G-Nome
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G-Nome | |
---|---|
Developer(s) | 7th Level |
Publisher(s) | |
Director(s) | Bill Fahle |
Producer(s) | Dan Donahue Todd Porter |
Designer(s) | Bill Fahle Dan Donahue Todd Porter |
Artist(s) | Jerry O'Flaherty Jay Lee |
Writer(s) | Dan Donahue |
Composer(s) | Chris Boardman |
Platform(s) | Microsoft Windows |
Release | |
Genre(s) | Mech simulation |
Mode(s) | Single-player, multiplayer |
G-Nome is a mech simulation video game developed by 7th Level. Publisher difficulties led to it having a protracted development cycle. Originally intended to be published by Merit as a DOS-based title, it was ultimately released on February 28, 1997, as 7th Level's first 3D game.[1] Reviews upon release were unenthusiastic, as critics found that while the main selling point (that characters could leave their mechs and commandeer others) was innovative, the overall execution of the game was weak. G-Nome was followed up by a real-time strategy spin-off called Dominion: Storm Over Gift 3, developed by 7th Level, but acquired and released by Ion Storm.[2]
Gameplay
The entirety of G-Nome's gameplay is based around close-surface combat, by the means of direct foot movement or the occupancy of vehicles. The majority of the vehicles are bipedal assault machines called "HAWCs", (Heavy Armored Weapons Chassis), that usually carry between two and four weapon mounts, which vary between laser pulse weapons, machine guns and missiles.[3] Aside from the HAWCs, each of the races in the game maintain hovercraft and armored support vehicles, for strategic insurance and variability. Larger vehicles are capable of carrying passengers, although the well-being of the pilot and the vehicle's maintenance greatly affects the longevity in which the passengers may occupy the vehicle. Foot combat is generally disadvantaged to opponents occupying vehicles; however, ground soldiers are equipped not only with low-energy laser rifles, but non-lethal grenade launchers called GASHRs, which upon impact, will eject the occupants of any vehicle or structure.[4]
G-Nome features four alien factions- the Darken, the Union, the Mercs and the Scorp. Each of these races represent a certain environmental theme; the Darken are desert-themed, the Union-centered portion takes place in a volcanic land, the Mercs are snow and ice-themed and the Scorp are nature-themed. All the races maintain similar naming conventions and strength orientation in regards to their vehicles and structures, with certain attributes of one vehicle having a relative advantage over the other. The one exception to this would be the Mercs, whose faction features an extra vehicle and all their vehicles do not feature auto-eject systems upon destruction, causing a guaranteed fatality, if not attended to.[5]
Story
The game takes place in the year 2225, A.D., on the remote world of Ruhelen in the Omicron Reticuli star system. Humanity has become space-faring, under a government called the Union Alliance, which is at odds with the alien Scorp faction, as well as the Darkens and Mercs - all of whom vy for control of Ruhelen. The discovery of the mineral-rich Phygos star system nearby has upset the tenuous strategic balance of the four races, leading to speculation of an inevitable war. The player assumes the role of Sergeant Joshua Gant, a retired Union Intelligence Acency, (UIA), operative, who for the past ten years, has experiencing nightmares from a mission that resulted in the loss of his best friend and comrade, Ron Pearl. Gant is contacted by UIA director General Allance Wilkins, who reinstates him immediately for a covert mission. The Scorp have been conducting top-secret biological warfare experiments upon human prisoners of war, in order to create a mutated super-soldier dubbed the "G-Nome". Gant is to euthanize the G-Nome and destroy the Scorp facility that has been housing the experiments. For assistance, Gant is assigned a team that includes his old friend and munitions expert, Sergeant Stephen Kylie, the UIA's most accomplished geneticist, Doctor Victoria Thane and an undisclosed final member of the team operating within the Scorp territory.
Gant begins his mission by traversing the Darken Republic on foot and strategically taking out any opposition that would hinder his objective of rendezvousing with Kylie. United once again, the duo embark across the Merc territory to meet Thane, who has been on a separate assignment. Thane identifies some specialized Merc technology stored away at a facilitated structure called the Citadel upon a mesa called Caracon as the means of neutralizing the G-Nome. After acquiring the technology, the team heads for the Scorp territory.
Gant and his team bypass the heavily-defended Scorp border, where he is introduced to the final member of his team: Major Jack Sheridan, a Scorp specialist responsible for the loss of Pearl. Sheridan leads the team to the laboratory, then betrays the mission by killing Gant, capturing the G-Nome and allowing for Kylie to be captured by the Scorp. The Scorp ally with the UIA, to prevent Sheridan from cloning the G-Nome at a genetic recombination laboratory located within the volcanic Shalten Frontier.[6]
Gant's team destroys the laboratory, though Sheridan kills Kylie immediately after. Gant pursues and kills Sheridan. The G-Nome breaks out of the cargo bay of Sheridan's vehicle, leading to Gant tranquilizing it. While examining a marker upon its paw, he discovers that Pearl is the G-Nome. Gant allows the G-Nome to flee before the UIA forces arrive. The G-Nome is seen heading toward the sunset in the ending credits of the game.
The UIA rummage through the remains of Sheridan's laboratory, where Wilkins personally retrieves a petri dish labelled "G-NOME: PEARL". In the aftermath, the Scorp declares war on the Union Alliance, in retaliation for the mission. Reports leak of a covert UIA operation intended to destroy the Scorp G-Nome facility, but are denied by both the Union and the Scorp, while Wilkins unexpectedly resigns, causing public speculation that the alleged operation ended in failure.
Development
G-Nome made its first public appearance in the form of conceptual video footage shown at publisher Merit's booth at the Summer 1994 Consumer Electronics Show.[7] Merit suffered from a number of financial setbacks, delaying the game, and the game's developer, Distant Thunder, was later acquired by 7th Level.[7]
Producer Todd Porter commented on the advantages of switching the development environment to Windows 95: "It's a real time, 3D, texture-mapped, polygon game. We're getting benchmarks that are just incredible right now. We're already a Windows-based company, so working with DirectDraw and Direct Access was a no-brainer. We did the Direct Access in October and what we saw was an immediate increase in speed. Another great thing about it is that we can play in any resolution, 320x200 all the way to 1280x1024."[7]
Reception
Publication | Score |
---|---|
Computer Gaming World | [8] |
GameSpot | 6.2/10[9] |
Next Generation | [10] |
PC PowerPlay | 80%[11] |
A Next Generation critic hailed the ability to exit one's mech, wander around on foot, and take over other characters' mechs as a never-before-seen feature, and praised the mission designs for their combination of fun "blast-fests" with ingenuously conceived infiltration missions. He nonetheless concluded that "While it admittedly introduces some interesting new elements, G-Nome doesn't put much of a dent in the MechWarrior genre."[10] Stephen Poole similarly remarked in GameSpot, "The good news is that G-NOME has several unique (and pretty cool) features that you won't find in any other mech game; the bad news is that muddy control, graphics glitches, and a sparse manual keep it from being the best it can be." Besides the ability to take over mechs, he was pleased with the high level of control over one's teammates, but found that control issues make even basic maneuvers unreasonably difficult. He particularly criticized the fact that when on foot, the player character fires in the direction he's running instead of the direction he's facing. His final assessment was that players who can master the frustrating controls would still find the game worthwhile for its gameplay innovations.[9] Greg Fortune of Computer Gaming World was less forgiving: "Vehicle independence is a great concept, but it is so poorly implemented here that it detracts from the game rather than enhancing it." Like Poole, he ridiculed the inability to fire in alternate directions when on foot, and additionally criticized the cockpit display, omniscient radar, troublesome targeting, pixelation, weak enemy AI, and repetitive multiplayer combat.[8]
G-Nome commercially "flopped", according to the Dallas Observer.[12]
References
- ^ "7th Level debuts G-NOME; Its first realtime rendered 3-D game". Business Wire. 1995-11-14. Retrieved 2011-02-05.
- ^ "Top Ten (10) Video Game Disasters". Guns Lot. 2007-07-15.
- ^ Poole, Stephen (1997-03-13). "G-NOME Review". GameSpot.
- ^ Fenn, Laurence (October 1997). "G-Nome by 7th Level". Orchard of Oddities.
- ^ Albach, Russell. "G-NOME". PC Alamode Magazine.
- ^ Giovetti, Al. "G-Nome". The Computer Show.
- ^ a b c "G-Nome". Next Generation. No. 18. Imagine Media. June 1996. p. 105.
- ^ a b Fortune, Greg (June 1997). "More Dove than HAWC". Computer Gaming World. No. 155. Ziff Davis. p. 144.
- ^ a b Poole, Stephen (March 13, 1997). "G-NOME Review". GameSpot. Retrieved 2011-02-05.
- ^ a b "Finals: G-Nome". Next Generation. No. 30. Imagine Media. June 1997. p. 126.
- ^ Stepnik, March (August 1997). "G-Nome". PC PowerPlay (15): 64.
- ^ Biederman, Christine (January 14, 1999). "Stormy Weather". Dallas Observer. Retrieved September 30, 2018.
External links
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