Random bit of gaming trivia for you: the word "campaign" wasn't always synonymous with "single-player story mode." In fact, in the 16-bit era I recall playing numerous games in which the "campaign" was actually just one of several different game modes — it most commonly cropped up in flight sims, but occasionally made an appearance in other types of game, too.
Taking flight sims as the main example, a "campaign" mode tended to be what it sounds like: an ongoing campaign of the player against computer-controlled enemies, either through a linear sequence of missions like we have in many of today's single-player modes, or through a more dynamic, strategic sort of affair that changed and evolved as the player took various actions.
One particular example I can think of was the then-popular flight sim Falcon 3.0, which was one of numerous F-16 simulators around at the time. Past incarnations of Falcon had generally seen players taking on one-off missions, raising in rank and collecting medals through grinding the same missions over and over again. What Falcon 3 brought to the table was what was regarded as one of the best campaign modes ever seen in the genre at the time — I'm sure it's been bettered by all manner of other games since, but I remember it being quite impressive at the time.
Looking the game up to better refresh my memory, in fact, it seems that Falcon 3.0 was, in fact, one of the first games ever to incorporate a dynamic campaign mode, and this is what drew praise. In fact, so confident were developers Spectrum Holobyte that they even gave the campaign engine its own branding: "Electronic Battlefield."
Electronic Battlefield was originally intended to be a campaign engine that transcended individual games and allowed for multiple different products to interlink with one another for network games. Three games eventually made it to market: Falcon 3.0 itself, MiG-29: Deadly Adversary of Falcon 3.0 (for it was tradition that the F-16s in flight sims at the time would spend most of their time fighting MiG-29s, their biggest rival from the Soviets) and Falcon 3.0: Hornet: Naval Strike Fighter, which simulated the F/A-18 Hornet. These three games could all talk to each other in network sessions, but I never got a chance to try it; sadly, this was in an age prior to widespread use of the Internet and online play in general, so when it says "network game" it actually means LAN play — a luxury only really afforded to those who worked in offices.
So how is this kind of "campaign" different from what we have today? Well, the main thing is that it's not scripted, and there doesn't necessarily have to be an "end". Falcon 3.0's campaign simulated a conflict in which the player is just one element; through completing or failing various missions, they could help or hinder the war effort as a whole, presumably eventually culminating in one side or the other declaring victory. I never saw that as I wasn't really very good at flight sims, despite enjoying them as a young 'un, but I could tell my efforts were having an impact on the virtual war as a whole.
It was kind of cool, really — despite the fact there was no ongoing "story" like in, say, the later Strike Commander (which again concentrated on F-16s, but had a much more arcadey flight model), there was a real sense of emergent narrative — of things happening due to your actions rather than just being plopped down in front of either a limited selection of missions, or randomly-selected scenarios. It was pretty neat.
I'm not sure why I blabbered on about all that — I just find myself thinking back to that every time a game makes me click on the word "Campaign" when what it really means is "Story".



I really, really like Final Fantasy XIV.
I've been playing First Encounter Assault Recon, or F.E.A.R. to its friends, recently. And while its acronym-based title is mildly cringeworthy — look, it must be scary, it's called F.E.A.R.! — what I've discovered is that it's actually a rather magnificent game that I'm sorry I haven't got around to sooner.
I've been replaying Gabriel Knight: Sins of the Fathers recently. I've been meaning to do this for some time now and have in fact restarted it several times, but never got around to finishing it for various reasons. This time is "the charm", though, and I intend on running through the whole series — I can't remember much about The Beast Within (except, bizarrely, for the puzzle solution "Thomas? Thomas? Herr Doktor Klingmann here. Show our wolves to Mr. Knight.") and I've never finished Blood of the Sacred, Blood of the Damned. Perhaps more impressively, I've managed to survive this long without having the latter spoiled at all, though I do know it ends on an apparently-infuriating cliffhanger that will likely never be resolved. Oh well.
Mark and I played a bunch of a recently-released indie game today. That game is Coffee Stain Studios'
You know what, though? I've played a good 4 or 5 hours of Sanctum 2 today in total, and it's great. It isn't the original game, no, but why would you want it to be? Sanctum is still available for download, so if you like that, go play that. Sanctum 2 is a distinctive experience that, while in possession of a couple of strange design decisions, is a lot of fun to play both solo and cooperatively with other people. It is both strategic and action-packed; challenging and fun; and it offers a significantly greater amount of content and depth than the original game did when it came out of the gates.
In short, Sanctum 2 is a very good game if you enjoy both first-person shooters and tower defense games that demand a slightly heavier degree of thought and strategy than normal. It's an excellent fusion of two fairly disparate game genres, and while there are a few things that could be tweaked here and there, it's perfectly enjoyable as it is. Not only that, Coffee Stain Studios have demonstrated that they are open to constructive feedback, too, and will likely continue to improve the game after its release. Given the abuse and vitriol that has been hurled their way today, they would be perfectly within their rights to just say "fuck you" to all the ungrateful gamers who are bitching about their new release, to be honest, so I have to admire them for their self-restraint in dealing with these people.