RAGE is the ultimate post-apocalyptic cowboy simulator. But instead of a Mysterious Cowboy Hero, you’re a nanotrite-infused superman who’s just woken up from a century-long cryogenic sleep. Instead of a trusty American Colt or other steed, you ride an off-road buggy with nitrous, dual machine-guns, and rocket launchers. And shootouts are very, very fun.
In most games that involve shooting, the gun you start out with is the one you can’t wait to get rid of. This lowly weapon seems to exist only in order to make you appreciate the weapons you’ll get later. Occasionally, a starting weapon will contain some characteristic that renders it useful throughout the entire game. Kyle Katarn’s Modified Bryar Pistol from the Dark Forces series contains just those characteristics.
Either Beneath a Steel Sky has some very obtuse puzzle design, or I’m just terrible at adventure games. Here I am in the game’s opening location, a factory, and I’m stuck. Perhaps the game wants me to feel out of my element. After all, my character, Foster, is certainly out of his element.
While it never got the mainstream attention that it deserved, Cataclysm effectively combined a space-based strategy game with an organic B-movie horror plot. Though it sounds odd, it worked remarkably well and has stayed in my memory for the past sixteen years. It’s a game that I had lost all hope of playing again. Until a few weeks ago.
There’s no grace, no subtlety to using Vader’s powers. The slightest nudge of the controls results in a disproportionate explosion of force. Trees and wooden barriers shatter spectacularly. Cargo containers take flight and bounce as though nearly weightless. Enemies and allies alike are strewn about like rag dolls. Though the force powers respond to your commands, rarely will you feel completely in control. But in a sense it fits, because when is the rage of a Sith ever synonymous with precision?
Thinking I had a decent grasp of the basics, I loaded up the game and headed over to the multiplayer lobby. After a short wait the matchmaking service drops me into an arena with a foe named Sinistro. He begins the match with some friendly chat, “So how many online games have you played?” Knowing that my newness to the game will be exhibited in how poorly I play, I tell him, “Including this one… One.” He responds with a greeting of welcome, capped off with a smiley face. I take the gesture of politeness to mean I won’t be destroyed instantly.
“[…]Sid Meier’s SimGolf eschews realism, slices and dices the various aspects of course design and management, and sticks all the fun bits into a game.”