I don't play computer games these days, not because I turn my nose up at them, or think that they're not a patch on the games I used to play in the 80s (Galaxian, Centipede, Donkey Kong, and the wonderful Escher-esque Marble Madness), but simply because I just don't have the time. Games these days seem to be 'life experiences' that you have to spend every waking leisure hour at in order to get to grips with them. Worse, you have to take them seriously. Sim City, so I'm told, is the bee's knees, the dog's bollocks, the kipper's knickers, but I just can't face the prospect of spending hours every night learning how to play it, then nurturing my little Sims with loving care.
Not to mention the networked multi-player games. Even back in the super-nerdy days of the early 80s when bearded speccy code jockeys would play dungeons & dragons (the original concept, not the Dungeons & Dragons
TM © franchise) text games from midnight to 6am on mainframes, multi-user games have been 'life-encompassing', not to be played by anyone with any sort of social life or who just likes a drink down the pub. Now they really are 'whole life experiences' which take over the player - a friend and colleague, a closet computer nerd herself, was recently made a Xbox widow by her new hubbie who would spend all his spare time wandering around the house wearing a headset and playing with gamers from all over the world. He quite literally had no time for her.
No, the last game I played with any seriousness was the magnificently-quirky, yet bloody hard,
Lemmings, which was a big hit in the late 80s. I loved the fun, and the seriously weird and sadistic landscapes the lemmings were released into, and from which you had to rescue them. The nice thing about the game was that you could just play it for as long or short a time as you wanted, so it didn't take over your life, and you could get down the pub for closing time. What appealed to me the most, though, was the sheer sense of fun and the wicked imagination of it, in marked contrast to the rote, and increasingly bloody and reactionary, shoot-'em-ups that dominated games at that time. For that same reason, my previous favourite game was Marble Madness, for its sheer imaginative innovation, and for making me laugh.
Now, over 20 years since I last played any game other than Minesweeper (thanks a feckin' bundle for that mindwashing drudgefest, Microshite), I'm finally tempted to splash out on a game and a graphics card to play it, having read about Stubbs the Zombie (or "Rebel without a pulse"). Have you always thought that zombies got a hard time? Have you felt sympathy for them as the arrogant gun-toting toerags in Night of the Living Dead and its sequels mowed them down, then rejoiced in grim satisfaction when those same toerags were undone by their own cleverness and complacency and become brainfood? Have you ever thought, "hey, those zombies were real people with real lives, so give them some respect"? If you have, then Stubbs the Zombie is for you. Instead of playing the part of yet another gun-toting toerag wasting the undead (sorry, "life-challenged"), you
are the zombie. Your mission in (un)life? Snacking on brains, and boosting the numbers of your brethren. As a review in Personal Computer World put it:
Stubbs the Zombie has an unashamedly silly premise. You play a semi-decomposed, re-animated corpse let loose in a city with one single-minded aim; to eat as many human brains as possible and thus propagate yourself into a swelling zombie horde.
[...]
As a zombie, there are several ways to dispatch your victims. You can simply grab them and tuck into their brains there and then.
Alternatively, you can use a number of repellent 'weapons' such as a deadly form of flatulence or a kind of grenade that involves dipping into your own innards and hurling a putrid organ at your foes.
When the joke starts to wear thin you can always tear off an arm and send it creeping over to a human, whereupon you can possess your victim and control him, making him shoot all his human counterparts with a range of more traditional firearms.
There's even a bit of anti-corporate satire as the city of Punchbowl, the zombie feeding ground, is just the sort of neo-fascist gated enclave that has sprung up all over the US of A, in which the moneyed elite try to keep out the great unwashed riff-raff. It's such a simple table-turning idea that it's a wonder no-one's ever thought of it before. If the game's half as funny as the idea then it's got to be worth a pony of anyone's money. Hell, it even has it's own soundtrack album with The Dandy Warhols, Raveonettes and other, like, 'happening' bands, man - that's one up on the Sims,
I know.
Now, time to find a half-decent graphics card...