The late 1990s and early 2000s were a golden era for strategy and management games of all kinds. Whether you wanted to build ancient Rome, fight your own version of World War II, or establish colonies in another star system there was at least one game to suit your purposes appearing on the shelves. One way for developers to compete in this crowded market was to combine and hybridise strategy genres - as British developer Firefly Studios did with their first game, the enduring success Stronghold.
Firefly were well-placed to advance the fusion of city-building and real-time strategy gameplay. Their founders, Simon Bradbury and Eric Ouellette, had both worked for the successful developer Impressions Games, which had been acquired by Sierra in 1995. There, they had worked on the successful Caesar series of city-builders and the medieval strategy series Lords of the Realm. These would each be a strong influence on Stronghold, which was developed in a single rented room in South London and eventually released by Take 2 Interactive in October 2001.
The sudden and unexpected announcement of a new XCOM game provoked a wave of speculation. Fans of the series, which was rebooted to tremendous success by Firaxis in 2012, pored over the trailers. Chimera Squad was variously described as a sequel, a spinoff, a testbed of ideas for a forthcoming XCOM 3, and even as a "glorified DLC".
The wait to find out was not long, however, as the game was released just days later on April 24, 2020. Chimera Squad turned out to be a very interesting prospect indeed. Just as the heroes of this new entry in the series are a mix of human, alien and hybrid members - hence the title - the game itself is a strange mix of familiar and new elements. This remixed formula is mostly successful, and should appeal to a hybrid audience of XCOM veterans and newcomers to the series.
In 1991, the release of Sonic the Hedghog was a watershed moment for Sega's flagship console of the time, the Megadrive (or Genesis, as it is known in North America). The lightning-fast platformer cemented the success of the console, and launched a huge series which continues to this day. By 1996, however, the Megadrive was reaching the end of its lifespan and there was time for just one more Sonic game on the platform before the series moved fully onto its successor, the Sega Saturn.
That game was Sonic 3D Blast, which had versions released for both the Megadrive and the Saturn. The game was actually developed primarily in the UK, by British developer Traveler's Tales, who were given the task by Sega in the days before they were consigned to a hell of their own, developing only countless Lego games. Over the years, 3D Blast has been one of the more divisive games of the series for its unusual isometric perspective and for gameplay which is much slower than the other Sonic games of its era. These aspects have long provoked a mixed reception, but there's a case to be made that Sonic 3D Blast is if not the best Sonic game on the Megadrive, then at least the most playable.
The unexpected and and immense success of Commandos: Behind Enemy Lines meant that the development of a follow-up was an obviously good move. While a sequel would eventually materialise in 2001, the first step for Pyro Studios and publisher Eidos was to design a standalone expansion: 1999's Beyond the Call of Duty.
Introducing eight new missions, superior graphics, more interactive environments, and new skills which slightly balance out the responsibilities of the characters, Beyond the Call of Duty is an excellent expansion set that should be seen as integral to the main game.
Soon, Liandri discovered that the public matches were their most profitable enterprise. The professional league was formed - a cabal of the most violent and skilled warriors in known space, selected to fight in a grand tournament...
The original 1999 Unreal Tournament has been a favourite game of mine since I picked up a copy of its "Game of the Year" edition in Toys 'R' Us for £10 - that is to say, for a very long time. As a kid, I was unaware of the fierce rivalry between fans of UT and Quake III as to which game deserved the deathmatch crown; I'm not sure I've ever played UT online.
For me, it was the single-player that mattered - ironic, given the intense multiplayer focus of the game's design. As with Quake III, the solo portion of UT is not prioritised. A thin plot is used to link together a series of arena battles against AI bots, as one bout of grisly bloodsport follows another.
Suprisingly, the worldbuilding and background detail in UT, a game essentially without a story, is for me one of its best and most fascinating aspects. With only Unreal to build upon, the game summons up an engaging, half-glimpsed world using only one cutscene, flavour text, and the design of its maps. That this world is never explored properly only serves to make it more tantalising. How can this work?
A number of years passed between my first playthroughs of Doom and Doom II and my exposure to the vast wealth of maps made over the years by the games' community. A time spent lurking on the venerable Doomworld forums opened my eyes to the huge variety of WADs made by mappers amateur and exerperienced, for purist vanilla compability all the way up to advanced source ports like ZDoom. Deciding that mapping for the Doom engine seemed simple enough, I eventually sank a great deal of time into learning Doombuilder 2 in around 2014 to 2016.
A couple of years on from leaving Doom mapping behind, I suddenly remembered the maps I had completed and released: a tiny number compared to the hundreds of designs I'd begun and abandoned. To my surprise, I'm still fond of these modest projects and have even found that there are some gameplay videos online. It seemed as good a time as any to reflect on my comparatively brief time as a Doom mapper.
The early 2000s were a unique and special era for videogames. For the first time, 3D graphics hardware enabled developers to set games in relatively realistic environments; there were greater opportunities to experiment with lighting, higher resolution textures, and more detailed models. At the same time, games generally stuck with relatively simple, accessible gameplay - unencumbered by the layers of complex systems that typify many of today's "AAA" projects.
This period saw the release of several favourite games of mine; not only Return to Castle Wolfenstein (2001) but a number of third-person action titles like Urban Chaos (1999), Oni (2000) and Rune (2000). Of these, the one I've returned to most often is Remedy Entertainment's peerless classic Max Payne, released in 2001 - the original, and frankly best, playable action movie.
A recent Rockstar bundle provided the perfect means to revisit some of the older Grand Theft Auto games, beginning with the first 3D entry, GTA III. After the huge success of that game, the developers chose to produce a prequel, moving the action to the sunny streets of Vice City in 1986.
Ready your hairspray and mirror shades for a revisit of the middle entry of the "3D trilogy", which truly established Grand Theft Auto as a powerhouse series.
The '90s heyday of the real-time strategy game is long over, but Westwood Studios' classic Command & Conquer games are being kept very much alive.
CnCNet is a hugely impressive community project providing a network of servers for the C&C games, several of which were released as freeware some years ago. The website provides downloads of the games which are optimised for modern systems and ready for online play on CnCNet servers.
With its heady mix of the fact, fiction and folklore of the American frontier, the Western has been a popular genre for over a century. Detailing the dubious exploits of bounty hunter Silas Greaves, Techland's 2013 FPS Call of Juarez: Gunslinger is a brilliant and under-recognised exploration of the Old West.
By 2013, the Call of Juarez series had picked up a very bad reputation indeed. The most recent game at the time, subtitled The Cartel, had become notorious for its poor quality and numerous technical issues. Many were surprised to learn that Polish developer Techland hadn't abandoned the franchise altogether. For its part, Gunslinger was released as an inexpensive download-only title and afforded very little promotion. It looked like another disappointment in the making - but while it didn't make many waves in its release, it won deservedly strong reviews.