Normální zobrazení

Received before yesterday

Castle of Illusion Starring Mickey Mouse

13. Červenec 2024 v 12:33

Contents

The Intro

The Game

The Replay

The Verdict

The Intro

Title: Castle of Illusion Starring Mickey Mouse

Release year: 2013

Developed by: Sega Studios Australia

Genre: Platformer

Platform replayed on: PC

Short, but not so sweet.

Castle of Illusion Starring Mickey Mouse angry Mickey
Mickey means business in Castle of Illusion Starring Mickey Mouse.

Mickey’s romp through Castle of Illusion Starring Mickey Mouse isn’t a long one. But don’t let Mickey’s cheery demeanor or the picturesque levels deceive you—there’s a deceptively difficult platformer hidden within the evil witch Mizrabel’s Castle of Illusion.

Castle of Illusion Starring Mickey Mouse title screen
Castle of Illusion Starring Mickey Mouse—title screen

The 2013 release of Castle of Illusion Starring Mickey Mouse is a remake of the 1990 game on the Sega Mega Drive/Genesis.

Castle of Illusion Starring Mickey Mouse (1990)
Castle of Illusion Starring Mickey Mouse (1990)—Toyland level

I have memories of playing this as a kid, but not many. I remember the Toyland levels, and I remember Mickey goofily swaying his hips when he’s left to idle…

Mickey still sways his hips in 2013’s remake of Castle of Illusion Starring Mickey Mouse.

I’ve featured platformers here on Present Perfect Gaming before, and I’ve been clear that it’s not my favourite genre of video game. But after my previous retro replay with the emotional heavyweight that is Bioshock, I needed something a little lighter to take on.

Castle of Illusion Starring Mickey Mouse Mickey and Minnie
Happy times are not to last for Mickey and Minnie.

I had completed the remake of Castle of Illusion Starring Mickey Mouse once before, several years ago, and I remembered the challenge, particularly the final showdown with Mizrabel.

Mysterious Mizrabel

Will I be able to vanquish Mizrabel again?

Let’s join Mickey as he enters the Castle of Illusion…

The Game

But how did Mickey end up in this mess, exploring the mysterious levels of Mizrabel’s magical castle?

Castle of Illusion Starring Mickey Mouse inside the castle
Many levels in the Castle of Illusion

In a word: jealousy. Mizrabel, being jealous of Minnie’s beauty, captures her and whisks her away to the Castle of Illusion. Yes, it’s that classic “damsel in distress” story, motivating Mickey to brave the dangers lurking within the Castle of Illusion to rescue his one true love.

Castle of Illusion Starring Mickey Mouse Mizrabel captures Minnie
Minnie is captured!

Mizrabel has Minnie hidden away in a tower, inaccessible to Mickey in the beginning.

Castle of Illusion Starring Mickey Mouse Mickey looking at the tower
No way across…yet.

The only way to reach Minnie is to build a rainbow bridge (naturally).

Castle of Illusion Starring Mickey Mouse rainbow bridge
Rainbow power

But how does one build a rainbow bridge, you might ask? Well, you need to find the seven rainbow gems of course.

Castle of Illusion Starring Mickey Mouse rainbow gem
A rainbow gem

Dare I say a good platformer never lets a good story get in the way of good gameplay, and Castle of Illusion Starring Mickey Mouse is no exception.

It’s all about finding those rainbow gems within the levels of the Castle.

Castle of Illusion Starring Mickey Mouse ground floor of the castle
Start at the bottom, work your way up the Castle of Illusion.

Mickey will need to jump, run, duck, and throw projectiles to survive the enemies and obstacles throughout the various levels.

Castle of Illusion Starring Mickey Mouse Mickey ducking
Duck!

Levels are themed, with Mickey exploring areas such as The Enchanted Forest, Toyland, and The Library.

Castle of Illusion Starring Mickey Mouse The Library level
The Library level leaping

After a couple of levels in each area, a boss battle ensues, with victory bringing with it (you guessed it) a rainbow gem.

Castle of Illusion Starring Mickey Mouse Rainbow Gem
To the victor go the spoils.

Mickey attacks enemies either by jumping on top of them (in most cases), or by throwing projectiles at them.

Castle of Illusion Starring Mickey Mouse Mickey jump attack
Jump attack

Platforming sections often involve needing to bounce Mickey off of enemies to reach platforms or higher areas.

Castle of Illusion Starring Mickey Mouse Mickey in Toyland
Mickey will need to bounce off of the jack-in-the-box to make that jump to the next platform.

There are also underwater sections, requiring navigating Mickey with the rising and sinking tides.

Castle of Illusion Starring Mickey Mouse Mickey underwater
Mickey takes a dive.

Speed sections also feature, with Mickey racing downhill through levels (reminding me of Sonic the Hedgehog—even though Castle of Illusion Starring Mickey Mouse originally released about six months prior).

Castle of Illusion Starring Mickey Mouse Mickey in Toyland
Mickey on the downhill

Sometimes, Mickey is even being pursued downhill…

Castle of Illusion Starring Mickey Mouse Mickey chased downhill by a giant apple
An apple attacks!

While just getting to the end of certain later levels can be challenging enough, for completionists there are collectibles throughout each level.

Castle of Illusion Starring Mickey Mouse entering the castle
There are 800 of these gems to collect throughout Castle of Illusion Starring Mickey Mouse.

I had just one goal though: get to the end of Castle of Illusion Starring Mickey Mouse.

Castle of Illusion Starring Mickey Mouse Mickey jumps for a collectible
Jumping for a collectible

I recalled from my first playthrough, the difficulty ascending the tower and the final battle with Mizrabel.

Castle of Illusion Starring Mickey Mouse Mickey chasing Mizrabel
Mickey’s coming for Mizrabel…

With that said, it’s time to start exploring Castle of Illusion Starring Mickey Mouse.

The Replay

First off, Castle of Illusion Starring Mickey Mouse looks great. Mickey has a variety of poses and movements as you control him through the 2.5D levels.

Castle of Illusion Starring Mickey Mouse Mickey approaches the castle
Mickey looks cautious as he approaches the castle.

The motion in the backgrounds is what gives the levels their 3D feel.

Castle of Illusion Starring Mickey Mouse ghosts in the Enchanted Forest
Ghosts in the foreground, ghosts in the background

There’s a short tutorial as Mickey advances towards the castle, but it’s not long before the drawbridge drops and the quest begins.

Castle of Illusion Starring Mickey Mouse castle drawbridge
The drawbridge falls—what awaits Mickey inside?

The first levels are in the Enchanted Forest, and it’s here you learn how important it is in Castle of Illusion Starring Mickey Mouse to bounce off of enemies, and to grab onto swinging ropes.

Castle of Illusion Starring Mickey Mouse Mickey bounces off an enemy
Mickey jumping off a moving enemy to make the next platform
Castle of Illusion Starring Mickey Mouse Mickey rope swinging
Swing low, swing high

You also need to duck, and navigate moving and disappearing platforms.

Castle of Illusion Starring Mickey Mouse Mickey about to duck
Duck or die.
Castle of Illusion Starring Mickey Mouse Mickey jumping on moving leaf platforms
Floating leaves provide a platforming challenge.

Early on, it’s easy to see that to be successful in Castle of Illusion Starring Mickey Mouse, mastery of the environment is crucial—it’s not just about making jumps across static platforms or defeating enemies.

Castle of Illusion Starring Mickey Mouse Mickey bouncing off an enemy
Dropping on a descending spider to make the next platform

The first level concludes with a daring downhill escape from a giant apple.

Castle of Illusion Starring Mickey Mouse Mickey completing the first level
Don’t forget to jump!

The second level ends with a more leisurely approach, with a forest maze providing a light-puzzle element to navigate.

Castle of Illusion Starring Mickey Mouse Mickey Enchanted Forest maze
The exit is in sight—but the vicious vines have other ideas.

The final boss for the Enchanted Forest provides a scare for Mickey, but little challenge in avoiding the attacks, especially once you recognise the patterns.

Castle of Illusion Starring Mickey Mouse Mickey Enchanted Forest final boss
Hear me roar!
Castle of Illusion Starring Mickey Mouse Mickey Enchanted Forest final boss
Its bark was worse than its bite.

Toyland provides a step up in the difficulty, both in terms of enemy avoidance and platforming.

Castle of Illusion Starring Mickey Mouse Mickey in Toyland
New enemies, new tricks
Castle of Illusion Starring Mickey Mouse Mickey in Toyland
The platforming picks up in Toyland.

There are sublevels in Castle of Illusion Starring Mickey Mouse, which are not necessary to complete, but which offer you the chance to pick up those elusive collectibles.

In Toyland, a disappearing-platform section over playing cards provides a visually impressive interlude. I managed to complete this one after memorising the pattern and optimal route.

Castle of Illusion Starring Mickey Mouse Mickey climbs a house of cards
House of cards

Once reaching the top of a toy tower, having left the locked exit down at the bottom, there was a quick descent. This time, there was no pressure from behind, and upon completing the descent the exit beckoned.

Castle of Illusion Starring Mickey Mouse Mickey at the Toyland exit
A successful descent

In the second Toyland level, the puzzle elements come to the fore. There is the reversible section, flipping the level upside down:

Castle of Illusion Starring Mickey Mouse Mickey flips a Toyland level
What goes up, must come down.

A section featuring destructible blocks:

Castle of Illusion Starring Mickey Mouse Mickey in Toyland
Work your way up—if you can.

And a clever platform section featuring a mirror:

Castle of Illusion Starring Mickey Mouse Mickey in Toyland
Look in the mirror, Mickey!

I enjoyed these sections, and didn’t mind spending some extra time figuring out how to best navigate them where there was a collectible involved.

Castle of Illusion Starring Mickey Mouse Mickey in Toyland
Flipping platforms to find the prize.

The jack-in-the-box final boss in Toyland seemed at first more threatening than the final boss from the first level.

Castle of Illusion Starring Mickey Mouse jack-in-the-box
Springing into action

But in Castle of Illusion Starring Mickey Mouse, figuring out when and how you can strike final bosses is the key to conquering them. In Toyland, discovering this weakness made defeating the jack-in-the-box easy.

Castle of Illusion Starring Mickey Mouse jack-in-the-box
Don’t forget to duck!

Mickey gets wet in the next set of levels, either fully submerged, or avoiding the rising tides.

Castle of Illusion Starring Mickey Mouse Mickey underwater
Mickey submerged
Castle of Illusion Starring Mickey Mouse Mickey avoiding rising tides
A rising tide

The underwater levels are reminiscent of similar levels across the Sonic the Hedgehog and Super Mario Bros. series.

Sonic the Hedgehog Sonic underwater
Sonic submerged

The next two areas are intertwined, with the entrance to the Dessert Factory found within the Library.

Castle of Illusion Starring Mickey Mouse Mickey entering the Dessert Factory
About to enter the Dessert Factory…

I found the difficulty noticeably more difficult, both in the platforming and with the boss battle.

Castle of Illusion Starring Mickey Mouse Dessert Factory
Many moving platforms in the Dessert Factory

I enjoyed the narrative that goes along with these two areas, with Mickey’s shadow showing up to steal the rainbow gem.

Castle of Illusion Starring Mickey Mouse Mickey's shadow steals the rainbow gem
Mickey’s shadow shows up.

It’s a comical section, with Mickey’s shadow taunting him as he chases after it.

Castle of Illusion Starring Mickey Mouse Mickey's shadow taunts Mickey
Teasing and taunting

The final boss battle in the Dessert Factory proved to be the most challenging of the final bosses in Castle of Illusion Starring Mickey Mouse, aside from the Mizrabel battle at the end.

Castle of Illusion Starring Mickey Mouse Dessert Factory boss battle
Hear me roar!

With small platforms, and little room for error, I needed several attempts before I could claim victory and claim the all-important rainbow gem.

Castle of Illusion Starring Mickey Mouse Dessert Factory boss battle
Mickey avoiding flying desserts

The final two rainbow gems lay within the Castle levels. To successfully navigate Mickey through these requires avoiding aggressive enemies, scaling timed platform sections, and climbing the clock tower to overcome the Oafish Clockmaker.

Castle of Illusion Starring Mickey Mouse avoiding an attack in the Castle level
Mind that morning star!
Castle of Illusion Starring Mickey Mouse Mickey inside the Castle clock
Getting a bit tight in there…

Where the Library and Dessert Factory levels felt more about precision platforming, the Castle levels presented a challenge more in patience, with the observation and memorising of sections providing the better payoff.

Castle of Illusion Starring Mickey Mouse moveable platforms in the Castle level
Memorising moveable platforms

The boss battle follows this pattern, with a repetitive and lengthy encounter rewarding calmness and composure more than requiring absolute accuracy.

Castle of Illusion Starring Mickey Mouse Oafish Clockmaker swinging his mallet
Letting the Oafish Clockmaker knock himself out
Castle of Illusion Starring Mickey Mouse Oafish Clockmaker attacks
Jump!

It was satisfying to build the rainbow bridge using the complete set of rainbow gems, but I knew the greatest challenge was still to come. The finale to Castle of Illusion Starring Mickey Mouse features two parts. The first part is scaling the tower where Minnie is being held captive.

Castle of Illusion Starring Mickey Mouse entering the tower
Hold on Minnie—Mickey’s coming!

The second part is the showdown with Mizrabel.

Castle of Illusion Starring Mickey Mouse finding Mizrabel and Minnie
Finally found Minnie!

I recalled from my original playthrough that scaling the tower perfectly with full health meant that you could afford some mistakes in the boss battle with Mizrabel.

This was easier said than done though, as the tower ascent is the trickiest platforming section in the game. It demands near-perfect timing, accurate jumping, and memorisation that only comes with some trial and error.

Castle of Illusion Starring Mickey Mouse scaling the tower
Mickey in motion

This time around, I managed to reach the top with full health on my second attempt.

Castle of Illusion Starring Mickey Mouse scaling the tower
Almost there…

Entering the top of the tower, Mickey finds Minnie, with only Mizrabel standing in their way of a happily ever after ending.

Castle of Illusion Starring Mickey Mouse Mizrabel
Mizrabel materialises…

The final battle sees Mizrabel using her magical energy to attack Mickey in a variety of ways. The first couple of rounds, these attacks are easily avoided by jumping or moving.

Castle of Illusion Starring Mickey Mouse avoiding Mizrabel's attack
Time those jumps.

From the third round of attacks, the speed of the attacks increases, and the floor starts to crumble away, leaving hazardous pitfalls to avoid.

Castle of Illusion Starring Mickey Mouse Mizrabel attacks
Watch your step.

After each round, you need to jump attack Mizrabel to do damage. While not difficult, you do need to jump onto a platform first to reach Mizrabel, which can be tricky in the 3D space the final battle takes place in.

Castle of Illusion Starring Mickey Mouse damaging Mizrabel
Mickey makes his move.

In the fourth round of attacks, I made my mistakes. I still had three health remaining to try and hold on, with one more strike needed to take down Mizrabel.

Castle of Illusion Starring Mickey Mouse moving to avoid Mizrabel's attack
Keep moving, Mickey!

I made another couple of mistakes in the final round, bringing Mickey down to one health. But I managed to keep cool, and dodged the final blast of energy.

Castle of Illusion Starring Mickey Mouse jumping to avoid Mizrabel's attack
DO NOT make a mistake!

Mickey had defeated the mighty Mizrabel.

Castle of Illusion Starring Mickey Mouse Mizrabel defeated
Mizrabel motionless

See the final battle with Mizrabel in full on YouTube:

A happy reunion awaited, as the curtain falls in Castle of Illusion Starring Mickey Mouse.

Castle of Illusion Starring Mickey Mouse the curtain falls
Roll credits

The Verdict

First off, I finished Castle of Illusion Starring Mickey Mouse, so I’m satisfied about that. I knew the big challenge was the final boss battle, but I proved to myself I’ve still got enough skill and stability with a game controller in hand.

Castle of Illusion Starring Mickey Mouse completing the game
Achievement unlocked.

The classic platformers like the early games in the Sonic the Hedgehog and Super Mario Bros. series provide a lot of nostalgia value to retro gamers. Some of these games are highly regarded for their quality.

And I don’t doubt that. But I also don’t enjoy playing these games anymore, as I know other retro gamers do.

These early platformers have a high nostalgia value for me too, but it’s not about the quality of the game, but simply about the joy of playing video games back then. Platformers were everywhere, and it was hard to avoid them as a young gamer in the late 80s/early 90s. I wasn’t trying to avoid them, though: a video game was a video game!

Coming back to the Castle of Illusion Starring Mickey Mouse remake, most memories of the original are long since forgotten, so it’s impossible to compare the two now. But the very reason I played this remake at all was due to having played the original.

In terms of being a stand-alone game, Castle of Illusion Starring Mickey Mouse looks stunning and plays well. It’s a short game (unless you want to grind through the collectibles), with enough of a challenge for more casual platform gamers like me.

Castle of Illusion Starring Mickey Mouse Mickey with a Rainbow Gem
Castle of Illusion Starring Mickey Mouse is a great looking game.

Will I go back and revisit Castle of Illusion Starring Mickey Mouse, though?

No. Ultimately, it was nostalgia that piqued my curiosity to try the remake. But I’m now content to leave my memories of the original where they belong: in the past. I’m not going to chase reliving that sense of wonder as a young gamer running Mickey around the original game.

That…would be an illusion.

Castle of Illusion Starring Mickey Mouse Mickey defeats Mizrabel
End of the illusion

Be sure to check out my Linktree for some great gaming deals with Fanatical.

And don’t forget to check my blogs and my YouTube channel for more content!

11

So, have you played Castle of Illusion Starring Mickey Mouse (2013)?

The post Castle of Illusion Starring Mickey Mouse appeared first on Present Perfect Gaming.

Back to the Future: The Game

13. Březen 2024 v 10:09

Contents:

The Intro

The Game

The Replay

The Verdict

The Intro

Title: Back to the Future: The Game

Release year: 2010

Developed by: Telltale Games

Genre: Graphic adventure

Platform replayed on: PC

What do you do with a much-loved film trilogy from the 80s, around twenty years after the third film and its associated video game were released?

Back to the Future (1985)
Back to the Future (1985)
Image via IMDB

You go Back…

Back to the Future: The Game title screen
Back to the Future: The Game (2010)

…to it and make another video game, apparently.

Back to the Future: The Game released in late 2010, just over twenty years since Back to the Future Part III was released in cinemas in 1990. The video game, Back to the Future Part III, released in 1991 on a variety of platforms including Amiga, Commodore 64, Master System, and MS-DOS.

Back to the Future Part III (1991)
Back to the Future Part III (1991)
Image via Mobygames

Telltale Games had spent the 2000s releasing episodic video games. Some were based on well-known television franchises such as CSI: Crime Scene Investigation and Wallace and Gromit, while others resurrected popular video games from the 90s, like Sam & Max and Monkey Island.

Sam & Max Hit the Road
Sam & Max (1993) got a reboot in 2006.

In 2010 it was announced that Telltale Games had a deal to create video games based on the Back to the Future and Jurassic Park film franchises.

Jurassic Park: The Game
Jurassic Park: The Game (2011)

But just because you can revisit an old classic, does it mean you should?

It’s time to go back…to Back to the Future: The Game and find out.

Back to the Future: The Game Delorean flaming tyre tracks
Will this be a worthy addition to the Back to the Future franchise?

The Game

Back to the Future: The Game tells its own, but interrelated, tale featuring our intrepid time travellers Marty McFly and Doc Brown.

Back to the Future: The Game Marty and Doc
Together again

Back to the Future: The Game also follows the episodic formula that Telltale Games was now known for, with five episodes released over 2010 and 2011.

Back to the Future: The Game Marty looking at his photo of him and Doc in the 1800s
The beginning of a new chapter, following events in Back to the Future Part III

I’ve covered a couple of other Telltale Games here on Present Perfect Gaming before: The Walking Dead: Season One (2012) and Sam & Max: Season 2 Episode 1: Ice Station Santa (2007).

The Walking Dead (video game)
The Walking Dead: Season One (2012)
Sam & Max Beyond Time and Space (also known as Sam & Max: Season 2) Episode 1: Ice Station Santa
Sam & Max: Season 2 Episode 1: Ice Station Santa (2007)

Where Sam & Max by Telltale Games follows the tradition of its predecessor Sam & Max Hit the Road (1993) and is a point-and-click adventure game, The Walking Dead was more of a graphic adventure game, and therefore more on the interactive fiction end of the adventure game spectrum.

Further, The Walking Dead presented the idea of player choice, where you get to shape the narrative at various decision points in the game. I struggled with this aspect, and thought it was more an illusion of choice, and ultimately the same story overall was being told.

The Walking Dead (video game)
The illusion of choice

Released two years prior to The Walking Dead, Back to the Future: The Game is also more graphic adventure than point-and-click. There is a lot of narrative, and as it draws well from its source material, it feels more like an interactive movie.

Back to the Future: The Game Marty and Doc
There’s a lot of dialogue in Back to the Future: The Game.

Though Back to the Future: The Game does also feature traditional point-and-click aspects such as inventory management, conversation trees, and timed events.

Back to the Future: The Game inventory screen
Inventory management

Events in Back to the Future: The Game take place after the film trilogy, finding Marty in 1986. Doc Brown has been missing for six months, and the bank is now foreclosing on Doc’s house.

Back to the Future: The Game Doc Brown's house
Doc Brown’s house has been vacant for six months.

Marty is at a loss as to what to do next, when the Delorean arrives at Doc’s house, with Einstein inside.

Back to the Future: The Game Marty and Einstein in the Delorean
Time-travelling companions

Unfortunately, the display showing where the Delorean has just come from in time is malfunctioning.

Back to the Future: The Game Delorean dashboard
That would have been too easy…

But at least Marty’s got the Delorean back. He just needs to find out “when” Doc is…

Back to the Future: The Game Marty
Marty needs a lead.

Back to the Future: The Game really shines in its fan service to the film trilogy. While Michael J. Fox didn’t return to his role as Marty McFly (though he does make a cameo appearance in the final episode), Christopher Lloyd did as Doc Brown. Claudia Wells, Jennifer Parker in the original Back to the Future, returns, and Thomas F. Wilson portrayed Biff Tannen in the 2015 re-release of the game.

And even though Michael J. Fox didn’t portray Marty, the voice actor that did, A. J. LoCascio did an exceptional job.

Back to the Future: The Game Marty speaking with Doc
Great voice acting in Back to the Future: The Game

Back to the Future: The Game also features many references to the films throughout, and fans will enjoy seeing these, as well as familiar locations in a different time period.

Back to the Future: The Game Marty hitching a ride
Hitching a ride, just like old times.
Back to the Future: The Game Kid Tannen ending up in manure
Another Tannen ending up in manure.

And which time period will this be, given we’ve seen the 1950s, the 2010s (the future!), and the 1880s?

Back to the Future: The Game Hill Valley
Hill Valley, but when?

Let’s take a look at the first episode of Back to the Future: The Game, titled It’s About Time.

Back to the Future: The Game Episode 1 It's About Time
It’s all about time…

The Replay

Back to the Future: The Game begins with a very familiar scene…

Back to the Future: The Game Doc Brown talking to the camera
“…serious sh*t!”

You can take a look at the intro in full on my Youtube channel:

There’s a little interactivity with the scene, and you can play along and have Marty say those iconic lines, or you can choose to alter history.

Back to the Future: The Game You disintegrated Einstein!
“You disintegrated Einstein!”

Regardless of what you do, the scene ends with an unfamiliar outcome.

Back to the Future: The Game Doc Brown and Marty waiting for the Delorean
Delayed Delorean??

Einstein and the Delorean don’t return, and Doc Brown starts to fade away.

Back to the Future: The Game Doc Brown fading away
Doc’s fading fast.

Apparently, Doc has made a horrible mistake.

Back to the Future: The Game Doc Brown has made a horrible mistake
We know making mistakes ain’t good in Back to the Future…

Marty suddenly wakes up from this apparent nightmare, in 1986, following events from the film trilogy.

Back to the Future: The Game Marty awakes from his nightmare
It was all just a dream??

With Doc missing, and the bank foreclosing on his house, Marty has one last chance to find a hint as to what’s happened.

Back to the Future: The Game Doc Brown's house for sale
All Doc Brown’s possessions have got to go.

And speaking of hints, Back to the Future: The Game features an in-game hint system, should you require it.

Back to the Future: The Game hint system
Take a hint.

I quickly turned these off, as knowing the immediate goal was more than enough to point me in the right direction.

Back to the Future: The Game model of Hill Valley
I guess I had better look at Doc’s model of Hill Valley?

A few more familiar faces are found at Doc’s house: Marty’s father, George McFly, and Biff Tannen.

Back to the Future: The Game George McFly
Father and son, in the present
Back to the Future: The Game Biff Tannen
There’s always a Tannen to deal with.

It doesn’t take much of a search to find what Marty needs, but it also doesn’t take long before Biff snatches it away.

Back to the Future: The Game Doc's notebook
Doc’s notebook!

As Biff seems so intent on taking things Marty takes an interest in, Marty needs to get creative in a way fans of the original film will appreciate.

Back to the Future: The Game Biff playing guitar
Marty’s guitar makes another appearance.

With Biff taken care of, and Marty in possession of Doc’s notebook again, there’s a sudden flash of light from outside.

Back to the Future: The Game a flash of light outside Doc's house
What could it be?

And just like that, Marty is reunited with the Delorean.

Back to the Future: The Game the Delorean
The Delorean is back. But from when?

And Einstein!

Back to the Future: The Game Einstein
Where When have you been, Einstein?”

But where has the Delorean come from? And how did it get here? The latter question is answered by Doc himself, as he’s left Marty a tape recorder.

Back to the Future: The Game Doc's tape recorder
Is Doc speaking from the past or the future?

Finding where, and more importantly when, the Delorean has just come from is your next challenge in Back to the Future: The Game, due to the malfunctioning dashboard.

Up to this point, the game has been mostly cutscenes and dialogue—there’s been very little to actually do. Even the next bit of sleuthing isn’t hard to work out, as Marty finds a woman’s shoe left behind in the Delorean.

Back to the Future: The Game Marty and Einstein
Einstein takes the lead.

The next scene is a bit more involved from a gameplay perspective, as Marty ends up at Edna Strickland’s apartment. Edna is Principal Strickland’s mother, another connection with the films.

Back to the Future: The Game Edna Strickland
Like mother, like son—strict Edna Strickland

Edna recalls the time she lost her shoe as the day a local speakeasy burnt down.

Back to the Future: The Game burnt out speakeasy
The burnt-out speakeasy—Marty’s future, in the past.

Edna wrote about it, as a local journalist. Thankfully, she still has a copy of that newspaper. Unfortunately, she’s a hoarder.

Back to the Future: The Game Marty in Edna Strickland's apartment
Edna keeps every single edition…

Once you find a way for Marty to distract Edna so he can search through her newspapers, Doc’s location in time is revealed.

However, the stakes have well and truly been raised.

Back to the Future: The Game newspaper article showing Carl Sagan/Doc Brown
Carl Sagan? But that looks just like Doc!

The rescue is on in Back to the Future: The Game.

Back to the Future: The Game Marty knows when Doc is
June 14th, 1931

After quite the lengthy intro sequence, Back to the Future: The Game finally opens up to some player agency as Marty arrives in Hill Valley, 1931 edition.

Back to the Future: The Game the Delorean
Off to 1931

It’s not long until Marty bumps into the younger Edna Strickland, where he’s asked for his opinion of Carl Sagan (Doc Brown’s alias), the vigilante who burnt down the speakeasy.

Back to the Future: The Game Edna Strickland in 1931
Edna Strickland, 1931 edition

Of course, Marty needs an alias too, and you do get a choice…

Back to the Future: The Game Michael Corleone
Michael Corleone—The Godfather novel wouldn’t be out for another 38 years…

Marty’s first stop is to meet with Doc at the jail and come up with a plan.

Back to the Future: The Game Marty meets the Doc in jail
Reunited

Doc tells Marty that his younger self was working on a rocket-powered drill—perfect for a prison break!

Back to the Future: The Game the Doc in jail
Doc Brown has inside information…on himself.

However, it turns out that the young Doc Brown, Emmett, wasn’t always a scientist. He’s currently working for his father, a judge, as a law clerk. He’s not interested in science and certainly not interested in helping Marty.

Back to the Future: The Game young Emmett Brown
Young Doc is gonna take some convincing.

This is really the story in Back to the Future: The Game, convincing Emmett Brown to help Marty break Doc Brown out of jail. Just without Emmett finding out what he’s actually helping to do.

Back to the Future: The Game Emmett and Marty
Marty’s always looking out for the future. In more ways than one…

It wouldn’t be Back to the Future without a Tannen getting in the way, either. Kid Tannen (Biff’s father) is the local crime boss, and he’s been keeping the alcohol flowing in Hill Valley during the Prohibition era.

Back to the Future: The Game Kid Tannen
Kid Tannen. Also a bully.

Kid Tannen also has Arthur McFly, Marty’s grandfather, on his payroll as an accountant.

Back to the Future: The Game Artie McFly
Artie McFly. Also a coward.

It’s all connected, of course. Marty needs to convince Emmett to reveal he’s a scientist secretly working on a rocket-powered drill. 

Back to the Future: The Game rocket-powered drill
The rocket-powered drill

Then he needs to source fuel for the drill, alcohol, which involves Edna mistakenly picking up a barrel she thought was full of soup from the local soup kitchen, which acts as a front for Kid Tannen’s alcohol operation.

Back to the Future: The Game the soup kitchen
Barrels full of…”soup”

Finally, Marty just needs to find his grandfather (Artie), currently hiding under Kid Tannen’s orders, so Emmett can serve him with a subpoena (to testify against Kid), and thereby allowing Emmett to return home to power up the drill.

Back to the Future: The Game Artie gets served
Artie’s been served.

All in a day’s work. It has to be, as Doc’s life depends on it.

Back to the Future: The Game rocket-powered drill plans
It’s time to power up the rocket-powered drill.

For better or worse, actually achieving these goals in Back to the Future: The Game feels less like puzzle solving, and more like interacting with the scenes as they play out. It’s usually a dialogue choice, or the quick use of an item to keep the narrative flowing.

Back to the Future: The Game Edna Strickland
Hmm, those binoculars “look” important.

I liked the solutions, such as the use of some meta knowledge from the films, or the creative use of the tape recorder.

Back to the Future: The Game Marty and Kid Tannen
The old “What the hell’s that?!!” trick
Back to the Future: The Game Marty and Emmett
Recording Emmett’s conundrum so Doc can solve it.

However, a couple of solutions were used twice: the use of the tape recorder, and utilising Einstein’s sense of smell.

Back to the Future: The Game Marty recording Kid Tannen's voice
Marty recording Kid Tannen’s voice, later used to scare Artie McFly.
Back to the Future: The Game Marty and Einstein
Einstein is kept busy in Back to the Future: The Game.

Both were satisfying solutions, but it felt lazy in a game already short on puzzle solving.

Back to the Future: The Game Marty playing Kid Tannen's voice recording
Too much tape recorder

One late-game puzzle in Back to the Future: The Game sees Marty needing to control a chemical reaction needed to activate the rocket-powered drill.

Back to the Future: The Game Emmett's lab
Inside Emmett’s lab

The idea was clever, with Emmett in the other room arguing with his father about being a scientist while emphasising key words for Marty to follow in the lab to keep the chemical reaction going.

Back to the Future: The Game Emmett's lab
Easier with subtitles on

However, it was too long and repetitive, and became like a quick-time event requiring faster and faster mouse clicking.

Back to the Future: The Game Emmett's lab
Marty’s not impressed.

So, the puzzle solving wasn’t that enjoyable in the first episode of Back to the Future: The Game. With the focus on the storytelling, the ending surely had to be good, right?

Back to the Future: The Game rocket-powered drill
Time to rescue Doc!

Well, after going to the trouble of securing and activating the rocket-powered drill, it seemingly all goes to waste, as Marty is too late, and Doc is being transferred from his cell.

Back to the Future: The Game Doc being taken away in a police wagon
You go to all that trouble to get a rocket-powered drill, and it’s all for nothing…

This turn of events changes history too.

Back to the Future: The Game Marty reading a new headline
Changing the past changes the future.

And while the drill is no longer useful, the rocket is, as Marty chases after Doc.

Back to the Future: The Game Marty on a rocket-powered bicycle
Rocket-powered bicycle!

It’s a daring rescue, and Marty soon discovers Kid Tannen is behind kidnapping Doc.

Back to the Future: The Game Marty and Kid Tannen
Kid’s in the driver’s seat, but it’s up to Marty to finish this.

Unsurprisingly, the first episode of Back to the Future: The Game ends with a cliffhanger. Doc thought they could return to 1986, and all will be well.

Back to the Future: The Game Doc wanting to get back to the future
Doc thinks time is unaltered.

But we know that you can’t alter events from the past in Back to the Future and not expect some repercussions…

Back to the Future: The Game Marty fading away
Marty’s fading…

Doc Brown always said it best:

Back to the Future: The Game Great Scott!
“Great Scott!”

The Verdict

The first time I played Back to the Future: The Game was just shortly after it was released, and the nostalgic value was high. Telltale Games paid a lot of respect to the film trilogy, and playing through the first episode, you really feel at home in Hill Valley.

Back to the Future: The Game model of Hill Valley
The familiar town square in Hill Valley is prominent in Back to the Future: The Game.

Now, being much further removed from the hype and my initial playthrough, this time around the nostalgia and production values are not quite enough to cover over a limited gameplay experience.

Back to the Future: The Game Doc's notebook
There’s just not that much “to do” in the first episode.

The narrative in the first episode is established well enough, though again it relies on the familiar Back to the Future theme of altering the past and impacting the future.

Back to the Future: The Game Doc and Marty
“This isn’t how it happened…”

The first episode took me about two and a half hours to play through again, and while I didn’t really remember any of the puzzle solutions, I was never stuck. Given the overall lack of puzzles, most of the time is spent in either cutscenes or in dialogue.

Back to the Future: The Game Marty on the phone
Lots of dialogue in Back to the Future: The Game

As an interactive fiction experience, the first episode in Back to the Future: The Game is a satisfying return to the franchise. The actual gameplay of puzzle solving, however, is lacking in both its frequency and variation.

Back to the Future: The Game Einstein attacking Kid Tannen
Einstein is kept a little too busy.

But it’s a start. There are four more episodes to play through to complete Back to the Future: The Game. If you’re okay being taken along for the ride, and are a fan of the films, it might very well be worth your while going…Back to the Future.

Back to the Future: The Game to be continued
Back to the Future: The Game continues in Episode 2 “Get Tannen”.
5

So, have you played Back to the Future: The Game?

Back to the Future: The Game

Be sure to check out my Linktree for some great gaming deals with Fanatical.

And don’t forget to check my blogs and my YouTube channel for more content!

The post Back to the Future: The Game appeared first on Present Perfect Gaming.

Commander Keen in Invasion of the Vorticons

12. Únor 2024 v 10:09

Contents:

The Intro

The Game

The Replay

The Verdict

The Intro

Title: Commander Keen in Invasion of the Vorticons

Release year: 1990

Developed by: Ideas from the Deep

Genre: Platformer

Platform replayed on: PC

I’m not a huge fan of platformers. There, I said it.

However, I’ve certainly played a lot of platformers since the time of the third generation of video game consoles. I remember the classics like Super Mario Bros. (1985), Alex Kidd in Miracle World (1986), and Castle of Illusion Starring Mickey Mouse (1990). I remember playing as a dolphin in Ecco the Dolphin (1992) and as the 7 Up spot in Cool Spot (1993). I even remember playing as Bart Simpson in The Simpsons: Bart vs. the Space Mutants (1991).

Castle of Illusion starring Mickey Mouse
Castle of Illusion starring Mickey Mouse
Image via Mobygames

And I continue to play platformers, particularly since picking up the Nintendo Switch later in its lifetime. I’ve played a lot of Super Mario Odyssey (2017) and Super Mario 3D World (2021) over the past couple of years, and recently Super Mario Bros. Wonder (2023) has been on heavy rotation.

Super Mario Odyssey
Super Mario Odyssey (2017)

I’ve also covered a couple of platformers here on Present Perfect Gaming before: Indiana Jones and the Last Crusade: The Action Game (1989) and Sonic the Hedgehog (1991)

Indiana Jones and the Last Crusade: The Action Game
Indiana Jones and the Last Crusade: The Action Game (1989)
Sonic the Hedgehog
Sonic the Hedgehog (1991)

So what gives? Why don’t I like platformers that much?

It’s the difficulty and it’s the ensuing frustration. I don’t enjoy having to perfect actions and movements through repetition. One particularly egregious example I’ve recently come across is the jump rope challenge in Super Mario Odyssey.

Super Mario Odyssey jump rope challenge
Getting to 100 jumps gave me nightmares…

That said, I’ve enjoyed more modern platformers, like the above-mentioned Switch games. I’ve found the 3D platformers more accessible, with optional increased difficulty there for those looking for it. Even with Super Mario Bros. Wonder, there are the characters designed with more casual or younger gamers in mind.

Super Mario Bros. Wonder
Super Mario Bros. Wonder (2023)

However, there is something special about the classics, proven by when my then-eight-year-old son played the original Sonic the Hedgehog. At the time, it was a thirty-year-old game, but he still enjoyed it, despite growing up in a different era of video games.

Sonic the Hedgehog
No generation gap in Sonic the Hedgehog

But that’s enough about my history with platformers. This next entry on Present Perfect Gaming takes us back to 1990, and is about another eight-year-old boy, named Billy Blaze.

A boy who builds a spaceship, dons his older brother’s football helmet, and flies to Mars.

A boy who becomes Commander Keen.

Commander Keen intro text
Billy Blaze blasts off as Commander Keen.

The Game

My memories of Commander Keen are tied with a couple of other Apogee-published games from the early 90s: Duke Nukem (1991), and Wolfenstein 3D (1992). I recall these three together for one reason: Shareware.

Wolfenstein 3D
Wolfenstein 3D (1992)

For those unfamiliar with the term Shareware, it was basically “the first one’s on us, but you’ll have to pay for the rest”. These games were released in an episodic format, where the first episode was released and distributed for free. If you wanted to play the rest of the episodes, you would have to purchase them.

Commander Keen previews
Previews

And everything was on the disk, including the previews of the future episodes and instructions on how to order.

Commander Keen mail order and phone order page
Mail order and phone order!

But these first episodes were not like demos—they were decent-length games on their own, with Commander Keen in Invasion of the Vorticons Episode 1: Marooned on Mars featuring over a dozen levels.

Commander Keen chased by Yorps
Lots of weird and wonderful levels in Commander Keen

The backstory behind Commander Keen is an interesting one, involving the implementation of smooth side-scrolling video games on PC by a group of programmers (including John Romero, more well known for Wolfenstein 3D and Doom). I won’t go further into detail here, but it’s a story worth checking out if you like your video game history.

Doom
Doom (1993)

Commander Keen begins with Billy Blaze on Mars, having just been out exploring. What he didn’t know was that aliens from the planet Vorticon VI have arrived and are planning to kill him.

Commander Keen Episode One: Marooned on Mars
Commander Keen Episode One: Marooned on Mars

So these Vorticons steal parts from Billy’s ship and hide them in cities all over Mars.

Commander Keen level exit
Why the Vorticons didn’t just try to kill Billy instead of leaving his spaceship parts lying around, I’ll never know.

It’s a race against time, as Billy seems more concerned about rebuilding his spaceship and getting back home before his parents discover he’s gone than he is with an imminent Vorticon invasion of Earth.

Commander Keen spaceship orbiting Earth
The Vorticons have bigger plans than just killing Commander Keen…

In Commander Keen you take control of Billy through a series of side-scrolling platforming missions spread out across Mars.

Commander Keen Mars map
Mission map on Mars

To start with, Billy can only jump to avoid Vorticon aliens and navigate obstacles.

Commander Keen jumping over a Buttler Robot
Jumping to avoid a Butler Robot

But it’s not long before Billy gains access to some firepower.

Commander Keen picking up a raygun
Billy finds a raygun.

Eventually, Billy even finds a pogo stick. Yes, a pogo stick. For reaching all those hard to reach places on Mars.

Commander Keen pogo stick
The pogo stick in Commander Keen—go figure that one out.

There are six different aliens Billy encounters in the first episode of Commander Keen in Invasion of the Vorticons. Though not all are intent on killing Billy, with a couple providing more of a nuisance than a threat.

Commander Keen jumping on a Yorp
Commander Keen crushing a Yorp

However, there are aliens that are plenty intent on killing Billy.

Commander Keen chased by a Garg
Commander Keen chased by a Garg

Not all aliens can be killed either, so each one requires its own strategy of avoidance or extermination.

Commander Keen avoiding a laser blast from a Vorticon Robot
Avoiding a laser blast from a Vorticon Robot

Most levels in Commander Keen require locating one or more keycards to advance through the level and ultimately find the exit.

Commander Keen keycard
Yellow keycard on the left

You also need to navigate Billy around Mars in between levels, and you often have a choice of which level to enter next.

Commander Keen Mars map
Where to next for Commander Keen?

And speaking of entering levels, it’s about time we join Billy as he lands on Mars and takes on the Vorticons in the first episode of Commander Keen in Invasion of the Vorticons!

The Replay

Our first look at Mars in Commander Keen in Invasion of the Vorticons comes as Billy discovers his spaceship is no longer functional for flight—those sneaky Vorticons have stolen some parts!

Commander Keen Marooned on Mars
Commander Keen—Marooned on Mars

It’s time to get exploring those Martian cities and start finding those parts. And you have four “Keens” to start with.

Commander Keen Keens left
Commander Keen(s)

To make life (lives?) easier, you can acquire extra Keens by accumulating points in the levels.

Commander Keen pause screen dashboard
More Keens!

To get points, you need treasures.

Commander Keen treasures
An interesting selection of treasures

There are plenty of treasures across each level, and picking them up is entirely optional. You can save your game at any time outside of a level, so unless you’re going for a high score, there’s nothing stopping you just speedrunning through levels as quickly as you are able to.

Commander Keen teddy bear treasures
Teddy bear treasures

And it was a good thing for me that I could save at any time, as it didn’t take long for the challenge level to rise in Commander Keen.

I breezed through the first level, one of those classic first levels in platformers, where there’s not much threat and you get overconfident.

Commander Keen heading for a level exit
Exit on the right

Jumping a hazard was about as tough as it got.

Commander Keen jumping over a hazard
Might as well jump!

And then it was off to the next level—whichever one that is, as you have a few choices.

Commander Keen Mars map
Quite clearly “done” with that level

The next level I chose brought Billy face to face with possibly the most dangerous enemy in Commander Keen: an actual Vorticon.

Commander Keen Vorticon alien
That red door’s not opening!!

Not having a keycard at this crucial moment, Billy was soon disposed of.

Commander Keen dying
One Keen down…

I tried a couple of strategies. The first involved trying to blast the Vorticon guarding the level exit. Unfortunately, Billy wasn’t a great shot with the raygun.

Commander Keen blasting a raygun
Okay, it was me that wasn’t a good shot with the raygun—a good gamer never blames his avatar.

The second strategy involved the classic real-time-strategy game “kiting” tactic. These Vorticons jump unpredictably, so I thought if I could lure it away from the exit, I could double back.

Commander Keen chased by a Vorticon
Chased by a Vorticon…

Turns out it worked. I was impressed with the unpredictability of the Vorticon’s movements, and that there wasn’t just one pathway to success.

Commander Keen level exit
No Vorticon, and I’ve got the keycard this time!

The next level had another Vorticon guarding the level exit, but this one didn’t have as much space to move as the previous level.

Commander Keen firing a raygun at a Vorticon
There would be no kiting here.

Brute force was the answer, and Billy was improving his aim with the raygun.

Commander Keen firing a raygun at a Vorticon
Okay, it was me that was improving my aim with the raygun.

With both of those levels completed, and picking up two of the four spaceship parts needed, I was making good progress, and the overconfidence was flowing.

Commander Keen level exit
I’ll take that joystick back!

There are some shorter, often vertical levels, in Commander Keen, where Billy receives a useful hint when he reaches the top. These levels are like optional side missions.

Commander Keen hint
Good to know!

Though often short, I thought it was clever level design to include a different take on the traditional left to right side-scrolling platformer.

One of these levels, if you can call it a level, presents Billy with the pogo stick.

Commander Keen acquiring the pogo stick
Not exactly a difficult level…

The next level was sprawling, but not overly difficult. No key cards, but the level was wide and high. 

Commander Keen jumping
A lot of platforming is required in this level.

Getting through this level provided access to a teleport to the other side of Mars.

Commander Keen teleporting
Teleporting

The first stop on this side was a cold one for Billy, as it introduced ice platforms.

Commander Keen trapped by Gargs
Uh oh…

I ended up getting Billy into a few unfortunate situations due to the slippery surfaces.

This half of the planet features a few ice levels, each with their own challenges.

Commander Keen falling through cracked ice
Falling through cracked ice
Commander Keen frozen in ice
Commander Keen frozen in ice!

And finishing one of these ice levels provided a very useful hint to finishing Commander Keen.

Commander Keen hint
Not sure who’s providing these hints…or why.

I really enjoyed the level variety in Commander Keen. The next level I encountered was maze-like. It was quite disorienting, as the walls and platforms all looked the same.

Commander Keen blasting a Garg
Blasting a Garg in this maze-like mission

The next level I chose was thematically the last level, and it required the hint I had just acquired. But as I hadn’t yet found all the spaceship parts, I couldn’t finish the game just yet.

Commander Keen on the pogo stick
Commander Keen enters

It wasn’t the most challenging level, and I did manage to find something interesting thanks to some exploring.

Commander Keen iD Easter egg
“iD Software” Easter egg

This wasn’t the most challenging level in Commander Keen, once I knew what I had to do. It was a valuable reminder to pay attention to hints in video games—they’re there for a reason!

Commander Keen destroying a Vorticon
Use the force, er raygun, Billy!

Once that mystery was solved, it was time to find the last spaceship part in Commander Keen and get Billy off Mars and back to bed before his parents arrive home.

Commander Keen approaching the level exit
There it is! The last spaceship part…

The level that caused me the most grief was an ice level, which required navigating icy platforms, laser-blasting Vorticon robots, and defeating another exit-guarding Vorticon in a very tight space.

Commander Keen on ice platform
No brakes on ice
Commander Keen jumping a Vorticon Robot
That was a close one!
Commander Keen Vorticon jumping
No room to move

With Billy’s raygun aim striking true (or can I finally give credit to myself for improving??), the final Vorticon was defeated in Commander Keen.

Commander Keen Vorticon enemy defeated
Vorticon down

The end game sequence is well done, hinting at what’s to come in the next instalment of Commander Keen.

Commander Keen Vorticon spaceship orbiting Earth
As Commander Keen flies home, he notices a large Vorticon spaceship orbiting Earth…

But as for Billy, he manages to tuck himself in just in time before his parents arrive.

Though he didn’t completely get away with it…

Commander Keen endgame screen
Stowaway!

Take a look at this level and the endgame sequence on Youtube:

The Verdict

I would leave Commander Keen there, as Billy took off into the second episode, The Earth Explodes.

Commander Keen Episode Two: The Earth Explodes
It’s about more than Commander Keen in Episode Two—Earth is in danger!

I came to appreciate Commander Keen more after I had finished this first episode. During my playthrough, my focus was on exploring the levels and perfecting the moves.

Commander Keen blasting a Garg with a raygun
Mastering the raygun took time…

And of course there were the numerous failures.

Commander Keen death
Apparently, Billy can’t swim.

Once I completed that final level and watched the endgame sequence, I went through my video captures and realised there’s some good stuff going on in Commander Keen.

Commander Keen using keycards
Complex level design in Commander Keen—this level required locating four(!) keycards.

I listed some of the platformers from my past in The Intro. Turns out, there were a lot of platformers around in the third and fourth generation, so it was natural to play them, despite their difficulty and the ensuing frustration. But it was a new and exciting entertainment medium, so the limitations were often overlooked.

But I am really impressed with Commander Keen, and I didn’t find the extreme difficulty or frustration I find with other platformers from this era.

The enemy aliens each provide their own unique challenges. There is level variation, in terms of length, but also the exploration of the vertical as well as horizontal space, with exits not always in the same place. And there is a non-linear approach to level selection, with some levels being entirely optional.

Commander Keen jumping
Going up to go down—you need to platform up high to then drop down and get that yellow keycard.

It was also interesting to compare the episodic approach used by Apogee with what Telltale Games would do over a decade later with titles like Sam & Max and The Walking Dead. I’ve always liked the smaller, self-contained episodes which tie together into an overarching plot. I guess it’s like chapters in a book—once you finish one, you feel like you’ve made progress.

Sam & Max Beyond Time and Space Episode 1: Ice Station Santa
Sam & Max Beyond Time and Space Episode 1: Ice Station Santa

I may not have realised what I had in my hands at the time I first played Commander Keen, but it sure has been a blast being Billy again!

Commander Keen Episode Two: The Earth Explodes
The pogo stick joins Commander Keen in Episode Two…

Until next time, it’s game over for me.

Commander Keen game over
Game over in Commander Keen
5

So, have you played Commander Keen?

Commander Keen title screen

Be sure to check out my Linktree for some great gaming deals with Fanatical.

And don’t forget to check my blogs and my YouTube channel for more content!

The post Commander Keen in Invasion of the Vorticons appeared first on Present Perfect Gaming.

Hard West

18. Leden 2024 v 11:29

Contents:

The Intro

The Game

The Replay

The Verdict

The Intro

Title: Hard West

Release year: 2015

Developed by: CreativeForge Games

Genre: Turn-based tactics

Platform replayed on: PC

Wild. Style.

Hard West, a turn-based tactics game set in the American Wild West. A game with style.

Hard West scenario intro map of the West
Hard West—back in the days when the West was wild.

I first played Hard West a few years after it was first released, but it’s been a few more years since I’ve last spent time with it. What has stuck in the back of my mind since playing it is this word, style.

Hard West Warren firing a shot
Hard West looks great.

But what do I mean by “style”? It’s such a subjective term anyway.

Was it the foreboding, monotone narrator that speaks to you as you play? Was it the narrative itself, a violent Wild West tale of struggle and revenge, with a supernatural twist? Was it the visual style? Or was it the luck-based mechanic and poker-style character upgrades?

Hard West card screen
Poker card mini game

Perhaps it was the overall presentation of Hard West that conjures up these recollections.

Hard West scenario intro Wanted poster
Stylish presentation and narration in Hard West

But style without substance does not a good game make. It’s got to have good gameplay, and it’s got to be fun to play.

Is Hard West the complete package? Does Hard West deliver on the substance, as well as the style?

It’s time to grab your six-shooter and saddle up as we head west into Hard West.

Hard West scenario intro three aces
Aces high, but will your luck run out in Hard West?

The Game

Hard West is a turn-based tactics game at its core, but before you get anywhere close to guns blazing, this is the Wild West, and there’s a tale to be told.

Hard West scenario selection screen
The start of the “Hard Times” scenario

The story is ever present in Hard West, with a narrator not only introducing the story and missions, but providing commentary throughout.

Hard West first campaign intro
Setting the scene

Hard West begins with a six-year-old Warren on the Oregon Trail with his parents.

Hard West scenario intro the Oregon Trail
Happy trails, or…

Life is a struggle, and Warren’s father ends up on the wrong side of a band of outlaws and the whole family is captured. Breaking free, Warren’s father sets out to find his wife. This is where the tutorial mission begins, and you get your first opportunity to load up and let loose some rounds on the tactical map.

Hard West tutorial mission
The OutlawTorn

Hard West splits its time between the tactical map, where the gunfights take place, and the strategic map, where you can explore locations and undertake side missions. Anyone familiar with the XCOM series will feel at home with Hard West.

Hard West strategic map
The strategic map in Hard West

You have the standard action points when on the tactical map, and for the most part, it’s all about movement, cover, shooting, and reloading.

Hard West action points tutorial
All about the action points in Hard West

Hard West differs from other tactical shooters with its shooting mechanics. Where other games take into account conditions such as range, shooter skill, weapon type, and cover of target to determine the chance to hit and then randomly generate the result, Hard West takes out the randomness by using a target’s luck.

Wait, luck?

Intuitively, this doesn’t make sense at all, until you understand how luck actually works.

Hard West firing and missing
The shot misses, but luck is running out for the target.

Basically, each time a shot is fired at a target, the target’s luck total is reduced by the shooter’s chance-to-hit percentage. But you don’t know what the target’s luck total is. You just know that if you keep shooting at the same target, their luck will run out eventually. When luck is reduced to zero, the shot hits.

Hard West hitting the target
Luck runs out

As a quick example, if you have a 75% chance to hit a target, but their luck is 80, you’ll miss. But their luck will be reduced to 5, so anyone else shooting at the same target that turn will hit them.

It seems counter-intuitive, as you see your percentage chance to hit, but then the success of the shot doesn’t depend on a randomly generated result at all. Once you grasp this mechanic in Hard West, it drives your strategy, as luck can regenerate. As a target, you can’t stay in one place for too long, as if the enemy is able to see you, they will hit you eventually. Once a target is hit, their luck total is significantly replenished, and the cycle starts again.

Hard West Warren getting hit
Warren takes a hit—but his luck goes up.

Taking cover is still a good tactical decision, as the lower the chance-to-hit percentage, the lower the hit the luck total will take.

Hard West cover tutorial
Always stay in cover.

Visually, I like the look of the tactical missions in Hard West. You can rotate your view, and zoom in, which is most useful when planning your moves to ensure you click the correct square on the map grid.

Hard West planning movement
Planning movement

Gunfire produces great sounds and smoke effects, and the hits are suitably bloody.

Hard West Warren killing a guard
Blood and gore in Hard West

Tactical missions in Hard West are usually last-person-standing affairs, where the aim is to take out all of your enemies.

Hard West Warren fires a shot
Simple objective: kill everyone in town

There is variation in mission design though, where some missions don’t start out in combat mode. This leaves opportunities to move your team into good positions, search areas, attempt rescues, and subdue enemies prior to guns being drawn.

Hard West subduing an enemy
Stick ’em up!

The strategic map in Hard West moves the story along, as you explore the territory you’re in by visiting places of interest.

Hard West strategic map
Traversing the strategic map

Essentially, these excursions provide you the opportunity to develop your characters by acquiring new equipment. Better equipment will provide boosts to character statistics such as health, luck, movement, and aim.

Hard West trading
Trading at a shady joint

Character statistics are also impacted by boons and afflictions, which can come about from actions taken during the side missions on the strategic map.

Hard West Old Man Murray preparing for battle
Old Man Murray’s inebriation affects his aim.

There is also a thematic system for improving character statistics through the use of poker ability cards. Having up to five poker-card slots available, you can further boost the impact of individual cards by forming poker hands.

Hard West poker card screen
Play your best hand.

There’s a lot to like in the implementation of the strategic map in Hard West, with the wide range of firearms and stat-boosting trinkets and consumables on offer, to the branching choices of locations to visit and explore.

Hard West Elephant Rifle
My first choice in firearms—the Elephant Rifle

Hard West does explore some challenging themes, as it’s not purely a classic Wild West tale of revenge. I played through the first two scenarios in Hard West (out of eight, which you don’t have to play in order), and by the end had come across the occult, the undead, human sacrifices, and cannibalism (those latter two being optional).

Hard West appropriately falls under the “Weird West” genre, which mixes traditional Western stereotypes with horror and science fiction.

Hard West cannibal farm
Hard West has some hard themes.

But before we get weird, I think it’s time we rejoin Warren’s father as he sets out on his own to find his wife and bring about some frontier-style justice for his family…

Hard West scenario intro Warren's father escapes
Better watch your back…

The Replay

The first scenario mission is a tutorial mission, but it doesn’t hold your hand long. Once you’ve learned how to move, take cover, and shoot, you’re on your own.

Hard West tutorial mission exploring
All alone in Hard West

You lead Warren’s father through the outlaws’ camp and teach them that they messed with the wrong guy today.

Hard West tutorial mission killing an outlaw
Never knew what hit him...

Unfortunately for Warren’s father, there’s a grim discovery awaiting him once the last outlaw standing has breathed his last.

Hard West end of the tutorial mission
Warren’s mother’s head in a box

There’s also the foreshadowing of the horror to come, as before the last outlaw died, he was rambling about some unholy obligation.

More than a decade passes, as Warren and his father continue the struggle for survival. They turn to mining, as a gold rush comes their way, in the hope of making it to Oregon.

Hard West strategic map gold rush
There’s gold in these here parts.

This leads to the strategic map, as you purchase some prospecting operations from “The Masked Man” who controls the mining in the area.

Hard West mining on the strategic map
Strategic map mining

Mining allows you to build up some cash reserves to purchase better equipment and engage with other side missions.

Hard West at the Gunsmith
The local gunsmith

It’s an interesting experience traversing the strategic map, as you never know when you might need cash or what you might need it for. For example, following an attack on the homestead, you can opt to build an escape tunnel in case of further raids. If you don’t have the cash, you can’t build it, and even if you do have the cash, you won’t know if or when you’ll need this tunnel and what benefit it might provide.

Hard West scenario intro Warren and Florence
Building an escape tunnel will use up most of your money…but will it pay off?

And speaking of the attack on the homestead, this becomes the second tactical mission. Warren is also further invested in protecting his territory, as he has fallen in love with a woman named Florence.

Hard West Warren and Florence
Warren and Florence in happier times

So there’s a love story in Hard West. From a tactical perspective, Florence becomes part of the team. Turns out she’s pretty handy with a firearm.

Hard West Florence character screen
Florence preparing for battle

The homestead mission sees you starting inside your house as bandits swarm in. It’s a claustrophobic encounter with nowhere to hide. It’s a tricky balance of moving from window to window, reloading, and taking out the invaders when you spot them.

Hard West defending the homestead
A homestead surrounded

Following this homestead defence, Florence discovers her parents didn’t survive the attack. It’s at that point she decides to fight back.

Warren also has other concerns, as his father has been persuaded by a mysterious and charismatic man to buy a lucky amulet. Warren’s father is sick of the struggle, and has succumbed to the supernatural.

Hard West strategic map narrative text
Snake oil salesman

But Warren’s father’s frustrations will have to wait. The local Mexican crime lord has been demanding more and more of your gold mining profits the more successful you have become. Florence chooses to secretly parley on your behalf, and is promptly captured.

It’s time for a rescue mission in Hard West.

Hard West strategic map Florence is captured
Florence is gone!

This mission makes use of the subdue command, where you can use stealth and force enemies to “stick ‘em up”.

Hard West subduing an enemy
Hands up!

Using this to your advantage, subduing a guard frees up the other member of your team to sneak into The Mexican’s compound and steal the jail key.

Hard West locking guards inside a compound
The “key” to success is locking the guards inside.

This not only allows you to free Florence, but also lock some guards inside an area of the compound, thereby reducing the numbers in the final shootout.

Hard West combat begins
Stealth mode is over—it’s shootin’ time!

And there is a shootout, as soon as you free Florence.

Hard West shooting an enemy
Vengeance is calling.

Here’s a gameplay video of the Florence rescue mission:

Following the mission, and to no one’s surprise, Warren’s father’s amulet doesn’t work and soon disintegrates. This leaves Warren’s father distraught, and he soon spirals and ends up cursed. Eventually, he leaves.

Hard West strategic map Warren's father leaves
Warrens’ father is cursed, making prospecting impossible.

It’s just Warren and Florence now in Hard West. And there’s smoke on the horizon.

Hard West loading screen
Warren and Florence prepare to defend the homestead.

The homestead has been set on fire and it’s a final defence.

Hard West defending the homestead
All Warren has built is going up in smoke.

It’s very similar to the earlier homestead mission, except bandits are already in the house. If you built the escape tunnel mentioned above, you can start the mission inside the house.

Hard West defending the homestead
Not sure if starting inside the burning building is an advantage or not…

It’s a repetitive affair.

Hard West defending the homestead
Florence clearing the upper level

And following the final shot, it’s also the final affair in the first scenario mission.

Hard West defending the homestead
Florence finishes the job.

Storywise, Warren and Florence are now on the run. But from a gameplay perspective, this was an abrupt and unexpected end. There were only four tactical missions, and two of them were quite similar. I know cliffhanger endings build up the suspense, but this was all over too quickly.

But what next for Warren and Florence in Hard West? Do they make it?

Let’s find out.

Hard West scenario selection screen
Warren’s next move

Where the first scenario only hinted at some supernatural forces, with Warren’s father and the cursed amulet, the second scenario immediately puts the “weird” in “Weird West”.

Hard West scenario intro deal with the devil
Deal with the devil

So Warren has been offered the solution to all his problems in return for his soul. Yep, that old classic soul trading tale.

But Warren doesn’t budge.

But maybe he should have. Gunmen are surrounding the saloon Warren and Florence are in…

Hard West scenario intro Warren and Florence surrounded
Enemies at your back

You can’t win this fight, and Warren has to watch Florence die, before he gets overwhelmed himself.

Hard West Florence is killed
Florence falls...
Hard West Warren is killed
…and Warren joins her.

But Warren takes the deal with his dying breath.

And awakens in a coffin outside the saloon.

Hard West Warren escapes his coffin
Undead Warren

Take a look at the intro to the As Good as Dead scenario:

It’s time for an undead revenge, as Warren takes on the whole town.

Hard West Warren holed up in a building
Warren wants revenge.

Now, you can’t actually take on the whole town, as if you end up with Warren surrounded by too many hired gunmen, you ain’t gonna last long.

I decided to hole up in a building and slowly snipe encroaching targets.

Hard West Warren killing a hired gun
Warren welcoming a hired gun

In Hard West (at least on the normal difficulty I was playing on), the gunmen never completely swarm you, but wait for you to make the first move. In this mission, I had to take peeks outside and around the building to spot the targets.

I was never left facing more than a couple of targets at a time, so I easily picked them off. What was strange at the end was finding four gunmen congregating in the next room of the building, just waiting for Warren to show his face.

Hard West Warren surrounded by four gunmen
Outnumbered, but there’s not much coordination from the enemy…

So the AI was a bit unusual in this mission, as these four gunmen could have just swarmed Warren and made life (death?) difficult for him.

At least if undead Warren takes a hit, he now has the Nightmare Regeneration power, which allows him to recover health each turn when it’s dark or he’s in the shadows.

Hard West Warren Nightmare Regeneration
Nightmare Regeneration

Following this undead rampage, the stranger who offered you the deal with the devil tells you he can help you find “The Masked Man”, but that he doesn’t want to do so too easily and spoil the hunt.

Hard West strategic map dealing with the stranger
The stranger wants more death.

Warren thinks he can cause enough damage himself to bring “The Masked Man” out of hiding on his own.

In this second scenario, the objective is to cause enough property damage and take your revenge.

There is also an optional side mission involving killing 100 people along the journey of the main scenario. This is where the human sacrifice comes in, as you can offer the companions you come across up at an Indian totem of a despicable god.

Hard West strategic map Indian totem of a despicable god
A spiteful deity whispers to Warren.

I decided against sacrificing my companions, as I preferred them to be breathing and to have a gun in their hands during the tactical missions.

Hard West Warren get shot
Better to have allies around when Warren takes a hit.

The next mission is another rescue mission, where someone by the name of Old Man Murray is being held captive. Old Man Murray might have some information on “The Masked Man”.

Time is of the essence, as Old Man Murray happens to be a captive on a cannibal farm.

Hard West rescuing Old Man Murray
Old Man Murray’s not going to be held captive for long. One way or another…

Old Man Murray’s on the clock in the mission, as you need to rescue him within ten turns or he’ll bleed out. Or you can just leave him to die. Ten turns is more than enough time to get to him, and that’s what I decided to do, subduing one of his guards.

Again, I was more interested in whether or not Old Man Murray could handle a six shooter than sacrificing him.

Hard West rescuing Old Man Murray
Turns out Old Man Murray can more than handle himself.

A more disturbing choice is also presented in this mission: Do you allow Warren to partake in some of the meat from the farm?

Hard West rescuing Old Man Murray
Warren considers cannibalism.

The more I reflected on this choice, the more disturbed I was by it. I’m just glad it was a choice, and I’ll leave it at that.

It’s not long before you locate “The Masked Man” and prepare for the final showdown. This would only be the third mission of the scenario. Again, it felt like this scenario was ending before it really got started. Or perhaps more accurately, most of your time in Hard West feels like it’s on the strategic map and not in tactical missions, which you might expect given the genre.

Hard West strategic map locating The Masked Man
The Masked Man missing no more

You do get one more opportunity at a tactical mission with an optional one involving a rather wealthy demon.

Hard West strategic map Demon's Hideout
Demon hunting

It was a straight-forward mission, ending in a final shootout with the demon.

Hard West Demon mission
A demon approaches…

He was tough, as he had more health than normal enemies, and his health regenerated. It took some concentrated fire from my team of three before his luck ran out.

Hard West Demon mission
Demon slayer

The riches were worth it, with some more gold, special items, and a handful of poker cards to assist with the final mission preparation.

Hard West strategic map Demon's Hideout
Dead demon makes you rich.

Like the previous three missions in this second Hard West scenario, there was not much to do in the final mission except take everyone out.

Hard West The Masked Man mission
More of the same in the final mission

It didn’t always go to plan, but with Warren able to regenerate health, a slow and methodical approach to moving across the map to where “The Masked Man” was holed up.

Hard West The Masked Man mission
Advancing through the compound

It definitely helped having two hired guns with me (rather than sacrificing them…), as the guards on the compound were tougher.

Hard West The Masked Man mission
Tougher enemies with more health

Finally, “The Masked Man” revealed himself.

Hard West The Masked Man mission
The Masked Man holed up inside the house

After trading long-distance snipes at each other for a few turns, “The Masked Man” soon came up close and personal.

Hard West The Masked Man mission
Some claustrophobic close combat

But by this stage it was three versus one, and Warren and his little posse prevailed.

Hard West The Masked Man mission
The Masked Man’s final stand

While a satisfying revenge for Warren, to avenge his death and Florence’s death, what of Warren’s soul?

And what of the voice in Warren’s head telling him that Florence can still be saved, with her soul trapped in purgatory?

Well, that’s a tale for another time…

The Verdict

So is Hard West more style than substance?

To put it this way, I think the greatest strength in Hard West is also its greatest weakness, and that is its pace.

Hard West is a fast-moving experience. Whether or not that’s a good thing depends on what you’re looking for.

Hard West Old Man Murray dies
Be quick or be dead in Hard West.

The visuals, the sound effects, the narration, they all draw you into Hard West. But scratch beneath the surface, and you might find yourself wanting more out of this Weird West experience.

Hard West scenario intro The Masked Man
Just who is The Masked Man?

I found myself wishing both scenarios were longer. You start to invest in the characters and the storyline, and then it’s over after several tactical missions and you have to start again with a new scenario. Following the first scenario, it’s a non-linear progression, with three branches to choose from.

Hard West scenario selection screen
Time for a new scenario…

The tactical missions themselves are short and repetitive affairs. The effect this had on me was I felt like I was spending more time on the strategic map than in shootouts.

Hard West Warren's father fires a shot
Shootouts aren’t as common as you might expect.

The narratives that accompany the side missions on the strategic map are well done, and it’s almost like a choose-your-own adventure story. They add depth to the stories, but are very tangential to the tactical missions—I wondered how much they actually enhanced the overall tactical experience.

Hard West X marks the spot
X marks the spot.

And should you want to experiment with choices made in either the strategic or tactical maps, the save-game system prevents this, as Hard West autosaves for you. Once you make a decision on the strategic map, you’re locked into it. If you want to try a different approach, you have to start the scenario again.

Likewise, on the tactical missions, Hard West autosaves at the start and at the end. There are no mid-mission saves available. So, you have to complete each mission in one sitting. If you fail a mission, you don’t fail the scenario, and can reattempt it.

Hard West Mission Failed
Warren goes down. It’s restart or quit—there is no reload.

While it was sometimes frustrating not to have the flexibility to save my game whenever I wanted, the short tactical missions and short scenarios work well with this save-game system. If you find yourself needing to restart a mission or a scenario, you’re not losing hours of effort. I found myself in both situations, and it wasn’t as much of an annoyance as I thought it would be.

It was a nice change of pace from mission-based games where you can save at any time, as it forced me to not just think out my next move on the battlefield and the strategic map, but it forced me to accept the consequences and follow the story through to the end.

Hard West Cheech dies
Losing an ally—you’ll have to restart the mission if you want to avoid it.

Hard West scenarios are short and deadly affairs, and this fits the Wild West theme. If you go in knowing what to expect (and what not to expect) the overall experience will be more enjoyable. To do so, you need to embrace the abundance of style Hard West brings with its visual presentation, narration, and Wild West-inspired mechanics (such as luck and poker cards), and be forgiving of the repetitive missions and fast-paced scenarios.

Hard West may not have the deepest gameplay, and I didn’t care for the more extreme themes in these Weird West vignettes. But Hard West is one gaming experience where style over substance actually works.

Hard West Graveyard Shift scenario intro
Following Warren’s father’s footsteps into the next scenario
9

So, have you played Hard West?

Hard West title screen

Be sure to check out my Linktree for some great gaming deals with Fanatical.

And don’t forget to check my blogs and my YouTube channel for more content!

The post Hard West appeared first on Present Perfect Gaming.

Heroes Chronicles

12. Listopad 2023 v 03:16

Contents:

The Intro

The Game

The Replay

The Verdict

The Intro

Title: Heroes Chronicles

Release year: 2000

Developed by: New World Computing

Genre: Turn-based strategy

Platform replayed on: PC

Just one more turn.

As I wrote in my replay of Heroes of Might and Magic II, it wasn’t the Civilization series that introduced me to the “just one more turn” syndrome.

Heroes of Might and Magic II tactical view
Heroes of Might and Magic II (1996)

I also wrote that the third entry, Heroes of Might and Magic III (1999), was probably my favourite in the series.

Heroes of Might and Magic III strategic map view
A significant visual upgrade in Heroes of Might and Magic III gave this series a more cinematic, less animated look.

I played countless hours in the early 2000s, and have considered featuring it here on Present Perfect Gaming for a while now. The decision to actually do so was brought about from my recent discovery that the expansions to Heroes of Might and Magic III, Armageddon’s Blade (1999) and The Shadow of Death (2000), were not the only expansions…

Heroes of Might and Magic III: Armageddon's Blade mission select screen
Heroes of Might and Magic III: Armageddon’s Blade campaign mission select screen

Heroes Chronicles was a series of campaigns released in eight standalone instalments through 2000-2001, following the release of The Shadow of Death.

Heroes of Might and Magic III: The Shadow of Death campaign select screen
Heroes of Might and Magic III: The Shadow of Death—campaign select screen

It appears these instalments were designed as a lower-cost entry point to the main Heroes of Might and Magic III game. They don’t feature multiplayer, single-player non-campaign scenarios, or the map editor function.

Heroes of Might and Magic III multiplayer setup screen
No multiplayer in Heroes Chronicles, opposed to the many options in the main game.

To me it looks like an early form of episodic content, which I became familiar with in the mid-2000s with games developed by Telltale Games (such as the Sam & Max series). After all, if you bought all of these Heroes Chronicles releases, I’m sure you would have ended up spending much more than the cost of the main game and its two sequels…

But I digress. How did I not know that there was more to Heroes of Might and Magic III?? It’s also been on GOG.com for over ten years and I’ve never picked up on it.

My only defence is that the “Might and Magic” phrase doesn’t appear in the title of Heroes Chronicles. (I’ll admit that’s a weak defence…)

Heroes Chronicles title screen
No “Might and Magic” here

Having just discovered the existence of Heroes Chronicles, I thought it was a good opportunity to revisit an old favourite, but be able to experience it through a new campaign.

The Game

Heroes Chronicles continues the fantasy turn-based strategy tradition established with the release of Heroes of Might and Magic (1995), and is essentially a series of standalone expansions to Heroes of Might and Magic III

Heroes of Might and Magic Sorcerer castle
Heroes of Might and Magic (1995)

The first instalment, or chapter, in Heroes Chronicles is titled Warlords of the Wasteland. It’s actually set before the events in Heroes of Might and Magic III, and follows the rise of Tarnum, a barbarian hero. Throughout this first chapter in Heroes Chronicles, you lead Tarnum through eight campaign missions.

Heroes Chronicles intro video
The spotlight shines on Tarnum.

Gameplay is the same as it has always been in Heroes of Might and Magic. From the strategic map, you control Tarnum and any other heroes for hire you acquire. From this view, you move your heroes and their forces around the map. Each turn is one day, with heroes having a limited amount of movement available to them each day. The strategic map is all about exploration, acquisition of resources, and conquering territory.

Heroes Chronicles strategic map
Heroes on a map

To build your forces, you need to control and maintain your towns and castles. These bases serve to generate military units. Building new structures provides access to new units.

Heroes Chronicles Stronghold town
Tarnum comes to town.

But to build these structures, particularly those generating more powerful units, you will need those all-important resources.

Heroes Chronicles strategic map Alchemist Lab
Acquiring an Alchemist Lab

Often, to gain control of resource-generating structures, you’ll need to fight for it. This brings you to the tactical map, where you control your hero and their forces on the battlefield.

Heroes Chronicles tactical map
Switching to the tactical map for battle

You’ll also need to head out onto the battlefield when you come across enemy heroes and towns.

Heroes Chronicles tactical map Castle town siege
Laying siege

It’s often the familiar formula of securing your resources, building up your forces, and taking out your enemies that will bring success in Heroes Chronicles.

Heroes Chronicles battle victory screen
A glorious victory for Tarnum

There are roleplaying-game elements, as Tarnum and any other heroes you recruit can level up, mostly through experience gained from combat. Hero levels provide primary skill increases, which predominantly aid you on the battlefield.

Levelling up also provides access to secondary skills, which your heroes can utilise on or off the battlefield depending on the skill. For example, the Logistics and Pathfinding skills provide more movement and make it easier to traverse difficult terrain, where the Leadership skill provides better morale to your units on the battlefield, making it more likely they’ll gain bonus attacks.

Heroes Chronicles hero gaining a level
Tarnum levels up.

Levelling up is important, as you lead Tarnum in each campaign scenario, and usually carry your other heroes forward as well. It’s a lot better bringing experienced heroes with you into a new mission than recruiting new ones.

Heroes Chronicles hero gaining a level
Dessa the Battle Mage gains a level.

Another roleplaying element is inventory management. Tarnum and your other heroes can acquire artifacts, from exploration as well as from defeated enemy heroes. These artifacts can be equipped on the hero, and can provide bonuses such as increasing primary skills in combat or increasing resource generation.

Heroes Chronicles strategic map acquiring an artifact
Acquiring an artifact

If you’re new to the Heroes of Might and Magic series, I provide a more in-depth overview of the gameplay in my replay of Heroes of Might and Magic II. Though a different game, the underlying engine is similar.

Heroes of Might and Magic II Sorceress town
Town view—Heroes of Might and Magic II

With that said, I think it’s time we join lowly Tarnum the Barbarian and see how he became an immortal king…

Heroes Chronicles Stronghold town
Tarnum’s initial home base—not much to look at, yet…

The Replay

The Heroes Chronicles intro video is shorter, and much less epic than the intro to Heroes of Might and Magic III. I also found it slightly confusing.

The video shows Tarnum being slain on the battlefield, before appearing before a council of ancestors in the afterlife. This council decides Tarnum isn’t ready for eternal rest just yet, and sends him back to the land of the living.

Heroes Chronicles intro video
Judgement Day

I assumed this would be the start of his journey, but the narration then addresses the audience and suggests we want to know how Tarnum rose to become a great hero. Basically, it’s one of those stories that starts at the end. I just found it out of place, and would have thought the intro video could have been used to better effect introducing the actual story.

Apparently, it is important, as the first campaign mission states that knowing where it all began for Tarnum will aid in understanding him…

Heroes Chronicles campaign mission intro video
Time will tell if this narrative setup will be a clichéd origin story or not.

Perhaps it will all make more sense once I’ve played through this first chapter, or perhaps the entirety of Heroes Chronicles. It’s an intriguing start from a narrative perspective. I know Heroes of Might and Magic III is a great game, but can Heroes Chronicles deliver a satisfying story-driven experience?

The first campaign mission sees you needing to defeat the current lord of the barbarian clans, Rabak, so Tarnum can name himself king. Nothing too serious, then…

Heroes Chronicles first mission narrative text
Rabak is a stereotypical tyrant.

The story is front and centre during missions, as over the first few turns you get a lot of narrative text. The overall objective of this campaign is to overthrow the Wizard-Kings who rule the land once held by the great barbarian conqueror, Jarg.

Heroes Chronicles first mission narrative text
More reading…

This first mission is on a small map, which usually means the scramble for territory and resources will be swift and brutal.

Heroes Chronicles strategic map
Even just stepping out from the stronghold to the left, you can already see almost a quarter of the map (minimap top right).

I took Tarnum east, and soon found another barbarian town to liberate.

Heroes Chronicles strategic map
Expanding empire

Towns are important, as they provide you with income each turn, as well as generating units to hire each week.

Heroes Chronicles Stronghold town
A burgeoning barbarian town

The story continues to develop, as Tarnum soon learns that the people no longer remember the time of Jarg. As such, Tarnum decides to seek out bards across the land, the storytellers and holders of history. Tarnum is hoping the bards will be able to help the population reclaim their identity and therefore support his aim to reconquer the barbarian lands.

Heroes Chronicles first mission narrative text
Bravery and bards—classic fantasy fare

Over the first two weeks, as well as taking over another barbarian town, Tarnum had levelled up multiple times and acquired a gold mine (increasing daily income). He now controlled the northern half of the map.

For a look at the gameplay over the first two weeks, check out my video on YouTube:

It was now time to turn Tarnum’s attention south, to seek out Rabak, and strengthen his claim to becoming King of the Barbarians.

Heroes Chronicles strategic map
Unexplored southern region

So far, playing on the normal difficulty setting, progress had been straight forward. This first mission had been relatively low power, where you quickly muster your forces and start marching forward. This wasn’t going to be an epic battle—it was going to be a set of quick skirmishes.

Heroes Chronicles tactical map
Numbers of units are shown next to each unit “stack”.

Playing Heroes Chronicles came naturally to me; my experiences with Heroes of Might and Magic III had served me well. It all came back to me, particularly how to build up your towns and manage your resources. By the time I headed south, I had built up a reasonable force to hunt down Rabak.

Heroes Chronicles Stronghold town
Force in numbers

Sadly for Tarnum, he discovers there are only four bards left. Like progress on the strategic map, the story progresses quickly in Heroes Chronicles.

Heroes Chronicles first mission narrative text
The story of the last bards

At this point in the mission, I acquired a second hero. Though I didn’t need to in order to be victorious in this opening mission, knowing that I could bring this other hero forward into the following mission meant it was strategically advantageous to do so. A levelled-up second hero is better than acquiring a level one hero in the next mission.

Heroes Chronicles hero gaining a level
Oris the Battle Mage joins the party.

It wasn’t long until I located Rabak and sized up his strength.

Heroes Chronicles an enemy hero
Scouting Rabak and his troops

Tarnum was more than ready for this fight.

Heroes Chronicles tactical map
More than a match for Rabak

With Rabak defeated, his home base quickly fell.

Heroes Chronicles tactical map
Rabak’s stronghold was ready to fall.

Tarnum’s success has not gone unnoticed among the Wizard-Kings—the next mission in Heroes Chronicles sees Tarnum with a target on his back.

Heroes Chronicles campaign mission intro video
Despite Tarnum naming himself King of the Barbarians, to the Wizard-Kings he’s just a rebel fly to be squashed.

Instead of fighting barbarians, this mission sees you taking on a new opposition in Tower towns and units. The Tower town is one of eight original town types in Heroes of Might and Magic III. In this first chapter of Heroes Chronicles, you use the barbarian-themed Stronghold town type. Across the eight campaign missions, you only end up experiencing four of the eight town types, so Heroes Chronicles is more tightly focussed (or restrictive, depending on how you look at it).

Heroes Chronicles Tower town
Magic and mystique—inside a Tower town

The second mission also takes place on a small map, and with three Tower towns to conquer, there wasn’t going to be much room to move without coming across the enemy.

Heroes Chronicles strategic map
Just started, and almost half the map is already visible—this is going to be another quick and brutal mission.

Moving quickly, I managed to take the Tower town to the northwest, and secured the western front.

Heroes Chronicles Tower town siege
A meagre assault force, but more than enough to take this town.

This also meant access to Tower units.

Heroes Chronicles Tower town structures menu
New town, new toys

Pressing the advantage, I led Tarnum east and took the Tower town in the northeast.

Heroes Chronicles strategic map
Victory here made the end inevitable.

Nearing the end of this mission, I also managed to upgrade my Stronghold town to provide the strongest units: Behemoths (and the upgraded version: Greater Behemoths).

Heroes Chronicles Stronghold town recruiting Behemoths
Recruiting Behemoths

The final town was no match for Tarnum’s forces now.

Heroes Chronicles Tower town siege
Greater Behemoths advancing…

The third mission changed up the victory condition. Instead of just conquering all enemy forces, there was a time limit. The remaining bards had been captured, and were now being ransomed in exchange for Tarnum’s life. The bards will be executed in three months’ time…

Heroes Chronicles campaign mission intro video
A wizard, Kurl, has captured the bards.

This mission was again on a small map, but the approach to the captor was restricted and linear due to the need to access a series of border guards across the map in order to progress into new territories.

Heroes Chronicles strategic map Border Guard Tent
Locating a Blue Border Guard Tent

At the start of the third week, one of the bards is executed.

Heroes Chronicles third mission narrative text
The threat is real.

Finding the border guards didn’t prove too challenging, and I managed to find the Tower town where the remaining bards were being held captive early in the second month.

Heroes Chronicles strategic map
Tarnum targets the captor, Kurl.

Tarnum and his army made short work of the defenders, and the bards were freed.

Heroes Chronicles battlefield victory
Defeating Kurl the Captor

The next mission sees Tarnum attempting to “unite” more forces under his banner. This time, you head into the Mudlands, which happens to be in the middle of a civil war.

Heroes Chronicles campaign mission intro video
Civil war could prove advantageous.

You’ll be battling the Fortress towns, which produce armies of deadly creatures like basilisks, wyverns, and hydras.

Heroes Chronicles Fortress town units
Fearsome Fortress beasts

But before you can lead Tarnum into the harsh, swamp-infested territory, he receives a captivating visitor.

Heroes Chronicles fourth mission narrative text
Her name is Yalla…

It seems Tarnum will have a love interest in this story. Yalla, this mysterious warrior, informs Tarnum of what he’s up against, with three factions fighting amongst themselves.

She wasn’t wrong, as I hadn’t even managed to get Tarnum into enemy territory before one faction was eliminated.

Heroes Chronicles strategic map
That was easy!

For a few turns, the attention turns to Yalla’s story, but it isn’t long before it’s back to the mission at hand. This mission is the first in Heroes Chronicles to take place on a larger map, and once you head north the terrain is more difficult to travel over on the strategic map.

Heroes Chronicles strategic map
Heading north into the swamp

On larger maps, you’ll need to manage your supply lines. As I took Tarnum north, I used my other hero to transport the additional units to him each week.

Heroes Chronicles strategic map
Supporting the war effort

Heading north, I didn’t encounter much resistance, and soon took the northeast and eliminated another faction.

Heroes Chronicles tactical map Fortress town siege
A Fortress town siege

Sweeping west, it wasn’t long until the civil war was ended with the submission of the third faction.

Heroes Chronicles tactical map Stronghold town siege
The plan was to unify, but this was all about conquering.

This victory brought the halfway point in this first chapter of Heroes Chronicles. The next mission was to be a long, hard-fought battle through a heavily fortified region.

Heroes Chronicles campaign mission select screen
Next mission: Siege of the Wallpeaks

This mission saw the introduction of the Castle town, with its clerics and knight heroes marshalling ground troops and cavalry alongside griffons and angels.

Heroes Chronicles Castle town
Entering a Castle town

Taking place on another large map, you learn that nobody has ever been able to conquer this mountainous territory. It would take a large force to be the first.

Heroes Chronicles campaign mission intro video
Challenge accepted.

At this point, there was a certain sameness to the missions that was beginning to frustrate. You always start each mission with a Stronghold town, with very few structures and a very small force. So each mission so far in Heroes Chronicles, you have to go through that same build up of structures and forces.

Heroes Chronicles hero screen
Though weak in forces at the start of each mission, Tarnum himself was getting stronger.

At least in this mission, there was the novelty of another new enemy to take on, and a new town type to manage once I’d started capturing them.

Heroes Chronicles tactical map Castle town siege
Castle town siege

It wasn’t a particularly challenging mission, but it did take a while to fully explore the map.

Heroes Chronicles strategic map month of the plague
The map was almost fully explored when the plague hit! This hurts unit populations in towns, reducing the number of units available to recruit.

In the end, I had entered the fourth month when the final town was captured.

Heroes Chronicles tactical map Castle town siege
The largest sieging force I had built in Heroes Chronicles.

Now when I complained just above about each mission restarting you with a small force, which thematically didn’t always make much sense as you’ve usually just amassed a rather large force in the previous mission, the next mission resorts to using the story to justify it.

Heroes Chronicles campaign mission intro video
It’s a trap!

Yes, that’s right. Having just put together a force so large and strong that it could conquer the mountain passes for the first time in history, you lose it all to a trap. An ambush.

Once again, we find Tarnum weak and surrounded by enemies.

Heroes Chronicles strategic map
And so it begins…Again.

From the narrative perspective, this mission, and the one following it, were about regrouping and building a force that could finally defeat the Wizard-Kings. From a gameplay perspective, these two missions just felt like they extended the campaign out for no good reason.

I also didn’t like the direction the story was taking, with Tarnum seemingly more extremist in his desire to wipe out the mages from the map.

Heroes Chronicles campaign mission intro video
Pledge allegiance to Tarnum, or…

The penultimate mission felt particularly egregious when confronted with peasant rebellions.

Heroes Chronicles seventh mission narrative text
Tarnum is personally affronted by the peasant rebellion.

Tarnum believes the local populace is either with him or against him. Despite the peasants’ fear that siding with Tarnum will lead to retribution from the Wizard-Kings, Tarnum mercilessly slaughters them all.

Heroes Chronicles tactical map
Playing armchair general was becoming increasingly uncomfortable.

I found it hard from this point to separate the story in Heroes Chronicles from the game I was playing and enjoying.

Heroes Chronicles seventh mission narrative text
Chasing fleeing peasants felt decidedly unheroic.

I wanted to play the hero, but this felt anything but heroic.

The final mission and conclusion of this first chapter of Heroes Chronicles did provide me with clarification and closure, however.

Heroes Chronicles campaign mission intro video
Tarnum deals with defiance—poisoning his disloyal captains.

The mission itself was long, and fairly linear. It takes place on a large map, but it isn’t all accessible from the beginning. You also lose any other heroes you had built up.

Heroes Chronicles strategic map
Tarnum starts solo.

It provided its challenges, where for the first time in the campaign I had heroes and towns defeated.

Heroes Chronicles tactical map Castle town defence
This defence of a Tower town went down to the last few units, ultimately falling to the sieging forces.

After nearly four months, I finally found the portal to the location of the final border guard tent.

Heroes Chronicles strategic map
Angels guard the border guard tent—fortunately I came prepared.

Tarnum could then cross the border and lay siege to the final town loyal to the Wizard-Kings.

Heroes Chronicles tactical map Castle town siege
The final battle

The campaign was over. The barbarian lands were liberated. But what of Tarnum? Would he become a benevolent leader, or despicable despot?

The Verdict

Let’s get back to that closure I mentioned just above.

Remember how in the beginning of the campaign it was stated that knowing where Tarnum came from will aid in understanding him, and why he was judged unworthy of the afterlife?

Over the course of the campaign, Tarnum had turned into a tyrant.

Heroes Chronicles campaign victory video
Heroes Chronicles ends with a vision of the future, with Tarnum defeated, bringing him to be judged for his actions in this campaign by his ancestors.

So it was foreshadowed, and it did come to pass.

In the beginning it was about liberation, but as it progressed it became about conquering and subjugating. Heroes Chronicles tells a descent-into-madness story of a flawed hero.

I’m not opposed to playing morally ambiguous characters, or exploring difficult themes. The lack of agency is what ultimately troubled me.

Heroes of Might and Magic is a series portraying good versus evil; there are good heroes and evil heroes. Heroes of Might and Magic III introduced neutral towns and heroes, and interestingly, Tarnum’s Stronghold town type is one of these neutral towns. Narratively then, it seemed there could have been space for Tarnum to make a choice along the way. In the game, this could have provided mission choices and alternative pathways.

This was actually featured in Heroes of Might and Magic II, where at the outset you choose to play the good or evil campaign. Even mid-campaign, there is a choice where you can turn traitor.

Heroes of Might and Magic II campaign select screen
In Heroes of Might and Magic II, you choose good or evil.

I understand it wouldn’t have been canon, as Tarnum already had a back story, and Heroes Chronicles provides his origin story. But that doesn’t matter, as we see this in gaming, particularly often in real-time strategy games like Warcraft: Orcs and Humans. There’s always a canon ending to each instalment, but that doesn’t mean you can’t play it a different way.

Warcraft: Orcs & Humans skirmish
I played the Humans in the campaign—but their overall victory isn’t canon.

I appreciate that incorporating story into real-time-strategy and turn-based-strategy games isn’t easy, as success in these genres largely depends on the strength of the gameplay. But it can be done well, like in the Command & Conquer series. Those campy cutscenes don’t distract or take away from the core gameplay, but enhance the experience.

Command & Conquer cutscene
Kane’s campy cutscenes are a staple of the Command & conquer series.

In Heroes Chronicles, I like the intention of a story-driven campaign, but the amount of narrative text was substantial enough to become an annoyance, and the lack of choice led me down a path I didn’t enjoy.

Heroes Chronicles narrative text
A lot of reading is required in Heroes Chronicles.

As for the actual gameplay, Heroes Chronicles continues the excellence established in Heroes of Might and Magic III. Even after many years, it all came flooding back to me, and felt immediately comfortable. There was something cathartic about how intuitive it was to play, being so familiar with the gameplay.

The final siege

Playing on the normal difficulty level, I found the campaign very easy to progress through. Veterans of the series might want to play at a higher difficulty.

Heroes Chronicles end game score
Final score and rank

As I stated earlier, I wanted to know whether Heroes Chronicles could deliver a satisfying story-driven experience. Perhaps the other chapters improve upon this start.

But just remember, in this first chapter of Heroes Chronicles, you’re on rails, and there is no exit at the next station if you find yourself wanting to get off.

Be sure to check out my Linktree for some great gaming deals with Fanatical.

And don’t forget to check my blogs and my YouTube channel for more content!

9

So, have you played Heroes Chronicles?

The post Heroes Chronicles appeared first on Present Perfect Gaming.

Warcraft: Orcs and Humans

1. Říjen 2023 v 07:54

Contents:

The Intro

The Game

The Replay

The Verdict

Warcraft Orcs & Humans campaign selection screen
Warcraft: Orcs & Humans begins…

The Intro

Title: Warcraft: Orcs and Humans

Release year: 1994

Developed by: Blizzard Entertainment

Genre: real-time strategy (RTS)

Platform replayed on: PC

I played a lot of real-time strategy in the late 90s, mostly across the Warcraft, Command & Conquer, and Age of Empire series. What still makes me smile after all these years from the Warcraft series is the humour.

Take this example from Warcraft: Orcs & Humans, when repeatedly clicking on a unit:

“My liege?”

“Yes?”

“What?”

“What do you want??”

“Why do you keep touching me?!”

I’m sure anyone familiar with Warcraft: Orcs & Humans will remember these lines well.

The fourth wall breaking moments got a lot funnier and more varied in the sequel, Warcraft II: Tides of Darkness (1995). But as you can see, the series’ famously quirky fantasy humour started here in the original Warcraft: Orcs & Humans.

Warcraft, Command & Conquer, Age of Empires covers
The Big Three

I’m not sure exactly when I first played Warcraft: Orcs & Humans; I can only narrow it down to the late 90s/early 2000s, and that was only after I had already played a tonne of Warcraft II: Tides of Darkness.

Warcraft II, Command & Conquer Red Alert, Age of Empires II covers
The Big Three—expanded

Coming to the series a few years after its initial releases, I didn’t have copies of my own to play. I remember borrowing a copy of Warcraft II: Tides of Darkness from family friends.

That all changed when I managed to get my hands on the Warcraft Battle Chest!

Warcraft Battle Chest
That’s a lot of Warcraft!

I must admit, I do miss physical releases of PC games, and especially sets like the Warcraft Battle Chest which combined sequels and/or expansions. Many years later, I would pick up the Starcraft Battle Chest, which even included strategy guides.

While I bought the Warcraft Battle Chest primarily to continue to play Warcraft II: Tides of Darkness, it also allowed me to try Warcraft: Orcs & Humans, and see how the series all began.

Let’s crack open that chest and take a look.

The Game

The title says it all, really: Warcraft: Orcs & Humans. It’s that classic fantasy battle between orcs and humans.

Warcraft Orcs & Humans box image
An iconic image

As the story goes, the orcs opened a portal between their world and the human world, Azeroth. Raiding on human lands became bolder and bolder, but somehow the humans managed to drive the orcs back. Realising that the humans were united, tactically superior, and aided by powerful magic, a war chief seeks to organise the orcish hordes into a war machine and devour the humans once and for all…

Warcraft Orcs & Humans Orc mission screen
Side with the orcs…

This is where you join the game, and of course, you have a choice to make: whose side are you on?

Warcraft Orcs & Humans human mission screen
…or side with the humans?

While on the surface the premise is standard fantasy fare, there is a surprising amount of background lore provided in the Warcraft: Orcs & Humans manual. There are multiple pages dedicated to the orcish and human histories, illustrating how we got to where we are at the start of the game.

Warcraft Orcs & Humans manual
An excerpt from the manual

A whole setting is established. Characters are introduced. Timelines are laid out. Backstories provide context for the struggle. It’s impressive, and it provided the basis for the ongoing series, including the massively multiplayer online roleplaying game juggernaut that is World of Warcraft (2004).

World of Warcraft box cover
I couldn’t write about Warcraft: Orcs & Humans and not mention World of Warcraft, could I?

Heading out onto the battlefield, Warcraft: Orcs & Humans has a more skirmish than epic siege feeling compared with Command & Conquer and Age of Empires. The maps are small, and each skirmish usually only involves a handful of units on each side.

Warcraft Orcs & Humans human units
Not much to explore on this map—just a little bit of land separates the human and orcish territories.

In Warcraft: Orcs & Humans you are limited to selecting a maximum of four units at a time, which inevitably requires a lot of micromanagement.

Warcraft Orcs & Humans human units exploring
Four at a time only

Micromanaging usually has a negative connotation, but here it’s about being more zoomed in: you’re commanding small squads, and you need to lead them.

Warcraft Orcs & Humans selecting units
Ordering four selected units—the other two units below will need to be ordered separately.

Resource generation to build your armies is simple, and involves recruiting peasants (humans) or peons (orcs) to mine for gold and chop trees for wood. It’s a well-known real-time strategy formula now: harvest resources and build up units faster than your opponent.

Warcraft Orcs & Humans peasants working
Hi ho, hi ho, it’s off to work we go…

It’s an interesting balance in the early game though, as these peasant and peon units are quite expensive relative to battle units. Do you recruit that extra peasant to speed up your resource generation, or do you recruit that footman or archer to bolster your base defences? A poorly defended base can quickly become overrun, but if you’re not getting that gold and wood in quickly enough, your forces will fall behind.

Warcraft Orcs & Humans peasants under attack
Too many peasants, not enough defenders

Base building involves building enough farms to feed your troops (in other words, allows you to recruit units) and building unit generating or unit enhancing structures.

Warcraft Orcs & Humans human base
A well-established human base

Warcraft: Orcs & Humans is an offensive game. Once you have your economy established and enough units to defend against any base incursion, it’s time to think about attacking. There’s little in terms of structures you can build to defend your base, so the best defence is really a good offence.

Warcraft Orcs & Humans humans attacking an orc base
Advancing on an orc base

The two sides don’t differ much in terms of units. The human footman, archer, and knight units have their equivalents in the orcish grunt, spearman, and raider units respectively. 

Warcraft Orcs & Humans skirmish
An evenly matched skirmish

Both sides can build catapults for powerful long-ranged attacks.

Warcraft Orcs & Humans catapults lay siege to a base
Catapults laying siege to a base

But when it comes to magic, the two sides have slightly different units and spells available. Both sides have two spell-casting units, and mastering how you manage these units and their spells is critical to success in Warcraft: Orcs & Humans.

Warcraft Orcs & Humans warlocks casting poison cloud
Warlocks casting poison cloud

The humans can recruit clerics, who can cast healing spells. If managed well, saving units from dying is a huge advantage, increasing their longevity and removing the need to replace them.

Warcraft Orcs & Humans cleric
A cleric prepares to cast healing on the front line.

The orcish equivalent is the necrolyte, and while they can’t heal, they can cast the frustrating unholy armour spell. This spell makes a unit temporarily invulnerable to attack.

The other two spell-casting units, the human conjurer and the orcish warlock, have access to summoning spells, producing the most powerful and fear-inducing units in Warcraft: Orcs & Humans: water elementals and daemons.

Warcraft Orcs & Humans daemon
A daemon advances.

Essentially, Warcraft: Orcs & Humans is an arms race. It follows the familiar real-time strategy unit and technology tree model, where building prerequisite structures allows access to new structures, units, and upgrades (spells, for example). The faster you branch out, the better your chance of success.

Warcraft Orcs & Humans blacksmith
Options to increase your attack and defence at the blacksmith

Warcraft: Orcs & Humans features two campaigns, allowing you to play through a series of connected missions. The now-familiar real-time strategy approach sees early campaign missions effectively acting as tutorials, introducing new units and structures as you go along.

Warcraft Orcs & Humans building a barracks
Base building 101—farms and barracks

But let’s not just talk about the campaign—let’s choose a side and raise/raze some armies!

Warcraft Orcs & Humans skirmish
It’s Warcrafting time!

The Replay

As I was with Command & Conquer, I was hesitant to cover another real-time strategy game here on Present Perfect Gaming, despite the genre holding a special place in my gaming history. I wasn’t sure I would be able to get over the learning curve and complete a campaign in Warcraft: Orcs & Humans. I knew I had done it before, but having to master the micromanagement required by being quick on the hotkeys was not an exciting prospect.

Warcraft Orcs & Humans intro full-motion video
Have I got what it takes to complete a campaign?

But one step at a time, I thought. Let’s just get through some of those early tutorial-like missions and see how I go. Besides, as with Command & Conquer, I was interested in more than just the real-time battles. I wanted to explore the campaign story and experience any mission variety on offer besides the classic base race and elimination objectives.

I wanted to know if Warcraft: Orcs & Humans is a worthwhile gaming experience, now almost thirty years since its original release.

Warcraft Orcs & Humans intro full-motion video
What awaits within Warcraft: Orcs & Humans?

Siding with the humans, the first mission sees you being given the incredible responsibility of building some farms and a barracks.

Warcraft Orcs & Humans human campaign mission briefing
How many times have we seen this in a real-time strategy first mission? Build x number of farms/houses/power plants…

First problem though—I couldn’t even select, let alone move, my units. Trying to drag a box around units with the mouse didn’t work. When I selected a single unit by clicking on it, right clicking to move didn’t work.

Warcraft Orcs & Humans human first campaign mission start
My peasant won’t move! Perhaps I’m not giving him the right motivation?

I had to look up the manual, to understand that you can select multiple units (up to that maximum of four) by dragging a box around them, but that you also need to hold down a hotkey. And moving units or getting them to perform an action? Hotkeys. Or else you have to actually select the action from an action window (to the left of the main window) and then select your target on the map.

I had to learn the hotkeys!

Warcraft Orcs & Humans manual
Back to the manual!

It’s actually possible to complete this mission without combat—you can quite happily gather your gold and lumber in peace until you have enough to build your farms and barracks.

Warcraft Orcs & Humans human first campaign mission
I could just stand here, gather my gold, chop my trees, build my farms and be successful…

But call it curiosity, bloodlust, or just impatience, I just had to get my hands at least a little dirty. It is Warcraft, after all.

Warcraft Orcs & Humans end of a skirmish
Might have got my hands more than just a little dirty.

It turns out I could have just waited until the second mission to get my hands dirty, as all that is required is to wipe out orcish forces in the vicinity of your base.

Warcraft Orcs & Humans skirmish on a bridge
It’s called “exploring”.

Another simple task, though it does see your base getting approached early. You have to be ready to defend before getting adventurous beyond your borders.

Warcraft Orcs & Humans defending a base
A wandering orc—more an annoyance than a serious threat

The following mission is a progression from destroying orcish forces, to destroying a base. This time, you’re leaving the lush-green pastures of the human lands and venturing into the more barren swamplands of the orcish settlements.

Warcraft Orcs & Humans gold mining
Trying to establish a foothold in orcish lands

The graphics haven’t aged well in Warcraft: Orcs & Humans, but it was nice to see some variety in the map design.

Warcraft Orcs & Humans human base
Dated graphics maybe, but they are functional.

This mission also saw the introduction of magic, with clerics being available.

Warcraft Orcs & Humans cleric
Healing an archer after a skirmish

Of course, that also meant the orcs were bringing their necrolytes…

Warcraft Orcs & Humans necrolyte
A lone necrolyte approaches…

Protecting against attacks from the north and the west, I managed to start building up an attack force.

Warcraft Orcs & Humans defending a base incursion
Covering the northern approach

Once ready, I advanced my forces into position and took on the orc base.

Warcraft Orcs & Humans attacking a base
The end is near…

After completing these “tutorial” missions, the campaign story gets going with an important rescue mission.

Warcraft Orcs & Humans campaign mission introduction
Campaign mission introduction

This is the first mission which doesn’t follow the traditional base-building model. Here, you have a finite number of units, and must survive a journey underground to find and rescue Sir Lothar, loyal servant to King Llane, Lord of Azeroth.

Warcraft Orcs & Humans human forces
Limited numbers

This maze-like mission is a slow grind, navigating your forces through tight tunnels, and wiping out anything standing in your way.

Warcraft Orcs & Humans ogres attacking
Ogres!

The presence of clerics means there’s no real danger if you manage your units well and keep them healed.

Usually, this involves the classic real-time strategy of “kiting”. Lead a single unit into the fog of war hiding enemy territory until you encounter something aggressive, and then lure them back into an awaiting ambush.

Warcraft Orcs & Humans kiting ogres into an ambush
Kiting ogres into an ambush

In Warcraft: Orcs & Humans, the fog of war is permanently removed from the map once you uncover it, so you can always see enemy approaches from any part of the uncovered map from that point forward.

Warcraft Orcs & Humans Lothar
Note the minimap top left showing the uncovered sections of the map.

Finding Lothar was easy, though it was a bit annoying having to then march him all the way to the underground exit, right back where you started the mission.

Warcraft Orcs & Humans Lothar escaping capture
Lothar sees the light.

The next mission sees a return to base building, and really serves only to introduce you to the horse-mounted knight units—and their orc raider counterparts.

Warcraft Orcs & Humans an orc raider approaches
An orc raider approaches, mounted on a fearsome darkwolf.

Secure your base, build up, wipe out the orc base. We’ve seen it before, and we’ll see it again.

Warcraft Orcs & Humans attacking a base
Here we go again…

The halfway point in the Warcraft: Orcs & Humans human campaign is a slight variation to that familiar mission formula, which sees you having to put down a mutiny within the lands. First you must rescue and secure a town that has been attacked by these renegade human forces.

Warcraft Orcs & Humans defending against a base incursion
Crushing the rebellion

But once you’ve secured the town (which becomes your base), it’s another build up and wipe out mission.

Warcraft Orcs & Humans attacking a base
Catapults make short work of base demolition.

Another slight variation to the formula finds a group of peasants being captured as slaves by the orcs. 

Warcraft Orcs & Humans rescuing peasants
Rescuing the peasants (slightly ironic)

Rescue these peasants and put them back to work. And then wipe out the orcs.

Warcraft Orcs & Humans launching an attack
Encroaching on the orc base

Check out some gameplay video from the final ten minutes of this mission on my YouTube channel:

Thankfully, the next mission furthers the story in the Warcraft: Orcs & Humans human campaign, and is another one with finite forces. Though the mission preamble requires you to deal with a powerful warlock named Medivh, who has been draining the soul of the land to increase his dark powers, there’s more to the story if you read the backstory in the manual.

Warcraft Orcs & Humans backstory from the manual
Mysterious Medivh’s backstory

There’s also the legend that Medivh can command the daemons of hell.

Warcraft Orcs & Humans campaign mission introduction
Medivh needs to be removed.

As it turns out, it’s not just legend. It’s reality.

Warcraft Orcs & Humans a daemon approaches
Daemons are not just mere myth.

The effective kiting strategy worked well again, and with the clerics able to heal your units after each skirmish, this mission provided no real danger of failure.

Warcraft Orcs & Humans death of Medivh
The death of Medivh

Removing Medivh as a threat takes you into the endgame in Warcraft: Orcs & Humans. The final four missions see you delving deeper into orcish lands in search of Black Rock Spire, home of the war chief Blackhand.

The challenge provided in these later missions comes from having to take on multiple orc bases at once. The first of these provided a nice strategic vantage point, however.

Warcraft Orcs & Humans securing a bridge
Secure the bridge, secure your base.

Securing and protecting the bridge meant I was able to build up my base and forces in relative peace.

Warcraft Orcs & Humans human base
Building up the base

It wasn’t without its challenges though.

Warcraft Orcs & Humans attacking a catapult
Catapults could take my bridge defenders out with one shot if not dealt with quickly.

The following mission starts on a sad note, with news that King Llane has been assassinated!

Warcraft Orcs & Humans campaign mission introduction
The king is dead.

If you needed additional motivation to eradicate the orc presence from human lands, this was certainly it. Pushing on, your next task is to take out one of Blackhand’s darkest seats of power: the Temple of the Damned. It’s really just another base demolition job, but this time you have no base of your own.

Warcraft Orcs & Humans large human force
No base—just a large force to command

Fortunately, as in the previous mission, there were bridges I could funnel orcs into.

Warcraft Orcs & Humans defending a bridge
Bridge defence

But there were also challenges with this approach.

Warcraft Orcs & Humans poison cloud
Watch out for poison cloud! The spell can quickly decimate a stationary force.

A steady approach involving protecting your catapults meant enough firepower at the end to destroy the temple.

Warcraft Orcs & Humans human force attacking an orc base

The final two Warcraft: Orcs & Humans missions in the human campaign played out very similarly, as the conjurers now had new toys to play with: water elementals.

Warcraft Orcs & Humans conjurer summons a water elemental
A conjurer summons a water elemental.

These water elementals were game changers, as a small group of them can wipe out an orc base on their own. The only challenge then, is keeping your base defended long enough to build up to the point where the water elemental spell can be researched (it’s not cheap!).

Warcraft Orcs & Humans training a conjurer
Training conjurers at the Tower

Daemons came early too, so you have to be attentive, and prepared.

Warcraft Orcs & Humans a daemon attacks
An early daemon attack

The penultimate mission required two bases to be destroyed, and the human base is quite exposed with no natural choke points to defend.

Warcraft Orcs & Humans a raider attacks
An attack from the west

I managed to hold out until I could build a tower and research the water elemental spell.

Warcraft Orcs & Humans water elementals
Water elementals seeking an orc base

It didn’t take long to flood the orc bases.

Warcraft Orcs & Humans water elementals attacking an orc base
Water elementals laying siege to an orc base

It was time for the final assault on Black Rock Spire, and this time there were three orc bases to contend with. Thankfully, the human base is more easily defended with a forest along the western border.

Warcraft Orcs & Humans catapults
Using the treeline to your advantage

You also don’t need to research the water elemental spell in this mission (thematically, it makes sense—you had already researched it in the previous mission). As such, it was a lot quicker to get to the point where I could recruit conjurers and start summoning.

Warcraft Orcs & Humans tower
Tower ready for conjurer training

Daemons were again an early threat, so I needed to counter them with water elementals.

Warcraft Orcs & Humans a daemon attacks
A water elemental aiding base defence

The first two orc bases were easily taken out by small squads of water elementals.

Warcraft Orcs & Humans water elementals attacking an orc base
One down, two to go
Warcraft Orcs & Humans water elementals attacking an orc base
Two down, one to go

Black Rock Spire proved to be more difficult to breach, as there was a large contingent of defenders, including a lot of catapults.

Warcraft Orcs & Humans orc base
Heavily defended

I managed to lure the catapults out of the southern entrance, where my knights rushed in and finished them off.

Warcraft Orcs & Humans knights attacking catapults
Catapult rushing

Simultaneously, I attacked the eastern entrance with water elementals.

Warcraft Orcs & Humans Black Rock Spire
Black Rock Spire

Victory was near, and Black Rock Spire finally fell. The human campaign in Warcraft: Orcs & Humans was over.

Warcraft Orcs & Humans Black Rock Spire destroyed
Job’s done.

Cue the fireworks…

Warcraft Orcs & Humans human campaign victory
Victory for Azeroth

…and a hint of the sequel to come.

Warcraft Orcs & Humans human campaign victory
A story for another time—Warcraft II: Tides of Darkness

The Verdict

Replaying and reviewing Warcraft: Orcs & Humans has been challenging, mainly due to its age and the technical limitations at the time of release (the four-unit selection limit and lack of right-click functionality).

Warcraft Orcs & Humans title screen
Remember, this is a game that returned you to DOS upon quitting.

The gameplay is repetitive. Most campaign missions I replayed through had the same end goal: destroy all enemy forces and bases. As such, the same tactics could be employed to ensure victory. The final two missions are examples of that, with the use of water elementals to destroy bases.

Warcraft Orcs & Humans water elementals attacking an orc base
Water elementals attack. Again.

The lack of asymmetry between the two sides reinforces this repetitive gameplay. A lot of the skirmishes end up being between similar units on both sides.

Warcraft Orcs & Humans skirmish
Similar skirmishes play out like this throughout Warcraft: Orcs & Humans.

The abundance of resources also ensures that you can build up your base and your forces the same way each mission without pressure.

Warcraft Orcs & Humans gold mine
Always enough gold in Warcraft: Orcs & Humans

This lack of overall complexity in gameplay was improved in future real-time strategy titles with more asymmetry between sides, the rock/paper/scissor approach to unit balance, and variation in the scarcity/access to resources leading to the need to prioritise.

But these limitations shouldn’t cloud the ambitions of Warcraft: Orcs & Humans. There are some impressive positives, not least the fact the game was majorly improved upon in Warcraft II: Tides of Darkness (perhaps a story for another day…).

Mission design in the campaign featured variations now common in the genre: early missions serving as tutorials, missions not involving base building, and missions with unique start positions (for example, the missions requiring you to initially rescue peasants or rescue and take over a base). While all base-building missions devolve into the same tactics and endgame, the mission starts at least provide some variation.

Warcraft Orcs & Humans enemy human units
Those aren’t friendly human units.

Enemy AI is quite predictable, and therefore easily manipulated (for example, using kiting, and creating chokepoints). But there are examples of counter tactics that ensured I had to keep a watchful eye on enemy advances. Catapults and area-effect spells can wipe out your small squads instantly, as well as your base.

Warcraft Orcs & Humans poison cloud over a base
A poison cloud hangs over a farm.

While I initially struggled to understand and learn the controls and micromanagement required to play Warcraft: Orcs & Humans effectively, there is one setting that I was grateful for: game speed. You can adjust it, and while I didn’t have to, it was reassuring to know it was there. I didn’t want my lack of speed with hotkeys and dragging and selecting small squads of units to be a determining factor in my lack of advancement. 

Warcraft Orcs & Humans selecting units
Adjusting the speed can help mitigate the technical limitations of only being able to select four units at a time and not being able to right-click to move.

Despite its limitations, and the hint of the greatness to come, what made replaying Warcraft: Orcs & Humans an overall enjoyable experience was the story and the lore this first instalment was establishing.

I compare this to my replay of Command & Conquer, which also features repetitive missions, where what I enjoyed the most was the campy cutscenes in between missions.

Command & Conquer cutscene
B-grade movie campiness in Command & Conquer

I’m really looking to enjoy the unfolding story in a real-time strategy game, and as I do in most games I play. I don’t play multiplayer, and if I was only interested in the gameplay, I would play randomly generated one-off battles and not bother with the Warcraft: Orcs & Humans campaigns.

But I want characters. I want settings. I want stories. And I don’t even mind if I have to do some reading to get it.

Warcraft Orcs & Humans manual
Reading time! Background story found in the manual.

Warcraft: Orcs & Humans is showing its age, and playing it really is like stepping back in time. But like any epic saga with humble beginnings, it had to start somewhere.

It may not be great, but Warcraft: Orcs & Humans foreshadowed greatness. And for that, I am grateful.

Warcraft Orcs & Humans the end
The end
5

So, have you played Warcraft: Orcs & Humans?

Be sure to check out my Linktree for some great gaming deals with Fanatical.

And don’t forget to check my blogs and my YouTube channel for more content!

The post Warcraft: Orcs and Humans appeared first on Present Perfect Gaming.
❌