div class="simplePullQuote"><b>Developer:</b> Black Isle Studios<br>
<b>Publisher:</b> Atari<br>
<b>Year:</b> 1999<br>
<b>Genre:</b> Role-playing game<br>
<b>Availability:</b>For sale
<a href="http://www.gog.com/en/gamecard/planescape_torment?utm_source=NAG&utm_medium=news&utm_content=Planescape_review&utm_campaign=NAG" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>So what makes this game so special? For starters, it’s a story-focused RPG. Combat, spell-casting and kitting out your party members with phat loot is still a part of the game, but, like Black Isle’s flagship games, <em>Fallout</em> and its sequel, many situations can be conquered without the need to stab people in the knees. That significant story takes place in a <em>Dungeons &amp; Dragons</em> setting called Planescape, in which you take on the role of Nameless One, an immortal who awakens, confused and without any memory, on a rusty gurney inside a mortuary. You’ll have to piece together your character’s past, and will soon discover that he has lived and died more times than imaginable.</p>
<p>Most of <em>Planescape</em> takes place in the city of Sigil, a ring-shaped metropolis that balances on the tip of an infinitely tall spire in the centre of The Planes. Sigil is known as the City of Doors due to the large number of hidden portals scattered throughout. Each door requires a key – be it a token, a charm, a jig or even a thought – to unlock, and many citizens of Sigil claim patchy knowledge of the keys and the portals’ destinations. The game world is huge and packed with interesting characters with whom you can have deep, dark and well-written dialogue, secrets to uncover and conspiracies to get sucked into. Where some RPGs choose to stuff in dozens of hours of repetitive fetch and assassination quests to fluff up the game-time, everything that you’ll spend time with in <em>Planescape</em> is exciting and interesting, and has consequences.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2011/03/Planescape02.jpg" rel="lightbox[11811]" title="Planescape: Torment"><img class="aligncenter size-large wp-image-11812" title="Planescape: Torment" src="http://www.nag.co.za/wp-content/uploads/2011/03/Planescape02-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p>Unlike the <em>AD&amp;D</em> 2<sup>nd</sup> Edition on which <em>Planescape</em> is based, the character creation and management system is fairly unconventional. Once you’ve assigned the basic statistics like strength and dexterity, you begin the game as a Fighter class. To change classes to Thief or Wizard, Nameless One will have to seek out the appropriate mentor and receive training. Similarly, alignment isn’t static – a wild notion for its time – Nameless One’s moral stance will change throughout the game based on his actions, and non-player characters in the game world will react according to that alignment, allowing new quests and dialogue options.</p>
<p>Despite its age, <em>Planescape</em> manages to hold its own against modern RPGs because it helped set the bar that those RPGs attempt to reach. It doesn’t even look that dated, thanks to some impressive pre-rendered 2D visuals, and its audio is fantastic with celebrity voice talent including Michael T. Weiss (<em>The Pretender</em>) and Dan Castellaneta (<em>The Simpsons</em>) and a score composed by <em>Fallout</em>’s Mark Morgan.</p>
<p><img class="aligncenter size-full wp-image-12009" src="http://www.nag.co.za/wp-content/uploads/2011/03/Planescape-Score-Box.png" alt="" width="600" height="82" /></p>
<p>Interested in this game? Be sure to <a href="http://www.gog.com/en/gamecard/planescape_torment?utm_source=NAG&amp;utm_medium=news&amp;utm_content=Planescape_review&amp;utm_campaign=NAG" target="_blank">visit GOG.com</a>.</p>
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		<title>Retro review: Outcast</title>
		<link>http://www.nag.co.za/2010/12/16/retro-review-outcast/</link>
		<comments>http://www.nag.co.za/2010/12/16/retro-review-outcast/#comments</comments>
		<pubDate>Thu, 16 Dec 2010 06:00:14 +0000</pubDate>
		<dc:creator>Miklós Szecsei</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Infrogrames]]></category>
		<category><![CDATA[Retro]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=11034</guid>
		<description><![CDATA[During 1999, a large part of the gaming market belonged to titles like Quake III Arena and Unreal Tournament. Outcast was one of those games that had an unfortunate release window as people’s attention was fixed in other areas. As such, it became one of those “best games you never played” titles that battled to [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Appeal<br>
<b>Publisher:</b> Infogrames<br>
<b>Year:</b> 1999<br>
<b>Genre:</b> Third-person action-adventure<br>
<b>Availability:</b>For sale
<a href="http://www.gog.com/en/gamecard/outcast" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>During 1999, a large part of the gaming market belonged to titles like <em>Quake III Arena</em> and <em>Unreal Tournament</em>. <em>Outcast</em> was one of those games that had an unfortunate release window as people’s attention was fixed in other areas. As such, it became one of those “best games you never played” titles that battled to find main-stream acceptance with an audience whose love for multiplayer was steadily taking over.</p>
<p><img class="aligncenter size-full wp-image-11260" title="Outcast" src="http://www.nag.co.za/wp-content/uploads/2010/12/Outcast-Screen-6.jpg" alt="" width="511" height="382" /></p>
<p>In <em>Outcast</em>, players take on the role of a former Navy SEAL called Cutter Slade. Scientists have proven the existence of a parallel universe, to which they promptly dispatch a probe that sends back images from the planet of Adelpha. Moments after receiving the images, an alien life form damages the probe releasing a shockwave of energy that opens up a black hole, which threatens Earth’s existence. Slade is called in to escort a team of scientists who are sent to the parallel universe to fix the probe and close the black hole. Naturally, things go pear-shaped and Slade is dumped into the beginnings of a rebellion, which according to local legend, he is supposed to lead. Slade has to travel to each of the six regions of Adelpha in order to locate the five Mons. By reuniting the Mons, he will be able to topple the evil Fae Rhan and bring peace to Adelpha. In return, the Talan (the race of aliens on Adelpha) pledge to help Slade locate and repair the probe to save Earth.</p>
<p><em> </em></p>
<div id="attachment_11258" class="wp-caption alignleft" style="width: 360px"><em><em><img class="size-medium wp-image-11258" title="Outcast" src="http://www.nag.co.za/wp-content/uploads/2010/12/Outcast-Screen-2-350x261.jpg" alt="" width="350" height="261" /></em></em><p class="wp-caption-text">The game is not afraid to poke fun at itself and there are numerous nineties pop culture references to be found.</p></div>
<p><em>Outcast</em> is a fairly unique third-person action-adventure game. It is almost open-world as each region of Adelpha is large and will require a lot of traversing. In many ways it’s not unlike an RPG in the way that the plot progresses through finding and completing missions. However, there is very little hand-holding insofar as being told what to do next. It’s up to you to speak to the inhabitants of Adelpha in order to try and understand what needs to be done. Sure, the main objectives get jotted down in a journal which you can refer to whenever you like, but there are no waypoints to follow on maps, no step-by-step mission logs and no “Mission Complete” notifications once you get a task done. You are, quite honestly, on your own on an alien planet. In that regard, the game does a good job of immersing you in the world. You seldom break away from the gameplay to consult maps, journals or an inventory like you would in games like <em>Fallout 3</em>, and that’s because it’s all built into Slade’s equipment. Even the way you save your game has been given a game-world explanation. The planet of Adelpha is highly detailed insofar as language, religion and customs are concerned. Thankfully a lexicon is steadily updated as Slade learns more about the world he is in.</p>
<p>On a technical level, <em>Outcast</em> definitely shows its age, but it can still look beautiful in certain areas. When it first released it caused quite a stir thanks to its use of voxels to map the terrain. In addition, the game has some early examples of depth of field blur and some stunning water reflections with real-time ripples. Sadly, the game’s maximum resolution is 512&#215;384, so it does run in a window on larger monitors. There is a community patch that enables slightly higher resolutions but don’t expect hi-def stuff. There are occasional path-finding issues with the AI and every now and then getting Slade out of water will drive you nuts. These are problems that were apparent back in 1999, but they probably went unnoticed because <em>Outcast</em> was such an immersive and new experience.</p>
<div id="attachment_11259" class="wp-caption aligncenter" style="width: 521px"><img class="size-full wp-image-11259" title="Outcast" src="http://www.nag.co.za/wp-content/uploads/2010/12/Outcast-Screen-4.jpg" alt="" width="511" height="382" /><p class="wp-caption-text">You can flip to a first-person perspective whenever you want; it makes gunfights a lot easier.</p></div>
<p>For those who have never played the game but have always wanted to, then I recommend it, but do bear in mind that it is now more than ten years old. The plot setup is typical sci-fi cheese, but there are numerous twists as the story progresses. The voice-acting is still superb and the phenomenal orchestral soundtrack is surely one of the best in gaming history – there are echoes of John Williams’ <em>Star Wars</em> score in places.</p>
<p>For those who have played the game, then it’s still worth another playthrough even if it’s only for the nostalgia value. Besides, if you played <em>Outcast</em> when it was released you will undoubtedly have a special place for it in your heart.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><img class="aligncenter size-full wp-image-11261" src="http://www.nag.co.za/wp-content/uploads/2010/12/outcast-bottom-line.jpg" alt="" width="500" height="88" /></p>
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		<title>Retro review: Gobliiins Pack</title>
		<link>http://www.nag.co.za/2010/07/21/retro-review-gobliiins-pack/</link>
		<comments>http://www.nag.co.za/2010/07/21/retro-review-gobliiins-pack/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 10:25:52 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[DotEmu]]></category>
		<category><![CDATA[Puzzle]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=8835</guid>
		<description><![CDATA[The Gobliiins Pack includes three games. These are Gobliiins, Gobliins 2: The Prince Buffoon, and Goblins 3. No, I’ve not committed some grievous spelling error – INCONTHIEVABLE! – but instead, the number of ‘i’s in the title represents the number of playable characters in each game. In an exceedingly clever twist, this sequence is perfectly inverted in series iterations.]]></description>
			<content:encoded><![CDATA[<p><div class="simplePullQuote"><b>Developer:</b> Coktel Vision<br>
<b>Publisher:</b> DotEmu<br>
<b>Year:</b> 1991-1993<br>
<b>Genre:</b> Puzzle / Adventure<br>
<b>Availability:</b>For sale
<a href="http://www.gog.com/en/gamecard/gobliiins_pack" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div><br />
<strong>An important note on orthography:</strong><br />
The Gobliiins Pack includes three games. These are <em>Gobliiins</em>, <em>Gobliins 2: The Prince Buffoon</em>, and <em>Goblins 3</em>. No, I’ve not committed some grievous spelling error – <em>INCONTHIEVABLE!</em> – but instead, the number of ‘i’s in the title represents the number of playable characters in each game. In an exceedingly clever twist, this sequence is perfectly inverted in series iterations. That was probably entirely unintended, but if Dan Brown’s next novel claims it’s a secret Masonic code, I called it first.</p>
<div id="attachment_8836" class="wp-caption alignleft" style="width: 360px"><img class="size-medium wp-image-8836" src="http://www.nag.co.za/wp-content/uploads/2010/07/scummvm00002-350x262.jpg" alt="" width="350" height="262" /><p class="wp-caption-text">A lifetime of repressing his baser instincts now an untold burden on the mild-mannered goblin, Fingus secretly ponders the pleasures of casual violence. </p></div>
<p>Anyway, the games play like a mashup of something like, say, <em>The Lost Vikings</em>, room escape puzzlers, and point and click adventures. So you’ve got a bunch of goblins (or one goblin and a series of ad hoc comrades, in the third game), each with their own special abilities, and you have to solve a bunch of puzzles in a scene before moving onto the next one and starting over. There’s also a story in there somewhere, but in between jamming bits of stuff together to make stuff happen (or not), it seems mostly irrelevant.</p>
<p>The first game has a lot of obvious problems. There’s no interaction feedback whatsoever, so working out what you can actually do anything with is part of the fun. Where “fun” actually means “not much fun at all, really.” This utterly impenetrable approach to gameplay is significantly compounded by an additional complication – you have a limited amount of health shared between your goblins, and mucking up means losing chunks of this. Muck up enough, and it’s game over. Sure, there are checkpoints, and you can simply restart the scene, but the game all too quickly lapses into a tedious series of pixel-bashing trials and error (or a trial of errors, perhaps).</p>
<div id="attachment_8837" class="wp-caption alignright" style="width: 360px"><img class="size-medium wp-image-8837" src="http://www.nag.co.za/wp-content/uploads/2010/07/scummvm00003-350x262.jpg" alt="" width="350" height="262" /><p class="wp-caption-text">A severed hand. Supporting adventure game props since 1984.</p></div>
<p>The second game adds mouseover object highlighting, but chucks the simple, unambiguous character class system for a sort of personality system that’s ultimately rather too nebulous. In theory, the goblin Fingus is smart and diplomatic, while Winkle is stupid and dauntless. In practice, however, this means surreal, inscrutable predicaments where, for example, Winkle can’t figure out how a switch works in one scene, but has no difficulty negotiating the otherwise complex mechanisms of a doorbell in another. Adventure games do tend to rely somewhat on illogical – if illogically <em>predictable</em>, at least – approaches to problem-solving, but this character inconsistency can be quite frustrating.</p>
<p>Third time around, and <em>Goblins 3</em> plays much more like a regular adventure game. Although the main character, Blount, is supplied with companions throughout the game, their usefulness is generally more transparent. Also, every scene features an objective summary, providing a practical context that’s altogether absent in the other games.</p>
<div class="mceTemp">
<dl class="wp-caption alignleft" style="width: 360px;">
<dt><img class="size-medium wp-image-8838" src="http://www.nag.co.za/wp-content/uploads/2010/07/scummvm00005-350x262.jpg" alt="" width="350" height="262" /></dt>
<dd class="wp-caption-dd">Well, I say &#8220;objective summary&#8221;. It&#8217;s its own puzzle, really. </dd>
</dl>
</div>
<p>It’s needless to say, maybe, but none of these games are particularly easy. Many of the puzzles are necessarily – and, paradoxically, unnecessarily – obscure, meaning you’ll frequently find yourself stuck with absolutely no idea what to do next. Given their uncompromising linearity, this also means you can’t get busy doing something else in the meantime. As a rather unique series, it’s certainly worth checking out – but only if you’ve a prodigious capacity for failure and resentment to go with your old school sensibilities. Which you likely do, of course.</p>
<p><img class="aligncenter size-full wp-image-8867" src="http://www.nag.co.za/wp-content/uploads/2010/07/gobliiins-bottom-line.jpg" alt="" width="500" height="88" /></p>
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		<title>Retro review: Divine Divinity</title>
		<link>http://www.nag.co.za/2010/04/20/retro-review-divine-divinity/</link>
		<comments>http://www.nag.co.za/2010/04/20/retro-review-divine-divinity/#comments</comments>
		<pubDate>Tue, 20 Apr 2010 12:07:39 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[CDV]]></category>
		<category><![CDATA[Role-Playing Game]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=7581</guid>
		<description><![CDATA[Oh, it’s a long story. The sort of stuff rheumy granddaddies tell wide-eyed kids around the hearth on winter nights, as wolves arch and cry dismay to a clouded, bitter moon in the world outside. But it’s the same story. It always is. Intoxicated with pride and hubris, men turned wild and wicked, their reckless [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Larian Studios<br>
<b>Publisher:</b> CDV<br>
<b>Year:</b> 2002<br>
<b>Genre:</b> Action-RPG<br>
<b>Availability:</b>For sale

<a href="http://www.gog.com/en/gamecard/divine_divinity" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>Oh, it’s a long story. The sort of stuff rheumy granddaddies tell wide-eyed kids around the hearth on winter nights, as wolves arch and cry dismay to a clouded, bitter moon in the world outside. But it’s the same story. It always is. Intoxicated with pride and hubris, men turned wild and wicked, their reckless ambitions abandoning all care and consequence, and sought to turn the tides of destiny to their own dread purpose. And better men stood fast against them – a Council of Seven – pledged to thwart this terrible doom, and they sacrificed their very lives to reclaim and restore the kingdom of Rivellon for a while. But evil lies and sleeps amid the crags of the land, dreaming of darkness and power, and prophecy speaks of a Chosen One who will end this forever. It might as well have been written by David Eddings, or one of those other rubbish fantasy writers who’ve never typed the word “ingenuity” because that would amount to intellectual dishonesty.</p>
<div id="attachment_7582" class="wp-caption alignleft" style="width: 360px"><a href="http://www.nag.co.za/wp-content/uploads/2010/04/dd_1.jpg" rel="lightbox[7581]" title="Divine Divinity"><img class="size-medium wp-image-7582" title="Divine Divinity" src="http://www.nag.co.za/wp-content/uploads/2010/04/dd_1-350x262.jpg" alt="Even heroes have to shop for bog rolls. " width="350" height="262" /></a><p class="wp-caption-text">Even heroes have to shop for bog rolls. </p></div>
<p>Fortunately, the game’s much more fun. One part <em>Diablo</em>, one part something like <em>Arcanum</em>, <em>Divine Divinity</em> makes for a thoroughly click-click-clickable action/epic-lite RPG that’s impossible to hate. Besides, I’m such a shameless slut for isometric games.</p>
<p>Chucking all pretence of genre innovation, <em>Divine Divinity</em> features three classes – rogue (they’re calling it a “Survivor” here; it’s a rogue), wizard, warrior. The kicker here is that, unlike most RPGs, the levelling system is largely classless. While each class has its own exclusive special ability, additional skills may be selected from any class, so there’s loads of space for custom character builds.</p>
<div id="attachment_7583" class="wp-caption alignright" style="width: 360px"><a href="http://www.nag.co.za/wp-content/uploads/2010/04/dd_2.jpg" rel="lightbox[7581]" title="Divine Divinity"><img class="size-medium wp-image-7583" title="Divine Divinity" src="http://www.nag.co.za/wp-content/uploads/2010/04/dd_2-350x262.jpg" alt="Fire. The all-purpose household cleaner. " width="350" height="262" /></a><p class="wp-caption-text">Holy fire. The all-purpose household cleaner. </p></div>
<p>It’s mostly a lot of walking-here, killing-this, looting-that, but the game world is enormous (over 20 000 discrete, scrolling screens) and stuffed with weird, frequently amusing NPCs, sub-plots, and collectible junk. The game also includes the most complex and bizarre easter egg I’ve ever encountered. And it might be a strange thing to mention at all, but <em>Divine Divinity</em> has one of the best original scores I’ve ever encountered too.</p>
<p>I played this game back when it was first released in 2002 (actually, I still own the original 3-disc set; I hoard s*** like that), and eight years on, it still kicks <em>Dragon Age</em>’s arse. Even though it’s not really comparable, and because I just take any opportunity to slag off <em>Dragon Age</em>. If you loved <em>Diablo</em>, <em>Sacred</em>, <em>Titan Quest</em>, or anything largely mindless and completely addictive like that, then this one’s essential.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7618" src="http://www.nag.co.za/wp-content/uploads/2010/04/dd-bottom-line.png" alt="dd-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Caesar 3</title>
		<link>http://www.nag.co.za/2010/04/16/retro-review-caesar-3/</link>
		<comments>http://www.nag.co.za/2010/04/16/retro-review-caesar-3/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 10:04:54 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Sierra]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=7518</guid>
		<description><![CDATA[In and around Southern Europe, sometime between 27 BC and AD 476. The Roman Empire is all the rage, and Milan’s haute couture catwalks groan under the formidable weight of stylish bronze plating, leather pleats, and luxurious Arctic wolf’s head accessories imported all the way from that fashionably-to-die-for-darling barbarous Saxones [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Impressions Games<br>
<b>Publisher:</b> Sierra Entertainment<br>
<b>Year:</b> 1999<br>
<b>Genre:</b> Management sim<br>
<b>Availability:</b>For sale
<a href="http://www.gog.com/en/gamecard/caesar_3" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>In and around Southern Europe, sometime between 27 BC and AD 476. The Roman Empire is all the rage, and Milan’s <em>haute couture</em> catwalks groan under the formidable weight of stylish bronze plating, leather pleats, and luxurious Arctic wolf’s head accessories imported all the way from that fashionably-to-die-for-darling <em>barbarus </em>Saxones. Of course, it’s not all glitz, glamour, and crucifixions – someone’s got to build the roads and negotiate trade agreements and burn down plague-ridden neighbourhoods and other drab stuff everybody just totally takes for granted. And that’s where I come in, the illustrious Governor Fabulous Maximus. I’m really just in it for burning down the plague-ridden neighbourhoods.</p>
<div id="attachment_7519" class="wp-caption alignleft" style="width: 360px"><a href="http://www.nag.co.za/wp-content/uploads/2010/04/caesar3_screenshot_1.jpg" rel="lightbox[7518]" title="Caesar 3"><img class="size-medium wp-image-7519" title="Caesar 3" src="http://www.nag.co.za/wp-content/uploads/2010/04/caesar3_screenshot_1-350x259.jpg" alt="Nothing's on fire or fallen over. That's because I stole this image from the internet. " width="350" height="259" /></a><p class="wp-caption-text">Nothing&#39;s on fire or fallen over. That&#39;s because I stole this image from the internet. </p></div>
<p>In <em>Caesar 3</em>, it’s the player’s job to build and manage an Imperial city. It’s like something in between <em>SimCity </em>and, say, <em>The Settlers</em>. There’s a lot of “Build this here” and “Take this there” and “Why isn’t this ****ing fountain working, it’s right by the ****ing reservoir”. Of course, Rome wasn’t built in a day, and neither is any of this – in fact, it all has a dismaying tendency to collapse into big heap of rubble just as it’s getting somewhere. Stupid engineers. Stupid prefects. Stupid gods.</p>
<p>The game is scenario based, setting any of a number of objectives for the player – reach X population, slavishly ingratiate yourself into Y of Caesar’s favour. Once you’re through the tutorial stages, you’re given a choice of two areas in each subsequent scenario, with one of these typically facing more foreign hostility and involving some degree of military investment. It’s also where the game doesn’t work at all – it’s just building a bunch of barracks and guard towers, and frantically clicking on enemy units until they’re tomato sauce. You know, when you should be putting out the fire that’s raging over by the forum because the legion conscription took away all the fire marshals.</p>
<div id="attachment_7520" class="wp-caption alignright" style="width: 360px"><a href="http://www.nag.co.za/wp-content/uploads/2010/04/Inside.jpg" rel="lightbox[7518]" title="Caesar 3"><img class="size-medium wp-image-7520" title="Caesar 3" src="http://www.nag.co.za/wp-content/uploads/2010/04/Inside-350x262.jpg" alt="Hey, remember when cinematics like this looked AMAZING? I do. :(" width="350" height="262" /></a><p class="wp-caption-text">Hey, remember when cinematics like this looked AMAZING? I do. <img src='http://www.nag.co.za/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p></div>
<p>Elsewhere, however, the game plays well enough, if occasionally somewhat frustratingly. One of the most important things to consider is road and intersection placement between homes and industries, to best facilitate the movement of people between these. That’s because, for some mad reason, the pathfinding AI is so atrocious, citizens will take the most extraordinary routes between places, and continue to do so, regardless of how many shortcuts you shove in their way or how much you swear at them. Maintaining a happy balance between your current and incoming population with the number of available jobs and food supply is also extremely daunting, even early in. Expect to see a population of 580 plunge to 320, just because a granary fell over and died, or because the guy carrying the food decided to go via Norway. Oh, and if you’re not building temples to every god on every corner, expect catastrophes. Frequently.</p>
<p>For its faults, <em>Caesar 3</em> is still a pretty decent and very challenging city builder / management game, however. It’s not likely to appeal to a more casual player, but anyone who ever thought <em>SimCity </em>didn’t include enough olive oil presses and stroppy plebeians should check it out.</p>
<p><img class="aligncenter size-full wp-image-7524" src="http://www.nag.co.za/wp-content/uploads/2010/04/caesar-Bottom-Line.png" alt="" width="500" height="88" /></p>
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		<title>Retro review: Gabriel Knight: Sins of the Fathers</title>
		<link>http://www.nag.co.za/2010/04/06/retro-review-gabriel-knight-sins-of-the-fathers/</link>
		<comments>http://www.nag.co.za/2010/04/06/retro-review-gabriel-knight-sins-of-the-fathers/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 09:29:56 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Sierra]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=7246</guid>
		<description><![CDATA[When cadavers start turning up all over New Orleans, it can only ever be one thing: VOODOO RITUAL MURDERS. Nobody dies of natural causes in New Orleans, of course, as a matter of rigorous local policy. The chicken blood slopped all over everything, esoteric chalk markings, bits of snake, and other paraphernalia of death kinda [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Sierra On-Line Inc.<br>
<b>Publisher:</b> Sierra On-Line Inc.<br>
<b>Year:</b> Adventure<br>
<b>Genre:</b> 1993<br>
<b>Availability:</b>1993<a href="http://www.gog.com/en/gamecard/gabriel_knight_sins_of_the_fathers" target="_blank"><img title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>When cadavers start turning up all over New Orleans, it can only ever be one thing: VOODOO RITUAL MURDERS. Nobody dies of natural causes in New Orleans, of course, as a matter of rigorous local policy. The chicken blood slopped all over everything, esoteric chalk markings, bits of snake, and other paraphernalia of death kinda supports the Voodoo ritual murder theory this time around anyway, which is super convenient for local book shop owner /recreational libertine / pulp fiction author on the skids, Gabriel Knight, since he’s looking to write a book about that sort of stuff. What isn’t super convenient, however, is that Gabriel’s got his own creepy heritage creeping up on him, and his apparently professional preoccupation with all this Voodoo business is improbably probably a lot more significant than anyone might think. No, really. It involves an ancient order of <em>Teutonic knights</em>.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2010/03/GK01.jpg" rel="lightbox[7246]" title="Gabriel Knight"><img class="aligncenter size-large wp-image-7387" title="Gabriel Knight" src="http://www.nag.co.za/wp-content/uploads/2010/03/GK01-600x450.jpg" alt="Gabriel Knight" width="600" height="450" /></a></p>
<p>When it was originally released in 1993, <em>Gabriel Knight: Sins of the Fathers</em> was something of a conceptual departure for Sierra. The blandly “mature” <em>Leisure Suit Larry</em> and (later iterations of) Police Quest series notwithstanding, the majority of the developer’s adventure games had thus far been whimsical, family friendly stuff. Gabriel’s casual cynicism and roguish manners, on the other hand, are a far cry from the bumbling Roger Wilco, and the insufferably sanctimonious Daventry brats. And while <em>Gabriel Knight</em> might share some thematic similarities with <em>Police Quest</em> titles, the former manages to portray a sinister criminal investigation without all the indiscreetly shameless proselytising of the latter. Also, New Orleans is infinitely more interesting than Lytton, because New Orleans has cool stuff like the French Quarter and Voodoo cults, and Lytton has a strip mall and small fry pot dealers.</p>
<p><a href="http://www.nag.co.za/wp-content/uploads/2010/03/GK02.jpg" rel="lightbox[7246]" title="Gabriel Knight"><img class="alignleft size-medium wp-image-7388" title="Gabriel Knight" src="http://www.nag.co.za/wp-content/uploads/2010/03/GK02-350x262.jpg" alt="Gabriel Knight" width="350" height="262" /></a>Graphically, it’s pretty typical early 1990s, with then-attractive 640&#215;480 SVGA visuals. It’s not dated much if you’re terminally sentimental (like me), although the digitised voices &#8211; including a drawling Tim Curry as Gabriel, and Mark “I’m always going to be the guy who played Luke Skywalker” Hamill as his cop pal, Mosely &#8211; do sound a bit like they’re being beamed in from Voyager 1. The cycling icon system is also absurdly overcrowded, with one each for WALK, LOOK, ASK, TALK, PICK UP, OPEN/CLOSE, OPERATE, and MOVE. You know, when just two icons for LOOK and DO STUFF would have been quite sufficient, thanks. Icons killed the adventure star, or something.</p>
<p>These otherwise negligible issues aside, <em>Gabriel Knight: Sins of the Fathers</em> is still a very fine game indeed. It’s a little more adult-oriented (and, by extension, less condescending) than most of its contemporaries, while cleverly avoiding all the cheap and unintentionally hilarious sensationalism of Sierra’s next adult-oriented game, <em>Phantasmagoria</em>. And while it’s not the most intellectually challenging game, the puzzles are smart enough to keep you occupied for a couple of hours at least.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7385" src="http://www.nag.co.za/wp-content/uploads/2010/03/GK-bottom-line.png" alt="GK-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Castles 1 + 2</title>
		<link>http://www.nag.co.za/2010/03/16/retro-review-castles-1-2/</link>
		<comments>http://www.nag.co.za/2010/03/16/retro-review-castles-1-2/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 11:44:52 +0000</pubDate>
		<dc:creator>Rodain Joubert</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Interplay]]></category>
		<category><![CDATA[Strategy]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=7185</guid>
		<description><![CDATA[Castles are quite possibly the coolest buildings in existence, bar none. They&#8217;re those eponymous war huts which feature in just about every medieval fantasy you&#8217;d care to mention, from the romantic ramparts of a Cinderella story to the Gothic depths of Dracula&#8217;s Castlevania abode. In post-Dark Ages Europe, they were astounding feats of deadly engineering [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Quicksilver Software<br>
<b>Publisher:</b> Interplay<br>
<b>Year:</b> 1991<br>
<b>Genre:</b> Strategy<br>
<b>Availability:</b>For Sale
<a href="http://www.gog.com/en/gamecard/castles_castles_2" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>Castles are quite possibly the coolest buildings in existence, bar none. They&#8217;re those eponymous war huts which feature in just about every medieval fantasy you&#8217;d care to mention, from the romantic ramparts of a <em>Cinderella </em>story to the Gothic depths of Dracula&#8217;s <em>Castlevania </em>abode.</p>
<p>In post-Dark Ages Europe, they were astounding feats of deadly engineering and careful co-ordination which could break Viking armies and bankrupt paranoid noblemen. Killer moats, boiling oil and murder holes were just a few of the traits which could turn an entire structure into its own freaking weapon.</p>
<div id="attachment_7249" class="wp-caption aligncenter" style="width: 610px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/castles01.jpg" rel="lightbox[7185]" title="Castles"><img class="size-large wp-image-7249" title="Castles" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/castles01-600x449.jpg" alt="You can even name your castle &quot;awesome.&quot; How awesome is that?" width="600" height="449" /></a><p class="wp-caption-text">You can even name your castle &quot;awesome.&quot; How awesome is that?</p></div>
<p>Long before the <em>Stronghold </em>series emerged in the first tentative years of the new millennium, a bunch of really awesome developers decided to create a DOS-based game called <em>Castles</em>. It was awesome. It put you in the role of an awesome king who built awesome castles and got into awesome battles with awesome armies while basically engaging in a whole bunch of awesome management tasks like raising taxes and executing annoying people.</p>
<div id="attachment_7250" class="wp-caption alignright" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/castles02.jpg" rel="lightbox[7185]" title="Castles"><img class="size-medium wp-image-7250" title="Castles" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/castles02-350x262.jpg" alt="It's role-playing time!" width="350" height="262" /></a><p class="wp-caption-text">It&#39;s role-playing time!</p></div>
<p>Nearly two decades later, the game is still a strong representation of how fun an oldschool strategy/building title can be. It balances castle construction chores with a simple (yet interesting) combat system, some pretty juicy medieval politics and randomly-generated plotlines which add a huge whack of flavour to the whole experience.</p>
<p>Most of the game is spent managing the labour mix of your workforce, assigning sections of the castle to be worked on, fending off bunches of angry Celts (those darn Celts) and making sure that you can pay, feed and protect everybody given only the paltry funds available to you. At the same time you&#8217;ll grant audience to a whole variety of interesting characters who can affect your kingdom: from bumbling dukes requesting aid in military campaigns to malevolent sorcerers bent on destroying you. The decisions you make in these encounters can have a startling &#8212; and sometimes detrimental &#8212; effect on your castle-building progress.</p>
<p>The second game in the series, <em>Siege and Conquest</em>, is just as strong an offering, though it focuses more on territory acquisition and less on the minutiae of individual fortresses. While balancing resources, maintaining shaky alliances and carving out your own zones of military conquest, you need to compete against several other lords for the throne of Bretagne by expanding your empire and earning the pope&#8217;s blessing.</p>
<div id="attachment_7251" class="wp-caption alignleft" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/castles03.jpg" rel="lightbox[7185]" title="Castles"><img class="size-medium wp-image-7251" title="Castles" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/castles03-350x219.jpg" alt="Colourful, crisp and classy -- the sort of strategy title you can easily get into." width="350" height="219" /></a><p class="wp-caption-text">Colourful, crisp and classy -- the sort of strategy title you can easily get into.</p></div>
<p>Compared to most sim-like titles reviewed on this site, the <em>Castles </em>games are startlingly lightweight &#8212; which can either be considered a boon or a curse. There&#8217;s not a hundred and one structure types to choose from and both titles have the extent of their functionality contained within a few tabs, which opens them up to the risk of monotony for hardcore genre enthusiasts. More casual players, however, will love spending time with their miniature armies of soldiers and workers as they go about stomping the king&#8217;s stone-and-mortar authority all over the countryside.</p>
<p>If you&#8217;re a fan of the <em>Stronghold </em>series and wonder what its grandparents would have looked like, get this two-in-one deal and try them both. They&#8217;re quite an odd couple, but each can easily be considered heroes of the late DOS generation in their own ways.</p>
<p><img class="aligncenter size-full wp-image-7252" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/castles-bottom-line.png" alt="" width="500" height="88" /></p>
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		<title>Super retro roundup: The X-COM series</title>
		<link>http://www.nag.co.za/2010/03/04/super-retro-roundup-the-x-com-series/</link>
		<comments>http://www.nag.co.za/2010/03/04/super-retro-roundup-the-x-com-series/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 12:03:14 +0000</pubDate>
		<dc:creator>Richard Jenks</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[microprose]]></category>
		<category><![CDATA[Tactical]]></category>
		<category><![CDATA[turn-based]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=6909</guid>
		<description><![CDATA[In 1999, mankind faces an unprecedented threat of an extraterrestrial nature: violent human abduction by UFOs and hideous experimentation are increasing rapidly, creating mass hysteria amongst the world's populace. All attempts by individual countries to resist the aliens have failed dismally [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-7079" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/ufo-title.jpg" alt="" width="500" height="100" /></p>
<p>In 1999, mankind faces an unprecedented threat of an extraterrestrial nature: violent human abduction by UFOs and hideous experimentation are increasing rapidly, creating mass hysteria amongst the world&#8217;s populace. All attempts by individual countries to resist the aliens have failed dismally; they were helpless in the face of vastly superior technology. For mankind to have a hope of survival, the world&#8217;s governments covertly created a global defence force to combat the alien menace &#8212; the Extraterrestrial Combat Unit: X-COM.</p>
<p><em><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/UFO-D.jpg" rel="lightbox[6909]" title="X-COM UFO Defense"><img class="alignright size-medium wp-image-7092" title="X-COM UFO Defense" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/UFO-D-350x262.jpg" alt="UFO Defense" width="350" height="262" /></a>UFO Defense</em> is a game of great depth and complexity. Not only must you defend the planet against UFO incursions, you must capture alien technology, strengthen your position and ultimately take the fight to the foe. The enemy is cunning and insidious &#8212; while you battle them on the ground and in the air they will attempt to infiltrate Earth&#8217;s governments and launch terror attacks in key cities. These activities can undermine your political standing with the various countries, compromising your funding if not dealt with effectively.</p>
<p>Gameplay in <em>UFO Defense</em> takes place across two modes. The first is Geoscape, a strategic  overview of Earth where you launch fighters to intercept UFOs, build and upgrade bases, and allocate research of new technology. This research is a driving force that gives you a military advantage as well as providing insight into alien biology, culture and motivation. The second mode is Battlescape &#8212; isometric turn-based combat where you control a squad (up to 10 agents) on the ground as you investigate downed enemy craft for new technology and alien corpses. As the aliens become more aggressive you will also have to defend your bases from assault &#8212; failure means the base is lost, along with the substantial associated resources. Missions can be downright creepy, especially when you&#8217;re waiting for the aliens to complete their turn, not knowing where they are and what they&#8217;re up to. The turn-based approach of Battlescape missions is slow-paced  but deliberate, with intense tactical considerations at all times. Movement, morale, fatigue and ammunition have to all be taken into account. It is all too easy for your team to be wiped out due to a lack of caution. While this can be a little frustrating at times it is ultimately very satisfying.</p>
<p>Between the careful balancing-act of funding acquisition/allocation and very difficult tactical encounters, you will need to exercise skill and care to save the human race from extinction.</p>
<p><strong>Bottom line:</strong> <em>UFO Defense</em> is a remarkably challenging but truly rewarding game.  Classic excellence. <strong>89/100</strong></p>
<p><img class="aligncenter size-full wp-image-7078" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/terror-title.jpg" alt="" width="500" height="100" /></p>
<p>Forty years after defeating the extraterrestrials in the First Alien War, mankind faces a new threat to its existence. This menace comes not from the stars but from the depths of our seas &#8212; a dormant malevolence has been awakened and has been biding its time since the conclusion of <em>UFO Defense</em>. X-COM is hastily reactivated and placed in charge of an underwater base, once again the last hope of humanity.</p>
<p>Practically speaking, <em>Terror from the Deep</em> is the same game as <em>UFO Defense</em>. The engine and game mechanics are essentially unchanged, with a new setting and foes and a fresh set of graphics. Instead of combating aliens on <em>terra firma</em> you can also fight them in the depths. The Geoscape interface is the same, but you now concern yourself with the oceans as well &#8212; you send submarines to destroy USOs (unidentified submersible objects), but the rest of the gameplay is identical. Battlescape combat primarily takes place in the muddy depths, your agents equipped with pressure suits and spear guns, but there is the occasional surface mission to defend a city or ocean liner from merciless aliens. Missions are also more complex, with some of them spanning multiple maps. This makes tactical resource and casualty management even more crucial.</p>
<p style="text-align: center;"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/Terror.jpg" rel="lightbox[6909]" title="X-COM Terror from the Deep"><img class="aligncenter size-large wp-image-7091" title="X-COM Terror from the Deep" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/Terror-600x450.jpg" alt="Terror from the Deep" width="600" height="450" /></a></p>
<p><em>Terror from the Deep</em> is a great deal more difficult than <em>UFO Defense</em> and brutally so. The aliens are ruthless and powerful, and from the outset you will have to fight very hard to prevail. Seeing it through to the end is a struggle, but very much worth the effort.</p>
<p><strong>Bottom line:</strong> The game might be a copy-paste but the differences are sufficient, and the gameplay is brilliant, which makes it a great experience in its own right.  <strong>86/100</strong></p>
<p><strong></p>
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		<title>Retro Review: Realms of Arkania 3: Shadow Over Riva</title>
		<link>http://www.nag.co.za/2010/03/02/retro-review-realms-of-arkania-3-shadow-over-riva/</link>
		<comments>http://www.nag.co.za/2010/03/02/retro-review-realms-of-arkania-3-shadow-over-riva/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 12:44:11 +0000</pubDate>
		<dc:creator>Matthew Vice</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Role-Playing Game]]></category>
		<category><![CDATA[Sir-Tech]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=7040</guid>
		<description><![CDATA[Before the turn of the millennium, the PC was really the only way to go for in-depth role playing games. Sure, console gamers at the time had a lot Japanese-style, linear, hand-holding RPGs to play, but what few western-style, free-form RPGs were available on consoles weren’t all that comprehensive, to be honest. Realms of Arkania [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Attic Entertainment<br>
<b>Publisher:</b> Sir-Tech Software<br>
<b>Year:</b> 1997<br>
<b>Genre:</b> Role-playing game<br>
<b>Availability:</b> For sale
<a href="http://www.gog.com/en/gamecard/realms_of_arkania_3" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>Before the turn of the millennium, the PC was really the only way to go for in-depth role playing games. Sure, console gamers at the time had a lot Japanese-style, linear, hand-holding RPGs to play, but what few western-style, free-form RPGs were available on consoles weren’t all that comprehensive, to be honest.<br />
<em><br />
Realms of Arkania 3: Shadow Over Riva</em> on the PC is a good example. It&#8217;s relatively unknown title based on a similarly-obscure German pen and paper role playing system. Not only does it give players a huge amount of freedom, it’s packed full of unique options and offers a huge world full of interesting quests and unusual characters to meet. It’s not quite as accessible as other PC role playing titles of the same era, like <em>Ultima</em>, <em>The Elder Scrolls</em> or <em>Lands of Lore,</em> and its unique systems require quite a run-up to get acquainted with, but the adventure behind this red tape and fiddly interface is highly engrossing.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/roa01.jpg" rel="lightbox[7040]" title="Retro Review: Realms of Arkania 3: Shadow Over Riva"><img class="alignleft size-medium wp-image-7046" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/roa01-350x243.jpg" alt="" width="350" height="243" /></a>The story isn’t all that original: Something is going down in the city of Riva, and only a party of brave heroes with the balls to do anything about it stand a chance to save the day. When the player begins their quest, they are handed a pre-generated party of six members. You can play that way if you want, but it’s far more fun and rewarding to kick them all out and generate six entirely unique characters from scratch. What makes <em>Realms of Arkania 3</em> unique in this regard is that each character will have not only skills and good points, like swordsmanship, conversation skills and dance abilities (I’m not joking), but also bad points, like a foul temper or cowardice. All of these things have a tangible impact on the game. In addition to improving their laudable aspects as they level up, these characters will also have the responsibility of diminishing their bad points while they’re at it.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/roa02.jpg" rel="lightbox[7040]" title="Retro Review: Realms of Arkania 3: Shadow Over Riva"><img class="aligncenter size-large wp-image-7047" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/roa02-600x417.jpg" alt="" width="600" height="417" /></a></p>
<p>Exploration of the city is handled via a very pixelated 3D perspective that looked a little dated for its time, but it serves it purpose. Everything else, from interacting with other characters and merchants to combat instantly boots the player into a different 2D view. Combat is handled in a top down, isometric view where players move their characters on a segmented map. The combat is turn-based, giving players plenty of time to think about their actions, which is good, because it’s really quite complicated, and even the simplest of choices can have far-reaching implications. It’s not unusual to see two or three party members drop dead as the result of a single enemy action, leaving you wondering just what the heck happened before you get the hang of it.</p>
<p>In this case, a recommendation is easy. <em>RoA3:SOR</em> was obviously made only for avid RPG fans who have the patience to adventure for hours and weigh up each choice for ages. If you can see beyond its dated graphics and fiddly controls, there’s plenty of fun to be had.</p>
<p><img class="aligncenter size-full wp-image-7048" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/03/roa-bottom-line.png" alt="" width="500" height="88" /></p>
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		<title>Super double retro review: Oddworld: Abe’s Oddysee and Abe’s Exoddus</title>
		<link>http://www.nag.co.za/2010/02/12/super-double-retro-review-oddworld-abes-oddysee-and-abes-exoddus/</link>
		<comments>http://www.nag.co.za/2010/02/12/super-double-retro-review-oddworld-abes-oddysee-and-abes-exoddus/#comments</comments>
		<pubDate>Fri, 12 Feb 2010 12:45:27 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[GT Interactive]]></category>
		<category><![CDATA[Platformer]]></category>
		<category><![CDATA[Puzzle]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=6855</guid>
		<description><![CDATA[Welcome to Oddworld, home of the Magog Cartel’s premiere consumer industrial facilities, and SoulStorm Brew™. When RuptureFarms 1029 carelessly exhausts the local population of Meeches, grinding its production of the immensely popular novelty meat snack Meech Munchies™ to an abrupt and potentially commercially devastating halt, CEO Molluck the Glukkon turns a prospective eye to the [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Oddworld Inhabitants<br>
<b>Publisher:</b> GT Interactive<br>
<b>Year:</b> 1997/1998<br>
<b>Genre:</b> Puzzle platformer<br>
<b>Availability: </b>For sale
<a href="http://www.gog.com/en/gamecard/oddworld_abes_oddysee" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a>
<a href="http://www.gog.com/en/gamecard/oddworld_abes_exoddus" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>Welcome to Oddworld, home of the Magog Cartel’s premiere consumer industrial facilities, and SoulStorm Brew™. When RuptureFarms 1029 carelessly exhausts the local population of Meeches, grinding its production of the immensely popular novelty meat snack Meech Munchies™ to an abrupt and potentially commercially devastating halt, CEO Molluck the Glukkon turns a prospective eye to the next readily available source of protein – the Mudokon slaves working his factories. Fortunately for the intended Tasty Treats™, our protagonist overhears the insidious plan, and scurries off to rescue his chums from almost certain extinction, and the howling indignity of being a cheap, low carb entrée.</p>
<p><img class="size-full wp-image-6856 alignleft" title="Subject Name: Abe. Racial Profile: Mudokon. Age: 15. Assignment: Enforced voluntary unremunerated conscript (Floorwaxer First Class). Deployment: RuptureFarms 1029, Oddworld. Physical Characteristics: Small, purplish green, flatulent. Favours loincloths.  Summary: Current Employee of the Year. Previously under observation for suspicion of seditious activity and sabotage. Suspected leader of the criminal labour organisation, Free Mud Party.  Status: AT LARGE" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/oddworld_abe.jpg" alt="oddworld_abe" width="171" height="260" /></p>
<p>Representing some of the finest platform-puzzle gaming of its generation (and still largely unsurpassed), Oddworld Inhabitants’ <em>Abe’s Oddysee</em> (1997) and sequel <em>Abe’s Exoddus</em> (1998) saw its titular hero creeping, walking, running, rolling, hoisting, jumping, crouching, and farting his way through a series of daring rescues and unlikely escapes. In real life, nobody would be actually able to outrun a Scrab.</p>
<p>Since Mudokons are routinely blinded by their employers, Abe must make use of simple spoken commands to get stuff done. Nearby Mudokons can be instructed to follow or wait for Abe, as well as manipulate environmental paraphernalia like levers. In <em>Abe’s Exoddus</em>, this feature is expanded to include pre-existing emotional states and physical afflictions. Miserable Mudokons, for example, will remain unresponsive until Abe expresses sympathy for their wretched plight, while sick Mudokons must first be healed with a special chant. All of this is ultimately aimed at cooperatively negotiating the environment and escorting Mudokon slaves to Bird Portals and emancipation. It’s usually harder than it sounds.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/abe02.jpg" rel="lightbox[6855]" title="Super double retro review: Oddworld: Abe’s Oddysee and Abe’s Exoddus "><img class="aligncenter size-large wp-image-6865" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/abe02-600x450.jpg" alt="" width="600" height="450" /></a></p>
<p>Abe is also able to assume control of certain enemies through possession. A possessed Glukkon, for example, can be used to gain entry to otherwise inaccessible locations, or issue orders to nearby Slig guards in much the same way that Abe interacts with fellow Mudokons. Possessed Sligs, in turn, can boss around their not-dogs, Slogs. As an added bonus, both Glukkon and Slig targets are killed (more accurately, they explode) when this telepathic link is terminated. Hotdogs for everyone!</p>
<p>Both games are, however, both extremely challenging and extremely unforgiving, and you’ll watch Abe and his pals die a thousand horrifying, completely preventable deaths because you miscalculated a jump or forgot about the blind guy who walks straight into a meat grinder. While this isn’t of much consequence in the sequel, the lack of a quicksave function in <em>Abe’s Oddysee</em> can make this game a bit frustrating.</p>
<p><img class="aligncenter size-full wp-image-6866" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/abe-bottom-line.png" alt="" width="500" height="88" /></p>
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		<title>Retro review: Constructor</title>
		<link>http://www.nag.co.za/2010/02/09/retro-review-constructor/</link>
		<comments>http://www.nag.co.za/2010/02/09/retro-review-constructor/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 12:44:15 +0000</pubDate>
		<dc:creator>Rodain Joubert</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Kalypso Media Digital]]></category>
		<category><![CDATA[Management]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=6818</guid>
		<description><![CDATA[Constructor is a DOS-based, tongue-in-cheek management sim that places you in control of a construction company trying to do what construction companies do best. This means, of course, that you&#8217;ll spend most of your time building cheap houses, pacifying annoyed tenants, making deals with the mob and completely screwing over any and all rivals. Before [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> System 3 Software<br>
<b>Publisher:</b> Kalypso Media Digital<br>
<b>Year:</b> 1997<br>
<b>Genre:</b> Management<br>
<b>Availability:</b>For sale
<a href="http://www.gog.com/en/gamecard/constructor" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p><em>Constructor</em> is a DOS-based, tongue-in-cheek management sim that places you in control of a construction company trying to do what construction companies do best. This means, of course, that you&#8217;ll spend most of your time building cheap houses, pacifying annoyed tenants, making deals with the mob and completely screwing over any and all rivals.</p>
<p>Before actually describing the game&#8217;s mechanics in any detail, one thing needs to be made absolutely clear: its dark humour and overall style may persuade people to liken it to <em>Theme Hospital</em>, but this would most definitely be a mistake. <em>Theme Hospital</em> doesn&#8217;t actively display hatred for it players: those who venture anywhere near<em> Constructor</em>, on the other hand, have to be prepared to be mercilessly bludgeoned with a monkey wrench over and over again. Easy mode won&#8217;t save you, and the PDF manual merely gloats at your impending doom.</p>
<p>Let&#8217;s explain this difficulty with a few of the game&#8217;s core concepts:</p>
<div id="attachment_6825" class="wp-caption alignleft" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/constructor01.jpg" rel="lightbox[6818]" title="Retro review: Constructor"><img class="size-medium wp-image-6825" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/constructor01-350x261.jpg" alt="Yep, you can build your own hippy army." width="350" height="261" /></a><p class="wp-caption-text">Yep, you can build your own hippy army.</p></div>
<p>(1)<em> Constructor</em> has no campaign setting. You select a core mission, a difficulty level and a play area before tackling your work head-on. New players are presented with vast maps to build their structures on, divided into estates which they have to fill by laying down plots for an astounding array of housing, resource buildings and special structures. This means that there&#8217;s no gradual introduction of gameplay concepts, and players have to learn the game through trial and error from the deep end of the pool.</p>
<p>(2) You are ultimately building to appease the city council. And the council is rarely &#8212; if ever &#8212; impressed by your work. Heck, if there&#8217;s an easy way to do something in the game, you can be damn sure that the council will somehow manage to get angry about it. Failure to meet their many demands always results in a game over: plain and simple.</p>
<div id="attachment_6827" class="wp-caption aligncenter" style="width: 610px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/constructor03.jpg" rel="lightbox[6818]" title="Retro review: Constructor"><img class="size-large wp-image-6827" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/constructor03-600x449.jpg" alt="The button that every player will eventually learn to hate." width="600" height="449" /></a><p class="wp-caption-text">The button that every player will eventually learn to hate.</p></div>
<p>(3) While the council exerts pressure externally, you also have to please your own tenants with the limited resources at your disposal. Tenant complaints can result from quite a few problematic situations: maybe they&#8217;re living near a noisy factory, or have to deal with an infestation of some kind. Or maybe a mouse sneezed somwhere. Failing to meet their demands after a certain amount of time will cause them to turn to the council. Refer to point (2) above about not messing with the council.</p>
<p>(4) Finally, you have to deal with rival construction companies, sabotaging their work while they attempt to do the same to you. To put things in perspective: points 1 to 3 above already make for an incredibly challenging game experience, but that&#8217;s <em>without</em> considering what an astounding emphasis <em>Constructor</em> puts on playing dirty: you can hire gangs of thieves, thugs and insidious clowns to do your bidding, and an entire tab of the game is dedicated to your dealings with the local mob boss.</p>
<div id="attachment_6828" class="wp-caption alignleft" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/constructor04.jpg" rel="lightbox[6818]" title="Retro review: Constructor"><img class="size-medium wp-image-6828" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/constructor04-350x262.jpg" alt="This is game attempt number 53. Will it yield victory this time?" width="350" height="262" /></a><p class="wp-caption-text">This is game attempt number 53. Will it yield victory this time?</p></div>
<p>How you react to this review is pretty much up to you. If the difficulty level sounds scary and you decide to run in the opposite direction very, very quickly, nobody will judge you for it. If, on the other hand, you&#8217;re intrigued by the promise of high complexity, some pretty fine-tuned game balance and all of the fascinating ideas that this title offers &#8230; well, <em>Constructor</em> may just be the perfect sim for you. Sure, it&#8217;s a punishing experience. And yes, the array of tools you need to use is astounding. But if you&#8217;re the sort of person who likes a challenge and gets all twitchy whenever a new management title rears its head, then <em>Constructor</em> really is a must-have. Play it now, and even the council may just show you the slightest glimmer of their approval.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-6829" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/02/constructor-bottom-line.png" alt="constructor-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Blood Omen: Legacy of Kain</title>
		<link>http://www.nag.co.za/2010/01/27/retro-review-blood-omen-legacy-of-kain/</link>
		<comments>http://www.nag.co.za/2010/01/27/retro-review-blood-omen-legacy-of-kain/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 08:26:02 +0000</pubDate>
		<dc:creator>Richard Jenks</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Crystal Dynamics]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=6585</guid>
		<description><![CDATA[Blood Omen: Legacy of Kain is the first in the well-known Legacy of Kain Saga, initially released on the PlayStation in 1996 and ported to the PC in 1997. It has recently been abandoned on PC. If you&#8217;re active on the Playstation Network, it can be found there too. Blood Omen tells the tale of [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Silicon Knights<br>
<b>Publisher:</b> Crystal Dynamics<br>
<b>Year:</b> 1997<br>
<b>Genre:</b> Action Adventure<br>
<b>Availability:</b> Abandonware | PSN</div>
<p><em>Blood Omen: Legacy of Kain</em> is the first in the well-known <em>Legacy of Kain </em>Saga, initially released on the PlayStation in 1996 and ported to the PC in 1997. It has recently been <a href="http://en.wikipedia.org/wiki/Abandonware" target="_blank">abandoned</a> on PC. If you&#8217;re active on the Playstation Network, it can be found there too.</p>
<p><em>Blood Omen</em> tells the tale of a murdered nobleman who strikes a deal with the necromancer Mortanius, allowing him to walk the living world as a vampire and take vengeance on those who slew him. It quickly becomes apparent that all is not as it seems &#8211; the Nine Pillars of Nosgoth have been corrupted and Kain becomes caught up in sweeping events that will force him to save the realm that he cares nothing for. Kain himself is a superb character &#8211; sardonic, violent and full of hate for the world. At times he is even poetic in his cynicism.</p>
<div id="attachment_6646" class="wp-caption alignleft" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/kain-01.jpg" rel="lightbox[6585]" title="Retro review: Blood Omen: Legacy of Kain"><img class="size-medium wp-image-6646" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/kain-01-350x262.jpg" alt="kain-01" width="350" height="262" /></a><p class="wp-caption-text">&quot;Oh please, help me kind sir!&quot;</p></div>
<p>Gameplay is top-down hack &#8216;n&#8217; slash, executed in a satisfying fashion. <em>Blood Omen</em>&#8216;s console roots are apparent in control &#8212; only the keyboard is used, with the mouse reserved for menu navigation.  Much of the time you will be brutalising your enemies with Kain&#8217;s sword accompanied by his derisive laughter, but there are items and spells that permit ranged assaults. Kain has to be cautious in battle &#8212; do enough damage, and your foe will be left reeling, allowing you to exsanguinate him as he collapses with a cry of agony. But do too much and he will die outright, robbing you of a health-replenishing meal. Attacks must also be timed lest they be interrupted. You don&#8217;t just have to worry about enemies &#8212; there are many environmental hazards and traps as well: the purity of running water and rain will cause damage to his corrupt body, and spikes pierce undead flesh just as well as that of the living.</p>
<p>You are not limited to the vampiric shape as you explore Nosgoth. Kain can take several additional forms as the situation demands. The bat allows him to quickly travel between far reaches of the realm, the wolf can leap up ledges and over obstacles while disembowelling foes with powerful claws, a mist which permits him to elude foes, and a nobleman which hides his undead nature when needed.</p>
<p style="text-align: center;"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/kain-02.jpg" rel="lightbox[6585]" title="Retro review: Blood Omen: Legacy of Kain"><img class="aligncenter size-large wp-image-6645" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/kain-02-600x450.jpg" alt="kain-02" width="600" height="450" /></a></p>
<p>The game simply oozes ominous character, with excellent atmosphere and many nuances adding to the experience. Every so often you will find a sobbing peasant chained up, begging to be set free, only to have Kain feast upon their lifeblood with enthusiastic slurping noises &#8211; this kind of detail makes for a diverse gameplay experience. The story is truly epic and becomes deeper and darker as you play &#8212; vengeance, betrayal and redemption make for a compelling tale whilst never feeling contrived. While there are several adult themes threaded throughout the game, at no point do they feel gratuitous.</p>
<p>Graphics are not bad at all once you become accustomed to the low res, and even feature environmental lighting &#8211; quite an achievement for its day. Voice acting is top-notch, and you&#8217;ll take delight in Kain&#8217;s many bitter monologues throughout the game. In many retro titles, music is a weakness, but not so in <em>Blood Omen</em>. On a technical note, running the game on a modern OS poses some problems, <a href="http://forums.eidosgames.com/showthread.php?t=72756" target="_blank">but there are solutions out there</a>.</p>
<p><img class="aligncenter size-full wp-image-6643" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/kain-bottom-line.png" alt="" width="500" height="88" /></p>
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		<title>Retro review: Sanitarium</title>
		<link>http://www.nag.co.za/2010/01/13/retro-review-sanitarium/</link>
		<comments>http://www.nag.co.za/2010/01/13/retro-review-sanitarium/#comments</comments>
		<pubDate>Wed, 13 Jan 2010 09:05:49 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[ASC Games]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=6358</guid>
		<description><![CDATA[A man with a secret drives himself off the road in a storm, and wakes up in a grotty Gothic asylum. It&#8217;s also on fire, because it just wouldn&#8217;t be a proper grotty Gothic asylum if it wasn&#8217;t on fire. And just to keep things interesting in a Grand Guignol-does-soap opera sort of way, this [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> DreamForge Entertainment<br>
<b>Publisher:</b> ASC Games<br>
<b>Year:</b> 1998<br>
<b>Genre:</b> Point & click adventure<br>
<b>Availability:</b> For sale
<a href="http://www.gog.com/en/gamecard/sanitarium" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>A man with a secret drives himself off the road in a storm, and wakes up in a grotty Gothic asylum. It&#8217;s also on fire, because it just wouldn&#8217;t be a proper grotty Gothic asylum if it wasn&#8217;t on fire. And just to keep things interesting in a Grand Guignol-does-soap opera sort of way, this guy&#8217;s got himself a bad case of total amnesia, a face all wrapped up in bandages, and probably an unknown lovechild implausibly conceived while he was temporarily dead two seasons ago. Anyway, after escaping the burning madhouse, the unlucky protagonist-but-maybe-antagonist-in-a-twist-ending finds himself mysteriously transported to the abandoned set of <em>Children of the Corn</em>, now inhabited by a bunch of creepy, disfigured kids even worse than the previous tenants and a sociopathic vegetarian tyrant. And that&#8217;s just the first stop on this trip. What&#8217;s delusion, what&#8217;s real, and what&#8217;s what? Time to work this stuff out then.</p>
<div id="attachment_6360" class="wp-caption alignleft" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/Sntrm-2010-01-07-23-47-46-84.jpg" rel="lightbox[6358]" title="Retro review: Sanitarium"><img class="size-medium wp-image-6360" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/Sntrm-2010-01-07-23-47-46-84-350x262.jpg" alt="This is probably the worst combat system in the history of the universe." width="350" height="262" /></a><p class="wp-caption-text">This is probably the worst combat system in the history of the universe.</p></div>
<p>Unlike most point and click adventures of its time, <em>Sanitarium</em> uses an isometric perspective that looks rather a lot like <em>Planescape</em> <em>Torment </em>or <em>Fallout</em>. Unlike <em>Planescape Torment</em> or <em>Fallout</em>, however, the character movement and path-finding is clumsy and inefficient, investing the game with some entirely unnecessary frustration. Sure, it&#8217;s not so bad when you&#8217;re trying to negotiate your way past, say, a bucket or small rock in the scenery, but it escalates to a whole new category of grief when the game&#8217;s (equally clumsy and inefficient) combat kicks in. Yes, there are combat encounters in this game, and why the developers decided to shove them in there is a conundrum as tantalising as the one behind the hero&#8217;s murky past. Imagine playing something like <em>Diablo </em>with all the controller sophistication of the Magnavox Odyssey, and you&#8217;re still way off. I get that the game&#8217;s supposed to be a psychological horror and everything, but perhaps DreamForge should&#8217;ve rethought their immersion system. Then there&#8217;s the dire voice acting, but I&#8217;ll just leave it at that. This was 1998, which is forever ago in game time.</p>
<div id="attachment_6361" class="wp-caption alignright" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/Sntrm-2010-01-08-00-19-43-54.jpg" rel="lightbox[6358]" title="Retro review: Sanitarium"><img class="size-medium wp-image-6361" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/Sntrm-2010-01-08-00-19-43-54-350x262.jpg" alt="Elvis has left this building. " width="350" height="262" /></a><p class="wp-caption-text">Elvis left this building a long time ago. </p></div>
<p>Those complaints notwithstanding, however, Sanitarium&#8217;s actually quite decent, if somewhat on the easy side and occasionally over-reliant on pixel-hunting puzzle solutions. Despite the drab amnesia cliché it starts out with, the plot goes on to intrigue with its constantly shifting and increasingly bizarre scenarios, and carnival roster of weirdo NPCs. In a genre dominated by family friendly themes and fuzzy wuzzy good fun, it&#8217;s rather nice to play something a bit disturbing.</p>
<p><img class="aligncenter size-full wp-image-6399" src="http://nag.tidemedia.co.za/wp-content/uploads/2010/01/sanitarium-bottom-line.png" alt="" width="500" height="88" /></p>
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		<title>Retro Review: Under a Killing Moon</title>
		<link>http://www.nag.co.za/2009/12/29/retro-review-under-a-killing-moon/</link>
		<comments>http://www.nag.co.za/2009/12/29/retro-review-under-a-killing-moon/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 07:00:26 +0000</pubDate>
		<dc:creator>Rodain Joubert</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Wordplay LLC]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=6005</guid>
		<description><![CDATA[Hard-boiled detective work, a badass trenchcoat and post-nuclear dystopia. This is what you get when you slip yourself into the &#8230; wait, you know what? We&#8217;ve been over this before. The Tex Murphy games are a set of oft-overlooked classics that put you in the shoes of the titular character: everyone&#8217;s favourite post-apocalyptic private investigator. [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Access Software<br>
<b>Publisher:</b> Wordplay LLC<br>
<b>Year:</b> 1994<br>
<b>Genre:</b> Adventure<br>
<b>Availability:</b> For sale<a href="http://www.gog.com/en/gamecard/tex_murphy_under_a_killing_moon" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>Hard-boiled detective work, a badass trenchcoat and post-nuclear dystopia. This is what you get when you slip yourself into the &#8230; wait, you know what? <a href="http://nag.tidemedia.co.za/2009/12/retro-review-tex-murphy-12/">We&#8217;ve been over this before</a>. The <em>Tex Murphy</em> games are a set of oft-overlooked classics that put you in the shoes of the titular character: everyone&#8217;s favourite post-apocalyptic private investigator. While rubbing shoulders with mutants and walking under red skies, Tex lives in his own little Casablancan world, proving that you don&#8217;t need to worry about solving the case as long as you&#8217;re wearing a really nice hat.</p>
<p>Tex is a damn fine PI. Or a damn lucky one, depending on how you look at it. He does all the investigation work that the regular cops don&#8217;t bother with: sneaking aboard spaceships with interplanetary smugglers, breaking into genetic research laboratories and talking with that weirdo who sits in the back alley trash all day.</p>
<div id="attachment_6098" class="wp-caption alignleft" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/UAKM01.jpg" rel="lightbox[6005]" title="UAKM01"><img class="size-full wp-image-6098" title="UAKM01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/UAKM01.jpg" alt="UAKM01" width="350" height="264" /></a><p class="wp-caption-text">A fedora wearer and proud of it, thank you very much</p></div>
<p>Being an oldschool PI in nuked-out San Francisco tends to bring in cool stories by the truckload. Sure, <em>Under a Killing Moon</em> starts off innocently enough: a washed-out and down-on-his-luck Tex is asked to investigate a local robbery and uncover a two-bit crook. But in the process he meets a mutant who&#8217;s addicted to chocolate, an underworld agent with a trunk for a nose and a mystically empowered Native American who has some sort of weird agenda that will probably be revealed in an exciting finale later on. Naturally, everything gets blown out of proportion very quickly and he pretty much ends up saving half the world before the week is through. Oh, and chats with James Earl Jones on a few occasions, too.</p>
<p>The <em>Tex Murphy</em> series isn&#8217;t a stranger to full motion video, and <em>Under a Killing Moon</em> is the first instalment to seriously adopt the idea of <a href="http://en.wikipedia.org/wiki/Full_motion_video_based_game" target="_blank">FMV-based gameplay</a>. A maligned genre which has had few true successes, FMV games still bring out the best in Tex &#8212; the developers have successfully retained the quality of puzzles and degrees of freedom that many of the game&#8217;s contemporaries lacked.</p>
<div id="attachment_6099" class="wp-caption aligncenter" style="width: 610px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/UAKM02.jpg" rel="lightbox[6005]" title="UAKM02"><img class="size-large wp-image-6099" title="UAKM02" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/UAKM02-600x450.jpg" alt="UAKM02" width="600" height="450" /></a><p class="wp-caption-text">There are 193 objects hidden in this office. Can you find them all?</p></div>
<p>The game operates through a mixture of point-and-click adventuring, FMV-based cutscenes and real-time 3D navigation. The latter is ugly, but far more practical than sticking with full FMV. Players get a full (and satisfying) adventure game experience combined with the better elements of FMV, some lovingly-crafted dialogue and numerous little quirks that make a <em>Tex Murphy</em> game what it is.</p>
<p>There&#8217;s only one real shortcoming in this situation, and that&#8217;s a horrible tendency to pull the 3D equivalent of a <a href="http://en.wikipedia.org/wiki/Hunt-the-pixel" target="_blank">pixel hunt</a>. Sometimes, if you&#8217;re not looking in juuuust the right place, with juuuust the right camera angle, you&#8217;re going to lose sight of that all-important flat poly that allows you to progress through the game.</p>
<p>Aside from this annoying point (and the occasional bits of horrible acting), <em>Under a Killing Moon</em> is actually a very engaging and damn clever offering. While time has taken its toll on the graphics, there are comparatively few FMV games in existence, and playing one of the genre&#8217;s rare gems is a refreshing experience for any adventure nostalgic.</p>
<p>Get it.<img class="aligncenter size-full wp-image-6101" title="UAKM-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/UAKM-bottom-line.png" alt="UAKM-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Tex Murphy 1+2</title>
		<link>http://www.nag.co.za/2009/12/07/retro-review-tex-murphy-12/</link>
		<comments>http://www.nag.co.za/2009/12/07/retro-review-tex-murphy-12/#comments</comments>
		<pubDate>Mon, 07 Dec 2009 12:45:08 +0000</pubDate>
		<dc:creator>Rodain Joubert</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Wordplay LLC]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=5666</guid>
		<description><![CDATA[Hard-boiled detective work, a badass trenchcoat, and post-nuclear dystopia. This is what you get when you slip yourself into the gumshoes of Tex Murphy, private investigator of the future. His love for Humphrey Bogart films is rivalled only by his eye for detail and social awkwardness, making him the ideal go-to man for all sorts [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Access Software<br>
<b>Publisher:</b> Wordplay LLC<br>
<b>Year:</b> 1989<br>
<b>Genre:</b> Adventure<br>
<b>Availability:</b> For sale<a href="http://www.gog.com/en/gamecard/tex_murphy_1_2" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>Hard-boiled detective work, a badass trenchcoat, and post-nuclear dystopia. This is what you get when you slip yourself into the gumshoes of Tex Murphy, private investigator of the future. His love for <a href="http://en.wikipedia.org/wiki/Humphrey_Bogart" target="_blank">Humphrey Bogart</a> films is rivalled only by his eye for detail and social awkwardness, making him the ideal go-to man for all sorts of strange and bewildering cases.</p>
<p>The <em>Tex Murphy</em> series consists of five games which are notable for their popularisation of FMV and other groundbreaking advancements in audio and visual technology. They&#8217;re a bunch of adventure games at heart (&#8220;use squeaky mouse on cat&#8221;), but earlier titles also flirt with the idea of interactive movies (&#8220;watch cat&#8221;), dating sims (&#8220;charm cat&#8221;), action shooters (&#8220;get locked in firefight with cat&#8221;), and even flight simulators (&#8220;take cat for cruise around 3D construction of blasted-out San Francisco&#8221;).</p>
<div id="attachment_5688" class="wp-caption aligncenter" style="width: 610px"><img class="size-large wp-image-5688" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/interrogate-600x373.jpg" alt="interrogate" width="600" height="373" /><p class="wp-caption-text">This guy&#39;s an insurance salesman! Don&#39;t trust him.</p></div>
<p>While not as popular as some of the <a href="http://www.gog.com/en/gamecard/tex_murphy_under_a_killing_moon" target="_blank">other</a> games in the series, the first two <em>Tex Murphy</em> titles are an interesting look at this oft-overlooked set of classics. <em>Mean Streets</em> deals with Tex&#8217;s first big case: an apparent suicide at San Francisco&#8217;s Golden Gate bridge which (predictably) turns into something a whole lot bigger. Players spend most of their time cruising between locations on the world map and interrogating various suspects using simple text commands, occasionally engaging in side-scrolling firefight scenes. Mixed in with this are the investigation segments, which are more reminiscent of standard adventure gaming and require you to search for various objects and clues.</p>
<p>While gaming, players also need to keep an eye out for new leads and jot down any important info with (gasp!) real pens and paper in a way that actually makes one feel like a proper detective.</p>
<div id="attachment_5690" class="wp-caption aligncenter" style="width: 610px"><img class="size-large wp-image-5690" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/mars-600x375.jpg" alt="mars" width="600" height="375" /><p class="wp-caption-text">&quot;Look! We&#39;ve colonised Mars! Let&#39;s build a casino!&quot;</p></div>
<p>The second game, <em>Martian Memorandum</em>, still retains some of the original&#8217;s experimental flair, but goes down a far more conventional route with a mouse-driven interface and a far heavier emphasis on adventure-standard investigation scenes. It also fleshes out the game world some more, dealing with a conspiracy that started before the Earth was ravaged by nukes, while going into more detail about the power players and politicians of the post-war world.</p>
<div id="attachment_5689" class="wp-caption alignleft" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/map.jpg" rel="lightbox[5666]" title="Retro review: Tex Murphy 1+2"><img class="size-medium wp-image-5689" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/map-350x218.jpg" alt="The Mean Streets cockpit. You'll learn to hate travelling." width="350" height="218" /></a><p class="wp-caption-text">The Mean Streets cockpit. You&#39;ll learn to hate travelling.</p></div>
<p>Unfortunately, what was originally a brave new experiment in the &#8217;80s translates into a rather shoddy and frustrating game experience today. Players will no longer be wowed by the stunning VGA graphics, the FMV sequences with full digital audio, and <em>Mean Streets</em>&#8216; high-tech cruises around 3D San Fran &#8211; in fact, the latter soon proves itself to be more of a time-wasting eyesore than anything else.</p>
<p>If you&#8217;re feeling adventurous or are already a <em>Tex Murphy</em> fan, get this package and at least play through <em>Martian Memorandum</em>. It&#8217;s the more conventional game of the two and ends up being pretty worthwhile. Otherwise, look up <em><a href="http://www.gog.com/en/gamecard/tex_murphy_overseer" target="_blank">Overseer</a></em> (a refined FMV remake of the first game) and <em><a href="http://www.gog.com/en/gamecard/tex_murphy_under_a_killing_moon" target="_blank">Under A Killing Moon</a></em> (considered the best of the series, which we will review soon) if you want a more accessible first impression.</p>
<p><img class="aligncenter size-full wp-image-5685" title="tex-murphy-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/12/tex-murphy-bottom-line.png" alt="tex-murphy-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: The Settlers 2</title>
		<link>http://www.nag.co.za/2009/11/30/retro-review-the-settlers-2/</link>
		<comments>http://www.nag.co.za/2009/11/30/retro-review-the-settlers-2/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 01:58:06 +0000</pubDate>
		<dc:creator>Richard Jenks</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Blue Byte Software]]></category>
		<category><![CDATA[Strategy]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=5118</guid>
		<description><![CDATA[The Settlers series is a grandaddy that brought aspects of gameplay which still feature in titles to this day, and part 2  (TS2) is arguably the best of the series. The primary game mode follows a group of Romans who find themselves marooned on an island, and they must establish settlements and explore before discovering [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> BlueByte Software<br>
<b>Publisher:</b> BlueByte Sofware<br>
<b>Year:</b> 1996<br>
<b>Genre:</b> RTS<br>
<b>Availability:</b> For sale<a href="http://www.gog.com/en/gamecard/the_settlers_2_gold_edition/" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p><em>The Settlers</em> series is a grandaddy that brought aspects of gameplay which still feature in titles to this day, and part 2  (<em>TS2</em>) is arguably the best of the series.</p>
<p>The primary game mode follows a group of Romans who find themselves marooned on an island, and they must establish settlements and explore before discovering a way home. Gameplay is pretty straightforward, revolving around the gathering of wood, stone, food, and various ores, plus the manufacture of goods. Raw and refined resources are the primary focus of <em>TS2, </em>and good management is paramount &#8211; especially considering that many types are strictly limited. You can grow and harvest all the trees you please, but when you run out of iron &#8211; that’s it. It can be particularly frustrating if you exhaust some vital ore well into a level and are forced to start over.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/settlers2-01.jpg" rel="lightbox[5118]" title="settlers2 01"><img class="aligncenter size-large wp-image-5570" title="settlers2 01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/settlers2-01-600x450.jpg" alt="settlers2 01" width="600" height="450" /></a></p>
<p>Buildings of varying sizes and functions can be constructed according to the availability of space. Every structure must be linked to the road system, which allows helpful serfs to fetch and carry goods. Here things can get interesting &#8211; each road has flags, with one serf between each flag. More flags, more serfs, and the faster goods get transported &#8211; a dense city will have hundreds of peons scurrying around like ants. However, each flag occupies precious construction space, so a balance must be struck. The route and number of roads combined with flags determine efficiency, so layout becomes critical when space is limited.</p>
<p>While <em>TS2</em> has a strong military element and most levels require the defeat of enemy forces, the implementation is rather simplistic. Soldiers are the only unit type (but can be trained), and combat consists of simply choosing units, then selecting a target and letting the combat play out. Building military structures expands your control zone and permits you to launch attacks into opposing territory.</p>
<p><em><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/settlers2-02.jpg" rel="lightbox[5118]" title="settlers2 02"><img class="alignleft size-medium wp-image-5571" title="settlers2 02" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/settlers2-02-350x262.jpg" alt="settlers2 02" width="350" height="262" /></a>TS2</em> can be tricky at times due to the lack of any useful resource requirement indicators. Nowhere are you told what is needed to build or run a particular building, and only by trial and error can you figure things out. You might find yourself scratching your head over a half-constructed building, and only by scrutinizing the various detailed information screens would you discover that workers lack the necessary tools. While modern games allow us to take information exposition for granted, it does provide a barrier to entry for <em>TS2</em>.</p>
<p>The overall pace of gameplay is rather slow. It can take ages for industries to get up and running smoothly &#8211; and even longer for their fruits to become available. You will probably spend a lot of time waiting for things to happen, anywhere up to 3 hours per level.</p>
<p>Graphics are simple and colourful, and can go all the way up to 1024 x 768 (which was, like, HUGE in 1996!) with a lot of detail, considering the game’s age. You’ll see sheep and rabbits gambolling about, foxes hunting, and idle serfs reading the newspaper. On a par with many retro titles, music in <em>TS2 </em>is annoying right off the bat and is best left switched off. Decent-quality sounds accompany many occurrences in the game, providing the expected atmosphere. Occasionally, the timing of construction, forge, wood cutting, and other noises will create a cadence not unlike a pseudo-industrial remix, which is good for a chuckle.</p>
<p><img class="aligncenter size-full wp-image-5572" title="settlers-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/settlers-bottom-line.png" alt="settlers-bottom-line" width="500" height="88" /></p>
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		<title>Retro Review: Heroes of Might and Magic 3</title>
		<link>http://www.nag.co.za/2009/11/26/retro-review-heroes-of-might-and-magic-3/</link>
		<comments>http://www.nag.co.za/2009/11/26/retro-review-heroes-of-might-and-magic-3/#comments</comments>
		<pubDate>Thu, 26 Nov 2009 08:55:09 +0000</pubDate>
		<dc:creator>Rodain Joubert</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=5032</guid>
		<description><![CDATA[The Might and Magic games have always been great. From the glorious World of Xeen back in the golden era of RPG classics, to the incredibly buggy (yet still pretty gosh-darn fun) Dark Messiah, these games have made a long-term impact in an ever-evolving market. For this delightful little review, we&#8217;ll turn our discussion to [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> New World Computing, Inc.<br>
<b>Publisher:</b> Ubisoft<br>
<b>Year:</b> 1999<br>
<b>Genre:</b> Turn-based strategy<br>
<b>Availability:</b> For sale<a href="http://www.gog.com/en/gamecard/heroes_of_might_and_magic_3_complete_edition" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>The <em>Might and Magic</em> games have always been great. From the glorious <em>World of Xeen</em> back in the golden era of RPG classics, to the incredibly buggy (yet still pretty gosh-darn fun) <em>Dark Messiah</em>, these games have made a long-term impact in an ever-evolving market. For this delightful little review, we&#8217;ll turn our discussion to what&#8217;s possibly the greatest game ever offered under this umbrella: <em>Heroes of Might and Magic 3</em>.</p>
<p><em>HoMM</em> is a game series without peer. Sure, certain competitors <em>do</em> exist. There&#8217;s <em>Lords of the Realm</em>, <em>Lords of Magic,</em> and some other games which have tried mixing turn-based strategy and empire building with the intense tactical experience of a fully-controlled battlefield (seasoned with just a dash of RPG goodness). <em>HoMM</em>, however, remains the cream of the crop, and its third installment is the finest of the lot.</p>
<div id="attachment_5212" class="wp-caption alignright" style="width: 360px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/homm01.jpg" rel="lightbox[5032]" title="Heroes of Might and Magic 3"><img class="size-medium wp-image-5212" title="Heroes of Might and Magic 3" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/homm01-350x262.jpg" alt="homm01" width="350" height="262" /></a><p class="wp-caption-text">Pegasus vs. unicorn vs. green dragon. Aaaaaand fight!</p></div>
<p><em>HoMM3</em> takes place in the oh-so-magical and fantastical world of Enroth, where the likes of necromancers and demons are making life difficult in a way that only necromancers and demons can really manage. In response, the Various Nations Of The World are clumping themselves into tight little units led by heroes of varying spellcasting and swordarming capabilities, running around a colourful game world, following giant green arrows for some or other reason, and basically getting into a fight every time their green arrow leads to another tight little unit led by some spellchucking, swordfighting scallywag. Along the way, they have to control resource points, manage town construction, and recruit the biggest, toughest fighting force around.</p>
<p>That describes the overworld bit. The real joy lies in the battle scenes. Every time two armies clash, they&#8217;re confronted with a screen that puts both forces on a grid of honour and glory. Sometimes, you&#8217;re required to lay siege to a castle. On other occasions, you&#8217;ll be fighting on cursed or rocky terrain. The basic goal is to fight your enemy until somebody surrenders or gets annihilated. Units are well varied: some cast spells, others can fly, and others just pepper enemies with projectiles. Standing on the sidelines will be the aforementioned heroes who (in lieu of fighting directly) will contribute to the battle with spells, special abilities, and passive stats.</p>
<p>While the game is quite complex, it&#8217;s fun for players of all levels. Beginners can just purchase the basic units, make a beeline for the enemy, and start whacking them really hard with swords and magic arrows, while those who take it seriously will find an astounding level of detail that can help them turn the most seemingly useless spell or trait into something that can actually decide a battle.</p>
<div id="attachment_5213" class="wp-caption aligncenter" style="width: 610px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/homm02.jpg" rel="lightbox[5032]" title="Heroes of Might and Magic 3"><img class="size-large wp-image-5213" title="Heroes of Might and Magic 3" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/homm02-600x450.jpg" alt="homm02" width="600" height="450" /></a><p class="wp-caption-text">The entire game screams two words: &quot;adventurous&quot; and &quot;colourful.&quot;</p></div>
<p><em>HoMM3</em> is currently available as a complete set of three games: the original <em>Restoration of Erathia</em>, its prequel (<em>Shadow of Death</em>), and another expansion pack called <em>Armageddon&#8217;s Blade</em>. Any one of these alone would stand as an excellent purchase, but having all three together makes this a shoe-in for anybody even remotely interested in this sort of game. I can&#8217;t think of a better way to introduce people to the genre, and I&#8217;ll eat my hat if anyone ever develops a title that does it better.</p>
<p><img class="aligncenter size-full wp-image-5209" title="homm3-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/homm3-bottom-line.png" alt="homm3-bottom-line" width="500" height="88" /></p>
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		<title>Retro Review: Postal</title>
		<link>http://www.nag.co.za/2009/11/19/retro-review-postal/</link>
		<comments>http://www.nag.co.za/2009/11/19/retro-review-postal/#comments</comments>
		<pubDate>Thu, 19 Nov 2009 10:03:27 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[Ripcord Games]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=4776</guid>
		<description><![CDATA[Hey, who remembers Atari&#8217;s Paperboy? Ah, bland suburban complacency, the muted rustle of newspapers hitting the lawn, and a halcyon age of wide-eyed innocence when videogames were about things like, well, chucking newspapers. Now, Postal – its obvious titular connotations notwithstanding – isn&#8217;t quite the same sort of thing. This is the other, grislier sort [...]]]></description>
			<content:encoded><![CDATA[<div class="simplePullQuote"><b>Developer:</b> Running With Scissors<br>
<b>Publisher:</b> Ripcord Games<br>
<b>Year:</b> 1997<br>
<b>Genre:</b> Action<br>
<b>Availability:</b> For sale<a href="http://www.gog.com/en/gamecard/postal_classic_and_uncut" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://www.nag.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></div>
<p>Hey, who remembers Atari&#8217;s <em>Paperboy</em>? Ah, bland suburban complacency, the muted rustle of newspapers hitting the lawn, and a halcyon age of wide-eyed innocence when videogames were about things like, well, chucking newspapers. Now, <em>Postal </em>– its obvious titular connotations notwithstanding – isn&#8217;t quite the same sort of thing. This is the other, grislier sort of postal activity that mostly involves going berserk with guns and hand grenades. It&#8217;s arguably more fun, though, especially if you (like everyone else, really) have a few latent sociopathologies brooding beneath your smiling, conformist demeanour. <a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/postal01.jpg" rel="lightbox[4776]" title="postal01"><img class="alignleft size-medium wp-image-5003" title="postal01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/postal01-350x262.jpg" alt="postal01" width="350" height="262" /></a>I mean, who hasn&#8217;t wanted to shoot their neighbours at some point? They&#8217;re obviously plotting to kill you. I&#8217;m speaking hypothetically, of course.</p>
<p>So this is where I&#8217;d usually put some narrative pretext, but <em>Postal </em>doesn&#8217;t have one. Maybe the guys at Running With Scissors left that blank so players could superimpose their own miserable realities onto the game. Oh, but who needs a reason to go on a rampage, anyway? Besides, you can always pull the “Satan made me do it” card when they finally get hold of you.</p>
<p>The gameplay is simple enough. If you&#8217;ve ever played the first two <em>GTA </em>games or something like <em>Smash TV</em>, it&#8217;s like that. If you haven&#8217;t, it&#8217;s all mostly isometric running about and murdering stuff with a somewhat unlikely arsenal of weapons (most people don&#8217;t just have napalm launchers lying around the house). Clearing a level means murdering a certain percentage of stuff in it. That&#8217;s about it.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/postal021.jpg" rel="lightbox[4776]" title="postal02"><img class="aligncenter size-large wp-image-5015" title="postal02" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/postal021-600x448.jpg" alt="postal02" width="600" height="448" /></a></p>
<p>The controls are pretty abominable. Maybe standards were just different in 1997, but this game plays like&#8230; like a brick in hot glue. Or something similarly cumbersome. Hilariously (not hilariously), the game needs a hotfix patch before you can turn left. How that slipped past QA really boggles the brains. Aiming is mostly a sort of imprecise accident, as you whip around at Mach 2 and complete six dizzy revolutions before the input algorithms figure out you&#8217;re trying to shoot the cop just next to you. Sure, you can adjust turning sensitivity, but that&#8217;s come down with a bad case of hotel shower tap syndrome. And because of this, the game quickly becomes frustrating.</p>
<p>You might have awesome memories of this game, but that&#8217;s probably because the recreational slaughter of innocents was really edgy a decade ago and when you were 13, that was all the reason you needed to play and love it. Now it&#8217;s just kinda dull.</p>
<p><img class="aligncenter size-full wp-image-5005" title="postal-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/11/postal-bottom-line.png" alt="postal-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Messiah</title>
		<link>http://www.nag.co.za/2009/11/02/retro-review-messiah/</link>
		<comments>http://www.nag.co.za/2009/11/02/retro-review-messiah/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 09:51:29 +0000</pubDate>
		<dc:creator>Rodain Joubert</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[Interplay]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=4605</guid>
		<description><![CDATA[The short version: Messiah is a game by Shiny Entertainment. That should tell you everything you need to know already. It&#8217;s actually quite possible to devise a drinking game that focuses entirely on sitting at the computer, playing through the game, and hunting for as many Shiny characteristics as possible. Take a sip every time [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-4628" title="messiah-info-bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/10/messiah-info-bar.png" alt="messiah-info-bar" width="300" height="85" /></p>
<p><a href="http://www.gog.com/en/gamecard/messiah" target="_blank"><img class="alignnone size-full wp-image-4629" title="getitatgog" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/10/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></p>
<p>The short version: <em>Messiah</em> is a game by <a href="http://en.wikipedia.org/wiki/Shiny_Entertainment" target="_blank">Shiny Entertainment</a>. That should tell you everything you need to know already. It&#8217;s actually quite possible to devise a drinking game that focuses entirely on sitting at the computer, playing through the game, and hunting for as many Shiny characteristics as possible. Take a sip every time you notice something, and by the end of it you&#8217;ll have swigged enough booze to make an elephant sick.</p>
<div id="attachment_4623" class="wp-caption alignleft" style="width: 310px"><img class="size-medium wp-image-4623" title="messiah_rev1" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/10/messiah_rev1-300x225.jpg" alt="messiah_rev1" width="300" height="225" /><p class="wp-caption-text">Blend in with your enemies...</p></div>
<p><em>Messiah</em> is, to say the least, rather weird (sip). It has you playing the role of a cherub named Bob (sip) who God sends to Earth because, well, humanity has screwed up enough to create a classically dystopian and unnecessarily violent (sip) future. Your job is to destroy Father Prime, humanity&#8217;s sinister overseer and leader of a powerful police force populated by people who look like they scavenged their armour straight from <a href="http://nag.tidemedia.co.za/?p=3290" target="_blank"><em>MDK</em></a> (sip). They&#8217;re pitted against the Chots, an underground resistance force who, despite being the &#8220;good guys&#8221;, have an unfortunately vicious demeanour and a penchant for cannibalism (sip).</p>
<p>Predictably enough, an oafish, tongue-in-cheek Satan (sip) gets involved at some point and screws everything up even further. Given these somewhat steep odds, Bob needs to possess various creatures (humans, mutants, and even rats) to resolve his problems through a mixture of fighting, puzzle-solving and freakishly <em>jumping into people&#8217;s chests</em> (oh, just go ahead and down the bottle already).</p>
<div id="attachment_4624" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-4624" title="messiah_rev2" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/10/messiah_rev2-300x225.jpg" alt="... or destroy them in an orgy of violence. Flaming winged baby optional." width="300" height="225" /><p class="wp-caption-text">...or destroy them in an orgy of violence. Flaming winged baby optional.</p></div>
<p>The aforementioned possession premise is what differentiates <em>Messiah</em> from an oh-so-typical shooter. The very creatures you fight against become your tools, your weapons, and your means of living. Die, and you&#8217;re simply released from your body, ready to chest-leap another unfortunate victim and lead them to victory or doom. This idea of &#8220;using&#8221; your enemies turns everything on its head during combat and forces the development of an entirely new skill set.</p>
<p>Married to this premise is <em>Messiah</em>&#8216;s flexible play: even in a scenario consisting of just one or two rooms, there are often several routes to take. Do you want to sneak through the police base as a harmless scientist and disable the laser field? Or would you prefer possessing one of the Chot soldiers outside and leading a full-on assault to destroy it? How about taking over a police commander and turning their own gun turrets against them?</p>
<div id="attachment_4625" class="wp-caption alignleft" style="width: 310px"><img class="size-medium wp-image-4625" title="messiah_rev3" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/10/messiah_rev3-300x225.jpg" alt="messiah_rev3" width="300" height="225" /><p class="wp-caption-text">The art direction is typical Shiny fare.</p></div>
<p>Unfortunately, there are quite a few downsides to this game. For a start, <em>Messiah</em> is oldschool in the worst way possible. The default controls are awkward for modern gamers (especially frustrating when you&#8217;re in the vulnerable cherub form), the tutorial level is very unhelpful and misleading, AI behaviours are difficult to understand at times, and the game itself really isn&#8217;t long enough. But for all its flaws and oversights, <em>Messiah</em> was (and probably still is) a unique and groundbreaking experience.</p>
<p>If you&#8217;re easily scared off by intimidating and confusing games, leave this one alone. But if you&#8217;d like an oldschool challenge, are open to fascinating new gameplay paradigms, and are a fan of pretty much everything that Shiny stands for, grab this game now.</p>
<p><img class="aligncenter size-full wp-image-4627" title="messiah-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/10/messiah-bottom-line.png" alt="messiah-bottom-line" width="300" height="88" /></p>
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		<title>Retro review: Fallout</title>
		<link>http://www.nag.co.za/2009/10/01/retro-review-fallout/</link>
		<comments>http://www.nag.co.za/2009/10/01/retro-review-fallout/#comments</comments>
		<pubDate>Thu, 01 Oct 2009 11:30:03 +0000</pubDate>
		<dc:creator>Richard Jenks</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Interplay]]></category>
		<category><![CDATA[Role-Playing Game]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=3357</guid>
		<description><![CDATA[In the not-too-distant future, the availability of resources becomes critical and mankind succumbs to the inevitability of war. Nuclear weapons are used and civilization disappears in the subsequent storm of atomic fire. A few fortunate people have been locked away in massive underground Vaults, allowing them to survive. You play one of these Vault-dwellers. The [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-3553" title="fallout info bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/fallout-info-bar.jpg" alt="fallout info bar" width="300" height="85" /></p>
<p><a href="http://www.gog.com/en/gamecard/fallout" target="_blank"><img class="alignnone size-full wp-image-3559" title="getitatgog" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/getitatgog2.png" alt="getitatgog" width="160" height="24" /></a></p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/fallout01.jpg" target="_blank" rel="lightbox[3357]" title="fallout01"><img class="alignright size-full wp-image-3558" title="fallout01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/fallout01.jpg" alt="fallout01" width="220" height="167" /></a>In the not-too-distant future, the availability of resources becomes critical and mankind succumbs to the inevitability of war. Nuclear weapons are used and civilization disappears in the subsequent storm of atomic fire. A few fortunate people have been locked away in massive underground Vaults, allowing them to survive. You play one of these Vault-dwellers. The water purification chip in your Vault has malfunctioned after many decades of use, and you are selected to leave the safety of your home and venture into the unknown world outside.</p>
<p>Your character has base attributes, diverse skills, and traits which are allocated at creation. Leveling up grants you additional skill points, as well as perks which help round out your character and grant bonuses. Overall there is a huge amount of customizability, allowing you play pretty much any character type you like. The game does permit many varied approaches to problem-solving &#8211; so if you’d rather talk your way out of a sticky situation (as opposed to feeding a lead sandwich to everything in sight), you can.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/fallout02.jpg" target="_blank" rel="lightbox[3357]" title="fallout02"><img class="aligncenter size-full wp-image-3556" title="fallout02" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/fallout02.jpg" alt="fallout02" width="590" height="441" /></a></p>
<p>Upon first leaving the Vault, you are greeted with a map presented by your handy-dandy Pip-Boy 2000™. Initially, the world is unknown and uncharted. As you explore, you discover a desolate wasteland – nothing more than blasted desert and ruined cities. But life continues to eke out an existence. Humanity has risen from the ashes and is making an attempt to claw its way back from the brink of extinction. There are small towns scattered around the barren countryside – each of these has a distinct atmosphere and its citizens exhibit their own morality and outlook be they human, mutant, or irradiated ghoul.</p>
<p>The viewpoint in <em>Fallout </em>is fixed isometric, with a bubble of transparency around your character allowing you to see when you’re behind an obstacle. Most modern gamers will want to zoom and rotate the view at first, but once you’ve been sucked into the game (and you will be) this is no longer a concern. Game areas are a little small, which can be a little annoying, but fortunately load times between these are very short and often unnoticeable. The world design deserves special mention: everything has a retro yet futuristic feel &#8211; ray guns meet vacuum tubes and 1950s style.  Much inspiration has been taken from sci-fi movies of the last few decades, and the game refers to these from time to time.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/fallout03.jpg" target="_blank" rel="lightbox[3357]" title="fallout03"><img class="alignleft size-full wp-image-3557" title="fallout03" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/fallout03.jpg" alt="fallout03" width="360" height="270" /></a>Exploring local areas is done in real-time, but when things get dangerous the game switches to turn-based combat. While some might find this distances the player from the action, it allows for intensely tactical battles. How you use your limited Action Points each turn is crucial – choosing to fire, reload, heal, or take cover will make the difference between victory and becoming yet another irradiated skeleton in the wasteland.</p>
<p>Humour is a subtle yet important aspect of <em>Fallout</em>, helping to ameliorate the dismay felt at the world’s nuclear fate. While not the driving force behind the game, you will find yourself chuckling regularly. Heck, if your character is lucky enough, you might discover a crashed UFO in the desert, complete with alien clutching a picture of Elvis.</p>
<p><em>Fallout</em> is pre-patched to 1.2, but there is still the occasional bug. None of these interfere with the completion of the game, but doing tasks or talking to NPCs in the wrong order can lock you out of certain side-quests. While this is no deal-breaker, it can affect your enjoyment of the game – fortunately, there is a fan-made patch to 1.3.4 which addresses most if these issues.</p>
<p><img class="aligncenter size-full wp-image-3552" title="fallout bottom line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/fallout-bottom-line.png" alt="fallout bottom line" width="500" height="88" /></p>
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		<title>Retro Feature: Jagged Alliance 2</title>
		<link>http://www.nag.co.za/2009/09/24/retro-feature-jagged-alliance-2/</link>
		<comments>http://www.nag.co.za/2009/09/24/retro-feature-jagged-alliance-2/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 14:33:49 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Tactical]]></category>
		<category><![CDATA[TalonSoft]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=3419</guid>
		<description><![CDATA[There are two sorts of contract killer. There&#8217;s the shady, scarred sort of guy with an eye patch and Eastern European accent who&#8217;s only ever glimpsed through a pall of cigarette smoke, hangs out in underworld bars with lighting problems, and has a nickname prefixed with Little or Lucky or The. He&#8217;d be prosecuted and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-3420" title="JA2_info-bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/JA2_info-bar.png" alt="JA2_info-bar" width="300" height="85" /></p>
<p><a href="http://www.gog.com/en/gamecard/jagged_alliance_2" target="_blank"><img class="alignnone size-full wp-image-3428" title="getitatgog" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/getitatgog1.png" alt="getitatgog" width="160" height="24" /></a></p>
<p>There are two sorts of contract killer. There&#8217;s the shady, scarred sort of guy with an eye patch and Eastern European accent who&#8217;s only ever glimpsed through a pall of cigarette smoke, hangs out in underworld bars with lighting problems, and has a nickname prefixed with Little or Lucky or The. He&#8217;d be prosecuted and sentenced to forever in prison if ever apprehended by the authorities, but that&#8217;ll never happen – guys like this guy don&#8217;t get nabbed by the rozzers, they go out in a dramatic and usually subtly  ironic way that probably involves a helicopter or an empty dam or a grotty, abandoned tenement on the Lower East Side. Then there&#8217;s the other sort of of contract killer – that&#8217;s the rakish, gum-chewing sort of guy with shaggy blonde hair and perfectly straight teeth, who looks like the sort of guy who has lots of sex with lots of hot women because that&#8217;s what he does. Although both sorts kill people for hard cash, only one of these guys works for a Private Military Contractor. That&#8217;s all the difference between rotting forgotten in a hole and being totally awesome, boys and girls. If you&#8217;re going to kill people for hard cash, always make sure you&#8217;re a card-carrying member of a proper killing enterprise – a proper killing enterprise like the Association of International Mercenaries or, conveniently, AIM.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/JA2_3.jpg" target="_blank" rel="lightbox[3419]" title="JA2_3"><img class="aligncenter size-full wp-image-3424" title="JA2_3" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/JA2_3.jpg" alt="JA2_3" width="589" height="442" /></a></p>
<p>Cut scene to Arulco, a not-Central America now fallen on desperate times. Previously ruled by a democratic monarchy, the country&#8217;s former election candidate Enrico Chivaldori has been betrayed by his scheming wife Deidranna (who, perhaps not insignificantly, has an Eastern European accent) and abandoned the country, having faked his own death somehow. Left to her own nefarious devices, Dee Dee has set herself up as resident Queen of Everything and is generally being a huge bitch to everyone. Enrico hires a bunch of people to kill other people for hard cash, so his country can be a nice place again. Paragraphs one and two are, obviously, closely related to one another. <em>¡Y arriba!</em></p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/JA2_1.jpg" target="_blank" rel="lightbox[3419]" title="JA2_1"><img class="alignright size-full wp-image-3422" title="JA2_1" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/JA2_1.jpg" alt="JA2_1" width="250" height="188" /></a>“They don&#8217;t make them like they used to,” goes the aphorism, and it&#8217;s only too apparent with games like <em>Jagged Alliance 2</em> over here. This is the kind of game that, if you don&#8217;t read the manual, you&#8217;ll simply never be able to play it – and nobody makes games like that anymore. No, now it&#8217;s all about condescending tutorials and infuriating helpy-helpers who won&#8217;t let you doing anything without asking if you&#8217;re absolutely sure you want to do what you&#8217;re doing, then reminding you that you&#8217;re doing what you&#8217;re doing before you actually can. But this isn&#8217;t <em>SimCity Creator</em> on DS, it&#8217;s <em>Jagged Alliance 2</em> – a sort of <em>X-Com</em> mashed with <em>Fallout Tactics</em> mashed with <em>Risk</em>, and it&#8217;s all that sort of massively complicated you haven&#8217;t seen around since 2001. Sure, kids today won&#8217;t get it at all – but they weren&#8217;t <em>there</em>, man. They weren&#8217;t there.</p>
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		<title>Retro review: MDK</title>
		<link>http://www.nag.co.za/2009/09/18/retro-review-mdk/</link>
		<comments>http://www.nag.co.za/2009/09/18/retro-review-mdk/#comments</comments>
		<pubDate>Fri, 18 Sep 2009 11:39:40 +0000</pubDate>
		<dc:creator>Matthew Vice</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[Shiny Entertainment]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=3290</guid>
		<description><![CDATA[Back in the &#8217;90s, Shiny Entertainment was known for its hilarious and slick action games like Earthworm Jim and Wild 9. It placed as much emphasis on trying to make the player laugh as it did on engrossing them in the game, and in 1997 it released MDK, a hit action game that was quite [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-3302" title="mdk info bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/mdk-info-bar.jpg" alt="mdk info bar" width="300" height="85" /></p>
<p><a href="http://www.gog.com/en/gamecard/mdk" target="_blank"><img class="alignnone size-full wp-image-3309" title="getitatgog" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></p>
<p>Back in the &#8217;90s, Shiny Entertainment was known for its hilarious and slick action games like <em>Earthworm Jim</em> and <em>Wild 9</em>. It placed as much emphasis on trying to make the player laugh as it did on engrossing them in the game, and in 1997 it released <em>MDK</em>, a hit action game that was quite unique for its time.</p>
<p>In <em>MDK</em>, players assume the role of Kurt, an assistant of the eccentric Dr Fluke Hawkins. During a science experiment on a space station, the Doctor noticed that a resource-devouring alien race had made its way to earth, and was harvesting all of our resources with huge, city-sized harvesters. He kits out a reluctant Kurt with a special combat suit and air drops him into each of these harvesters to take them out one at a time.</p>
<p><img class="aligncenter size-full wp-image-3300" title="MDK02" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/MDK02.jpg" alt="MDK02" width="598" height="359" /></p>
<p>At the start of each mission, players control Kurt in increasingly difficult “halo jumps”, if you will, where he has to dodge missiles and lasers as he freefalls from beyond Earth’s atmosphere to his mission start point. The aim is to defeat the commander of each of these gigantic harvesters, which sounds simple enough, but it’s really quite an ordeal. Each harvester is structured completely differently to the last. Some have vast, open, military style trenches while others contain weird architecture or even alien theme parks. All of them are crawling with enemies and puzzles however, and these are designed to tax both your brain and your action game skills to the limit. One of my personal favourite bits is a mini-boss encounter, where you fight an alien in a suit similar to yours in a gigantic room full of floating, black, mirror-like platforms, while a huge pendulum swings back and forth in an effort to knock you off. The game is full of interesting and memorable ideas like this right until the end, and just when you’re starting to think you’ve seen it all, something new will pop up.</p>
<p><img class="alignleft size-full wp-image-3308" title="MDK03" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/MDK03.jpeg" alt="MDK03" width="360" height="217" />Luckily, Kurt has a number of tools at his disposal to ease the pain of this endeavour. His arm-mounted machine gun works pretty much like any other, and allows him to strafe around enemies while peppering them with a constant stream of rapid fire. It’s a force to be reckoned with, even though it’s the only basic weapon Kurt will have throughout the entire game. He also has a “sniper helmet”, which allows him to make long-range headshots and launch an assortment of different grenades. It also functions as a puzzle-solving tool. Kurt also has access to a wide variety of different items and powerups, such as the world’s smallest nuke and, my personal favourite, the world’s most interesting bomb – a bomb so enthralling enemies can’t look away, even when it’s about to explode.</p>
<p>This trademark sense of humour, coupled with stunning visuals (for its time) all combined to make MDK an instant and unique classic in a time when FPS games were dominating the market.</p>
<p><img class="aligncenter size-full wp-image-3301" title="mdk botton line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/09/mdk-botton-line.png" alt="mdk botton line" width="500" height="88" /></p>
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		<title>Retro Review: Septerra Core</title>
		<link>http://www.nag.co.za/2009/08/14/retro-review-septerra-core/</link>
		<comments>http://www.nag.co.za/2009/08/14/retro-review-septerra-core/#comments</comments>
		<pubDate>Fri, 14 Aug 2009 12:33:54 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Monolith Productions]]></category>
		<category><![CDATA[Role-Playing Game]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=2433</guid>
		<description><![CDATA[There&#8217;s an ancient prophecy, of course. This one says that, every hundred years, the seven bits of floating continental stuff that make up the world of Septerra will come apart, exposing some kind of biocomputer at its core. The prophecy also says that if some guy has these two fancy key things, he can use [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2607" title="Septerra Core Retro Review Info Bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/Septerra-Core-Retro-Review-Info-Bar.png" alt="Septerra Core Retro Review Info Bar" width="300" height="85" /></p>
<p><a href="http://www.gog.com/en/gamecard/septerra_core_legacy_of_the_creator" target="_blank"><img class="alignnone" title="Getitatgog" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="" width="160" height="24" /></a></p>
<p>There&#8217;s an ancient prophecy, of course. This one says that, every hundred years, the seven bits of floating continental stuff that make up the world of Septerra will come apart, exposing some kind of biocomputer at its core. The prophecy also says that if some guy has these two fancy key things, he can use them to claim great and terrible power of some sort. Apparently this is called the Legacy of the Creator. Now, about a thousand years ago, this demon named Gemma tried doing all this, but the gods intervened by dispatching Marduk, who had a massive brawl with Gemma and won. Then some other stuff happened, although that&#8217;s all a bit convoluted, but then, this is a game that spells possessive “its” with an apostrophe and uses “your” for “you&#8217;re”, so getting a coherent mythology together probably wasn&#8217;t really part of the design brief.</p>
<div id="attachment_2435" class="wp-caption alignleft" style="width: 310px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/septerra-2009-08-09-14-57-16-75.JPG" target="_blank" rel="lightbox[2433]" title="Retro Review: Septerra Core"><img class="size-medium wp-image-2435" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/septerra-2009-08-09-14-57-16-75-300x225.jpg" alt="I don't know what's actually going on anymore, either. " width="300" height="225" /></a><p class="wp-caption-text">I don&#39;t know what&#39;s actually going on anymore, either. </p></div>
<p>Anyway, you&#8217;re this kid Maya, a junker on World Shell 2. She spends most of her time collecting trash chucked off World Shell 1 and having blue hair. Until she&#8217;s all tangled up in a dastardly plot, obviously. Standard cookie cutter Japanese RPG drivel, really, right down to the allegedly adorable but actually really drab and uninspired robot sidekick who&#8217;s nothing much more than a cheap damage soak. You can swap him out later in the game, but all the other characters are rather drab and uninspired too.</p>
<div id="attachment_2434" class="wp-caption alignright" style="width: 310px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/septerra-2009-08-09-14-55-48-46.JPG" target="_blank" rel="lightbox[2433]" title="Retro Review: Septerra Core"><img class="size-medium wp-image-2434" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/septerra-2009-08-09-14-55-48-46-300x225.jpg" alt="This guy wouldn't even wait around for a combat sequence to die. He got himself killed during a cutscene instead. That's how bad the combat is." width="300" height="225" /></a><p class="wp-caption-text">This guy wouldn&#39;t even wait around for a combat sequence to die. He got himself killed during a cutscene instead. That&#39;s how bad the combat is.</p></div>
<p><em>Septerra Core</em> is also a relentlessly linear</p>
<p>game. It&#8217;s so linear, in fact, that the developers dispensed almost entirely with any of the character customisation you&#8217;d usually expect in an RPG. When characters level up in this game, they&#8217;re just automatically assigned a couple of new stats. It neatly excises some of the otherwise unavoidable RPG “DO I CHOOSE LIGHTNING OR ICE POWERS OMG I DON&#8217;T KNOW WHAT TO CHOOSE” bloat, sure, but it also means character progression is about as absorbing as single-ply toilet paper. Presumably this was to maintain focus on the story, but the story&#8217;s rubbish. So&#8217;s the voice acting.</p>
<p>Not as rubbish as the combat system, however. This is just about the most dreary, tedious, and awful combat in any game ever. It&#8217;s an active time system comparable to the <em>Penny Arcade Adventures</em> games, or even <em>Chrono Trigger</em>, except it completely lacks whatever it was that made those systems work. Like succinct action animations, combo manoeuvres, style, and ingenuity. Instead, you just wait around a lot with no option to change turn speed, skip through clumsy animations, or even quit the game.</p>
<p>As a very obviously console-styled RPG, this might&#8217;ve been a cool game a decade ago, but now it&#8217;s only just barely tolerable. Mostly, it&#8217;s boring.</p>
<p><img class="aligncenter size-full wp-image-2606" title="Septerra Core Bottom Line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/Septerra-Core-Bottom-Line.png" alt="Septerra Core Bottom Line" width="500" height="88" /></p>
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		<title>Retro review: Earthworm Jim 1 &amp; 2</title>
		<link>http://www.nag.co.za/2009/08/07/retro-review-earthworm-jim-1-2/</link>
		<comments>http://www.nag.co.za/2009/08/07/retro-review-earthworm-jim-1-2/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 14:34:41 +0000</pubDate>
		<dc:creator>Richard Jenks</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Platformer]]></category>
		<category><![CDATA[Playmates Interactive]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=2417</guid>
		<description><![CDATA[Ultra-high-tech-indestructible-super-space-cyber-suit? Check. Plasma blaster? Check. Cow? Check. Groovy! Originally released in 1994, Earthworm Jim is a platform shooter that follows the adventures of the eponymous annelid.  Crawling along, eating dirt, Jim was just an average earthworm until the Super Suit fell from the sky and changed everything. Now he must rescue Princess What’s-Her-Name from the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2428" title="Earthworm Jim Retro Review Info Bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/Earthworm-Jim-Retro-Review-Info-Bar.png" alt="Earthworm Jim Retro Review Info Bar" width="300" height="85" /><br />
<a href="http://www.gog.com/en/gamecard/earthworm_jim_1_2" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></p>
<p>Ultra-high-tech-indestructible-super-space-cyber-suit? Check. Plasma blaster? Check. Cow? Check. Groovy!</p>
<p>Originally released in 1994, <em>Earthworm Jim</em> is a platform shooter that follows the adventures of the eponymous annelid.  Crawling along, eating dirt, Jim was just an average earthworm until the Super Suit fell from the sky and changed everything. Now he must rescue Princess What’s-Her-Name from the clutches of Psy-Crow and the evil Queen Slug-For-A-Butt.</p>
<p><em>EWJ </em>has a thoroughly twisted sense of humour, which shows itself constantly throughout the game. Action in <em>EWJ </em>is fast paced and smoothly animated, with plenty of bad guys to blast and platforms to leap. Getting around a level is not limited to the usual jumping, though. Jim’s head can be used as a whip, grabbing onto suitable protrusions and swinging great distances (this is useful for attacking enemies too). He can also spin his head as a helicopter blade, allowing him to glide when needed.</p>
<p><img class="aligncenter size-full wp-image-2421" title="EWJ01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/EWJ01.jpg" alt="EWJ01" width="640" height="480" /></p>
<p>Levels are littered with health and weapon powerups (collected with an enthusiastic “Yippee”!), and in true platformer fashion there are many secret areas to discover. You will need all of those items &#8211; <em>EWJ </em>comes from an era in gaming where players were a more focused lot and wanted to have their skills tested. Even on the lowest difficulty setting, this game can be frustratingly tricky much of the time.  It is sometimes difficult to know where to go, and it often takes several attempts to successfully complete a level. However, this just gives you an excuse to play more <em>EWJ</em>!</p>
<p>From a scrap heap, to bungee jumping with Major Mucus, to the intestinal tract of some hideous creature, Jim will battle his way through a wide variety of bizarre and challenging stages. At the end of each one you’ll be given a code allowing you to skip ahead in your next session.</p>
<p>Graphics are bright and colourful, and a lot of work has gone into the animation and art. <em>EWJ </em>looks really good, considering its age &#8211; overall, it comes across as very polished. There were some minor issues with keyboard jamming (not a good thing when trying to leap over an electric chair while carrying a cow), but nothing too troublesome.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/EWJ02.jpg" target="_blank" rel="lightbox[2417]" title="EWJ02"><img class="size-full wp-image-2422 alignleft" title="EWJ02" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/EWJ02.jpg" alt="EWJ02" width="362" height="271" /></a>Music and sounds are great fun. Jim’s exclamations of “Way cool!”, “Whee doggie!” and the ever-present “Ouch!” and “Damn!” always elicit a chuckle. Each level has its own (generally kooky) music – eg. synth pop, rock, and banjo country. There is an unfortunate volume discrepancy between sound effects and music , and the latter cannot be switched off and might become annoying after time (GOG are working on this however).</p>
<p><em>Earthworm Jim 2</em> (1995) sees our hero set out once more to save Princess What’s-Her-Name (what is it with princesses, huh?), pitting him against foes both new and old (such as Evil The Cat). Gameplay fundamentals are similar, but controlling Jim is slightly different. He now has a backpack full of sentient mucus named Snott (Yum!). Instead of whip-swinging, Snott flings a goo grapnel which clings to a suitable mucus-covered surface, and Jim can also slow a fall by unfurling Snott as a boogerchute.</p>
<p>Gameplay style in the sequel is a good deal more varied – in addition to the platform levels, Jim will float around digestive villi as a blind cave salamander, fly his Pocket rocket while dodging pirate cannonballs, and bounce puppies using a giant marshmallow. There are also some new weapons, including the utterly useless Bubble Gun. Music continues the eclectic style of <em>EWJ1</em>, going so far as to feature Beethoven’s <em>Moonlight Sonata</em>.</p>
<p><img class="aligncenter size-full wp-image-2429" title="Earthworm Jim Bottom Line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/08/Earthworm-Jim-Bottom-Line.png" alt="Earthworm Jim Bottom Line" width="500" height="88" /></p>
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		<title>Retro Review: Gorky 17</title>
		<link>http://www.nag.co.za/2009/07/20/retro-review-gorky-17/</link>
		<comments>http://www.nag.co.za/2009/07/20/retro-review-gorky-17/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 13:23:51 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Role-Playing Game]]></category>
		<category><![CDATA[Topware Interactive]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=2221</guid>
		<description><![CDATA[In 2008, NATO&#8217;s intelligence department learns that the Russians have totally demolished one of their cities, called Gorky 17. The Russians claim the place was deserted, and trashed as part of its post-Cold War clean up operations. According to the game manual NATO official report, however, this city was a replica of an unspecified American [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2231" title="gorky-17-retro-review-info-bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/gorky-17-retro-review-info-bar.png" alt="gorky-17-retro-review-info-bar" width="300" height="85" /><br />
<a href="http://www.gog.com/en/gamecard/gorky_17" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a></p>
<p>In 2008, NATO&#8217;s intelligence department learns that the Russians have totally demolished one of their cities, called Gorky 17. The Russians claim the place was deserted, and trashed as part of its post-Cold War clean up operations. According to the <span style="text-decoration: line-through;">game manual</span> NATO official report, however, this city was a replica of an unspecified American city, used by the Russians as a training complex for their spies. If that sounds absurdly improbable, wait – it gets <span style="text-decoration: line-through;">more predictable</span> better. Whether or not this city was employed in spy training, its real purpose was to conceal all sorts of dastardly Russian military experiments, including – but not necessarily limited to – investigation into telekinesis and teleportation. And turning the locals into grotesquely mutated abominations, of course. Back at NATO HQ, the popular theory around the office watercoolers is that the grotesquely mutated abominations had rebelled against their captors, precipitating all that nasty total destruction stuff.</p>
<div id="attachment_2224" class="wp-caption alignleft" style="width: 330px"><img class="size-full wp-image-2224" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/gorky17-2009-07-21-02-22-22-82.jpg" alt="Team Two arrives to clean up Team One's mess. Team One made a huge mess. Look at that mess." width="320" height="240" /><p class="wp-caption-text">Team Two arrives to clean up Team One&#39;s mess. Team One made a huge mess. Look at that mess.</p></div>
<p>Anyway, fast forward to a bit later, and NATO gets an anonymous tip-off that those dastardly Russians have built another top secret laboratory near the Polish town of Lubin. Team One is promptly dispatched to check it out, and <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/RedshirtArmy" target="_blank">like every other Team One before them</a>, is subsequently stabbed to death by monsters. Team Two is sent in to win the day.</p>
<p>I&#8217;ve never played any of the <em>X-Com</em> games myself, but <em>Gorky 17</em> is apparently somewhat like them. From my personal frame of reference, it&#8217;s kind of a bit like <em>Fallout Tactics </em>crossed with chess. You spend your time negotiating a dilapidated series of locations, picking up junk and occasionally getting yourself into brawls with the area&#8217;s indigenous wildlife. Combat is turn-based, with different weapons restricted to their own firing patterns – a handgun, for example, can shoot only in straight lines, while the rifle can be shot both straight ahead or diagonally. Moving your dauntless little guys around to maximise this tactically is most of the fun, and an authentically compelling game in itself.</p>
<div id="attachment_2223" class="wp-caption alignright" style="width: 330px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/gorky17-2009-07-21-02-20-59-57.jpg" rel="lightbox[2221]" title="gorky17-2009-07-21-02-20-59-57"><img class="size-full wp-image-2223" title="gorky17-2009-07-21-02-20-59-57" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/gorky17-2009-07-21-02-20-59-57.jpg" alt="You'd be able to avoid this if medical supplies weren't so brutally scarce too." width="320" height="240" /></a><p class="wp-caption-text">You&#39;d be able to avoid this if medical supplies weren&#39;t so brutally scarce too.</p></div>
<p><em>Gorky 17</em> is pretty uncompromising in difficulty, however. Ammo is brutally scarce, and until you&#8217;ve managed to get the rechargeable Shocker and/or Flame Thrower, you&#8217;re going to find yourself wasting a lot of bullets you&#8217;ll never get back. On top of that, any character dying during combat brings the game to an abrupt conclusion, forcing you to restart the entire encounter.</p>
<p>If you&#8217;re made of the indomitable sort of stuff that spits in the face of overwhelming adversary, then you&#8217;ll probably relish <em>Gorky 17</em>. If you&#8217;re not, you won&#8217;t.</p>
<p><strong>Technical note</strong>: Make sure to disable hardware zoom in the game launcher. It causes graphical glitches and artifacting onscreen. Not sexy.</p>
<p><img class="aligncenter size-full wp-image-2230" title="gorky-17-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/gorky-17-bottom-line.png" alt="gorky-17-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Waxworks</title>
		<link>http://www.nag.co.za/2009/07/17/retro-review-waxworks/</link>
		<comments>http://www.nag.co.za/2009/07/17/retro-review-waxworks/#comments</comments>
		<pubDate>Fri, 17 Jul 2009 11:47:45 +0000</pubDate>
		<dc:creator>Richard Jenks</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Accolade]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Horror]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=2201</guid>
		<description><![CDATA[Waxworks was originally released in 1992 on the Amiga (congrats if you know what that is) and PC, and has been brought back to life by the fine people at Good Old Games. This old-school gem is a horror-themed hybrid that combines elements of action, RPG, and adventure, and laid the path for many future [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2217" title="waxworks-retro-review-info-bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/waxworks-retro-review-info-bar.png" alt="waxworks-retro-review-info-bar" width="300" height="85" /></p>
<p><a href="http://www.gog.com/en/gamecard/waxworks" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/getitatgog.png" alt="getitatgog" width="160" height="24" /></a><br />
<em>Waxworks </em>was originally released in 1992 on the Amiga (congrats if you know what that is) and PC, and has been brought back to life by the fine people at Good Old Games. This old-school gem is a horror-themed hybrid that combines elements of action, RPG, and adventure, and laid the path for many future titles.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/waxworks-retro-review-info-bar.png"></a></p>
<p>The story takes place in your uncle’s eldritch waxworks museum, where you attempt to lift a curse that has plagued your family for generations. There are 5 exhibits to explore, each transporting you to a different realm – ancient Egypt, Jack the Ripper’s London, a zombie-infested graveyard,  a mine inhabited by hideous mutants, and the Witch&#8217;s Lair. Each area is a one-way trip – after entering, you will have to overcome the puzzles and opponents within before you can escape and return to the present. As you progress, you can invoke your uncle’s spirit using a crystal ball. He can provide valuable assistance in the form of advice and limited healing.</p>
<p>The most noticeable aspect of <em>Waxworks </em>is how difficult it can be. Gruesome and often-unexpected death awaits you around every corner. This is not one of today’s auto-aiming hand-holding games &#8211; do just one thing wrong, and it can be fatal. This game is unforgiving in the extreme and will challenge you extensively.</p>
<p><img class="aligncenter size-full wp-image-2213" title="waxworks01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/waxworks01.jpg" alt="waxworks01" width="600" height="377" /></p>
<p>The first thing most players will notice is the complete absence of a map – this is exacerbated by the uniformity of corridors and scarcity of landmarks. You’ll have to resort to a piece of graph paper and a pencil if you don’t want to wander around endlessly lost. The puzzle and adventure components are well implemented, and you’ll be searching every dusty corner for potentially useful items.</p>
<p>Combat occurs regularly, and is a fairly unpredictable affair: your attacks miss much of the time, and the damage opponents deal varies considerably. Healing is not the ever-present factor found in modern title – besides the finite help offered by your disembodied uncle, there is almost no way to address your wounds. In one realm, he cannot heal you at all. You do find a med kit, but if you use it more than once the level becomes impossible to complete for various reasons.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/waxworks02.jpg" target="_blank" rel="lightbox[2201]" title="waxworks02"><img class="alignleft size-full wp-image-2214" title="waxworks02" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/waxworks02.jpg" alt="waxworks02" width="367" height="230" /></a>This is just one example of numerous instances where a realm can become impassable. Many actions or omissions will effectively lock the level. The game generally doesn’t inform you when this occurs, leaving you to find out the hard way with great frustration further down the line. Unless you save regularly, this means a lot of restarts and wasted time.</p>
<p>Being a retro title, the graphics show their age (as expected), but could not be considered terrible &#8211; one acclimatises quickly as gameplay becomes the primary focus. Music is spooky and atmospheric by ’92 standards, but rudimentary to the modern ear &#8211; you’ll find yourself quickly disabling it and running Winamp in the background. Similarly, sounds are sparse and functional, simply highlighting a weapon swing or sudden trap.</p>
<p><img class="aligncenter size-full wp-image-2216" title="waxworks-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/waxworks-bottom-line.png" alt="waxworks-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Seven Kingdoms 2</title>
		<link>http://www.nag.co.za/2009/07/13/seven-kingdoms-2/</link>
		<comments>http://www.nag.co.za/2009/07/13/seven-kingdoms-2/#comments</comments>
		<pubDate>Mon, 13 Jul 2009 12:35:45 +0000</pubDate>
		<dc:creator>Rodain Joubert</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Enlight Software]]></category>
		<category><![CDATA[Strategy]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=2133</guid>
		<description><![CDATA[Hidden within the shadow of more famous contemporaries such as Age of Empires and the Civilization series, the Seven Kingdoms games have eked out a humble existence by straddling the line between combat-based RTS and economy-based management sims. In a nutshell, Seven Kingdoms 2 is the computer game equivalent of an identity crisis &#8212; without [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-medium wp-image-2156" title="seven-kingdoms-2-retro-review-info-bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/seven-kingdoms-2-retro-review-info-bar.png" alt="seven-kingdoms-2-retro-review-info-bar" width="300" height="85" /></p>
<p><a href="http://www.gog.com/en/gamecard/seven_kingdoms_2" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog3" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/getitatgog3.png" alt="getitatgog3" width="160" height="24" /></a><br />
Hidden within the shadow of more famous contemporaries such as <em><a href="http://www.microsoft.com/games/empires/" target="_blank">Age of Empires</a></em> and the <em><a href="http://civilization.com/" target="_blank">Civilization</a></em> series, the <em>Seven Kingdoms</em> games have eked out a humble existence by straddling the line between combat-based RTS and economy-based management sims. In a nutshell, <em>Seven Kingdoms 2</em> is the computer game equivalent of an identity crisis &#8212; without the annoying teenage angst.</p>
<div id="attachment_2149" class="wp-caption alignright" style="width: 370px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/sk2_01.jpg" target="_blank" rel="lightbox[2133]" title="sk2_01"><img class="size-full wp-image-2149" title="sk2_01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/sk2_01.jpg" alt="Unlike most strategy games, building your empire here is actually interesting." width="360" height="270" /></a><p class="wp-caption-text">Unlike most strategy games, building your empire here is actually interesting.</p></div>
<p><em>SK2</em> is a strategy-slash-economy-management thingie that has the player striving to rule over everything forever with one of seven historical empires (well, twelve, but one can overlook that small detail). Like its predecessor, it throws away the classic &#8220;build lots of units and hit the enemy with them really hard&#8221; paradigm of most RTS titles: here, players are offered additional depth in the form of population attitudes, espionage, trade, and diplomacy. Combat units (including, at times, gods and heroes) become a component of your economy and expansion, and often don&#8217;t need to be called to battle at all if you can wangle a treaty with your opponents. Independent cities and populations are wooed with money or inspiring leadership, rather than violence.</p>
<p>And yet the game can be very rough-and-tumble, too, particularly if you play against (or for) the clans of mythical monsters known as the Fryhtans. Their proficiencies include looting, pillaging, and being overall rotten diplomats, steering the game inexorably towards conventional, combat-oriented strategy.</p>
<p>This war with the Fryhtans is the premise of the game&#8217;s campaign mode, which is a province-based, randomly-generated set of scenarios that focus on providing unique playthroughs rather than a preset story. Players are challenged in a variety of ways: some situations require defending a province from Fryhtan raids using limited troops. Others set you on quests of exploration, or require you to assassinate rival leaders. Some events need you to build and maintain a high economy rating, or train a platoon of skilled soldiers.</p>
<div id="attachment_2151" class="wp-caption alignleft" style="width: 322px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/sk2_04.jpg" target="_blank" rel="lightbox[2133]" title="sk2_04"><img class="size-full wp-image-2151" title="sk2_04" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/sk2_04.jpg" alt="Combat isn't as detailed as rival offerings, but it's still satisfying." width="312" height="242" /></a><p class="wp-caption-text">Combat isn&#39;t as detailed as rival offerings, but it&#39;s still satisfying.</p></div>
<p>This game&#8217;s versatility is great, but can also serve as a drawback. While the idea itself is admirable (and pulled off pretty well) some players may be frustrated by the way that the variable playing styles are actually enforced: those who are intrigued by the economic system may find themselves thrust into mad and bloody sorties with Fryhtans far too often, while military buffs will lament scenarios which require peacefully building up and maintaining an empire over the course of several years. Indeed, it often turns out that random scenarios and skirmish modes are far superior to the campaign because they tend to allow players to go through the game in their own style.</p>
<p><em>Seven Kingdoms </em>is an oft-overlooked gem. It may come across as odd, and may even be frustrating to start with. But if you persevere just a little, you&#8217;ll find a rich and versatile strategy experience which has something for everyone, and doesn&#8217;t shy away from the concept of being unique and interesting.</p>
<p><img class="aligncenter size-full wp-image-2155" title="seven-kingdoms-2-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/07/seven-kingdoms-2-bottom-line.png" alt="seven-kingdoms-2-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Beneath a Steel Sky</title>
		<link>http://www.nag.co.za/2009/06/22/retro-review-beneath-a-steel-sky/</link>
		<comments>http://www.nag.co.za/2009/06/22/retro-review-beneath-a-steel-sky/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 14:20:09 +0000</pubDate>
		<dc:creator>Tarryn van der Byl</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Virgin Interactive]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=1895</guid>
		<description><![CDATA[This story starts, like most epic stories, with a huge plane crash in the middle of the Australian Outback (&#8216;cept it&#8217;s the inevitable dystopian future now, so it&#8217;s called “the Gap” instead). This kid called Robert is the sole survivor, but it&#8217;s totally his lucky day (sort of), because a bunch of local tribals find [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-1930" title="beneath-a-steel-sky-retro-review-info-bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/beneath-a-steel-sky-retro-review-info-bar.png" alt="beneath-a-steel-sky-retro-review-info-bar" width="300" height="85" /></p>
<p><a href="http://www.gog.com/en/gamecard/beneath_a_steel_sky" target="_blank"><img class="alignnone size-full wp-image-1932" title="getitatgog3" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/getitatgog3.png" alt="getitatgog3" width="160" height="24" /></a></p>
<p>This story starts, like most epic stories, with a huge plane crash in the middle of the Australian Outback (&#8216;cept it&#8217;s the <a href="http://nag.tidemedia.co.za/?p=1507" target="_blank">inevitable dystopian future now</a>, so it&#8217;s called “the Gap” instead). This kid called Robert is the sole survivor, but it&#8217;s totally his lucky day (sort of), because a bunch of local tribals find him and take him in. The tribals call him Robert Foster, partly because he&#8217;s now all fostered and everything, but mostly because they also find a discarded can of Foster&#8217;s Lager near the crash site, and naming a kid after beer is always a good idea. Oh, except in some regions where, due to copyright issues, the name “Foster&#8217;s” was replaced with other names, and made the whole joke not work. Anyway, Foster scurries off to grow up among the tribals, and learns all sorts of tribal survival stuff like hunting kangaroos and eating dirt and building robots.</p>
<div id="attachment_1897" class="wp-caption alignright" style="width: 330px"><img class="size-full wp-image-1897" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/dosbox-2009-06-17-23-29-25-14.jpg" alt="It's almost in 3D. " width="320" height="240" /><p class="wp-caption-text">It&#39;s almost in 3D. </p></div>
<p>Then one day, all this watercoloured pastoral bliss is rudely interrupted by the arrival of shock troopers, who drag Robert off into their transport, and nuke the tribals. In an eerie reiteration of his childhood, the chopper subsequently comes crashing down in some place called Union City, and Robert negotiates a bold escape into a nearby factory.</p>
<p>WHO IS ROBERT FOSTER REALLY? WHAT DO ALL THESE BAD, BAD MEN WANT WITH HIM? WHY IS THIS GAME SET IN AUSTRALIA, OF ALL PLACES?</p>
<p>So getting started, <em>Beneath a Steel Sky</em> is a simple take on the point and click approach, with interactive items highlighted on mouse-over, and a sort of all purpose do-stuff action assigned to the right button. Move Robert around, click on stuff, and once you&#8217;ve moved Robert around enough and clicked on all the right stuff, you win the game. Unlike some of its contemporary titles, however, it&#8217;s entirely possible to do something stupid and wind up dead in <em>Beneath a Steel Sky</em> (but, fortunately, entirely <em>im</em>possible to accidentally end up in one of those <a href="http://en.wikipedia.org/wiki/Codename:_ICEMAN" target="_blank">terminally irritating unwinnable game states</a>), so save frequently.</p>
<div id="attachment_1896" class="wp-caption alignleft" style="width: 330px"><img class="size-full wp-image-1896" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/dosbox-2009-06-17-22-47-37-45.jpg" alt="That's not just any circuit board. That's Joey, your robot chum. He's kind of missing a few parts at the moment, though." width="320" height="240" /><p class="wp-caption-text">That&#39;s not just any circuit board. That&#39;s Joey, your robot chum. He&#39;s kind of missing a few parts at the moment, though.</p></div>
<p>I&#8217;ve always loved this game. It&#8217;s partly because I&#8217;m such a slut for point and click adventure games, but also because I&#8217;m such a slut for cyberpunk. In fact, the only thing that could make me sluttier for <em>Beneath a Steel Sky</em> would be if Richard Morgan had written it, and signed a copy for me. As it is, however, much of the story and artwork was penned by <em>Watchmen </em>mastermind Dave Gibbons, who&#8217;s obviously not as cool as Richard Morgan but still kinda cool in his own right.</p>
<p>On a scale of <em>King&#8217;s Quest 8</em> to <em>Day of the Tentacle</em>, I&#8217;d probably rate this somewhere around <em>Quest for Glory 3</em>.</p>
<p><img class="aligncenter size-full wp-image-1929" title="beneath-a-steel-sky-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/beneath-a-steel-sky-bottom-line.png" alt="beneath-a-steel-sky-bottom-line" width="500" height="88" /></p>
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		<title>Feature article: PSN retro roundup</title>
		<link>http://www.nag.co.za/2009/06/18/feature-article-psn-retro-roundup/</link>
		<comments>http://www.nag.co.za/2009/06/18/feature-article-psn-retro-roundup/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 14:21:14 +0000</pubDate>
		<dc:creator>Matthew Vice</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Retro]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=1871</guid>
		<description><![CDATA[If you’re a retro game lover, then you’ll be pleased to hear that three of the finest examples of retro gaming have been released recently on the PlayStation Network. Wolfenstein 3D Wolfenstein 3D is more what you’d call a historic game than a retro game. It is credited with kick-starting the entire First Person Shooter [...]]]></description>
			<content:encoded><![CDATA[<p><!--pagetitle:Wolfenstein 3D &amp; Gunstar Heroes--></p>
<p>If you’re a retro game lover, then you’ll be pleased to hear that three of the finest examples of retro gaming have been released recently on the PlayStation Network.</p>
<p style="text-align: center;"><strong>Wolfenstein 3D</strong></p>
<p><em>Wolfenstein 3D</em> is more what you’d call a historic game than a retro game. It is credited with kick-starting the entire First Person Shooter genre. A lot of people credit <em>Doom </em>with that achievement, but <em>Doom </em>only started the craze – <em>Wolfenstein 3D </em>started it all.</p>
<p>In <em>Wolfenstein 3D</em>, players assume the role of B.J. Blazkowicz, an Allied soldier imprisoned by the Nazis in Castle Wolfenstein. After knifing a guard in the back and stealing his pistol, players are left to shoot their way to freedom. There are six episodes in total, with nine levels and one secret level per episode – all of which are included in the PlayStation Network version. The lineup of enemies is interesting, and players will face Nazi foot soldiers, dogs, SS troopers, and various colourful bosses, including a mad surgeon, and even Hitler himself.</p>
<p><img class="aligncenter size-full wp-image-1911" title="wolf3d01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/wolf3d01.jpg" alt="wolf3d01" width="640" height="395" /></p>
<p>I’m sure there was probably a first person shooter or two around before <em>Wolfenstein 3D</em> that somebody will bring up, so rather than saying it was the first of its kind, we’ll say that it was the first of its kind that was done right. The speed and smoothness of the game as you wandered around the large, maze-like levels, shooting enemies and looking for the exit, was unlike anything gamers had ever seen before.</p>
<p>If you want to add a truly historic game to your collection, then look no further than <em>Wolfenstein 3D</em>. But if you need another incentive, then earning trophies in Wolfenstein 3D unlocks special secrets in the upcoming Wolfenstein game for the PS3 (and PC and 360). How about that, eh?</p>
<p style="text-align: center;"><strong>Gunstar Heroes</strong></p>
<p>If you were ever a fan of platform shooters and you haven’t at least heard of <em>Gunstar Heroes</em>, then you should be ashamed of yourself. Still, that feeling of shame will fade if you hit the PSN and download the version of it available there.</p>
<p><em>Gunstar Heroes</em> was developed by Treasure, the geniuses responsible for <em>Ikaruga</em>, <em>Guardian Heroes</em>, <em>Radiant Silvergun</em>, <em>Light Crusader,</em> and <em>Alien Soldier,</em> among other hit titles. Like everything they made, <em>Gunstar Heroes</em> fitted neatly into a specific genre, but rose above it in so many ways.</p>
<p><em><img class="alignright size-full wp-image-1912" title="gunstar_heroes" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/gunstar_heroes.gif" alt="gunstar_heroes" width="320" height="224" />Gunstar Heroes</em> is possibly one of the craziest shooting games available. At the start, you choose whether you’d like to play with Fixed Shot (where your character stands still while shooting) or Free Shot (where your character can move while shooting.) You then select one of the four different weapon types, Force (rapid fire), Lighting (straight line through multiple enemies), Chaser (homing shot), and Fire (big damage, limited range). During the game, you can combine two of these different weapon types to make all kinds of new, hybrid weapons to suit your tastes.</p>
<p>From the word “go” you are assaulted by an unending stream of enemies who just won’t quit. Your only hope to see the end of each stage is to keep moving and shooting. Don’t stop, don’t think, just shoot and run. It’s this intense, unrelenting action element that made the game so popular when it was released, and it’s still damn good fun to play now &#8211; even more so if you play it in two player mode.</p>
<p>Download it right now. You won’t regret it.</p>
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		<title>Retro review: Simon the Sorcerer 3D</title>
		<link>http://www.nag.co.za/2009/06/15/retro-review-simon-the-sorcerer-3d/</link>
		<comments>http://www.nag.co.za/2009/06/15/retro-review-simon-the-sorcerer-3d/#comments</comments>
		<pubDate>Mon, 15 Jun 2009 13:32:18 +0000</pubDate>
		<dc:creator>Rodain Joubert</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Adventure Soft]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=1803</guid>
		<description><![CDATA[Never in my life has a bad game made me feel so conflicted. Simon the Sorcerer 3D peers over the corner of its little basket in the rain, staring at me with moistly blinking puppy eyes – a creature hated for its deformity but pitied for its innocence. I want to give it a good [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-1855" title="simon-the-sorcerer-3d-retro-review-info-bar" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/simon-the-sorcerer-3d-retro-review-info-bar.png" alt="simon-the-sorcerer-3d-retro-review-info-bar" width="300" height="85" /></p>
<p style="margin-bottom: 0cm;">
<p style="margin-bottom: 0cm;">
<p style="margin-bottom: 0cm;"><a href="http://www.gog.com/en/gamecard/simon_the_sorcerer_3d" target="_blank"><img class="alignnone size-full wp-image-1856" title="getitatgog2" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/getitatgog2.png" alt="getitatgog2" width="160" height="24" /></a></p>
<p style="margin-bottom: 0cm;">Never in my life has a bad game made me feel so conflicted. <em>Simon the Sorcerer 3D</em> peers over the corner of its little basket in the rain, staring at me with moistly blinking puppy eyes – a creature hated for its deformity but pitied for its innocence. I want to give it a good review, but instead a stream of guilty tears pour down my face as I&#8217;m compelled to shut it out and force it to endure purgatory instead.</p>
<p style="margin-bottom: 0cm;">
<div id="attachment_1852" class="wp-caption alignright" style="width: 368px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/simon01.jpg" rel="lightbox[1803]" title="simon01"><img class="size-full wp-image-1852" title="simon01" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/simon01.jpg" alt="Lots of candy, a huge cauldron and frogs. I wonder who lives here?" width="358" height="269" /></a><p class="wp-caption-text">Lots of candy, a huge cauldron and frogs. I wonder who lives here?</p></div>
<p>This game is a third-person 3D adventure about a pretty typical adolescent: Simon rebels against authority, insults random strangers, grows a ponytail because it&#8217;s trendy, and even takes the time to chat up pretty women while gawking at their bits.</p>
<p style="margin-bottom: 0cm;">From time to time, however, Simon is an unwilling hero in a fantasy world where he becomes a practitioner of magic who has to save the universe from a big bad wizard. Along the way, he solves lots of puzzles and does his best to increase his magical ability beyond the potency of a small rock. A hallmark of the series is that most of Simon&#8217;s trials are self-inflicted challenges stemming from various antisocial teenage vices, meaning that he often has to find indirect and ridiculous solutions to otherwise trivial obstacles.</p>
<p style="margin-bottom: 0cm;"><em>Simon 3D</em> is no exception to the series, but players unfortunately have the added burden of dealing with a game that&#8217;s horrifically buggy (expect glitches and crashes often), graphically inferior (even for its time) and incredibly frustrating to control (keyboard at its worst).</p>
<p style="margin-bottom: 0cm;">Adventure Soft wanted to pounce on every gimmicky extra that early 3D adventures could offer: expansive, awful-looking worlds to explore, clumsy action sequences and grindtastic mini games and side challenges. These were carried out as well as one would expect &#8211; which is to say not too gosh-darn well at all. The game also manages to put forward the 3D equivalent of classic point-n-click <a href="http://en.wikipedia.org/wiki/Hunt-the-pixel" target="_blank">pixel hunt</a> problems, requiring the player to stand in just the right place at just the right angle to see some objects. It&#8217;s frustrating &#8211; not least because it often interferes with puzzle-solving.</p>
<p style="margin-bottom: 0cm;">
<div id="attachment_1853" class="wp-caption alignleft" style="width: 317px"><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/simon02.jpg" rel="lightbox[1803]" title="simon02"><img class="size-full wp-image-1853" title="simon02" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/simon02.jpg" alt="The graphics aren't great, but they've definitely nailed &quot;frustration&quot;. Rather fitting, really." width="307" height="230" /></a><p class="wp-caption-text">The graphics aren&#39;t great, but they&#39;ve definitely nailed &quot;frustration&quot;. Rather fitting, really.</p></div>
<p>It&#8217;s not all doom and gloom, though. In fact, since I first got my hands on the original <em><a href="http://www.gog.com/en/gamecard/simon_the_sorcerer" target="_blank">Simon the Sorcerer</a></em>, I&#8217;ve been thoroughly entranced by the series. <em><a href="http://en.wikipedia.org/wiki/King%27s_Quest" target="_blank">King&#8217;s Quest</a></em> is interesting. <em><a href="http://kotaku.com/5262528/secret-of-monkey-island-special-edition-sails-to-360" target="_blank">Monkey Island</a></em> is funny. But the <em>Simon</em> games have always been filled with the most beautiful mix of satire, geek culture references, <a href="http://en.wikipedia.org/wiki/Fourth_wall" target="_blank">fourth wall</a> breakages, black comedy, insults, and adolescent humour that a gamer will ever have the good fortune to come across. And <em>Simon 3D</em> proudly maintains that standard, with some of the best dialogue &#8212; and one or two of the most amazing puzzles &#8212; that I&#8217;ve ever seen in an adventure game.</p>
<p style="margin-bottom: 0cm;">But for the love of all that is witty, rude and adolescent, don&#8217;t play <em>Simon 3D</em> if you want a good impression of the series. Maybe pick it up if you&#8217;re already a fan, but otherwise have a look at <em><a href="http://www.gog.com/en/gamecard/simon_the_sorcerer" target="_blank">Simon the Sorcerer 1</a> </em>and <em><a href="http://www.gog.com/en/gamecard/simon_the_sorcerer_2" target="_blank">its sequel</a>,</em> instead, for examples of old-school adventure at its finest. They&#8217;re fun to play and aren&#8217;t crippled by gimmicks or bugs.</p>
<p style="margin-bottom: 0cm;"><img class="aligncenter size-full wp-image-1854" title="simon-the-sorcerer-3d-bottom-line" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/simon-the-sorcerer-3d-bottom-line.png" alt="simon-the-sorcerer-3d-bottom-line" width="500" height="88" /></p>
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		<title>Retro review: Rise of the Triad: Dark War</title>
		<link>http://www.nag.co.za/2009/06/12/retro-review-rise-of-the-triad-dark-war/</link>
		<comments>http://www.nag.co.za/2009/06/12/retro-review-rise-of-the-triad-dark-war/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 13:00:43 +0000</pubDate>
		<dc:creator>Matthew Vice</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>
		<category><![CDATA[Apogee]]></category>
		<category><![CDATA[First-Person Shooter]]></category>

		<guid isPermaLink="false">http://www.nag.co.za/?p=1810</guid>
		<description><![CDATA[During the mid &#8217;90s, following the first-person shooter craze started by Doom and the rise of the multimedia PC, the race was on among developers to produce ever more impressive first-person games. Rise of the Triad: Dark War showed up squarely in the middle of this interesting era, and it stood out for a long [...]]]></description>
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<p><a href="http://www.gog.com/en/gamecard/rise_of_the_triad__dark_war" target="_blank"><img class="size-full wp-image-1844 alignnone" title="getitatgog1" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/getitatgog1.png" alt="getitatgog1" width="160" height="24" /></a></p>
<p>During the mid &#8217;90s, following the first-person shooter craze started by <em>Doom </em>and the rise of the multimedia PC, the race was on among developers to produce ever more impressive first-person games. <em>Rise of the Triad: Dark War </em>showed up squarely in the middle of this interesting era, and it stood out for a long time as one of the most unique shooters available.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/rott2.jpg" target="_blank" rel="lightbox[1810]" title="rott2"><img class="alignright size-full wp-image-1813" title="rott2" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/rott2.jpg" alt="rott2" width="384" height="240" /></a>In those times, the very most important thing about any FPS, to gamers, was its graphics. In that respect, <em>Rise of the Triad</em> was exceptional. The photographic sprites used for the guns and enemies really gave the game a realistic look. You can also look up and down in addition to just turning around – which was only starting to become a common thing at the time the game was released. Of course, visuals like these took their toll on PCs back then, and you needed at least a mid-range 486 to play it properly. In fact, in old FPS games, you could reduce the screen size to make the game run better, and in <em>RotT</em>, if you reduce the screen to the smallest size, you’ll see a little message reading “Buy a 486! <img src='http://www.nag.co.za/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> ”, which was just one of the many nuggets of humour hidden in the game.</p>
<p>Gameplay-wise, <em>RotT</em> isn’t special so much as unique. You run around the stages, killing enemies and looking for keys to open doors to get to the next stage to do more of the same. At the start of the game, you have only a pistol, but you can find and wield another one, and then eventually a machine gun. The cool thing is that any weapon which requires bullets has infinite ammo. The majority of the other weapons in the game were rocket launchers of various kinds: homing rockets, cluster rockets, firewall rockets, rockets which caused area affect explosions, and so on. There are one or two creative weapons besides rocket launchers, like the monk staff, which fires lightning balls, and the infamous Excalibat, a baseball bat which fires explosive baseballs and can also be used as a melee weapon.</p>
<p><a href="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/rott3.jpg" target="_blank" rel="lightbox[1810]" title="rott3"><img class="alignleft size-full wp-image-1811" title="rott3" src="http://nag.tidemedia.co.za/wp-content/uploads/2009/06/rott3.jpg" alt="rott3" width="384" height="240" /></a>Other oddities in the game include the weird powerups you can find, such as one which turns you into a dog for a brief while, and another which puts your character on a magic mushroom high, unable to walk straight but seeing everything in multi-coloured disco-vision. There is also the gameplay reliance on trampolines. In every stage, you’ll find a plethora of trampolines, some of which were required to get around, but it seems odd that this would be standard equipment in a Triad stronghold. The game also features tons and tons of ankhs, little symbols which you can collect – once you have 100 of them, you receive an extra life. An extra life in a first person shooter?</p>
<p><em>Rise of the Triad</em> is definitely an interesting FPS, both for its impressive visuals and its oddness. If you fancy playing it again, or giving it a try for the first time, Good Old Games has a great version which installs itself and configures the DOSbox settings automatically. All you have to do is click on the shortcut and enjoy.</p>
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