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The Last Adventures of Legend

The early days were the best. We had successes, we had fun, and we had a good business model. As the industry changed, everything became more complicated and harder.

— Bob Bates


This article tells part of the story of Legend Entertainment.

The history of Legend Entertainment can be divided into three periods. When Bob Bates and Mike Verdu first founded the company in 1989, close on the heels of Infocom’s shuttering, they explicitly envisioned it as the heir to the latter’s rich heritage. And indeed, Legend’s early games were at bottom parser-based text adventures, the last of their kind to be sold through conventional retail outlets. That said, they were a dramatic departure from the austerity of Zork: this textual lily was gilded with elaborate menus of verbs, nouns, and prepositions that made actual typing optional, along with an ever increasing quantity of illustrations, sound effects, music, eventually even cutscenes and graphical mini-games. At last, in 1993, the inevitable endpoint of all this creeping multimedia was reached. Between Gateway II: Homeworld and Companions of Xanth, the parser that had still been lurking behind it all disappeared. Thus ended the text-adventure phase of Legend’s existence and began the point-and-click-adventure phase.

Legend continued happily down that second road for a few years. Its games in this vein weren’t as flashy or as high-profile as those of Sierra or LucasArts, but a coterie of loyal fans appreciated them for their more understated aesthetic qualities and for their commitment to good, non-frustrating design — a commitment that even LucasArts proved unable or unwilling to match as the decade wore on. Legend’s games during this period were almost universally based on licensed literary properties, which, combined with in-gaming writing that remained a cut above the norm, still allowed the company to retain some vestige of being the heir to Infocom.

By 1996, however, another endpoint seemed to be looming. One of Legend’s two games of the year before had been the biggest, most expensive production they had yet dared to undertake, as well as a rare foray into non-licensed territory. Mission Critical had been made possible by a $2.5 million investment from the book-publishing giant Random House. The game was the brainchild and the special baby of founder Mike Verdu, a space opera into which he poured his heart and soul. It filled three CDs, the first of which was mostly devoted to a bravura live-action opening movie that starred Michael Dorn, well known to legions of science-fiction fans as the Klingon Commander Worf on Star Trek: The Next Generation, here taking the helm of another starship that might just as well have been the USS Enterprise. But there was more to Mission Critical than surface flash and stunt casting. It was an astonishingly ambitious production in other ways as well: from the writing and world-building (Verdu created a detailed future history for humanity to serve as the game’s backstory) to the multi-variant gameplay itself (a remarkably sophisticated real-time-strategy game is embedded into the adventure). I for one feel no hesitation in calling Mission Critical one of the best things Legend ever did.

But when it was released into a marketplace that was already glutted with superficially similar if generally inferior “Siliwood” productions, Mission Critical got lost in the shuffle. The big hit in this space in 1995 — in fact, the very last hit “interactive movie” ever — was Sierra’s Phantasmagoria, which evinced nothing like the same care for its fiction but nevertheless sold 1 million copies on the back of its seven CDs worth of canned video footage. Mission Critical, on the other hand, struggled to sell 50,000 copies, numbers which were actually slightly worse than those of Shannara, Legend’s other game of 1995, a worthy but far more modest and traditionalist adventure. The consequences to the bottom line were devastating. After hovering around the break-even point for most of its existence, Legend posted a loss for 1995 of more than $2 million, on total revenues of less than $3 million. Random House, which despite its literary veneer was perfectly capable of being as ruthless as any other titan of Corporate America, decided that it wanted out of Legend — in fact, it wanted Legend to pay it back $1 million of its investment, a demand which the fine print in the contract allowed. (Random House was certainly not making any friends in the world of nerdy media at this time; it was holding TSR, the maker of tabletop Dungeons & Dragons, over another barrel.)

Beset by existential threats, Legend managed in 1996 to put out only one game, an even more radical departure from the norm than Mission Critical had been. Star Control 3 had the fortune or perhaps misfortune of being the sequel to 1992’s Star Control II, an unusual and much-loved amalgamation of outer-space adventure, action, and CRPG that was created by the studio Toys for Bob and published by Accolade. As it happened, Accolade also served as Legend’s distributor from 1992 to 1994. (RandomSoft, the software arm of Random House, took up that role afterward.) It was through this relationship that the Star Control 3 deal — a licensing deal of a different stripe than that to which the company had grown accustomed — came to Legend, after Toys for Bob said that they weren’t interested in making another game in the series right away. Michael Lindner, a long-serving music composer, programmer, and designer at Legend who loved Star Control II, lobbied hard with his bosses to take on Star Control 3, and was duly appointed Lead Designer once the contract was signed. Being so different from anything Legend had attempted before, the game took a good two years to complete.

Again I have to save the galaxy? Even the box copy seemed determined to undermine Star Control 3.

Star Control 3 received good reviews from the professionals immediately after its release in September of 1996. Computer Gaming World magazine, for example, called it a “truly stellar experience” and “the ultimate space adventure,” while the website GameSpot deemed it “one of the best titles to come out this year.” It initially sold quite well on the strength of these reviews as well as its name; in fact, it became Legend’s best-selling game to date, their first to shift more than 100,000 units.

Yet once people had had some time to settle in and really play it, an ugly backlash that has never reversed itself set in. To this day, Star Control 3 remains about as popular as tuberculosis among the amazingly durable Star Control II fan base. In the eyes of many of them, it not only pales in comparison to its predecessor, but the non-involvement of the Toys for Bob crew makes it fundamentally illegitimate.

Whatever else it may be, Star Control 3 is not the purely cynical cash-grab it’s so often described as; on the contrary, it’s an earnest effort that if anything wants a little bit too badly to live up to the name on its box. And yet it’s hard to avoid the feeling when playing it that Legend has departed too much from their core competencies. The most significant addition to the Star Control II template is a new layer of colony management: you have to maintain a literal space empire in order to produce the fuel you need to send your starship out in search of the proverbial new life and new civilizations. Unfortunately, the colony game is more tedious than fun, a constant nagging distraction from what you really want to be doing. The other layers of the genre lasagna are better, but none of them is good enough to withstand a concerted comparison to Star Control II. The feel of the action-based starship combat — Legend’s first real attempt to implement a full-on action game — is subtly off, as is the interface in general. For example, a hopelessly convoluted 3D star map makes navigation ten times the chore it ought to be.

In the end, then, Star Control 3 is a case of damned if you do, damned if you don’t. Where it’s bold, it comes off as ill-considered: it represents the aliens you meet as digitized hand puppets, drawing mocking references to Sesame Street online. Where it plays it safe, it comes off as tepid: the writing — usually Legend’s greatest strength — reads like Star Control fan fiction. Still, Star Control 3 isn’t actively terrible by any means. It’s better than its rather horrendous modern reputation — but, then again, that’s not saying much, is it? There are better games out there that you could be playing, whether the date on your calendar is 1996 or 2025.

In its day, however, its strong early sales allowed Bob Bates and Mike Verdu to keep the lights on at Legend for a little while longer. A shovelware compilation of the early games called The Lost Adventures of Legend, whose name consciously echoed Activision’s surprisingly successful Lost Treasures of Infocom collections, brought in a bit more much-needed revenue for virtually no outlay.

Nevertheless, Bob Bates and Mike Verdu were by now coming to understand that securing Legend’s future in the longer term would likely require nothing less than a full-fledged reinvention of the company and its games — a far more radical overhaul than the move from a parser-based to a point-and-click interface. Everything about the games industry in the second half of the 1990s seemed to militate against a boutique studio and publisher like Legend. As the number of new games that appeared each year continued to increase, shelf space at retail was becoming ever harder to secure, even as digital distribution was at this point still a non-starter for games like those of Legend that filled hundreds of megabytes on CD. Meanwhile it was slowly becoming clear that the adventure genre had peaked in 1995 and was now sliding into a marked decline; there were no new million-selling adventure games like Phantasmagoria to be found in 1996. The games that sold best now were first-person shooters and real-time strategies, two genres that hadn’t existed back when Legend had been founded.

Mike Verdu, whose gaming palette was more diverse than that of the hardcore adventurer Bob Bates, hatched a plan to enter the 3D-shooter space. Three years on from the debut of DOOM, he sensed that John Carmack’s old formulation about the role of story in this sort of game — “Story in a game is like the story in a porn movie. It’s expected to be there, but it’s not that important.” — no longer held completely true in the minds of at least some developers and players; he sensed that the world was ready for richer narratives and more coherent settings in its action games. His thinking was very much on trend: LucasArts was in the latter stages of making Jedi Knight at the time, and Valve had already embarked on Half-Life. Verdu believed that Legend might be able to apply their traditional strengths — writing, storytelling, aesthetic texture, perhaps even a smattering of adventure-style puzzle-solving — to the shooter genre with good results.

To do that, however, he and Bob Bates would need to drum up a new investor or investors, to stabilize the company’s rocky finances, pay Random House its $1 million ransom, and, last but by no means least, fund this leap into the three-dimensional unknown. As they wrote in their investor’s prospectus at this time, “Legend’s strengths in storytelling and world creation will be used to craft a unique game experience that combines combat, character interaction, exploration, and puzzle solving.” They had already secured what they thought was the perfect literary license for the experiment: the Wheel of Time novels by Robert Jordan, which were currently the best-selling epic-fantasy books in the world from an author not named J.R.R. Tolkien.

After months of beating the bushes, they found the partner they were seeking in GT Interactive, an outgrowth of a peddler of home-workout videos that had exploded onto the games industry in 1994 by publishing DOOM II exclusively to retail stores. (The original DOOM had been sold via the shareware model, with boxed distribution coming only later.) Now, GT was to be the publisher of Epic MegaGame’s Unreal, a shooter whose core technology was, so it was said, even better than id Software’s latest Quake engine. GT was able to secure the Unreal engine for Legend’s use long before the game that bore its name shipped. Even with that enormous leg-up, Legend would need every bit of their new publisher’s largess and patience; The Wheel of Time would prove a much bigger mouthful to swallow than Bob and Mike had ever anticipated, such that it wouldn’t be done until the end of 1999, more than two and a half years after the project was initiated.

As you’ve probably gathered, these events herald the beginning of the transition from the second to the third phase of Legend’s history, from Legend as a purveyor primarily of adventure games to a maker of 3D shooters that retain only scattered vestiges of the company’s past. Yet this transition wasn’t as clean or as abrupt as that from parser-driven to point-and-click adventures. While most of Legend was chasing reinvention in the last years of the 1990s, another, smaller part was sticking to what they had always done. There would come two more traditionalist adventure games before The Wheel of Time made it out the door to signal to the world that Legend Entertainment had become a very different sort of games studio.

So, we’ll save The Wheel of Time and what came after for a later article. I’d like to use the rest of this one to look at that those last two purist adventures from Legend.


Callahan’s Crosstime Saloon is one of those games that I would love to love much more than I actually do. It’s warm-hearted and well-meaning and wants nothing more than to show me a good time. Unfortunately, it mostly just bores me. In all of these respects, it has much in common with its literary source material.

Said source is the Callahan’s series by the science-fiction journeyman Spider Robinson, the first volume of which shares its name with the game. Born in the 1970s as loosely linked short stories in the pages of Analog magazine, it’s written science fiction’s nearest equivalent to the television sitcom Cheers; the stories all revolve around a convivial bar where everybody knows your name, owned and operated by a fellow named Mike Callahan in lieu of Sam Malone. The tone is what we like to call hyggelig here in Denmark: cozy and welcoming, both for the patrons of the bar and for the reader. A sign that Mike Callahan keeps hanging on the wall behind his post says it all: “Shared pain is lessened; shared joy is increased.” The stories manage to qualify as science fiction — or maybe a better description is urban fantasy? — by including elements of the inexplicable and paranormal: aliens drop in for a drink, as do time travelers, a talking dog, and plenty of other freaks and oddities. If you read long enough, you will begin to realize that Mike Callahan himself is not quite what he appears to be. But never fear, he’s still a good guy for all that.

It’s very hard even for a curmudgeon like me to work up any active dislike for a series that so plainly just wants to make us feel good. And yet I must admit that I’ve never been able to work up the will to read beyond the first book either. Even when I first encountered Callahan’s Crosstime Saloon in the stacks of my local library at the ripe old age of twelve or so, it felt so slight and contrived that I couldn’t be bothered to finish it. When I picked the first book up again as part of my due diligence for writing this article, I wound up feeling precisely the same way, thus illustrating that I either had exceptionally good taste as a twelve-year-old or that I am a sad case of arrested development.  (The child is the father to the man, as they say.)

Still, none of this need be the kiss of death for the game. I’ve played a fair number of games, from Legend and others, that are based on books that I would never choose to read on my own, and enjoyed a surprising number of them. But, as I noted at the outset, the game of Callahan’s Crosstime Saloon isn’t in this group.

Callahan’s was the second Legend adventure game to be masterminded by a former Sierra designer, after Shannara, by Corey and Lori Ann Cole of Quest for Glory fame. This time up, we have Josh Mandel, a former standup comedian who had once been a regular on the same circuit as such future stars as David Letterman, Jay Leno, and Jerry Seinfeld. His own life took a very different course when a close encounter with Leisure Suit Larry in the Land of the Lounge Lizards caused him to seek a job with the company that had made it. His design credits at Sierra included Pepper’s Adventures in Time, Freddy Pharkas: Frontier Pharmacist, and Space Quest 6: The Spinal Frontier. Having left Sierra in the middle of the Space Quest 6 project because he was unhappy with the company’s direction, he was available for Legend to sign to a design contract circa late 1995.

Callahan’s Crosstime Saloon is a very well-made game by any objective standard. The graphics and sound, created by a stable of out-of-house free agents to whom Legend returned again and again, are attractive and polished and perfectly in tune with the personality of the books. If the overriding standard by which you judge this game is how well it evokes its source material, it can only be counted a rousing success. Hewing to the series’ roots as a collection of short stories rather than anything so ambitious as a novel, the game uses Callahan’s Bar as a jumping-off point for half a dozen largely self-contained vignettes, which take you everywhere from Manhattan to Brazil, from outer space to Transylvania. (Yes, there is a vampire.)

The worst objective complaint to be made about it is that, if you were to hazard a guess, you might assume it to be two or three years older than it actually is. Barring the addition of a 360-degree panning system, the interface and presentation of the game aren’t very far removed at all from what we were seeing at the beginning of the point-and-click phase of Legend’s existence in 1993. For example, there’s still no audible narrator guiding the show, just lots and lots of textual descriptions of the things you click on. (The characters you speak to in the game, on the other hand, are fully voice-acted.) Its dated presentation may have represented a marketing problem when Callahan’s Crosstime Saloon made its debut in the spring of 1997, but there’s no reason for it to bother tolerant retro-gamers like us unduly today.

Callahan’s Crosstime Saloon was the last hurrah for Legend’s original adventure engine, which had been steadily improved since their very first game, 1990’s Spellcasting 101.

So much for objectivity. Subjectively, this is my least favorite point-and-click Legend adventure game, with the possible exception only of Companions of Xanth, for which my distaste is driven more by the pedophiliac overtones of the books on which it is based than by anything intrinsic to the game itself. I can’t accuse Spider Robinson of so serious an offense as that, only of a style of humor to which I just don’t respond. Alas for me, Josh Mandel chooses to ape that style of humor slavishly. This game is a hall of mirrors where every pane of glass hides a wretched pun or a groan-inducing dad joke or a pseudo-heart-warming “I feel you, man!” moment. It sets my teeth on edge.

And the thing is, you just can’t get away from it. Josh Mandel has chosen to implement every single thing you see in the scenery as a hot spot. And because this is a traditional adventure game, any one of those hot spots could hide the thing or the clue or the action you need to advance. So, you have to click them all. One by one. And it’s absolutely excruciating. The words just run on and on and on… so many words, vanishingly few of them funny or interesting, a pale imitation of a writer I don’t like very much in the first place. I get tired and fidgety just thinking about it. For me at least, Callahan’s is proof that it’s possible to over-implement an adventure game, with disastrous effects on its pacing — a problem that tended not to come up in the earlier years of the genre, when space constraints served as a natural editor.

Sigh…

But of course, it’s well known that comedy is notoriously subjective. You might respond very differently to this game, especially if Spider Robinson happens to be a writer you enjoy, or perhaps if the humor in Sierra’s comedy adventures is more to your taste than it is to mine. I’d be lying if I said I finished it — dear reader, there came a point when I just couldn’t take it anymore — but what I did see of it gave me no reason to doubt that it’s up to Legend’s usual standards of meticulous, scrupulous fairness.

Okay… every once in a while, a joke does kind of land.

Sadly for Legend, Callahan’s Crosstime Saloon sold like a Popsicle in the Arctic. And small wonder: whatever its intrinsic merits or demerits, it’s hard to imagine a game more out of touch with the way the industry was trending in 1997. In light of this, that could very well have been that for Legend Entertainment as a maker of adventure games. Instead, the company ponied up for one last adventure while the drawn-out Wheel of Time project was still ongoing. It was permitted only a limited budget, but it seems like a minor miracle for ever having gotten made at all. Best of all, John Saul’s Blackstone Chronicles: An Adventure in Terror is really, really good.

This project was an unusual one for Legend, in that for once the author behind the literary work that was being borrowed from showed an active, ongoing interest in the game. John Saul was riding high at this point in his career, being arguably the most popular American horror writer not named Stephen King. He was also, as he said at the time, “an old computer gamer, going back to the days of Zork when the adventure was all in text.” He first began to speak with Bob Bates about some sort of collaboration as early as 1995. The two initially discussed a book and game that would be released at the same time, to serve as companion pieces to one another. When that became too logistically challenging — a book tends to be a lot faster to create than a game — they decided that the game could come out later, to serve as a sequel to the book. Even so, Bates was already sketching out a design at the same time that Saul was writing his manuscript.

In the midst of all this, the aforementioned Stephen King tried out a unique publication strategy for his story The Green Mile: in an echo of the way the Victorians used to do these things, it appeared as six thin, cheap paperbacks, one per month over the course of half a year. The experiment was a roaring commercial success, convincing John Saul that it would serve his own burgeoning Blackstone Chronicles equally well. Thus the latter too was published in six parts, one at the end of 1996 and the other five in the first half of 1997 (after which the inevitable omnibus volume which you can still buy today appeared).

The Blackstone Chronicles revolves around an old, now abandoned asylum that looms physically and psychically over the New Hampshire town of Blackstone. In each of the first five installments, a resident of the town receives a mysterious gift of some sort, an object that once belonged to one of the inmates of the asylum. Strange events ensue on each occasion, until it all culminates in a showdown between a dark past and a hopefully brighter future in the sixth installment. The Blackstone Chronicles isn’t revelatory — creepy asylums in bleak New England towns aren’t exactly the height of innovation in horror fiction — but I found it to be a very effective genre piece nonetheless, one that’s wise enough to understand that shadows in the mind are always scarier than blood on the page. It was also a commercial success in its day to rival its inspiration The Green Mile, with each of the installments reportedly selling in the neighborhood of 1 million copies.

Sales figures like that do much to explain why Legend decided to continue with their game of The Blackstone Chronicles despite the headwinds blowing against the adventure genre. The project marked the first time that Bob Bates had taken on the role of Lead Designer since Eric the Unready back in 1993. Designing games was what he had started Legend in order to do, but navigating the shifting winds of the industry had come to demand all of the time he could give it and then some. Now, though, the situation was a bit more settled, thanks to GT Interactive stepping in with a long-term commitment to The Wheel of Time. Not being an FPS gamer, Bates wasn’t sure how much he could contribute there. Meanwhile his loyal friend and partner Mike Verdu felt strongly that, if Bates wanted to take a modest budget and make an adventure game with John Saul’s help, he had earned that right. The way things were going for Legend and the industry as a whole, it might very well be the last such chance he would ever get.

Bob Bates looks back on the time he spent making this game about madness, sadism, and tragedy as a thoroughly happy period in his own life. The constant stress over how Legend was to make payroll from month to month had, at least for the time being, abated, allowing him to do what he had really wanted to be doing all along: designing an adventure game that he could be proud of. It was gratifying as well to be working with such a literary partner as John Saul, who was, if far from a constant presence around the office, genuinely interested in what he was doing and always available to answer questions or serve as a sounding board. The contrast with most of the authors Legend had worked with in the past was stark.

The game takes place several years after the last of John Saul’s novellas, casting you in the role of Oliver Metcalf, the son of Malcolm Metcalf, the Blackstone Asylum’s last and most infamous superintendent. With a plan to demolish the old building and erect a shopping center in its place having backfired in the books, the town council now wants to make a museum of psychiatric history out of it. Before the museum can open, however, Malcolm’s malevolent spirit kidnaps your — Oliver’s, that is to say — flesh-and-blood son and hides him somewhere in the building. You go there to rescue him, which is exactly what your father wants you to do, having hatched a special plan for your soul. It’s a classic haunted-house setup, no more original in the broad strokes than the premise of the books, but executed equally well. The museum conceit is indicative of the design’s subtle cleverness: the exhibits you find in each room fill in the backstory of what you’re seeing, making the game completely accessible and comprehensible whether you’ve read the books or not.

Instead of pulling out Legend’s standard third-person adventure engine for one more go-round, Bob Bates opted for a first-person perspective with node-based movement through a contiguous pre-rendered-3D space — i.e., the sturdy Myst model, which Legend had previously used only for Mission Critical. With most of the small company busy with The Wheel of Time, the majority of the graphics and much of the programming were outsourced to Presto Studios, who were just wrapping up their third and final Journeyman Project game and were all too eager for more projects to take on in these declining times for the adventure genre. The end result betrays that the budget was far from expansive, but the sense of constrained austerity winds up serving the fiction rather than detracting from it.

Indeed, the finished game is something of a masterclass in doing more with less. The digitized photographs that drift across the screen from time to time serve just as well or better than full-fledged expository movies might have. Then, too, The Blackstone Chronicles uses its sound stage as effectively as any adventure game I’ve ever played; when I think back on the experience, I remember what I heard better than what I saw. Artfully placed creaks and groans and grinds and drips keep you from ever feeling too comfortable as you roam, as does the soundtrack, all brooding minor chords that swell up from time to time into startling crescendos.

And then there are the disembodied voices you converse with as you explore the asylum, who are sometimes deeply unsettling, sometimes downright heart-wrenching. In the category of the former is an all-American boy who talks like a cast member of Leave It To Beaver, but who has found his true calling as the operator of the asylum’s basement torture chamber, where iron maidens are only the tip of a sadistic iceberg. (“When I was a teenager, I killed a few animals and skinned them. People got upset. They said something was wrong with me. I guess what tipped the balance was when I cut up my best friend and put him in my closet…”) In the category of the latter is a little boy who prefers to wear dresses. Following the theories of the real psychiatrist Henry Cotton that such “disorders” of the mind reside in an organ of the body, Malcolm Metcalf proceeded to dismantle the boy piece by piece, beginning by pulling out his teeth and proceeding on to liver, spleen, kidneys, eyes, ears, and finally limbs. Standing there in a bare little room, surrounded by the remnants of the boy in Mason jars, listening to him tell his story… well, I found it fairly shattering. I’m not scared of werewolves or vampires, but I can be scared by monsters who appear in the guise of ordinary humans.

The fact is that many of the horrors The Blackstone Chronicles unveils really did happen inside mental institutions, and not all that long ago. During Medieval and Renaissance times, convents were the places one used to hide away embarrassing or inconvenient family members — usually women. (When Hamlet tells Ophelia to “get thee to a nunnery,” it isn’t meant as a tribute to her religious devotion.) So-called “lunatic” asylums took over this role during the nineteenth and twentieth centuries. When in The Blackstone Chronicles you meet the spirit of an unmarried young woman who tells you she is pregnant, you don’t know whether to believe her own words or to believe her official admission record, which says that she is suffering from an “hysterical pregnancy.” You just know that your heart goes out to her.

The puzzles you encounter as you explore the asylum and engage with its inmates and their persecutors aren’t exceptionally memorable in and of themselves, but they do their job of guiding your progress through the drama; in an echo of the books, they’re mostly object-oriented affairs, with most of the objects being intimately connected to the people who once lived here. Every once in a while, Oliver gets tossed into a situation that led to the death of an inmate: he might get locked inside the “heat chamber,” get hooked up to an ECT (“electroconsulsive therapy”) machine, or find himself strapped down underneath a swinging pendulum straight out of Edgar Allan Poe. If you don’t escape in time, you die — but never fear, the game gives you a chance to try again, as many times as you need. These sequences are as minimalist as the rest of the game, doing much with a few still frames and the usual brilliant sound design. And once again, the end result is more unnerving than a hundred blood-drenched videogame zombies.

The Blackstone Chronicles definitely isn’t for everyone; some might find it traumatizing, while others might simply prefer to play something that’s a little bit more cheerful, and that’s perfectly okay. But if it does strike a chord with you, you’ll never forget it. It’s one of only a few games I’ve played in my life that I’m prepared to call haunting — not haunting in a jump-scare sort of way, but in the way that can keep you up at night, wondering what on earth is wrong with us that we can do the things we do to one another.



If anyone had thought that being tied to such a successful series of books would make the game of The Blackstone Chronicles a hit in its own right, they were destined to be disappointed. GT Interactive saw so little commercial potential in Legend’s side project that they didn’t even want to distribute the game. Released in November of 1998 under the auspices of Red Orb Entertainment, a division of Mindscape, it performed only slightly better than Callahan’s Crosstime Saloon, offering up no justification whatsoever for Legend to continue to make adventure games even as a sideline to their new direction. The future of the studio founded as the heir to Infocom lay with first-person shooters.

What was there to be said about that? Only that it had been one hell of a transformative decade for Bob and Mike’s most-excellent adventure-game company, as it had been for gaming in general.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.



Sources: The books Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, Madhouse: A Tragic Tale of Megalomania and Modern Medicine by Andrew Scull, Callahan’s Crosstime Saloon by Spider Robinson, and The Blackstone Chronicles by John Saul. Computer Gaming World of August 1996, December 1996, February 1997, September 1997, January 1999, and February 1999; Retro Gamer 180; PC Gamer of December 1995. and May 1996

Online sources include GameSpot’s vintage review of Star Control 3 and an old GA Source interview with Michel Kripalani of Presto Studios.

I also made extensive use of the materials held in the Legend archive at the Strong Museum of Play.

In addition to the above, much of this article is based on a series of conversations I’ve had with Bob Bates and Mike Verdu over the last ten years or so. My thanks go to both gentlemen for taking the time out of their still busy careers to talk to me.

Where to Get Them: Star Control 3 is available for digital purchase at GOG.com. Callahan’s Crosstime Saloon and The Blackstone Chronicles can be downloaded as ready-to-run packages from The Collection Chamber; doing so is not, strictly speaking, legal, but needs must.

 

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Star Control II

In this vaguely disturbing picture of Toys for Bob from 1994, Paul Reiche is at center and Fred Ford to the left. Ken Ford, who joined shortly after Star Control II was completed, is to the right.

There must have been something in the games industry’s water circa 1992 when it came to the subject of sequels. Instead of adhering to the traditional guidelines — more of the same, perhaps a little bigger — the sequels of that year had a habit of departing radically from their predecessors in form and spirit. For example, we’ve recently seen how Virgin Games released a Dune II from Westwood Studios that had absolutely nothing to do with the same year’s Dune I, from Cryo Interactive. But just as pronounced is the case of Accolade’s Star Control II, a sequel which came from the same creative team as Star Control I, yet which was so much more involved and ambitious as to relegate most of what its predecessor had to offer to the status of a mere minigame within its larger whole. In doing so, it made gaming history. While Star Control I is remembered today as little more than a footnote to its more illustrious successor, Star Control II remains as passionately loved as any game from its decade, a game which still turns up regularly on lists of the very best games ever made.



Like those of many other people, Paul Reiche III’s life was irrevocably altered by his first encounter with Dungeons & Dragons in the 1970s. “I was in high school,” he remembers, “and went into chemistry class, and there was this dude with glasses who had these strange fantasy illustrations in front of him in these booklets. It was sort of a Napoleon Dynamite moment. Am I repulsed or attracted to this? I went with attracted to it.”

In those days, when the entire published corpus of Dungeons & Dragons consisted of three slim, sketchy booklets, being a player all but demanded that one become a creator — a sort of co-designer, if you will — as well. Reiche and his friends around Berkeley, California, went yet one step further, becoming one of a considerable number of such folks who decided to self-publish their creative efforts. Their most popular product, typed out by Reiche’s mother on a Selectric typewriter and copied at Kinko’s, was a book of new spells called The Necromican.

That venture eventually crashed and burned when it ran afoul of that bane of all semi-amateur businesses, the Internal Revenue Service. It did, however, help to secure for Reiche what seemed the ultimate dream job to a young nerd like him: working for TSR itself, the creator of Dungeons & Dragons, in Lake Geneva, Wisconsin. He contributed to various products there, but soon grew disillusioned by the way that his own miserable pay contrasted with the rampant waste and mismanagement around him, which even a starry-eyed teenage RPG fanatic like him couldn’t fail to notice. The end came when he spoke up in a meeting to question the purchase of a Porsche as an executive’s company car. That got him “unemployed pretty dang fast,” he says.

So, he wound up back home, attending the University of California, Berkeley, as a geology major. But by now, it was the 1980s, and home computers — and computer games — were making their presence felt among the same sorts of people who tended to play Dungeons & Dragons. In fact, Reiche had been friends for some time already with one of the most prominent designers in the new field: Jon Freeman of Automated Simulations, designer of Temple of Apshai, the most sophisticated of the very early proto-CRPGs. Reiche got his first digital-game credit by designing The Keys of Acheron, an “expansion pack” for Temple of Apshai‘s sequel Hellfire Warrior, for Freeman and Automated. Not long after, Freeman had a falling-out with his partner and left Automated to form Free Fall Associates with his wife, programmer Anne Westfall. He soon asked Reiche to join them. It wasn’t a hard decision to make: compared to the tabletop industry, Reiche remembers, “there was about ten times the money in computer games and one-tenth the number of people.”

Freeman, Westfall, and Reiche made a big splash very quickly, when they were signed as one of the first group of “electronic artists” to join a new publisher known as Electronic Arts. Free Fall could count not one but two titles among EA’s debut portfolio in 1983: Archon, a chess-like game where the pieces fought it out with one another, arcade-style, under the players’ control; and Murder on the Zinderneuf, an innovative if not entirely satisfying procedurally-generated murder-mystery game. While the latter proved to be a slight commercial disappointment, the former more than made up for it by becoming a big hit, prompting the trio to make a somewhat less successful sequel in 1984.

After that, Reiche parted ways with Free Fall to become a sort of cleanup hitter of a designer for EA, working on whatever projects they felt needed some additional design input. With Evan and Nicky Robinson, he put together Mail Order Monsters, an evolution of an old Automated Simulations game of monster-movie mayhem, and World Tour Golf, an allegedly straight golf simulation to which the ever-whimsical Reiche couldn’t resist adding a real live dinosaur as the mother of all hazards on one of the courses. Betwixt and between these big projects, he also lent a helping hand to other games: helping to shape the editor in Adventure Construction Set, making some additional levels for Ultimate Wizard.

Another of these short-term consulting gigs took him to a little outfit called Binary Systems, whose Starflight, an insanely expansive game of interstellar adventure, had been in production for a couple of years already and showed no sign of being finished anytime soon. This meeting would, almost as much as his first encounter with Dungeons & Dragons, shape the future course of Reiche’s career, but its full import wouldn’t become clear until years later. For now, he spent two weeks immersed in the problems and promise of arguably the most ambitious computer game yet proposed, a unique game in EA’s portfolio in that it was being developed exclusively for the usually business-oriented MS-DOS platform rather than a more typical — and in many ways more limited — gaming computer. He bonded particularly with Starflight‘s scenario designer, an endlessly clever writer and artist named Greg Johnson, who was happily filling his galaxy with memorable and often hilarious aliens to meet, greet, and sometimes beat in battle.

Reiche’s assigned task was to help the Starflight team develop a workable conversation model for interacting with all these aliens. Still, he was thoroughly intrigued with all aspects of the project, so much so that he had to be fairly dragged away kicking and screaming by EA’s management when his allotted tenure with Binary Systems had expired. Even then, he kept tabs on the game right up until its release in 1986, and was as pleased as anyone when it became an industry landmark, a proof of what could be accomplished when designers and programmers had a bigger, more powerful computer at their disposal — and a proof that owners of said computers would actually buy games for them if they were compelling enough. In these respects, Starflight served as nothing less than a harbinger of computer gaming’s future. At the same, though, it was so far out in front of said future that it would stand virtually alone for some years to come. Even its sequel, released in 1989, somehow failed to recapture the grandeur of its predecessor, despite running in the same engine and having been created by largely the same team (including Greg Johnson, and with Paul Reiche once again helping out as a special advisor).

Well before Starflight II‘s release, Reiche left EA. He was tired of working on other people’s ideas, ready to take full control of his own creative output for the first time since his independent tabletop work as a teenager a decade before. With a friend named Fred Ford, who was the excellent programmer Reiche most definitely wasn’t, he formed a tiny studio — more of a partnership, really — called Toys for Bob. The unusual name came courtesy of Reiche’s wife, a poet who knew the value of words. She said, correctly, that it couldn’t help but raise the sort of interesting questions that would make people want to look closer — like, for instance, the question of just who Bob was. When it was posed to him, Reiche liked to say that everyone who worked on a Toys for Bob game should have his own Bob in mind, serving as an ideal audience of one to be surprised and delighted.

Reiche and Ford planned to keep their company deliberately tiny, signing only short-term contracts with outsiders to do the work that they couldn’t manage on their own. “We’re just people getting a job done,” Reiche said. “There are no politics between [us]. Once you start having art departments and music departments and this department and that department, the organization gets a life of its own.” They would manage to maintain this approach for a long time to come, in defiance of all the winds of change blowing through the industry; as late as 1994, Toys for Bob would permanently employ only three people.

Yet Reiche and Ford balanced this small-is-beautiful philosophy with a determination to avoid the insularity that could all too easily result. They made it a policy to show Toys for Bob’s designs-in-progress to many others throughout their evolution, and to allow the contractors they hired to work on them the chance to make their own substantive creative inputs. For the first few years, Toys for Bob actually shared their offices with another little collective who called themselves Johnson-Voorsanger Productions. They included in their ranks Greg Johnson of Starflight fame and one Robert Leyland, whom Reiche had first met when he did the programming for Murder on the Zinderneuf — Anne Westfall had had her hands full with Archon — back in the Free Fall days. Toys for Bob and Johnson-Voorsanger, these two supposedly separate entities, cross-pollinated one another to such an extent that they might almost be better viewed as one. When the latter’s first game, the cult-classic Sega Genesis action-adventure ToeJam & Earl, was released in 1991, Reiche and Ford made the credits for “Invaluable Aid.” And the influence which Leyland and particularly Johnson would have on Toys for Bob’s games would be if anything even more pronounced.

Toys for Bob’s first game, which they developed for the publisher Accolade, was called Star Control. With it, Reiche looked all the way back to the very dawn of digital gaming — to the original Spacewar!, the canonical first full-fledged videogame ever, developed on a DEC PDP-1 at the Massachusetts Institute of Technology circa 1962. In Star Control as in Spacewar!, two players — ideally, two humans, but potentially one human and one computer player, or even two computer players if the “Cyborg Mode” is turned on — fight it out in an environment that simulates proper Newtonian physics, meaning objects in motion stay in motion until a counter-thrust is applied. Players also have to contend with the gravity wells of the planets around them — these in place of the single star which affects the players’ ships in Spacewar! — as they try to blow one another up. But Star Control adds to this formula a wide variety of ships with markedly differing weaponry, defensive systems, sizes, and maneuvering characteristics. In best rock-paper-scissors fashion, certain units have massive advantages over others and vice versa, meaning that a big part of the challenge is that of maneuvering the right units into battle against the enemy’s. As in real wars, most of the battles are won or lost before the shooting ever begins, being decided by the asymmetries of the forces the players manage to bring to bear against one another. Reiche:

It was important to us that each alien ship was highly differentiated. What it means is, unlike, say, Street Fighter, where your characters are supposedly balanced with one another, our ships weren’t balanced at all, one on one. One could be very weak, and one could be very strong, but the idea was, your fleet of ships, your selection of ships in total, was as strong as someone else’s, and then it came down to which match-up did you find. One game reviewer called it, “Rock, Scissors, Vapor,” which I thought was a great expression.

Of course, even the worst match-ups leave a sliver of hope that a brilliant, valorous performance on the field of battle can yet save the day.

You can play Star Control in “Melee” mode as a straight-up free-for-all. Each player gets seven unique ships from the fourteen in the game, from which she gets to choose one for each battle. First player to destroy all of her opponent’s ships wins. But real strategy — that is to say, strategy beyond the logic of rock-paper-scissors match-ups — comes into play only with the full game, which takes the form of a collection of scenarios where each player must deploy her fleet over a galactic map. In the more complex scenarios, controlling more star systems means more resources at one’s disposal, which can be used to build more and better ships at a player’s home starbase; this part of the game draws heavily from the beloved old Atari 8-bit classic Star Raiders. A scenario editor is also included for players who get bored with the nine scenarios that come with the game.

Star Control strains nobly to accommodate many different play styles and preferences. Just as it’s possible to turn on Cyborg Mode in the strategy game and let the computer do the fighting, it’s also possible to turn on “Psytron Mode” and let the computer do the strategy while you concentrate on blowing stuff up.

Star Control in action. The red ship is the infamous Syreen Penetrator.

Yet the aspect of Star Control that most players seem to remember best has nothing to do with any of these efforts to be all things to all players. At some point in the development process, Reiche and Ford realized they needed a context for all this interstellar violence. They came up with an “Alliance of Free Stars” — which included Earthlings among its numbers — fighting a war against the evil “Ur-Quan Hierarchy.” Each group of allies/thralls conveniently consists of seven species, each with their own unique model of spaceship. Not being inclined to take any of this too seriously, Toys for Bob let their whimsy run wild in creating all these aliens, enlisting Greg Johnson — the creator of the similarly winsome and hilarious aliens who inhabit the galaxy of Starflight — to add his input as well. The rogue’s gallery of misfits, reprobates, and genetic oddities that resulted can’t help but make you smile, even if they are more fleshed-out in the manual rather than on the screen.

Reiche on the origins of the Illwrath, a race of arachnid fundamentalists who “receive spiritual endorsement in the accomplishment of vicious surprise attacks”:

The name “Illwrath” comes from an envelope I saw at the post office, which was being sent to a Ms. McIlwrath in Glasgow, Scotland. I didn’t see the “Mc” at first, and I swear, my first thought was that they must be sending that envelope to an alien. I am sure that somewhere there is a nice little Scottish lady laughing and saying, “Oh, those crazy Americans! Here’s one now calling me an evil, giant, religiously-intolerant space spider — ha, ha, ha, how cute!” Hmm… on second thought, if I am ever found beaten with bagpipes or poisoned with haggis, please contact the authorities.

Around the office, Fred Ford liked to say that the Illwrath had become so darn evil by first becoming too darn righteous, wrapping right around the righteousness scale and yielding results akin to all those old computer games which suddenly started showing negative statistics if you built up your numbers too far. (Personally, I favor this idea greatly, and, indeed, even believe it might serve as an explanation for certain forces in current American politics.)

Reiche on the Mmrnmhrm, an “almost interesting robot race” who “fear vowels almost as much as they do a Dreadnought closing in at full bore”:

When I first named the Mmrnmhrm, they actually had a pronounceable name, with vowels and everything. Then, in a sketch for the captain’s window illustration, I forgot to give them a mouth. Later, someone saw the sketch and asked me how they talked, so I clamped my lips shut and said something like, “Mrrk nsss,” thereby instituting a taboo on vowels in anything related to the race. Though the Mmrnmhrm ended up looking more like Daleks than Humans, the name stuck.

Reiche on the Syreen, a group of “humanoid females” who embody — knowingly, one likes to believe — every cliché about troglodyte gamers and the fairer sex, right down to their bulbous breasts that look like they’re filled with sand (their origin story also involves the San Francisco earthquake of 1989):

It was an afternoon late last October in San Francisco when Fred Ford, Greg Johnson, and I sat around a monitor trying to name the latest ship design for our new game. The space vessel on the computer screen looked like a copper-plated cross between Tin Tin’s Destination Moon rocketship and a ribbed condom. Needless to say, we felt compelled to christen this ship carefully, with due consideration for our customers’ sensibilities as well as our artistic integrity. “How about the Syreen Penetrator?” Fred suggested without hesitation. Instantly, the ground did truly rise up and smite us! WHAM-rumble-rumble-WHAM! We were thrown around our office like the bridge crew of the starship Enterprise when under fire by the Klingons. I dimly remember standing in a doorframe, watching the room flex like a cheap cardboard box and shouting, “Maybe that’s not such a great name!” and “Gee, do you think San Francisco’s still standing?” Of course, once the earth stopped moving, we blithely ignored the dire portent, and the Syreen’s ship name, “The Penetrator,” was graven in code.

Since then, we haven’t had a single problem. I mean, everyone has a disk crash two nights before a program is final, right? And hey, accidents happen. Brake pads just don’t last forever! My limp is really not that bad, and Greg is almost speaking normally these days.

Star Control was released in 1990 to cautiously positive reviews and reasonable sales. For all its good humor, it proved a rather polarizing experience. The crazily fast-paced action game at its heart was something that about one-third of players seemed to take to and love, while the rest found it totally baffling, being left blinking and wondering what had just happened as the pieces of their exploded ship drifted off the screen about five seconds after a fight had begun. For these people, Star Control was a hard sell: the strategic game just wasn’t deep enough to stand on its own for long, and, while the aliens described in the manual were certainly entertaining, this was a computer game, not a Douglas Adams book.

Still, the game did sufficiently well that Accolade was willing to fund a sequel. And it was at this juncture that, as I noted at the beginning of this article, Reiche and Ford and their associates went kind of nuts. They threw out the less-than-entrancing strategy part of the first game, kept the action part and all those wonderful aliens, and stuck it all into a grand adventure in interstellar space that owed an awful lot to Starflight — more, one might even say, than it owed to Star Control I.

As in Starflight, you roam the galaxy in Star Control II: The Ur-Quan Masters to avert an apocalyptic threat, collecting precious resources and even more precious clues from the planets you land on, negotiating with the many aliens you meet and sometimes, when negotiations break down, blowing them away. The only substantial aspect of the older game that’s missing from its spiritual successor is the need to manage a bridge crew who come complete with CRPG-style statistics. Otherwise, Star Control II does everything Starflight does and more. The minigame of resource collection on planets’ surfaces, dodging earthquakes and lightning strikes and hostile lifeforms, is back, but now it’s faster paced, with a whole range of upgrades you can add to your landing craft in order to visit more dangerous planets. Ditto space combat, which is now of the arcade style from Star Control I — if, that is, you don’t have Cyborg Mode turned on, which is truly a godsend, the only thing that makes the game playable for many of us. You still need to upgrade your ship as you go along to fight bigger and badder enemies and range faster and farther across space, but now you also can collect a whole fleet of support ships to accompany you on your travels (thus preserving the rock-paper-scissors aspect of Star Control I). I’m not sure that any of these elements could quite carry a game alone, but together they’re dynamite. Much as I hate to employ a tired reviewer’s cliché like “more than the sum of its parts,” this game makes it all but unavoidable.

And yet the single most memorable part of the experience for many or most of us remains all those wonderful aliens, who have been imported from Star Control I and, even better, moved from the pages of the manual into the game proper. Arguably the most indelible of them all, the one group of aliens that absolutely no one ever seems to forget, are the Spathi, a race of “panicked mollusks” who have elevated self-preservation into a religious creed. Like most of their peers, they were present in the first Star Control but really come into their own here, being oddly lovable despite starting the game on the side of the evil Ur-Quan. The Spathi owe more than a little something to the Spemin, Starflight‘s requisite species of cowardly aliens, but are based at least as much, Reiche admits a little sheepishly, on his own aversion to physical danger. Their idea of the perfect life was taken almost verbatim from a conversation about same that Reiche and Ford once had over Chinese food at the office. Here, then, is Reiche and the Spathi’s version of the American Dream:

I knew that someday I would be vastly rich, wealthy enough to afford a large, well-fortified mansion. Surrounding my mansion would be vast tracts of land, through which I could slide at any time I wished! Of course, one can never be too sure that there aren’t monsters hiding just behind the next bush, so I would plant trees to climb at regular, easy-to-reach intervals. And being a Spathi of the world, I would know that some monsters climb trees, though often not well, so I would have my servants place in each tree a basket of perfect stones. Not too heavy, not too light — just the right size for throwing at monsters.

“Running away and throwing rocks,” explains Reiche, “extrapolated in all ways, has been one of my life strategies.”

The Shofixti, who breed like rabbits. Put the one remaining female in the galaxy together with the one remaining male, wait a couple of years… and poof, you have an army of fuzzy little warmongers on your side. They fight with the same enthusiasm they have for… no, we won’t go there.

My personal favorite aliens, however, are the bird-like Pkunk, a peaceful, benevolent, deeply philosophical race whose ships are nevertheless fueled by the insults they spew at their enemies during battle. They are, of course, merely endeavoring to make sure that their morality doesn’t wrap back around to zero and turn them evil like the Illwrath. “Never be too good,” says Reiche. “Insults, pinching people when they aren’t looking… that’ll keep you safe.”

In light of the aliens Greg Johnson had already created for Starflight, not to mention the similarities between Starflight‘s Spemin and Star Control‘s Spathi, there’s been an occasional tendency to perhaps over-credit his contribution — valuable though it certainly was — to Toys for Bob’s own space epic. Yet one listen to Reiche and Ford in interviews should immediately disabuse anyone of the notion that the brilliantly original and funny aliens in Star Control II are there entirely thanks to Johnson. After listening to Reiche in particular for a few minutes, it really is blindingly obvious that this is the sense of humor behind the Spathi and so many others. Indeed, anyone who has played the game can get a sense of this just from reading some of his quotes in this very article.

There’s a rich vein of story and humor running through even the most practical aspects of Star Control II, as in this report from a planet’s surface. The two complement one another rather than clashing, perhaps because Toys for Bob is clever enough to understand that less is sometimes more. Who are the Liebermann triplets? Who knows? But the line makes you laugh, and that’s the important thing. When a different development team took the reins to make a Star Control III, Reiche’s first piece of advice to them was, “For God’s sake, don’t try to explain everything.” Many a lore-obsessed modern game could afford to take the same advice to heart.

Long after every other aspect of the game has faded from memory, its great good humor, embodied in all those crazy aliens, will remain. It may be about averting a deadly serious intergalactic apocalypse, but, for all that, Star Control II is as warm and fuzzy a space opera as you’ll ever see.

Which isn’t to say that it doesn’t go in for plot. In fact, the sequel’s plot is as elaborate as its predecessor’s was thin; the backstory alone takes up some twenty pages in the manual. The war which was depicted in Star Control I, it turns out, didn’t go so well for the good guys; the sequel begins with you entering our solar system in command of the last combat-worthy craft among a shattered and defeated Alliance of Free Stars. The Ur-Quan soon get wind of your ship’s existence and the last spark of defiance against their rule that it represents, and send a battlefleet toward Earth to snuff it out. And so the race is on to rebuild the Alliance and assemble a fleet of your own before the Ur-Quan arrive. How you do so is entirely up to you. Suffice to say that Earth’s old allies are out there. It’s up to you to find the aliens and convince them to join you in whatever sequence seems best, while finding the resources you need to fuel and upgrade your spaceship and juggling a whole lot of other problems at the same time. This game is as nonlinear as they come.

Star Control II takes itself seriously in the places where it’s important to do so, but never too seriously. Anyone bored with the self-consciously “dark” fictions that so often dominate in our current era of media will find much to appreciate here.

When asked to define what makes a good game, Paul Reiche once said that it “has to have a fun core, which is a one-sentence description of why it’s fun.” Ironically, Star Control II is an abject failure by this standard, pulling in so many directions as to defy any such holistic description. It’s a strategy game of ship and resource management; it’s an action game of ship-versus-ship combat; it’s an adventure game of puzzle-solving and clue-tracking. Few cross-genre games have ever been quite so cross-genre as this one. It really shouldn’t work, but, for the most part anyway, it does. If you’re a person whose ideal game lets you do many completely different things at every session, this might just be your dream game. It really is an experience of enormous richness and variety, truly a game like no other. Small wonder that it’s attracted a cult of players who will happily declare it to be nothing less than the best game ever made.

For my part, I have a few too many reservations to go quite that far. Before I get to them, though, I’d like to let Reiche speak one more time. Close to the time of Star Control II‘s release, he outlined his four guiding principles of game design. Star Control II conforms much better to these metrics than it does to that of the “one-sentence description.”

First, [games should be] fun, with no excuses about how the game simulates the agony and dreariness of the real world (as though this was somehow good for you). Second, they [should] be challenging over a long period of time, preferably with a few ability “plateaus” that let me feel in control for a period of time, then blow me out of the water. Third, they [should] be attractive. I am a sucker for a nice illustration or a funky riff. Finally, I want my games to be conceptually interesting and thought-provoking, so one can discuss the game with an adult and not feel silly.

It’s in the intersection between Reiche’s first and second principles that I have my quibbles with Star Control II. It’s a rather complicated, difficult game by design, which is fair enough as long as it’s complex and difficult in a fun way. Some of its difficulty, however, really doesn’t strike me as being all that much fun at all. Those of you who’ve been reading this blog for a while know that I place enormous weight on fairness and solubility when it comes to the games I review, and don’t tend to cut much slack to those that can only be enjoyed and/or solved with a walkthrough or FAQ to hand. On this front, Star Control II is a bit problematic, due largely to one questionable design choice.

Star Control II, you see, has a deadline. You have about five years before Earth is wiped out by the Ur-Quan (more precisely, by the eviller of the two factions of the Ur-Quan, but we won’t get into that here). Fans will tell you, by no means entirely without justification, that this is an essential part of the game. One of the great attractions of Star Control II is its dynamic universe which just keeps evolving, with or without your intervention: alien spaceships travel around the galaxy just like yours is doing, alien races conquer others and are themselves conquered, etc.

All of this is undoubtedly impressive from a game of any vintage, let alone one as old and technologically limited as this one. And the feeling of inhabiting such a dynamic universe is undoubtedly bracing for anyone used to the more static norm, where things only happen when you push them to happen. Yet it also has its drawbacks, the most unfortunate of which is the crushing sense of futility that comes after putting dozens of hours into the game only to lose it irrevocably. The try-and-try-again approach can work in small, focused games that don’t take long to play and replay, such as the early mysteries of Infocom. In a sprawling epic like this, however… well, does anyone really want to put those dozens of hours in all over again, clicking through page after page of the same text?

Star Control II‘s interface felt like something of a throwback even in its own time. By 1992, computer games had almost universally moved to the mouse-driven point-and-click model. Yet this game relies entirely on multiple-choice menus, activated by the cursor keys and/or a joystick. Toys for Bob was clearly designing with possible console ports in mind. (Star Control was ported to the Sega Genesis, but, as it happened, Star Control II would never get the same honor, perhaps because its sales didn’t quite justify the expense and/or because its complexity was judged unsuited to the console market.) Still, for all that it’s a little odd, the interface is well thought-through, and you get used to it quickly.

There’s an undeniable tension between this rich galaxy, full of unusual sights and entertaining aliens to discover, and the need to stay relentlessly on-mission if you hope to win in the end. I submit that the failure to address this tension is, at bottom, a failure of game design. There’s much that could have been done. One solution might have been to tie the evolving galaxy to the player’s progress through the plot rather than the wall clock, a technique pioneered in Infocom’s Ballyhoo back in 1986 and used in countless narrative-oriented games since. It can convey the impression of rising danger and a skin-of-the-teeth victory every time without ever having to send the player back to square one. In the end, the player doesn’t care whether the exhilarating experience she’s just had is the result of a meticulous simulation coincidentally falling into place just so, or of a carefully manipulated sleight of hand. She just remembers the subjective experience.

But if such a step is judged too radical — too counter to the design ethos of the game — other remedies could have been employed. To name the most obvious, the time limit could have been made more generous; Starflight as well has a theoretical time limit, but few ever come close to reaching it. Or the question of time could have been left to the player — seldom a bad strategy in game design — by letting her choose from a generous, moderate, and challenging time limit before starting the game. (This approach was used to good effect by the CRPG The Magic Candle among plenty of other titles over the years.)

Instead of remedying the situation, however, Reiche and his associates seemed actively determined to make it worse with some of their other choices. To have any hope of finishing the game in time, you need to gain access to a new method of getting around the galaxy, known as “quasi-space,” as quickly as possible. Yet the method of learning about quasi-space is one of the more obscure puzzles in the game, mentioned only in passing by a couple of the aliens you meet, all too easy to overlook entirely. Without access to quasi-space, Star Control II soon starts to feel like a fundamentally broken, unbalanced game. You trundle around the galaxy in your truck of a spaceship, taking months to reach your destinations and months more to return to Earth, burning up all of the minerals you can mine just to feed your engines. And then your time runs out and you lose, never having figured out what you did wrong. This is not, needless to say, a very friendly way to design a game. Had a few clues early on shouted, “You need to get into quasi-space and you may be able to do so here!” just a little more loudly, I may not have felt the need to write any of the last several paragraphs.

I won’t belabor the point any more, lest the mob of Star Control II zealots I can sense lurking in the background, sharpening their pitchforks, should pounce. I’ll say only that this game is, for all its multifaceted brilliance, also a product of its time — a time when games were often hard in time-extending but not terribly satisfying ways, when serious discussions about what constituted fair and unfair treatment of the player were only just beginning to be had in some quarters of the industry.

Searching a planet’s surface for minerals, lifeforms, and clues. Anyone who has played Starflight will feel right at home with this part of the game in particular.

Certainly, whatever our opinion of the time limit and the game’s overall fairness, we have to recognize what a labor of love Star Control II was for Paul Reiche, Fred Ford, and everyone who helped bring it to fruition, from Greg Johnson and Robert Leyland to all of the other writers and artists and testers who lent it their talents. Unsurprisingly given its ambition, the project went way beyond the year or so Accolade had budgeted for it. When their publisher put their foot down and said no more money would be forthcoming, Reiche and Ford reached deep into their own pockets to carry it through the final six months.

As the project was being wrapped up, Reiche realized he still had no music, and only about $1500 left for acquiring some. His solution was classic Toys for Bob: he ran an online contest for catchy tunes, with prizes of $25, $50, and $100 — in addition to the opportunity to hear one’s music in (hopefully) a hit game, of course. The so-called “tracker” scene in Europe stepped up with music created on Commodore Amigas, a platform for which the game itself would never be released. “These guys in Europe [had] just built all these ricky-tink programs to play samples out,” says Reiche. “They just kept feeding samples, really amazing soundtracks, out into the net just for kicks. I can’t imagine any of these people were any older than twenty. It makes me feel like I’m part of a bigger place.”

Upon its release on November 30, 1992 — coincidentally, the very same day as Dune II, its companion in mislabeled sequels — Star Control II was greeted with excellent reviews, whose enthusiasm was blunted only by the game’s sheer unclassifiability. Questbusters called it “as funny a parody of science-fiction role-playing as it is a well-designed and fun-to-play RPG,” and named it “Best RPG of the Year” despite it not really being a CRPG at all by most people’s definitions. Computer Gaming World placed it on “this reviewer’s top-ten list of all time” as “one of the most enjoyable games to review all year,” and awarded it “Adventure Game of the Year” alongside Legend Entertainment’s far more traditional adventure Eric the Unready.

Sales too were solid, if not so enormous as Star Control II‘s staying power in gamers’ collective memory might suggest. Like Dune II, it was probably hurt by being billed as a sequel to a game likely to appeal most to an entirely different type of player, as it was by the seeming indifference of Accolade. In the eyes of Toys for Bob, the developer/publisher relationship was summed up by the sticker the latter started putting on the box after Star Control II had collected its awards: “Best Sports Game of 1992.” Accolade was putting almost all of their energy into sports games during this period, didn’t have stickers handy for anything else, and just couldn’t be bothered to print up some new ones.

Still, the game did well enough that Toys for Bob, after having been acquired by a new CD-ROM specialist of a publisher called Crystal Dynamics, ported it to the 3DO console in 1994. This version added some eight hours of spoken dialog, but cut a considerable amount of content that the voice-acting budget wouldn’t cover. Later, a third Star Control would get made — albeit not by Toys for Bob but by Legend Entertainment, through a series of intellectual-property convolutions we won’t go into in this article.

Toys for Bob themselves have continued to exist right up to the present day, a long run indeed in games-industry terms, albeit without ever managing to return to the Star Control universe. They’re no longer a two-man operation, but do still have Paul Reiche III and Fred Ford in control.

To this day, Star Control II remains as unique an experience as it was in 1992. You’ve never played a game quite like this one, no matter how many other games you’ve played in your time. Don’t even try to categorize it. Just play it, and see what’s possible when a talented design team throws out all the rules. But before you do, let me share just one piece of advice: when an alien mentions something about a strange stellar formation near the Chandrasekhar constellation, pay attention! Trust me, it will save you from a world of pain…

(Sources: Compute!’s Gazette of November 1984; Compute! of January 1992 and January 1993; Computer Gaming World of November 1990, December 1990, March 1993, and August 1993; InterActivity of November/December 1994; Questbusters of January 1993; Electronic Gaming Monthly of May 1991; Sega Visions of June 1992; Retro Gamer 14 and 15. Online sources include Ars Technica‘s video interview with Paul Reiche III and Fred Ford; Matt Barton’s interviews with the same pair in Matt Chat 95, 96, and 97; Grognardia‘s interview with Reiche; The Escapist‘s interview with Reiche; GameSpot‘s interview with Reiche.

Star Control I and II are available as a package purchase at GOG.com. Another option for experiencing Star Control II is The Ur-Quan Masters, a loving open-source re-creation based on Toys for Bob’s 3DO source code.)

 
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Posted by on December 21, 2018 in Digital Antiquaria, Interactive Fiction

 

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