My Gaming History – Part 9

Firstly, for anyone who has been enjoying these entries about my gaming history, I’d like to apologise for the lack of posts since part 8. Life moves pretty fast when you get older, either that or Alzheimer’s is creeping in steadily and actually I have no idea how much I’m not doing.

If you aren’t really that old yet, i.e. you are cruising through life at around 18 years old, eating packet pasta, walking around in flip flops and scarfs, studying for a job that appeared yesterday…

It might be difficult to envisage how this feels or works, using the power of the metaphor, I’ll try and explain this to you.

Imagine for a moment you have a small wicker basket, this represents your life, you can hold this basket in one hand…in said wicker basket are a number of small rubber bouncy balls, of various sizes. Each ball represents certain aspects of your life and their size is determined by the importance of each aspect. This could include, goals, aspirations, hopes, dreams, caring for your dog, browsing Mortal Mikey, looking after yourself, learning a new language, remembering important birthdays, passing that exam, revision for said exam…you get the idea. What I’m trying to convey here that your small wicker basket is in no way large enough to easily contain all of these bouncy balls but you will do your best to stack them, which sometimes believe it or not, actually works. Albeit for a brief, insignificant amount of time.

Then imagine that the world around you is a gypsy fun house, you know, the funny looking, rickety old wooden ‘house’ you find at the fair, containing all manner of dangerous mechanisms and illusions that have you falling over yourself, bumping into things, whilst being bombarded with strobe lights, loud horns and blasts of compressed air.

Life in adulthood is like trying to navigate through one of these, whilst being followed by several large doormen (or bouncers), holding on to your little wicker basket of balls as you do. The doorman all have names too, in this case we’ll call them, debt, work and time. Anytime you knock one of these bouncy balls out of the basket due to the mayhem that occurs around you, you’ll desperately scramble around on the floor, using your only free hand, as the three of them give you a little shove here and there to move you along, which invariably means you’ll lose sight of one or two of the balls, sometimes for a moment, sometimes forever. If God were to play any part in this analogy, he would be the fat bearded chap sitting in the dirty, food stained ticket booth. Granted, to enter life (or the ‘fun house’ as he’d like to call it) it doesn’t cost fuck all, but your journey through it is going to be all on show for the omnipresent spectator to cackle at.

Who writes this shit?

If reincarnation does actually exist, which I believe is probably much like a character select screen, just ask if you can enter spectator mode yourself and kick back with a beer and a selection of your favourite snacks. 

The PlayStation was the last console I mentioned in my gaming history. I must admit I had only briefly mentioned just how ground breaking everything was when it came to the PSX. The control pad was very impressive for a start. It really felt like a another leap forward in the ergonomics theory and the way that the designers now connected with gamers. Control pads of the past were built as if every child had hands shaped like Lego which required no real dexterity to play.

The Sony PlayStation controller was built at the perfect size and shape for human hands and the button layout was perfect for present and future games. The construction was solid and each button was sat perfectly in the plastic casing, all rubber mounted to the circuit board which gave the buttons a nice consistent feel with minimal travel. This could only be found on an original Sony built controller, all third party copies creaked and cracked like pensioner with no heating at Christmas.

Coming from a long history of controllers with buttons labelled A,B,C,X,Y,Z meant that at first it was a little confusing with Sony’s new approach to button configuration. Square, X, Circle and Triangle replaced the familiar layout from the SNES and added to this were four shoulder buttons. L1, L2, R1 and R2. Developers wasted no time and threw us all in the deep end, new titles sprang up every five minutes and with that, new button configurations and patterns had to be learned, which meant at first some games were like baptising a cat.

Love handles

Sony’s design became the preferred method of play globally, from that time, right up until the introduction of the first Xbox.

The ability to save games also became much easier on the console with the introduction of Sony’s memory cards, which from my hazy memory, had 8Mb storage, which in today’s world is about 3 digital photographs. Games data could be taken from your home to a friend’s place who could quickly and easily copy data from your card to theirs with Sony’s front end system. Being that it was also a CD Rom drive meant that users could pop in a music CD and play tunes through your setup, which could be controlled entirely by the control pad, all backed by mad 3D rendered psychedelic visuals that would have given your dad an acid flashback. The beginnings of a home console becoming a multimedia platform were taking shape and it felt good that the functionality was for there for us.

With more power obviously meant more exciting titles. The PlayStation will forever be remembered for bringing us a new plethora of fighting games and of course light gun games. Games from the arcades were coming to the home once again with titles like Lethal Enforcers, Time Crisis and Point Blank.

Light gun games were pretty poor on the 8-Bit systems, with few exceptions. Both Sega and Nintendo had their own light gun systems on the Megadrive and the SNES which only really served as a novelty in my opinion. The initial expense of the ‘Menacer’ on the Megadrive system was pretty steep and the games pack that came with the gun were short lived titles.

Turn off the lights, turn up the sound and sit back with your best mate with a copy of Lethal Enforcers on the PS1 and you were in for some wholesome criminal killing. So the graphics weren’t exactly show stopping but the real gun sound effects, real digitised characters on photographed backgrounds had appeal. Sure, every time you pull the trigger the screen flashed bright white, which happened several thousand times a minute and no doubt induced many seizures in bedrooms around the globe, but perhaps the danger element added to the excitement.

Complete with his and hers Colt Magnums

We certainly got a bang for our buck with Die Hard Trilogy. Looking back at the game now it’s hard to imagine why we were so excited, as most of the game, by todays standards, looked like it was constructed by primary school children locked in a dark room full of computers, with a basic knowledge of programming and the Die Hard films being played on big screens 24 hours a day.

The gameplay was a completely different story, there were three different game types, and if I’m honest, the gameplay and sound certainly was impressive at the time. Each Die hard had a different style of play which up until that point hadn’t really been seen before and since then hasn’t been replicated. Die Hard was set in the skyscraper and in this section of the game you ran around as John McLane in a third person perspective and gunned down anyone who stands between you and the hostages. There wasn’t much in the way of strategy in this chapter, John ran with his gun constantly at arm’s length, in his vest and simply shot things until they stopped moving. It was the little things added to the game that entertained, John would occasionally say one liners when you shot enemies or picked up health and ammo. A majority of the surrounding furniture of the game was destructible too, such as windows, table objects, roof tiles etc. The bigger the weapon, the more damage, and it isn’t long before you get into the flow and have enemies bouncing off the office walls using well placed grenades.

I don’t remember that part of the film

Die Hard 2 was set in the airport obviously and this is where you could use the light gun. The game controlled your character through the scenes and just allowed you to shoot. The characters in Die Hard Trilogy at first looked a little awkward, but soon it was evident that quite a lot of work had gone into them. There were some early examples of ‘ragdoll’ physics here in a 3D environment, this also meant that enemies and civilians didn’t always take exactly the same path with every play through.

Die Hard Trilogy was produced by Probe entertainment here in the UK, which could account for the crude German accents that appear throughout the game and could also account for the call to ban the game in Germany. This was one of the first times I had seen photos rendered onto polygons, if you looked closely, on some of the characters had the faces of the development team. Although the game was extremely buggy at times, the subtle comedic effect of the sounds and the mayhem that could be unleashed with the light and grenades meant that a lot of homework was never done.

Finally Die Hard with Vengeance was again completely different in terms of game play due to the fact it was purely driving. You start out in the yellow New York taxi and acquire several missions along the way which require you to drive other vehicles. This was undoubtedly the least realistic of the three games but was often the most fun. The missions usually involved simply ramming the shit out of the target vehicle or ramming a dustbin containing a bomb, but instead of crashing and immobilising the enemy car or getting out and disarming the bomb, targets would explode like a small nuke with no regard for civilian casualties. 

Even changing into a new vehicle for a mission required you to smash into it, creating yet another explosion as you drive off. Polygon civilians would run for their lives as you sped through the city, if you mounted the pavement GTA style, the screen would be splattered with blood making the wipers work.

That’s it for this part, I promise in 2013 I’ll be keeping up a reasonable pace with this series, right up until present day.

Happy new year!

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