First 'official' QUAKE episode in two decades, and ... it sucks! Lazy difficulty based solely on providing about a quarter the ammo and health as usual and just spamming the spongiest and most annoying enemies in tight corridors over and over. Fairly well-constructed levels, but that's it. Nothing new. Cheap! Crappy! Bad job!

The boys went OFF on the wacky level designs and traps for this one. Pushing creaky old QUAKE just about as far as it'll go. There are a bunch of semi-new weapons that are all crazy OP like quad-rockets that just melt absolutely anything. You also kill a dragon at the end for some reason, lol. Weirder and maybe more loosey-goosey than the first mission pack, but more personality.

Solid for a simple 'level pack' type of expansion. The designs are a little more elaborate and interactive that the original, but overall not necessarily better or worse for it. Maybe a touch less charm. And the new weapons and enemies are underwhelming. But more QUAKE is a good thing!

Nuts that they made not one, but two separate games based on this terrible movie. The other one on SNES/Genesis is your bog-standard shovelware platformer, but this is a stunningly dumb graphic adventure/fighting game(!) hybrid where you do silly inventory puzzles and then every once in a while get into SFII-style fights with everything from dogs to shopkeepers to Helena Bonham Carter. At a bit of a loss here, but I will say that it definitely isn't fun.

Another refinement of the now well-established conventions of the series, this time adding much more accomplished art, better equipment sorting, and, blessedly, MUCH better quest design/tracking. For the first time with these games, I felt like I was on an epic, cohesive adventure rather than randomly wandering across a (cool!) map getting into (exciting!) trouble trying to remember/figure out what to do. Still not at the ceiling of what I feel like this series is capable of with some more menuing tweaks and a stronger narrative, but so far, every single one of these has been a notable improvement over the last and always more and more enjoyable. These games are pretty good! Old CRPGs fun!

Another significant step forward but still a ways to go from greatness. The visual fidelity got cranked up dramatically but the actual art is pretty garish, so it takes some getting used to. Same with the interface, which is, on paper, quite a bit more useful than the archaic stuff from the first two installments, but is confusing and awkward in its own new ways. You still wish things were a lot easier to navigate.

One unqualified success is the new approach to the world map - much more open and concerned with reflecting a believable place rather than having every grid be a puzzle labyrinth full of traps, even if you were just walking through a field or whatever. Rewarding and organic exploration in this one - lots to discover and map out, if that's your thing. And it's a cool world!

The questing, the loot, and the character options remain pretty overwhelming, and despite some light quest tracking this time, it is very easy to get lost in the sauce and lose interest. You still gotta be a real head to have much success let alone get through this thing, but I like the direction the series is headed in, for sure. If gear and spells specifically were easier to see/manage, and if the quests were just a liiiiiiittle bit more directed/designed, I feel like I could get super deep into these games.

Very strange spinoff/interstitial game in the D&D Gold Box series that is essentially a few minigames connected by a town overworld? Like roughly half the playtime is lockpicking and riding a side-scrolling horse? Weird digression. The modern version of this would be a mobile game companion to a massive-budget triple-A release.

Big upgrade from the first one in a lot of ways, specifically in presentation (animations! sound effects! colors!) and in a much more immediately satisfying difficulty curve. Lots more experience, levels, and especially loot coming much faster. Other than those somewhat superficial things, though, it is very much the same game spruced up, and still suffers from being too grindy and open in its mission structure. At least the world map isn't literally one giant maze anymore.

Since reading The CRPG book and educating myself more about the origins of the genre, I've taken some time to sample the first entries of all the biggest long-running franchises - ULTIMA, WIZARDRY, THE BARD'S TALE, POOL OF RADIANCE, etc., and I think that this is the most immediately accesible of that cohort.

Really fun world to explore with just a hair more QOL than its contemporaries. Still brutally difficult and yet totally breakable, still byzantine yet overly simplistic in certain aspects, still ... just insanely old. But a good time if you're up for it!

I've always held a prejudiced view of old UK games as being mid-at-best knockoffs of Japanese or American classics, made for silly, underpowered computers by insanely British goofs elevated to the status of rockstars by a quality-starved press and public. So, let's just say that this exhaustive exploration of the early work of Jeff Minter ... doesn't do a whole lot to change my mind.

Somewhere in the neighborhood of two good games in here, out of about forty. But then again, I'm not a Pink Floyd obsessed stoner living in the early 1980s with access to a Speccy and nothing else, so maybe they're just not for me.

But love what Digital Eclipse is doing, as always. God help me if they ever make one of these profiling someone I actually care about!

1998

Gross garbage and a horrendous misuse of a good game engine. Takes some real talent to make DUKE 3D virtually unplayable.

Another really outstanding WAD and easily the best in the trilogy. This one has the benefit of another decade of FPS design history since the last one, and it shows, despite being made by only two of the guys from that original team. Fun, charming, detailed, and once again featuring genuinely great level design and excellent pacing. Crazy that this dumb marketing gimmick series is so accomplished.

Fussy, overdesigned GONE HOME. A walking simulator that's ultimately 80% reading diary entries shouldn't have/need a tutorial that's more than a half an hour long, sorry.

As with the first one, probably better than it has any right to be. You're on the Chex guy's home planet this time, which is of course a cute parallel with DOOM II, and this allows the devs to once again showcase their biggest strength from the original - solid level design. Wish it was longer!

Pretty darn successful 2D stealth. Interesting and challenging design for the most part but things do end up getting quite samey after a while.