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And speaking of SSI's AD&D license, they kept mining everything they could from the ageing Gold Box engine
developed originally by Westwood Studios back in 1988. Buck Rogers 2
was previewed, with a side note about how the first Buck Rogers game in
the series was going to be ported to the Genesis/Megadrive, an
interesting choice for bringing western style RPGs to consoles (as
opposed to the better known D&D options). The announced port of BR2
for the Amiga never made it to stores sadly, even though it was reviewed
by a few Amiga magazines. It wasn't a big loss as it felt much like
just another tacked on scenery disk, rather than a new game that could
keep up with the current pack.
Showing
that point and click adventures would continue to be massively
important to players in the game market for a few more years, we also get a
quick blurb about a Swiss developed Never Ending Story game, which
would never see the light of day, but does explain why their The Neverending Story II: The Arcade Game, had that moniker.
There
is also a preview of a new Knightmare game, based on an English TV
show, that combined bossy friends, fantasy worlds and 3D graphics
(the first game licensed off the show came out for 8-bit systems in 1987). Seriously, this show
would have blown my mind as a little kid. This makes Double Dare look
seriously crappy and backward back in 1987. The computer game will be a
one step at a time, 90 degree turning first person affair, similar to
Dungeon Master or Eye of the Beholder, but looks really nifty.
Special Features:
The Wizardry series goes into its 7th outing, and, for the first time, as a PC exclusive (despite the review stating that an Amiga port was on its way). The venerable series, which started way back in 1981, would get one more release in the regular series before being shuddered and only occasionally resurrected as a license for console titles and an Online variant. This entry boasts a massive map, improved AI and over 600 items. A true marvel, especially since it was still delivered on floppies. Hardcore RPGers should still take a look at this game today.
Megatraveller 2 is the second attempt to convert the Traveller pen and paper system to computers. Like its predecessor though it comes across as a bit rushed and rough around the edges. Glitches, flaky interface and all around weak design prevent this from capturing the magic of the original game. A missed opportunity.
Heimdall tries to combine amazing graphics with action and rpg elements. A game a bit ahead of its time (point and click mechanics would become the toast of the industry with the release of Diablo a few years later), but at this point it is simply a slow and plodding experience with too much emphasis on animation and not enough on thought-out gameplay.
Conan the Cinmerion is another action RPG that shows off what a fancy-shmancy VGA card can do. The reviewers loved it, but apparently did not mention the save bug that could wipe out your save or just not allow you to store hours upon hours of progress... oops... patches were a tough thing to do in the days before the interwebs.
Moonstone gets derided as a shallow action RPG that tries to make up for it with a lot of blood. While I loved this game back in the day and had a lot of fun with it, as a full price title, it really was a bit weak in the game design department... but damn that blood looked nice!
Riders of Rohan was yet another attempt to bring Tolkien's classic to the digital realm. Mixing real time strategy (in a pre-Dune II way) and mixing in occasional arcade segments, and rendering it all with hand drawn 2D images that jumped straight off of a 5th grader's MS Paint doodle floppy disk, this game fails in every conceivable way. It's sad since this comes after Mike Singleton's War in Middle Earth, which had been quite good and almost got close to cracking the code of doing strategy war gaming in that setting.
Sticking with Hobbits, Interplay's Lord of the Rings: Fellowship of the Ring (a roleplaying trilogy that never made it past part two) gets an Amiga port... and is just as dull and boring and poorly designed there as it was on DOS machines... only now a bit slower).
Geoff Crammond released the first of his Grand Prix games. After creating great 3D game engines for groundbreaking titles like The Sentinel and Stunt Car Racer, this is where he started his 12 year obsession with F1 racing sims. A great racer that changed gamer expectations for realism and detail in gaming forever and would indirectly inspire titles like Forza and Gran Turismo. Nowadays the first entry does come off as a bit jerky and dated, but still a wonderful milestone.Also it's telling that the first version released is for the Amiga, as opposed to MS-Dos. The relatively weak Amiga hardware (especially when dealing with vector graphics) was still so commercially viable that this version was the more economically valuable one at the time (or at least when they started development).
Birds of Prey gave us 40 different planes to dogfight against. Sadly this great concept is mired by a lack of a campaign mode, and that the matches were pretty pointless for the most part. I actually remember a buddy buying this and our first bout was between a WWI double decker and an F-15. The F-15 kept flying past my slow, plodding wood crate, its missiles couldn't lock onto me because I wasn't putting off enough heat, and my machine guns would only land a round or two if I was lucky in the two frames I got to see of the jet as it whizzed by. A pointless exercise that was the result of a three year long development hell.
Special Forces, the spiritual successor to Airborne Ranger, gets a rave review, mixing military tactics with real time action gameplay. The review recommends you grab the game fast, before it gets put on the German government's index of restricted games. (which I'm sure it was)
Knights of the Sky gets ported to the Amiga, giving us the second great WWI flying game the system would be blessed with (there would also be a port of Red Baron, but it would be so slow that no one could actually enjoy it sadly). Great simulation, extremely well programmed (aka fast moving) 3D visuals and a ton of atmosphere make this a must have for dogfighters, especially with its multiplayer over a modem or null-modem cable.
The (other) venerable Team 17 series, Alien Breed, sees its debut this issue. Launched for the Amiga, by a group of ex-demo sceners, the game "borrowed" liberally from the Aline movies and gave us an unbelievably hard but engrossing top down action game that really knocked it out of the park in no small part due to the two player mode. It was like a really great arcade game but at home.
Smash T.V. gets ported to the Atari ST and Commodore 64. While technically impressive (lots of stuff is moving on the screen, especially for C64 standards) the game is criticized for being a bit repetitive and missing a certain urgency that the arcade cabinet inspired. Still fun if you want a remake of Robotron 2084 though.
Teenage Mutant Hero/Ninja Turtles The Arcade Game also gets the home computer port treatment. The review looks at both the MS-DOS and C64 ports. The criticisms here stem largely from the original design (no power ups, special moves or big innovations in comparison with other titles in the genre, which is probably accentuated by the lack of four player modes in the home versions, with the DOS port only having two player simultaneous play and the C64 being limited to just one turtle on screen at a time). Beyond that though, the ports capture the look and feel of the arcade game and offer enough variety in enemies to keep it interesting throughout. I went back and watched some video of the different ports and I think he was being very kind to the MS-Dos port (that scrolling is half a screen at a time... ) and the C64 version is surprisingly good given that the system was celebrating its 10th anniversary in 1992.
Sega's boxing game Final Blow gets a port on the Amiga and... well the game wasn't that good to begin with in the arcades, with its side view which is wholly ineffectual for boxing (Punch-Out is still the gold standard here), so not much could be added in a straight port sadly.
Pit Fighter brings digitized brawling to the C64... and it's just as dull as in the arcades.
Les Manley gets a second outing. This wanna-be Leisure Suit Larry clone from Accolade had given us a mildly entertaining game with his search for the King, but this time around it all feels a bit too "been-there-done-that". The addition of digitized actors in some scenes doesn't help the situation sadly and despite some good writing, it doesn't justify its existence beyond being an also ran or stop gap until better games show up.
SNES import games are still a big deal, as the SNES wouldn't be launched until June of 1992 in Europe (a year and a half after Japan). Castlevania 4 gets a good review, but not glowing. The lack of new game elements in comparison with the original game and the somewhat too colorful graphics (which according to the reviewer prevent any real sense of a horror atmosphere from developing) hold the title back a bit, but he still recommends the purchase. Interestingly, and telling about the computer gaming centric nature of the German market at the time, a side box explains the history of Castlevania to the readers and also mentions how Castlevania 3, released in Dec. 1989 in Japan and Sept. 1990 in the US, still wasn't out in Europe yet (and wouldn't be until Dec. 1992)
Final Fantasy 2/IV/'I got not clue', gets a review as a US import title. This is the Japanese IV game, and the first SNES title in the series. The game is lauded as beautiful, even outshining Sega's Shining in the Darkness (see what I did there?), but still not fully taking advantage of 16 bit graphic potential. The content of the game is so good that nothing else really matters, though.
Square wasn't done yet, because we also get Final Fantasy Legend 2 and Final Fantassy The Adventure on Gameboy. Both games get top marks and while the game mechanics are a bit paired down they still hold up. Legend 2 would lead to the development of Final Fantasy Mystic Quest (an intro to RPGs title for the SNES using the same mechanics as the Legend series and released originally as a North American exclusive with later releases in Japan as Final Fantasy USA: Mystic Quest and in Europe as Mystic Quest Legend) and The Adventure would spin-off into the Mana series.
This is the early 90s so Turtle mania knew no end, so in addition to the home computer ports of the arcade game, the Gameboy gets Turtles 2 which gets a great rating for its awesome graphics.
And while we're on handhelds, the technically impressive STUN Runner gets a port on the Lynx (only held back by being a bit thin as far as the game concept is concerned), Sonic comes to Gamegear (in a port of the Master System game) and a very polished but extremely difficult port of Double Dragon 2 hits the Gameboy.
The ads in the magazine kick off with a one page for the new Sound Blaster 2.0. Seeing the four floppy disks and cable in this add (to say nothing of that board chock full of circuitry) really is a flash from the past. With the then current exchange rate of 1.50 to 1, the card is retailing for about $200 US.
Populous 2 gets a wonderful two page spread. The tag line "The gods are here and soon all hell will break loose" is awesome. I played this game for days on end on the Amiga and the null modem multiplayer just added to its longevity.
While Interplay goes for a more low key but still impressive tagline of "The voyage continues" for Star Trek 25th Anniversary edition. Considering the dirth of Star Trek games we had at that point (the only passable ones being the Sega arcade game from the early 80s and Star Trek the Rebel Universe), the simple announcing of this game was enough to get us all in a tizzy.
TMNT 2 the Arcade game gets an appropriately large ad, covering the computer ports .
Epic, the long delayed space sim that was to be Ocean's answer to Wing Commander and help move it away from arcade ports and movie licenses (and didn't really work on either level, even though I still thought it was a lot of fun) gets a full page ad.
The burgeoning war between Sega and Nintendo hadn't yet reached these shores, with the SNES still almost a year away from launching, but the fact that the number one selling game magazine in Europe's largest economy was printing full page reviews of gray imported titles, proved that there was a hunger for this new type of gaming. There is even an ad in this issue for its fourth special spin-off magazine called Video Games (which would actually become a monthly magazine dedicated to consoles shortly thereafter).