Category Archives: Ancient History

Hugo Trilogy Review

Note: The screenshots posted on this page have been scaled up a little from their tiny native resolutions as well as had their aspect ratios corrected to proper 4:3 dimensions as they should have looked on CRT monitors originally. For posterity’s sake you can also click them to view the “pixel perfect” originals.

Introduction

If there is one genre of games that makes me extremely nostalgic it has to be the old, all but dead, genre of “graphical adventure games” that thrived on personal computers of all sorts and even hitting the occasional console in the mid 1980s to mid 1990s. When most people think of graphical adventure games they typically only think of the classics from Sierra and LucasArts but there were plenty of others out there of varying quality. The Hugo series (Hugo’s House of Horrors, Hugo II, Whodunit?, and Hugo III, Jungle of Doom) by Gray Design Associates, while far from one of the best, certainly had a large audience and long legs.

For the first year or two that I had my first “IBM compatible” PC I would often talk my parents into buying me inexpensive shareware and budget titles at various stores around our town. There was no way I was going to talk them into buying me a $50+ retail game on a whim but these cheap games? Sometimes that actually worked. Occasionally the games were even decent to boot. Of all of these often regrettable purchases I recall that several were published by the same company. Indeed these green Personal Companion Software boxes seemed to be just about everywhere that had computers for sale and over time I stocked up on several of them including at least one other title that I plan to review in the future. Getting to the point, this is how I first met the titular Hugo.

The entire plot of the first game.
“The entire plot of the first game.”

Most people, I suspect, met Hugo a different way. The reason for the large audience and the fact that people still seem to play the games to this day is that, as was fairly common at the time, is that GDA originally released the Hugo trilogy as shareware. Unlike the majority of shareware titles, however, the Hugo games weren’t crippled in any way – there were no time limits, they weren’t missing any kind of content, there weren’t even annoying nag screens. These were the full games! It honestly seems like an odd move to me as the titles might as well of been Donationware though perhaps that was the intention from the start. And we thought we had it good getting the entire first episodes of Wolfenstein 3D and Doom for free!

Perhaps the most interesting thing about the Hugo games to me is that they were all created by one guy, David Gray. One guy managed to expertly emulate Sierra’s AGI classics. As someone who started learning to program just a few years later this seemed like quite an admirable accomplishment to me and still does. David Gray’s company, GDA, went on to release a fourth Hugo game in 1994 – this time resembling Wolfenstein 3D and again coded from scratch. I’m stumped over why this guy isn’t still out there coding awesome games.

The Hugo games weren’t my first adventure games, not by a long shot, and they’re definitely not my favorites but at the time I had all but written off graphical adventure games that maintained a text parser and these games really helped me begin to appreciate them again.

Gameplay

The gameplay is typical of the adventure game genre. The player guides the protagonist from screen to screen solving puzzles, the majority of which concern how to progress to the next screen. A great many of these puzzles involve collecting items from the game world and using them in conjunction with the environment or each other, sometimes in fairly creative ways. Like I said, typical adventure game stuff.

As with many other adventure games, particularly Sierra’s, points are awarded for certain actions, mostly pertaining to solving puzzles, and a total is displayed to you at all times to give you a clue of your progress. Many of these points are optional so it is entirely possible to beat the game without reaching the total. This, I always imagined, was there to provide a hint to players that they missed something and encourage them to attempt to explore and experiment more in subsequent playthroughs. I’ve never been someone who cared a great deal for “one hundred percenting” a game myself so I rarely pay too much mind to these scores.

No, letting the mutant dog fuck your head isn't actually the solution to this puzzle.
“No, letting the mutant dog fuck your head isn’t actually the solution to this puzzle.”

The puzzles are most often fairly logical despite sometimes feeling a little abstract though there were a few cases while replaying the series without the aid of a walkthrough for this review in which I did indeed get stuck.

During the first game, for instance, I reached a room with a killer beast of a dog in it. If I entered the room he attacked me instantly. Along the way, however, I had picked up a piece of meat and what seemed to be a dog whistle. The whistle, when blown in the adjacent room, would summon the dog who would, again, attack me. I concluded that I needed to put the piece of meat on the floor and call the dog but no matter what I did the dog would ignore the meat. I experimented with this for what seemed like an hour before finally figuring out that I needed to simply enter the room the dog was in initially and quickly toss him the meat – the whistle served an entirely different purpose. Still, one would think if the dog was interested in the meat in one room he would be interested in the meat in another and it seemed more logical to me to distract the dog in a room other than the one I was trying to explore. Hmph.

A more frustrating thing about the games that was often a problem across the entire genre was the whole “oops, you missed that” thing. That is, finding out towards the end of the game that you missed grabbing a crucial item near the beginning of the game and now have to backtrack. In many cases backtracking might not even be possible – hope you have plenty of saved games! These kinds of conundrums can certainly be designed around but it isn’t surprising to see them in lower budget titles.

A silly example from the first game of getting caught in one of these situations is that early on you enter into a room with a character in it and an item on the table. The character eventually shrinks you but only temporarily. It wasn’t until after this scene was over that I tried to get the item on the table since the presence of the character seemed to take priority. I couldn’t get the item no matter what I tried as somehow I couldn’t reach it. I tried to position my character in numerous ways but eventually gave up. This item, of course, ended up being critical near the end of the game. I later discovered that I needed to pick up the item during the short time that I was in my shrunken state. I had to resort to an extremely old save and replay quite a few sections because of failing to recognize the puzzle at the right time, missing my only opportunity to get that crucial item. Doh.

As I entered his basement I was immediately impressed by the scope of his rock collection.
“As I entered his basement I was immediately impressed by the scope of his rock collection.”

The games, particularly the second one, are pretty bad at pointing you in the right direction by giving you decent clues about what items are needed and where they might be found. In fact at times items seem to be pretty randomly dispersed through the game. In the third game there is a point at which, having exhausted all possible item uses and screens, the solution only lies in finding a hidden item by walking into the exact, out of the way spot in what would otherwise be an unremarkable area. This felt less like a puzzle and more like luck – I didn’t feel clever when I finally found the item, just annoyed about how stupid the solution ended up being.

The infamous Sierra style sudden deaths and other game ending events that are often only avoided by trial and error do occur in Hugo as well. Thankfully the ability to save and load your game at any time, as well as maintain a slew of saved games concurrently, helps to assure that you’re rarely too screwed over by this type of thing providing you have the discipline to “save and save often.”

What is more troubling is when these kinds of puzzles don’t actually result in any obvious problems for your character. There is an infamous puzzle in the second game that involves your character crossing a bridge. You must cross the bridge in order to proceed yet doing so usually results in you dropping an item into the creek you were crossing, ruining it. You can still pick the ruined item back up giving you the impression it still has some value but indeed it turns out to be a game crucial item that must remain undamaged. Even sillier is that what seems to be a scripted event in you dropping the item actually turns out to be a really horrible movement puzzle.

The luxurious Château de Trace.
“The luxurious Château de Trace.”

Not so much a note about the quality of the puzzles in the game but still worth a mention is that there is an odd puzzle late in the first game in which an old man quizzes the player on a variety questions completely unrelated to the game. This might throw a lot of people off since some of the questions are fairly dated and somewhat esoteric in the first place. Apparently a lot of other people complained about this as well as the answers are in newer versions of the manual. The second game humorously mocks this puzzle by setting your character up for a repeat scenario only to have her interrupt and subdue the old man.

All of that being said if you enjoy graphical adventure games than you’ll be right at home with the Hugo games as you’ve most likely ran into and eventually learned to accept all of these annoyances decades ago.

Story

The setup for the first game, Hugo’s House of Horrors, is that Hugo needs to search a creepy looking mansion for his girlfriend Penelope who went missing after going there on a baby-sitting job. That is pretty much the entire story as, until the game actually ends, there is no real advancement in the plot. Though it might not have much to do with the story stuff does of course happen: you’ll get shrunk by a mad scientist, stumble upon a gathering of horror film villains, fight off a swarm of vampire bats, and fend off a mummy. While that list might sound impressive, this first game, even taking into account the time spent on the harder puzzles, is incredibly short.

All of the rest of the narrative elements of the game, from the setting to the characters, are ultimately very shallow. It is as if the author knew he wanted to make an adventure game but lacking a story instead settled on a genre he could easily barrow common themes from. On the bright side this comes across as intentional camp with the game even occasionally poking fun at itself. It definitely is humorous though usually in a much more subtle way than its Sierra and LucasArts counterparts – rather than every description and piece of dialog being hilarious I found myself more often chuckling at the bizarre situations I’d get Hugo into.

My SJW senses are tingling!
“My SJW senses are tingling!”

The second game in the series, Hugo II, Whodunit?, quickly replaces Hugo with Penelope as an Agatha Christie like murder mystery unfolds. In her quest to discover the identity of the murderer Penelope will seduce crusty old gardeners, wander aimlessly around massive hedge mazes, meet Doctor Who, summon genies, and slanderously accuse Hugo’s family members of murder left and right. As with Hugo’s House of Horrors it seems that the author simply picked an established genre and went with its tropes for content. This time he went with murder mystery instead of horror.

Hugo II, Whodunit? has even more of the self aware humor than the first game and is often less subtle about it. There’s also more humor period. One moment from Whodunit? that had my chuckling was when Penelope summons a rather unimpressive genie. Not only does he immediately demand food from Penelope but no wishes here – her only reward is him forcing open a stuck door in a decidedly less than magical way for her.

Unfortunately Whodunit? also suffers greatly from giving even fewer clues on where to go and what to do leading to some fairly abstract, if not totally illogical puzzles. That difficultly is compounded by the fact this is easily the longest of the Hugo games and features the most total screens. On the flipside the murder mystery story of Whodunit? is perhaps the most intriguing of the series with some actual plot development and even some twists. Nothing too spectacular but an improvement no doubt.

The third game in the series, Hugo 3, Jungle of Doom, finds Hugo and Penelope crash landed in a South American jungle and Penelope bitten by a poisonous spider. Hugo has to find the antidote and along the way kill indigenous people, drown elephants, bust some ghosts, and rock a sweet Tarzan impression. A tiny bit better on the plot development than Hugo’s House of Horrors but just as short, if not shorter.

At the end of the day the stories of all three games are just excuses for some fun, static settings to explore which will probably suit a lot of adventure gamers just fine. There are plenty of other adventure games out there with great narratives and excellent characters – these aren’t them. Still, it all works in an a way that harkens back to the earliest text adventure games. It’s less about the story or the characters and more about the puzzles and the experience losing yourself in an imaginary world to solve them.

Controls

All three of the Hugo games play exactly like clones of Sierra’s early AGI engine games. That is, you move your character with your keyboard’s arrow keys as you might in some other type of graphical game, yet all of your other interactions require typing commands into a text parser as you would in a text based adventure or interactive fiction game. Sometimes positioning your character exactly where you want them can be a tad bit annoying but for the most part you adapt to moving around rather quickly.

Your character’s “hitbox” can seem pretty oddly proportioned but there are few movement related puzzles in which you’ll ever notice thankfully. When you do run across them such as in the aggravating Venus Flytrap puzzle in Whodunit? you’ll be cursing up a storm though.

Well, we might have crash landed but at least you haven't been bitten by a poisonous spider.
“Well, we might have crash landed but at least you haven’t been bitten by a poisonous spider.”

The text parser seems to be fairly generous with its synonyms not requiring the player to be as overly accurate with their terminology compared to some other, similar games. Occasionally the action picks up and given that this is a text command driven game sometimes moving quickly means frantically trying to type in a command and slap enter which can be pretty challenging, if not frustrating. Luckily across all 3 games these moments are relatively rare and a normal, leisurely adventure game pace is more frequently kept.

One of my only complaints about using this kind of a limited text interface, other than those moments of frantic, do or die typing I mentioned, is that sometimes you find yourself having to do a lot of typing with very little feedback. It can be pretty annoying having to type out several separate commands just to perform what is ultimately a simple task such as opening a door with a key. I’m sure this is one of the reasons that these kinds of games were quickly replaced by the point and click variety. I’ll talk more about text parsers when I review an interactive fiction title later down the line.

Graphics

The graphics of the series closely resemble those of other 1980s 16 color EGA adventure games. This isn’t really a compliment though, considering that the games were released in the early 1990s. The sprites and corresponding animations are universally simple, some might say bad even but I’m trying to be generous. 🙂 The background art has a bit more range though – many of the backgrounds show interesting perspectives and feature details which you can tell probably took a little time while others seem to have been completely uninspired and quickly hacked out. Jungle of Doom, with it’s abundance of lush jungle foliage, sports the best and most consistent backgrounds owing largely to another artist having contributed them.

Alright, which one of these bastards gets it first?
“Alright, which one of these bastards gets it first?”

One could simply say “it’s EGA so it sucks, what else were you expecting?” but it isn’t quite as simple as that. The art in these games, while similar, lacks the cartoony stylization of many LucasArts titles and even the detail and refinement of Sierra titles. That being said, it is EGA so what were you expecting? 😉 Chances are if you can stomach any old EGA games you’ll be able to handle the Hugo series.

Sound

All three games use loud, harsh sounding PC speaker music and sound effects and do so at a minimum to boot. Music pops up only on occasion, such as in the first scene of the first game, and doesn’t ever stick around for very long. Sound effects are practically nothing more than beeps and blips and there aren’t many of those either. I’d suspect that many people simply preferred to play with the sound turned off.

Old Age

As usual I played all three games on my dedicated 486 gaming PC with the internal cache disabled (slowing it down to low end 386 speeds) and had absolutely no timing issues. I did briefly try to play the games without slowing my machine down and didn’t run into any obvious problems. I’ve not tried to run the games via DOSBox though all three have apparently been 100% supported for quite a few versions now. The games are also reported to be fully supported by ScummVM.

The un-crippled shareware versions of the games are readily available on many DOS and retro gaming sites. Here’s one, for instance. You can also purchase all three games, along with their Windows ports (which add MIDI music, real sound effects, and point and click controls – no I haven’t tried them!) from their original author’s site.

Update 8/2014: GOG.com now sells the Hugo Trilogy! They appear to be pre-configured to run in and bundled with ScummVM though they may be the Windows versions, if you care.

At least one of these plants has GOT to get me high.
“At least one of these plants has GOT to get me high.”

Text file manuals come with both the shareware and full versions of the games though they’re not really needed. There are also numerous walkthroughs including spoiler free versions available for all three titles all over the place. GameFAQs is probably a good place to start.

Sequels and Related Games

As mentioned, GDA went on to release another Hugo game called “Nitemare-3D” which aped Wolfenstein 3D instead of Sierra adventure games. I never played this one as my main attraction to the Hugo games was the fact that they were adventure games. Still, Nitemare-3D is said to be more puzzle-y in nature than most of the FPS games from around that time. This game, along with the others, was also ported to Windows later.

Closing

The Hugo games aren’t spectacular but are fundamental graphical adventure games that should provide either fun trips down memory lane for people who loved Sierra’s old AGI games and their imitators or unique experiences for those who haven’t ever played anything similar. Each of the games can be completed within a couple of hours at the very most and since, unlike similar games, you can get them all for free without resorting to abandonware sites I’d suggest you check them out if they sound at all appealing. Just be prepared for what you’re getting into if this type of game is new to you.

The Hugo engine includes a feature called the “Boss Button” – a hot key that instantly pauses the game and swaps you out to a DOS prompt. Apparently David Gray got caught making games at work so often that he felt the need to help the rest of us avoid getting caught playing them. 😀

The Final Battle

My recent post about guilds dying combined with all of the recent discussion about America’s Army 3 has inspired to write about my best memory of a clan dissolving and, actually, one of my all time favorite moments in online gaming. This happened way back in 2004 so hopefully the statute of limitations on anyone taking offense to any of this has long since expired. 😉

I’m going to spend a lot more time talking about my time with The Praetorian Guard (also known as [TPG] and simply referred to as TPG from here on out) in future blogs as we gamed together for a long, long time but for now I’d rather skip all that drama and start right into the story. I had decided to leave the America’s Army division of TPG which I had been more or less running myself for some time. Unfortunately I had leaked this information quite a bit earlier than I had planned and it resulted in all sorts of disarray within our ranks. This caused several problems but the most immediate was that we had a TeamWarfare League ladder match scheduled for later in the week and all of the chaos would make playing it quite a problem.

I’m sure anyone who was in the clan can attest that I took TWL very seriously at the time, probably too seriously as I’d often stress myself out worrying about who was showing up and when, if everyone was following the correct procedures, and that no one was breaking any rules. All of that nonsense was actually one of the reasons I decided to quit the AA division of TPG in fact. So, with people leaving the clan or at least the AA part of it, and not seeing the point in participating in another one of these high stress matches when we were most likely going to call it quits anyway, we were having problems securing the six people needed to participate in the match. Since I took this shit so seriously, despite “retiring” I pledged to lend my hand this one last time.

Lying in wait...
“Lying in wait…”

I wasn’t the best America’s Army player in the clan by a long shot – I had my moments of excellence, but for the most part I was pretty mediocre. Instead my main strengths, in addition to an occasional clever strategy, were in organizing the whole thing and keeping everything (and everyone) in line. This was no easy task, mind you, as we were a pretty casual group of guys for the most part and I always got the impression that most of the clan considered these matches more of a necessary evil than a fun part of playing the game. That and the usual scheduling problems and other drama that always comes up in these clan / guild situations. I’m sure with the popularity of World of Warcraft end game raiding nowadays plenty of you know exactly what I mean by that.

So, I was onboard but I was hardly an “army of one” myself. I honestly don’t remember exactly who else ended up playing that night and the records (mostly forum posts) are pretty sporadic from around that time because of the uproar that was going on within the clan. I know my trustful and highly skilled friend Blood, who was fairly hardcore and was one of the few guys who I think actually really liked playing matches, probably didn’t even have to be asked. Also the other two leaders of the AA division of TPG, PaleHorse and 20kill were onboard as well although 20 didn’t think he could make it. Amouro, who was good but I don’t think ever particularly cared for TWL matches, reluctantly showed up as well. We were having so much trouble getting the numbers we ended up drafting Joeypants, who was a mainstay in other parts of TPG but rarely played AA with us and indeed had never played a TWL match before, into the fold at the last minute. I know I’m forgetting our sixth man but no one can seem to recall exactly who it was – possibly Ace, TheBucket or Rhonis.

We were facing a clan called the 75th Rangers. They were a relatively large “realism” clan who split themselves into several smaller units with different names which all participated in TWL at the same time though often to different degrees. They were all the same group as far as we were concerned though – and we were concerned as we had some negative experiences with them in the past. The first time we had played a part of the [75thR] they called us out on an extremely minor rule violation that had absolutely nothing to do with the game itself (a TWL setup thing…) yet still insisted we forfeit the match. They had every right within the rules to do so but they could have also just as easily let us play regardless instead of taking the free win. The whole thing seemed rather unsportsmanlike and left us all feeling pretty snubbed.

We were really cautious every time we played the [75thR] after that and, I dare say, a bit vengeful. I seem to recall them giving us a pass on another, different issue we had the next time we fought them which was a pleasant surprise. Regardless we beat them the next two times we played them and, at least in my mind, victory was extra sweet because of our first, negative encounter. I should go ahead and disclaim that I harbor no ill will towards any of those guys. They gave us some tough fights and, honestly, I’d rather play against a team who went by the book to a flaw than a bunch of trash talking, hack using, idiot children. When they lost they’d (very briefly) congratulate us and immediately report the score, no excuses made which is about as best as you can hope for in a competition like that one.

So, anyway, we made it to the match with the right amount of guys and, somehow, several of our best guys. The map we were playing was SF Arctic which was a relatively new map. The scenario in Arctic is that a convoy had been bombed and immobilized on a road through a snowy mountain pass. Three APCs (Strykers or BTRs depending on what side you were on) who were traveling with the convoy took up defensive positions around it. These Strykers could be entered and gunned but not moved. They had limited fields of view and their turrets moved rather slowly but because of their powerful 50 caliber machine guns were extremely effective in the right situations. An interesting balance twist was you were somewhat of vulnerable to being flanked and quickly killed by enemy RPG fire if you were operating one so using them was a bit of a gamble. Blowing up the Strykers is also one of the other team’s objects so you will be getting shot at. The rest of the map around the road was divided between being relatively open with some excellent opportunities for sniping and lots of paths through craggy, overgrown areas, which provided plenty of chokepoints as well as flanking opportunities. Interesting map.

Drop the RPG and put your hands on your head!
“Drop the RPG and put your hands on your head!”

TPG actually had a pretty good track record on the map, having played it three times previously in TWL and winning every time. 20kill and/or Itch, had originally come up with a basic strategy for the map that we, as a group, were able to test out and refine a bit. The final defense strategy worked out into a situation in which our team was spread out all over the map, laying prone and peering through our scopes at specific choke points, and listening carefully to every boot we heard crushing through the snow. Our Strykers were only manned as the situation dictated since they were so risky to jump in being that they were always, manned or not, big fat targets for enemy RPGs. The assault strategy was a little more chaotic and reactionary but worked well enough most of the time. Overall our Arctic strategy just barely worked most of the time and could easily be ruined by a slow trigger finger or a few unlucky deaths.

All that said we rarely played Artic on public servers and hadn’t played it as a group since our last match in it nearly a month previously. Indeed we hadn’t had any sort of practice for this match at all and one of our guys, Joeypants, hadn’t even ever played the map. Confidence wasn’t exactly at an all time high.

Whatever. All notions of “confidence” went out the window once we started to actually play because just about everything that could have gone wrong did as we started out on the assault side. Amouro’s ping was fluctuating wildly, bouncing from 100ms to over 3000ms, so he couldn’t really be counted on. We also had an unprecedented number of, shall we say, “friendly fire” incidents – we almost never had a single team kill in our TWL matches, never mind multiple times in multiple rounds! Blood in particular, who I mentioned before was one of the better players in the clan, somehow managed to score several TKs during the match including blasting PaleHorse to smithereens with an AT4 just as he was about to secure one of the objectives. The rest of us either played just as badly or suffered from rotten luck all the same.

All that was fine though because unlike in past TWL matches we all pretty much instantly stopped giving too much of a shit. We cackled like hyenas at the accidental TKs and joked around about our deaths. We also, however, cheered like drunken frat boys as we encountered those rare but defining America’s Army clan match moments where almost the entire team is dead, sitting around in observation mode watching our one or two last guys fight against impossible odds, Rambo style, and somehow come out on top – us cheering them on and congratulating them on their incredible feats. We threw the usual pressure of a TWL match out the window and just played. When the smoke cleared, despite all of the horrible mistakes and other problems and our much less serious attitudes, we somehow weren’t actually doing all that badly. Hmph!

As half time rolls around and we swap sides to go on defense my AA client crashes and too late in the process to rejoin before the match resumes. Great, now we’re playing a man down in addition to playing with a guy who has never played the map before, a guy whose ping is wildly out of control, and a guy who is almost as lethal to us as he is to the enemy. That’s when a cunning plan is hatched: we somehow decided to man all 3 of the Strykers and man them the entire time (within reason) at that. Normally this would be considered, at least amongst the tacticians in our group, a horribly stupid idea. I already noted how dangerous they were to be in – two RPGs could take out a Stryker and the player in it and, if I correctly recall, this could often be done before the Stryker gunner could move his turret around and line up a return burst or get far enough away from the blast if he decided to haul ass away. Apparently other clans shared the same opinion though, as in all of our matches, scrimmages, and even the majority of our less silly public games on the map we’d never seen this done. That was the point though – we were counting on our opponents to be unprepared for such a strategy.

Shoot first, identify targets later. What? It's a fucking sandstorm!
“Shoot first, identify targets later. What? It’s a fucking sandstorm!”

This had actually worked fairly well and when the match was over we had tied the game, all while laughing, joking around, and taking the whole situation as lightly as possible without intentionally sabotaging ourselves. In this ladder when two teams tie they enter into a sudden death tie breaker round on a predetermined, different map. This map was SF Sandstorm.

Sandstorm was a pretty awesome little map that featured a small walled village with a second, smaller walled compound next two it. The map was fairly old and didn’t get much public play from any TPG members but most of us had put our fair share of time into it early on and we had eventually developed a pretty decent strategy for it. That said with two good teams fighting it out the map usually resulted in some extremely intense battles with very close rounds often hinging on a single player. We had played it 6 times in TWL and were 3-3 on it. Not impressive, but our last two attempts at it were relatively easy victories. At this point we all decided to get a little more serious and attempt to go out with a bang by pulling off what we would definitely consider to be an upset win. I rejoined the server and we swapped in 20kill, who ended up showing up after all, late to the party, to replace Joeypants.

It’s hard to say if we were just riding our highs, the other team was totally unprepared to play Sandstorm that night, we had unnerved them somehow, or what exactly happened but we proceeded to easily wipe the floor with [75thR] in this final round using our usual map strategy and team tactics. A very convincing, not to mention satisfying deciding round.

The victory kept us at 5th rung in our ladder which at the time had over 100 clans and put our record at a respectable 25-10. We couldn’t believe we won. TeamSpeak was full of celebration, laughing, cheering, giggling, you name it. Honestly, looking back over this post, it’s difficult to convey the utter ridiculousness of the situation and the huge amount of fun we all had in being a part of it. This was definitely one of my favorite memories of TPG and, as I said before, one of my favorite moments in online gaming period. I actually felt a little sorry for the [75thR] guys after this, I mean, who knows what the score might have been if we were at full strength and actually trying! 🙂

The much less exciting epilogue of the story is that [TPG]AA went on to fizzle out without the involvement of myself and several other key members. Blood, with some help from Rhonis, tried to take over the reigns and hold things together playing one last, losing TWL match against the number 3 team. It was obvious that the interest just wasn’t there amongst clan members and soon they were all but forced to officially dropped out of TWL. No discredit to Blood here as having enough committed players was a problem before I left and inadvertently decimated the ranks never mind afterwards. The few members who didn’t stick around for other games went their separate ways and that was all she wrote for that chapter in TPG’s history.

This post goes out to all of the [TPG]AA members and participants, particularly 20kill, PaleHorse, Blood, Amouro, and the infamous Ace. I know some of you will be reading it.

These screenshots aren’t from the match, in fact they’re from a much newer version of AA (2.8.4) and taken in offline mode using an array of funky console commands.

…and Let Slip the Dogs of War!

One unfortunate hobby of mine lately is watching the slow demise of my old Warhammer Online guild. While I’ve already cancelled my WAR account it’s always painful for me to watch a gaming guild or clan that I was in, especially one I was real involved in, die. You might remember me describing the demise of my Age of Conan guild last year.

Anyway, the guild I had selected for myself before the launch of WAR had a nice website and seemed like a great bunch of characters. I’d describe them as “casual hardcore” – that is, they’ve got a casual attitude when it comes to rules, raiding, and the like but for the most part they put in the same amount of time and dedication as a lot of hardcore groups. I joined them because of that, their PVP focus, the fact that they were relatively small, they’re only dedicated to WAR (rather than being some massive, multi-gaming mess) and the type of people they seemed like judging from their forum posts. They were friendly, mature, yet they liked to joke around. Indeed I clicked with them fairly well – certainly better than with my old Age of Conan guild.

Through the course of the game we of course got to know each other better after many fun and at times crazy conversations on our Ventrilo server and on our forums, we PVPed together all of the time, and we even set up a little leveling pact group later on that was fairly successful at keeping us playing together. Shortly before I started to lose interest in the game we had finally gotten to guild rank 20 which got us our awesome cape emblems at long last and joined a cool alliance.

I have mentioned some of these issues before but I suppose things really started to untangle towards the beginning of the guild’s life when a relatively large group of our players who were all friends decided to part ways with our guild and form their own on Destruction side. This wasn’t really a politics thing and was relatively drama free but it was a huge blow to our player base and everyone knew it. We had also instated a recruitment freeze for fears of growing too big which turned out to bite us in the ass because of incidents like this one, along with other casual quitters and the people flooding back to World of Warcraft when Wraith of The Lich King was released.

Since before I joined I was aware that the guild had at least some intention of playing both Order and Destruction sides however it was always assumed and even sometimes stated that we wouldn’t explore the other side for quite sometime. When a few impatient people made the push over to Destruction, however, it took off with some surprising success. This resulted in a month or longer phase in which the few of us who remained dedicated to the Order side of things found ourselves playing alone and having to listen to anti-Order comments galore on the Vent server. This created an odd, unnecessary gap between some of the players and did nothing to help the few new recruits who trickled in around this time to stick around.

Eventually all of these issues were noted and Order once again became everyone’s primary focus as we, as a whole, proactively tried to do more to promote playing together and growing the guild. By this time, however, the dwindling populations in the game made recruiting quite difficult and new blood seemed almost impossible to find.

More and more people started to tire of the game and quit. Some talked about going to other games which was met but a rather unrealistic response of “Oh, well, if you’re going to play X then we’ll make an X channel on the Vent server and an X board on the forums!” as if it were that easy to effectively become a multi-game guild. I shuddered.

Finally, to seal the deal, the two main officers who run the guild (also two of the people I got along with the most sadly) hadn’t visited their own site in over a month. Of course people start noticing which caused even more people to hang up their hats or move elsewhere. At the moment that’s still where the guild stands – headless and slowly bleeding to death. It is to the point now where hitting our forums to check for new posts with hope to see the guild leader actually log on and reply to a thread or two is not only a waste of time but also rather depressing…