Finally got around to playing the DOS game attached to the excellent
Crusader: No Remorse OST.
What on earth were Origin thinking when they came up with this one. A mechanically-dense real-time tactical shooter on the
Ultima engine? Are you out of your mind?
I salute whoever was mad enough to greenlight this, and the team that somehow made it all work. Because it does; in spite of the wacky collision and simulator control scheme, sauntering around tac-rolling into crouched gunfire and blowing up entire movie budgets' worth of destructible isometric scenery is great fun.
Nice old-school mission design too. It gives me a kind of Duke Nukem vibe with all the interactivity scattered around to reward observant (or trigger-happy) players.
Surprisingly lengthy as well - really puts the emphasis on
mission when you have to clear four floors of bruto-industrial chem plant dungeon before hitting the hub area.
And puzzles that actually respect the player's intelligence! It takes a moment to recalibrate to, but is very satisfying when you twig - of your own accord - that the force field over the door is being tripped by an invisible beam that can be shot off the wall or rolled under.
There's a ScummVM core that offers a source port-like experience with niceties like follow cam, subtle control improvements, and 1024x768 rendering, but it's seemingly unfinished. Various in-game events (like the soda machines in mission 1, or death by slime pool) don't function properly, the flick-screen doesn't work right at higher res, and - critically - the difficulty balance is completely out of whack; enemies drop less resources, take more shots to kill, and show up (or don't) on difficulties they shouldn't.
So DOSBox Staging is the way to go here. Proper accuracy, proper scaling via the OpenGL Pixel Perfect backend, and game balance that feels immediately right. More of a pain in the ass to configure pad controls, but it works nicely on a DualShock if you abuse the sticks for weapon and item switching.
So yeah, nice. Holds up to the soundtrack. Though I'd love to see it get more than a scruffy source port as legacy - there's something quite unique here, and it could be even better if the engine wasn't coming apart at the seams trying to keep up with the WHITE HOT TACTICAL ACTION
