PC Gamer - UK (2022-01)

(Maropa) #1

hole in the wall in real-time, then get
out, and never operate another
vehicle again. What was a bombastic
corridor shooter in a subway station
five minutes ago becomes a stealth
game that asks you to sneak around
the Sintek labs with nothing but
judicious use of the crouch button to
mask your presence.


CREEPING DEATH
That stealth section, just five missions
into the story, proved an impasse for
me at the time of SiN’s release. It’s
tricky to shuffle around the many
nigh-identical rooms of the
laboratory and tick off the mission
objectives without a single NPC,
guard or camera spotting me now. To

13-year-old hands in ’98, it was
unassailable. It would be months
before I’d get to see its later levels.
Months spent in the uncaring vision
cones of Sintech’s spider robots and
wall-mounted miniguns. The
indignity of Mr Blade himself sliced
and diced by high-calibre rounds.
Modern sentiment towards such a
hurdle at the hands of clumsy stealth
mechanics would be damning, but
you didn’t excommunicate a game for
trying something in the beige age.
Besides, I’d previously spent
several days stuck on a construction
site puzzle that required you to look
up and shoot a girder out of the sky
in order to rupture a water pipe at
your feet, allowing Blade to swim out
of the hole he was in. And another
few days figuring out a platforming
run behind some loose bricks and
ascending the floors of a derelict
building in the precious few seconds
before a bomb went off. What was
another few weeks reloading the
same quicksave?

YEAR OF THE GUNA timeline of shooters from 1998

UNREAL
MAY 22
Wake up on a
wrecked prison space
ship, meet Skarj,
shoot Skarj, look
incredulously at nice
water. Prettyshallow,
but Unrealmade a
leap forwards visually
from incumbent FPS
king Quake II.

TOM CLANCY’S
RAINBOW SIX
AUGUST 21
Guns, yes, but also:
tactics. A
revolutionaryidea
only diminished by
the clumsyplanning
stage which worked a
bit like giving
RTS-style orders
then executing them.

SHOGO
M.A.D.
SEPTEMBER 30
Mechs, yes, but also:
guns. Will the
revolutionaryshooter
ideas never cease
this year? Monolith’s
take on the FPS stood
apart from the Quake
clones. Also about 20
feet taller.

SIN
NOVEMBER 9
As Quake and Unreal
dialled back
exposition and
dialogue, SiNwanted
to take FPS gaming in
a more cinematic
direction.
Characters,plot,
set-pieces... it was a
grand plan.

THERE WASN’T AN INVERTED

CROSS, ALIEN LANDSCAPE OR

POWER-UPIN SIGHT

HALF-LIFE
NOVEMBER 19
It upstaged SiN. It
made Unrealfeel like
a tech demo. Tom
Clancy’swaypoints
and Shogo’s mechs
were laid to waste. So
were thenext 300
shooters. Gordon
changed it all,
forever.

EXTRA LIFE

NOW PLAYING (^) IUPDATE (^) IMOD SPOTLIGHT (^) IHOW TO (^) I DIARY (^) I WHY I LOVE (^) I REINSTALL (^) IMUST PLAY
And you thought it
all started with
Thus begins another Deus Ex, eh?
chapter of ’90s
forced stealth.

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