#oneaday Day 564: The lost art of playing together

There are many things I mourn about Times Gone By, but I think the biggest thing I miss is being able to enjoy video games together with other people. Oh, sure, you can play online with anyone in the world, but getting someone in the same room as you to play something with you — or even just sit and watch while you play! — feels like a distant memory at this point. And yet it used to be such an important part of our daily lives!

When I was growing up, I used to spend a lot of time "going on the computer". This was primarily a solitary activity, though I do recall my Dad and brother getting involved in the very early years, giving me an introduction to programming in Atari BASIC and teaching me how to use both the Atari 8-bit and ST machines.

One of the things I loved doing when I either went to a friend's house or had them over to my place was "going on the computer" together. At my friend Matthew's house, we'd play on his BBC Micro when we were younger, and later on his Archimedes. His Dad worked for Acorn, so these were the computers in his house; although I was an Atari fan by virtue of the computers we had in our house, I enjoyed the unique experiences that both the Beeb and the Archie offered, since they were often completely distinct from what I could enjoy at home.

I believe I went to my sometimes-friend Dale's house on just one occasion, and I remember that was the one and only time I played on a Sega Master System as a kid, but I remember really liking the few games he had. My friend Mike, meanwhile, had an Amiga, and we had a lot of fun with that — not just playing games, but also fiddling with creative programs like Deluxe Paint and the like.

Once we got to secondary school, my closest friends went to one another's houses a lot, and we would play on both computers and consoles together. At my friend Edd's house, we'd play on his Amiga and Mega Drive; at my friend Andrew's house, we'd play on his MS-DOS PC and Super NES; later, we'd all get Nintendo 64s and PlayStations, and we'd play together on those.

At university, we spent a lot of time going to one another's houses to play Nintendo 64 in particular, as that console remains unmatched for the sheer breadth of multiplayer titles on offer. But a little later, when the next generation of consoles rolled around, I would have friends over and we'd play Grand Theft Auto III together, despite it not being multiplayer, and we'd play through entire cooperative campaigns of games like Halo and Baldur's Gate: Dark Alliance. I have some truly wonderful memories of enjoying games like that.

Today, though, it is almost unimaginable to play through an entire game with a single co-op partner in the same room as me. Hell, at this point, it's unimaginable to even have a few friendly matches on a fighting game, first-person shooter or racing game.

And this sucks! I've got easy access to more games than we have ever had at any point in our lives, but getting anyone to actually want to come play them with me is like pulling teeth from a particularly bloodless stone. That makes me intensely, terribly sad, and I wish things could be different. But the world has, apparently, moved on from this sort of thing as a regular, normal thing to do; I just have to take whatever opportunities I can get — which very occasionally come up, but not often — to enjoy this long-lost art of having fun together.


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1721: Run the Gauntlet

I tend to be rather wary of reboots that are simply named after the thing they're rebooting, because in my experience of them they often end up either being 1) not very good or 2) not particularly true to the original. (Or, in some cases, 3) both.)

As such, I was a bit skeptical about the prospect of a new Gauntlet game, particularly as the screenshots for it on Steam made it look like the worst kind of drab, brown, "gritty" modern-day reboot that we've seen all too frequently recently.

However, my friend Tim dropped by for a visit today, and we decided to give it a shot. £15 is a price at which I'm more than happy to take a punt on something I don't know a lot about, and so I downloaded and installed it, and we jumped into the action.

I was very pleasantly surprised to discover a very solid game indeed — and one that clearly shines the way Gauntlet was always intended to be played: in local cooperative play, with up to four players crowded around playing together.

In other words, Gauntlet, as the new game is simply called, deftly addresses my two main concerns above by being 1) good and 2) true to the original. Let's look at both elements in turn.

It's good

Gauntlet's mechanics are pretty solid. It's not trying to be Diablo or anything more complicated than the original game was: it's a straightforward hack-and-slash arcade game in which 1-4 players take on a variety of dungeons while attempting to gather as much treasure as possible.

Each of the four characters is made unique through the use of their own individual attack skills, including a super-skill that works on a cooldown. The Warrior and Valkyrie both specialise in close-combat, with their main distinction being that the Valkyrie can attack more quickly and block things with her shield, while the Warrior focuses on smashing his way through enemies. The Elf is a ranged attacker, in possession of a rapid-fire shot that works like a twin-stick shooter, a slower, more powerful sniper shot that is the only means of damaging some more powerful enemies, and a bomb, which can blow up groups of enemies. The Wizard, meanwhile, makes use of Magicka-style button combinations to cast spells — discovering which combinations do what is, seemingly, part of the fun.

These mechanics are supported by some arcade-style shenanigans where if you kill enough enemies at once (usually using a special skill) and then keep killing enemies repeatedly after that, you'll build up a chain with a score multiplier for as long as you can keep the carnage going. It's immensely satisfying to keep pressing your luck and keep the enemies coming as your score shoots through the roof — and if the Steam leaderboards are anything to go by (and if they aren't filled with cheaters, which I sadly suspect right now) it's possible to get some astronomical scores through careful combo-management. Far better than simple fire-and-forget.

When playing in co-op mode there's an element of competition, too; at the end of each level, you'll be shown how you stacked up compared to your companions in terms of points you earned by killing things and points you earned through snagging treasure. There's also a bonus for anyone who managed to keep hold of a shiny gold crown until the end of the level, making for some enjoyable scuffles as enemies knock it from your head and everyone scurries to be the first to reclaim it.

There's some interesting "progression" mechanics, too; as you play the game and achieve various milestones, you'll unlock various small bonuses to each of the four characters. None of them are game-breakingly powerful, but on occasion they can provide access to new abilities or allow you to approach things in a slightly different way. In other words, they keep things on a level playing field for those who have been playing for different amounts of time while simultaneously letting people feel like they're making "progress".

It's true to the original

While a lot is different, the core is the same: you make your way through fairly linear but maze-like levels, defeating enemies — which keep coming from enemy-spawning structures until you destroy these — and grabbing treasure. Every so often, you'll be faced with the powerful (and, in this incarnation, seemingly undefeatable) Death and have to run for your life, and, of course, there's always the risk of shooting the food, making healing somewhat more difficult. (Thankfully, the one aspect of the original which isn't maintained is the ever-ticking health bar, declining over time as a means of getting you to feed more money into the arcade machine; now, you simply have a stock of lives shared between all players which you can recharge pretty easily.)

The four-character dynamic is very true to the original, and they even keep their original colours — though they've had a bit of a makeover in some cases. The Valkyrie is no longer a sexy, skinny, bikini-clad supermodel, for example — instead she looks like a rather more formidable woman of war, as any good Valkyrie should. (Whether or not you still find that "sexy" is up to your own tastes, of course.) The characters all have voices and personalities, too, and while it's initially a little odd to hear a regional accent coming from the mouth of Questor the elf, the voices and personalities are well-chosen and give some much-needed flavour and humour to the game as a whole.

These may all sound like differences from the original rather than being true, but in reality they support the core gameplay and the core appeal element of Gauntlet, both back in the day and in this new incarnation: simple, straightforward, no-commitment dungeon-crawling with friends. It's a huge amount of fun even with just two people — I perhaps question its value as a single-player title but am willing to give it a shot — and I can imagine with four, each taking on the role of a different character, it will be an absolute blast.

And if you want even more trueness to the original? You'll be pleased to know that the sounds for picking up keys and potions are intact from the original game, the main theme plays on the title screen, and there's even a "Classic Mode" filter for the graphics, though I'm yet to try that for myself.

A pleasant surprise, then, and one I hope I'll have the opportunity to play with people again sometime soon.