O tempora: Unreal Gold

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Unreal – the name probably came from just how beautiful the game looked at the time of release. Yet, for me and my friends back in the day the name became a joke – it was “unreal” to make it work with a respectable fps count, unless you had a really powerful PC. And my friends didn’t. So we could either play the game on much lower settings or watch the amazing jaw-dropping slideshow of a game. And that was one of the main reasons why I’ve never actually played the game properly until now. I have played all the “Tournament” games (which I won’t be covering), but both singleplayer Unreal games passed me by. Was the game all looks, or did it really have something good about it?

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O tempora: Condemned: Criminal Origins

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Of course, I couldn’t replay F.E.A.R. without additionally replaying another great release from Monolith Productions of 2005 (PC version was released in 2006). Especially since both F.E.A.R. and Condemned are similar in several regards. They’re both set in minimalist run down locations, both mix realism and supernatural, both have shockingly good enemy AI and highly interactive environment (for 2005, though, not a lot of games attempted to do similar things since then) and both tell the story in two ways – via a conventional narrative and via notes, messages and other items that piece together the narrative. But F.E.A.R. was a cinematic bombastic FPS first, so its approach to horror was far more in your face, far more shock-focused to go along with its fast gameplay. Condemned does things differently – it’s careful, brooding and slowly swallowing you into madness.

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O tempora: F.E.A.R. (with expansions)

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Monolith Productions has remained one of the most important studios for me for the longest time. I liked Blood as a teen, but my own proper PC wasn’t a thing until 2001, which was just about the time The Operative: No One Lives Forever got released. That classic, which is still sadly not re-released due to rights issues, was just the beginning. Fantastic Aliens versus Predator 2 followed with its 3 story campaigns that constantly cross over – something that is still a rarity for games. Then, of course, a long expected sequel No One Lives Forever 2: A Spy in H.A.R.M.’s Way. Then one of the best movie license games ever – Tron 2.0. And then, in a single year, two amazing games got released – F.E.A.R. and Condemned: Criminal Origins. I am not listing a couple of other games they developed, just due to not playing them myself (though I did play Contract J.A.C.K., which isn’t worth mentioning), but point is – Monolith never disappointed me.

F.E.A.R. was the point where everything started changing. With the game itself, as it was a unique blend of ideas from classic FPS titles and the more “modern” ideas for the genre. For the company, since after this year their projects started getting less praise. And even for the company focus – a switch from their PC-centric development (LithTech engine was specifically designed to be a showcase of DirectX), to a far larger emphasis on consoles. 8 years after F.E.A.R. was originally released, a lot of its faults are more obvious. Yet, it still never fails to amaze.

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O tempora: Zork: Grand Inquisitor

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

I’ve never played Zork games. Neither did I ever like Myst-like adventures. Yet, Zork: Grand Inquisitor is one of the best adventure titles I’ve ever played. If this sounds familiar you may have read this wonderful retrospective by Richard Cobbett last year. I’ve decided to give this game a go specifically due to that retrospective. And I’m very glad that I have.

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O tempora: Dino Crisis series

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

The Dino Crisis franchise has a weird spot in Capcom catalog. On one hand, the first two games were really popular and apparently sold well. On the other, the company has been obviously unsure about making a new title, especially after the failed experiment with the third game. And besides, if they do make a new game, what type of game would it be? All three games in the series were so different.

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O tempora: Gobliiins 1-3 (Gobliiins pack)

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Gobliiins hold important memories for me. Along with the Kyrandia titles from Westwood they were the very first adventure titles that I’ve played. They were the games that somewhat defined my humor, defined my understanding of the use of voices in games, defined my visual style preferences as I was a kid. While people with powerful PCs played Doom, I was playing Montezuma’s Revenge on my Поиск-1, my friend played these games on his system. And I helped. Then we switched to Space Quest, to Leisure Suit Larry and other titles, because we realized how fun the adventure games could be. A few years ago we saw a very quiet release of Gobliiins 4. I played it only for a bit and it made me question myself – what if the classic titles were as tedious, as uninspired, as illogical? Was it all nostalgia and the original games weren’t that good anymore?

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O tempora: Mafia: The City of Lost Heaven

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Mafia: The City of Lost Heaven was really big back in the day. Well, in the PC gaming space. This incredible project was extremely well received, but a lot of people missed it partially due to the PC exclusivity for a long time (and later released console port wasn’t good) and partially due to the expectations set by GTA III released a year earlier. People expected an explosive sandbox, rather than a linear story driven experience in an open world. I remember loving the game back then, but years later, can it still be great?

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O tempora: Parasite Eve 1 & 2

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

SquareSoft’s Parasite Eve had a weird fate, probably not something both developers nor its first fans expected. Both of the games in the series were popular, both sold well, both were critically acclaimed. Aya Brea is still considered to be one of the best female game protagonists. Yet, they tend to not appear in “important” lists of “important” gaming websites. Despite being so loved and well known, the games got somewhat forgotten. And I’m actually somewhat confused that Square Enix decided to announce another sequel for this or next year (though it is a spin-off) to arrive on PSP. But today, I’m not talking about that. I’m talking about two games that I love dearly that definitely stood the test of time.

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O tempora: Crash Bandicoot & Spyro

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

For most people from post-soviet countries Playstation was the fifth generation of consoles. All of it. Sega Saturn was barely known, N64 not well known and it felt outdated due to the usage of cartridges instead of CDs, 3DO was known to only a few, no one ever heard about Jaguar and I still don’t know what an Amiga CD even is. That’s why, PS1 titles were so memorable. And most knew that a crazy mascot of PS1 was a bandicoot called Crash. But he wasn’t the only one competing for being the mascot. Apart from Gex, whom I still love due to Gex: Enter the Gecko (best 3D platformer, fight me), Spyro became extremely popular as well. And today, almost 15 years since the original Crash Bandicoot, I’ve finally decided to play these classics for the first time. So I didn’t even have to fight my nostalgic memories.

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