Wednesday, 21 October 2026

Metro 2033 Redux (PC)

Developer: 4A Games | Release Date: 2014
(Original: 2010)
| Systems: Win, Xbone, PS4, Stadia, Switch, macOS, Linux
(Original: Win, X360)

Metro 2033 is getting a free next-gen update tomorrow with higher-quality lighting, more environmental detail, 4K textures... all kinds of stuff. Though I didn't learn about this until after I'd played and written about the game. Whoops.

So this week on Super Adventures, I'll be checking out the 2014 Redux version of post-apocalyptic first-person shooter Metro 2033, by Ukrainian developer 4A Games. This was their very first game, though a bunch of them had worked on S.T.A.L.K.E.R.: Shadow of Chernobyl, so they had a bit of experience. It was based on journalist Dmitry Glukhovsky's novel of the same name, but it was his very first book, so you don't have to read the other 2,032 Metro novels to understand what's going on.

Metro 2033 originally came out for Windows and Xbox 360 and that's it. That wasn't much fun for the PlayStation and Nintendo owners who wanted to go get mauled in a spooky cold subway tunnel too, but their turn eventually came around when the game got a reworked Redux re-release. Funny thing is, Redux was released in 2014, one year after the calamity in the backstory that left the world in ruins, so it had become an alternate history story in the meantime. Though, as the title indicates, the action takes place in 2033. Wow, if I'd just waited seven more years I could've published this on the actual date. I really did play the game too early.

I was kind of eager to finally try this and also dreading it, as I'd heard that it's harsh and challenging, and I'd played S.T.A.L.K.E.R. so I could believe it. Even typing in "S.T.A.L.K.E.R." is arduous, that's how uncompromising that game is. But I'd been replaying some Half-Life 2 and it got me in the mood for an hour or two of post-apocalyptic shooting, so I decided to finally pull the trigger.

Wednesday, 14 October 2026

Dungeons & Dragons Games Vol. 35: Gold Box - Buck Rogers XXVc: Matrix Cubed (MS-DOS) - Part 2

This week on Super Adventures, I just need to play a few more hours of Matrix Cubed before I can be satisfied that I know how it plays. They could've made any kind of Buck Rogers XXVc game they wanted, they could've made this a platformer or a shoot 'em up and I could've been done with it in 20 minutes, but no, they had to make it a massive RPG and give me all this extra work!

Also, Matrix Cubed is a terrible title in my opinion. The Matrix is a good name for a sci-fi movie, Cube is a good name for an indie sci-fi thriller, but stick them together and it's just meaningless. Worse, it isn't evocative; it doesn't make you imagine the threat you're fighting or the places you'll visit. And that text looks bad.

I'm not claiming I could do any better though. Based on my track record, I'd end up calling it Buck Rogers' Super Sci-Fi Adventure or something. 

This is the second and final part. If you want to check out PART ONE, click the text. If you want SPOILERS, then just keep reading.

Friday, 9 October 2026

Dungeons & Dragons Games Vol. 34: Gold Box - Buck Rogers XXVc: Matrix Cubed (MS-DOS) - Part 1

Developer: SSI | Release Date: 1992 | Systems: DOS

This week on Super Adventures, I'm playing Buck Rogers XXVc: Matrix Cubed - Science Fiction Role-Playing Game, Vol II, for MS-DOS. It's nice to get back to science fiction for a bit. I like fantasy, but sci-fi's where my heart is.

DOS has its moments too, especially now that I'm in the VGA/Sound Blaster era, though it's a shame that the game was entirely bound to it. Volume I came out for C64, Amiga and even the Mega Drive/Genesis, but this is DOS exclusive.

This is the second and last of the Buck Rogers XXVc Gold Box RPGs made by Strategic Simulations Inc., though the theme music makes it sound like it should be a Wing Commander game. It wasn't a huge shock when I saw Wing Commander composer The Fat Man credited (along with Ralph Thomas), and I won't be surprised if this is all the music I get either. I've already played a few Gold Box games at this point, in fact I've played almost all of them, so I know what they're like.

If you're wondering why I've labelled a Buck Rogers game as "Dungeons & Dragons", it's because it's based on a tabletop game by D&D publisher TSR, it's made by D&D video game developer SSI, and it runs on the Gold Box D&D engine, so I'm including it as a special bonus to finish off my articles on the first decade of D&D video games: 1982-1991. Even though it came out in 1992.

As usual I've no plans to finish the game, but I'll play it for long enough for there to be SPOILERS, probably, so be aware of what you're getting into.

Wednesday, 30 September 2026

Dungeons & Dragons Games Vol. 33: Eye of the Beholder II: The Legend of Darkmoon (MS-DOS) - Part 4

You're reading Super Adventures and I'm playing Eye of the Beholder II: The Legend of Darkmoon. Not for much longer though.

This is part 4 of this epic 4-part saga, but if you'd rather read PART 1, PART 2 or PART 3, then click the text.

This is also part 33 of my attempt to play the first 10 years of Dungeons & Dragons video games, spanning 1982 to 1991. Hang on, this is the last game of 1991. That means I've done it, I've played everything on the list! It's over!

It's a bit of an awkward place to end things though, seeing as there's still another Eye of the Beholder game left to play, along with a bunch of Gold Box RPGs. On the plus side, Eye of the Beholder III apparently sucks, so maybe it'll work out for the best if I quit while I'm ahead.

SPOILER WARNING: whatever happens, you're going to know about it.

Tuesday, 29 September 2026

Dungeons & Dragons Games Vol. 32: Eye of the Beholder II: The Legend of Darkmoon (MS-DOS) - Part 3

This week on Super Adventures, it's been pretty much nothing but Eye of the Beholder II: The Legend of Darkmoon. Version 1.1, apparently.

You're reading part 3 of 4, but if you'd prefer to be reading PART 1 or PART 2, then those links will get you where you want to be.

Here's a bit of insight into how bad I am at estimating how much I'll end up writing about a game: I was originally going to cover Eye of the Beholder in one article. I mean the Eye of the Beholder series, all three games, on the same page. I had the layout in place and I figured that 10 screenshots each would be enough. Turns out that 100 would've been a better guess.

Anyway, there's barely any story in the game, but I'll put a SPOILER warning here anyway just to be safe. Maybe I'll end up spoiling a puzzle for you or something.

Monday, 28 September 2026

Dungeons & Dragons Games Vol. 31: Eye of the Beholder II: The Legend of Darkmoon (MS-DOS) - Part 2

Hi, this is still Super Adventures, and I'm still playing Eye of the Beholder II: The Legend of Darkmoon.

This is part two of four, and you can jump back to PART ONE by clicking the bold text.

The game is a part two as well, as it has a "II" in the title. I'm bringing this up because I don't think I've come across a numbered sequel yet while playing these Dungeons & Dragons games. They like to say things like "A Legend Series Fantasy Role-Playing Saga, Vol. II", but this was the first to put a number in the actual name. And then Eye of the Beholder III was the last, until the Baldur's Gate games seven years later.

Here's some more trivia for you: the Steam launcher suddenly stopped launching for me! I tried installing the game to a different PC and it ran on that just fine, so after trying a bunch of troubleshooting I just reinstalled Steam to skip to the part where it works again. That's proper old school difficulty.

There may be SPOILERS below, though that depends if you think it has enough of a story to be spoiled.

Sunday, 27 September 2026

Dungeons & Dragons Games Vol. 30: Eye of the Beholder II: The Legend of Darkmoon (MS-DOS) - Part 1

Developer: Westwood | Release Date: 1991 | Systems: DOS, Amiga, FM Towns, PC-98

This week on Super Adventures, I'm playing the second Eye of Beholder game that Westwood released during 1991. And I thought SSI were rushing out their Gold Box sequels a bit fast.

Eye of the Beholder II: The Legend of Darkmoon was released in December 1991, just 10 months after the first game, and it came out on many of the same systems. But not all of them. Sega CD and SNES owners were left out, probably because they didn't get a port of the first game until 1994. 

At least the Amiga still got a port! The gap between the PC and Amiga 500's hardware specs kept getting bigger, but they continued bringing Dungeons & Dragons games over for one last year. Hang on, the more powerful Amiga 1200 was released in 1992, they could've released a few games for that!

Anyway, this is going to be the first of four parts. It was going to be two, but I thought splitting them in half would be less of a gruelling test of endurance for you, and it's less editing work for me. Plus I really want to publish four articles a month and I've almost ran out of time! I wouldn't count on me finishing the game though, as... no time, too much to do. Sorry.

I'll throw a SPOILER warning here even though it's not exactly a plot heavy game, just so you're aware of what you're getting into by reading past this point.

Monday, 31 August 2026

Super Methane Bros (Amiga CD32)

Developer: Apache Software
| Release Date: 1994 | Systems: Amiga, Amiga CD32

This week on Super Adventures, I'm playing Super Methane Bros on the Amiga CD32!

The game came out in 1994 and there were already a few games with "Bros." in the title by then. First there was Mario Bros., which is its original Japanese title by the way. The abbreviation was there even in Japan. Then afterwards there was Super Mario Bros., Buster Bros. (which is not its Japanese title), Blood Bros., Snow Bros., and Bonanza Bros. And there's one thing that all these games have in common: they remembered to put the dot after "Bros".

Oh hang on, it seems that "Bros" without a dot is the correct way to write it in British English, and Apache Software was British. Actually Mobygames says they were from Englang, but that's close enough. The studio didn't get to make many games before vanishing in the mid '90s, and half their credits are for ports of Sensible Soccer, but they did make the graphically impressive Amiga first-person shooter Death Mask and Mega Drive/Genesis platformer Marsupilami. Plus the sprite artist went on to become the lead artist on some of the Ratchet & Clank games, so there's some bonus trivia for you.

Okay I'm going to play this until I get bored or run out of lives. Shouldn't take long I expect.

Sunday, 30 August 2026

Dungeons & Dragons Games Vol. 29: Silver Box - Shadow Sorcerer (MS-DOS)

Developer: U.S. Gold | Release Date: 1991 | Systems: DOS, Amiga, Atari ST

This week on Super Adventures, I've reached the last of the Silver Box games: Shadow Sorcerer. Well, it's the last game included in the Silver Box Classics collection anyway; the box was actually brown in the US and blue in Europe.

The US box calls it "An animated fantasy adventure", which is maybe promising a bit much. The game isn't Dragon's Lair. The European box calls it "A Dragonlance Role-Playing Adventure Vol. 1", which is also a bit weird, because it's not. 

U.S. Gold made three games set in the Dragonlance universe, starting with Heroes of the Lance, based on the Dungeons & Dragons tabletop module DL1 Dragons of Despair. A year later they released Dragons of Flame, based on DL2 Dragons of Flame. Finally we got Shadow Sorcerer, which is apparently an adaptation of both DL3 Dragons of Hope and DL4 Dragons of Desolation. I suppose putting "Vol. 3 and Vol. 4" on the box wouldn't have helped sales.

I can already see one big difference between this and the other two games: it was only released on three systems, none of them Japanese. Plus anyone who'd been playing through the series on 8-bit machines was entirely out of luck here, though that was true in general at this point. The NES held on for one more year and a few C64 and ZX Spectrum D&D games were still waiting for their European release, but I'll not be needing to boot any of those systems up again going forward.

Okay, there will be some SPOILERS below for this and the earlier games, which will also be spoilers for the books. But I don't expect to get very far in it.

Friday, 28 August 2026

Dungeons & Dragons Games Vol. 28: Gold Box - Pools of Darkness (MS-DOS) - Part 2

Pools of Darkness Amiga title screen
Today on Super Adventures, I'm getting right back into Pools of Darkness. I didn't actually get around to writing about any of the gameplay in part one, and I feel like that's something people clicking on a game article might be interested in.

The Pool of Radiance saga started on nine systems, but now there are just four left: IBM PC, Commodore Amiga, NEC PC-98 and Apple Macintosh. That's one less than last time, as the venerable Commodore 64 has finally retired. It was the final 8-bit computer left standing, but that era is now over.

Those four systems were the only ones to get the full saga, and that includes the books. There are only three novels: Pool of Radiance, Pools of Darkness... and Pool of Twilight. So they skipped the middle and added an extra story at the end.

I'm still playing the PC game, but I thought I'd show the Amiga title screen this time for the sake of variety. It doesn't add much variety though, as it's the same picture with fewer colours. Commodore really needed to get that AGA chipset out earlier, as even the Amiga's looking dated now.

Alright, beware of SPOILERS beyond this point. Beware of gameplay too, hopefully.

Dungeons & Dragons Games Vol. 27: Gold Box - Pools of Darkness (MS-DOS) - Part 1

Pools of Darkness MS-DOS title screen
Developer: SSI | Release Date: 1991 | Systems: DOS, Amiga, Mac, PC-98

This week on Super Adventures, I'm checking out the climactic chapter of the Pool of Radiance saga: Pools of Darkness. There was once one pool but now there are more.

I've played so many Gold Box RPGs now. I'm two games into the Krynn trilogy, I just started the Savage Frontier duology, I tried Neverwinter Nights for ten minutes, and I even checked out Buck Rogers: Countdown to Doomsday. But this is the first time I've reached the last game in a series! This is A FORGOTTEN REALMS Fantasy Role-Playing Epic, Vol. IV!

You can tell just from the title screen that the game is running in 256-colour VGA. That's nothing new, Gateway to the Savage Frontier supported VGA as well, though it seems that this time they weren't shy about using the colours available to them. On the other hand, the classic CGA mode was finally abandoned here, meaning players had no way to switch to eye-searing 4-colour cyan and magenta visuals anymore.

I'm really sympathetic to people who don't like continually upgrading their PC to keep up with modern system requirements... but the game came out in 1991, so if it got anyone to drop CGA and pull the trigger on a new graphics card, maybe even a Sound Blaster too, then it did them a favour.

Anyway, I should inform you that I will not be beating this game and bringing this saga to a satisfying conclusion, but I will be dragging this out over two parts anyway. So there will be SPOILERS here for events that happen early in Pools of Darkness, and it's game #4 so I'll probably end up spoiling something from the other three as well. The heroes survived, there's a starter spoiler for you.

Friday, 31 July 2026

Perfect Dark Zero (Xbox 360) - Part 2

This week on Super Adventures, I'm writing a little more about Perfect Dark Zero.

If you want to read part one, click HERE.

I mentioned last time that Perfect Dark Zero had a bit of a troubled development, but that seems to be true for all the Perfect Dark games to an extent. Even the first game had its problems, as half the team left Rare to start Free Radical Design and make TimeSplitters.

Somehow Perfect Dark  and TimeSplitters both released in 2000, and both continued the spirit of Rare's legendary GoldenEye 007. But Perfect Dark came out late in the Nintendo 64's life and was made by N64 veterans who'd had years to learn the system inside and out, while TimeSplitters was basically a janky stripped-down PlayStation 2 launch title.

Five years later, both games got sequels but this time the situations were reversed. Free Radical's TimeSplitters: Future Perfect showed off what the venerable PS2-era consoles were capable of in the hands of experts, while Perfect Dark Zero was reworked in a hurry to become a launch title for the shiny new and unfamiliar Xbox 360.

And none of these first-person shooters ever got a release on PC, what the hell guys?

Thursday, 30 July 2026

Perfect Dark Zero (Xbox 360) - Part 1

Perfect Dark Zero title screen logo Xbox 360
Developer: Rare | Release Date: 2005 | Systems: Xbox 360

This week on Super Adventures, I'm playing the last of Rare's Perfect Dark games, Perfect Dark Zero! All that great Perfect Dark taste, zero sugar.

The title's actually indicating that this is a prequel, like Resident Evil Zero and Street Fighter Zero (but not Mega Man Zero). Funny thing is, the series already had a prequel, on the Game Boy Colour, so the plot's been moving in reverse. There was a fourth game in development by The Initiative, announced in 2020, but five years later they made another announcement saying that it had been cancelled. And that The Initiative had been cancelled too. (To be fair it seems like the developer barely existed to begin with, as it was shedding staff like crazy.)

Perfect Dark Zero was also in development for five years, which was pretty long for a game back in the early 2000s. It was originally going to be on GameCube, but then Microsoft bought Rare so they had to switch to Xbox. Then it needed a quick next gen upgrade to become an Xbox 360 launch title!

There were 18 games available for the Xbox 360 at launch, including Call of Duty 2, Quake 4, and Need for Speed: Most Wanted, so not a bad list. Though the most successful game by a Microsoft-owned studio... was this! I always assumed the game bombed, but nope it did fine. It sold over a million copies and made four times its money back.

Okay I'm going to be playing the game with Xbox One backwards compatibility, which promises higher resolutions, faster frame rates and improved texture clarity, so hopefully this will be a more pleasant experience for me than people had back in 2005.

Sunday, 19 July 2026

TimeSplitters: Future Perfect (Xbox) - Part 2

This week on Super Adventures, I'm playing a little more TimeSplitters: Future Perfect. I've only played two levels so far and I haven't even tried the multiplayer yet so I need to give it a little more time.

If you want to read part one you can CLICK HERE.

The 'future perfect' part of the title is probably a Perfect Dark reference, as the same people worked on both games... but it also refers to a verb tense that's used for actions that will be carried out before something else in the future. At least, that's the definition I just read. So "Free Radical will have released TimeSplitters 4 before Hell freezes over," would be an example.

Free Radical Design doesn't actually exist at the moment, the latest incarnation fell victim to Embracer Group in 2023, so the chances don't seem good. The new Perfect Dark sequel got the same treatment, as developer The Initiative were closed in 2025. At least James Bond is doing well lately, with First Light being the best received entry since GoldenEye 007. Turns out it helps when developers are allowed to finish what they're working on!

Alright, here's a bit more TimeSplitters: Future Perfect. 

Tuesday, 7 July 2026

TimeSplitters: Future Perfect (Xbox) - Part 1

Developer: Free Radical | Release Date: 2005 | Systems: PS2, Xbox, GameCube

This week on Super Adventures, I'm playing the third and (to this date) final entry in the TimeSplitters franchise, TimeSplitters: Future Perfect. They could've called it TimeSplitters 3 and kept things simple, but they didn't.

Future Perfect was released in 2005, but it was firmly PlayStation 2 generation like its predecessors. In fact the TimeSplitters series spanned the entire era, with TimeSplitters 1 arriving the same time the PS2 made it over to the west, and Future Perfect coming out just before Perfect Dark Zero helped launch the Xbox 360. Wait... Future Perfect, Perfect Dark... that can't be a coincidence.

This was a multiplatform release, so PlayStation 2, GameCube and Xbox owners all got to play it (though not against each other). But there was one system that didn't get a port: Windows PC! Call of Duty 2, F.E.A.R. and Quake 4 all launched on PC first, all in 2005, so it wouldn't have been an absurd idea, even at a time when consoles were king and ridiculous anti-piracy schemes were driving PC gamers to piracy. We could've had a bit of mouse aiming, maybe even some quicksaves, but no.

Alright, I'm going to load up the Xbox version on an Xbox One and I'll keep playing through the single player until either I have enough screenshots or my enthusiasm runs out. And I suppose there'd be no harm in me playing a few rounds of the multiplayer afterwards.

Thursday, 25 June 2026

Dungeons & Dragons Games Vol. 26: Gold Box - Gateway to the Savage Frontier (MS-DOS) - Part 3

This week on Super Adventures, I'm playing some more of Gateway to the Savage Frontier! Not to be confused with Worlds of Ultima: The Savage Empire or Journey to the Savage Planet.

It occurs to me that I've got no idea what your opinions are about me dragging games out for two or three parts instead of getting to the point and moving on. If it makes you feel any better, this is still the same amount of words and pictures as a two-parter, I just split them across three pages so it's less of a gruelling marathon to get through (for both of us).

Alright, you're currently reading part 3. You can find part 1 HERE and part 2 HERE. If you decide to stick around then beware of SPOILERS.

Monday, 22 June 2026

Dungeons & Dragons Games Vol. 25: Gold Box - Gateway to the Savage Frontier (MS-DOS) - Part 2

Gateway to the Savage Frontier Amiga title screen
This week on Super Adventures, I'm still playing the DOS version of Gateway to the Savage Frontier!

Though I decided to show the title screen from the Amiga port this time and I really shouldn't have bothered. It turns out that the only difference between the two is that some of the dots are purple in the Amiga game and green in the PC game.

There's no flashy PC-98 version to show off this time and I already showed the C64 title, so that's it really. We're past the days where there were a dozen competing computer formats, and they didn't go wild and port it to the Phillips CD-i or Atari Lynx or something.

Still, they did alright on PC, at least according to a chart I saw in Computer Gaming World issue #89 which said it was the best selling MS-DOS game in North America in August 1991!

Okay, this is part 2, so if you want to read part 1 you should CLICK HERE. Otherwise carry on reading what you're reading, though I'm getting deeper into the story now so beware of SPOILERS.

Friday, 19 June 2026

Dungeons & Dragons Games Vol. 24: Gold Box - Gateway to the Savage Frontier (MS-DOS) - Part 1

Developer: Beyond Software | Release Date: 1991 | Systems: DOS, Amiga, C64

This week on Super Adventures, I'm back to Dungeons & Dragons with Gateway to the Savage Frontier!

The opening titles call it a "Forgotten Realms Fantasy Role-Playing Game, Volume I", and I remember seeing that on a bunch of earlier titles as well. Though Pool of Radiance called itself a 'Fantasy Role-Playing Epic Vol. I' and Eye of the Beyonder was a 'Fantasy Role-Playing Saga Vol. 1' so they're a little different. And Champions of Krynn wasn't even set in the Forgotten Realms!

This is yet another Gold Box RPG, the 7th or 8th of them so far, but this time Strategic Simulations Inc. handed the reins over to Don Daglow's Beyond Software. Daglow was already a veteran RPG game designer at this point, having created one of the first RPGs ever made, Dungeon, in 1975 for PDP-10 mainframes. He also invented the concept of having a circle under the selected player in sports games, apparently.

You could argue that 1991 was the wrong time to start a whole new RPG saga with the ageing Gold Box engine, especially as there were two other D&D series still going and the games were already getting accused of being archaic. I think SSI may have actually agreed the engine was out of date, as they had new engines on the way for the Dark Sun and Ravenloft games. Fans just had to hang in there for a couple more years.

The Gold Box engine had gotten a bit of an update at least, with Buck Rogers XXVc: Countdown to Doomsday introducing 256-colour VGA graphics. This is the first D&D RPG to make use of the upgrade, plus it introduces Sound Blaster support for proper sound effects! I'm not getting my hopes up for a soundtrack though.

Monday, 8 June 2026

TimeSplitters 2 (Xbox) - Part 2

TimeSplitters 2 title screen Xbox One
This week on Super Adventures, I'm playing a little more of TimeSplitters 2! Just a little bit more, not much.

TimeSplitters 2
came out in October 2002, around the same time as games like Medal of Honor: Allied Assault, Metroid Prime and 007: Nightfire. Also No One Lives Forever 2, Red Faction II, Unreal II and Star Wars: Jedi Knight II - Jedi Outcast. It was a great time for fans of single-player first-person shooter sequels, and the multiplayer was pretty decent as well.

In fact many would argue that the best first-person console multiplayer was right here in TimeSplitters 2, especially if you didn't have an Xbox for Halo. But right now I'm more interested in the game's single-player and I've only made it up to level two so far so I need to pick up the pace.

If you want to read what I said about level 1 you should CLICK HERE. Otherwise, I'm just going to jump straight into the next level.

Sunday, 7 June 2026

TimeSplitters 2 (Xbox) - Part 1

TimeSplitters 2 title screen Xbox One
Developer: Free Radical | Release Date: 2002 | Systems: PS2, Xbox, GameCube

This week on Super Adventures, I'm playing the second TimeSplitters game! Which, by pure coincidence, is also the second TimeSplitters game to never get a PC port. 

The PlayStation 2 release was joined by Xbox and GameCube versions this time, but it still never made it to mice and keyboards. There should be some kind of law against releasing a first-person shooter on everything but PC, because that just doesn't make any sense. Plus it's cruel, to me personally.

I'm going to be playing the Xbox version on an Xbox One through the miracle of backwards compatibility, as they started selling it again a few years back. Perhaps they saw all the people buying Homefront: The Revolution after we learned that the game is hidden inside as a bonus feature, and realised they were leaving money on the table.

The original TimeSplitters game was a bit of a unknown to me when I wrote about it a couple of years back, but this one I'm already familiar with. I played a lot of TimeSplitters 2 back in the day, mostly the deathmatch actually. See, I do play multiplayer sometimes! But this time around my plan is to try the first few single-player levels, about an hour of gameplay. Then I'll show a picture of the multiplayer menu, say I'm very impressed by all the modes it has, and then skip to the part where I wrap things up.

Semi-Random Game Box