In the hustle bustle gaming scene, everyone is on the lookout for the next big selling game. The modern game comes with lots of glitz and glam and a sheet of options as long as your arm. The gaming industry itself is huge and want your dollar, dammit, and they will have it! Whether by selling you something old or something new, if you want games, publishers will sell!
But it wasn't always this way, no sir! In the late '90s, PC hardware was on the cusp of allowing end-user customization. Manufactures started creating better video cards to render better graphics while software developers created games with more intense graphics and opened up a race between software and hardware.
What's with the history lesson you might ask? Well, I'll tell you if you sit down, shut up and quit being so darn impatient!
The purpose is to clarify why in the late '90s there were so many ground breaking games with unique styles and creative experiments. Developers took creative risks because the cost of failure was much less...at least it is less when compared with modern-day game development.
Enter the game "Shadow Company: Left for Dead," developed by defunct company Sinister Games[Link] and wholly owned by Ubisoft[Link].
THE GOOD, THE BAD AND THE UGLY!
First the good! "Shadow Company" is a unique blend of strategy, action and RPG or "role-playing game" for the sadly ignorant among us. The game never received much acclaim, being overshadowed (pun intended) by better known games of the time and receiving middling reviews. But if a daring soul looks past its now dated graphics, they will find a treasure trove of gaming fun and challenging strategy.
When starting the game, players have the choice to do the tutorial or skip it and delve right into the action. While normally I suggest skipping tutorials (as "Tutorials" are rated just above "Going to the Dentist" and "Colonoscopy" on my personal "Fun Scale"), this is one game that you might want to play through the tutorial. The amount of user control and options allows for an incredibly in-depth experience. Without the knowledge of how to play this game, you fall back into "Colonoscopy" territory on my Fun Scale.
-A screenshot of the tutorial. Yay!
After opting out of or finishing up the tutorial, the game starts players off with a rag-tag group of three mercenaries and a short intro video. The intro video is a live-action person claiming to be your contact on a mission that went horribly wrong. Now it's up to you to lead your small group, defeat anyone who stands in your way, and get the mercenaries to a safe zone.
While not immediately apparent, each character has stats and abilities that make the character better at somethings and weaker at other things. For example, a character with an ability score of 89 in grenades will be able to throw a grenade farther than a character with only a score of 45. But, as you lovingly guide your little psychopaths from mission to mission, they increase in ability points based on how much you used a character with a specific ability. This "leveling up" of abilities occur at the end of each mission as seen below.
-Ahhhhh sweet, sweet rewards!
The RPG fun doesn't stop at just stat numbers either! At the beginning of each mission after the first, you have are presented with a tactical screen. There are three specific categories of interest: equip, team and planning. Each category is pretty self explanatory in my opinion.
You can buy equipment for your mercenaries...
...you can hire new mercenaries for your team...
...and you can plan and strategize how to accomplish the next mission with the available data.
This may seem pretty simple to understand but its the options available and the strategy involved which makes for an exciting challenge. For example, do you load up your mercenaries with heavy armor or do you want some tactical black ops clothing that provides less protection but more stealth? Do you load someone out with a knife or do you prefer a silenced pistol with limited ammo available for it? Do you want to make the mission a night op or maybe a daytime raid? The choice is literally yours to make!
-Night time ops with night vision goggles? YES PLEASE!
Normally, the problem with giving the player so much choice is there's always some idiot that doesn't know how to make a decision and will get lost or confused by the options. This game can be completed any number of ways and there isn't any one right or wrong way. There is simply the results of your choices and actions.
Another negative is the controls aren't the most naturally intuitive though, to be fair, many developers in the '90s were experimenting with controls as well as graphics/gameplay.
There is a LOT of clipping issues. I lost count how many times I had to save and reload because I had a vehicle or mercenary permanently stuck in the terrain. Save and reload is your friend!! Treat him/her/it well with tender loving care.
-You can drive freakin' tanks yo!!!
The multiplayer aspect needed a bit more development time as well but had the makings of something really fun! Instead of one player controlling a squad, each player controlled one mercenary. The team of players rely on each other for fire support, tactics, medical aid and, if they were good enough, completed the missions without losing anyone..
CONCLUSION
Where does this leave us? Well, this little gem can still be found in online stores but good luck getting it to run with any stability! Since Sinister Games is no longer a company and Ubisoft has moved on to bigger things, there is no support or new patches.
I can get this game to run on my Windows XP desktop but only after monkeying around with compatibility settings. Even then, I still get the odd random crash with no explanation as to why the game hated life so much.
After all of this and with the those annoying bugs, "Shadow Company: Left for Dead" is still a customizable joy to play.
I'd give it a 9 out of 10 without bugs, 8 out of 10 with bugs. You learn to ignore the little pesky guys.