Hello fellow time travellers!
Sorry, for reporting in so late... my time machine seems to have some kind of hickups during my visits in the year of 1996 and kept throwing me in a couple of earlier years, too. Furthermore, I suffered an accident in the middle of the month from which I am still recovering. Hence, I could not keep up with my original plan.
First, I started with "Fade to Black" (Playstation 1 version), made steady progress right through level 3 during a couple of pleasent gaming sessions, and took plenty of screenshots.
Then, I fired up "Wipeout 2097" (known as "Wipeout XL" over the pond) and got hooked again immediately, like back in the day - its atmosphere, music, presentation and progressively raising speed just pulls me in like no other racing game. And who does not get the chills when the anouncer highlights the destruction of a race competitor with his strong voice: "Contender eliminated!"
(Who ever doubts the speed of this racing game (no matter if on PC or on the old PS1) should take a look into the following
gameplay video on Youtube (Wipeout 2097 Longplay) an skip forward to the latter classes and especially, challenge 1 and challenge 2! Similar to, for instance, the "Mario Kart" games, the acceleration and maximum speed of the vehicles are rising significantly, later even reaching ridiculous speeds!)
What surprised me the most, directly after having played "Fade to Black" for a while again and a long time since I have touched the Wipeout series last time, is the huge amount of verticality (height differences) in the race tracks! Lots of more realistic racing games or later arcade games (including the third installment of Wipeout and its enhanced special edition) have much more flat or smoothed out courses.
This made me contemplate again about the question, why exactly "Fade to Black" did not hooked me so much back then in 1995/96, altough I already was a huge fan of the "Prince of Persia", "Another World / Out of this World" and "Flashback" line of games?
It has a nice presentation, a relative smooth early 3D engine, story-wise connects directly with its predecessor ("Flashback"), surprisingly convincing voice acting, a lot of 'coolness' factor both in the amount of the small CGI cut scenes (a 'wow-factor' back in the day before movies like "Jurassic Park", "Twister" & co. demonstrated how far the rabbid hole can go) as well as in characters and action. In addition to that, it has some nice gameplay features that were way ahead of its time and a few utterly overlooked during the Playstation era.
But it also falls short in one significant aspect in which its contemporaries were miles ahead!
It only took me one start and brief test run on games such as "Wipeout 2097" and more importantly, the original "Tomb Raider - featuring Lara Croft", to realize what was missing in "Fade to Black":
=> The sensation of verticality in a realtime 3D space!!!
Tomb Raider's level design included so much impressive traversal in vertical spaces, that it opened up my mind for a sense of exploration that flat level layouts could not reach neither with their labyrinthian structures nor with the addition of secondary or extra 'floors'.
Just playing again the opening sequences of "Tomb Raider" or the race courses in "Wipeout 2097" showcases what the "dawn" of 3D video game graphics was about. Each consequent scene, room or race course increases in presenting and utilizing verticality (height differences).
"Fade to Black" in comparison, despite all its mechanical new gameplay features*, feels/felt conservative and somewhat 'outdated'.
*(to be described later on)
And what about the 'hickups', you may ask?
While still recovering from an accident, GOG.com has released some old classics that are just too good to be passed on, diverting even more the little time, which I had available during this (now former) month of our time travel project.
Yes, I meant the "
Links" series of realistic golf simulations.
I never really was into Golf, neither in real life nor in video games. But I still have my NES cartridge of "Golf" and did know and enjoy a lot the PS1 demo of "Actua Golf" (also known as "VR Golf '97" in other parts of the world).
I also acquired and played a few other Golf related games, such as the fun-oriented "Mario Golf" series or "Kirby's Dream Course" (a kind of minigolf game on the SNES).
However, in the past I did not see the appeal of more realistic approaches in the simulation of Golf on home consoles or the PC.
With the recent additions to the GOG.com catalogue, I gave some of my other early Golf 'simulations' another spin again and found multiple of them actually interesting, and especially, relaxing - for they do not require any twitchy nor complex inputs.
Thus, I played quite a few of them from various release years between the late 80's and early 2000's on different platforms during the final stretches of June, before I decided to buy the now also available "
Links LS: 1998 Edition" and "
Links 386 Pro".
At least, the first "Tomb Raider" and "Actua Golf" / "VR Golf '97" (on PS1) were released in 1996, as well as certain PGA Tour titles. And "Links LS: 1998 Edition" (despite GOG's error on the game card) is from 1997, therefore fitting for our time travel in July!
(More to come...)
Kind regards,
foxgog