Showing posts with label DOSBox. Show all posts
Showing posts with label DOSBox. Show all posts

Monday, August 18, 2014

Full Review: Alone in the Dark (DOS/PC)


So a few weeks back I gave Alone in the Dark a spin because 1) I bought during Gog.com's winter sale earlier in the year and 2) I wanted to play something that I have never played before and 3) a game that I had through my Gog.com account that I did not have access to on my Steam account.

First off, before beginning to play, you have the option to play the game as either private investigator Edward Carnby or the daughter of the recently late Jeremy Hartwood,  Emily Hartwood.  From what I can tell, the game does not change at all depending on whom you choose to play, but that may not actually be the case as I have only gone through the game once and with Edward Carnby.


Some background first though.


Alone in the Dark was released in 1992 by Infogrames originally using the DOS operating system, later ported to 3DO, Mac and RISC.  I played the DOS version of the game and upon opening the game (post installation), it automatically opened up DOSBox and I had no issues at all with the game running an it never onced crashed.  I had some issues with the controls, but I will get to that later on.  One thing that surprised me was that the game was already in a semi-wide screen mode, although I am not sure as to the specific aspect ratio, but it was wider than the standard 4:3.


If you are anything like me, you probably have not played Alone in the Dark, but are aware of its existence as a video game.  I also knew that it was a horror game of some sort and only right before purchasing the game did I learn that it was the progenitor to the Resident Evil series of video games (1 through Code Veronica X anyway).  Yes, I know that Sweet Home is the granddaddy of survival horror, but as far as a "haunted" house with a person locked inside full of creatures, puzzles, fixed camera angles and plenty of instant death events.

The first of many times you can die instantly.
STORY
Regardless of whom you choose to play as, your initial motivation for entering the massive house (named "Decerto") is to locate a piano that either has immense value or was a family heirloom, again depending on your choice of characters.  Once you find yourself locked inside the mansion, your sole objective is to escape by solving a number of puzzles involving found items throughout the mansion.  You know, like in Resident Evil.

The depth of the story however is found by reading/listening to journal and diary entries found throughout the mansion.  With the exception of only a couple of books, these journals are not required to further the actual game play, so you could hypothetically go through the entire game without knowing anything about any of the characters, monsters, villains or the motivation behind anything else that is going on.  Combined that with the fact that you have a limited inventory, there is a good chance that a book picked up will immediately be put back down to make room for an item that might be needed later on.



One thing that I picked up on was how much of the material was reminiscent or directly borrowed from the writings of H.P. Lovecraft.  The "that book" that is brought up in the book (on the right) is later told to be the Necronomicon, a fictional demonic book created by Lovecraft.  Even the name "Abdul Al Azred" is a variation on the pseudonym that Lovecraft created when he was five years old after reading 1001 Arabian Nights.  Fellow weird author Arthur Machen (whose stories and autobiographies I love) is also referenced as the editor of one of the books in the game.  It is little details like this that I love to see in video games.

GAMEPLAY

How to play the game is probably what took me the most getting used to.  Keeping in mind that the game was played through DOSBox meant that moving was with the arrow keys and the controls were not customizable.  It actually reminded me a lot of how the first Resident Evil played, if you were forced to use a keyboard instead of a controller.  I am not 100% sure when WASD became the mainstay for pc gaming, but Alone in the Dark used the "more traditional" arrow keys to move around (I know now).  Moving around is what I did for about 90% of the time.  

Running though is probably what caused me the most problems, with reference to a couple of specific areas.  In one particular stage, your character is required to run across a bridge that begins to crumble and fall once it is touched.  Thankfully there was a bit of space to start running on approach to the bridge.  In one instance it took me 2m45s (I used a timer) before I could start running.  Running is achieved by pressing up a second time after your character is already walking.  The problem (apparently from what I have read) is that modern computers run faster than those of 1992 so it is not as simple as pressing Up Arrow twice, but has to be timed correctly.


Actions in the game, such as picking up items, opening doors, searching objects was all done with the spacebar, but each action had to be selected separately via the ingame menu.  Later in the game, jumping became an available action which, again, had to be individually selected by going to the menu, highlighting actions then going down to "Jump," going back to the play screen and pressing the spacebar when you wanted to jump.  This aspect of the game took quite a bit to get used to, especially when faced with a killable monster.  Oh yes, some of the monsters were either impossible to kill with your conventional weapons (Saber, shotgun, revolver, dagger) and had to be killed via solving a puzzle, such as placing a mirror in front of a Gorgon-like demon.  

The biggest problem that the controls presented was that timing when attacking enemies was crucial.  When swinging a knife/sword, the character would bring the weapon back and somewhat slowly, swing the weapon in the facing direction.  A miss would often mean that the monster would get their attack in first and since the character staggers with each hit, will usually mean that escape is impossible as their attacks happen faster than you can recover from their initial attack.

Losing key story items, or placing an item down that I felt was not useful was something that I constantly feared.  Granted items that I placed on the ground could be retrieved later, but finding out which room that knife that I thought I no longer needed was something that I rather would not do.  


GRAPHICS

As you can tell from the the previous pictures, the graphics for the game are antiquated by the graphical standards of today.
But keeping in mind that Alone in the Dark was released in 1992 and that the file size for the entirety of the game is 253 MB in size.  That the game could fit on four hard floppies.  You know, a 3.5 floppy.  However, after a few minutes I was able to acclimate to the graphics pretty quickly and I was not bothered by the sharp angled pixeliness of the world I was playing.  

There were only a couple of screens where Mr. Carnby was so far away from the camera that he appeared to be only a colored mass of pixels with little resemblance to his actual body shape.

SOUND & MUSIC

The music for Alone in the Dark was composed by French composer Philippe Vachey.  Unlike a lot of the previous survival horror games I have recently gone through (Outlast, Penumbra, Dead Space), the music here is somewhat more memorable, not that I could immediately recall a song without listening to the soundtrack, but after listening through the entirety of the 28 minute album, I can recall specific cases when the music was cued up.

There were a couple of purely atmospheric tracks such as "Growing Fear," "Terror" and "Watery," but that is to be expected, especially in a survival horror world.

FINAL THOUGHTS

I really enjoyed playing Alone in the Dark and from beginning to end I probably spent about three hours playing, even with the frequent instant deaths just from exploring.  I quickly learned that I needed to save after I did almost anything that required the use of an item.

I will confess that I used GameFAQs a bit while going through simply because I did not want to screw over myself by running out of lantern oil, of which there was a limited supply and at least three rooms/areas in the game that required you to have your lantern lit otherwise the game would not let you enter those rooms.  I did not feel like I was cheating, with the exception of looking at a four screen map that I had to navigate by lantern in an otherwise blacked out maze with the only lit area being a circle around you, Dragon Quest style.  There were additionally a few puzzles that I could not solve without ManiacMansionFan's help, but I still see it as asking another person, in-person, for help or advice, like what we used to do with NES and SNES games.  But in the end, I still feel good about myself, so it could not have been that big of a transgression.

In the end, I am glad that I played through Alone in the Dark despite its graphical and control limitations due to the time the game came out.  It is like going back and watching the first season of The Simpsons, you know it is that you are watching and even though it is still pretty rough around the edges, it is a fun game that helped create a genre that I absolutely love.  And soon I will get to Alone in the Dark 2.



~JWfW/JDub/Jaconian
Vengeance from the Grave


P.S.  I thought I would leave you with a screenshot of how I felt upon safely completing the game.
Yes, it's the classic 1980's jump of victory!

Friday, March 29, 2013

Daggerfailed - Attempts at The Elder Scrolls Chapter II: Daggerfall

I really wanted to play The Elder Scrolls Chapter II: Daggerfall, partly because it's the second game in a series that, in under a year of starting starting The Elder Scrolls V: Skyrim, I've fallen in love with, but also because the development company, Bethesda Softworks, offers the game free off of their own website.  I downloaded the game (149 MB compressed) and as was the case with The Elder Scrolls Chapter I: The Arena, I had to use DOSBox in order to run the install program and to play the game.

Now here's the part of the post that becomes instructional.  I had to learn a bit more DOS jargon to not only install, but to load up Daggerfall.  All of this "How To" was located in the "Daggerfall Legal and Installation" PDF that came included with the game (thank god).  The following screen is the set up in order to install Daggerfall:
The program then started up flawlessly and following the instructions I arrived at the screen, common when uploading a game from a CD:
I wanted to include this, mainly to show the age of the game, or at least an aspect of computer games when Daggerfall came out in 1996.  That a "Huge" installation is 450 MB.  It was at this point that I wasn't able to proceed with the "Huge" installation and I couldn't figure out why.  I knew my computer had more than 450 MB of free space.  After some online searching, I discovered a key "thing" that I had forgotten to input during the initial installation.  I only say "forgotten" because I didn't know about it and it wasn't included in the installation instructions in the PDF.  What I should have included was a "-freesize 1000" at the end in the first line.  SO, in order to successfully install Daggerfall, your DOSBox needs to look "something" like this:

Z:\> mount c: c/dagger -freesize 1000
Drive C is mounted as local directory c:/dagger\

Z:\>c:

C:\>mount d c:/dagger/dfcd -t cdrom -label Daggerfall
MSCDEX: Mounted subdirectory: limited support.
Drive D is mounted as CDRom c:/dagger/dfcd\

C:\>d:

D:\>Install

I said "something like this" because I have the Daggerfall folder located directly on/in my C:\ drive so that it would be easy for me to find and type out every time I wanted to play.  If the folder were located elsewhere, the command prompt might look "something" like this:

Z:\> mount c: c/Games/ElderScrolls/dagger -freesize 1000

Everything worked fine after that.  The game was installed and I was able to start up a character, although I died partway through the prologue and hadn't saved.  I then had to go to work.  A couple of days later I came back and started up DOSBox and began the loading process:
But then something odd happened.  Odd because I didn't expect it to happen and I hadn't seen it before:
Yup.  DOSBox is telling me that I have the wrong CD in my CD drive and Daggerfall can't be loaded up.  I even tried shutting down DOSBox and going through the start up sequence again and I received the same "Looks like you inserted the wrong CD.  Please insert your Daggerfall CD in your cdrom and try again."  The Internet tells me that this is happening because when I tried to start up Daggerfall, I didn't type it in exactly as I had when I installed it.  So, when I installed the game, if I had typed in "-label DaGgErFaLl" I would have to type it like that every time after that.  Apparently the "only" (??) fix is to re-install the game which I am on the verge of doing a third time.

I don't want this whole post to come across as saying that Bethesda has released a faulty product as there are plenty of people online who have not had any issues with the installation and running of this game, but there are also people, like me, who have had some problems and I just need to figure out what those problems are before I get a character half way through the game and have to re-install the whole thing.

Yes, I am going to give it a third try and with any luck, I will be posting my First Impressions for The Elder Scrolls Chapter II: Daggerfall in the coming weeks.  That is if I can pull myself away from the handful of games that I'm playing at the same time.  First world problems indeed.

~JWfW/JDub/Jaconian
Farewell to the Faithfully Departed

Friday, January 11, 2013

First Impressions: The Elder Scrolls Chapter One: The Arena




Yes, you read that correctly.  The Arena, being the first installment in The Elder Scrolls series.  Briefly, the game was created by Bethesda back in 1994 and it very much looks like it came out of 1994.  From what I've played (made it through the first dungeon/sewer), the game's graphics haven't aged too well, but that's something that I don't care too much about.  It's the story, mythology and world that I've been playing in Skyrim, that brought me to The Arena and are what are going to keep me here for sometime.

The Arena is available free of charge from Bethesda, which is extremely awesome on their part.  The initial intimidating thing though is that the game is still run on DOS and requires a DOS operated window to play the game through.  So, I had to download DOSBox, a freeware program that took a minute to wrap my head around.  I grew up using an Apple IIe followed by a Macintosh 5125CD and I only started using Windows with Windows98, so I never really had to deal with DOS as a way of navigating a computer.  For this, I had to learn some simple jargon that will make a number of my friends laugh.  For myself, it was a quick test of, "How much do I want to play this game."  So now, every time I want to play The Arena, this is what I do:


This was after I found out that, for simplicity sake, I had to put the folder for Arena directly on the C Drive as opposed to a complicated (normal) series of folders, but it's actually pretty simple, now that I've loaded the game a few times, and I'm sure I could go into the CONFIG file (with step-by-step instructions) and alter the the start ups so that it automatically loads with the C: drive "mounted" so that I don't have to do it every time, as well as running it at ~13,000 cycles instead of the default 3,000 (control+F12).  The point is, doing all this through a DOS window quickly puts me in the right frame of mind for a game that looks like this:
And honestly, I like the way the game looks.  I like that the first game in this series is a POV action/adventure/fantasy game.  I like that to swing your sword you have to hold the right mouse button and move the mouse in the direction you want your sword to swing.  I love that there are different animations based on how you swing your sword: horizontal slash (R/L), diagonal slash (R/L), vertical slash and stabbing.  I don't know if there's a damage difference based on how you swing your sword against a particular type of monster, but I don't care (at least not right now I don't care).  Just the fact that there are six different animations (for the sword alone) to kill something instead of a simple left click, that's the kind of attention I love to see in video games.

At the moment, I'm currently wandering around whatever city it is that you come upon after exiting the jail.  Since I chose to be a Nord, I think it's North Keep.  The game is a bit difficult in that people in towns are constantly moving (as they right should be), but I find myself chasing down someone just to ask them where the nearest place to purchase goods is, since your map of the city only shows buildings, but not what those buildings are.  There's a lot of running.  Thankfully you can make notes on your map and if you're close by a desired building, one of the citizens will make locations on your ,map.  That's honestly all I've done so far: errands for various people in town and was attacked by some crazy guy and his wolf/rats after it became dark.  Then I quickly found an inn and slept until the morning.

Do I like the game?  Sure.  Am I going to plug 75 hours into it as I've done with other video games?  I might, I don't know how long it takes to finish Arena, and by "finish," I mean "finish" the storyline, not every single side quest in the game.  I'm sure to do that you'd have to go through with each one of the eight races.  I am, at the moment, 89% sure that I will finish (at least) the Nord storyline for this game.

~JWfW/JDub/Jaconian
Bring It On


P.S.  Apparently, 1994 was a massive year for video games:

SNES
Super Metroid
Final Fantasy VI (III)
Earthworm Jim
Mother 2 (EarthBound)
Mortal Kombat 2
Donkey Kong Country

PC
Warcraft: Humans vs. Orcs
Doom II: Hell on Earth
Marathon
TIE Fighter

Arcade

Killer Instinct
Tekken