The 2025 Desert Island Video Game Draft

Wii Rock Band.jpg

Rock Band
Developer: Harmonix
Year: 2008
Platform: Wii, I guess, since I already have Mario Kart for it.

Nothing magical about this one. I stink at music. I can't carry a tune in a bucket, I have no ear for it, and I have some hearing loss. But this game is fun. Grab an instrument and try to follow along! Of course, all the instruments come with, right?

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Title: Ghost of Tsushima
Format: PS4
Year of Release: 2020
Developer: Sucker Punch

The second half of my 1-2 Sucker Punch. A visually stunning, always compelling, samurai adventure. No notes. Sequel coming soon!


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I was also surprised that this game lasted so long. I haven't played it yet (though I would like to) so I couldn't justify using a pick on it, but all of the imagery looks magnificent. And based on the trailers, the sequel might be even better.
 
I was also surprised that this game lasted so long. I haven't played it yet (though I would like to) so I couldn't justify using a pick on it, but all of the imagery looks magnificent. And based on the trailers, the sequel might be even better.

Same. It’s basically trying to gamify a Kurosawa movie. There’s even a “Kurosawa mode” which really just makes things black and white (evidently the creators never saw Kagemusha or Ran), but still, the intention is there.

It’s on my rather lengthy list of games to try once I upgrade my now “vintage” system.

Oh actually, I just looked it up. I’m way past vintage and now firmly in “obsolete.”

Cool.
 
Bork must have taken him out on his way to Summer Slam.
Slab got Suplex city-ed all the way off the internet. (In all seriousness, lots of places are starting up the new school year and he works in education when not getting F5’ed if memory serves me correct so he’s probably just busy irl)
 
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Title: Marvel: Ultimate Alliance 2
Format: Xbox 360
Year of Release: 2009
Developer: Vicarious Visions

A dungeon like crawler/brawler but with Marvel characters. Set in the Civil War storyline, you pick a team of four from a hefty cast of beloved characters then run around unleashing devastation upon minions and supervillains with various team-up combinations. Was super fun, love the whole series. Was the first time I remember being able to play as Deadpool in a game, and it was amazing.

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Sorry yall, left my phone in Tracy after a wrestling event. I rocked it with some pretty big local names!

My penultimate pick;

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Pick 14: GTA Online (PS5 Version)

NO. This is absolutely not the base game version of GTA5. The base game is irredeemably bad to me. I hate every single thing about the characters their motivations and the entire story. It’s trash.

This is the open sandbox that is GTA Online. No, there’s not too much of a story going on, you’re just playing in this giant sandbox of a world building up your criminal empire from zero. First you buy a nightclub, next thing you know you’re selling “Premium South American Imports” and “Organic Herbal Remedies” to the highest seller and then you own a bunker for some absolutely not nefarious reason.

I just recently got into the gameplay loop of this and I’m actually having a blast. 15 years later the map is still one of the best ever made as well. Sure, it’s a little jank and shows its age in the gameplay from time to time, but this game is timeless. The updates keep coming, and it’s been a 15 year long bridge to GTAVI coming out next year.

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OK @SLAB hasn’t been on since Saturday evening and timed-out nearly 12 hours ago.

I hope he’s all right.
Bork must have taken him out on his way to Summer Slam.
Slab got Suplex city-ed all the way off the internet. (In all seriousness, lots of places are starting up the new school year and he works in education when not getting F5’ed if memory serves me correct so he’s probably just busy irl)
The SLABster just made sure that all of my dreams came true! Such a gentleman, he is!!! :):):)
 
Funny, for a non-hardcore gamer who resides on a sports website and who happens to be doing a video game draft, I haven’t actually picked any…sports games? Gonna fix that now with my 13th round pick. The designated winner:

Out Of The Park Baseball 21 (2020) for Macintosh

review_article_2020_03_26_18_34_26.jpg


You may remember March of 2020. That was the month that everything ground to a halt. And there I was, relegated to “work” from home, basically not allowed to go outside…just me and my lonesome spending 15 hours a day in my recliner without a ton to do. And no idea when it was going to all end, but certain that “two weeks to stop the spread” was not exactly how it was going to go down. Sports are over. Basketball? The Bubble wasn’t even a gleam in our eye. Baseball season? Maybe gone, who knows?

And that’s when I learned about Out Of The Park Baseball 21, which had just been released. The game is an incredible simulator - not a time-it-up-and-press-to-swing game, but a full-fledged run-whatever-baseball-team-you-want-at-whatever-level-of-detail-you-want simulator. And with not much else to do, I bought it.


This game is nutty in its complexity. You can control this thing down to individual hitting/pitching strategy in each at bat, and you get to play out an entire season as both manager and GM at about whatever level of detail you want. I chose to skip the draft, let the minor leagues play themselves out, pretty much eschew any trade market, but took the in-game play to the highest level of detail possible. I played one game a day - just like it was a regular baseball season (though I skipped the off days) - and played out a virtual season. Each game took about an hour to play, and it was a heck of a release from the state of the world and my flailing attempts to make myself useful at work via a remote desktop connection.

This game was a big part of just “getting me through”. It deserves a spot on my island.
ngl...
I've had my eyes on the OOTPB series for a while now...Well, at least ever since I convinced myself that, at some point in the future, I would get back into some form of gaming (PC and/or console). The more I dove into the game, the more I realized that it was my type of a jam, so seeing this game be drafted, and reading @Capt. Factorial's writeup brings a smile to my face...:):):)
 
For my pentimulate pick, I go back to my first ever computer. An IBM 386 with floppy drive. The year was 1989, although this game came out a couple years prior. It was based on similar games (redacted and redacted( to be filled in later with my honorable mentions post draft).

Leisure Suite Larry in The Land of the Lounge Lizards (isn't that someone's name on here?)

Nothing like a 12 year old kid taking a 4bit character and trying to get him laid. Luckily my mom had no idea what the game was and the graphics were so bad, that walking by would not raise a red flag in any way.



@Insomniacal Fan
 
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For my pentimulate pick, I go back to my first ever computer. An IBM 386 with floppy drive. The year was 1989, although this game came out a couple years prior. It was based on similar games (redacted and redacted( to be filled in later with my honorable mentions post draft).

Leisure Suite Larry in The Land of the Lounge Lizards (isn't that someone's name on here?)

Nothing like a 12 year old kid taking a 4bit character and trying to get him laid. Luckily my mom had no idea what the game was and the graphics were so bad, that walking by would not raise a red flag in any way.



@Insomniacal Fan
Clearly, Ebert would not have been so dismissive of video games as art had he played this.
 
For my pentimulate pick, I go back to my first ever computer. An IBM 386 with floppy drive. The year was 1989, although this game came out a couple years prior. It was based on similar games (redacted and redacted( to be filled in later with my honorable mentions post draft).

Leisure Suite Larry in The Land of the Lounge Lizards (isn't that someone's name on here?)

Nothing like a 12 year old kid taking a 4bit character and trying to get him laid. Luckily my mom had no idea what the game was and the graphics were so bad, that walking by would not raise a red flag in any way.



@Insomniacal Fan
I tried playing one of the LSL games a long time ago and never really got into it. But it was on my list as a funny last resort depending on how the game played out!
 
I loved all the Sierra games. I'd have picked one for sure but probably not that one. And the text adventures too.

Ok the best part of LSL was the age check, which basically asked you trivia questions they assumed only someone who was an adult in 1987 would know. I remember that is why I know what a nehru jacket is. Although I may have had to reboot the game after that.
 
Well, it's no "Leather Goddesses of Phobos", but in 1987, it seems like it was fairly brave to release a sex comedy video game

I don’t know, about as “brave” as Custer’s Revenge. And yes I’m naming it outright. If you had that gem on your draft board then I pity you.

And just so we’re clear, 8-year-old me was ecstatic to learn about Leisure Suit Larry.

PS: You know it’s your turn right?
 
I don’t know, about as “brave” as Custer’s Revenge. And yes I’m naming it outright. If you had that gem on your draft board then I pity you.

And just so we’re clear, 8-year-old me was ecstatic to learn about Leisure Suit Larry.

PS: You know it’s your turn right?
Yeesh.

I haven't missed a deadline yet!
 
Ok LGoP was a great funny game if you are into text adventures. And you could play it in PG mode. Although I seem to remember there is a maze in the game and those were just stupid and ultimately made me quit before finishing.
 
NFL Blitz - 1997 - Arcade


A spiritual younger sibling to NBA Jam, NFL Blitz is a version of the game of American Football. As an arcade game (that was later ported to Nintendo 64, where I exclusively and extensively played it), it's very easy to pick up and play; a sort of simplified version of the Madden controls. It's important to know which button is the Turbo Button.

NFL Blitz was released at the most awkward time for 3D video games, when the technology was new, limited, and mandated for new games. But Blitz made this setup work, by focusing on a few limited camera angles, a limited set of moves, and a set of fast animations that were viscerally fun to trigger. Colliding with an offensive player with your defensive player would result in your guy performing one of an assortment of pro wrestling moves to conclude a play. (Most of the time the game also allows for a period of "late hits" after the whistle.)

Reportedly, this game was developed without the participation of the NFL, and prior to release, some league official saw it and demanded the devs change the game to remove some of the aspects of the game that reflected poorly on the NFL's image. (This was a decade before the NFL acknowledged the effect of CTE). This remains a much darker caricature than NBA Jam was of pro basketball. After the NFL signed an exclusive license with EA, "Blitz" was free to amp up the body-horror aspects of the sport, with slow motion cut-scenes of spines collapsing and concussions smooshing brains, along with quick-time events to inflict those injuries on your opponents. Which I think is more effective commentary on the sport, but as a game, football works a bit better if we pretend the athletes are invulnerable. NFL Blitz probably benefitted from simplification.
 
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R14.P12 (#168 Overall)
THE SETTLERS II (Gold Edition)
Cover_art_german.jpg

Format: PC
Year of Release: 1997
Developer: Blue Byte
Genre: Real-Time Strategy / City Building
Why I picked it: Cozy Time-Waster (or Ruthless Takedown of Manifest Destiny?)

I re-installed this game last year when I was going through a particularly rough period in my life and wanted something calming to occupy my mind. I opted to start a new World Campaign -- a game mode where you start out on a map of Europe and you eventually move to each of the other continents as you progress through each map. I wasn't in the mood for world conquest though, I was in the mood for a light-hearted feudal economics simulation populated with charming sprite-based characters. Most of what I remembered about this game from my teenage years was how much I loved the look of it and how endlessly entertaining it could be to watch the wheels of your economy in motion once everything was set up. So I started out building my agrarian settlement with sustainability in mind: A wood cutter, forester, and a sawmill to ensure a steady supply of boards for construction.... a stone mason to harvest rocks from the nearby quarries used to build the foundations... a farm, windmill, and bakery to keep my miners well-fed, and so on. It was quite a shock then when I realized about 2 hours into building this picturesque little utopia that my western border was rapidly collapsing under the weight of the Red Player's marauding soldiers...

S2_s01.jpg S2_s03.jpg

So in Settlers II, in contrast to most other real-time strategy games, you have no direct control over your military units. You train them up with gold coins -- an abstraction that never made any sense to me, though it does effectively make gold the most valuable resource in the game -- but once an actual conflict begins, rival soldiers stream across your border to knock on the door of your closest military barracks. As your soldiers stumble out they pair up in duels to the death with the dudes wearing different colored pajamas and all you can do is watch helplessly and hope that your guys land the last blow. Because you expand your borders by building military outposts and garrisoning them, if any of these outposts is captured by an opponent they also get the land around it and everything you've already built there is instantly on fire. A total loss. It's absolutely crushing when it happens and something like road rage consumed me as I resolved to avenge the loss of all that beautiful infrastructure that I'd meticulously plotted out over the previous hour.

But I'm getting ahead of myself. At this point in the game my peaceful little economic empire was still getting folded up in record time because my military outposts were almost empty. I had forgotten one key detail -- in order to produce a soldier one of your storehouses must contain a sword, a shield, and a barrel of beer. If even one of those resources is missing... no new soldiers. And I had entirely forgotten to produce any beer! Okay so pause.... let me plan this out. I'll build an entire district of breweries. I'll re-direct all of the grain and water to Brewery Row even if that means my bakeries will all drop to 0% production. I'll send all of the food I have left to the gold and coal mines and then send all of that gold and coal to the Mint to make gold coins. Soon enough I was wrecking my own economy to produce more gold! more beer! more weapons! and then fast tracking all of that loot to the remote regions of my territory where it was urgently needed. Meanwhile, my village's central core was slowly drowning under the piles of accumulated common goods that my serfs were no longer transporting.

S2_s04.jpg S2_s05.jpg

After hours of heated back and forth border skirmishes, as the (adorable little decaying 2D) skeletons of fallen soldiers littered the countryside by the dozens, I finally succeeded and wiped the map clean of all other colored players. At last I could relax and watch all of my hard-working little serfs carrying pigs and boards and bundles of wheat, joyfully marching to and fro in peace. I guess if you think about it, a cute little pig being marched off to a slaughterhouse and coming back out the door as a hamhock isn't exactly peaceful but the collective hum of goods being harvested, transformed, and then put to use can be in that "everything in its right place" sort of way. Regardless, the Europe stage ends at that point and you move on to a new adjoining map -- so I chose Africa. And as the sun rose on my fledgling North African colony I knew what I had to do. This time I would get the jump on those pesky other AI controlled humans before they got to me. I would build fortresses not guard towers. I would send out whole armies of geologists to locate every vein of gold and pull it out of the ground first so no one else would have it. I would start from day one pumping out beer and weapons like my life depended on it, hoarding them away for the conquest to come. I would train every soldier in every fortress into a gleaming golden super soldier before I even encountered another faction. There was no chance of my borders getting folded up again!

So that's what I did and it all went beautifully. I swept through those African tribesmen before they knew what hit them. I truly was the master of this new domain! But then something unexpected happened: I ran out of stone. In my haste to expand I had picked clean every quarry in sight and neglected my granite mines to the point where all of my new construction plots now sat idle waiting for that one vital resource, that most basic and abundant of resources. My single-minded quest for expansion had ground to a halt and suddenly all of the tension returned as the crisis-resolution section of my brain was once again engaged. I think you can guess what happened next so I'll just fast forward to the climax. Once again I re-directed goods until I had mined every available vein of granite like a Roman possessed. And as I completed my conquest it finally dawned on me (yeah, I'm a little slow): Nobody had even attacked me this whole time. I was the aggressor right from the beginning and when those African factions took territory from me it was always territory that I had claimed from them first. I had brought with me to this new land all of the biases I'd formed in my last encounter with the Red Player (Vikings I'd say, based on their artwork) and had unwittingly re-enacted an act of historical villainy I never would have thought myself capable of. So all-consuming and addicting is this cycle of "harvest, process, expand, fight" that it never even occurred to me that there might be other options.

S2_s06.jpg S2_s08.jpg

And if you don't think the game designers were self-aware enough about their own product to have engineered exactly this kind of a realization, take another look at that cover art. The picture on the game box portrays a group of Roman-esque settlers arriving on the shore but we view this scene from the perspective of the "about to be conquered" not the conquerors. That phrase on the bottom of the original German box cover "...und Alles hört auf mein Kommando" translates to "...and all responds to my command". The implied sarcasm is subtle enough (or I'm seriously that dense) that it somehow took me two decades to actually get their point. Once I did, it hit me like a load of bricks to the head. All this time I had assumed that Die Siedler II was just a German PC game meant to invoke the same cozy pastoral setting and feed the same history-agnostic resource stockpiling compulsion that had propelled the German board game "Die Siedler von Catan" into becoming an international phenomenon. But the cutesy graphics and cheerful music are actually designed to camouflage a game engine that is the exact opposite: a critical deconstruction of the settler-focused narrative. And that was a humbling reminder that I still have a lot to learn about, well, everything.

 
NFL Blitz - 1997 - Arcade


A spiritual younger sibling to NBA Jam, NFL Blitz is a version of the game of American Football. As an arcade game (that was later ported to Nintendo 64, where I exclusively and extensively played it), it's very easy to pick up and play; a sort of simplified version of the Madden controls. It's important to know which button is the Turbo Button.

NFL Blitz was released at the most awkward time for 3D video games, when the technology was new, limited, and mandated for new games. But Blitz made this setup work, by focusing on a few limited camera angles, a limited set of moves, and a set of fast animations that were viscerally fun to trigger. Colliding with an offensive player with your defensive player would result in your guy performing one of an assortment of pro wrestling moves to conclude a play. (Most of the time the game also allows for a period of "late hits" after the whistle.)

Reportedly, this game was developed without the participation of the NFL, and prior to release, some league official saw it and demanded the devs change the game to remove some of the aspects of the game that reflected poorly on the NFL's image. (This was a decade before the NFL acknowledged the effect of CTE). This remains a much darker caricature than NBA Jam was of pro basketball. After the NFL signed an exclusive license with EA, "Blitz" was free to amp up the body-horror aspects of the sport, with slow motion cut-scenes of spines collapsing and concussions smooshing brains, along with quick-time events to inflict those injuries on your opponents. Which I think is more effective commentary on the sport, but as a game, football works a bit better if we pretend the athletes are invulnerable. NFL Blitz probably benefitted from simplification.
I need to talk about NFL Blitz when the draft concludes because amazingly my story involves a game that has not been selected.
 
R14.P12 (#168 Overall)
THE SETTLERS II (Gold Edition)
View attachment 14252

Format: PC
Year of Release: 1997
Developer: Blue Byte
Genre: Real-Time Strategy / City Building
Why I picked it: Cozy Time-Waster (or Ruthless Takedown of Manifest Destiny?)

I re-installed this game last year when I was going through a particularly rough period in my life and wanted something calming to occupy my mind. I opted to start a new World Campaign -- a game mode where you start out on a map of Europe and you eventually move to each of the other continents as you progress through each map. I wasn't in the mood for world conquest though, I was in the mood for a light-hearted feudal economics simulation populated with charming sprite-based characters. Most of what I remembered about this game from my teenage years was how much I loved the look of it and how endlessly entertaining it could be to watch the wheels of your economy in motion once everything was set up. So I started out building my agrarian settlement with sustainability in mind: A wood cutter, forester, and a sawmill to ensure a steady supply of boards for construction.... a stone mason to harvest rocks from the nearby quarries used to build the foundations... a farm, windmill, and bakery to keep my miners well-fed, and so on. It was quite a shock then when I realized about 2 hours into building this picturesque little utopia that my western border was rapidly collapsing under the weight of the Red Player's marauding soldiers...

View attachment 14253 View attachment 14254

So in Settlers II, in contrast to most other real-time strategy games, you have no direct control over your military units. You train them up with gold coins -- an abstraction that never made any sense to me, though it does effectively make gold the most valuable resource in the game -- but once an actual conflict begins, rival soldiers stream across your border to knock on the door of your closest military barracks. As your soldiers stumble out they pair up in duels to the death with the dudes wearing different colored pajamas and all you can do is watch helplessly and hope that your guys land the last blow. Because you expand your borders by building military outposts and garrisoning them, if any of these outposts is captured by an opponent they also get the land around it and everything you've already built there is instantly on fire. A total loss. It's absolutely crushing when it happens and something like road rage consumed me as I resolved to avenge the loss of all that beautiful infrastructure that I'd meticulously plotted out over the previous hour.

But I'm getting ahead of myself. At this point in the game my peaceful little economic empire was still getting folded up in record time because my military outposts were almost empty. I had forgotten one key detail -- in order to produce a soldier one of your storehouses must contain a sword, a shield, and a barrel of beer. If even one of those resources is missing... no new soldiers. And I had entirely forgotten to produce any beer! Okay so pause.... let me plan this out. I'll build an entire district of breweries. I'll re-direct all of the grain and water to Brewery Row even if that means my bakeries will all drop to 0% production. I'll send all of the food I have left to the gold and coal mines and then send all of that gold and coal to the Mint to make gold coins. Soon enough I was wrecking my own economy to produce more gold! more beer! more weapons! and then fast tracking all of that loot to the remote regions of my territory where it was urgently needed. Meanwhile, my village's central core was slowly drowning under the piles of accumulated common goods that my serfs were no longer transporting.

View attachment 14255 View attachment 14256

After hours of heated back and forth border skirmishes, as the (adorable little decaying 2D) skeletons of fallen soldiers littered the countryside by the dozens, I finally succeeded and wiped the map clean of all other colored players. At last I could relax and watch all of my hard-working little serfs carrying pigs and boards and bundles of wheat, joyfully marching to and fro in peace. I guess if you think about it, a cute little pig being marched off to a slaughterhouse and coming back out the door as a hamhock isn't exactly peaceful but the collective hum of goods being harvested, transformed, and then put to use can be in that "everything in its right place" sort of way. Regardless, the Europe stage ends at that point and you move on to a new adjoining map -- so I chose Africa. And as the sun rose on my fledgling North African colony I knew what I had to do. This time I would get the jump on those pesky other AI controlled humans before they got to me. I would build fortresses not guard towers. I would send out whole armies of geologists to locate every vein of gold and pull it out of the ground first so no one else would have it. I would start from day one pumping out beer and weapons like my life depended on it, hoarding them away for the conquest to come. I would train every soldier in every fortress into a gleaming golden super soldier before I even encountered another faction. There was no chance of my borders getting folded up again!

So that's what I did and it all went beautifully. I swept through those African tribesmen before they knew what hit them. I truly was the master of this new domain! But then something unexpected happened: I ran out of stone. In my haste to expand I had picked clean every quarry in sight and neglected my granite mines to the point where all of my new construction plots now sat idle waiting for that one vital resource, that most basic and abundant of resources. My single-minded quest for expansion had ground to a halt and suddenly all of the tension returned as the crisis-resolution section of my brain was once again engaged. I think you can guess what happened next so I'll just fast forward to the climax. Once again I re-directed goods until I had mined every available vein of granite like a Roman possessed. And as I completed my conquest it finally dawned on me (yeah, I'm a little slow): Nobody had even attacked me this whole time. I was the aggressor right from the beginning and when those African factions took territory from me it was always territory that I had claimed from them first. I had brought with me to this new land all of the biases I'd formed in my last encounter with the Red Player (Vikings I'd say, based on their artwork) and had unwittingly re-enacted an act of historical villainy I never would have thought myself capable of. So all-consuming and addicting is this cycle of "harvest, process, expand, fight" that it never even occurred to me that there might be other options.

View attachment 14257 View attachment 14258

And if you don't think the game designers were self-aware enough about their own product to have engineered exactly this kind of a realization, take another look at that cover art. The picture on the game box portrays a group of Roman-esque settlers arriving on the shore but we view this scene from the perspective of the "about to be conquered" not the conquerors. That phrase on the bottom of the original German box cover "...und Alles hört auf mein Kommando" translates to "...and all responds to my command". The implied sarcasm is subtle enough (or I'm seriously that dense) that it somehow took me two decades to actually get their point. Once I did, it hit me like a load of bricks to the head. All this time I had assumed that Die Siedler II was just a German PC game meant to invoke the same cozy pastoral setting and feed the same history-agnostic resource stockpiling compulsion that had propelled the German board game "Die Siedler von Catan" into becoming an international phenomenon. But the cutesy graphics and cheerful music are actually designed to camouflage a game engine that is the exact opposite: a critical deconstruction of the settler-focused narrative. And that was a humbling reminder that I still have a lot to learn about, well, everything.

IMG_1817.jpeg

1997 jokes aside, That was like reading Heart of Darkness. Well done.
 
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R15.P1 (#169 Overall)
STAR WARS: TIE FIGHTER (Collector's CD-ROM)
TIE_Fighter_Box.jpg

Format: PC
Year of Release: 1995
Developer: LucasArts
Genre: Space Combat Simulation
Why I picked it: Perspective


When George Lucas started a video game company to design and release games related to his highly profitable Lucasfilm licenses, it's no surprise that the first games to come out were fairly typical of video games originating from movie IPs. You always got to play as the heroes and games leaned into re-enactments of some of the most memorable sequences from the associated movies. Who among us that grew up on these movies didn't want to fly the trench run to blow up the Death Star in an X-Wing fighter? Easy money. The follow-up to the original Star Wars themed space combat simulator, released in 1994 and then re-packaged on CD-ROM in 1995, was a departure from this trend. For the first time you would step into the role of a "bad guy" -- a pilot in the Imperial Navy -- and fly missions to thwart the Rebel Alliance. What's more, the game didn't treat you as a bad guy at all. From the perspective of the game, the Imperials are the good guys -- maintaining peace and order in a galaxy plagued by criminal activity and rebel saboteurs. There was even a shadowy figure on the mission concourse who would give you secret mission objectives in addition to the ones you receive from your Flight Officer -- all to better serve the Emperor of course! Does that even sound fun? Well guess what, it's awesome!

TIE_s01.jpg TIE_s02.jpg

I don't know that I relished being the bad guy, but there was something entrancing about seeing the familiar Imperial vs. Rebel story told from a different perspective. In the movies the Rebel Alliance is unquestionably the underdog. The Imperials have near limitless resources and the darn Rebel space fighters keep breaking down mid-battle (droid labor being the only reason anyone survives to blow up the Death Star at all). When you step (figuratively speaking) into the cockpit of a TIE Fighter for the first time, however, you feel anything but powerful. For one thing you have no shields. That means two direct hits will be enough to burn right through your hull plating and vent you into the vacuum of space. And those limitless Imperial resources are nice in theory until it dawns on you how expendable you are to your employer. There's another tin can on a rack standing by to take your place should you die so why not send you off on an unwinnable escort mission as bait? It helps that each fully-voiced mission briefing (for the CD version) is delivered in that inimitable "colonial British officer on deck" accent that is familiar to anyone who has seen a Star Wars movie. They sneer about Rebel traitors and I just hear: "Cake or death?!"

TIE_s03.jpg TIE_s04.jpg

These woefully impractical Imperial fighters you're tasked with piloting do have one saving grace: they are exceptionally fast and maneuverable when compared to their Alliance counterparts -- the Mitsubishi sport bike to the X-Wing's torqued up Harley Davidson muscle. This makes combat in TIE Fighter somewhat reminiscent of the aerial WWII era dogfighting referenced by the films -- each encounter becomes a battle of maneuver matching engine against engine. Piloting your craft through a dogfight requires a constant dance of throttle min-maxing: Diverting max power to the engines will help you to escape trouble but you'll need to cut power to 1/3 in order to reduce your turning radius and swing around to line up a target. Once you've managed to get that pesky Rebel fighter within your field of view, you'll then need to throttle up again to close the distance but match speed once in range to finish them off with laser fire, a process which can take quite a while considering how well shielded most Rebel fighters are. All the while you'll be hearing radar pings from heat-seeking missiles that will all need to be avoided since one missile hit is instant reload screen time.

TIE_s05.jpg TIE_s06.jpg

There have been dozens (hundreds?) of space combat games since LucasArts broke the mold with TIE Fighter and I'll bet a handful of them are even quite good. I'd like to try the most recent entry in the Star Wars flight sim mold and considered taking another game I haven't played for my list just because it has VR support and that seems pretty cool... "Why yes, I would like to be able to look over my shoulder to identify targets. What's that you say? The TIE Fighter cockpit has no side or rear visibility anyway? Why am I not surprised." Ultimately I'm sticking with the classic here because nothing else will ever scratch quite the same itch. The graphics are 30 years out of date (though there are ways around that) and quite a lot of those early missions are pretty boring from what I remember, but I like my space black and lifeless and I'll stick to blowing up low-res polygons in the name of the Emperor if that's the only way to immerse myself in the space combat simulation that I first fell in love with. It may or may not be the best Star Wars game ever made, but it is the only one that I would gladly hop into again without reservations.

 

:D

I was going to take this game in round 7 originally, had the write-up and pictures ready to go and everything... but I bumped it to take Riven after @Capt. Factorial picked Myst and then I just kept pushing it back for other games that seemed more likely to be drafted by others (or games for which I had no acceptable substitute). I was sweating every time @Warhawk came up in the order though since we seem to be operating in similar lanes with our choices. I guess it worked out in my favor that you chose not to participate in this one, though I don't think I would have minded terribly if more of my favorites had gotten picked by others. It's also fun when other people share the same taste.

As it was, I managed to get 14 of my top 15 ranked games in this draft (#15 was Final Fantasy VI drafted by @SLAB ). If I were to re-rank my picks based on my preferences they would go in this order:

(1) Interstate '76 (2) Deus Ex (3) Metal Gear Solid (4) Final Fantasy VII (5) Uncharted 4
(6) The Dig (7) Fallout (8) TIE Fighter (9) RollerCoaster Tycoon (10) Alien: Isolation
(11) Riven (12) Xenogears (13) Bushido Blade (14) The Settlers II (15) AC4: Black Flag

I had another game ranked in there at 12 pre-draft (also undrafted so I won't say what it is now) but I changed my rankings a bit when I remembered that Xenogears exists and I also decided that I'm less excited about re-playing that other game in 2025. I have it in my Steam collection, bought it a year ago on sale and haven't touched it, so that's more of a gaming memory than a Desert Island pick. This list doubles as my top 14 games... plus Assassin's Creed: Black Flag which I ranked #27 but it filled a niche that I wanted filled for Desert Island purposes. Most of the games I have ranked from 16 to 26 are adventure games and I already have a few of those.
 
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