My expectations were never dashed by the *woosh* sound my old console provided upon start up. Every time, it would echo throughout my confined quarters and create an atmosphere of excitement as the TV screen started to spark into life. As soon as the logo appeared, which, quite literally, I could describe as staring bluntly into my face, my mind would race into whatever story some absolute genius tailored in 8-bit. And from no angle, was there any chance a hack would be able to create a better intro than the one for Defender. Those two or three hours after school would pack in endless running wild of my imagination that let me scale impossible heights.

im1979_Classic_Sci-Fi_Video_Games_That_Defined_a_Generation_A_210f012b-1cf0-46eb-8200-71a983822a76_2

Space Invaders was an early favorite of mine. Today it may feel rudimentary: aliens moving in formation while your laser cannon shoots back, but back then, it was more magical than anything. The adrenaline rush of dodging the alien invaders was a heart racing experience. The basic graphics of the game made the game almost cinematic, level by level, and now I understand why I loved that game so much; its beauty came from simplicity. With all the elements that go into making a video game, the premise is the one that stands out the most. Without an acceptable premise, there is no chance players will be invested in what unravels next.

Games back then had a special way of polishing every pixel to its fullest potential. One extremely good example is Metroid, which quite literally took me to another world: the strange, cave-infested, somewhat infinite Planet Zebes. It wasn’t just the landscapes, which were displayed in all their half-finished glory that captivated me while also making a contribution, and nor was it just the eerie chiptune score; Metroid’s sounds were more capable than those of other games, and, as the name suggests, were capable of unsettling me. And while I did feel unnerved, it was only when I was adrift in a cruel world, along with nothing but Samus, a secret or two, and the civilization-munching Metroids.

The value still stands today that as thee-hundred-plus dollar bundles of video games, they compare to or exceed the amount a child receiving miraculous presents for Christmas would spend: the eleven-year-old me would have spent these “amazing” and “dalek-hunting” while blasting 110-decibel ambience from and in my bedroom.

im1979_Classic_Sci-Fi_Video_Games_That_Defined_a_Generation_A_ae6423f9-8da6-4123-830f-8915400c5747_1

These games were not only thrilling because of the worlds we got to explore and their stunning landscapes. They were setting the stage for something even cooler: different ways of storytelling. The Legend of Zelda absorbed fantasy elements through its dim dungeons, oddball characters, and hearty doses of campfire mythology. It featured not quite sci-fi, but rather pure story blended with the joy of wandering off the beaten path. I still feel the thrill of stumbling upon an irresistible secret—a cave behind a wall was the epitome of forbidden mystery—and how rewarding it was after I graphically burst through the wall with my sword and shield.

The unexpected narratives made the game the most awe inspiring. The ‘trick’ was allowing the player to explore this secretive world while controlling the game features.For those who grew up during the 1980’s and the 1990’s, you probably remember the late nights spent in front of the computer. I remember playing “Star Wars X-Wing” on my family’s old PC which was definitely one of the most defining moments of my life. Every Star Wars fan remembers the vista of the Death Star, X-Wings & TIE fighters and so do I. But unlike other games, Chocking the X-wings allowed you to physically place yourself against the evil secret forces of the Galactic Empire all while you were rooting for the “Good Side”. In context to such wondrous sides of battles won against the evil empire, X-Wing was set in the alien reality called the Star Wars multiverse, the time-defying region which contains myths told through a game.

Learning X-Wing made me realize a critical point regarding the appeal of such games: the commitment needed was quite clear. They were not engaged with in a superficial manner; rather, interaction required appreciation of multiple layers. Rather, you immersed yourself in understanding and to such an extent that you could almost feel tenderness towards them. This is precisely what Keita Takahashi understood while designing Katamari Damacy – when a game demands such effort from you, it lives beyond the boundary of reality and collapsed worlds dashed with animals.

im1979_Classic_Sci-Fi_Video_Games_That_Defined_a_Generation_A_ae6423f9-8da6-4123-830f-8915400c5747_3

It transforms the reality into a world that now possesses coherence, and coherence is the essence of games as a medium. When it comes to sense—whether it is the understanding of the mechanics of a game or the relation to the story within the game—is a gigantic part of the appeal.

Although the realm of space is boundless, some of my most cherished gaming memories are from its more down-to-earth aspects. Flashback is a title that captures my memory vividly. Flashback was released in 1992. Unlike the sprawling space simulator games that came later, Flashback was a cinematic platformer with a taut, deeply engaging narrative that felt like a mix of both Blade Runner and Total Recall, but with more focus in sculpted detail. Even with its rather modest graphics, the painstakingly created, rotoscoped animation gave the game a fluidity that felt almost lifelike. While guiding the protagonist, Conrad, through jungles, alien cities, and underground complexes, I marveled at the sense of narrative weight the game managed to convey.

But today, and probably then too, it would be regarded as a “B-game” because of its relative lack of cutscenes and sounds. Somehow, which is more or less accepted, a player-led narrative was there for me as I experienced the game.

im1979_Classic_Sci-Fi_Video_Games_That_Defined_a_Generation_A_b3796bed-42d4-45d0-abc6-7443ccfc95e2_1

Then came the release of Another World (Out of This World in the USA), a game that is more art than entertainment. Designed almost entirely by Éric Chahi, it tells the story of a scientist sent to an alien world, each moment crafted to provoke awe—and terror. Playing this game was akin to dropping into a dream, where you traversed dangerous environments without a torch, and had to rely on getting to the next screen for survival. Following Another World’s classic narrative was as entertaining as watching a play in a theater or a movie in the living room.

The game consists of so many inspirations that are breathtaking in sight, making it impossible for one’s imagination to wander.

Reflecting on the games, I realize that they served as more than just a pastime for me– they served as access points for an immersive world of stories. They cultivated the understanding that the finest science fiction narratives do not revolve around technology or massive explosions. These games taught me about the importance of atmosphere, and how deeply an illusion can immerse the player in a new, strange realm. Along with the classic movies I enjoyed in my childhood, they taught me that a compelling narrative does not require the financial backing of a prominent studio. It simply needs strong creativity and a willingness to take risks.

im1979_Classic_Sci-Fi_Video_Games_That_Defined_a_Generation_A_b3796bed-42d4-45d0-abc6-7443ccfc95e2_2

The Consequences of the Sci-Fi Game Genre Classics Alongside Their Importance
It fascinates me to look at the tail end of speculative fiction video games and see how new age sci-fi video games developed beyond our current benchmarks. They expanded the boundaries, and that has propelled us to be more innovative in what we offer to our gaming audience. As We all know, the wonder of computers gets taken advantage of by videogames today. However, what I personally believe today’s audience richly understates is the sheer devotion put towards the graphical and auditory components of timeless games. This is what makes part of our audience appreciate visuals and history so very sorrowfully minimalistic.

A game that mixed both sci-fi horror and a curious narrative was System Shock, which set the groundwork for enriching games such as BioShock and Dead Space. System Shock was a revolutionary 1994 sci-fi title that offered a fully interactive 3D environment where users could hack into computer systems using captivating methods and collect elaborate audio logs to piece a narrative together. Even though the graphics were blocky and controls were clunky by contemporary standards, System Shock managed to weave a captivating story within its horrific structure. Moreover, if the SMODAN experience didn’t get you pondering, I wonder what makes a rogue AI so intimidating.

There’s no doubt that these games have had an impact. These are the pieces that we construct today’s creations from, and many of us don’t even know that is the case. They feel unique because of how unrefined they are. Gaming with others holds its own uniqueness as well. There were times during the weekends when I would lock myself in a room with my friends and we would take turns getting lost in those pixelated worlds. I would directly jam along with the beat, move in unison like I was part of some cooperative army, and make my last attempts at beating levels that, while nonsensical, crafted a unique masterpiece of flawed design. Beating Contra felt truly heroic.

im1979_Classic_Sci-Fi_Video_Games_That_Defined_a_Generation_A_b3796bed-42d4-45d0-abc6-7443ccfc95e2_3

But beating it was not a solo venture. I had to have people alongside me if I wanted to share in the shared wins and losses.

There is something captivating about older video games. Unlike modern ones, there’s a certain charm and essence to them that feels profoundly heartwarming. It inexorably brings to mind the warmth and love that went into creation of the game, from the premise to the gameplay mechanics. To put it bluntly, I truly appreciate these older games because of how dynamic yet homely they feel when I play them. On the other hand, I feel today’s big-budget video games are bottom-of-the-barrel imitations that control monetization avenues.

However, the core problem with modern titles is the stranglehold of corporate management supervision which takes away the heart of creativity. There’s a stark difference with how games used to be made compared to the current era. A sad distanced likely feels like their sole purpose is siphoning dollars from gamer’s pocket. Furthermore, there’s an inescapable longing towards the sheer magic of exploring bizarre worlds which gives deep meaning and fulfillment.

A game should be a selfless portal to a beautiful world.

Those games instilled upon me that the ‘push’ aspect of science fiction can pertain to space, time, or even one’s imagination. They had a different feeling to them. Just like the practical effects in the old sci-fi movies I watched growing up that relied on practical sets and miniatures to construct impossible worlds, those games were different. They did not use plaster or rubber, but instead pixels and ingenuity. The classic LucasArts library serves as, for me, what is a love letter to the time they were created: an acknowledgment that sometimes the way to progress is to re-evaluate to go back.

That is exactly how I perceive, classics Hyper Light Drifter and Axiom Verge, tribute titles to the side scrolling genre, classics.

Why are these games still important? They bring us back to a time when imagination was the backbone of putting together an interactive experience. After hitting “start,” none of the characters we controlled needed to resemble humans and the worlds we explored did not have to be grounded in reality. What actually mattered was whether the experience was captivating. This singular qualifier was sufficient for something to be dubbed a good game at the time. As we take this trip down nostalgia lane, disclosing these key qualifiers of what defines a game’s significance will shed light on the flexibility provided to the absence of realism and photorealistic visuals.

When I revisit these great works, I prefer to believe that my intent is not simply indulging in nostalgia. Rather, I am protecting their soul and even their essence. Of course, I am entertained but also reminds me–as if I needed a reminder–that the subgenre of ‘speculative fiction’, in all its claimed “dreams and angles (to skirt the whispered tellings of its strategized storytelling),” is rooted in the incredibly captivating stories it tells. While they are seldom new, and even when they are, they are usually in some sort of twisted form. But within that wonderful plot, I gladly follow a story, a game.

 

Author

Write A Comment

Pin It