Setting Geometry Wars aside, I’ve been playing three different games over the last few weeks. One is brand new; one is a crazy independent demo beta thing; one is six years old. I’m going to talk about all three, so sit up straight and pay attention at the back.
Let’s start with the brand new one: The Elder Scrolls IV: Oblivion, or just Oblivion to everyone everywhere in the entire known gamiverse. I purchased the Xbox 360 version a few days ago, and so far I’ve only accumulated a grand total of 2 hours of gameplay. On that basis, feel free to ignore absolutely everything I say about it and skip down to the next pretty bit of bold text, because clearly I know nothing.
My first impressions were ones of confusion and dullness, interchanging with each other at regular intervals. You spend the first hour wandering through dark stone corridors and manky sewers, slaying rats and goblins with your many weapons of mass slicing. Whenever you loot a body you’re guaranteed to find exciting items like rat meat and tiny little daggers. Of course there’s no guarantee you’ll be able to use the items you pick up, what with the inventory system being ridiculously convoluted and the tutorial consisting of a few vague, unhelpful messages.
For the second hour, everything changes. The world is your mussel. Mind you, there’s no indication of how you find anything useful in the locations you can now travel to at your whim, so you’re pretty much forced just to carry on with the main quest. Guess what? More goblins. The sky is burning red this time, though!
I’m sure it’ll improve.
Now for the crazy independent demo beta thing, otherwise known as “Golf?” The title does give you a modest hint as to the theme of the game, but it’s no Microsoft Tiger Woods Golf Simulator Expansion 2006. It’s actually fun!
Most golf games employ a hold-’n'-wait system of charging up your club before you wallop it into the rough/bunker/lake. Golf?, however, chooses a system whereby your mouse is like the head of the club. The faster you move the mouse, the faster the club swings; the further from perfectly horizontal the swing is, the more slice or hook you apply to the ball as it scythes its way across the fairway and into the rough/bunker/lake.
Oh, I almost forgot: the caddy is an alcoholic levitating robot, the game is black and white except for the players, the trees are wireframe pears, and the golf carts have turbo rocket boosts. (It has golf carts!)
We’re nearly done. The last game I’m going to ramble a little bit about is that Ion Storm classic from the year 2000, Deus Ex. It’s amazing to think that Deus Ex was made by the same company that gave you Daikatana, that instant classic for all the wrong reasons.
From all the games I’ve played, Deus Ex is probably my favourite. I love how you can change different aspects of the story by killing different people - you can even keep your brother alive or leave him to die. I love how open the environments are - there are always many different ways to accomplish your goals. I love how deep and intricate the storyline is - it’s far enough off-the-wall to hold your interest, but not overly so. I love the inventory system - just big enough to prevent you from keeping all the cool weapons, and allowing you to substitute space in the arsenal for utilities.
I could go on. In fact I would if this post wasn’t getting dangerously close to ripping a hole in the space-time continuum with its length. I’ll leave it at this, though: I play Deus Ex once or twice each year, and I’m still discovering different ways you can make the story go.