Tag Archives: id Software

Hellbound Review

Well coming off of a round up of old-school inspired shooters coming soon, this time out we’re looking at relatively recent one. Hellbound is a game that wears its DOOM fandom on its sleeve. Almost to a fault. But can it hang with id Software’s long-running demon slaying series?

PROS: Visual Fidelity, Rock solid controls. Fast and fluid combat.

CONS: Lack of personality. Bland vocal performances.

MOTHER#$%#^*: Our hero loves to cuss for the sake of cussing.

Hellbound has a lot of really awesome things going for it. It looks spectacular, almost as good as the recent DOOM games. It plays as fast-paced as the recent DOOM games. It has some pretty great locales. It’s got a pretty good variety of enemy types. And there’s all kinds of little nuances in it you’ll likely appreciate.

In short, it’s very fun, and the majority of people who pick it up will likely enjoy their time with it. But there are some caveats with that statement.

Before I get into them though, Let’s go over what you get here. Hellbound as you can probably tell by now, is a shooter inspired by DOOM. Its protagonist isn’t a Space Marine stopping an invasion from Hell through a teleporter experiment gone awry on Mars. Instead you’re a being known as Hellgore who was a soldier killed on Planet Hell, and was resurrected for the sole purpose of revenge. The entire populace was wiped out by a being known as Ferlord, and his army of demonic minions.

With that quick setup Hellgore begins his mission of carnage and bloodlust. While the game definitely references the original DOOM and Duke Nukem 3D in its marketing, it clearly feels more akin to the 2016 version of DOOM. The level designs are pretty good and do offer some of that classic colored key hunting. But much like DOOM 2016, the overall size and scope of the maps are much smaller than they were in 1993. And while you will have to backtrack to a few previous areas to use that red key you just found, the jaunts are much shorter, leading to a more linear, modernized feel.

That in of itself isn’t a bad thing. The stages do have a nice flow to them, and there are even a couple of puzzles that will likely stump you. But it isn’t the same thing as it was in the old games that inspired it. In the original DOOM there were stages you could conceivably spend two hours on looking for secrets alone. That isn’t to say there aren’t some clever secrets in Hellbound because there are. A good number of them too. And while things aren’t as free as they were in DOOM 1993, that doesn’t mean there’s no exploration. This isn’t the hallway, cutscene, hallway formula of some of the blockbusters of recent years either.

Where the game begins to fall short is that there isn’t a lot of its own personality. While the main character (voiced by Artie Widgery) puts out some nice delivery, the dialogue at times is just crass for the sake of being so. I know there was a lot of shock value in some of the glory days of early PC FPS games. But something about it doesn’t seem genuine. Even though it’s very clear that everyone involved in making this poured their hearts and souls into doing so, in some ways it feels tied a little too close to DOOM. In the best and worst of ways.

In the best of ways, it’s that it nails the action. As I mentioned it has a very DOOM 2016 feel although you don’t have a melee attack or skill tree system. But all of the guns are DOOM style mainstays. You have a pistol, a shotgun, a beefier shotgun, a minigun, a plasma rifle, and a rocket launcher. They also have one weapon, the Head Crusher which is basically a baseball bat in lieu of the Chainsaw you’d have in DOOM. Of course if all else fails, you can still punch demons. The game also has soul orbs that are basically the super health orbs from the original DOOM. These give you up to 200% health. Then they veer a little bit into QUAKE territory by giving you a Hell Damage icon that is effectively Quad Damage. So a lot of enemies will explode, and harder targets go down faster for a time. Then there’s the Hell Skin which is basically the armor version of the damage icon. Finally there’s the Hell Speed which makes you run even faster.

On the flipside though, the character designs are largely DOOM stand ins. And while that wouldn’t be a bad thing, the characters are clearly meant to resemble their DOOM counterparts. The former humans are probably the biggest divide in design. But the Vladers, Karnals, and Pygons are very clearly Imps, Pink Demons, and Cacodemons from id Software’s frontrunner. So much so, at times you might find yourself wondering why you’re not playing DOOM 2016.

I don’t want to make it sound like this game is a bore though, it truly is not. It is good. The gameplay is exceptional at times. I only wish it differentiated itself just a little bit more. One thing some people won’t like however is the short length. It’s about the length of a single episode of one of those games it takes its inspiration from. Fortunately the gameplay is there. So for many, you’ll want to go back and replay it on a higher setting for more of a challenge. And if you still need more after that, there is a horde mode where you can choose an arena and see how long you last.

Ultimately, it has enough entertainment value to keep you going through it. By the end of the game I found myself hoping there was more. And that’s a good thing in a way, because it held my attention. It’s a really fun shooter. Unfortunately it doesn’t have the personality of something like DUSK or AMID EVIL. Yes those games were also inspired by old games, but they had environments, characters, and designs you can more easily get behind. DUSK had great horror elements in its simplistic look. Even though it took its shooting cues from QUAKE, it still felt very much like its own thing. Hellbound doesn’t. It feels more like a glass of RC to DOOM’s glass of Coca-Cola. There’s nothing wrong with that. But the best of these titles can stand on their own merits. And while Hellbound is excellent at what it does, it isn’t going to be something you might play over the game that inspired it. Even with voice samples, Hellgore isn’t as interesting as Doomguy.

I know I’m talking in circles now, so to recap: Hellbound is a very fun DOOM-like that you’ll really enjoy if you’ve already played DOOM 2016 and DOOM Eternal to death and want something very close to their template. But I wouldn’t get it over DOOM 2016 if you haven’t played that already. And there are other retro-themed shooters with more personality, games that stand out more than this one to consider. My hope is that they’ll continue Hellbound though. Perhaps a sequel that expands upon the excellent gameplay here, and comes back with some more original characters and locales. There’s a fantastic foundation here. It just needs a little something to stand out from the crowd of similar games also inspired by the games that inspired it.

Final Score: 7 out of 10

Retro Shooter Preview Round Up

Man, I know it’s been a frustratingly long hiatus. I’ve been working overtime at my job most weeks over the last several months. This has limited my free time, so I’ve ended up focusing more on my Twitch channel over the blog. Over there I play a wide variety of stuff as well as a fair amount of Splatoon 2. But lately I have been going through a number of FPS games in Early Access. Some interesting preview builds of games that hearken back to the early days of Apogee and id software. Being that they aren’t done, I can’t wholeheartedly recommend getting them right now. One of the risks in buying anything in Early Access is that there’s no guarantee the games will be done. And this isn’t the most original idea for an article as several bloggers and YouTube creators have made similar ones. Be that as it may, these are some of the ones I’ve found pretty interesting upon buying. Games you may want to keep your eyes on.

Of course, the resurrection of what many consider the original shooter formula isn’t new. They’ve been slowly coming out for a while. New Blood Interactive has been hitting it out of the park with games like DUSK and AMID EVIL, but we’ve seen plenty of other games too like the Rise Of The Triad 2013 remake, Ion Fury, and others. Anyway, these are of the preview versions I rolled the dice on, and some of my thoughts on them after playing them.

Prodeus

This is one of the most promising of the bunch here. If you really enjoyed the DOOM 2016 remake or it’s DOOM II: Hell On Earth inspired sequel DOOM ETERNAL, but wished it hearkened back to the old games a little more, this could be for you. What makes this one stand out? Well it has the DOOM 2016 look in terms of its world. It also has a similarly streamlined layout in terms of maps. Things are a bit more linear than they were in 1993, but it still retains some of the colored keys and secret hunting. But it also blurs the line more than the official Bethesda/id/Microsoft property does because you can have the enemies represented as either fully rendered models or you can choose to see 2D sprites! And while there isn’t quite enough there for a full campaign yet, the game does have a level editor and many fans have already done a bunch of fantastic community maps. The game also does an interesting Super Mario World style overworld map, showing you what you’ve beaten, and if you’ve found specific exits for secret levels.

ULTRAKILL

New Blood Interactive is one of those publishers that does appear to finish their Early Access projects, and all of them have been must play experiences so far. DUSK and AMID EVIL are two acts that are going to be tough to follow. But ULTRAKILL seems poised to do pretty well for itself. Where DUSK combined Quake’s aesthetics and gameplay and Deliverance’s unsettling backwoods horror, ULTRAKILL pushes the low polygon retro look further. Where AMID EVIL brought back the Heretic/Hexen feel that has languished, ULTRAKILL brings in elements seen in all kinds of games, old and new. It has a melee system that is tied to its health system. You punch away projectiles. Punch enemies so they’ll bleed on you and fill your health meter. But it also has a creative kill system in the vein of PlatinumGames’ Mad World, or People Can Fly’s work on Bulletstorm. You continually have to dash out of the way of projectiles one moment, and find creative ways to take out waves of enemies the next. If all of that isn’t enough for you, stages are chock full of secrets and the game already has several secret stages that each play absolutely nothing like the rest of the game. It’s also got an interesting yet popcorn storyline. Mankind is dead. Blood is fuel. Hell is full. The soundtrack is also this nice rush of industrial metal and techno subgenres.

Viscerafest

Like ULTRAKILL this game also has an importance on dashing and punching. But for different reasons. Instead of being creative for point awards, and continually refueling your health meter, this game has you doing it for survival and resource conservation. You see each stage only has so many ammunition pickups. So if you go full Lundgren on every alien you see, you won’t have the buckshot you need to kill a larger enemy type, or destroy a damaged wall to get that secret item you spy on the other side through a window. Another cool thing about this game is the save system. Instead of going full old-school and giving you a quick save function or rather than go full new school and implement a checkpoint system, they give you beacons. These beacons are limited, and found throughout levels. You can then plant one on the ground to create your own checkpoints. This is to keep you from cheesing your way to the top by quick saving every time you kill something. And it also keeps you from having to redo something you had trouble with clearing. You have to be careful though, because you can plant one too early and still have to redo a tough monster closet, or too late and miss something important. The game also has a unique art style as like Prodeus before, you have sprite based enemies and pickups. There’s no option to switch to models, but it works for the anime and Blake Stone: Aliens Of Gold pixel art blend they have going on. (Well I was reminded of Blake Stone anyway.) Cut scenes are done in these fantastically done animatics (Think Street Fighter V’s cinemas) while in-game graphics have everyone looking fresh out of an Apogee PC shooter circa 1993.

This one also throws in some sarcastic one-liners with its protagonist. Like Shelly in Ion Fury, Caroline here will do the same. Unlike Shelly, Caroline is far more psychotic. She relishes blowing away bad guys, eating the hearts they leave behind when they’re punched into giblets, and causing mayhem. There’s a lot more dark humor here, and the game never tries to be something it isn’t. It also has a rather fantastic Industrial Metal and Electronica soundtrack. This one by Michael Markie. The game only has one episode done, but the final game looks like it will have three based on what the current build’s hub level looks like. There are also a ton of skulls to collect throughout the stages, and it looks like there will be a place in the hub level for you to use them at some point. I really enjoyed playing through this game’s build. So I’m hoping the full game lives up to the first episode. The one bug I ran into (one that disables all of your weapons except the pistol) is apparently already being worked on. So the developers have been going out of their way to talk to players which is a positive sign.

Maximum Action

Maximum Action is an odd case. It started out nicely enough to intrigue New Blood, even getting partnered at one point. Then they were mysteriously dropped and the updates seemed to trickle. The game was picked up by Balloon Moose Games and carried on. A few days ago a major update finally dropped, adding a new stage and cleaning up a few things as well as changing composers. The game hasn’t excited me the way the others have, but there is a really cool hook here, and that is each level is a different movie scene. You basically play through the stage as pretend Dolph Lundgren, and at the end you can watch the replay. Which is pretty cool. And so the scenery of each stage is inspired by different action genres. Some have you doing James Bond style stealth missions. Others have you blowing away 80s drug dealers like the protagonist of a 1987 direct to VHS vehicle. And each stage also works as a sort of puzzle game as you have to figure out which bad guy to take out in which order. Or where certain bad guys enter a scene. Or when a vehicle will tear through. So it’s like a cross between Hotline Miami and Duke Nukem 3D. There are some goofy bugs though, particularly in the game’s playback feature where you can watch your performance. Here’s hoping this one can come out with some major fixes, because there is a really fun idea underneath it all. The Goldeneye 007 era blocky enemies are also entertaining.

HROT

HROT is another game that takes inspiration from the original Quake. It’s got the similar brown, drab palette. What really sets this one apart though isn’t just the Eastern European horror show it puts on display. It’s set in Czechoslovakia during the 1980s and the story centers around some mysterious activity. It’s entirely coded by one guy in Pascal. That in of itself is quite impressive. It’s also got some fantastic level design, on par with the classic id game. And like DUSK it does a lot with very little. It’s a bit on the short side as of now, but it’s one hell of a short ride.

WRATH: Aeon Of Ruin

3DRealms is publishing this one by KillPixel and what stands out on this one is that it is actually being made in id Software’s original Quake engine. But it does diverge from the Quake mold a bit. After all Quake II skewed the series purely into action, while Quake set things up in more of a dark, foreboding adventure mold for a possible continuation of its story. While Wrath doesn’t completely do that as it still has plenty of monster closets to deal with it does change things up a bit. Similar to Viscerafest you’ll need to collect items to create checkpoints. You’ll find a wide variety of different weapons to dispatch monsters with. The game also takes the hub world approach with different areas opening up levels to go through. Think in the vein of something like the original RAGE. There’s a fair amount of variety in terms of the different environments too. And despite the focus on exploration over action, there is still plenty of action. You’ll come away from many firefights on your last legs, praying you’ll find some health and ammo before finding another group of bad guys. Like Viscerafest and ULTRAKILL, Wrath also adds a dash attack. This function is quite useful navigating some of the vertical sections here as well as allowing you to conserve supplies by stabbing low level enemies instead of shooting them. It’s a pretty feature rich game too with a lot of customization options for all types of PC configurations. However, I have never gotten it to play nice with screen overlays, so I haven’t been able to livestream it myself. Still, it’s another interesting one you may want to look into.

And with that I’m off. I do have another few shooters in my Steam wish list so as I get to them I may do another one of these preview lists. And when some of these are completed I may be doing full reviews of some of them so stay tuned!

DOOM (2016) Review

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Alas, I am late once again. But perhaps I can still bring something new to the table. A lot of people jumped into the new game almost instantaneously. Many claiming it was a full on return to form. Open, vast stages. Swarms of bad guys. All of the stuff Doom 3 was missing. Others claimed it did none of those things. That it was blasé. After spending some time playing through it, I don’t think either camp is entirely accurate.

PROS: Fun, arcade gameplay. Atmosphere. A wealth of performance options.

CONS: Still not quite the DOOM you remember. Creator tools lacking.

ROTT: They took a page from Interceptor’s Rise Of The Triad reboot, adding to the fun.

This version of DOOM went through a very long development hell period. It started. Then restarted. Then id software was bought out by Zenimax. Then John Carmack left the studio to go do Oculus Rift. The game restarted again, then focus veering more old-school. It came out a few months ago, and here we are.

DOOM gives us the two modes we’ve come to expect. A one player campaign, and a multiplayer game. It also has some tools for players to make their own stages. As well, as a host of performance options for those playing on a computer. Though, it goes further than most games in this regard on game systems as well. For those of you who do pick this up for your computer, you’ll find a wealth of settings to play with. The one I saw the biggest difference with, was the rendering selection. You can use the long running OpenGL renderer, or you can use the newer Vulkan renderer.

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From what I understand the Vulkan renderer uses far fewer resources than OpenGL does. It shows. Just to see how hard the game could push my middle-aged GTX 760 I tried the game on maxed settings using both renderers. On the tried, and true OpenGL it was an absolute slide show. Single digits the entire time, and going to a huge battle was too much for the card to handle. Trying that out on the Vulkan renderer got me into the high teens in fire fights, and the low twenties when I didn’t have much of anything going on.

Mind you, I still couldn’t play through the entire game maxed. But it goes to show what an improvement this was on my configuration. So if you do buy this for a computer with an older CPU, and GPU You can probably run with higher settings on the Vulkan, and have it look closer to what consoles see, rather than running with everything set minimally on OpenGL trying to break the 30 fps or 60 fps standards.

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With the firefights as frantic as they are in this game, you’re really going to want to get the frame rate as high as possible. You can see, and feel a difference as things are not only smoother looking, but more responsive feeling too. Some other settings you can take a hard look at are the lighting effects, and the resolution scale. DOOM seems to be a big fan of video card memory. So if you have an older card like mine with less than 4GB VRAM on it, you’ll have to turn some of these off or down a bit.

Fortunately, at everything aside from the absolute rock bottom settings, DOOM looks spectacular. At medium details it looks about on par with what you might see on the consoles, at high, slightly better. nearly night, and day, maxed out. You don’t have to have the latest, and greatest to run it on Ultra. But you also can’t do it effectively on a card that was midrange 5 years ago. Again, if you have a really old card, you’ll probably want to eschew the nice visuals in favor of a higher frame rate. The shootouts in this game really do benefit greatly from performance. If that means some jaggy lines, or blurry textures it’s worth the hit in visuals.

Whatever settings you ultimately go with, One of the things this game does well is the atmosphere. The stages all look creepy, whether you’re on a base on Mars, or in a chasm in Hell. The texture work is phenomenal. The character models are terrifyingly beautiful. All of the bad guys from the old games have been translated very well. Better than you could imagine. As great as these characters looked in DOOM, and DOOM II, they were still a little bit cartoonish. Here, most of them retain their designs while somehow coming off as a lot more fearsome. Some of the DOOM 3 style even makes its way in, particularly with the Hell Knights.

While I think the claustrophobic nature of DOOM 3 leads it to being the creepier game, this one still has plenty of moments where you may find yourself uncomfortable or disturbed. Again, doing this almost entirely using its environments. It also has a pretty great ambient industrial metal soundtrack that fits the action fairly well. It will intensify as battles become more difficult, and then subside when things calm down a bit.

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This version of DOOM tells its story pretty much the way DOOM 3 did. You’ll get cut scenes involving the main three characters. Samuel Hayden, one of the heads of the UAC, Olivia Pierce its top researcher, and the flagship DOOM GUY, you play as. If you only follow these cut scenes you’ll find a similar retelling of the story told in DOOM 1, and then again in DOOM 3. Once again, an experiment on Mars has created a portal to Hell allowing monsters to kill everyone. This time though, the UAC is shown as complicit in knowing about it, and justifying it by pointing to the technology they’ve created because of it. But when they realize they can’t control the situation, you get to show up.

Of course you’re having none of it, and you run off to stop a mad scientist blood cult leader through a 13 stage campaign. Like DOOM 3, along the way you can find logs that fill in back story, and if you find enough of them, you’ll discover that this game tries to tie all of the DOOM games together. Beyond that, there are a lot of Easter eggs to be found, giving nods to the old games. The most impressive of them are hidden retro stages. Just like Interceptor did with their Rise Of The Triad reboot, and Flying Wild Hog did with Shadow Warrior’s. You can enter these old levels from 1993 if you find a hidden lever in every stage. Each stage has a corresponding retro level hidden within.

But there are other eggs. Like DOOM 3’s Soul cube, DOOM 2’s Icon of sin, and even a DOOM 1 themed clone of Bejeweled. This game has a lot of love for fans of the original games on display. But they rarely get in the way of the current story on display. The game also is the first in the series to really give your character personality. The most you saw in previous games was an end game screen, or a cutaway. Here, you punch things. You kick things. In doing so, you point out the wrongs of the UAC without saying a single word. It’s pretty effective in spite of the silence.

Speaking of breaking things, the combat, and mechanics really shine here. They’re a lot of fun, and this game is all the better for having them. Every weapon in the game has weight to it, and destroys enemies in the most visceral ways. Your hand gun is the pea shooter you had in the original, except now it has unlimited bullets, and a charge shot. All of the other guns from DOOM 2 come back, including the Super shotgun. They all dole out a similar level of damage, and the zippy movement makes the battles feel very much closer to the old games than other action games have.

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DOOM also expands things a bit with its Glory kill system. Once you deal enough damage to a monster, it will flash. Press the melee button within a specific window of time, and you’ll get a gristly canned animation. During these, you kill monsters with your bare hands in savage ways to get health replenishments. You can turn them off, but honestly they don’t break up the flow of combat at all. On paper it sounds like something that would. But in practice it really doesn’t. Plus the game brings back the power ups from the old games. So you can walk in sludge, max health, and kill monsters in one punch.

The new movement system almost feels like Metroid Prime at times. You can jump up, climb onto ledges, and eventually double jump. Unfortunately, there are a couple of minor problems I had with the campaign. First of all, as wonderful as the environments are, they still aren’t as open as the original games’ were. True, this game is still a far cry from the hallway, cut scene, shoot out, hallway, cut scene routine many games have. But it isn’t as open. In the old games you could spend three hours on a single stage exploring it. While it’s also true that the key card system added some linearity to them in the sense you needed to go in a door order, it’s less here. There may be a side path you discover, only to find it leads to the same place the main path does. There are still colored doors that require a key, but things just don’t feel nearly as labyrinthine. It’s pretty obvious where you need to go. You won’t need to find the auto map, or a specific path because everything is laid out. I will give a couple of the levels a lot of credit though for their excellent verticality. These stages involve a lot of climbing, and require players to really pay attention. They also feature that excellent platforming I mentioned above.

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The other issue I had with the campaign is that things can feel a bit formulaic a couple of stages in. Throughout the game there are these monster teleporters called Gore nests. You have to destroy them, then fight a bunch of monsters in a quasi-horde mode. The thing is they place these several times over in a few of them. So you’ll pretty much figure out that you’ll go to a key area, maybe find a weapon. Then go to a room with a Gore nest, break it, and fight a horde. Then two rooms later, find another Gore nest, break it, and fight a horde.

Fortunately, everything about the combat is very fun, and the campaign doesn’t over stay its welcome either. So you likely won’t mind. At least not enough where you won’t finish it. Plus with all of the secrets hidden in the game, you may even replay it several times over to find everything. These two issues don’t ruin the experience by any means. But if you come into this game expecting THE ULTIMATE DOOM with prettier graphics, you aren’t quite going to get that.

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Still, it’s also much better than some people give it credit for. Even with its levelling system, it still delivers a challenging action game. Yes, this iteration of DOOM has a levelling system. You get two types of points. Points for your Samus Aran-esque  suit, and points for killing bad guys. Praetor suit points are usually found on fallen guards throughout the game. You take flash drives off of their bodies, and plug them into yourself. There are also energy balls you can find in giant tanks. between them you can beef yourself up over time, either by expanding health, armor, or ammo bars.

The other points you earn while playing can be used to put upgrades onto your different weapons. You can add rockets to your assault rifle, or a lock on to your rocket launcher, and so on, and so forth. You don’t have to use any of this stuff if you want to get closer to the old days, but there is a lot of challenge even if you do choose to use them. One other thing this game does well, is making health, and ammo scarce to pick up. Using your chainsaw (which only has so much gasoline) on monsters can often get you more ammo but you must have a certain amount of gas for each enemy type. There’s also a robot merchant hidden about in stages where you can buy secondary fire modes for you arsenal by spending your weapon points.

You can also find hidden runes in stages that send you to these challenge rooms. Completing these will unlock other tasks you can perform during your play through. Completing those can get you achievements, and other bonus perks. On the lower difficulty settings you probably don’t need to find all of these things. But on the harder ones you’ll probably need to. Because the difficulty ramps up pretty quickly.

All of this, again makes the combat a nice balance of risk, and reward. DOOM is a very fun campaign to play through.

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After you play through the campaign, you’ll probably want to check out the multiplayer. What you’re given here is also pretty good. Mostly. On the plus side, the modes all take full advantage of the mechanics. You can climb, double jump, and move the way you do in single-player. You can customize your player model the way you can in some other games, putting preset textures on your model, changing colors, choosing armor parts.  It plays with the pace, and frantic nature an arena shooter should.

What is going to turn many people off though, is that it uses a lot of modern-day features. There is a ranking system, and so weapons, and other items are locked off until you can grind away long enough to use them. You have a class system, with three classes. Beyond that you can choose a load out like in many modern games.These kinds of design decisions take away from the arena shooter vibe many people wanted.

The original game’s multiplayer threw you into a Death match, or Team Death match. Everyone had to scurry to find whatever weapon they could, and there were no restrictions. Once they had a weapon it was about map control. Finding a path that took them to each of the power ups, and keeping opponents from ever getting them. That was part of the strategy. If an opponent got wise, they changed their strategy, to find their own path, and that’s where the skirmishes would happen. Everyone had access to everything in the map, the challenge was keeping everyone else from having things. It’s what arena shooters, as a genre were built on. Games like Quake 3 Arena, and Unreal Tournament took that ball from the original DOOM, and ran with it.

So for those looking to relive the feel of the old DOOM Death match in an updated setting, this is going to be disappointing. It isn’t terrible. It uses the assets well, it runs fairly briskly. But the modern conventions do hinder more than help. Why? Because it doesn’t do much to differentiate itself from other modern games. There’s a cool rune you can pick up to turn into a demon, getting you some easy frags. But beyond that it doesn’t do anything all that different from other games. Going back to the original’s simple, but effective multiplayer oddly enough, would have made it stand out a bit more.

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Still, if you want to check it out, there are a fair number of people still playing it, and you can get some new content for it if you don’t mind buying some DLC. Again, it isn’t a bad mode by any means. But it likely won’t be the go to multiplayer shooter for most people with so many better options out there.

One area DOOM does try to stand out a bit is with its Snap map feature. Here, you get a utility that will let you take a number of pre-made rooms, and put them in whatever order you wish. It reminds me a lot of the level editor in Timesplitters 2. You can quickly make a map, and you can even sector tag sections of it. So you can plot how enemies behave or  tweak the store mechanics for the aforementioned point systems within your map. You can also choose to make a map a single player map, or a map for multiplayer.

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But, like the multiplayer mode, it doesn’t go nearly far enough. Especially since DOOM games all had countless mods, and maps made for them in the past. There are still custom maps, and other content being done for the original game. All with their own textures, sound effects,  music, and even features. Creative types, especially on PC are so used to doing full-blown mods that Snap map is going to be a huge step backwards. On consoles, it may fare a little bit better where it was probably focusing on to begin with. Again, it isn’t a bad feature. But it could have been much more attractive had it been a more fully realized set of mod tools.

Overall, I still recommend DOOM to any fan of the series. It does a lot to tie the games together. It gives you a fun, and challenging campaign with a lot of fan service. There’s a fair amount of replay value for those who want to find every last secret or get every last achievement. The other attractions are fun, but for most, they’re not going to hold one’s attention for very long. But for anybody who loves DOOM, or action games in general, check it out.

Final Score: 7 out of 10

 

ConnectiCon 2016 Recap

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Ah, ConnectiCon. As a resident of CT, it has become my annual mini-vacation. It isn’t too expensive as long as you buy your passes early. If you’re willing to commute, the cost of gas, and convention center parking is far less than area hotel fare. Plus it always seems to coincide with other fun events in Hartford, so there’s generally enough to do most of the time. There are usually a pretty nice list of celebrities, internet personalities, writers, and artists to meet. There are a lot of panels, cosplayers, rooms devoted to gaming, and tournaments to enter.

This year they had a few changes. First, the convention center changed its hours. In previous years, events the first two days went on to 10pm or later. This year the convention center closed up shop at 9pm. There were after hours events in the area hotels, and restaurants. But attendees used to late night panels would find themselves disappointed. It probably wasn’t the convention’s doing. But they’ll sadly get some of the blame. One thing they could have organized better were the lines during the Friday opening. In my experience, the first few staff members I talked to didn’t explain where the pre-registration line was very well. Both prepaid, and yet-to-pay lines were in the garage. I spent a confusing few moments until someone led a rallying cry that gathered those of us who pre-registered online, into the proper line.

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But beyond that, I really didn’t have too much to complain about over my three days. None of the staff came off as snippy or ornery. Even in that confusion.

I pretty much stick to panels at conventions. They’re typically the most interesting parts of a convention to me. Though I did spend some time getting photos of some of the more impressive cosplays I bumped into. There were a lot of pretty good ones this year. Sadly my camera’s motor decided to start acting up on me this year. So I didn’t get the number of photos I would have liked to.

Still, there were a few pretty good ones I managed to snap. There were also a lot of great panels I managed to get into. I didn’t get into every panel I wanted to due to conflicting schedules. But overall, I did get to see most of what I wanted to. On Friday I  made it into two main panels.

The first was the Channel Awesome panel. This was a lot of fun. Doug Walker reprised his role as the ever popular Nostalgia Critic. This year his brother Rob, and actors Malcolm Ray, and Tamara Chambers came along for a question, and answer panel. A lot of the questions were some you might expect. About their favorite episodes, favorite, and least favorite movies. But there were some unexpected ones, like personal childhood memories. Malcolm, and Tamara loved doing plays early on. While Rob enjoyed a trip where he learned his mastery of impersonating Jeff Goldblum.

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The audience also got to participate in a sight gag for an upcoming episode of The Nostalgia Critic, and the cast was there all three days feverishly meeting with fans, and signing autographs. I didn’t get a chance to speak with any of them this time around, but in previous years I have. They’ve always been appreciative of their audience, and generally very nice folks in person.

I also attended the Uncle Yo standup routine panel which did have most everyone laughing a lot. The material had a couple of funny political barbs. But a lot of the jokes ended up centering around cat ownership when the room was given an option.  He did plenty of gaming jokes too. Mighty No. 9, Pokémon, Zelda, and the Game Boy were all subjects of some funny gags. There was also a lovingly crafted tribute to his family. Really great stuff. If you have the chance to see him in your area, check it out. He has some pretty nice material. Particularly if you dig games.

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The convention also coincided with the Hartford Riverfest event this year. So I followed some friends, and acquaintances over to that event when I began to feel hungry. If you’re ever in the area when this is going on, I highly recommend you check it out. Get this, they have a smorgasbord of interesting, different food trucks. Typically, many of us hear “Food Truck”, and we just think “Carnival food.”. We think about corn dogs, burgers, and ice cream. This event had a bunch of stuff beyond that. There was one truck that was centered around making custom slush drinks. There was a truck centered around Irish themed foods. I bought a corned beef grilled cheese sandwich. It came on grilled rye bread, and it was awesome. There was one truck that served barbecue. Pulled pork, ribs, drumsticks. If it had barbecue in the title, it served it.

Aside from a bad heat headache by that point it was a pretty good day. I spent most of the rest of it mingling with fans, and wandering the dealer room. Next to that was the electronic gaming area, half was made up of console, and PC gaming stations, while the rest was composed of arcade  games, and a tabletop area. Most of the arcade games were rhythm games, though the table flipping game from last year made a return. They also had arcade versions of Pokken Tournament, and Street Fighter V set up.

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In the console area I saw Super Smash Bros Wii U, Street Fighter II HD Remix, Call Of Duty AW, Marvel Vs. Capcom 3 Ultimate, Ultra Street Fighter V, Mortal Kombat X, Killer Instinct, Mario Kart 8, and a smattering of other games. On the PC side there were huge set ups for League Of Legends, and Overwatch. There were ongoing tournaments for Super Smash Bros Wii U, and League of Legends which were being live streamed. Over in the adjacent hotel they had one main room devoted to RPGs. Pen, and Paper, and Card games.

 

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Day two started out with a bang. I went to a panel centered around the Atari 2600. It focused on game design, and how the limitations of the VCS forced early game programmers to be even more creative. Creating not only game ideas, but techniques to squeeze those ideas into a very limited amount of memory, and storage space at the time. It served as a lesson to aspiring creators that limitations can be a motivator. It also served as a reminder that one should start small, focusing on a core game play idea to build a game around. Even if you weren’t a budding programmer, it was a great showcase of just what makes the Atari 2600 such a fun console.

 

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After that I made it into two Star Trek panels. The first one was a smaller panel focusing on the future of the franchise. Star Trek is about to become 50 years old. There was a moment of silence for the late Anton Yelchin who tragically passed away in an automobile accident recently. After that discussion moved onto the upcoming film Star Trek Beyond, the new series coming to CBS’ streaming service, and the legal battles many of the fan projects are facing. One of them is in the midst of a lawsuit over the money that was raised on Kickstarter to complete it. Even though it was to pay the actors, and supplies to build sets, props, and make costumes. CBS apparently sees this as infringement. So much so that they released a set of guidelines that they want fan projects to abide by. These guidelines are so insanely restrictive, they basically disallow fans to make fan films. One high-profile fan project had to basically retitle the project, and make a laundry list of alterations to keep itself alive. Unfortunately many of the backers jumped in for a Star Trek project, that they’re no longer getting. The entire thing is a mess, but something that could see how fan projects by fandoms are going to be treated going forward.

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There was also some discussion centered around the many changes, and updates to Star Trek Online over the past couple of years. It’s also being ported to the Xbox One, and PlayStation 4. Even the newest expansion Agents Of Yesterday, which ties the game into the Temporal Cold War storyline that was prevalent in Star Trek Enterprise. Things do seem to have been improved immensely since the game originally came out back in 2010. You can grind for chests that will have crew members, resources, or star ships in them. Since the game became a F2P title, you can try to play through the game without spending money on chests, but it can prove very difficult. The storyline takes place after the events of the 2009 reboot, making the game part of the original TOS/TNG/DS9/VOY time line. You get to see how ships, and races evolved in that time line. There are ways to play classes from every era as well.

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After that panel I got to see another Star Trek panel with Nana Visitor, and Michael Dorn. This was a great panel where the two actors took questions from the room. Discussions about behind the scenes practical jokes, disagreements on the set, the shock of Terry Farrell’s departure from DS9, and other anecdotes. Nana, and Michael both reminded us that Star Trek has always been a show about morality plays. A show that made people think. Sometimes about subjects that can be uncomfortable. One can only hope the upcoming series, and film will retain that quality.

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In between panels I often returned to the dealer’s area. I got to meet artist Tom Ryan while I was there the previous day, where he had some amazing work on display. So I returned the second day when I hadn’t left my cash in my car like an idiot. You should really check out his work at Tom Ryan’s Studio. It’s really amazing stuff. I ended up buying a really cool original ThunderCats print. He does all kinds of  work. Including commercial art commissions for breweries. He’s very kind, and very talented. Definitely check out his booth if he comes to a convention near you.

I also briefly got a chance to speak with Honest Trailers’ own Jon Bailey. He was really friendly, and genuinely enjoyed interacting with people. He also does a ton of voice work for commercials, shows, and video games. Just like the case with Tom Ryan, If he shows up at a convention near you, pay him a visit. He’s pretty swell in person.

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One of the  most entertaining panels I attended was for voice actor, Jess Harnell it opened up when a young fan led the room in an introduction by singing the Animaniacs theme. Around half way through, he forgot a word or two, and faked his way through it but still did a really good job overall. Jess was pretty impressive. He talked a bit about his band Rock Sugar. Unbeknownst to many, he has a music career. He loves hard rock, so his band came up with an idea. “What if a hard rock band thought that the pop rock, and ballads were hard rock?” So their project was born. It’s pretty great stuff. The results are some very fun mash-up covers of pop songs, done in the vein of metal songs.

These mash-up covers are so good in fact, that if you put them on without telling your friends what they are, they’ll be shocked when Enter Sandman turns into Don’t Stop Believin’. He has also been able to open for a lot of hard rock bands like AC/DC. It’s really impressive, and if you have the opportunity check it out. It’s pretty great.

He also talked a bit about how William Shatner once confused him for Gene Simmons, his first time meeting Steven Spielberg, and an odd time helping Pierce Brosnan record lines in Quest For Camelot. He’s also done some roles you may not be aware of, including the voice over on America’s Funniest Home Videos. 

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Another really cool thing happened in the panel, Rob Paulsen ( most known as the voice of Pinky of Pinky, and the Brain) called into the panel to talk to the audience! He, and Tress MacNeille  were originally going to be guests at the con, but unfortunately became ill before the show. So they couldn’t make it. But he did want to thank all of the fans personally, and he hopes to make it to next year’s convention. Rob, and Tress also pre-signed a number of photos so that if you wanted Jess’ autograph, you also got theirs.

After the panel nearly all  in attendance of the panel went to Jess Harnell’s booth. He was very kind to everyone. He went above, and beyond in his interaction with the fandom. I bought a copy of his band’s Reimaginator album, and he was even kind enough to sign it with a personalization. If any of the Animaniacs cast shows up at a con near you, pay them a visit. I got to meet Maurice Lamarche last year, Rob Paulsen the year before that, and they’ve all just been wonderful people.

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After that it was time for our annual trek to City Steam Brewery in Hartford. Not only do they make some of my favorite beers, they also make some of the best pub food in Connecticut. They have a huge restaurant built into the brewery, as well as a comedy club, business meeting rooms, and a bunch of stuff. It coincides with my buddy Dan’s birthday nearly every year, so he tries to get as many friends, and acquaintances as possible to have dinner together there. Dan also helms the Best Spuds channel on YouTube, and all of the spuds were there. I can’t say enough good things about the food, or service there. So often people only want to talk about bad experiences. I can’t say I’ve had a bad experience there. The food is always good. If in a rare instance they’ve gotten an order wrong it’s been promptly fixed.

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Plus there’s nothing quite like getting your favorite beer fresh. It might taste great out of a bottle or can into a frosted glass. But getting it fresh from the brewery is even better. I had some Buffalo chicken nachos, a black bean burger, and thanks to my friends getting full, two fish tacos. All of which was very delicious. I added another City Steam glass to my beer glass collection, as well as a Naughty Nurse IPA T-shirt to my closet full of T-shirts. Speaking of the beer,  Their new Wacked Out Wheat is really good. It has elements of both an India Pale Ale, and a Hefeweizen blended with mango, and pineapple. It was spectacular. I also went with a nice glass of Naughty Nurse IPA. It’s light, bitter, yet full of citrus notes. It’s fantastic bottled. Again, it’s even better fresh.

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The final day of ConnectiCon is always shorter, and usually, they put all of the best panels in the schedule for the first two days. Last year they tried to alleviating this by having some stuff on day three. This year, they did a little bit better by once again having some of the bigger guests do panels on the final day.

The first of these was a riveting panel by John Rhys-Davies, where he  talked about some of the challenges the crew faced during the filming of The Lord Of The Rings trilogy, and how they were able to overcome them. As well as how much one can benefit from optimal management skills, and the effect of scale in many topics. He also talked about some of the debates he had with writers in his time on Sliders, as well as his passion for theatre. Particularly Shakespearean plays. He even spent time talking about how Tolkien’s wartime experiences influenced the Lord of the Rings, as well as some time talking about general world history.

The second was a Q&A session with Michael Dorn. This one differed from the previous panel in that he was the only guest. A lot of similar questions were asked this time around, but he also spent some time talking about his love of tennis, and his love of aviation. He told the crowd about some experiences he had when accepting invitations from branches of the armed forces. He was humbled, and grateful for the opportunity to fly F-16’s, F/A-18 Hornets, and be a guest pilot with the Blue Angels. But he is especially appreciative of the young men, and women who work in the armed forces, doing dangerous jobs on carriers, and other means. He also talked about how seriously he takes all roles including comedic ones. He also really enjoys watching South Park, and cited how it can be edgy, without doing so just for the sake of doing so. Rather to illustrate a point.

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The final panel I got to see during the con was a panel on level design using Doom builder. This was hosted by aspiring indie developer Zodiacw who not only gave a nice tutorial on some of the basic tools, but gave an in-depth look at the importance of map design. Which also brought about conversations on how map making, and game design are intertwined. A map designer can set up game rules by setting expectations with a simple wall texture. Or easily lose players by not following the rules they’ve set up in previous stages. They also discussed how one can still impress medium, and large studios by pushing the boundaries of an older engine with a keen understanding of map design. As well as carrying the knowledge taken from making maps for Doom into newer, and more complex engines. Even if you aren’t someone who would want to make a career out of making custom content, the panel made even doing so for fun quite palatable.

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Aside from some confusion surrounding the pre-registration line on the first day, I had a pretty great time at ConnectiCon. Sure, I would have liked to have gotten into some of the other panels like Tom Kenny’s (SpongeBob Squarepants), Walter Koenig’s (Star Trek), or Sean Astin’s (Goonies, LOTR) but this is a convention that seems to get a little bit bigger every year when it comes to getting big names. So it simply isn’t possible to see every panel. But what I did get to experience was great, and as in year’s past many of the panels felt inspirational.

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For those who aren’t interested in the celebrity, and internet personality aspect, there was still plenty to do. There were a number of cosplay events, like the always popular masquerade, belly dance off, and death match. The video game area was populated the entire three days, and there were a lot of participants in the League Of Legends, and Smash tournaments. There were the aforementioned tabletop, card, and RPG game areas, and they even had an all day karaoke stage set up. I’m sure I’m forgetting a bunch of other things. The convention center closing earlier this year was a bit of a bummer for the older portion of the crowd. But that was partially made up for with area restaurants, movie theatres, and a brewery to boot. Still, having the late night events moved to one of those places, or eliminated was a little bit disappointing. But overall my complaints are fairly minor. I still had a great three-day weekend leading into a week away from working. ConnectiCon is in many ways an inexpensive vacation for me. If this year’s experience is any indication, this will continue to be.

If you’ve stumbled upon this recap, I hope you’ve enjoyed it. If you’re interested in attending the convention you can get more info at ConnectiCon’s own website.

 

SiN Retrospective Part 1: SiN Review

Originally released in 1998, Ritual Entertainment developed SiN from humble, literal in-house beginnings. It follows the story of HardCORPS police officer John Blade. As well as hacker JC Armack (A play on id software founder John Carmack’s name), and the nefarious plots by SinTek. A mega pharmaceutical company run by a voluptuous, and sultry mad scientist named Elexis Sinclaire.

PROS: Huge environments. Solid mechanics. Multiple paths.

CONS: Blocky graphics haven’t aged well. Later levels aren’t as interesting.

CHEESE: It has a lot of the fun, direct to video movies of the 1990’s have.

The game runs on id software’s Quake II engine. To go back to it today admittedly will have you wondering how games from the era could have impressed us so much. But if you can allow yourself to get past the blocky, low poly look of the characters, and 16 bit textures you will find a lot to like. Levels are huge, and intricate. There are branching paths ensuring you can complete the stages different ways, and enter following levels in different areas. Character designs are fairly original with only a few fairly generic ones crawling out toward the end. There are a lot of fun weapons, some cool boss fights, and even a vehicle section or two. Bottom line there is a lot to like.

Seeing how I’m doing this review as a retrospective, I’m doing something a little bit different. I’ll be going over the storyline. Broadly mind you, but there will be a number of spoilers. The game is also a retro game at this point so for a lot of people it shouldn’t be that big a deal. Nevertheless, there will be spoilers.

SiN opens up with the main character. Blade on a police chopper flying in to thwart what appears to be your typical bank robbery. As Blade you will have to gun down a bunch of low-level grunts, (Some of whom are dressed like ninjas with machine guns) to infiltrate a bank. It is right out the gate you will see Ritual made great use of the engine to do in-game cut scenes leaving pre-rendered CGI cut scenes for the very beginning, and end of the game. After making short work of these criminals you’ll get out of the chopper, and fight your way through the bank to get to the vault.

When you get to the vault you’ll be introduced to Vincent Mancini. Mancini is behind this elaborate heist, and has drilled under the bank for an escape route. As you pursue him, you’ll find yourself going through abandoned buildings filled with more henchmen. A short time later you will be introduced to Elexis Sinclaire in another in-game cut scene. She meets up with Mancini on the roof of a building, and argues with him. It turns out that all she had hired the mob to do at the bank was steal a safe deposit box, but instead Mancini had gone all out with a full-scale heist. Here we see Mancini is your typical idiot lackey type henchman. Sort of the Beast Man to her Skeletor. Or the Star Scream to her Megatron.

Anyway, Elexis injects him with something before flying off in a chopper because now her corporation can be tied to the robbery. As Blade you’ll follow on through a construction area eventually leading to a Subway. At the end of this subway level you meet up with a huge mutant monster in a battle that will remind you of the final boss of Resident Evil 2. He crashes through the roof of the train, then darts off after being severely damaged. When the train reaches it’s destination, the mutant returns, and you have to gun him down. This boss takes a TON of punishment. But when you finally beat him, the next cut scenes show HardCORPS taking in the body, and discovering the mutant monster was actually Vincent Mancini. The autopsy also shows signs of a lethal new street drug called U4 in his system, and that SinTek labs is known for making components to it.

The next stage will have you infiltrate SinTek’s lab division. This mission is one of the hardest in the game because you have to be very stealthy. There are a bunch of worker characters like scientists, receptionists, and other low-level drones you aren’t allowed to shoot. If you do, someone will hear it, and pull the alarms. If this happens there will be a horde of spider robots with chain guns swarming you. Plus turrets on nearly every ceiling gunning you down. Your only hope of beating this stage is to sneak up on the low-level characters, and punch them in the back so they can’t trip the alarms. You also have to do this away from security cameras, and you have to find hidden paths like one of the air ducts (You jump into off of a ceiling fan in the break room) to do it. At one point you even need to steal a yellow jumpsuit, and key card to advance.

By this point it should also be obvious that the game retains the “Get the key” aspect of games of the time. So expect to find yourself not only shooting down bad guys, but also looking for keys. However, the branching paths of the stages also lessen this, because if you know where to go you can avoid some (Though not all) of the key cards. That said, it never seems to reach the level of the old DOOM games where you needed them constantly. Here it’s much closer to Goldeneye 007 on the N64.

When you do get the key you’ll get on an elevator, to go underneath the lab, and it is here you first learn about their plan with drugs. You have to sneak around the labs until finally you find this one head scientist who has the key to get further. Up until now the only major environmental action you’ve had other than blowing up background objects is one bank vault password on a computer. But here you will have to log into a system, and turn off a fan. Run through the fan tunnel before it comes back on. Turn on another terminal to unlock doors. Turn on another terminal to get a scientists’ password for another terminal. And there is another terminal that opens up a lab so you can grab a U4 sample. After getting that sample there is another computer that controls a U4 scanner that you will have to jack into so that JC can read the data for your case. After all of that you have to escape the lab through an underground sewage pipe, and make your way to a warehouse.

In the warehouse you find out that Elexis is planning to poison the water supply with this U4 which will do to everyone what she did to Mancini. You also find out after going through this warehouse that she has a SECOND lab under the warehouse designing cyborgs much like the Strogg from Quake II. Much like everything else out of B movies in this story she wants to take over the world. (Though one wonders just how much money her company will have left after all of this elaborate spending. When they’re not wondering how she’s managed to keep all of this stuff a secret.)

After a hard-fought battle through these labs fighting off hordes of enemies you do catch up with Elexis who taunts you before unleashing two NEW types of cyborg killers. These are easier to take down than the mutant Mancini boss, but you do have to keep circle strafing, and sidestepping to stay alive.

I should have probably mentioned this earlier in the review but you don’t just walk over things in this game to get them, you actually have to press a button (Default is E) to pick them up. Some of the items you press a second button (Usually ENTER) to use them. In any event hopefully you’ve figured this out by now. In all likelihood you probably have. After you beat these bosses it still isn’t over because you’ll have to get outside to call a chopper to a pad which of course, is guarded.

The next stage will have you doing A SEWER LEVEL. But I have to be honest, the sewer stage in SiN is actually pretty well done, and is fun thanks again to branching paths. Also helping is the fact that it doesn’t sport the usual “Sewer” enemies although there are mice. (Brief tangent, this game has TONS of mice in it if you’re willing to look straight down when you take seemingly random -1 damage)

When you do manage to get through the end of this you’ll find yourself at the Dam where you will have to find your way down to a secret bunker to stop SinTek from poisoning the water supply.

When you do, you will find it was all for naught.

Why is this? Because Elexis Sinclaire has more dough, and parallel plot points than Dr. Wily, and every one of James Bond’s adversaries combined. While you were busy making the water line safe, she was out hijacking nukes, and taking them to her secret uncharted island base.

From this point JC sends you out to an oil rig owned by SinTek. After quietly coming up on a raft, and sniping some guards you begin your next quasi stealth mission. Elexis lands on the top of the rig with her helicopter, and tells everyone to kill you. So of course now you have to sneak to the top, blowing away everyone you see to get to her. Really everyone. Big guys with wrenches, more ninjas with tank guns, even a few of those cyborgs show up. This is one of the most fun stages in SiN due to the variety of enemies, and the various ways to the top you can go. When you get to the top you will actually be going down, because the elevator leads to another shipping area where SinTek is moving cases of stuff to the island. After dispatching guards, and getting a few more key cards, you flood the undersea base, and follow the shipments out to sea. In the sea you will have even more new enemy types like underwater deep-sea divers with harpoons, and giant blue crocodile/fish hybrids. Beating this stage is less about gunning down baddies, and more about finding air bubbles so you don’t drown. Also avoiding falling rocks, and spikes. It seems like there’s always something falling on you.

Finally you get to the end of the stage, and onto Sinclaire’s island. Here you have to fight your way to the top of a mountain. There are not only SinTek mercenaries to worry about, but you also have to re-battle some of the monsters like the one Mancini turned into. Getting up to the top you’ll drive a jeep through a section of enemies to a lab. Sadly this is the one section where the controls are HORRIBLE.

You can’t steer very lightly, it’s mainly hard left or right turns. So to get to the top you’ll be letting off the gas, turning, then gassing again. Thankfully it’s a very small part of the overall game. But it is a nuisance.

When you do make it to the top, and slay the last few bad guys though, Elexis captures you, and injects you with U4. What follows is the most difficult, and strange area of the game.

“Area 57” as Elexis calls it has you in the role of the mutant. Clawing is your only weapon, and you can jump slightly higher. You also have to do things just the right way or you have to start over. For instance, if you kill the mechs you can’t get into the pipes to get to the areas you need to go. Doors permanently close behind you so you have to make sure you did everything properly before going through one. Do the stage properly, and you’ll find the antidote to U4, allowing you to go back to being human. After this trial, and error exercise Blade will find himself in a really bizarre area with guys in sacrificial coats, and doing experiments on mutants, and chunks of flesh. When you finally escape this area you interrupt Elexis who is in the midst of a meeting with villainous characters.

She goes on about how she stole her father’s research, and through these twisted experiments she hopes to use her drugs to create the ultimate being. In doing so she can use them to enslave the world, and rule it. Blade crashes the party, and even stops the nuke from being launched.

Only to have her capture him again.

This time though instead of being turned into a mutant monster, Elexis decides to throw you into a giant feeding ground for what has to be the biggest monster boss since the Cyber Demon from DOOM.

This thing is HUGE, and takes a TON of punishment. Even if you found all of the hidden super weapon parts throughout the game (Yeah I forgot to mention that before) it is still going to be a hard fight.

Where as the Cyber Demon from DOOM merely required you to duck out behind a pillar between lobbing tons of gunfire, this thing has no pillars to speak of. There are boxes of ammo for your various guns to be found on structures around the ring, but getting them takes some luck because of how many missiles he fires at you. Not only that but the monster taunts you, after it takes so much damage, and then increases it’s attacks. When you finally do take it down you’ll be treated to one of the most tongue in cheek CGI cut scenes in gaming history.

Elexis is in a chair as Blade confronts her. Instead of shooting her, he allows himself to be tempted by her assets just long enough for her to press a teleport button on the chair conveniently between her legs.

Blade does pull the trigger, but not in time, and she beams herself onto an escape rocket.

Back at the station, JC taunts Blade, and the credits roll.

SiN was a long game for its type, and the story while not the deepest was better than a lot of the thin stories back then. There was also a lot of stuff I didn’t get into, like the myriad of hidden secrets. There are a lot of Easter Eggs in the game if you want to take the time to seek them out. Other technical aspects in the game are pretty good here. The AI, and graphics supported realistic (For the time) limb damage. So characters acted different, depending on the situation. Sometimes they would hide. Other times call for back up. Textures on the models changed to reflect ongoing shoot outs. Shot a guy in the head? A hole appeared, and they usually died instantly. Hit a limb? the texture turned to a blood soaked ripped one, and they ran away. Point blank shotgun blast into a bank robber? His entire torso would giblet.

The last real games to do any of this sort of thing were the sequel to this one, and the Solider of Fortune series (Which sadly only really offered giblets after first one, and it’s low-budget second sequel didn’t even give that.). Sure a lot of games let you hack terminals, but in SiN they went as far as making everything a true command line OS prompt (At least in the vein of the game). Some of them let you type in commands besides simply unlocking a door, or entering passwords. The branching paths were also novel because not too many games around then or even since outside of RPGs really offered that sort of thing. It keeps the game from feeling too linear, and it’s something I wish games would go back to.

I also didn’t really talk about the multiplayer, which by this point is pretty moot. Not too many people play it due to the age, and while it is a fun death match game, other arena shooters, and modern multiplayer games have upset it. Still, you may want to check it out if you have yet to play through SiN. There is also the expansion pack Wages of SiN which is comparable to a modern-day DLC bonus episode. In it, Blade has to take down a crime boss who has somehow managed to get ahold of SinTek’s mutant drug technology. It isn’t very long, but it does have a few references to the main campaign.

This game would eventually find its way to Steam, and GoG. Oddly enough the Steam version had some censored textures throughout the game. The game also disappeared from the Steam store front. Though its sequel is still there. Fortunately, if my review has piqued your interest, it is still on GoG. You can also track down the original physical CD-ROM. Just know that there are a number of issues you may have running it on a modern PC. The GoG version is probably your best bet at this point in time if you’re a retro gamer. Still, for collectors, the original game isn’t terribly expensive or rare.

Final Score: 8 out of 10 (Still worth playing many years later)