Sat 31 Jul 2010
A Blast Processed Life: Action and mana
Posted by bitterandrew under A Blast Processed Life, Music, Videogames, autobiography
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There are three things that stand out in my memory of the summer of 1990 — the suffocating heat, my purchase of a Sega Genesis, and listening to this track…
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…along with the rest of the This Is Boston, Not L.A. compilation album over and over and over again in the stifling second floor bedroom I shared with my little brother.
Those were good times. Good, sweaty, suffocating times.
There was a four month hiatus in Genesis game acquisitions following the arrival of my free copy of Last Battle at the end of July 1990. This was partially because I was broke, unemployed, and busy adjusting to life as a freshman in a non-traditional public commuter college, but also because I was content enough with occupying myself with the twin time sinks of Phantasy Star II and the first Final Fantasy game (purchased with the remaining balance of my graduation money).
It’s not like there was a flood of quality Genesis releases worth spending money on, anyway, as Sega seemed happy to coast on the dubious strengths of its roster of launch-window titles supplemented with some additional arcade ports and a handful of third party side-scrolling shooters (the genre du jour of that primitive era). If I was curious about a given game, however, my buddy Damian’s obsessive early adopter tendencies and short attention span made him the perfect source from which to borrow recently released Genesis titles. It was through Damian’s generosity in the long hot summer of ’90 that I was able to experience today’s pair of featured games for as long as it took me to rule out a future purchase of either one of them.
E-SWAT: City Under Siege was a PINO (port-in-name-only) of a 1989 arcade game…

…which excised everything that made the original’s amime cyberpunk-meets-Rolling Thunder formula modestly enjoyable. Where the arcade game handled the player’s transition from a jackbooted patrolman to a power-suited engine of destruction though a trio of quick preliminary missions, the Genesis version forces the player to tough it out through several long, punishing levels before granting him or her the satisfaction of mowing down legions of generic paramilitary thugs with a portable gatling gun (a.k.a. “the purported draw of the damn game”).
The only remotely appealing aspect of the Genesis version of E-SWAT is the game’s soundtrack (a common theme in both CJ’s and my studies of Sega’s early 16-bit offerings), which features an early form of the 808 State-y acid house/jazz that would later become synonymous with first-party Genesis game scores.
Populous, one of Electronic Arts’ early attempts to crack the home console market, is the original “God” game…

…a streamlined port of a critically acclaimed PC title created by Peter Molyneux (back in the days before he was bound with chains of hype to the rock of the Fable franchise and forced to watch as outraged fans pecked at his entrails. I like the Fable games quite a bit, but both fell far short of Molyneux’s stratospheric claims regarding the content).
I legitmately enjoyed the “shepherd the chosen and smite the wicked” gameplay of Populous…for the roughly two weeks it took to figure out the algorhythms that governed the in-game universe, after which it felt as formulaic and pre-determined as a round of Tic Tac Toe. It was one of the earliest manifestations of what has come to be a common occurance in my experiences with games of the “god,” “4X,” or open-world “sandbox” variety — there inevitably comes a point where any sense of wonder generated by the game’s expansiveness gets overpowered by an awareness of its effective limits. (Red Dead Redemption‘s random events scripting is quite impressive, but once you’ve seen one honey trap/carriage thief/prostitute mutilator, you really have seen them all.)






















