Tag Archives: Star Wars

Atari A to Z: Attack of the Mutant Camels

That’s a title and a half, isn’t it? Even thirty-five years after its original launch, “Attack of the Mutant Camels” is still a delightful piece of titling prowess that just rolls off the tongue.

Attack of the Mutant Camels is one of the most well-known games put out in the 8-bit era by the hairiest man in games, Jeff Minter. Based quite obviously on the Atari 2600 adaptation of Star Wars: The Empire Strikes Back, it’s a real showcase game for what the humble Atari 8-bit was really capable of when in the hands of someone who very much knew what he was doing.

Combining Minter’s love of underappreciated animals, sci-fi, prog rock and psychedelia, Attack of the Mutant Camels may be simplistic in structure and mechanics, but it remains a beloved part of many Atari 8-bit collections with very good reason.

Find a full archive of all the Atari A to Z videos on the official site.

Atari ST A to Z: Chase

Deep in the seventh galaxy of the Nebulus system, a lone warrior has been selected from thousands to perform an unenviable task: to save the beautiful Princess Chardonnay from the clutches of the evil Disgusmatrons.

Thus begins the rather overblown story to Mastertronic’s Chase, an Atari ST title shamelessly attempting to ride the coat-tails of the popular Star Wars arcade game with its transparent vector graphics and arcade-style thrills.

As with most titles from the era, the story was completely and utterly irrelevant… but that didn’t mean that the game experience itself was lacking. On the contrary, despite the game’s simplicity and its rather bare-bones presentation, Chase is an oddly addictive little affair I still enjoy booting up for the occasional blast-and-dodge session even today!

Follow Atari A to Z on its own dedicated site here!

You Can Keep Your “Games as a Service”, I’m Fine with Single-Player, Thanks

EA’s recent announcement that it was shuttering Visceral and “pivoting” (ugh) the Amy Hennig-fronted narrative-centric single-player Star Wars project it had been working on probably didn’t come as a surprise to anyone.

It did, however, rekindle a discussion that last cropped up back in 2010 — once again involving Visceral, interestingly enough, this time with regard to the addition of multiplayer to Dead Space — when EA Games’ Frank Gibeau commented that he believed “fire-and-forget, packaged goods only, single-player, 25-hours-and you’re out” experiences were “finished” and that “online is where the innovation, and the action, is at”.

The “pivoting” of the new Star Wars project is based on many of the same principles as Gibeau’s arguments from 2010: indeed, EA’s executive vice-president Patrick Söderlund claimed that the decision was due to a perceived need to “deliver an experience that players will want to come back to and enjoy for a long time to come” — or, to put it another way, the oft-mooted idea of “games as a service”.

I don’t want that. And I’m certain I’m not the only one.

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