Greetings, fellow enthusiaSTs, to another ST-urday: where the puns are labored, but I'm relatively less so. Between the spoilercast, the frequent UPF segments and the upcoming new season of Metal Gear Scanlon, I'm getting the sense that I should probably be playing the new MGS game. That's neither here nor there as far as the ST is concerned - it didn't see a port of the MSX Metal Gear, alas - but it did make me want to track down something with a stealth element. Proper stealth games are still a ways away from the ST's heyday of the early 90s, but there was one game I could recall that did some interesting things with light and dark mechanics. Whether that related to how well-hidden you were in dark areas I couldn't recall, but it's a launching point as good as any.
In more unrelated ST news, I also beat Suikoden III this week. I'm thinking of working a blog around it, but I'm not sure how well-received the last couple of RPG blogs - the geography-heavy An Around the World Tour of Dominus and A Delve Into the Abyss - were compared to how much work went into them. Suikoden's world is fascinating though: a relatively nascent planet born of the omnipotent 27 True Runes, one or more of which inevitably becomes the McGuffin of whichever game they feature in. I'll think of something.
Shadoworlds
Shadoworlds is a top-down isometric real-time squad RPG and the 1992 sequel to Shadowlands. Unlike the generic fantasy setting of its predecessor, Shadoworlds has more of a space sci-fi Alien/Metroid feel to it, and your party in this case is a group of space mercenaries with different levels of technology affinity and gun expertise. I wasn't sure if I should play this or Shadowlands first, but given that I played Ishar relatively recently I figured it'd be more of a change to take to the stars instead.
Shadoworlds has more than what amounts to some difficult X-COM: UFO Defense real-time squad combat. It was one of the earliest games to tackle dynamic lighting (at the time referred to as "photoscaping") as a game mechanic: using the game's grid-like structure, it was able to calculate in real-time how much illumination each square in the grid world received from nearby light sources. Light sources in this case not only include lamp wall fixtures, but also energy beams shot by weapons and flashlights attached to the player characters' spacesuit/power armor. By standing outside these light sources, a player character has a better chance of evading detection from enemies, though their accuracy in combat takes a hit in turn. At least, that's what I've been able to ascertain while playing the game; the actual rules behind how much being in the dark affects certain statistics isn't completely apparent. It's an innovative idea (though credit goes largely to Shadowlands, its predecessor) and has the secondary bonus of greatly enhancing the game's spooky atmosphere, making its metal hallways feel all the more dangerous and claustrophobic.
Two other things before we begin. First, the game is the product of UK developers Krisalis Software, who had at the time recently changed their name from Teque Interactive (confusingly, GameFAQs lists both companies separately). We last saw Krisalis during our inaugural ST-urday Demo Derby: they were the developers of that Mad Professor Mariarti platformer. The second, and this will be evident with the screenshots, is that the game has some inexplicable anime art design. 1992 was still several years before any sort of mainstream recognition of "Japanimation" in the UK, and the game seems to be influenced in part by early underground VHS successes like Bubblegum Crisis. That I've once again rolled up an all-female party was an unconscious decision spurred by this, no doubt.
I think you get the idea. Though the game moves sluggishly, the pathfinding when moving through narrow doorways is terrible and its abstruse body parts UI was clearly conceived by nutcases, the game's kinda neat. I recall being mesmerized by early screenshots of it around 1990/91 (and of Shadowlands, but I liked the space stuff more at the time) and it then became one of those games I wanted to hunt down simply because it looked so cool. Of course, once I had it, it turned out to be a little too leisurely-paced and mechanically dense for Lil' Mento to properly appreciate, but some small part of me has always wanted to revisit it and give it its due.
Next week will be the second edition of the ST-urday Demo Derby, which ought to be interesting. I've not yet decided whether I'll follow with the ST Action coverdisks (chiefly game demos) or switch to another magazine for something a little more app-heavy. Until then, everyone.