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Posts Tagged ‘retro videogames’

It’s been mentioned before on this blog that Tropico is my favourite game/series of games in the world. Shortly I will be reviewing the recently released Tropico 5, but before I do that, lets quickly recap how the series has developed thus far.

Taverns of Tropico

The taverns of Tropico, Top left – Tropico, top right – Tropico 2, bottom left – Tropico 3, bottom right Tropico 4

Tropico – 2001

It’s important to remember that the Tropico series dates back to a time when building/management sims were actually AAA games. Games like Sim City, The Sims, Railroad Tycoon and Rollercoaster Tycoon were all serious franchises that dominated shelves and discussions.

Tropico was from the makers of Railroad Tycoon and came into that market offering a quirky island version of a sandbox management sim. You picked a historical dictator (or created one of your own complete with backstory, talents and flaws) and tried to survive ruling a Caribbean island, complete with lush plants and impeccable Cuban music for the allotted 50 years. Your final score was based on not only how big and wealthy your island was, but also how much you managed to stash away in your Swiss bank account.

It was a remarkably deep simulation. You were forced to adapt your approach to economic growth in each game based on the skills of your dictator and the available resources of the island. As your island took off, immigrants would arrive looking to take advantage of the jobs and general idyllic lifestyle offered by your tropical paradise. Every one of these migrants had needs, a family and political leanings And so began your political problems. You needed to find ways to keep enough of them happy to survive regular elections, or risk being voted, Survivor style, off the island and into an instant game-over failure.

It was also a very small game. Unlike other similar games which could go for weeks, a game of Tropico was a pleasant 3-4 hours. Your island and population were also very small, around 200-600 citizens. It felt like everyone and their family mattered. With such a small population you seldom had enough time, money or construction workers to build everything the game had to offer.

This gave the game an amazing truthiness, you really felt like you were running a small, petty little island. Rather than gaming everything to min-max your economy and work out the perfect build order for everything, you instead would spend the whole game dealing with a list of strangely realistic problems. These might include winning a string of elections through micromanaging faction politics or dealing with rebels who would hide out in the jungles before attacking your favourite cigar factory. Most feared of all was trying to wrestle control over the economy back from the World Bank, who insisted on taking control of citizen wages (and hence general happiness) if the island went too far in the red. None of these were preset challenges or scenarios, they were just what happened to occur due to whatever area of the island’s development needs you weren’t quite able to keep up on.

Your problems might also be much smaller. In keeping with the island feel, Tropico managed to capture the idea of lazy tropical island life. Rupert the dockworker was going to go to the pub, go home, go to church and get his shots at the clinic no matter what. If that meant he wasn’t around when the trade ship came in, well, he’d help out on the next one. This made you care, to a ridiculous degree, about Rupert’s daily life.

Unfortunately, that significance of individual citizens was also the source of the game’s biggest frustrations, as an entire regime could be brought down because Pedro the 48 year old teamster died of a heart attack while pushing his wheelbarrow containing two years of cigar production down to the docks.

The combination of a quick, deep game that just felt perfect made Tropico being what I described as a “booty call” game. I would just get these random cravings to play one or two games, and then put it away for another couple of months.

 

Tropico 2: 2003

Tropico 2

Tropico 2 – completely different look and setting to the rest of the series.

In hindsight, Tropico 2 is very much the odd one out in the series. Unlike all the others, which take place primarily between the Cold War and today, Tropico 2 was set during the golden age of piracy.

Essentially you played the role of a pirate king. You provided a safe port and various ‘services’ to pirates who would go out, plunder the seas and bring back their treasure to spend and store on the island. By making them happier, and providing merchants to kit them out with cutlasses and parrots, you increased the potency of the pirate fleet, who in turn would be more successful and bring back more loot.

To complicate things, you essentially had two different populations. The aforementioned pirates stayed on the island, drank, visited bawdy houses and generally desired a good amount of “anarchy”. The other population were captives, who actually did all the work serving the alcohol, building buildings and providing, well, personal services. They were borderline (perhaps not so borderline in some cases) slaves who needed to be kept in check with “order”.

To explain the quotation marks, “Order” and “Anarchy” were actually a kind of aura generated by buildings and decorations. Brothels and taverns created the “anarchy” atmosphere that the pirates craved. Alternatively, making the place look like the set of Game of Thrones with the gratuitous placement of gallows and skeletons provided the necessary “order” to keep the captives in line. It was frankly a strange system, which was downright problematic with respect to captives who had to work in the pirate areas. It is a good thing that this design feature didn’t make it into any of the other Tropico games, but it did at least have the aesthetically pleasing effect of making you develop areas of the island a bit like a theme park.

A final, tiny creative flourish which I particularly enjoyed was the ability to name many of the buildings on the island. This allowed you to really add character to your game as Pirates visited the SCUMM Bar or the Llama and Pickle.

Most important in the context of the Tropico series was that Tropico 2 was primarily built around a campaign. The campaign was a series of islands and scenarios that took you from your first little island through to a bustling pirate stronghold. This was to be an idea that would dominate subsequent games.

Tropico 3: 2009

It had been a long time between rum-based cocktails when Tropico 3 was released in 2009. PopTop the original developer ceased to exist in 2006 and it was generally assumed that we would never see another game. Somehow however the Tropico franchise found itself in the hands of a Bulgarian game developer called Haemimont Games.

Tropico 3

Tropico 3 – a visually stunning reboot/reskin of the original

Much as I loved the original two games, I was very nervous about how good the game could possibly be. Although I was somewhat encouraged by the fact that it was now coming out of a nation with relatively recent experience of dictatorship.

Fortunately I had no need to be worried. This was still Tropico, lush, green and infected with a terminal case of the mambo. Haemimont had been extremely faithful to the original, and most of the buildings, edicts and mechanics were identical to what they had been in 2001. As we wrote at the time

“It looks better, runs better and has ironed out a veritable fruit stall of little quirks and bugs”

Of course, after 8 years, presentation was a notable upgrade. The game was now fully in 3D and had an impressive day/night cycle. There was also a bunch of really nice touches. Your Presidente was now an entity in-game who could visit buildings to improve production, or stand on the balcony of the palace to deliver speeches. And OMG the radio. I loved the addition of the radio. Tropico had always had amazing music, but now it was delivered interspersed with quirky radio DJ commentary on how life was going on the island. Simply awesome.

El Presidente

El Presidente is now a customisable avatar who appears in the game world. Here he is portrayed by a greaser in a top hat.

Then there was the addition of vehicles, which completely transformed the game cosmetically and structurally. By dramatically reducing travel times it solved the “Pedro’s heart attack” issue mentioned earlier. Vehicles also made it possible to develop an entire island, rather than being trapped in the tiny corner that Rupert could reasonably walk to. Incidentally, and a little ironically, it also finally enabled your island to look like the opening sequence to the original Tropico.

There were negatives to the change however. With larger islands and populations, now easily over 1000 people, faction politics became significantly less personal. The game transformed from being about appeasing 200 or so people on an island into a game about supply chains and traffic management. Essentially it went from being a ginormous game of The Sims into being a tiny version of Railroad Tycoon.

The balance was also completely different. Where previously a larger island made life really tough politically, in Tropico 3 your island could just keep growing in a state of perpetual happiness once you nailed down the economy and traffic flow. Now you pretty much could, and would, build every possible building and solve every possible problem in each game. Tropico had turned from a pretty but flawed banana republic into an utopia.

This probably would have made for quite a dull sandbox game, which may be why they decided to take the scenario idea from Tropico 2 and run with it. The game now became very much about building an island according to the requests and parameters provided by the game, more so than the resource availability or needs of the island.

Despite these changes, it felt like the developer had Tropico 3 was a refined but faithful homage to the original game.

Tropico 4: 2011

Tropico 4 felt like it was when the developer really started to commit to the idea that Tropico could be a significant commercial franchise.

Despite the fact that the two games looked very similar, Tropico 4 was a lot more sophisticated in almost all areas. The roads and traffic elements were balanced and no longer needed the obsessive control that they did in the previous version. The campaign was longer, more detailed and structured around a cast of jokey voice acted characters like Reverend Esteban the drunken priest and Brunhilde Van Hoof, a spoof of Margaret Thatcher.

The game also had a large amount of downloadable content (DLC). The previous games, going all the way back to the original each had expansions, but this time there were also ten small $5-15 packages that typically provided a building, a new scenario and some cosmetic changes.

In terms of actual gameplay, not much was different. The main change was the introduction of progress over time. Certain buildings would only become available later in the game. This continued the trend of increasing the potential island population size and reducing the importance of the island’s resources. By the end of the game you replaced your traditional resource gathering and dwellings with aesthetically ridiculous biofarms and ziggurats which enable you to house and feed a population the size of Shanghai on Nauru.

Tropico 4 ziggurat

The ziggurat – a visually ridiculous addition to your island utopia.

Another change, not huge in terms of gameplay, but significant in terms of the series was adding a sense of character development to your Presidente. While previous games had you pick a series of talents and flaws – eg an administrative genius with flatulence and a gambling problem, you now picked from traits which would “level up” and provide more powerful effects as you played more games. Now even Presidente could be perfect.

Conclusion

Tropico has evolved and developed much like one of the islands it lets you run. At the beginning it was a tough, tight little political simulation in which, like Civilization 5, you had to balance the strengths of your leader with the resources available to you. Islands were small and your objectives were focussed purely on satisfying the needs and desires of each citizen if you hoped to finish the game and not get voted off the island.

Over time the gameplay has experienced somewhat of an urban sprawl. By Tropico 4 it has become a game about managing traffic and supply chains to build incredibly large and densely populated cities. Winning/finishing the game is now achieved by completing a series of pre-ordained quests. It now feels like an anachronism that it is possible to lose the game instantly by losing an election, not that it is ever likely to happen since it is now also possible to build a tropical utopia ruled by the most talented person on the planet.

That could be characterised as an evolution into a more focussed, tightly designed game with a defined and desirable objective. All of which are good things and make Tropico 3 and 4 games I love to go back to on a regular basis. And to be honest the original Tropico, like many retro games, is now practically unplayable due to its old bugs and limitations.

But I do miss the days of seeing if an entrepreneurial former-nightclub singer with a severe case of kleptomania could survive ruling an island of 150 religious nutters.

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How could I forget Resident Evil 2 and Gran Turismo as two fantastic games of 1998?  It’d be like forgetting Dino Crisis for 1999.  Or this game.  Shame on YOU! (Updated 27 December 2010, correct answer provided by LewisPackwood – after a misfired guess of ZOE2)

1999 – Omega Boost

Do you know whats awesome?  Panzer Dragoon.  You know whats also awesome?  Giant robots.  Mechs.  Humanoid looking machines with enough firepower to even make a dent into a greaser’s pompadour.  Do you know what sucks? Freedom.

Don’t tell Julian Assange but I kinda like being on rails, being told where to go, when to go and letting things fly by me without really having an impact on my life.  The game below is like the wikileaks version of the game below – it has a tiny bit of freedom imposed on it – and its worse off for it.

Actually I don’t have any view on wikileaks either way because it really is a subjective issue.  But there is no doubt in my mind that taking a game that has an on-rails vibe going on along with some Rez-esque automatic lock-on – and then taking away parts of the rails and with it a lot of the challenge; well that’s just not cool.  I don’t want to be able to easily dodge  at will, it makes the game too automatic.  I don’t want to be able to, at the simple press of a button, turn to face an imminent threat – it makes the game boring and trivial.  And I certainly don’t want to be funneled through a mostly empty space – it makes it repetitive.

I’m not saying the game is bad – far from it.  I quite like it, in a Project Sylpheed kinda way.  I like the vibe, I like the look, I like the ideas – but some things about it just doesn’t feel quite as tight as other games in the genre.  Which is weird considering who developed the game…

11 Days to go 11 Years ago

1999 (image from giantbomb.com)

Do you know the game? Post your guesses in the comments section.  Come back tomorrow 0r link below to earlier entries in the countdown to 2011.

13 Days to Go – 1998

13 Days to Go – 1997

14 Days to Go – 1996

15 Days to Go -1995

16 Days to Go – 1994

17 Days to Go – 1993

18 Days to Go – 1992

19 Days to Go – 1991

20 Days to Go – 1990

21 Days to Go – 1989

22 Days to Go – 1988

23 Days to Go – 1987

24 Days to  Go – 1986

25 Days to Go – 1985

26 Days to Go – 1984


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I’m tired.  We’re slightly over half way, and I’m running out of steam. But for the love of the game, I’ll continue on and today is one of my favourite games to ever be ported to the DS system.

1995 – Mystery Dungeon – Shiren the Wanderer

Right off the bat, no it’s not RAIDEN THE RPG.  In fact this game caters to the exact opposite crowd, where Mortal Kombat satisfies immediate gratification and tickles that arcade instinct that resides in all of us, this particular game requires strategy, planning and a huge amount of patience.  Combine this with less than alluring box art, a less than aspiring main hero and a setting that only really appeals to those with an interest in feudal japan and you’ve got the main reason I still see the DS port of the game at ridiculously low prices on game store shelves right across the country.

Okay this is cheating a little bit because the original Super Famicom version of this game never to my knowledge was released outside of Japan, and the DS port was released only 2 years ago.  But the mechanics, looks and overall feel of the game makes it really feel like a game that has its roots firmly entrenched in the mid nineties.

But the main reason is that it is a rogue-like.  The condition of enjoying this game is basically signing your name onto a petition admitting that ‘yes, I’m a masochist’.  If you’re not sure what a rogue-like is, I don’t blame you really.  Its largely an extinct genre, or at the very least a very uncommon one.  But elements of the genre  do appear in the strangest of places – Dead Rising for example (which is probably my favourite game this generation).

If you have any interest in RPGs, do some research and work out what this game is.  It really is probably the best example of the genre and is available for less than the opportunity cost of writing about it.  And if you fail, don’t worry you’ll have to start again, but you’ll keep your level progress.  Because I’m THAT nice.

15 Days to go 15 Years ago

1995

Do you know the game? Post your guesses in the comments section.  Come back tomorrow 0r link below to earlier entries in the countdown to 2011.

16 Days to Go – 1994

17 Days to Go – 1993

18 Days to Go – 1992

19 Days to Go – 1991

20 Days to Go – 1990

21 Days to Go – 1989

22 Days to Go – 1988

23 Days to Go – 1987

24 Days to  Go – 1986

25 Days to Go – 1985

26 Days to Go – 1984

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Firstly thanks the P1ayerOne who correctly guessed yesterday’s game as ‘North and South’.  A mighty fine game right there.  But now we’re into ‘recent’ memory, so I expect more people to be guessing these ones.  Good luck! (updated 19 December 2010, answer provided by LewisPackwood)

1990 – Radar Mission

So here we are in the nineties.  An amazing time to be a gamer, and for me its doubly amazing.  See now I get to entertain my own personal preference and include Nintendo Game boy games.  Thats right, in 1990 the Gameboy officiallly launched outside of Japan and anyone who frequents this blog knows that I have an inhuman attachment to the humble grey box and its future iterations.  So finally reaching 1990 is something I’ve been looking forward to.  And speaking of things to look forward to, this particular game, designed by legendary Nintendo-ite Gunpei Yokoi, is the first game I ever played on my Gameboy, which I received for Christmas in the Australian Summer of 1990.  Which is probably lucky given that this game is one of my favourites on the system, and had the game not been bundled with the Gameboy (and the ubiquitous Tetris) I may have never paid attention to it.  Mainly because boats and naval don’t really tickle my fancy, but even a summary of the game doesn’t even do it justice.  Firstly, one of the two game modes (Game A) can best be described as a videogame version of the boardgame, Battleship.  And Game B, the second mode, doesn’t fare much better on paper, which could best be described as a side scrolling submarine shooter.  But those who have played this game know that its much more than that, combining tried and true gameplay of a timeless board game with some deep strategy and gameplay that favours those with some damned good hand eye coordination.  Wrap all that up in some still impressive graphics, particularly the water effects, and you’ve got probably one of the most overlooked and underappreciated games on Nintendo’s humble brick.

How 90’s is this:  my most vivid memory of this game was lying on the floor playing it while watching Grange Hill on Australia’s national broadcaster the ABC.

20 Days to go 20 Years ago

1990

Do you know the game? Post your guesses in the comments section.  Come back tomorrow 0r link below to earlier entries in the countdown to 2011.

21 Days to Go – 1989

22 Days to Go – 1988

23 Days to Go – 1987

24 Days to  Go – 1986

25 Days to Go – 1985

26 Days to Go – 1984

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