What is Your Alternate Reality?

I’ve been banging on about ancient 8-bit RPG Alternate Reality since the last SquadCast now and am finding the process of revisiting it with an adult’s mind (i.e. one that understands what an RPG is) equal parts addictive and frustrating. The reason for this is that Alternate Reality itself is an incredibly ambitious game with very grand designs… yet its difficulty level at the outset is absolutely maddening… and yet (again) this difficulty level makes it incredibly addictive. You start think that if you could just get a little further… or if you hadn’t tried to punch that knight in the face while not wearing any armour… things would be better.

At this point, let’s pause for a typical playthrough from beginning to inevitable early death. Strap yourself in, we’re going to another world.

picture-1It’s a typical day in the city. Perhaps I’m on the way to work, or on my way to meet a friend. But disaster is waiting just around the corner, because…

picture-2Holy shit! Aliens! AAAAHHH!!

picture-3And now they’re abducting people! Interestingly, I’m not the only one abducted… it looks like the ship picks up three others. (I’m not sure if these other three people are ever mentioned… or perhaps it’s a reference to the fact you have four “save slots” on your character disk)

picture-41Uh-oh… we’re leaving. But where are we going…?

picture-5Ah, yes, space. Of course. They are aliens, after all. Wait a minute, I know how we can lift our spirits…

picture-6A little sing-song! Maybe this won’t be so bad…

picture-7As the song ends, two sets of big scary doors slam shut and I’m locked in a green room where I am invited to “become a new person”.

picture-8When the doors slide open again, I’m in front of a gate with a force field over it. Numbers rotate over the gate. As soon as I step through the force field, the numbers freeze in place, defining who I am to be in this new world.

picture-9There’s a flash of… lightning? Static? Something, and then…

picture-10Apparently I am “joined”, and ready to enter an alternate reality.

(In the subsequent loading break, you have to swap disks twice unless you have more than one drive. You thought you had it rough with JRPGs.)

picture-11And here I am at the Floating Gate, ready to begin my adventure. You’ll notice my statistics are distinctly average. From left to right, we have Stamina, Charisma/Charm, Strength, Intelligence, Wisdom and Skill/Dexterity. These have a potential initial maximum of 21, so Stamina, Charisma and Skill are pretty good, but Strength, Intelligence and Wisdom are pretty feeble. Fortunately, Skill is probably one of the most helpful stats early in the game, as it allows you sufficient mobility to avoid attacks from early enemies.

So, first job? Find a weapon. You begin your adventure in the city of Xebec’s Demise with only the money given to you by the strange portal at the beginning, no equipment and only some basic clothing. Fortunately, your starting area is the City Square, with the Floating Gate in the middle and shops all around. So, let’s take a look.

picture-12A smithy, huh? This sounds promising. I know he’s in at the moment, too, because I can hear him hammering away inside. (And yes, you actually can. This is just one of the cool “environmental effects” that you hear throughout your travels). So, let’s pay him a visit.

(Single-drive users can expect a disk swap at this point.)

picture-13The Best Armorers, huh? Sounds expensive. However, as the smith seems quite happy to stand there singing while I browse his wares, I take my time and consider my options carefully.

picture-147,424 coppers? I was right, this place is expensive. In fact, there’s nothing I can even nearly afford in here. I tell him to forget it rather than risk offending him by making him a paltry offer (which might make the smith reluctant to deal with you in the future, when you could potentially afford his wares – one of the many things that AR keeps track of in the background). I step back onto the windy streets, still distinctly lacking in equipment. Time to explore.

picture-16As I leave the Best Armorers, it starts raining, which makes it difficult to see where I’m going and slows me down. Thunder crashes and lightning flashes. But at least I haven’t run into any ne’er-do-wells as yet.

picture-17Spoke too soon. A wandering zombie notices me but doesn’t have time to act. I don’t fancy taking it on in my current state, so I run for it. Fortunately, I managed to get away before it was able to do anything unpleasant to me.

picture-18A little further down the road, I surprised a rabid-looking Giant Rat. I elect to leave it alone as I don’t fancy adding a disease to the list of my woes. It’s still early days in this strange place.

picture-19After a little exploring (and a Hobbit surprising me, then running away without saying a word) I hear the sound of a smithy again… but there’s no doors in this building. Curious. I press against a wall and find myself slipping straight through it. A secret door!

picture-20Sure enough, it’s another smithy. Occums Weaponsmiths, to be precise. It’s cheaper… but still way out of my price range. Curses.

picture-21Outside, it’s still raining, and worse, I run into a Goblin. Desperate, I try and sweet-talk it into stepping down and maybe giving me some of its treasure and equipment. The conversation doesn’t go well, with the Goblin responding to my polite request by trying to stab me. This place is just like Southampton. Maybe I haven’t gone anywhere at all.

picture-23I respond in kind to the Goblin by punching it in the face. It’s a feeble attack, but at least it connects, which is more than can be said for the Goblin’s attacks. With my high Skill, I nimbly avoid and parry all of his blows and manage to knock the foe to the ground without sustaining any injuries myself. Unfortunately, the Goblin doesn’t seem to be carrying anything of value. I do, however, gain a total of 59 experience points from the whole encounter.

picture-25Night falls, and it’s still raining. I surprise a Fighter in the street, but he looks tough so I decide to avoid him while he’s still surprised. I begin to think it might be an idea to try and find somewhere to spend the night. It’s clear the City is an inhospitable place, but I imagine this becomes even more apparent in the night-time.

picture-26In search of an inn, I get mugged by a Skeleton. What a bastard. Fortunately, I manage to get away before he can attack properly. But how much did he steal…?

picture-27I check my pockets. Fortunately, I don’t seem to have lost anything irreplaceable, and I still have a few copper coins to my name. Enough to spend the night somewhere, hopefully.

picture-28I encounter a Dwarf a little further down the road. I’m not sure if he’s friendly or unfriendly, so I decide to turn on the Charm and see what he has to say about that. Bizarrely, he dies. I think this is AR’s way of telling me that this was a successful encounter, not that my tongue was so silver he simply collapsed and died in wonderment at my words. Possibly. Whatever actually happened (and I guess we’ll never know), I now have 205 experience points. Not yet enough to reach level 1 (You have to earn level 1! The indignity!) but a step closer, nonetheless.

picture-29A Troll shows its face next. It looks scary, so I try and disengage from it and escape. I do so, but not before it steals some of my water and food. This isn’t going well.

picture-33For a worrying moment, despite working with a map (an absolute necessity, as this was, of course, the days long before automapping) I think I’m lost, and I haven’t bought a compass yet. Fortunately, I get my bearings shortly afterwards and manage to stumble my way to the doorway of Mom’s Bar, where the giant rat I ran away from earlier (possibly) is waiting for me. The rat tries to steal some more of my food and water then tries to bite me, but I dodge it and duck into the bar to get out of the rain.

picture-35The bartender informs me that the band are on a break, but invites me to watch a dwarf dancing. Since I’m hungry and thirsty, I decide to take him up on his offer and sit at the bar watching the dwarf and listening to his quirky music.

picture-36I order some water and a food packet to take with me. This only costs me a few coppers, fortunately, and should give me enough sustenance to get through the night… I hope. I step back out of the door. I wonder if it’s stopped raining yet…

picture-37It has. But it’s still dark and I need a place to sleep. I stumble through the city streets some more, pausing only for another giant rat (the same one again?) to steal the food packet I just bought.

picture-38Eventually I come across a welcome sight – a door marked “Inn”. Unfortunately, as I reach for the handle, I’m attacked by a Gremlin. I ask it very politely if it wouldn’t mind awfully stepping aside if it would be so kind, and it dies at my words, finally giving me enough experience to reach level 1. Not only that…

picture-411TREASURE! The Gremlin drops a potion. I can’t work out what it is, but it tastes dry and is red in colour. I decide not to quaff it right now just in case it is deadly poison, which is entirely possible in this harsh world. The Gremlin also drops a shield, which looks “mundane”, apparently. I pick it up and wield it on my off-hand, not caring that I look ridiculous wielding a shield but not a sword. Cutting a rain-drenched yet distinctly self-satisfied figure, I barge into the Green Boar Inn.

picture-481I elect to spend the night on the common room floor as despite having my first taste of acquiring treasure, I’m not exactly flush with cash. I hand over 10 coppers and spend the night on the floor, asking to be woken at 9am the next day.

(Aside: This is, I think, the longest I’ve ever survived. It figures that the one time I decide to show you a “typical playthrough” and make reference to “inevitable early death” I’m here for ages.)

picture-51I step outside the door and give a charming greeting to a passing commoner. The commoner is obviously in a bad mood and promptly stabs me in the stomach. I try and apologise, but he stabs me again, so I run away, bleeding a bit. I’m also now very hungry and very thirsty. Time to pay that tavern another visit.

picture-52Seriously hungry and thirsty now, and my stats now starting to drop from thirst, I impulsively spent my remaining coins on food and drink – some grape juice, a couple of food packets and some chocolate cake. When I leave a few hours later, I’m still thirsty but I’m not hungry any more. Plus I enjoyed the band’s song.

picture-531Back on the street, the sun is setting (Already? I must have been in that tavern longer than I thought) and I encounter a Thief. I charm him successfully and take his two pieces of silver that he was carrying – this equates to twenty copper pieces. It paid for the chocolate cake if nothing else.

Incidentally, reading the official guidebooks and cluebooks for The City indicate that successfully Charming someone is indeed killing them – you pretend to be their friend then stab them in the back. So to the Dwarf I met earlier… uhh… sorry! This is something you have to be careful of in your time in the City. Encounters fall into three categories – Good, Neutral and Evil. You can safely do whatever you like to Evil creatures. Attacking a Neutral creature (and these include most of the humanoid ne’er-do-wells such as thieves and fighters) first before they do anything to you is considered an evil act… and tricking or charming a Good creature is a very evil act. As you might expect, dropping your reputation in this way is a sure-fire way to get the whole city pissed at you.

In a case of art mirroring life, I find myself “very thirsty” again, much as I am feeling now, sitting here writing this with a sore throat. Keen to prevent my already feeble statistics (in-game) from dropping any further, I head back to Mom’s Bar to rehydrate myself.

picture-54

I order three glasses of water and sit at the table for a while, sipping them. It’ll be time to sleep again soon, which should help me recover the injuries I sustained with my ill-advised encounter with the Commoner earlier. The band sings an entertaining if unnerving song about not going into bad parts of town at night for fear of being set on fire.

I stagger out of the tavern and head back towards the inn. Perhaps tomorrow will be a more productive day.

picture-55I wake up and, once again, I’m hungry and thirsty. Time for breakfast at Mom’s Bar.

picture-56Unfortunately, I get jumped by a Swordsman outside the inn. The swordsman steals all my coppers then cuts me up with his sword. Fortunately, he proves easy to Charm. I hold my hands up in truce until he comes over, then I snap his neck. Unfortunately, he seems to have eaten my coins, so I’m now penniless, hungry and thirsty.

picture-58I’m not proud of what I do next. I use my not-inconsiderable skills of persuasion to “convince” a passing Courier to part with what he was carrying. Unfortunately, he was the walking equivalent of a white van with a “NO TOOLS ARE KEPT IN THIS VAN OVERNIGHT” sign posted on the back, as he is carrying nothing but a bitter-tasting potion which disappears in a puff of smoke when I attempt to quaff it.

I do hit level 2, though, so it’s not all bad news.

picture-59I’m reaching desperation point now. I come across a Fighter and attempt to sweet-talk him out of some coins. This fails and I get hit again. I manage to run away before too much injury is done to me, but things are starting to go downhill.

picture-60Saved! I find another tavern – this one called the Misty Mountain. But they want three thousand copper coins before they’ll let me in. Given that I don’t have any copper coins whatsoever, I am quickly ejected from the premises.

I begin to feel that my demise might be on its way. Death is peering over my shoulder. I slink back onto the street, dejected, weary and very thirsty. I manage to dredge up a food packet from my pocket to satiate my hunger for the moment, but there’s no water anywhere to be seen.

picture-61Unable to help myself, I stumble into the path of a robber and attempt to beat him back, but I fail. He takes my last remaining possessions and runs away. By now I’m parched and starving, and I can feel myself weakening moment by moment. I must cut a pitiful sight.

picture-64I collapse somewhere around the city’s walls and am confronted by a guard. My attempts to mug the populace out of desperation have not gone unnoticed, it seems, as he attacks me without warning. By now, I am grateful for the attention. I put up some meager resistance but secretly, within, am hoping for the sweet release of death as this existence has become too difficult.

I am slain by his greatsword and crumple to the ground, never to be heard from again.

picture-65Alas, I am dead.

So there you go – in slightly longer format than I anticipated, but never mind.

Alternate Reality: The City is one of those games that is infinitely better when you treat it much as I did above – as a “playground” where you make your own story. This is largely because the game has no aim as such – partly due to its design, and also partly due to the fact that the whole series was never finished – a crying shame, as the whole series had a huge amount of potential.

For the unfamiliar, the series was originally planned to be split into several interconnected volumes – The City (and the Dungeon beneath its streets), The Wilderness, The Palace, The Arena, Revelation and Destiny. Only The Dungeon ever made it out onto shop shelves – as a separate game rather than part of the original City package. The Dungeon had much more structure and actually had an “end” too – or more specifically, a point that clearly led onto the final two chapters, Revelation and Destiny.

Revelation and Destiny were the interesting-sounding ones. Towards the end of The Dungeon, the player character was supposed to acquire a keycard, which could be used to enter the Revelation area where everything suddenly became a bit more futuristic. The player would find themselves walking the corridors of an alien spacecraft, looking out through windows into a dramatic spacescape, while Destiny would allow the player to finally discover the truth – that abducted humans had been placed into a form of suspended animation within “cocoons”, each living out their own parallel life in the city of Xebec’s Demise and its surroundings.

Hold on a minute, you might think. This all sounds a little bit familiar. A bit Matrix-y if you will. And you’d be right.

Philip Price, author of the series, claims he once met a pair of movie directors who wanted to discuss Alternate Reality. It’s never been verified whether or not this was the Wachowski brothers, but there are certainly plenty of similarities between the two series, and it makes a nice story for geek folklore nonetheless. It’s a crying shame that Price never got to realise his ambition, however, as the whole thing would have been a magnificent achievement had it come to fruition.

As it is, The City and The Dungeon stand as two extremely interesting (not to mention playable and addictive) curios – role-playing games that were many, many years ahead of their time that arguably could finally have their original intentions fulfilled nowadays. It would certainly be interesting to see Bethesda working on a re-imagining of the series. But I guess we’ll never know.

Some great info and links on Alternate Reality can be found here and here. Check it out. Oh, and here’s that glorious intro sequence in full – a five-minute long intro on a 48k machine isn’t bad going, is it?

The Squadron of Shame Squadcast #12: No Shame

The long-awaited first 2009 episode of The Squadron of Shame SquadCast is now available for download!

Subscribe now using one of the following links:

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You can also follow the Squad’s updates on Twitter here.

This episode, we delve into Games of No Shame. These fall into several categories – the games everyone loves that you hate, the games everyone loves that you love too, the games that everyone hates that you love and the games you’re terrified of being caught playing.

Also on this episode, Beige talks about jizz and Pokémon, we use the phrase “sucks like a banshee” and Pishu goes a-hustlin’.

Follow us on Twitter for up to date news, including rollout information of our exciting new website now that 1up has witnessed the power of that fully operational battle station that is UGO.

Stay tuned!

SquadCast: Persona 3

It’s the first of our irregular special side-mission podcasts today as we explore the world of teenagers pointing guns at their heads, the tarot and giant penises riding chariots. Yes, you read that correctly. Persona 3 is an incredibly long game – too long, perhaps, for a Squad main mission, so those of us who have played, finished (or “almost” finished) it decided to get together for a chat and a chin-stroke.

This podcast also features Beige and Pishu’s report from PAX 08, our regular Personal Piles of Shame section and selections from the soundtrack of the game.

Featuring: Chris “RocGaude” Whittington, Mark “Beige” Whiting, Chris “Papapishu” Person and Pete “Angry_Jedi” Davison.

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The Squadron of Shame SquadCast #7: Okami

Released today is the seventh episode of The Squadron of Shame SquadCast focusing on Clover Studios’ beautiful game (poncey as it sounds, there really is no other way to describe it) Okami. Along the way we take in a lengthy journey into the depths of Papapishu’s mind (fueled by Dance Mania and ADD meds), discuss why good is boring and evil is awesome (and Braid is either a work of art or emo bullshit) and delve into the “this could go on for months” territory of Eastern vs Western game design philosophy.

We also, as usual, discuss our personal piles of shame, including comment on Geometry Wars 2, Braid (twice), Soul Calibur IV, Star Control 2 (hold on, haven’t we done that one already?), Siren: Blood Curse and, much to Pishu’s disgust, EVE Online.

This episode features a triumvirate of hot Chris action, with Chrises “RocGaude” Whittington, “Iscariot83” Hernandez and “Papapishu” Person making an appearance, along with myself, Mark “Beige” Whiting, Tom “sinfony” Haley and George “Regulus Loves EVE” Kokoris.

Grab the M4A file here, or the MP3 file here. Alternatively, subscribe in iTunes or via RSS.

Enjoy! Please feel free to post comments here or on the Squadron of Shame’s club page on 1up.com.

M.U.L.E.

Many people who have been playing video games and mis-spending their youth (and beyond) as much as I have will have one game that really sticks in their mind from the “good old days”, that they like to return to as much as possible and are gratified to discover that it’s actually still good.

Some retro games hold up better than others. Some age gracefully despite limited technology. Others remind us just how far we have come since those early days of one-man programming teams. Others are so well-respected that they spawn modern-day remakes or sequel after sequel… or endless variations on Xbox Live Arcade.

My particular fond memory is for an early EA title for the Atari 8-bit range of computers named M.U.L.E. This game involved four colonists from a diverse range of species attempting to make the best use of the resources a small planet named Proc Irata had to offer… yes, that planet’s name is indeed “Atari Corp” backwards (and this wouldn’t be the last time Atari Corp would have their name used as an element in a game, with Red Rat’s Laser Hawk following a few years later pitting a lone chopper against the forces of the “evil Proc Irata”. One wonders if Atari had any say in all this.) and, as these things tend to go, to make as much money as possible by the end of a period of time that was set according to the “difficulty” level. I use the term “difficulty” loosely as, unusually, the difficulty setting in M.U.L.E., rather than simply making the computer players harsher and cheaper, it actually added new layers of complexity to the game.

M.U.L.E. was played on a month-by-month basis, with each month being a game turn split into several phases. First up was the Land Grant, where a cursor moved over the single-screen landscape of the planet one plot at a time, and players competed simultaneously to be the first to press their fire button to claim a plot. Different plots were good for different things – mountains were good for mining, the river valley running down the middle of the map was good for food production and everywhere else was good for energy production. This stage, despite its simplicity, was teeth-gnashingly frustrating in the way a good board game is when someone pips you to nabbing, say, the sheep port in Catan.

Next up, players took it in turns to actually manage their plots and assign them to particular purposes. This was done on a strict time limit, so players had to make decisions quickly. In order to assign a plot, players had to outfit one of the titular M.U.L.Es for energy, mining or food production before taking them out onto the map and dropping them into a plot, taking care to place them carefully, otherwise the M.U.L.E. would simply escape. In this phase, if players had time, and if they were playing on one of the higher difficulty levels, they could also attend a land auction for an additional plot of land, scan an area for its suitability for mining the more precious minerals and finish their turn by wandering into the pub to receive a “gambling bonus” according to how much time they had left.

Next up was production, which was sometimes preceded by a random event affecting production of one or more of the resources. This could be anything from sunspots increasing energy production to a pirate raid stealing stock from the colony’s store. This random element added some tension to the game and also meant that someone who looked like a runaway victor could have their big plans scuppered at short notice, which was always immensely satisfying.

Finally came the auctions, where players were able to sell their surplus stock either to other players or the store. Auctions were handled in an interesting manner, with players setting buying and selling prices by walking up and down the screen. If two players met, they would exchange goods and money until one or the other moved away. If no players wanted to buy or sell, goods could also be bought or sold from the colony’s stores (for very high or low prices respectively). After the auctions, the four players were ranked according to their net work before the whole process repeated again another five to twenty-three times.

So that’s how M.U.L.E. works, and its simple yet elegant mechanics, along with its good sense of humour throughout, make it a game that’s still fun to play today. Interestingly, though, none of these things are the reason why I remember M.U.L.E. so fondly, because I was much too young to understand how to play it properly when I was first introduced to it.

Rather, two things stick in my mind. Firstly, there was the music.

I defy you to not be humming this masterpiece of the POKEY chip all day. Evoking an appropriately adventurous sci-fi feel (in my mind, at least), M.U.L.E.’s theme is one of my favourite video game themes of all time.

Secondly, there was the “characterisation” of the game. In The Squadron of Shame‘s podcast, we’ve often discussed the merits of having a truly immersive game world. And M.U.L.E’s, while simple, worked brilliantly. Each alien race was distinctive and had its own character, despite only having about three or four frames of animation at most. The fact that this strange little world had its own curious rules, such as catching the little white dot (the “Wumpus”) on the map rewarding you with extra money, made it all the more appealing to be a part of – and made you feel a little sad when the ship came to pick you up on the last turn.

M.U.L.E.’s a game I remember fondly for all the wrong reasons – yet fortuitously, it still plays very well today. I highly recommend exploring its curious charms – ideally, with three other people.