Showing posts with label Choplifter. Show all posts
Showing posts with label Choplifter. Show all posts

Thursday, 15 September 2011

Intensity (Commodore 64)

Morpheus scraped its way to a ZZAP! Sizzler award... decent, but probably not what was hoped for. But depending on who had reviewed it, it might have not even garnered that... some would suggest a Sizzler was overly generous, and that maybe it was awarded out of a sense of duty, with the game having been subject of a Diary of a Game. I would counter that such a suggestion was harsh... Morpheus is an epic game that takes a long, long time to get into and appreciate, and ZZAP!'s review pointed out that it would not hold universal appeal.

It would be interesting to know how Andrew Braybrook felt about it when all was said and done. Perhaps it burnt him out on the space shooter genre, because his next (and ultimately his last) game on the Commodore 64 turned out to be nothing like that. It was, instead, a single-screen collect 'em up, and it was called Intensity.


Doesn't look all that intense...

There's still a spacey element to the game, as you might expect. Colonists are stranded on their, um, colonies, and with no course of action remaining other than evacuation, you're tasked with piloting the rescue mission. A drone ship is placed on the exterior of each space station. The colonists will emerge from doors and run towards this... hurray, safety beckons!

Once you have saved the requisite number, the exit portal will be activated. You must use your skimmer to guide the now-heaving-with-colonists drone to that exit. This task is simple enough... if you press the fire button, the drone will move to the point at which you summoned it. There's a bit of a problem, though. If the drone hits your skimmer, both will explode. So once you've pressed that button, you'd best leg it, sharpish.


The exit has been activated. Save them!

You don't have to go directly to the exit, and indeed, there are times when you can't, such is the layout of some of the colonies. Why they litter the exteriors of space stations with obstacles is beyond me. You'll also find yourself skimming backwards and forwards between points, picking up a colonist here then heading over to get one from there. It's reminiscent of Choplifter in a way, albeit from a different viewpoint.

Naturally there's a little more to it than that. The colonists are evacuating for a reason, and that reason manifests itself in the skies above each space station. Alien critters meander about, causing bother wherever they may roam. In a nod back to Gribbly's Day Out, the alien critters mutate into stronger, more dangerous forms, if left to their own devices. Luckily you can turn them into space roadkill by just flattening them with your skimmer.


Things are getting a little more complicated now...

That's the game, in a rather large nutshell. There are other bells and whistles... saving colonists releases resources which you can pick up and spend between levels, for instance. But after the sprawling epic that was Morpheus, it comes as a huge surprise to find such a small-scale, tight and focused game. There's no shooting (another surprise), and the single-screen action, whilst initially a little confusing, doesn't take long to click. Once it does, it's very enjoyable indeed, and it gets quite frantic just a few levels in. Considering I'd never played it before, I picked it up in no time, played it for ages and had loads of fun with it.


You're dying to fly a Manta over that and blast everything, aren't you?

Intensity proved to be the last game Andrew Braybrook would write on the Commodore 64. It's a bit of an underrated gem in my opinion, and as such it unfortunately provided something of a low-key swansong. He certainly deserved to leave the scene with a very large bang, having provided some of the greatest gaming moments of its history. Gribblets, Paradroids and Dreadnaughts will forever be remembered fondly by a public that bought in on gaming to a massive degree at the time, and Andrew Braybrook will be remembered as one of the brightest stars of the era.

That's not the end of my look back at Andrew Braybrook, though. I've got a few other things I want to get out there, and then I'm going to come back and round up his Special Editions, and there just might be a sneaky look at something on the Amiga...

Monday, 15 November 2010

Oids (Atari ST)

Oids is a rubbish name for a game. What kind of Oids? Androids? Humanoids? Haemorrhoids? You need to be more specific with these things.

Still, despite that obvious flaw, Oids has gained a reputation as one of the ST's finest games. That being the case, it's always been high on my list of games to play for the blog, despite not having a clue about what kind of game it is.

It's actually a bit of a mixture of games. There's a fair bit of Thrust there, a little bit of Lunar Lander and some Choplifter. I would actually say, having played this, that Gravitron 2 (and probably the original) was as much inspired by this as Thrust.


That's the way. Clear a nice little landing space.

The Oids of the title, so say the instructions, are android slaves (see? Why didn't it say this in the title?) that you need to free from their prisons and rescue. They're held across many different planetoids (oh... more than one type of Oids... now I see), and you must fly in in your V-wing ship to rescue them. As you would expect, it's not as easy as it sounds...

Having said that, at first, it appears as though it is as easy as it sounds. I was quite disappointed as I was able to fly around at leisure and at no great speed, picking off ground installations as I pleased and rescuing Oids with the greatest of ease. The pace was extremely slow and the game was very easy... I couldn't see why this was so highly regarded.


I flew into one of those little sun things once. Don't know where I ended up.

But once I'd got a few levels into the game, it all kicked off. Reverse gravity has a massive effect as you're trying to negotiate the landscape, ensuring you have to take things carefully. Installations will fire at you, as you would expect. They're more devious than that, though... some will launch homing missiles, whereas other, hidden installations will appear and launch a barrage of firepower at you.

Luckily, as you would expect of any game where you control a V-shaped spaceship, you have a limited shield. And of course, you can fire back. You've got your normal peashooter bullets... effective enough to take care of most ground installations. For those things where you need a bigger bang, you've got a mushroom-cloud-laying mofo of a bomb. Satisfying.


Argh! Erm... alright, I get the message!

Once you fill up with rescuees (eight) or clear the planetoid of captives, you can dock with your mothership and deposit the Oids to safety. It's a simple and tried-and-tested gameplay mechanic, but it usually works, and when it's particularly well done as it is with Oids, it's a joy.

When Oids first started, I was expecting a fast-paced blast. It's not like that at all, it's far more measured and a little bland to start with. But a few levels in, it becomes a real challenge and a real test of your gaming skills. Although it's not really a shoot 'em up, it certainly becomes frantic as you try to fend off the planets' defences and rescue the poor, downtrodden Oids. I've had a lot of fun with this game... I can see myself playing it for a long time to come.