Welcome to part one of our trip back in time to the first person shooter world. While we try to always bring you reviews of the latest and the greatest stuff, in the spirit of writing something for the average Joe, heres some stuff you can get cheap and probably free.
Wolfenstein 3D - Who's Stoppin
Ah yes, the beginning of it all. Wolfenstein 3D was in a league of its own. It was the basis from which all other first person shooters are derived. Most of the main principles are there. Pick up a gun, shoot the enemy, find the exit to the next level. It was based on the storyline of trying to find and kill Hitler by going through a bunch of mazes guarded by swastickas and men in blue who shouted "Hoostoppin'" when they saw you blazing away with their flashy machine guns.
The problem with it was that even though it was called Wolfenstein 3D, it was actually only in 2 dimensions. Length and width. Nothing actually went up and down. However, since all it had to compete with at the time was "The Incredible Machine", "Scorched Earth", "The Simpsons" and "Solitaire", it did really well.
Doom 1 and 2 - RaRRrrrRrR
Who could forget the old school Doom series of games? ID software seem to have invented the FPS genre of games, and they've been continuing with the trend of leading the pack for many years up until recently. They never really tried with any storyline in their games. The Doom franchise always seems to have the player running around wildly shooting legions of demonic imps who've managed to escape from Hell and into this universe. Ultimately, the unnamed and faceless character goes through the portal to hell and takes out the big boss dude.
Weapons were a central feature of Doom 2. Weapons ranged from the standard gaunleted fist to the BFG. The BFG (da Big Fuckin' Gun), a classic weapon for widespread destruction. Clearly a neccecity when travelling to hell. Make sure you take one with you when you die, you'll need it. My personal favourite was the double barreled shotgun (a.k.a the elephant gun). Blowing away imps from close range was very satisfying for some reason.
Duke Nukem' 3D - Time to kick ass and chew bubblegum, but I'm all out of gum
Now heres a game that broke boundaries. For the first time in a commercial FPS, you could walk into a nudie bar and flash some cash for boobs. The sequel to the platform games Duke Nukem 1 and 2, the third version joined the FPS community with a bang. This time, the game was actually 3D. You could jump up and down, and even use a jetpack to get to those hard to reach places. I can't really remember the storyline, but somehow you ended up on a moon or space station against the big boss. The character also had some attitude. Those of us with 486s spent lots of time hacking up our config.sys and autoexec.bat files to try and get enough conventional memory to run the damn thing.
Duke Nukem along with Doom 2 were the first games to offer multiplayer support. Whether you wanted to use a superfast 28.8k modem to connect, or even unplug that mouse and connect up that serial port to a friend's computer (we were all l33t k3yb04rd3s then), you could play either co-op or head to head deathmatch.
Quake 1 - urgghhhhh
Quake changed the first person shooter genre forever. It managed to take advantage of the phenomenal growth of the internet to provide a multiplayer experience with options.
The singleplayer experience was quite ordinary. All you did what try and get to the end of the level without dying. In fact, it didn't even bother trying to make a storyline. All you did was go through a level and kill everything until you got to the end. However, Quake redefined how first person shooters physics engines were to be. Hits from weapons forced people away, rockets blasted players up into the air. In fact, this feature was exploited to allow 'rocket jumps', where players could shoot a rocket at their own feet and launch themselves into the air to reach otherwise unreachable places. Rocket jumping also led to things such as rocket jumping maps where players could hone these skills in a multitude of environments.
Multiplayer Quake, however, brought a whole new world to gaming. This was when the Internet was becoming mainstream. Even before that, several Bulltein Board Services offered gaming services to users. While the community was limited, it was a good place to start.
One of the best things about Quake was that it allowed modifications to the original game. In the beginning, there was only multiplayer deathmatch. This quickly became rather boring, and developers started to make use of the abiltiy to 'mod' the game. Mods such as 'Requiem' added things such as grappling hooks and different weapons. Others added team based components such as the first 'Capture the Flag' mod, or even spiced up some of the deathmatch with'Rocket Arena'. One of the most popular mods was Team Fortress, which in many ways has set the standard for many of the team based multiplayer FPS.
Tribes - Paint that target!
Starseige Tribes was like a combination of Quake Team Fortress and Duke Nukem' put together. Two teams battling it out in a capture the flag scenario with jetpacks, different weapons, and even some flying vehichles on some maps. Players could customise their suits and weapons as long as their team had the resources to purchase them. In addition, players could also take out things such as the other team's energy generators and they could be repaired by a ray gun akin to a fuzzy laser wrench.
What was really cool was that one of the weapons was a mortar. However it required someone else on the team to actually use a laser to shoot the target accurately, otherwise the mortar could go anywhere. This didn't really work very well since the player with the laser didn't actually get any benefits. Oh well.
Tribes didn't last long, and its successor didn't really make it onto the radar, but it was ultimately a very good game. It just didn't reach critical mass. After a while, the publishers and developers just decided to release it freeware!
Thats it for today, look out for part 2 of the flashbacks!