Friday, July 25, 2008

FPS history on your PSP

I've been toying with the idea to write this for quite some time now, ever since DOSBox was compiled for PSP and I could play Wolfenstein 3D on it, the game that started it all. Just recently a separate build of the game was made for PSP, thus giving me an excuse to finally present the development of 3D first person perspective shooters (abbreviated to FPS) through the looking glass of PSP screen.

I have been growing up with first computers and following the development of video games industry since I was nine. There were many milestones in the industry of digital entertainment since then, but one of them was the moment when first person perspective hit the mainstream. Wolfenstein 3D was a breakthrough, it spread like fire, everyone played it and so from that point on the FPSes have developed into a separate genre. Looking at how these games look nowadays (Call of Duty 4, Crysis) it's hard to imagine how it all started...

So whether you are a young enthusiast who have missed on observing the FPS genre gradually evolve to what they are now, or an old melancholic who would like to take a nostalgic trip to the happy times when both life and games were simpler and more enjoyable - provided that you have PSP, you can now relive the whole experience. From the genre's grand ancestor that is Wolfenstein 3D to lively grandpa Quake, the whole family can can now sit in your pocket and you can revisit them while commuting to work or during that particularly boring lesson.

Wolfenstein 3D


Although technically it was not the first game ever to use first person perspective (some will say Catacomb Abyss was the first, but actually the idea of FPP was something that has begun already in ZX Spectrum era), this is the grandfather of all of them. Wolfenstein 3D was so successful

While the levels were almost 2D with constantly grey untextured floor and ceiling, with all corners being exactly 90 degrees, the 3D illusion created unprecedented sense of immersion. I have mentioned in my post on fear in games how I got shivers from the sound of heavy doors slamming in the distance when I played it as a kid. It just goes to show what impact this game had and it explains while it has spawned a whole army of followers.

The PSP version can be downloaded from here and as an additional bonus it contains Nazi Requiem music in the first menu - I included it on my list of the best game music remixes.


Doom


As a testament to how badly inaccurate my opinions may be sometimes, I should confess that when I first saw Doom on my friend's PC, I said "nah, this is just some sci-fi clone of Wolfenstein, this isn't gonna stick around". Boy, was I wrong.

Doom took the execution of FPS games one step further. The graphics were unparalleled, the monsters suggestively scary, the sounds and the music unsettling. While still relatively 2D - player was not allowed to look up and down yet - Doom's engine allowed for more than just square rooms and constant grey floor. All surfaces were textured, labirynth of walls were running in all directions (all of them vertical, though) , first attempts at water were made, floors were at different heights (just a mathematical illusion in fact) connected with elevators, switches activated moving walls - the immersion factor increased tremendously.

I remember first approaching the window and observed the mountains in the background. At that moment it seemed so real, I felt like I could step forward, enter the game world and go climb this misty peaks and there would be more of the world behind them. My best friend was subconsciously ducking in front of computer when imps hurled fireballs at him. We were both drawn into the world of Doom.

Doom improved on his predecessor in many other aspects, introducing many distinct enemy types, increased number and types of weapons (compared to four simple weapons in Wolfenstein 3D), armors as well as multiplayer (over local network). No wonder it was a huge hit with so many people having played it that it has been remade to almost every platform out there, including Gameboy Advance, Nintendo DS, mobile phones and of course PSP (get it here).


Hexen and Heretic


Essentially a fantazy shooting frenzy with thin layer of RPG on it, these two games based on Doom engine were quite popular in their time. And while neither of them really was as much of a breaktrough as Doom or later Quake, they have gained quite a following. They have also been remade for the PSP and can be downloaded here (together with older Doom version), so I included them on the list, but more because of their sentimental value than due to merit in shaping the history of FPSs.


Duke Nukem 3D


This game marked my entering into adolescence. I first played it at my friend's place after school and I was stunned by how the graphics shone, how interactive the environment was and how addictive Duke Nukem 3D turned out to be.

The simple fact that Duke would reload his pistol every eight or so shots and that the bullet shells would fly from it was a peak of realism at that time (compared to Doom it indeed was a huge step forward). Being able to use surveillance camera, turn on the movie in the theatre, switch lights on and off, operate different devices was a level of environment interaction unseen before. It also made multiplayer matches so much more fun (strippers!).

Wolfenstein 3D and Doom both included silent protagonist, but Duke Nukem was a talkative guy, commenting the action with catchy one-liners. The fact that our hero would occasionally crack some funny line was a definite novelty.

Even though contrary to its name Duke Nukem 3D was still not full 3D game, player would be allowed to look up and down. The perspective was distorted while doing so, but the illusion of going through a real world was one step ahead of Doom.

Duke Nukem 3D was also very important due to the fact that its engine got licensed and thus players received Blood and Shadow Warrior. The first one was a self-mocking horror pastiche, the other one Hong Kong ninja movies spoof with, both with memorable protagonists cracking cool lines while hacking swarms of enemies to pieces. Unfortunately, they have not been ported to PSP (yet?).

Download Duke Nukem 3D for PSP here.


Quake


I remember that Polish game magazine Secret Service wrote in their review of Quake:
Duke Nukem 3D unveils its secrets slowly and it always has something hidden up its sleeve, while Quake just shows off everything in one mighty blow and after that you are left with just more of the same

It was a little unfair to say that, especially since the two were obviously designed with different philosophies, both in terms on engine and of gameplay. Duke Nukem 3D had more parodistic tone to it, less powerful graphical engine, and many switches and devices to interact with, while Quake was serious, gritty, dark shooter with great gothic visuals and no funny distractions - it was all about pure slaughter in 3D environment.

Quake became the first truly 3D game in which player could turn their head around and look at level architecture. I am of course aware that technically it was still more of a 2.5D, but from the players perspective it was already a marvellous three dimensional world, complete with archways, spires, towers and occasional outdoor fragments. The violet clouds speeding over the horizon were making one hell of an impression. The dynamic lightning, while present, was still more of a hack from technical standpoint, as lightning maps were calculated during level creation, but the flying rockets would brighten up their immediate surroundings.

Quake was among the first games to profit from the hardware graphics acceleration that was just being born (we're talking about 1996). VQuake and GLQuake took advantage of the new graphical possibilities and Quake was the first FPS to use bilinear filtering, dynamic lights and higher colour palette.

Another thing that Quake has done for FPS development was introduction of client-server multiplayer. While it was technically possible to play Duke Nukem 3D over internet in multiplayer mode, it required additional program. It wasn't until Quake that internet FPS carnage has really begun.

It was also one of the first games that required using keyboard and mouse simultaneously. While Duke Nukem 3D and its counterparts could easily be finished without, this was not the case of Quake anymore, since flying enemies in real 3D were hard to shoot down using just keyboard. Although finishing the game without mouse aiming was feasible, it was definitely hard.

The port of Quake on PSP is almost perfect - it is running smoothly, it has mouse mapped to analog stick, it even allows multiplayer over Wi-fi in Ad Hoc mode, all the sounds are there. So you have no excuse not to download it.


Later times

What happened next? Quake II introduced OpenGL to the masses in the flashy galore of colourful lights, as well as popularised rocket jumps (one day it might also be remade for PSP). Half Life demonstrated how powerful a narrative using FPS can be. Unreal Tournament broke the rule that a FPS game must have single player story mode by essentially being just a multiplayer game. Quake III joined this school of thought and introduced great level design. Unreal Tournament 2003 dazed everyone with incredible graphics and its 2004 edition introduced vehicles as well as new story modes. Enemy Territory became first free multiplayer FPS that would include different classes of players. Far Cry raised the bar in graphics department, took players for a walk outside and topped that with pretty smart AI. The story continues...

But while all FPS lovers owe much to each of the aforementioned titles, it's really Wolfenstein 3D, Doom, Duke Nukem 3D and Quake that have laid the foundations for the genre. Playing them in chronological order give an opportunity to see how much FPS games have progressed over time. And having them all in my pocket on PSP is a marvel of XXI century, which I didn't even imagine when I was playing them as a kid, teenager and student.

Thursday, July 24, 2008

Linux cluster from Hell

I am a supporter, user and a fan of free 3D modelling, animating and more software - Blender 3D. Honestly, being a student or a small development house, there is no better option. It's totally free and has a huge number of features that should be enough for anyone below the level of Pixar. Which means most of the world.

But rendering of 3D scenes is a long process requiring immense processing power and in home conditions we, poor everymen, can only leave our computer for long nights of render... right?

The answer is no, you don't have to. For a price of a full-blown high-range PC you can have a do-it-yourself Linux cluster with 24 cores and 48Gb of RAM. The name is Helmer, as it comes from hell, obviously. Actually the name comes from IKEA cabinet that the whole cluster is sitting in. Read more on the project webpage on how to make it at home. If I ever become more obsessed with 3D graphics, that's the way I'm going to do it.


And here are plans for Helmer 2 and 3. Pretty impressive, if you ask me.

Monday, July 21, 2008

PSP Faker

...or how to fake orgasm firmware (yes, I have a sense of humour of a 12 year old, I know).

Remember how I wrote an angry rant on Sony forcing me to pirate their downloadable games? I actually oppose to pirating games and if I like a game, I buy it - yet Sony assumed that since I have Custom Firmware, I already am a thief.


Apparently I was not the only person annoyed by this issue and the help unexpectedly came from Dark Alex himself. He has written a plugin for Custom Firmware that emulates having regular firmware, so that Sony installer can install the game on the PSP when we buy it from Playstation Network Store. You can download it from DA's page or from PSPUpdates.

Beats and flOw didn't impress me, but it seems like I'll have to shell a couple of dollars for that incoming Super Stardust Portable...

Sunday, July 20, 2008

Sin Tournament

While killing time youtubing, I've dug out a little video made by a chap called Matt Barry, who apparently is a modder and level designer. The video shows work in progress on Sin City styled level:



Although this little project seems to have been abandoned, probably due to Sin City game being announced in 2007, it shows interesting use of textures and manages to captivate the comic's feel. Overall, a little curiosity with potential.

Friday, July 18, 2008

Starcraft in Korea

While we are all waiting for Starcraft II, let us brush up a little on a phenomenon that Starcraft is in Korea.

I assume that if you are into PC gaming, then you know that Starcraft is practically the national religion in South Korea (not sure about North Korea, though). If not, then have a look at this National Geographic video:



Yes, incredible as it may seem to us, these guys have money, fame and groupies. As someone pointed out - "I should have been born there, this way I would be doing the same thing I am doing now, only I would be getting paid for it".

A less obvious sign of how deeply Starcraft has penetrated the popular culture in Korea is this stand-up comedy show:



Yes, these people really laugh at it... Okay, okay, it made me chuckle once or twice, too. So sue me.

Continuing on our quest for Starcraft oddities, here comes English study book based on Starcraft (and I know this is not news, thank you so very much):


Surprisingly, I think this is an interesting concept. It's always easier to learn and retain information when it relates to the things one is interested in. So I for one am all for Starcraft English book.

And finally, the icing on cake is this pack of Starcraft-branded ... Dorrito chips:

Thursday, July 17, 2008

Fear in virtual worlds, part II

Continuing the subject of scary videogames moments (part I is here), I must confess first that I actually missed out two games from early DOS era in my previous note: the original Alone in the Dark and Space Hulk.


While AitD sequels were a mere shadows of the original (especially the last one is catching a lot of flak in reviews), this game was really something. It required a lot of quick thinking in stressful situations from the very beginning - in the very first location player had to immediately start blocking both door and window in order not to be devoured by incoming creatures. The game included Lovecraftian elements and pirates - a combination granting success in the eyes of video game players - but above all, it delivered truly scary experience.


Also, Space Hulk. The moment when a space marine with PowerClaws (or whatever the name of that murderous device was) guarding the back of a squad falls and evil Aliens Genestealers attack the rest of your squad from behind, successive squad members monitors go offline... Combining strategy, arcade, micromanagment and horror, this game would guarantee a good dose of adrenaline to the player.

I don't know how I could have forgotten these two games. The only possible explanation is that I played them both before I even had my own PC and I don't have the originals on my shelf. So, let us now leave the DOS era and move towards early Windows...


The next game that managed to scare me was Blood. I was already in highschool and even though the game's graphics don't seem that realistic these days and theoretically I was already quite grown up, but nevertheless Blood managed to creep me out. It had really thick atmosphere, memorable monsters and great sound effects combined with unsettling music would set the ambience really well. Roaring stone gargoyles (the epic battle with first one was a tough cookie), growling underwater beasts, screams of evil cultists, with occult chanting in the background of some levels ("...pestis... cru-ento... filo... matsus...") - I actually had to take breaks when playing this game, when the spooky atmosphere was getting to me.

On a side note, Blood remains one of my all time favourites and some time later I got used to the screams, monsters and music so much that I would be playing the game to cheer myself up, not to mention hours of multiplayer. I actually plan to write a separate post on this game alone.

Around that time I also got frightened by System Shock II, but since I have just played the demo, I don't think it really counts. Never got back to play this one, which is a shame.


Next in line comes another incredibly scary game, namely Aliens versus Predator. Playing as Alien was spooky with weird, with strange music, unusual vision and the need to have incredible spatial orientation when walking on the walls and ceilings. Player had to watch out for marines and other hazards, but while challenging, this mode was not very frightening. The other two modes, however, were. Even as a Predator, with great health, powerful weapons at hand and vision modes facilitating enemy detection and aiming, fighting swarms of Aliens would be a memorable experience, full of moments when player jumps up. The epitome of fear incarnated, though, was playing as a Human.

The reason for this was simple - the Aliens were not scripted, but deployed in waves somewhere in the level and then would roam free to bite player, coming out from every ventilation shaft, pipe and dark corner randomly. It's true that there were no savegames during a level, the sounds were very suggestive (just like in the movies), the vision was limited and levels were claustrophobic, but the main reason why this game was so scary was the impredictability of the threat. There was no way to guess when or where from the next attack would come, so the game would keep player at his toes all the time. And since Aliens were such killer beasts, if player missed one acid-blooded monstrosity crawling upon him from behind, the game would be over in seconds. Of course, our Marine would carry a movement detector, the beeping of which alone was often enough to start one's heart racing, but it only covered fron 180 degrees... I admit not having finished this game due to its insane difficulty setting and fear factor.


The sequel to Aliens vs Predator was still scary, more cinematic and epic, with better story - but it was scripted, hence less unpredictable and therefore less frightening as well. Which is not to say that it wouldn't freak me out once or twice. Or thrice...


Next comes a whole paragraph devoted to Silent Hill series. Actually, these games could have a separate post written on them. They were all about fear and uncertainety. The first one was the most bizarre of all, with worlds / dimensions / realities switching in a way that left the protagonist (and hence the player as well) totally unsure of what is happening, as well as when and where. The game took a lot from Jacob's Ladder movie. The sequel was a psychological nightmare, with recurring motive of a girl in haunted city resembling main hero's dead wife. The girl would die over and over again, only to reappear alive later on, leaving protagonist more and more guilty, shaken and bewildered, finally leading him to see why this was taking place. The third part was definitely less psychological and more straightforward splatter-horror-like, but with great graphics and twisted storyline it also fit well into the series' dark univers. And let us forget about the fourth one.

In each of these games there was a lot of scares, some coming from the fact that alternate Silent Hill reality was nightmarish world of rust and decay in which causality was just an empty word, but also from really unsettling monsters. An invicible monster called Pyramid Head was haunting player throught Silent Hill 2, pretty much causing me to sweat each time it appeared (not to mention the famous "rape" scene). Little shadow babies in Silent Hill 1 gave me the chills with their crying and moaning. The moment from the beginning of the game when player gets trapped in a nightmare with a crucified corpse on the fence was a masterpiece. Silent Hill 3 also had a couple of really scary moments, for example at the hospital, when player enters a wing that doesn't exist...


There was a good amount of fear coming from the fact that rules of the game could change with shifting of the worlds (especially true for Silent Hill 1), there also was a certain amount of unpredicatibility, because the game would throw some surprises at the player every now and then. The thick atmosphere of danger was further by white static being emitted from the radio each time a monster would be approaching (quite similar to movement detector in Aliens vs Predator and equally unsettling). The visuals of the other world and monsters, incredibly spooky music by Akira Yamaoka added to the overall impression - this series gave many people some serious nightmares.

To be continued...

Saturday, July 12, 2008

Sex in videogames

From the depths of internet comes this lecture on sex in videogames, surprisingly mature and also quite funny:



The author actually makes a couple of valid points, even though last four minutes could be compressed into one. Still, he takes after Yahtzee's Zero Punctuation, how can you not like this guy?

Tuesday, July 08, 2008

Pac-man in space. On drugs.

I just came across this explanation to what Pac-man game really is all about:


I must say that this is ... creative. Not bad for reinterpretation of this:


And speaking of Pac-man, don't forget about this and this. Wicked!

Wednesday, July 02, 2008

GlaGPS

I suppose it was bound to happen sooner or later.

Remember how I wrote about Portal and GladOS ringtones? Well, some smart chap has made a custom GPS GladOS voice. If I had a GPD, I would be downloading this as we speak - but the way things are, I'll just bring it to your attention:


And if you think it's been photoshopped or anything, since the hand does not move during the movie, here goes another movie by Brave_Otaku, who actually downloaded and installed the whole thing.Publish Post

Tuesday, July 01, 2008

Pointers

From one of my favourite webcomics, XKCD: