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Sunday, August 27, 2006

COLUMN: 'Keyboard Bashing' - Abuse: The Lost Shooter

Crack dot Com's Abuse['Keyboard Bashing' is a new GameSetWatch column by Tales of a Scorched Earth's Andrew Smale which discusses the history, present and future of PC gaming.]

Crack dot Com's one and only published game was Abuse (1995), which was released to hype that called it "the Doom of platform games". Combining the precision aiming available to first-person shooters that use the mouse and the jumping and climbing puzzles familiar to platform games, its darkened atmosphere and dedication to fast-paced action garnered a page in PC gaming history. But was it for the right reasons?

Crack dot Com was founded by programmers Dave Taylor (formerly of id Software) and Jonathan Clark. The demo, while essentially a beta of the unfinished game, provided network play and an easy to use level editor in the package. The mouse and keyboard control scheme was enough to get people talking - what seemed like an odd combination for a platformer ensured the game would at least be talked about. The company found a publisher in Origin Systems shortly before they were absorbed by Electronic Arts, and the game was made available to the masses in 1995.

Linux had not reached the levels of acceptance it's at now, and the game was released for DOS and Linux concurrently making it the first published game to take this approach. The game's source code would be handed off for free two years later under the GPL. Crack dot Com disbanded in 1998 after going bankrupt, making all of the assets for what would have been their next game available to whoever wanted to download them. With no hope for an official sequel, Abuse would be relegated to PC gaming cult status.

Hm. These creatures look familiar. Except they're red.The premise of Abuse is that you are a wrongfully incarcerated man looking to escape a prison facility that has been conducting biological experiments on its residents. It's up to you to fight your way out, battling an assortment of alien creatures, robots and automated weapons. The influence of the Predator and Aliens films on the player character and enemy design is completely obvious. The game's environment was similarly inspired by these science-fiction landmarks. Though it's not like we hadn't seen run and gun platforming before: Turrican (1990) and Duke Nukem (1991) had already shown us the side scrolling key, switch and door hunt while blasting away at waves of monsters. Had the features of Abuse stopped there it would have been dismissed as an also-ran, at a time when the reigning genres of PC gaming were still being defined.

It was the controls that secured the place of Abuse in PC gaming history. It marked an evolution of the control scheme for the side scrolling platformer. No longer were you limited to shooting up, down or at an awkward angle while running - the "freelook" available through using the mouse allowed complete control over the player's aim. What's more, you could actually run one way and shoot in the other - perfect for those overwhelming firefights in Abuse's many darkened corridors. Also similar to the FPS standard was the focus on weapon acquisition: Abuse had a large arsenal of weapons available, modeled after their first-person counterparts - including a lightsaber-like laser sword. So what happened to this sub-genre? Was it simply an isolated case of experimentation before the rise of the graphically intensive first-person shooter?

Examining the mechanics of the first person shooter since its ascent to PC gaming's most prevalent genre, it has shown no real maturation beyond the formulaic hallway navigating run and gun switch hunt. Instead, the genre has developed in terms of presentation: better graphics, better sound, more epic setpieces and cutscenes. The basic principles have stayed the same: kill anything that moves.

This increasing reliance on graphical fidelity made "gimmicky" side-scrolling shooters almost unnecessary, or something that would be better suited for console gaming. With Abuse, its potential for genre trailblazing on the PC was basically a matter of timing. The highly modifiable Doom was still on everyone's mind, and the fully 3D engine of Quake was just around the corner.

Beautiful low-res explosions.The view offered by Abuse made jumping puzzles easy, providing a logical challenge to progressing through a level. Its assortment of powerups (such as the Jetpack) added some flair to getting past these obstacles. Ironically, jumping puzzles remain a staple of most FPS games, despite their impracticality.

Most importantly, Abuse lacked an identity. Focusing on the control scheme only avoided the fact that it wasn't much more than what was offered by the standard shooter. This prevented long-term association with the title from the PC gaming community. What would you even call the game? A precision-shooter-platformer? Abuse was beyond categorization, and as such probably contributed to its lack of success in inspiring any followers aside from the hardcore fans that aimed to create a full-fledged sequel.

Abuse showed what a first-person shooter would be like as a side-scrolling platformer, but despite its critical acclaim failed to produce any notable descendents. Abuse would end up as one of those games we all played, and remember well, but ends up more of a title you mention when working towards something else. Abuse would be absorbed by the pages of PC gaming history, a victim of the constantly changing tastes of gamers and the company that produced both a cult classic and one-hit wonder.

Editor's Note: Since the release of the game's source code, there have been numerous projects started to revisit it either through creating a sequel or simply porting it to modern-day PCs. The original DOS game can be found on many abandonware sites (such as The Underdogs), while Win32 versions are available via the fRABs (Free Abuse) project, or Jeremy Scott's port. I have had more luck getting the DOS version to work, because the aspect ratio of the Win32 version doesn't work very well with modern hi-resolution monitors.

Comments

"Halo Zero" borrowed Abuse's shooting style, it's worth pointing out.

http://www.download.com/Halo-Zero/3000-7435_4-10474712.html

Dark Castle used those shooting controls a long time ago and Soldat uses it now.

Soldat is damn fun.

I played abuse on linux way after it was originally released. I never got that into it. I remember not liking the jumping.

I remember the game being very interesting from a technical point of view (moddability, integrated editor, scripting, linux support), but distinctly NOT fun to play.

I never sat down to analyze why that was; besides the lack of personality or identity, I had the feeling that not only was the keyboard + mouse too complex, but there was a lack of fun feel to them. This might partly be a problem with the visuals, because the main character's graphics had to be split between torso, arms and legs in a very unnatural way. Prince of Persia and Another World had already proven that fluid and smooth animation works wonders with the player's immersion. Another problem was that the controls lacked subtlety and felt very mechanical.

All in all, it felt like a game designed by a programmer. Interesting but not engaging.

Yes, Halo Zero as well as fellow FPS-turned-sidescroller Codename: Gordon used this control scheme.

I've also played Soldat, but I found it more of a composite of the level layout of Worms and the twitch reflexes of Counter Strike. I never really got into it. The gap between Abuse and these recent independent efforts that use these controls is notable, though.

Jare, you bring up a great point: Abuse was a game designed by programmers.

Abuse used LISP as a scripting language, making it very simple for amateur coders to get in and modify the game's behaviors. Its real-time editor allowed testing of levels as you made them, which also made it very lucrative for modders. Satan Paint was a highly usable tool for creating game assets. Based on what I've read, the majority of development time was spent on the engine and these tools. This made it great for those that wanted to make their own game, but didn't necessarily result in a noteworthy base game.

While Abuse may have felt very mechanical, think about the typical FPS. What is natural about the stiff arms pointing a gun around in front of you, the extremely jerky movement offered by mouselook and the WASD and strafing keys, or being able to run backwards in a perfectly straight line while shooting? I think the awkwardness of Abuse was amplified by the viewpoint - you could see what was happening, and because it looked weird it "felt" weird. This "unnatural splitting" between torso and legs is also common to some top-down shooters like Crimsonland and Alien Shooter.

wow the comment on this page went a little down hill after only 4 posts. Shame on you internetians! You should know better >:(


PENIS!!!!!!

:) couldn't help it

Wow...look at all that spambottery up there...

Anyway, it's good to see that there are people still interested in the phenomenal hybrid sidescroller game known as "Abuse" (well, at least in my own terms). It's also nice to know that indeed, Halo Zero--also a great fan game--borrowed off Abuse's control scheme. Anyway, back when abuse2.com existed, I would check out the forums and the other pages for new maps, and man, there were some made by fans that were insane (Eitan Tal's tricked-out levels are worth mentioning, as is the person who made "Mecheden").

So, thanks for writing this post; a lot of games have come and gone, but none of them were quite as unique as Abuse. And hey, Bungie published the Mac version! The same company that went on to make...Halo 1/2/3! What a great turnout...

Anyway, if you click on my name below, you can go to my own little Abuse fansite, containing samples of game music from various MIDI cards, as well as a mirror of fRaBs v2.1 (the page you linked no longer exists, much to my dismay the day I found out...).

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