Terra Nova – Day 3

It’s onto mission 20 and for this one, I’m solo once again. This seems to imply a tough mission every time I’ve noticed. The unofficial reason I’m solo, I’m sure, is because the enemy A.I. couldn’t handle the mission. I have to sneak past some patrols into a base to blow up a device used to find minerals and metals in the ground.

I struggle with this one and it’s the first time the game has come anywhere close to being frustrating as I end up replaying it over and over. This replaying is irritating mainly because I have a long walk to get to the difficult part every time. The safe approach is coming from the South West which gives me a good view of the base. The four turrets on the top fire a constant volley of grenades and are the main difficulty.

Eventually, I figure out that I can take them out from distance with impunity as I have a slightly longer range than they do. This leaves just a few guards at the base who are no problem.

Mission 21 is to destroy a supply depot. I get a new weapon for this. These rockets are seriously effective, especially when your party is armed with them. If I target a distant enemy my team mates tend to launch a lethal rocket volley and can take out a whole group before they are even in range.

There is a cutscene on the way over to the mission. One of the guys has a bad feeling about the mission. Last time he had this feeling, his whole squad got wiped out apparently.

Sure enough, the mission is actually an ambush and the mole has given our plans away once again. The objective is aborted and we just have to run back to the dropship.

For the next mission, one of the clansmen is fleeing the hogs and was on his way to stay at the central base when his transport went down. We have to search the area for his ship and protect it. Finding the ship doesn’t take long. Protecting it is a case of knowing where the enemy is coming from, so the first time I fail the mission but I intercept the incoming forces on the second attempt.

When I return to the base, I learn that our commander has been poisoned by the spy. I’m blaming my brother who had sneaked off again. He finally confesses to his disappearances being due to him performing the urak hai memory ritual so that he can feel he has done something about our parents. And no I don’t know what the ritual is either, although there is an encyclopedia built into the game so I expect I could check it up there.

I get to see the Commander, just in time for him to pop his clogs leaving us without a leader. Walker is promoted above me presumably due to her clan leading mother.

Mission 23 is to destroy a mobile mining ship and all of it’s escorts. I get yet more new equipment. This one is essentially a bomb I can plant to blow large structures like the mine up.

The mission takes place in a desert and is a fairly easy one, provided I keep my distance from the enemy. If I do this my team takes them out with missiles. The bomb does it’s job and I complete this on my first attempt.

In the briefing for Mission 24, I learn that one of our clansmen is considering defecting. I’m to stop his convoy and capture it. This is another solo mission so I know there will be more to it.

The mission is in some interesting terrain and I’m dropped into the bottom of a canyon. On the way to the intercept point, I’m ambushed and this mission is another set up. I’m helped out by an unknown pilot bombing the enemy. The mission is no more than a run for the pickup and it’s yet another I complete on the first attempt.

When I get back to base, we discover Sonny (the bar man) sneaking back in and everyone naturally assumes he is the traitor.

Thanks to our mind reader we learn that he actually defected from the hogs where he used to be a crack pilot and it was him who was helping me out on the last mission. He was getting his info via the hogs but doesn’t know who the spy is. My money is now on the bald guy.

Mission 25 is to go and destroy a listening station that is being set up. We are also supposed to kill all the guards so that the spy that told us about the station isn’t found out. The new equipment just keeps on coming. This time it’s an Ionic Fusion Rifle. This quickly becomes my weapon of choice. It has a short range, but it fires extremely rapidly and takes out even a heavy trooper in seconds. The downside is that this will almost entirely drain my energy and I have to wait for it to recharge. If there are a lot of troops I’m better off using a different weapon.

The mission is uneventful. I don’t manage to take out all the guards. One must have run away as I look around and can’t find him but it still counts as a successful mission so I don’t worry about it.

Mission 26 is a little different. I’m solo once again and have to sneak into a pirate base (in pirate armour) and use a device to hack into their communications. The idea is to find out who the spy is from their end instead of ours.

I don’t have much of a view in this pirate armour but I walk straight into the base undetected then hang around for a minute while the device does it’s job. It turns out the traitor is Ashford (the bald guy). At this point everyone starts attacking me. I don’t hang around and make a run for the pick up.

I’m less than shocked by the identity of the traitor. I’m not all that interested either for that matter. I can only remember the guy speaking in the funeral scene although he was probably hanging around in a couple of the others. He makes a speech about genetic purity before being allowed to take the easy way out by jumping out the window. He also mentions something about a pulse cannon just before he leaps.

We will be seeing that cannon in mission 27. There is a satellite blockading Thatcher. We are going to capture the pulse cannon, then use it to shoot down the satellite before blowing the cannon up itself. It’s a fun mission. The base is split up by walls giving plenty of places for hogs to hide but a slow and steady approach wins through in the end.

My medal collection is getting substantial by this stage and I get another for this mission.

Mission 28 is destroying one of our old weapons research bases. It’s under threat of being used by the hogs to get info on our technology so we have to get there first. In the briefing, I’m given some reason why my map may be inaccurate in this terrain and sure enough the base isn’t where it’s shown on my map. I’m assuming this is just an excuse for a bug with the map on this level, but it’s only a minor problem. Taking the low approach pays off in this mission with my team mates missiles doing most of the work.

Mission 29 is to escort a convoy. There is another new weapon. This one unleashes a very short range electrical storm which is absolutely lethal to anything in the area (including my team mates). It’s possibly a better weapon for them than me and certainly leads to some friendly fire but it is devastating if used correctly.

This proves to be the toughest mission so far and I retry it several times. The problem is that there are two areas to protect. The first shown here is the base itself and it’s transport ships. We also need to protect the convoy on it’s way to the base. To complete this mission, the main key is to know where the enemy is going to be coming from once again. I initially try splitting my squad and ordering two of them to wait at the base while I go to protect the convoy. They are unable to protect the base however, and reversing this so they protect the convoy doesn’t work either. It does however let me know where the enemy are approaching from and the next time I send my two buddies to a point south of the base so they can take out the enemy before they are in range of the transport ships and this time I complete the mission.

In Mission 30, one of our supply convoys of mechs has been halted by a hog-made landslide. More enemy forces are coming in via a bridge to the south which we have the option to blow up to stop them getting in. In my first attempt, I head straight for this bridge and blow it up. In the meanwhile, the convoy is destroyed and I fail the mission. On attempt 2, I send 1 man in on his own and this also fails as he is destroyed.

For the third attempt, I just take all my squad to the convoy, take out the opposition, then run back to the road to the South and take out all the mechs that have been crossing before blowing up the bridge and just about catching up with the convoy in time to protect it from another ambush. This was one of the best missions in the game with a huge landscape and a lot of ground to cover.

I must be getting somewhere near the end of the game I guess, but the box clearly wasn’t lying when it said there were over 30 missions. It actually feels like the game is just getting going in these last two missions which were by far the most tactical in the game, involving me splitting my squad and trying different approaches to playing the level. It would be a pity if I was to reach the end at this point so I’m hoping for a good few more levels yet. There is the opportunity for this game to get very tactical as there are plenty of options for commanding my team and I’d like to see this used more before I finish the game.

The storyline has not come together in any sense and it still feels like a series of standalone missions. In even the earliest Wing Commander games, the missions were linked and you could see how completing one mission led to another but it’s missing here which is a pity. It isn’t stopping me enjoying the game though and overall it has really held up well for a 1995 3D game. I would have loved this back then, I still like it a lot now but it feels like it’s just missing the edge that would have turned it into yet another Looking Glass classic.

Terra Nova – Day 2

After completing nearly half the game in one sitting last time, I find myself a bit more rushed today so I’m aiming to do another 5 missions.

The Hegemony have attacked a clan village so we need to go in, clear them out and rescue the villagers.

There is yet more new technology for this mission, in the form of a Thermal Disruptor. This sounds like an interesting weapon that can possibly be used to finish opponents off.

I try out the thermal disruptor although I don’t have huge success with it. When fired it creates a sphere that distorts the light around it. It looks like the pixel shader effects we got with DirectX9 games. It’s interesting to see something like that in a game this old. I fail the mission on the first attempt but then swap my team into heavy armour on the second attempt and manage it this time. I’m finding that heavy armour is always the best option at least in any mission like this where the mission is simply to wipe out all the enemy. More armour is always a good thing and movement speed is largely irrelevant.

Something else I’ve noticed is that I’m finding it far easier to take out the enemy when I lock onto them with my targeting system. This shows me a little square with their armour status, but most importantly appears to engage a slight auto-aim. Given that I’m always shooting at quite small opponents this is a big help.

Despite the heavy armour, I take quite a few hits which actually earns me a medal. As long as I make it back, I’m not worrying about sustaining damage any more as it doesn’t seem to affect anything. I think my team mates may be unavailable for the next mission if they get injured but that’s all the more reason to put myself in the way and take the damage.

There is a cutscene showing more antics at the bar. The bar tender suggests more tactics for taking out the opposition with EMP grenades. This guy just gets more and more suspicious. If I was watching anything else, I’d say he was too obviously the mole for it to actually be him but in this game I’m not so sure.

It turns out that the village in the last mission was home to some important research scientists who have been kidnapped. We have to intercept the convoy they are on and get them back. This is another “kill everything” mission so I go for all my weapons guys in heavy suits and complete it on the first attempt.

The next mission proves to be much more of a challenge. I get some new equipment for this one, although I never get chance to try it out.

The mission is to protect a supply convoy but when I get dropped in the place has already been hit and the truck is disappearing off into the distance.

I chase after it but it goes into the enemy stronghold in the mountains before I can catch it (probably because we are in heavy suits). We manage to recapture it for all that only to be ambushed and the truck blown up again when we escort it back to the pickup point. The key here is to leave the truck behind on the return trip and just get to the pickup and clear it of the enemy.


Someone has captured an enemy clone soldier . There isn’t much of it left  but it’s still alive until Walker take offence to it. This sort of thing is typical of the issue I have with the cutscenes and story of the game. We don’t get to see her motivation for this, or the consquences. It’s as though it never happened when it gets to the next scene. I’m so disattached to the characters in the squad that half way through the game I don’t even know the names of most of them.


The Hegemony (aka the hogs) have been building their own watch station on the moon and we need to go and take it out. The interesting part of this mission is the aerial assault we suffer on the way in. The low gravity combined with the high altitude of the telescope means that we suffer and artiliary barrage of grenades on the way. Other than that, it’s a straight forward mission and I complete it first time.

The next mission proves to be an interesting one. I’m briefed for a solo mission where I need to intercept an enemy convoy.


However, instead of the usual launch fmv, I get to see my dropship getting shot down and I’m captured.

I’m taunted by the Ambassador once more, who tells me how he is going to use my body parts to patch up his clone soldiers. He also confirms that there is an informer on the squad but he doesn’t let on who it is.






Thankfully, I’m rescued by my team and the mission now becomes getting out of here alive.

The mission is a simple case of running for the pickup point.

Unfortunately, one of my team mates is killed in the process.



The bald guy blames me for the death and leaves the funeral since I’m there. I don’t see how he blames me for my dropship getting shot down, he should be having a go at whoever was piloting it. What we really need to do is find this traitor whoever they are.

That gets me through another 5 missions. Apart from the fourth mission, I’ve completed each of these within a few minutes. The missions may be getting a little harder but for the most part they are extremely short. This isn’t too big an issue since there appear to be plenty of them but it does mean the gameplay never gets too involved. It’s very much a case of go in and shoot things, with the occasional exception despite all the apparent complexity with drones, different types of troops, etc… It could be that the option would be there to play the game differently if I wanted, which is typical of Looking Glass games but I’ll stick with whatever works for now. I perhaps like a game that is a bit deeper than this but I’m still enjoying it this far. It does feel that with all the good elements going into this game it could have been a lot better though.

Terra Nova – Day 1

Terra Nova was published in 1996 by Virgin, but finds a place in this blog because it was developed by Looking Glass Studios. With a past record of Ultima Underworld, System Shock & Thief, it is high time I gave this game a go. I’ve said it enough times in this blog but I know next to nothing about this game before I start playing it. In this case I really have heard next to nothing about it and it seems to have been largely ignored by game players in general although it did receive good reviews at the time.

I’m taking a slightly different approach to writing this game up. Basically, I’m going to type this post as I play the game after every mission, rather than coming back to it retrospectively the next day. This could lead to the post being even more disorganised than normal but it should mean that I can recall any relevant details at the time.

One of the first things that strikes me when I start the game is the SVGA FMV scenes complete with real actors. There weren’t many games using this technology back then and I’ve always been partial to some FMV to flesh out an action game. I realise when I’m watching this that I really don’t know much about what is going on and I should probably have read the rather hefty manual that came with the game. I press on regardless for now anyway. The plot doesn’t look like it will be too complicated. Basically there are a load of pirates causing trouble and I’ve been flown in to head an elite strike force to sort them out. I meet with the council who are arguing about what we should be doing and whether our team should be here at all and then head to meet my team.

My team are the usual irreverent bunch you expect to find in this sort of game, and it also includes my older brother. He is apparently something of a maverick although my character is a by the book model soldier it appears.

Once the FMV ends and I get to do something, I can’t help but think of Wing Commander as the interface puts me in my bunk with all the usual parts of the interface, including a terminal to read news and email. There is even a killboard in the hangar bay next door.

My first couple of missions are training exercises. The game swaps down from SVGA to standard VGA as soon as I’m in game which is something of a shame. There is a high resolution mode somewhere but I’ve not seen it in the options yet. It uses the rather unusual 320×400 VGA mode which I’m expecting will do strange things to any screenshots on here when I finally get it working. I’ve only ever seen that mode used in an adventure game called Normality before now. It’s a good compromise when 640×480 would be too slow and I’ll figure out how to use it when I get around to reading the manual. For now I’d like to have a look at the game.

The training mission is extremely basic. I just have to walk over to a target range and shoot two targets. The movement controls are based around WASD but manage to use all 9 keys around the S so I have to sidestep with Z and C which feels very strange. I’ll get the hang of it quickly enough I expect. I have a mouse pointer which I can use to interact with the various controls at the bottom of the screen, to change weapons and the like. I can also shoot with this pointer by clicking in the view window. The combination of mouse and keyboard works well. I quite like this system compared to always aiming straight ahead and it should give me a few more options in combat later in the game.

For the next learning mission, I get to outfit my suit if I wish, although I go with the default. I need to figure out what I’m doing before I start playing with these options.

There is a bit of a launch FMV this time around, in true Wing Commander style. There seem to be several variations on these and I get one before and after every mission. This game is feeling more and more like Wing Commander all the time.

For this second mission, I have to walk into a base and take out some turret defences + a building. The tutorial talks me through things like setting nav points, using jump jets, using my map, etc.. I also have a drone I can send in to spy out an area before I get there. I can take control of the drone in full screen if I want. I also get to drop a turret in this mission which takes out a building for me. Presumably I can lay traps or defenses later in the game with these turrets. This sort of detail is pretty impressive in a game of this age. I’m quite liking the graphics also, although they look a lot better in these screenshots than when they are in full screen. There is quite a lot of detail to the world with trees, hills and the like, considering the age of the game.

At the end of the mission, a dropship flies in to pick me up.

That concludes the training missions and it’s time to start the game proper. There is an FMV briefing before the mission giving me instructions. They are simple enough – go and kill the pirates. It seems like most of the FMV only sits in the center of the screen with large borders like this which is somewhat disappointing. I’d rather it played it in 320×200 instead and have it in fullscreen. Better still, the game could have been on an extra CD or two with fullscreen video. It’s only a minor quibble but if you are going to go to the trouble of making all this FMV you may as well show it in detail.

The mission proves to be extremely simple. I run in shoot a couple of pirates and that’s it.

After the mission, I get to meet up with one of my team members, Maggie. Through the conversation, I learn that my family were killed by pirates years back which is why I ended up as a soldier. I can see that the plot is going to be more or less throwaway in this game already. It’s your typical clichéd space marine fare and the acting is less than impressive. It’s fun enough though and as long as the game doesn’t take itself too seriously I’ll still enjoy it I’m sure.

Mission 2 has me clearing pirates out of a shipyard. I have to make sure not to damage the ships. For this mission I get a wingman (for want of a better word). I can order them around using the usual interface but for this mission I just keep them in formation and they offer useful combat support. There are a lot more pirates in this mission and I have to start learning what I’m doing. I’m slowly getting the hang of the interface. The little green blob on the display apparently shows my shield strength. It’s in quadrants which go down when I’m hit and then slowly regenerate.

I’m quite impressed with the terrain for this level and it all runs extremely smoothly. I do feel like I’m missing out not seeing any of this in high resolution though so I figure at this point it’s time I go away and read the manual. From what I’ve seen of the game so far this is game is basically a combination of System Shock and Wing Commander. I’m quite impressed actually and it’s certainly fun. The interface feels slightly clunky and really does remind me of System Shock. It’s intuitive for the most part but the fact that I haven’t managed to find the options screen to turn the resolution up says something.

Well, I went away and read the manual and considering how many pages there were, there really wasn’t a lot in it. The plot isn’t much more complex than what I’ve already described. The back story is that sometime in the 22nd century there was a disagreement between Earth and the colonists of Jupiter and after a war and uneasy truce the colonists relocated to Alpha Centauri. These colonists have managed to establish a civilisation but are under threat by pirates. Apparently, the colonists consist of 12 clans each with their own armed forces but my group is an elite force made up from all clans. That’s all there is to it.

The manual did at least tell me where the options screen was. I just needed to press o in game which is simple enough when you know how so I’ll swap to 320×400 from here on.

After a brief cutscene where I get more grief from my brother while at the bar, it’s time for mission 3. This time it’s a scouting mission to try to examine crates like this in a pirate base.

I get some new technology for this. I can’t honestly say that I notice much difference in the new suit. I’m sure it’s a bit quicker and the like but it feels about the same.

The extra resolution helps a lot and I see that Dosbox is smart enough to upscale in the other direction so that my screen shots don’t end up being tall and thin. This is a night time mission. I could use infra red goggles if I wanted but opt not to. In hindsight, if it made the pirates stand out it might have been a good idea.

I have to try this mission a few times as it’s not easy seeing the crates and I have to stay well away from the base to remain hidden. There is a zoom option I can use to magnify my view, and by approaching the base from the North I manage to get a clear sight of the crates I need to scan. This mission is basically about trying a few different approaches until you find the right one. When I came from the South there were a dozen pirates in the way and no line of sight to the crates.

It’s raining for the next mission. It turned out that the crates last time held some stolen grenades which we want back. They are being escorted in a convoy and we have to take out the escorts to capture them back.

Finding the convoy of trucks doesn’t take long. The trucks aren’t dangerous but they are escorted by large numbers of pirates. I manage the mission on the first attempt but only using a brute force approach.

This results in me being hurt when I return. I’m not sure what (if any) influence this has on the next mission. It turns out that we haven’t recovered the grenades after all, just a load of packing foam.

There is another cutscene with Maggie. I learn that she is actually 232 years old having spent 200 years in hibernation. During this time the pirates stole her children and she joined up with the strike force to try to get them back.

We may not have found any grenades but I still get a grenade launcher for the next mission. This is an extremely slow weapon + I only get 15 of them for the mission but they cause a lot of damage over a large area.

The mission involves taking out some pirates blocking the road into one of the clan factories. Since they are making weapons in these factories we need to go in and destroy the pirates and reopen the supply line. I get two wingmen for this one, but my tactics are as simple as ever and involve going in guns blazing. I use my grenades at the first opportunity while there are a few pirates to hit.

For the next mission, it’s back to that factory I was scouting out before. This is a dead easy mission and I complete it in no more than a couple of minutes. In fact I’m getting through all these missions extremely quickly which gives me some concern about the games longevity. The box says there are over 30 missions. I don’t think there are losing paths but at 2 minutes a mission this game is going to take longer to write up than play unless it gets more difficult.

It appears that the pirates are getting weapons from somewhere although the ambassador from Earth denies it. He looks like a B movie villain if I ever saw one so I expect that it will turn out that Earth is behind all these pirates but for now we just have to get on with the fight.

The next mission is a rescue on a colleague from another strike force. I have to go in with a repair and an electronics expert to get him fixed and then get out of here.

I get a good look at the games sprites while they are carrying out the repair. It’s a curious system actually that I don’t think I’ve ever seen in a game before. It uses the usual 2D sprites that you got in most games at this time. However, they move very smoothly and the bodies appear to be made up of several different sprites, so the arms and the legs move independently. It’s actually very effective and looks a lot better than a few polygons would have done. I expect there are similar effects on the pirates but I try not to get close enough to see them in this sort of detail. After fighting through a load of them back to the pickup point we complete the mission.

For the next mission, we have located some of our stolen supplies and have to go and destroy them and the base they are being transported from.

I get another new weapon although I have to say this sounds particularly useless at the moment. Since I just want to take out pirates as quick as possible I don’t see how this is going to help me out.

The mission is as easy as ever and this time I even get a medal for my trouble.

Back at the bar I meet another of my team who sounds like a robot when she talks. I seem to want to know why and another guy who apparently has implants allowing him to transfer memories steps up.

After a one second flashback, I learn that pirates cut her throat out to stop her talking when she was 13 which would be her reason for joining.

I get a choice of tactics for the next mission. Pirates are blocking the waterways and we need to clear them out. They are getting a delivery from a convoy and we can either take the convoy out first or wait for them to all come out to the convoy and take them in one go. I don’t like the sound of taking on the lot in one go so I go for the first option.

This mission is a bit trickier and takes a couple of attempts. The graphics continue to impress  for 1996 standards. Large valleys like this appear to be rendered with no cutoff and the texture detail is not bad at all. I’m awarded with another Devon Medal for Valor at the end of the mission. Each time I get a mission with 3 objectives (2 being optional) and do all 3 I appear to get a medal. I don’t think the missions actually branch on these optional objectives though, there has been no obvious connection between most of these missions so far. No branching is probably a plus point as the missions are fairly quick to play through. If they branched, I’d only have to play about half of them and would  finish this game in no time.

The next mission is another stealth one. We have located the base of operations for all the smuggling that has been going on and we need to go in and recon it. I can take the enemy on if I want but after attempting this the first time around I’m hopelessly outnumbered. I try again with a more sneaky side approach. I have to reveal my forces at the last moment to get near enough to scan the base. I then leg it back to the pick up point. Two of my squad decide not to follow at first but they eventually regroup and we can take off.

I receive another medal for my actions. The bad (and entirely predictable) news is that the base is run by the Earth Hegemony which is going to mean all out war.

While I’m discussing the situation with my commander, the ambassador pops up to gloat. This ends with us both threatening to kill each other – I expect that will have to wait for the games final mission.

There is more new equipment for the next mission. It keeps on coming thick and fast. This time it’s a defensive mission where we have to defend one of our mines from the Earth forces.

The enemy bring in an artiliary vehicle to destroy the mine but after a failed 1st attempt I head out with my squad to intercept it. By destroying all the escorts we capture the gun intact and save the mine.

When I get back to base, I discover that it looks like a traitor is in our midst. Yet another similarity to Wing Commander then.

I ask my brother where he has been disappearing off to recently but he doesn’t give me an answer. I’m sure he is too obvious to be the traitor anyway, not that I’ve met that many people who it could be. My money is on the barman at the moment.

The next mission is the first on the moon. We want to capture an old facility, specifically this telescope. The moons lower gravity means I can jump higher and it also affects grenades. Girraud comes along to fix the telescope but something goes wrong and he is hurt.

I don’t think this is anything I could have changed and we are sent back out to do it again. This time he fixes the telescope but we are attacked by waves of Earths Hegemony forces. After failing the first time, I swap the squad to heavy suits for this defensive mission and the second time round it’s much easier.

I return to news of Earth using some sort of clones or selective breeding program to produce their forces.

There is a cutscene showing Councillor Walker arguing with her daughter (who is in my strike force) about telling her something. They also mention their clan doing a deal with pirates. I expect she knows something about Maggie’s family.

I leave that for now and get on with the next mission. This one I struggle with and it takes numerous attempts. I have to destroy a fuel depot which mean blowing up some fuel tanks. The big problem is the large number of enemy and the fact that they all throw grenades at us. I experiment with my squad and put in a repair specialist instead of the demolitions guy that comes as default and as soon as I do this I finish the mission with ease. The amount of choices available with squad selection and weapons is getting quite large by this point and there is a clear tactical element to the game.

This has put me 15 missions (+ the 2 training ones) into the game. I guess somewhere I’m near halfway so I’ll leave it here for now. I’m enjoying the game so far. It started off a bit too easy but it appears that these were just training missions and it’s representing far more of a challenge now. I’m not so sure about the FMV and storyline. It’s better than not having anything but it’s certainly not up there with the likes of Wing Commander 3, never mind it’s sequel. My main criticism is that these scenes are too short. There is a definite lack of atmosphere and the story isn’t driving the game in the way it should be. In fact, it’s almost stretching it to say the game has a story. Other than the main character I don’t think anyone has been on screen more than 30-60 seconds total which is hardly enough to get any character interest or plot going. Having said that, compared to games like Duke 3D and Quake which could be seen as Terra Nova’s direct competition at the time, there is no contest. This game is a little less accessible than either of those two, thanks to the complex controls and strategy element but it’s shaping up to be at least as good as either of them in it’s own way.

The Quest

Since my last post, I’ve finished Force Unleashed which left me decidedly underwhelmed. I then tried the latest Doctor Who game which is free from the BBC if you live in the UK. This wasn’t great either and is so easy you could barely call it a game at all but it was reasonably entertaining if you are into Doctor Who. The whole thing only took about 50 minutes so it’s about the same as watching an episode on the telly. I then played Mirrors Edge which I’ve seen getting a lot of middling score in reviews but I was pleasantly surprised and really enjoyed this one. The story was nothing too interesting but running around the cities rooftops was always fun. I don’t think I’ve played another game that puts you in the body of the game’s character so effectively. That said, I’d seen most of what the game had to offer fairly early on so I wouldn’t rush to buy the inevitable sequel.

Enough about those games anyway and back onto todays game which is The Quest. This was published by Penguin Software all the way back in 1983 and was worked on by Dallas Snell who would shortly go on to become one of Origin’s first employees. He also did a sequel called Ring Quest which was originally published by Penguin but he took the rights with him and Origin also published a version of this which I played way back in the early days of this blog.

You can probably guess from the graphics, if you don’t already know, that this is an Apple II game. For 1983 it was actually quite advanced with an above average text parser that accepted sentences rather than just two-word phrases. Above all it had graphics for literally every single location in the game. The very brief intro sets the story for the game. A dragon is ravaging the land and you and the King’s champion Gorn have to go and stop it.

The game has two screen modes. One with the graphics and a very small text window at the bottom of the screen. The other mode is all text and also shows exits from the area + items if there are any.

I head North to spend the gold that the king just gave me at the provisioners.

I buy what look like the most useful items. There is also a shelf of books but I only know the shelf is there from the picture. There are a couple of places like this where you need to take note of what is shown in the drawing.

Now I’m equipped I head out of the castle and start exploring. Each location has a drawing although many of them are strikingly similar. They all take a few seconds to draw but it’s not much of a wait. It seems a little slow now but I remember playing The Hobbit on the spectrum and this is considerably quicker. There isn’t any animation on these screens except on the intro screen as a rule but things can appear and disappear.

There is a lot of countryside to explore but not much in it. I do find a waterfall with a passage behind. Gorn is scared of the dark and won’t go in until I light the lantern.

In here is a maze. I’ll be seeing a few of these screens. The trick to this one is just to keep heading in the same direction as long as possible.

At the end of the maze is a cliff with a tree. I tie my rope to the tree, climb down and enter the cave to find a baby dragon which I pick up and take with me. I get it as far as the cliff but I can’t carry it through the caves so I have to leave it behind for now.

I trek all the way back to an intersection near the castle and head off West this time. I find a nasty looking swamp with Keep Out signs and the like which I completely ignore.

And it’s just as well I do as I discover a pit full of treasure. Doing anything in here makes a load of snakes appear but if I leave and return they have always gone again and this way I manage to get a rug out of the chest. Examining the rug I find a label with a vague hint that this might be a flying carpet. A long trek back to the baby dragon later, I use the rug and it flies me straight back to the chest again with the dragon safely in my inventory.

I head further into the swamp and find some ruins to explore. I head into these only to be attacked by a load of lizardmen. I could fight if I wanted but I leg it into another larger maze full of corridors looking much like the ones I was in before. I’ve never been keen on mazes but I guess they were a staple of these games back then so I shouldn’t complain. Keeping going in the same direction pays off once again.

I stumble into the lair of the dragon and the end game kicks in…..



The celebrations consist of a dancer and a juggler randomly bouncing around the screen.

The two dragons then fly off over the castle and all is right with the realm once again.

This may have looked good at the time but in terms of gameplay it was an extremely simple adventure game by any standards with hardly any puzzles at all. There was a reasonable sized world to explore but looking at this I can see why Kings Quest was so impressive when it came out the next year. The graphics may have been nice, but from a modern standpoint they are the games downfall as you couldn’t fit that much on a floppy disk with all these full screen images. There wasn’t any story to speak of and the only real puzzles are which items to buy at the start and how to get the baby dragon off the cliff. I expect I’m a lot older than the games target audience though and I would have enjoyed this back in 1983 so I shouldn’t be too harsh. It’s a decent game for its time but not really worth going back to play it now.

Thief 3 : Deadly Shadows – Days 10 & 11

I didn’t have long on Monday and I decided to put what time I had on Tuesday into finishing the game rather than writing it up so I’m writing up two days here. I head back to the Keeper library and it’s a mess with bodies strewn around and a lot of sorry Keeper’s blaming themselves for this mess. Apparently the arrow was pointing at the Keepers in general since they have stopped looking after the city and instead become more interested in glyphs. I learn that Gamall (the hag) is looking for something called the final glyph which would make her all powerful and I should attempt to destroy it somehow.

So are they going to sort this mess out? No, that would be my job, again. I have to find Gamall’s Lair first by searching around Auldale.

I find written clues about her lair being in the canal but the Pagan’s have blocked the entrance so I have to run into their lair and steal their amulet to get in. I’m still not on good terms with them but running in and out of their area more or less unscathed is not a problem.

With the amulet I can get into the canal control room, lower the water level, then wander down the canal and find the entrance to Gamall’s Lair. This place isn’t officially a mission but it certainly plays like one even if it is only in one part.

More of the statues are wandering around in here but I manage to avoid them and make my way to an encounter with Artemis who is also trying to find out what is going on. Gamall has conveniently laid out her plan and it appears to involve placing 5 special objects at various points around the city. I’m going to have to steal these objects and carry out this plan myself before she can do it. The first two of these are the items I stole in the games first two missions and are to be found in this lair.

Nearby is a glyph on the wall which I use and this gives me the fantastically useful ability to blackjack the statues. This is going to make my journey back through the lair a lot easier.

I make my way back through the lair finding the two items I need without difficulty. The other 3 items I need are all in the city museum which is alleged to be Thief proof but I’m not about to let that stop me.

I find a few notes on my way there and it appears I’m not the first to try to rob the place. I can’t be bothered to head all the way back through the city to pick up these decoys mentioned here so I just go straight in.

I’m expecting the museum to be crawling with statues but there is no sign of Gamall throughout the entire mission and it’s just me verses the guards, and there are certainly plenty of them. Most of the guards around here carry keys which saves me a load of lock picking later on.

The museum turns out to be a classic Thief mission with small carpeted areas on noisy marble floors, patrolling guards, loads of little side rooms and niches to hide in, etc… I wander around randomly picking up mountains of treasure along the way. Just about every exhibit is stealable but the items I’m really here for have a bit more security and are surrounded by lightning. I’ve found a note describing power switches in certain places in the museum.

The switch I’m looking for is upstairs behind a door. Throwing the switch turns all the lights off temporally. I take the opportunity while the lights are off to take out a particularly bothersome guard who would have seen me coming otherwise. I then run and grab the crown just before the lights come back on.

One of the items I need to steal is the eye which I also had to steal in Thief 1. It starts talking to me in it’s creepy way when I get near.It is now being held by a statue which I have to raise out of the floor apparently by getting to the curators balcony.

The curators room is right on the top floor. I steal all the valuables in his room then throw the switch on his balcony and the giant statue comes up out of the floor and starts rotating.

I have to get to a lower balcony and grab the eye as it moves past me. I’ve already got the other two valuables so now I just need to head back to the entrance and leave.

I run into Orland right outside. He has decided I shouldn’t destroy the final glyph after all as that is what Gamall was trying to do. It is in fact the one thing that threatens her plans for world domination. Before we have been speaking long she turns up in person and I scarper for the rooftops. I’ve now got a final mission to place the 5 objects around the city.

The city streets are a wild place to be now. Aside from the usual guards, Hammers and Pagans, there are now statues running around + Gamall herself. I can tell I’m near one of the locations I need to use one of the 5 items by Gamall being around. I decide that blackjacking her is not going to work and don’t try it. Her eyesight isn’t great so I sneak by….

… and place the first item on the memorial in the Stonemarket Plaza.

I struggle to locate exactly were a couple of the locations are but before long I’ve got 4 of the items placed and just need to use the last one back at the South Plaza fountain. The city streets have more or less cleared themselves by this point. There is an epic battle between about 10 city inhabitants vs. Gamall at one point resulting in a huge pile of corpses but at least it distracted her long enough for me to get in and out.

I head off to the fountain, run past Gamall and use the Eye, and the final cutscene kicks in. Gamall’s power fades away, her statues die and she is now an ancient woman easily captured by the Keepers. It then cuts to a later date and in a mirror to the cutscene at the start of Thief 1, I’m crept up on by a child who manages to see me despite my efforts and I reveal myself to now be a Keeper and she is the potentential pupil.

After all the grief, Garett has given the Keepers in the last 3 games, I’m surprised he would join up with them. It’s not that bad an ending but a bit rushed considering this ends the trilogy and the series (assuming Thief 4 never happens). Looking Glass/Ion Storm games have a history of slightly unsatisfactory endings, I guess the journey is the reward.

I’ve enjoyed Thief 3 anyway and would recommend it to anyone. In some ways it’s weaker than the first two games in the series but the plot is a little stronger, the graphics are obviously a huge improvement and in the Cradle it does have what is probably the most memorable mission in all 3 games. I just wish I could have spent less time running around the city as it did get tiresome after a while.

I’m going to hold off saying what game I’m going to play next as I’ve noticed that I invariably end up playing something else. There aren’t too many left to choose from actually although I notice that the Ultima 6 project is now finished (and I still haven’t played Lazarus!). This blog is definitely going to be something where I add the occasional game from here on out. If I went all out to play all the games I can think of, I’d probably run out within a few months. Top of my list are still Longbow 2 and Super Wing Commander since they are the only two Origin games I haven’t played yet so maybe it will be one of them.

Whatever the game, there will be a bit of a break first as right now I’ve started Force Unleashed which I bought in the last Steam sale. I’m a couple of levels in and I can’t say I’m impressed as it’s exactly the sort of mindless eye candy that makes me want to play old games instead. If I stick it out, it doesn’t look like it will take long to finish despite the unfathomable 30Gb it’s taking up on my hard disk.