[Editor’s note: Every two weeks, we’ll pick a classic game to play and discuss. Then the choice of the next game will be made by a randomly selected participant from the current discussion. It’s like a book club, but with videogames. We’d love to have you join us. Register for the forums and hop into the discussion! This week’s choice, by Pod, is Blood.]
Blood. Blood! BLOOD! I quite like the short, snappy, literal-minded names given to the early FPS games: Doom, Quake, Blood, etc. It’s nice that they let you know what you’re in for before you begin playing, and in this game you’re in for lots and lots of blood.
This 2.5D first person shooter is based on the Build engine most popularly seen in Duke Nukem 3D. It has the characteristic 3D-walls-and-sprites look that accompanied other Build games, and much like Duke Nukem and Doom, it features fast gameplay, lots of guns, lots of explosions, and irreverent humour focused on references to B-movies. I think it’s meant to be the cutting edge of 2.5 shooters. Interestingly it came out in 1997, which is after the dawn of non-shit 3D games like Quake and Tomb Raider (in fact, one of the cheat codes proclaims that “LARA RULES”), but yet it stuck to the sprites and fake-height walls of the Build engine. I don’t know why Monolith chose that engine. Easy to use? Well proven? Good business deal? They wanted lots of enemies on-screen, which was difficult with early 3D? Whatever the reason, I’m quite glad they did, as I think that Blood still looks very nice. There’s something about sprite based enemies in a 3D world that I find charming, something not present in its successor. Blood 2 strayed a bit too far enough into that early-3D, uncanny valley that these days looks less like an arcadey videogame and more of a big blurry 3D mess. I think you can definitely see the attention to detail in these 2.5D environments, enemies, and sounds that you don’t really find in the early 3D games as they were more technically constrained.
I have fond memories of playing the game, which is interesting given that I only played the shareware version, and therefore only played a fourth of it. But what I do remember is vivid enough to make me want to go back. For instance, the way the game starts. You wake up in a grave with a pitchfork and proceed to sprint at and stab zombies in the face. These days zombies are a cliche, but somehow I don’t think my enjoyment of this beginning will fade.
Also, the bombastic weapons were memorable. Flare guns that set fire to people, TNT to throw at people, Tommy guns to rat-a-tat-a-tat at people. You can dual wield flare guns and sawed off shotguns! Who doesn’t love dual wielding things? And the weapons have alternate fire modes. I have no idea if Blood invented this, but it was the first game I played that featured this. I remember being in some grey castle area full of monks, near a courtyard with a fountain in it, and accidentally pressing the ‘X’ key. The Tommy gun did a little dance as it sprayed bullets in the alternate fire mode. I was overjoyed to discover that button.
Of course, one of the trademark features is lots of blood and gibs. Possibly dismemberment? I know that you get to shoot the heads off zombies and then punt them about like footballs. I also remember the acolyte dudes screaming lots as you set them on fire. And I don’t think you can turn it off.
I even remember some of the levels. The initial graveyard. Then there’s a level set entirely on a moving train (that you can fall off!), then there was a circus level, though I remember that sucking. But even then, these levels stick out in my head a lot more than Quake’s, even though I replayed Quake last summer. Black and white tiled Gothic castles full of lightning.
But really, I picked Blood for the Classic Game Club because it’s just come out on Steam, which reminded me how great it is and that I want to play it again. I’m hoping Blood further reinforces my love for Doom-style gameplay, and brings those of you who never really experienced early FPS games over to the dark side.