It's strange how much things stay the
same. Back in 1992 EA's biggest success was a military shooter based
around real world weaponry and a fictionalized version of a modern
conflict in the Middle East. Some people were saying that it was in
bad taste. It was a whole big thing. On the other hand, much of the
success of Desert Strike: Return to the Gulf was based on the
way it was different from the other shooters at the time. It isn't
about just blowing up everything on screen and never getting hit by a
single bullet, but about going around, completing objectives, and
tactically dealing with any opposition there might be.
It is also strange to think that the
giant, faceless company that EA is now once had its biggest success
to date with a game that was designed and chiefly programmed by only
one guy, Mike Posehn. It was originally suggested he make a game
similar to Choplifter, but it seems closer to Raid on
Bungeling Bay to me. The game is also labeled with “EA Air
Force,” which makes me wonder if this was some sort of label for
EA's flight-related games, or if it was only used for this game. At
any rate, it wasn't used for the Strike sequels, but according to
eBay they did make EA Air Force pins.
During a time when almost every game in
which the player controls an aircraft was a scrolling shooter, Desert
Strike was unique. The player controls an Apache helicopter, the
game is viewed from an isometric perspective, and it uses
character-relative controls, which is to say, tank controls. The
controls do make the game slower than it might be, but it gives the
game a methodical method and a believable feel. The methodical way
the game is played is the most interesting feature of the game
because it is, other than the different perspective and controls,
what makes it so different from shoot 'em ups of the day.
Instead of having infinite ammo, crazy
power ups, and a goal of getting from point A to B ending in a boss
fight, this game takes a more realistic approach. Each level is a
big square with various objectives that need to be met in order to
complete the mission. When these objectives are done is completely
up to the player, and that adds an element of strategy and planning
to how missions are completed. Though the weakest machine gun on the
helicopter has infinite ammo, the weapons that do real damage, two
types of missiles, are in very limited supply and need to be
frequently refilled by picking up ammo crates scattered throughout
the levels.
I like the way it is important to pick
up extra ammunition, fuel, and friendly troops in order to complete
each level. This, combined with the methodical controls, makes the
game more of a thinker's shooter than the average twitch reactions of
shooters of the day. There are other things about the game that are
charming, like the rocking music, detailed sprites, and simple joy of
blowing stuff up. As smart as the game is, this didn't make EA think
much about milking the success and releasing annual sequels with
Jungle Strike, Urban Strike, and others. It's strange
how much things stay the same.
No comments:
Post a Comment