In 1999, Ensemble Studios made a game that changed the world.
Trivially, every game changes the world. Even a game programmed and left unreleased in a military bunker changes the world, insofar as there is now less free energy to make more games. But Age of Empires II did more than accelerate the universe’s incoming heat death. It gave us cause to regret it.
You don’t hear much about real-time strategy any more. I experienced the history of the genre in reverse, starting from AoE2 and working backwards through all the classics. It was like being a gaming Benjamin Button. Everything just getting crappier and crappier. Starcraft only lets you select 12 units at a time. Total Annihilation has craptastic pathfinding. Age of Empires I has a 50 unit limit and no production queuing. Warcraft II only lets you select 9 units at a time. Command and Conquer has clunky controls and rat-fecal AI. Warcraft I only lets you select 4 units at a time. Dune II only lets you select ONE unit at a time. It felt like the joke where a Jewish kid asks for five dollars, and his dad goes “Four dollars? What the hell do you want three dollars for?”
Curiously, I don’t experience the reverse experience when I play games made after Age of Empires II. There’s no sense of “wow, this is much better”. I suspect Age of Empires II was about as good as the genre ever got.
The game’s tons of fun. It takes the first Age of Empires’ “Warcraft but now you can pretend to mum and dad you’re learning about history” hook and takes it into the middle ages. Can Frankish paladins overcome Persian war elephants? Are Mongolian cavalry archers a match for Turkish artillery? Will your prepubescent opponent question your sexual orientation and your mother’s virtue? Learn these answers and more.
As a new player, your first instinct will be to haul ass to the single-player mode. General surgeon’s warning: AoE2’s singleplayer is slow, boring, repetitive, and teaches you bad habits. Spent as little time there as possible.
Play multiplayer instead. This game’s multiplayer is great, and at a certain skill level, transcends great and becomes godlike. There’s so much artistry, so much finesse, the axle of a 1vs1 turning on such pivots as a forward tower losing 10hp to an attacking villager, or someone having a position that’s slightly downhill. The game’s surprisingly almost balanced between civilisations and unit types, and various fan mods and patches scratch the word “almost” away from that description. 1vs1s are like a fencing match, full of lightning-fast action and counteraction. 4vs4s change the dynamic to something huge and Game of Thrones-esque. It almost feels like a totally different game.
But let’s be honest, these games are dark triad simulators.
Age of Empires II puts you in control of many putative human lives, but not in a way where they emotionally effect you. They’re so far away on the screen that your brain just registers them as “game pieces”. There’s no “grieving widow” meter in this game. Everyone’s just kind of cannon fodder. How careful you are in sacrificing men depends entirely on how much food, gold, and wood you have to make new ones.
In Grand Theft Auto, human beings behave like human beings. Even a primitive game like Doom puts you up close and personal to the monsters, so you can see them react in pain. But real time strategy games seem like how a sociopath views the world. I know I lasted about a week on my first Age of Empires II forum before I stopped calling my soldiers “men” and started calling them “units” like everyone else.
Potentially disturbing insights into your psych aside, Age of Empires II is an aesthetically nice game. Starcraft and Total Annihilation are set in dismal hellscapes. Age of Empires II takes place in landscapes as pretty as a travel brochure. Everything has a nice heft and sense of scale – castles tower above the landscape, galleons seem appropriately big. The game is visceral enough to break through the sociopath filter every now and then, although not always intentionally. You can control sheep, and send them on long journeys across the map. Demonic possession? And slain bodies swiftly decay into skeletons – often while other soldiers are still fighting around them. Disturbing, as if everyone is caught in a time-lapse vortex.
These days I see a bored programmer going “who gives a fuck, nobody will care about that” and punching out for the day. But back then, these little flaws in the reality of the game were kind of creepy. They seemed like they must have been planned. That’s one of the things about being a kid. Everything seems planned.
I first played this game as a child, and although I commanded a kingdom, mentally I was probably more like those villagers, who trustingly obey orders even when you make them walk in circles, or into enemy fire. These guys don’t realise that sometimes the ship’s captain is an idiot, or that sometimes the ship has a broken rudder.
Anyway, what I’m saying is that this game is pretty good.
This is the kind of game that gets called a “cult classic”. But who wants to be in a cult?
Released at the eleventh hour of platforming genre, Jazz Jackrabbit 2 sees you controlling the titular character against Devan Shell, a mendacious tortoise who has made the critical mistake of being the villain in a platforming game.
The game takes the concept of the first game and pushes it as far as it will go. Basically, think Sonic, but not as fast. Or think Mario, but a bit more edgy. Visually the game draws heavily from drug-trip psychedelia, and the soundtrack is mostly slap-bass acid funk. JJ2 is basically the hippie era put into a computer game, more so than any other game I know (except maybe Timothy Leary’s Mind Mirror). Jazz doesn’t smoke a bomber joint as part of his idle animation, but I guarantee the artists wanted him to.
You get to play as Jazz or his brother Spaz (Jazz can hover in mid-air like Mario in SMB3, while Spaz can double-jump), collecting jewels and killing enemies with guns, speed-dashes, even your ass (literally). The game simultaneously looks dated yet great. The background is an ever-morphing LSD light show of color, and the lighting effects of muzzle flashes (etc) are simple but dramatic. The hand-drawn sprites are fun and cartoony. You do stuff just to see how the characters will react.
The problem with Jazz Jackrabbit 2 is that it doesn’t seem like much of a game. The single player mode took me about three hours to beat on hard difficulty. The enemies are too easy, and the bosses are rote and predictable – crack the “code” and you can beat them blindfolded and in a body cast. The levels are not very interesting, and don’t invite another play-through.
It does, however, have an extensive multiplayer mode, as well as lavish level-editing and modding tools. Forget Mario or Sonic, this game’s true inspiration is Quake. Epic’s approach was to make a bare-bones product, and throw it over to the fans to put some meat on it. Their bet paid off. JJ2 spawned a community took this game and ran with it, producing all sorts of custom levels, mods, etc, some of which are pretty impressive (tip: download Tomb Rabbit).
The game itself isn’t much. It’s like a shitty movie that has a cult following who analyse every frame. It’s the fans that turned it into a product worth owning – JJ2 isn’t a game so much as a piece of real estate, something that’s only as good as what you’re prepared to do with it.
Don’t get me wrong, there’s a lot of cool stuff in JJ2. But it’s rushed cool stuff, thrown in without much polish or thought. What’s the point of giving the player tons of weapons if most of them are useless? I think I used the pepper spray once and then never touched it again. Even Jazz is pretty useless next to his brother, who can reach all sorts of high places thanks to his double jump. Jazz gets completely upstaged in his own game.
I had some fun with Jazz Jackrabbit 2 back in the day, but I don’t expect to ever play it again. Like the hippie era it pastiches, it came and went, leaving only memories. It still has a dedicated following, but somehow the Kool Aid wasn’t strong enough in my case.
Wanna live dangerously? Play a PC game from 1990-1995 that has “2” in the title.
Companies used to have almost no idea of what a sequel to a computer game should look like. Should they be like level packs? Should they be entirely new games? The “shareware” model further complicated things – you’d have part 1, the free version, and parts 2 and 3, which you paid for. Publishers were cutting up and slicing games like lunatic sushi chefs, and “sequel” could mean absolutely anything.
Doom 2 was part of the problem. It has 32 new levels, one new weapon, and a few new enemies. Do you call that a sequel? I call it a glorified level pack. Some accountancy particulars set Doom 2 apart from the original (chiefly the fact that it was sold in stores rather than through mail-order), but so what? Imagine if Street Fighter II was Street Fighter I with a new character and some new backgrounds. You’d call shenanigans.
The new weapon is the super shotgun. It’s very satisfying to clear a room of zombies in one blast, but it disrupts the balance of the game. It’s just too effective – you never again use the regular shotgun, so why still have it in the game? (Yes, the shotgun has a tighter spread and is better for long-range fighting, but the chaingun’s better in that category).
The new enemies are a little mixed. The pain elementals and revenants are just tedious and annoying, no fun to fight. The chaingun zombies are neat. The arch-vile is the most inspired creation: a “healer” that can revive dead enemies. All the old enemies are back, including a fair few cyberdemons. At one point you have to face a cyberdemon and mastermind at the same time (the battle becomes anticlimactic when you realise you can trick them into killing each other).
The new levels are the meat of the game. Most of them are either designed by Romero or Peterson. Romero’s levels are aesthetically beautiful, and actually evoke the feeling that you’re in hell. Peterson’s are ugly, slapdash, and gimmicky. The contrasting approach to level design gives the game a bipolar feel – Romero actually gets what Doom’s about (bringing the atmosphere of a Cronenberg film to your computer screen), while Peterson is intent on dragging id Software back to the arcades.
There’s not much to say about Doom 2. If you liked the original game, this has more of the same. But it doesn’t push the envelope. The envelope remains super-glued to the table. If you’re new to the series, you might as well start with Doom 2. Once you have the super shotgun, it’s awfully hard to play a game without it.
But normally the genre-defining classics and the cheap cash-ins are made by different people. Who would have thought that in this case they’d be coming from the same studio?