While I came to Half-Life late, Valve's 1998 masterpiece was the game that cemented my enthusiasm for games generally, and first-person shooters specifically. Replaying it almost 20 years on from its release, one aspect shines more than any other: the game's unique environments and crucial sense of place.
During the early history of the FPS, developers did not tend to prioritise settings. In classics of the form like Doom (1993), Hexen (1994) and Duke Nukem 3D (1996), settings and locations were only nominal, with little to no coherence between levels or episodes. Things began to change with id Software's Quake II (1997), in which the player progressed through numerous areas of an enemy planet, Stroggos. It was Valve and Half-Life, however, which gave the FPS its first - and perhaps best - coherent sense of place.
Return to Castle Wolfenstein could be called one of the most unheralded first-person shooters of its time. Developed by Gray Matter under the supervision of id Software, the game was released in November 2001 to excellent reviews - but it was ultimately overshadowed by both Medal of Honor: Allied Assault (released just two months later) and its own multiplayer spinoff, Enemy Territory.
Return to Castle Wolfenstein was both a resurrection of id's iconic Wolfenstein 3D (1992), and a thoroughly modern first-person shooter. Remarkably, the developers succeeded in both paying tribute to the "grandfather of first-person shooters" and fully absorbing the lessons from the games that followed in its wake. As a result, RTCW captures the thrill of both old school and modern shooters, and retains tremendous appeal over 15 years later.
Roughly every couple of years for about the last decade, I've returned to Diablo II. Blizzard's action role-playing game was released in 2000, and has been imitated many times but never matched. It's easy to see why so many developers have sought to make games that use the Diablo II formula: it is an addictive style of gameplay which is easy to pick up but hard to master; it can be adapted to different settings and game engines; and Diablo II itself was a tremendous commercial success.
There are also a number of reasons why Blizzard's game has remained the gold standard for action RPGs after all these years. The developer's famed quality control is one reason, as is their continued support (the game has been patched as recently as March 2016). For me, though, the single biggest asset the game has is its thrilling sense of challenge and difficulty: particularly in hardcore mode.
In June, various celebrations marked the 25th anniversary of the release of the original 1991 Sonic the Hedgehog game. A key game on the Sega Mega Drive (or Sega Genesis as it is known in North America), Sonic the Hedgehog has sold over 15 million copies on that platform as well as spawning a large franchise which continues to this day.
Coincidentally, I recently picked up all of Sega's Mega Drive Classics on Steam. One of the 58 games contained therein is the original Sonic, allowing me to play the game for the first time since around 1998 or 1999. The crucial difference between playing on my friends' Mega Drives and playing the Steam version is the ability to save: something which actually enabled me to complete the game for the first time, and to share a few belated thoughts on our blue friend's big milestone.
Sometime film reviewer, Letterboxd user, novice Blu-Ray collector. Top 3 directors: Woo, Hill, Leone.
Henry V (UK, 1989) ★★★★½
The Fast and the Furious (USA, 2001) ★★★★
Goodfellas (USA, 1990) ★★★★★
[All Letterboxd Reviews]