'The Chaos Engine'
is a conversion of a top down shooter that many consider to be one of the
best games on the Amiga. But, with an infamous difficulty, is it all
style over substance, or an intriguing story at the expense of variety?
Developed by The
Bitmap Brothers
Published by
Renegade
Released in 1993
How important are
stories in games? This was a question pondered by two game critics, whilst
reviewing the same game for two different magazines. The game in question was
'The Chaos Engine' and both were playing the same Amiga version.
'The Chaos Engine'
is a top-down shooter that could vaguely be described as a cross between
'Gauntlet' and 'Smash T.V.', except with far less enemies on screen. You have
to guide two guns-for-hire through four levels, shooting hundreds of monsters
from a skewed overhead perspective. Each level has multiple paths, but
to open the exit door the player must activate a stipulated number of
"nodes" which are hidden in the depths of each stage. The levels take
you through forests, swamps, factories, with different monsters inhabiting each
one.
The reason for all
the monsters is actually explained in the introduction sequence. It's a story
that's created by splicing ideas from Edgar Allen Poe with the writings of HG
Wells and borrowing heavily from William Gibson and Bruce Stirling's novel 'The
Difference Engine'. 'The Chaos Engine ' shows the aftermath of a Victorian-era
experiment gone terribly wrong. A scientist sponsored by wealthy Baron
Fortisque has created the titular 'Chaos Engine' a machine that can manipulate
time and space. However a malfunction means that it is turning locals into
de-evolved monsters, while sucking Jurassic beasts from the past and throwing
them into the present. With the world facing ruin, six bounty hunters are hired
to destroy all unwanted beasts and stop the Baron. It's an outrageous plot
seeped in steam-punk imagery and justified by head of Bitmap Brothers Mike
Montgomery, because "a game is a game it's not real life. It's a steam-punk
era there is no realism to that in a certain respect". So you have
to ask is there a need for a plot at all?
Ben Styles from
Amiga Computing certainly thought so. "The story behind a game has
always been very important to me. If the storyline is weak then the game
becomes just that - a game. But if there is a plot to get your teeth into,
you're prompted to think about the game and become more involved than you
usually would." Stuart Campbell was of a very different opinion when he
discussed the game for Amiga Power magazine. "It's the plot, it
doesn't matter. Not mattering is its job. The only reason plots exist are to
provide employment for down on their luck writers, desperate to earn a crust
writing instruction manuals. You run about and you kill stuff, that's all you
need to know."
For Stuart
Campbell, just having the Bitmap Brothers name on the box was enough to
guarantee sales. As Technology commentator Tony Horgan recalls "the three
man development team known as The Bitmap Brothers were sold as the pop stars of
the gaming world, complete with moody hands-in-pockets press shots".
Evidently Mike Montgomery was frustrated that publishers were often credited
for a developer’s creativity and wanted the public to know who actually made
the games. "Looking back, we were very arrogant. You don't go into a
record shop and buy an Apple record, you buy a Beatles one. We wanted to be the
stars, so we spent a lot of money getting photo-shoots done and we sent them to
magazines." It was an egotistical approach that clearly worked on the
Amiga audience though, as a "Bitmap Brothers" game sold regardless of
its review scores.
However, their
quest for notoriety wasn't appreciated by every gaming publication; Super Play
in particular seemed pretty irked by their fame hunger. "Most video game
programmers are happy to remain anonymous apart from the credits at the end of
their games, not so the Bitmap Brothers who insist upon getting their mugs in
anywhere and everywhere. Their desires to be famous aside, they do make good
games [...] and everyone you can recognise as a Bitmap Brothers game". With
a unique visual style and a dependency on loud aggressive (sometimes licensed)
music, the trademarks of The Bitmap Brother’s games make them very easy to spot.
According to Mike Montgomery "the philosophy of The Bitmap Brothers was
always great music, great programming, great graphics and great sound. Not one
thing makes a great game, it's all these together."
The Bitmap
Brother's games prior to 1993 all shared a metallic look, even though the game
styles and even the setting were radically different. But, the movement
away from this cold futuristic aesthetic was a very conscious and deliberate
choice. As 'The Chaos Engine' artist Dan
Malone notes "[‘Speedball 2’] had the same forced plan view, so we had to
make it less shiny. It wasn't a plan to
do a steam punk game in particular; it came about mainly from loads of books
and artists I was into at the time. Alongside 'Speedball 2', 'Chaos Engine'
stands out as a particular favourite of mine".
The while the
Bitmaps’ iconic art style looks very good in static screens, the backdrops of ‘The
Chaos Engine’ are extremely sparse, with some sections almost seeming to take
place against a blank background. This would be forgivable if the game was
generating the levels as you progressed but unlike similar games, nothing
is randomly generated. The locations of monsters, treasures and nodes never
vary, every time you play the same stage it's identical. 'The Chaos Engine'
stages were designed by Simon Knight who would hand Dan Malone a map on paper,
which Dan would then build from the tile set he had created. Apparently there
was little scope for deviation from these preset designs. According to Dan
Malone "I tended to move things around a bit in order to maximise the look
and feel which would lead to a bit of a dispute".
True to the Bitmap
formula, ‘The Chaos Engine’ feels unforgiving especially on the first few
attempts. Getting hit a few time means losing a life, lose too many of those
and its back to the title screen. There are no continues here which means that
anyone who dips into the game for a short session will likely see no more than
the first stage. The difficulty of the game was something Montgomery has since
criticised, admitting to Retro Gamer magazine that like the majority of his
games 'The Chaos Engine' is excessively punishing. "All of the Bitmap
Brothers games, they're probably a bit too difficult" he said. "The
reason for that was we designed games that we wanted to play - for us it was
actually quite hard to think that somebody would want to play something that's
easy." It's a difficulty that really boils down to the enemies being
too strong. They can simply keep walking through anything you throw at them
and sometimes it seems like there isn't enough screen space to kill them before
they reach you. So to succeed you must remember where they will appear from and
start shooting them as soon as they appear on screen.
So, it takes
multiple plays to memorise the enemy locations, but this is also the games'
undoing. The more you play 'The Chaos Engine' the more you realise that it's actually
really repetitive. There are no puzzle elements beyond finding keys to open
level sections. Most of the game-time is enemy management, which is a
flamboyant way of saying "pressing the fire button a lot and pointing your
character in the direction of an enemy”. Mastering this concept and knowing where
the monsters will appear is all you need to finish the game. Once the stages
are memorised, and that won't take too long, it is actually possible to see the
story's conclusion in an hour. As Zy Nicholson remarked in his Super Play
review "four worlds of four sub levels doesn't amount to the biggest game
ever." Anyone who has played a game like this before is likely to see the conclusion
within a few days and that length may have been perfectly acceptable for a £20
Amiga game, but with 'The Chaos Engine' demanding over £40 to get in good
condition on eBay you'd be forgiven for wanting a little more. Replay value
comes from the two player option though.
Each character also
has a unique special move, which range from bombs that clear a screen of
enemies to maps that show the levels layout. Coins are scattered across stages
and in a RPG-lite way these allowing you to buy character upgrades changing a
character's stats and the power of their weapons.
With the stages and enemies predetermined, you would be right in thinking that a game designed for two to play at once doubles in difficultly when played alone. Fortunately if no one is holding the second controller the computer will take on the roll. "You can opt for a CPU controlled companion whose behaviour is remarkably convincing" noted Super Play. With AI that was created based on observing play testers, your computer companion will follow where you lead, shoot the enemies you miss but they will never use their special ability. Instead the player can choose when this is activated, meaning there's a tactical advantage to picking two characters that have the opposite stats to one and other. This way you'll have access to a special ability to suit any situation. Perhaps its perception, but the enemies don't increase in strength to match your increases though. So while the opening stages call for the double act to use all their special attacks, by the third world you can get through whole stages without needing to use any special ability at all.
With the stages and enemies predetermined, you would be right in thinking that a game designed for two to play at once doubles in difficultly when played alone. Fortunately if no one is holding the second controller the computer will take on the roll. "You can opt for a CPU controlled companion whose behaviour is remarkably convincing" noted Super Play. With AI that was created based on observing play testers, your computer companion will follow where you lead, shoot the enemies you miss but they will never use their special ability. Instead the player can choose when this is activated, meaning there's a tactical advantage to picking two characters that have the opposite stats to one and other. This way you'll have access to a special ability to suit any situation. Perhaps its perception, but the enemies don't increase in strength to match your increases though. So while the opening stages call for the double act to use all their special attacks, by the third world you can get through whole stages without needing to use any special ability at all.
Although the game
of course is best known as an Amiga title, it was designed from the outset
knowing that success in the home computer market would likely take it to the
more lucrative consoles. "We were an [Atari] ST and Amiga Company"
says Mike Montgomery "but by the time we got to 'The Chaos Engine' most of
our games had been on other formats, so we did actually think when we started
that we should be gearing it towards consoles as well". Indeed some have
cited the Snes version as the best one since it was based on the superior Amiga
A1200 version yet ran faster. There have also been cosmetic tweaks that increase
the amount of game you can see on screen. Health bars now overlay the main
game window, rather than take up a large area at the bottom of the screen. It
also felt that the Snes version had more enemies in some of the levels
than the Amiga original. However this came at a cost to performance and the
Snes version experiences a fair bit of slow-down when the screen is full of
enemies. Richard Joseph's background music also sounds incredible
on the Snes; "a selection of thumping techno-ish pieces that really add to
the pace of the game" agreed Zy Nicholson. Some of the music has even
been altered ever so slightly, with new instruments added and minor tweaks to
the arrangement. Clearly effort has been made to play to the Super Nintendo's
strengths without compromising the quality or losing sight of the original
Amiga versions' merits.
Sadly the Snes
version lacks the spoken animated introduction seen in the CD32 edition,
however it has retained the spoken conclusion with an impressively animated talking
head. You have to remember that this was an era when a page of text saying
"You Win" was considered a suitable payoff for the effort put into
finishing most games. With the exception of big budget RPGs and flagship
Nintendo titles, you would be lucky to ever see a credit roll. Considering the
space limitations of a cartridge, The Bitmap Brothers should be applauded for
including something as elaborate as synthesised speech. Clearly they wanted a
suitable narrative payoff, which would no doubt have pleased Amiga Computing
reviewer Ben Styles with his love of stories in games. Without the story would
people have still played 'The Chaos Engine'? Probably. Although The Bitmap Brother’s fame didn't extend
across the pond, many people still bought 'Soldiers of Fortune' which was the American
name for ‘The Chaos Engine’. Positive review scores in EGM and Nintendo Power
drew in an audience and these reviews never focused on the games story.
"This is a hard as nails 'Total Carnage' a-like, for those who love big
guns and big bangs" wrote one reviewer. Whether that's enough really does
depend on if you like initially frustratingly hard game play, that bizarrely
quickly becomes easier and more repetitive the further you get into the game.
If it is, then the intriguing story is a nice bonus.
Where did I get
this game from?
If you're in
Norwich and love video games you should always head to a game shop called Regen
Gaming. Even if you're not in Norwich you should look at their website (they
can post after all). Unlike other independent shops, they don't charge The Earth
for common games under the mistaken belief that any game from the last
millennium is worth a small fortune. Realistic prices, good quality games and
amazing staff are the reasons I always go in when I'm nearby. 'The Chaos
Engine' was a game I picked up on my last visit.
Firstly - you mean Conversion not conversation in your opening sentence??
ReplyDeleteThat said, I used to love this game - great fun but bl**dy difficult to play almost punishing in fact. Also a good iconic look and feel to it.
Thanks so much for taking the time to read this and for pointing out the typo - I really must get better at proof reading!
ReplyDeleteI had forgotten how hard this game initially is, but much more manageable when you get into the groove.