The RTSC Games List


Age of... Historical WW2 Modern Near Future Sci-Fi Spaceships Fantasy City Builders God Games MMORTS

God Games
A subset of Sim Management, the God Game places you in the role of a magical deity, lording it over your faithful brethren. Usually, the primary resource generated and spent is "Mana", which is a store of mystical energy generated by the collective worship of your believers. God Games definitely take the Commandment to heart: "Thou shalt have none other gods before me" and invariably a God Game is all about your good LORDly self smiting rival deities and their misbegotten minions, whilst paving the way for your own True Believers. They can be a lot of fun: anything that lets you conjure up tornadoes, tidal waves, personalised bolts of lightning, and other terrible plagues - or miracles - generally makes for a fine afternoon of idle entertainment.

Alien Nations (2003)

A rather peculiar Settlers clone from German developer JoWood Productions. The premise: instead of dropping off the "seeds of life" at their intended destinations, three cosmic Storks(!) drop the seeds off at the planet Lukkat for a few jars on the sly at the galactic local. Alas, three alien races are loosed upon a world they were never intended for, and you, dear player, must resolve the issue. That's about as interesting as it gets, I'm afraid. like many three sided RTS's you get the obligatory humans (Amazons in bikinis), the mystical magic users (blue skinned Pimmons) and some ravenous alien monsters (insectile Sajikis). Compared to the densely lush environments and detail in The Settlers, Alien Nations looks and plays sparsely and looks a wee bit... derivative.Back

Black & White series

Part God Game, part player psychology test, part character study, part Tamagotchi. Lionhead Studio's first game pushed the who God Game thing to the next level, while you were again a Deity lording it over an archipelago of islands, the game's most notable feature was the giant creature you had to look after and train up. Depending on how you treated it and it behaved, it would morph between an angelic, colourful creature or degenerate into a red eyed, smoldering, spiked monstrosity. It polarised players at the time: you either loved it or hated it.Back

Darwinia (2005)

 
"Underground" British developer Introversion Software's Darwinia is a rather cute little game concerning a tribe of game sprites struggling to make their way in a three dimensional virtual world. Its certainly offbeat, and deliberately aims for a graphical and playing style that harks back to the early days of gaming. The really early ones. Modern day kids might think it a bit weird or ugly or just a TRON clone, but there's more to it than that. There's a little bit of strategy here, and a little bit of simple management, but the action can get very arcady, old skool coin-op style, and the monsters are straight out of the early days of 16 bit 3D gaming (Amiga and Atari ST era), but with the polish and fluidity gained by today's breed of powerful graphic cards.

You play the part of a hacker who logs into an online space called Darwinia, a sort of cross between a virtual theme park and an R&D project for artificial intelligence. The denizens of this world, the Darwinians, are little more than static icons that live within this primitive environment. Unfortunately, Darwinia has been thoroughly ravaged by a nasty red Virus, and you are recruited by Dr Sepulveda, director of the Darwinia project, to save their world. It all looks and feels like some academic's dry research project, but as you progress through all the levels, Darwinia seems to take on a strange life and depth of its own. Its the strong sense of metaphysics in the storyline that caught me by surprise: the primitive Darwinians are taking their first tentative steps into self awareness. Strange to see that juxtaposed with gameplay straight out of Centipede!

Actually, Dr Sepulveda reminds me of British entrepreneur Clive Sinclair, who developed the Sinclair ZX80 8-bit home computer (amongst many other things). Things like ZX80's, Commodore 64's and other 8 bit home computers led to home computer gaming, the explosion of the "bedroom programmers" in Britain in the early 80's, some of which kick-started the process that led up to modern PC gaming. In them tharr distant days, games were small, developed by a few guys and knocked out every few months. The (very few) people I knew who played home computer games back then had their favourite game programmers along with their favourite rock stars. Very little of it exists these days - which is why Darwinia has caused quite a stir online amongst the digerati and any game commentators old enough to remember when home computer gaming (as distinct from the arcades or dedicated consoles) was only a few years old. You just had to be there, I guess.

Darwinia is essentially a single player campaign, although it surprised me by having considerable replay value. There's a little bit of strategy here, and a little bit of simple management there. Darwinia is part gaming nostalgia and part period-piece cyber punk drama, all with an added dash of metaphysics. As you progress through the missions, you learn more about the Darwinians' life cycle and get more involved in their struggle. Dr Sepulveda helps you by developing and improving the subroutines that drive everything. For a game, its hard to categorise.

This is a genuinely independent little production, quite original and worthy of a bit of support. Its very basic, cheap and very fun. The atmosphere and world is unique, especially in a contemporary gaming world riddled with cliché and dominated by self-absorbed franchises. Darwinia, by contrast, does its own unique thing without the need for years of development, millions of dollars and a team of hundreds. Being the old fart I am, I'm hooked! :)Back

Dungeon Keeper 2 (2002)

Dungeon Keeper II is like any dungeon crawl, except the twist is you play the part of evil, a Dungeon Keeper, and its your dungeon those wretched heroes and elves are crawling through. Build up your dungeon, attract, train, pay and deploy a menagerie of different creatures, encourage Warlocks to study new spells and powers for you, have skeleton armies, torture chambers, temples to Dark Gods, its all here! Probably one of the best God Games ever, and like all old Bullfrog games, it pushed the genre onwards and upwards.Back

Evil Genius (2004)

Developed by Elixir Studios, this is a light hearted romp through 60's Bond films where you play the part of a Blofeld style villain decking out your secret lair in order to rule the world. Naturally, you have pesky good guys to contend with whilst extorting the UN and plotting World War III. You base build, develop evil weapons, manage your minions, resist incursions and attempt to conduct missions. The final result had some control issues, and didn't seem to change the world that much. Elixir is also producing an interesting game called Republic: The Revolution.Back

Heaven & Hell (2003)

Developed by German developer MadCat, this clone seems to follow in the footsteps of The Settlers and Black & White a little too closely. You build up a settlement, but choose a Good or Evil path to follow. Most reviews seem to think this average at best; the demo doesn't look any more promising.Back

Populous series

Bullfrog single-handedly created the God game with this series. In the early 8 bit days of gaming, long before First Person Shooters or Real Time Strategy, most games were ports of something that pre-existed. There were sideways scrollers called Shoot-'Em-Ups, like Galaxian, and their close sibling, Platformers, which had grown out of the "Breakout" style of games. These were really electronic forms of shooting galleries and other "games of skill" found in sideshow alleys or penny arcades. There were Simulations, primitive attempts at reproducing the thrills of flying or driving; Adventuring, which tended to be like interactive novels with lots of puzzle solving; and Roleplaying and strategy gaming, straight ports of board games and tabletop gaming. With the move to 16bit, and multimedia, there were many clumsy attempts to make the equivalent of a computer game movie. (Cinemaware were renowned as pioneers of this largely extinct form.) Occasionally you'd come across some simple physics game, like Gravity Wars, in some maths department somewhere. Every form of game was based on something pre-existing, outside of computers.

And then Populous appeared. Its not every day you see an entirely new genre appear seemingly out of nowhere, but suddenly there was a whole new type of game that was completely unique to computers. It wasn't trying to be anything other than what it was: a self contained, simulated world with its own rules, populated by imaginary creatures who lived entirely within the confines of the simulation. Populous wasn't trying to be like a movie, or a book, or a board game - it ran independently of you, whether you pushed it around or not. If anything, Populous resembled a virtual ant farm, a small toy ecosystem designed to entertain players with megalomaniacal tendencies. It was like LEGO, except the LEGO was alive.

Kohan screenshot
You play the part of a minor deity lording it over a tribe of believers. Your power is determined by the amount of Mana their devotion generates for you; the more believers you can grow, the more powerful you can become. You can raise and lower land, create gardens out of swamps, and best of all, mightily smite those little sprites with your own divine plagues, floods, fireballs and lightning bolts. The objective is to populate and conquer a string of maps, changing the landscape to facilitate your growing people. At the same time, a rival God, with their own population of heathens, are trying to gain supremacy over you. Your duel with your Godly opponent is waged on and by your followers; there is no direct conflict between Deities themselves.

Populous was the first "real" multiplayer game I ever played in real time (1v1 via a serial to serial connection on two Amiga 2000's in 1990) where the two of us fought it out like virii in a petri dish. Its what I imagined computer games should have been like, instead of paltry reproductions of other things. I found the very first computer games very, very uninspiring, although their potential had me hooked for ages. Populous, and then other games, like The Settlers, and Sim City began to establish a lot of the fundamentals of the new medium's true potential.

Populous (1989)
The original game used a malleable, LEGO like landscape that could be raised and lowered via your Divine Will to help your people grow, as well as a barrage of nifty spells to drop upon the unbelievers of other players. It might seem seem incredible now, but it used a 320x256 screen on PAL Amigas. You can still play this game on DOS-Box, an old DOS emulator for modern Windows PC's.

Populous: Promised Lands (1989)
An add-on of sorts, and simply modded the simple, pixel graphic tileset of the game into wild and wacky variations. (Basically, it was a custom mod!) There was LEGO world, Bit world (as in 16bit, lands made of computer components), Wild West world, French Revolution world and an abstract world made of geometric shapes.

Populous II: The Trials of the Olympian Gods (1992) expanded the original concept into a Greco-Roman setting. This was a vast graphical upgrade with more features, animation and effects. Being able to sprout volcanoes with lava, invoke vast tidal waves, drop down rains of fire, conjure up tornados or just point the archetypical Finger of God on enemy Heroes made it all worthwhile. Lots and lots of fun, if I recall: an excellent sequel.

Populous III: The Beginning (1998)
This took the full 3D route and gave a you a complete spherical world to crash around on. It was interesting, but not as substantial looking as its isometric pixel art predecessors, who enjoyed lush looking graphics by comparison. That is, they seemed pretty lush for the standards way back then. Early 3D games in the late 90's looked very grey and primitive compared to their more developed 2D sidekicks, and they're nothing compared to what's thundering around now in the games industry. Developers were still counting every polygon back in the day, and art direction and game mechanics were long on big ideas, nut a bit shorter on actual appeal and hands on gameplay. Populous III used crude polygonal detail and simple, sprites for characters. Its still worth a look, as it does have Bullfrog's innovation, weird interface design, and sense of the surreal.

Long before Supreme Commander gave us its "strategy view", one of Populous III's innovations was a cosmic zoom of its own, traveling from ground level to a low orbital minimap view. Unlike Supreme Commander, Populous III could also let you roll the camera around the small world you were fighting for, which was the only way you could see everything.
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Powermonger (1991)

People tend to wax lyrical about developers Westwood (now defunct) and Blizzard establishing the "standard" RTS model, but that's not to say there weren't other strategy games that played out in real time a long time before them. Bullfrog created Populous in 1989 well ahead of Dune2 or Command & Conquer - when games of this nature were simply classified as "simulations". Simulating a real time conflict when the idea of a computer calculating and playing out a big battle was still pretty exotic. It was also a tricky thing for a basic 8bit or 16bit home computer to do as well. Populous created a new type of simulation called the God Game, which played out in the same vein as the original SimCity, except with the player literally playing God and only indirectly affecting units.

Powermonger was a step up in complexity from Populous, and more of a proper war game, using generals, troops and economic and technological management. It was utterly generic: not fantasy, not religious, and not historical, not at all specific to any time or place, much like really vintage games such as the Ancient Art of War. It was simply a "war" game in the same way that It used a 3D real time engine (you could even zoom in and out) where you annexed a string of three dimensional maps using Generals and a force of guys recruited and trained from nearby towns and villages. I played this a lot on the Amiga 2000, and it was pretty cutting edge for its time. 3D games back then to dazzle players with dozens, even hundreds of polygons at a time, use lots of sprites for characters, and have frame rates of under 12 fps (pretty slick for back then) - and more often a lot less.Back

SPORE (2008)

 
Development had been for many years, but Spore tremendous promise was a little undone by its final result. It initially looked to be something quite uniquely different in the gaming world - perhaps even fundamentally different. You guide the evolution of a species from single celled organism right through to a galaxy spanning culture. This is the sort of thing I imagined computer games could be, before being bitterly disappointed by what they actually were. Still, twenty years has been an exciting time watching this fledgling medium grow up.

Spore is what you might call a Massive Singleplayer Online Game, where you play you the game on your own, but all the creatures you encounter have all be created by other players playing the game on their own and uploaded to a massive server online. Spore is really a sequence of editors strung together in a simulated environment. Everything will be editable, from the creatures right through to their civilisations, buildings and vehicles. If nothing else, the gaming industry is slavering over the prospect of a title where the users provide 99.9% of all the worlds and creatures within it.

For the players, Spore turned out to be a series of sequential character and building editors - each quite arbitrary and distinct, and not a continuous evolution from single cell to space empire as the initial hype implied. Another criticism levelled at it was that it didn't really seem to feel like it had started until you reached the final galaxy conquest level.

In mid 2008, the Spore Creature Editor Demo was released, and after a briefly flurry of penis monsters and creatures from games like StarCraft, the number of Spore creatures generated by the demo began to rival the number of species on the planet. i.e. millions. The Creature Editor shrewdly incorporated both screengrabbing and YouTube uploads, so players can easily swap creatures amongst themselves and parade them in public without the need to recruit other players first. The in-game screengrabs have embedded metadata so that each image can be used to copy creatures from one game to another.

About the only thing marring this release has been the controversy over EA's use of an DRM (Digital Rights Management) system called SecuROM that restricts users to only three installs(!!!) (now five after howls of protest). SecuROM installs invisibly - it doesn't announce its presence - and can't be removed without some serious high level sysadmin help, or a complete rebuild of your system. There's a class action about it.

RTSC Recommends: If you're stuck deciding whether you should munch on broken glass, infect your computer with Trojans and viruses, or play a game with SecuROM - pick the Trojans. Glass can do you harm; Trojans - well, we have virus software and good security habits to handle those, assuming they're not so malicious and nasty to bypass security and seriously compromise your computer.... like SecuROM. Prevention is better than the cure - any "legitimate" software that behaves exactly like criminal software should be treated and labelled as such.

I might look this up down the track, but don't hold your breath. I still have SecuROM files I can't get rid of that were installed that demo - and up to then I had a virus and trojan free computer :(


Age of... Historical WW2 Modern Near Future Sci-Fi Spaceships Fantasy City Builders God Games MMORTS


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Last modified Thu, Jan 21 2010 by Lindsay Fleay