Rise of the Bizarre

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I’d love to have sat in on the design meeting for Apogee Software’s 1995 FPS Rise of the Triad, now available on Good Old Games. In my mind’s eye, it runs something like this:

“So, gentlemen. That Wolfenstein thing did rather well. Let’s do a sequel.”

“Yes! I love Wolfenstein. Who wants a beer?”

(Beer is chugged. Conversation resumes.)

“Right. So how are we going to make this better?”

“Okay. Here’s the deal. Umm… Hitler was actually being controlled by… like… um… some big corporations.”

“Great. Sounds good. How many?”

“Um. Three. Three’s always a good number. Wolfenstein had three episodes. Plus another three.”

“Right! We could call them the Triad.”

“I think that’s been done.”

“Doesn’t matter. Okay, so Hitler was being controlled by the Triad.”

“Yes. I need another beer. It helps me think.”

(More beer is chugged. Conversation resumes.)

“Okay. So, game-wise, what are we going to add?”

“Rocket launchers.”

“More gore. More gore!”

“Dual-wield pistols!”

“Traps! Spiky things! Flame traps!”

“All good suggestions, but… let’s think outside the box a little.”

“Boss?”

“Yes?”

“Don’t use management-speak. It makes you sound like a douche.”

“Sorry. Where were we? Come on. Think bigger.”

(Silence ensues.)

“Nothing? Really? Okay, maybe this will help.” (Produces a bottle of absinthe.)

(Absinthe is chugged, with much teeth-sucking and head-shaking.)

“Right! That should get those creative juices flowing. Okay, let’s try again!”

“Ooo! Ooo! We need jumping.”

“Yes, but not normal jumping, no. We need springboards.”

“Yes! And floating platforms to jump onto. Otherwise there’s no point.”

“Right. And we can call them Gravitational Anomaly Discs.”

“GADs?”

“Yes. And the elevator ones can be called EGADs.”

“Egads! What a fabulous idea.”

“I see you’re getting it. Let’s have another drink.”

(Another shot of absinthe is consumed.)

“Jesus. Maybe… maybe you… maybe we should have a… y’know… God mode.”

“Ishn’t that, ishn’t that… jusht… y’know… an invinsh… invinsh… invuln… can’t die mode?”

“No no nononono, I mean an actual… actual God mode. Where you become God.”

“Oooo! I likesh it. You could get really big.”

“Yesh. And kill… peoplesh by pointing at ’em. You’sh an angry God.”

(Hysterical laughter.)

“Oooo! And how about… y’know… as a joke… we also put in a… a… Dog mode!”

“What, where you turn into a dog?”

“Yesh. You get *hic* really shmall and bite peoplesh nutsh.”

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(Thunderous belch.)

“Ugh. *hic* This is… ‘scuse me… *hic* shounding great. You know what? Shall we just ditch the World War II thing?”

“Yeah. Too much research.”

“Let’s have shome mad monksh inshtead.”

“Monksh with ROBOTSH.”

(Fade to black as hysterical laughter continues.)

The alarming thing about Rise of the Triad is that all of the above features were actually included in a game that was originally intended to be a sequel to Wolfenstein 3D. Now, Wolfenstein didn’t take itself too seriously anyway, what with all the zombies, and a very fat Hitler in a mechanized suit wielding two chainguns, but presumably at some point it became apparent to Apogee’s Developers of Incredible Power, the team behind Rise of the Triad, that a World War II setting wasn’t going to cut it. Instead, the game features a very strange setting, with players battling everything from soldiers dressed in what look like World War I uniforms to robots to monks, armed with a selection of weapons ranging from the straightforward (pistol) to messy (bazooka) to bizarre (drunk missile) to outright insane (Excalibat, which is exactly what you think it is). Add in the God/Dog modes, the ability to fly with Mercury mode, the headache-inducing Shrooms mode and you have a game which is clearly designed for fun foremost with the story being cast aside in tatters.

It’s all the better for it. The sheer speed and insanity of Rise of the Triad is one of the game’s best features. The relatively simplistic, boxy level design design based on an evolution of the Wolfenstein 3D engine means that it’s easy to race through relatively mindlessly, or those who prefer a more methodical approach can attempt to solve some of the quasi-platforming environmental puzzles in order to unlock the game’s secrets.

It’s evidence of a simpler time, when games either weren’t capable of telling a decent story, or it was seen as a secondary thing to do. Half-Life this ain’t. Rather, Rise of the Triad represents a time when gameplay was at the forefront, and shareware games were on the cutting-edge of technology. These days, shareware titles are less prominent in their importance for many people, but in the mid-90s when Wolfenstein and Rise of the Triad appeared, shareware developers like ID/iD/id/whatever and Apogee were very much leaders of the pack, pushing the capabilities of the PC to the limit. This was also a time when “shareware episode” meant “complete game in and of itself” – both Wolfenstein and Rise of the Triad‘s free shareware episodes featured ten full levels, which were complete experiences in their own right. Rise of the Triad actually went one step further by making its shareware episode a completely different set of levels to those in the full, paid version, meaning those trying out the game and then going on to buy it didn’t have to run through the same levels again. There were no 30-day time limits or crippling of features – if all you wanted to play was those ten levels, so be it. If, however, you wanted more levels and more features (in the case of these games, more enemies, more playable characters and more multiplayer modes) then you shelled out the money to support the game.

Apogee, of course, later became 3D Realms, which begat Duke Nukem 3D and Max Payne. Rise of the Triad does show that it’s worth delving back into a company’s history as you can often found some hidden gems amongst them, however bizarre they may be. There’s one thing you can’t deny about Rise of the Triad, and that is that it’s immensely creative within the limitations of the time, the genre and the medium. Releasing titles as shareware often freed up developers to do what they really wanted to do – and if that was to have the player assault an island full of soldiers, monks and robots while armed with a magic baseball bat and having the occasional ability to turn into a dog, that was up to them. Occasionally these days with indie titles we see glimpses of the same creativity. It’s important to keep that dream alive, otherwise we end up with a hundred and one identikit brown shooters.

Rise of the Triad 2009 on XBLA anyone?

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