Second World War first-person shooters are almost a genre in themselves. Picks:
Medal of Honor: Allied Assault
(2002, EA Games, 2015 Inc., PC: Windows, USA),
Battlefield 1942
(2002, EA Games, Digital Illusions, PC: Windows, Sweden) and
Call of Duty: World at War
(2008, Activision, Treyarch, Xbox 360, USA).
Call of Duty
’s massively popular present day offshoot:
Call of Duty: Modern Warfare 2
(2009, Activision, Infinity Ward, Xbox 360, USA).
The modding of first-person shooters has also produced several great games. The prime cuts all got Valve makeovers:
- Team Fortress
(1996, John Cook, Robin Walker & Ian Caughley, PC: Windows, USA): Carefully balanced team-versus-team multiplayer mod.
- Counter-Strike
(1999, Minh Le & Jess Cliffe, PC: Windows, Canada & USA): A multiplayer phenomenon with a terrorism theme.
- Portal
(2007, Valve, Xbox 360, USA): First-person brainteaser that grew out of the free student project
Narbacular Drop
(2005, Nuclear Monkey Software, PC: Windows, USA).
Stealth
- Castle Wolfenstein
(1981, Muse Software, Silas Warner, Apple II, USA): The inspiration for
Wolfenstein 3D
but unlike Id’s creation it was a game of covert infiltration not gung-ho slaughter.
- Metal Gear
(1987, Konami, Hideo Kojima, MSX2, Japan): The starting point for Hideo Kojima’s genre-defining series. The cinematic flair may have been years away, but the hide and seek play was already evident.
- Metal Gear Solid
(1998, Konami, Hideo Kojima, PlayStation, Japan): A stunninreturn for the series. A tense test of player ingenuity and patience wrapped in the cinematic presentation Kojima first explored with the
Blade Runner
-isms of
Snatcher
(1988, Konami, Hideo Kojima, NEC PC-8801, Japan) and the point-and-click adventure
Policenauts
(1994, Konami, Hideo Kojima, NEC PC-9821, Japan).
- Metal Gear Solid 2: Sons of Liberty
(2001, Konami, Hideo Kojima, PlayStation 2, Japan): Kojima’s movie director aspirations take centre-stage in the series’ most divisive game. For those who loved Kojima’s world its convoluted and intricate story was a triumph, for everyone else it was an indulgence.
- Metal Gear Solid 3: Snake Eater
(2004, Konami, Kojima Productions, PlayStation 2, Japan): Set during the Cold War, this revisits series hero Solid Snake’s youth. The jungle environments felt expansive and liberating after the confined industrial complexes of the previous two games.
- Metal Gear Solid 4: Guns of the Patriots
(2008, Konami, Kojima Productions, PlayStation 3, Japan): Reflective entry in the series where an old and weary Solid Snake returns to the battlefield. Kojima’s anti-war message was never clearer.
As well as the first
Metal Gear Solid
, 1998 saw the release of two other landmark stealth games:
- Tenchu: Stealth Assassins
(1998, Sony Computer Entertainment, Acquire, PlayStation, Japan): Ninja assassinations. The grappling hook-aided rooftop-to-rooftop movement is great fun.
- Thief: The Dark Project
(1998, Eidos Interactive, Looking Glass Studios, PC: Windows, USA): Medieval thievery where audio clues were as important as visual ones for success. Try the third game in the series
Thief: Deadly Shadows
(2004, Eidos Interactive, Ion Storm, PC: Windows, USA), which opened up the thieving opportunities.
Other great moments in stealth gaming:
- Hitman 2: Silent Assassin
(2002, Eidos Interactive, IO Interactive, PC: Windows, Denmark): Cold, calculated and precise assassinations are the order of the day.
- Tom Clancy’s Splinter Cell: Chaos Theory
(2005, Ubisft, Ubisoft Montreal & Ubisoft Annecy, Xbox, Canada & France): Ubisoft’s
Metal Gear Solid
rival finally moved out of Kojima’s shadow with this taut test of patience and skill.
- Assassin’s Creed II
(2009, Ubisoft, Ubisoft Montreal, Xbox 360, France): Parkour-inspired rooftop escapes and daring assassins in Renaissance Italy.
- Batman: Arkham Asylum
(2009, Eidos Interactive, Rocksteady Studios, PlayStation 3, UK): The first
Batman
game to really capture the essence of DC Comics’ dark knight. The trippy psychological battles with the Scarecrow owe a debt to the fourth-wall-breaking encounter with Psycho Mantis in
Metal Gear Solid
. Of the earlier
Batman
titles two stand out:
- Batman the Caped Crusader
(1988, Ocean Software, Special FX, Atari ST, UK): The game is plodding but the comic book panel visual approach was inspired. Sega’s beat ’em up
Comix Zon
e (1995, Sega, Sega Technical Institute, Megadrive, USA) repeated the approach.
- Batman the Movie
(1989, Ocean Software, Amiga, UK): Ocean’s best movie tie-in, mixing platform-based, bat-rope action with high-speed Batmobile driving.
Horror
Much groping in the dark during the 1980s, but few scares:
- Alien
(1984, Argus Press, Concept Software, Commodore 64, UK): Based on the 1979 sci-fi film. The elusive alien keeps players on edge.
- The Rats!
(1985, Hodder & Stoughton, Five Ways Software, ZX Spectrum, UK): Panic-inducing real-time text adventure.
- Project Firestar
t (1989, Electronic Arts, Dynamix, Commodore 64, USA): Had all the ingredients for what followed – dramatic close ups, careful use of audio, player vulnerability – but lacked the frights.
Horror games came of age with
Alone in the Dark
(1992, Infogrames, Frédérick Raynal, PC: MS-DOS, France) and the zombie-terror of
Resident Evil
(1996, Capcom, Shinji Mikami, PlayStation [Gamecube], Japan) sealed the deal. After
Resident Evil
, the world fell in love with video game nasties:
- Silent Hill
(1999, Konami, Team Silent, PlayStation, Japan): A more psychological take on the horror game where running away was often the best option.
Silent Hill 2
(2001, Konami, Team Silent, PlayStation 2, Japan) was the fog-shrouded horror series’ high point.
- Fatal Frame / Project Zero
(2001, Tecmo, Keisuke Kikuchi, PlayStation 2, Japan): Player vulnerability taken to the max. Your only defence: a camera obscura.
- The Thing
(2002, Vivendi Universal, Computer Artworks, PlayStation 2, UK): The nagging fear that one of your party could be an alien makes this an exercise in looking over your shoulder.
- Eternal Darkness: Sanity’s Requiem
(2002, Nintendo, Silicon Knights, Gamecube, Canada): Insanity as the source of horror.
- Manhunt
(2003, Rockstar Games, Rockstar North, PlayStation 2, UK): Sadistic murder sim. Equally unsettling is the
Lord of the Flies
-esque horror of
Rule of Rose
(2006, Sony Computer Entertainment, Punchline, PlayStation 2, Japan).
- The Path
(2009, Tale of Tales, PC: Windows, Belgium): A creepy and avant-garde take on
Little Red Riding Hood
.
Resident Evil
had numerous sequels and offshoots, including the acrobatic action of
Devil May Cry
(2001, Capcom, Hideki Kamiya, PlayStation 2, Japan), but the most significant was
Resident Evil 4
(2005, Capcom, Shinji Mikami, Gamecube, Japan), which realigned the horror genre by dumping shuffling zombies of old in favour of fast-moving horrors. Followed by:
- Gears of War
(2006, Microsoft Game Studios, Epic Games, Xbox 360, USA): Steroid-enhanced action with tense gun battles from behind coer and a lead character who conveys a feeling of brute force. Not horror, but
Resident Evil 4
was an important influence.
- Dead Space
(2008, Electronic Arts, EA Redwood Shores, PlayStation 3, USA): Terrifying sci-fi horror with exceptional audio.
- Left 4 Dead
(2008, Valve, Certain Affinity, Xbox 360, USA): Desperate ‘flee the zombies’ co-operative action.
Finally, the natural disaster ‘horror’ games:
- Disaster Report / S.O.S.: The Final Escape
(2002, Irem, PlayStation 2, Japan): Earthquake survival adventure in the mould of ’70s disaster movies.
- Disaster: Day of Crisis
(2008, Nintendo, Monolith Soft, Wii, Japan): Multiple disasters and terrorists to boot, lots of side games divert from the main adventure.
Music games
A protracted birth with isolated dabbles until the mid-1990s:
- Moondust
(1983, Creative Software, Jaron Lanier, Commodore 64, USA): Experimental sonic adventure. Also see the Lanier’s previous video game oddity:
Alien Garden
(1982, Epyx, Bernie DeKoven & Jaron Lanier, Atari 800, USA).
- Synthétia
(1984, Vifi-Nathan, Michel Galvin, Thomson TO7, France): A music creation toy where players use the TO7’s in-built light pen to draw sound waves.
- Dance Aerobics
(1987, Bandai, Human Entertainment, NES, Japan): Early dancing game that used Bandai’s Power Pad controller.
- Hostages: Rescue Mission
(1988, Infogrames, Atari ST, France): Anti-terrorist action featuring early example of music that responds to player actions.
- First Samurai
(1991, Image Works, Vivid Image, Amiga, UK): Each swoop and hit of the players’ sword adds to the musical accompaniment.
- ToeJam & Earl in Panic on Funkotron
(1993, Sega, Johnson Voorsanger Productions, Megadrive, USA): Hip-hop loving aliens and a mingame where players must dance to the rhythm.
The vibrant
PaRappa the Rapper
(1996, Sony Computer Entertainment, NanaOn-Sha, PlayStation, Japan) and DJing cool of
Beatmania
(1997, Konami, Yuichiro Sagawa, Coin-op, Japan) established music games as a genre.
Japan dominated initially:
- Dance Dance Revolution
(1998, Konami, Coin-op, Japan): Booty-shaking megahit.
- Guitar Freaks
(1999, Konami, Coin-op, Japan): Introduced the guitar controller.
- Samba de Amigo
(1999, Sega, Sonic Team, Coin-op [Dreamcast], Japan): Latin-flavoured maraca shaking.
- Space Channel 5
(1999, Sega, United Game Artists, Dreamcast, Japan): Camp sci-fi chic starring Michael Jackson.
- Vib-Ribbon
(1999, Sony Computer Entertainment, NanaOn-Sha, PlayStation, Japan): A platform game that generated levels based on the content of audio CDs inserted into the PlayStation. Followed by the Japanese calligraphy rapping game
Mojib-Ribbon
(2003, Sony Computer Entertainment, NanaOn-Sha, PlayStation 2, Japan).
- Mad Maestro
(2001, Sony Computer Entertainment, Desert Planning, PlayStation 2, Japan): Classical music madness.
- Gitaroo Man
(2001, Koei, iNiS, PlayStation 2, Japan): Ebullient guitar solo battles with your foes.