The item in question. |
Brace yourself! There's going to be a lot of samey-looking 1-bit monochromatic graphics!
1984: The Beginning
Knight Lore introduced the whole "Filmation" concept. The Congo Bongo-esque player character could move around rooms, behind and in front of objects and act on them physically. The environment was dynamic: objects could be pushed around by players and monsters alike.
Knight Lore. Push those tables to reach the objects. |
1985: Ultimate holds the ball
Notable: Alien 8, Fairlight, Nightshade
Others: Enigma Force, Cylu, Chimera
Ultimate's own Alien 8 did little to alter the Filmation scheme, using the same engine with a sci-fi backdrop. Some rooms had a remote control for another drone robot, suggestive of the multi-character games to come. Nightshade introduced scrolling, but this was at the expense of more complex character-world interaction.
Left: Enigma Force. Right: Nightshade with scrolling graphics, from Ultimate |
Cylu and Chimera are small games where the perspective element is simplistic compared to Ultimate offerings.
Fairlight, and then some more Fairlight |
1986: Floodgates open
Notable: The Great Escape, Batman, Fairlight 2, Movie
Others: Strike Force Cobra, Sweevo's World, Pyracurse, Gunfright, Rasputin, Nosferatu, Pentagram, Molecule Man
1986 saw a spate of isometric games released on the Spectrum. The developers had not only Knight Lore to look up to, but also Fairlight and Nightshade. Ultimate's own Pentagram seems poorly conceived in comparison to what was on offer. Gunfright, built on Nightshade's scrolling routines, at least offered an original wild west scenario. The 128k-only Fairlight 2 expanded on the first game, but offered little new. At least the forest environment showed that the rooms need not be made of rigid blocks.
The Great Escape |
Left: Swift scrolling in Pyracurse. Right: Strike Force Cobra with some clever coloring. |
Batman by Jon Ritman and Bernie Drummond, released by Ocean. |
Left: Rasputin, Right: Nosferatu |
Movie from Imagine. |
It seems 1986 brought a lot of sophistication to isometric games. However, ZX Spectrum games were often faux-complex, with sprawling empty maps and unnecessary objects to throw the player off the scent. One buzzword was "icon-driven", despite the fact most of the games would have worked better without. Isometric perspectives and graphic interfaces made good screenshots in magazines, but the games themselves could be surprisingly sparse.
1987: The genre starts to age
Notable: Head Over Heels
Others: 3D Game Maker, Bubbler, Martianoids, Hydrofool, Greyfell, Get Dexter
1987 saw both the pinnacle and the nadir of the isometric phenomenon. On the one hand we have the much-lauded Head over Heels, a game which took the best elements of Batman, scaled and revised into a tight puzzle-oriented game. On the other hand we have 3D Game Maker, an editor for creating formulaic, often substandard isometric games, which I will not name here.
Head over Heels |
Strike Force Cobra and others had shown that multiple character cooperation could add new types of puzzles. HOH showed restraint in having only two characters with genuinely distinct abilities. Thus, Head Over Heels tempered many past elements into a more balanced whole.
Bubbler and Martianoids are not strictly isometric adventures, but should be noted as they were published by Ultimate. Bubbler is more of an arcade game (Like Marble Madness or Spindizzy) with fast scrolling and puzzle elements whereas Martianoids clearly follows Alien 8 with the standard Ultimate graphical flair. It plays on a flat landscape, though.
Hydrofool was a sequel to Sweevo's World. Even though the rooms are underwater, the character could mostly swim in a defined flat "plane", which sort of makes me suspect it's Sweevo's World all over with just overhauled graphics.
1988: The last significant isometric Spectrum games
Notable: Inside Outing, Where Time Stood Still, La Abadia Del Crimen (The Abbey of Crime)
Others: Phantom Club, Super Hero, Last Ninja 2
1988 saw only very few inspired isometric games. The super-hero themed Phantom Club is worth mentioning mostly because it was authored by the same people as Movie. Despite good running-and-somersaulting animation and improved technical routines, the result is not as inspiring as Movie. Last Ninja 2 was converted from the C64, skipping the first part altogether.
Inside Outing is another conversion from Amstrad. The game has a thankfully simple goal of retrieving a bunch of diamonds inside a crazy mansion. Rather than go for a huge amount of empty rooms, the spaces have an unprecedented amount of objects which all interact.
Left: Bubbler Right: Martianoids |
Hydrofool. Note that we are underwater now, playing that Gollum-esque character. A bit of a gimmick, really. |
1988: The last significant isometric Spectrum games
Notable: Inside Outing, Where Time Stood Still, La Abadia Del Crimen (The Abbey of Crime)
Others: Phantom Club, Super Hero, Last Ninja 2
1988 saw only very few inspired isometric games. The super-hero themed Phantom Club is worth mentioning mostly because it was authored by the same people as Movie. Despite good running-and-somersaulting animation and improved technical routines, the result is not as inspiring as Movie. Last Ninja 2 was converted from the C64, skipping the first part altogether.
Left: Detailed scenery in Inside Outing. Pretty much everything can be moved. Right: Phantom Club boasted some bold color choices. |
The screen update is still fairly fast, boasting some sophisticated isometric routines. It looks better on Amstrad/C64 - with colourful graphics - finally showing that the Spectrum might not necessarily be the only platform for the genre.
Where Time Stood Still is a kind of successor to the The Great Escape, and although aficionados would be satisfied, one could say it was mostly same old. Much like in Denton Design's earlier effort, Enigma Force, there are four player characters crash-landed into a hostile environment. Icon control, speech bubbles, food/fatigue levels, arcade action and whatnot. Although a technical tour de force for the 128k Spectrum, the game is surprisingly devoid of content.
From Spain, the Umberto Eco-inspired La Abadia Del Crimen is also an adventure game, again more comparable with The Great Escape than any other game, what with the daily routine in an isolated environment. I have not looked much into it though, but the Spanish-speaking speccy world holds it in high regard. For the English speakers, there is an unofficial translation, The Abbey of Crime.
It's all a matter of perspective
Left: La Abadia Del Crimen. Right: Where Time Stood Still |
From Spain, the Umberto Eco-inspired La Abadia Del Crimen is also an adventure game, again more comparable with The Great Escape than any other game, what with the daily routine in an isolated environment. I have not looked much into it though, but the Spanish-speaking speccy world holds it in high regard. For the English speakers, there is an unofficial translation, The Abbey of Crime.
It's all a matter of perspective
After all the imitators and seeming improvements, it is striking that Knight Lore/Alien 8 actually did most with the "new" perspective. These games had functional jumping, avoiding and route-planning based on three dimensions rather than two. The puzzles required object placement and retrieval, again thought out in 3D. Newer games could modify these elements, but would not deviate from the basic formula. And if they did deviate, it usually resulted in making the perspective less meaningful, reducing it into a visual gimmick.
When the 16-bit computers hit big time, the isometric genre was seen as decidedly 8-bit and was not tried that often on the bigger computers, just as the whole British style arcade adventure died a quiet death. Sure, many games utilized the perspective but were not part of this action adventure genre. When polygon graphics became feasible, games like Tomb Raider and Super Mario 64 could offer similar thrills without locking to a particular perspective. Perhaps something of the DNA of the isometric lives in the modern 3D action game.
Genre stupidity:
-Four way controls in an apparently free 3D environment? Urgh!
-Randomly moving enemies. Holy hell, the games are difficult enough as they are.
-Huge slowdown. When the going gets tough, it gets tough on the framerate.
-Faux complexity. Empty rooms, clunky interfaces, non-functional objects, sterile characters.
Genre greatness:
+A sense of mystery and exploration based on visibility and "locked out" game areas
+Fun experimentation with the physical object behavior and the game world
+Clever and satisfying puzzles enabled by the isometric object engine
How come no Ant Attack or Zombie Zombie? And Glider Rider showed that isometric 3D didn't need to be about rooms.
ReplyDeleteI wanted to focus on the "guy walks in rooms" style of games to narrow the scope somewhat, but Ant Attack and Glider Rider would certainly deserve a mention.
ReplyDeleteI left out some games like Amaurote, Highway Encounter and Nether Earth, where I felt the gameplay wasn't especially 3D.
maybe the beginning was in 1983, with "Ant Attack" by Quicksilva
ReplyDeleteAt least Cadaver from 1990 was very much like this and showed what the bigger machines could do. But yes, a rarity already at that point.
ReplyDeletecool point, looks like isometric art from RetroStyle Games
ReplyDelete