Thursday, December 31, 2009

Retro-Gaming : Strike Commander



 There are times when I wonder if I play video-games solely for the graphics. It's hard not to be impressed by the visual splendor of modern games; they are quickly coming to match the visuals of modern movies, with the added advantage of being interactive. I admittedly take pleasure from high-polygon models or multi-pass lighting; I won't deny I watch some cut scenes repeatedly just for the spectacle. And is it coincidence that some of the games I've liked least in these past few years were those which had the worst graphics? Am I, I sometimes wonder, a graphics whore?

When doubts such as these begin to cross my mind, there's only one way to resolve my uncertainty. In order to prove that graphics are not a pre-requisite towards my enjoyment, I dig into the gaming archives and pull out a title from years past. Surely if I can enjoy a game from fifteen years ago, then I'm taking more from the experience than simply the visuals.

Thus, I return to the graphically antiquated world of Origin's Strike Commander.

Of course, the irony is that, at release, Strike Commander was one of the most graphic-intensive games of its time; few machines could run it with the smooth frame rates necessary for an acceptable experience. I remember that I had to unStac my hard-drive not only to free up the necessary RAM, but because the on-the-fly decompression caused too much additional overhead; Strike Commander demanded every erg of computing power you could throw at it, and more. Nowadays, I actually have to CPU-limit the emulator simply to keep things from running too fast.

I'm immediately drawn back into the setting of Strike Commander. A large part of this is the awesome soundtrack, an exotic mix of hard-rocking guitar chords and Middle Eastern sitar (or as close to either as the FM-synthesized MIDI can match). The forgotten art of dynamic soundtracks quickly prove their worth; the music always matches the pacing of the action. Less impressive are the talking-heads used to move the story forward; the animation is stiff and unrealistic; the voice-acting is stilted and amateur. The actual storyline - the usual tale of betrayal and revenge- doesn't grab my either.





I love the actual gameplay, though; Strike Commander balances flight-simulator realism and balls-to-the wall arcade action in a unique mix all of its own.  It takes more than just quick reflexes to win this game, but at the same time you don't need to worry too much about airflow and flight envelopes. It's the best of both worlds and I can't think of any flight-sim from that era (or in the fifteen years since then, for that matter) that has struck a balance between the two genres as well as it did. The air-to-air combat is intense and extremely satisfying, whether I engage enemy fighters with missiles or guns. The air-to-ground combat is less so, due to some twitch controls. It's a thrill dodging SAMS and flak, but targeting the bad guys on the ground is more difficult than it should be and lining up for bombing runs is a chore (this game demands a joystick but DOSBox only has limited 'stick compatibility).

As for the graphics? Aged but still capable of getting the point across. DOSBox offers some edge-filtering which I used to minimize some of the "jaggies" but even without the graphics held their own. Whether it's at 1600x1024 or 320x240, splashing an enemy jet is still a satisfying spectacle no matter how many pixels are involved. My only complaints on the visual front were with some oddly warping textures and occasional difficulty in separating the gouraud shaded terrain from the fog-shrouded skies.

I quite enjoyed the retro-gaming experience of Strike Commander. Aside from the occasionally difficult ground mission, the game never stopped being fun and offered numerous action-packed thrills even after all these years. I was also once-again reassured that graphics are not the only thing that draws me to computer games. A classic game is a classic game and can be enjoyed no matter how ancient the visuals.

Wednesday, December 30, 2009

District 9 - now on DVD


District 9, Peter Jackson's low-budget sci-fi mockumentary released to theaters earlier this year, came out on DVD in the last few days. As is usual, I didn't bother to see this movie in the theaters (the I find the theater experience to be anything but pleasant) so this was the first chance I had to see this movie.

District 9 reviewed fairly well (90% fresh at Rotten Tomatoes, and 81/100 score at MetaCritic). I find Peter Jackson's films to be generally enjoyable and more sci-fi is always welcome, so I went into this movie with good expectations. I wasn't disappointed, although I don't hold the movie in as high regard as the critics.


I appreciated the movie's setting; the gritty slums of Johannesburg were a welcome change from the usual aliens-invade-America; the use of native South Africans enhanced the movie's authentic feel. The realities of low-budget film-making  (a "mere" $30 million, pocket-change compared to the hundred-plus millions usually spent on summer blockbusters) resulted in a low-tech feel; the alien science may have allowed them technology ahead of ours, but not so much that it felt like the usual fantasy pabulum Hollywood feeds us). As a geek, I've always been more partial to "hard" sci-fi than space opera anyway. And as a gamer, I couldn't help but react favorably to the epic battle at the movie's climax; battle-armor with lightning and gravity guns? How could I not love it?

Unfortunately, I was less taken with the characters and pacing of the movie. Ironically, I liked the main character -Wikus, played by Sharlto Copley- less and less as he became more likable. Initially a bureaucratic, self-interested nebbish, by movie's end he has had the customary change-of-heart and sacrifices himself like the typical action-movie hero. What started as a fresh and unique take on the role of a sci-fi movie protagonist ended up completely unoriginal and predictable. Meanwhile, his CGI-rendered alien counterpart was interesting only when he remained alien; contrary to expectations, I rooted for the bipedal cockroaches as long as they remained mysterious and strange. Yet as soon as they revealed themselves to have the same emotions and motivations as the humans who oppressed them they became far less interesting. Finally, the heavies - David James as sadistic Colonel Venter, Khumbanyiwa as the Nigerian warlord and Louis Minnaar as Director Smit - were all too one-dimensional to have any appeal.


The mixed style of the movie worked against it as well. Opening as a mockumentary, it segues into a more traditionally paced film a third of the way through. The transition was somewhat jarring, and made all the more so by the shift back into "mockumentary mode" at the end of the film. The producers never seemed sure whether or not to play it straight either; was the film intended to be a straight-up action film with the usual one-liners and requisite explosions, or tongue-in-cheek message-film (the anti-racism and anti-corporatism themes came on a bit strong in either case).

Still, I have to give District 9 credit for being original in intent even if at the end it does devolve in the usual pap. It relies far more on its own style than on special effects or big-name actors and even if it does not succeed entirely that alone makes it worth watching.