FLASHBACK (SMD)
LANDMARK LEVELS: NEW WASHINGTON
Mega Drive | 1992 | Cinematic Platformer | U.S. Gold | Delphine International Software
By Tom Clare © 2012. Posted 5th August 2012.
By Tom Clare © 2012. Posted 5th August 2012.
If Flashback’s gorgeous though perhaps slightly impersonal opening in the lush alien jungles of Titan was to serve as a taster of things to come, then New Washington was the glorious realisation of Delphine Software’s ambition and imagination. The best segment from the best game of the early nineties, it truly was the level that had it all.
It kicks off with protagonist Conrad Hart happening upon a futuristic urban metropolis, a complete change of direction from the dense greenery he’d had to wade through in the opening level. The first meaningful act upon arrival is to free his friend Ian from incarceration by the city’s police. Conrad duly learns (through gorgeous animated cut-scenes) of how Titan’s aliens had spirited him from Earth after taking umbrage with his discovery of their invasive presence within the human populous. The long and short of it is, his only route back to Earth is through conquering Death Tower; a life-or-death game show homage to The Running Man, which forms the basis of another superlative Flashback level (it has quite a few crackers, don’t you know). First though, he must earn enough to buy documentation, and that means working in New Washington.
"the level broke radically from platform/adventure
conventions of the time. This was no simple ‘head right and reach the finish in
two minutes’ sort of level, but a network of stations linked via funky, futuristic
shuttles"
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Notable for its innovative sector-based layout, the level broke radically from platform/adventure conventions of the time. This was no simple 'head right and reach the finish in two minutes' sort of a level, but a network of stations linked via funky, futuristic shuttles. There were four in all, each with its own highlights. Asia’s where you begin and sees Conrad playing courier to a parcel collection, whilst Africa raises a smile with its dig at accountancy, as his attempts to gain a work permit sees three cashiers each telling him to head for a different booth. America’s bar, with its sleek neons and seedy, hard-boiled undertone draw parallels with BladeRunner, with the filmic nods becoming more pronounced when you're tasked with tracking a rogue replicant who's in hiding. Last but not least, Europa is the centre of operations as this is where jobs are accepted and money made.
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Stylish and immensely well-constructed, New Washington carried about it a mature cadence through its muted but stylish, Total Recall-esque nature-meet-science backdrops. More significantly, it engineered a blend of shooting, exploration, role-playing and platforming that were not only individually of the highest calibre, but gelled so effortlessly that you could have sworn this setup was routine...
...Which, of course, it most definitely was not – and that’s part of why it’s so special. Next to the fleeting, blink-and-you’ll-miss-it dashes that frequented most platformers of the time, New Washington was positively mammoth, lasting considerably more than an hour at the first attempt. By this stage of the game, the player is just starting to appreciate the unorthodox though sublime platforming controls, whilst having people to chat to here and there adds a layer of atmosphere, hinting at a depth to the alien homeworld that was understandably nullified in the jungle environs.
...Which, of course, it most definitely was not – and that’s part of why it’s so special. Next to the fleeting, blink-and-you’ll-miss-it dashes that frequented most platformers of the time, New Washington was positively mammoth, lasting considerably more than an hour at the first attempt. By this stage of the game, the player is just starting to appreciate the unorthodox though sublime platforming controls, whilst having people to chat to here and there adds a layer of atmosphere, hinting at a depth to the alien homeworld that was understandably nullified in the jungle environs.
The five missions, like levels within a level, are a superb mix. A simple parcel delivery starts things off, followed by an escort mission through a dangerous restricted area whereby Conrad must clear the way for a VIP. Neat enough, but then things really start to pick up speed; the aforementioned hunting of a dangerous fugitive comes next, and makes for an exciting and unpredictable sequence of events. Perhaps the pick of the jobs though is an unbelievably tense platform section in which Conrad is tasked with replacing a circuit in the midst of a malfunctioning computer terminal. Sounds simple enough, until you discover it's on the verge of meltdown, and all set to blow you to smithereens if you don't get the job done within the tight time-limit. Alarms blaring, an anxiety-inducing shock-red hue to the surrounds and a catalogue of tricky platform hazards all call for a cool head. The relief when you finally string it all together in one run is palpable. No rest for the wicked though; complete that and there’s still one final pay day; the small matter of wiping out a colony of mutants not only strong in number, but devious with their booby-traps.
...And so by the time you’ve amassed the 1500 credits needed to land Conrad in more hot water, there's a real sense of accomplishment. New Washington is memorable for so many reasons. The stunning, sci-fi dystopia design; the superbly atmospheric locations; the absolute consistency, quality and sheer enjoyment of all the missions and tasks that need to be undertaken. Most developer's wouldn't have dreamed of something so ambitious, but Delphine showed not only great vision, but real talent to make it a reality, and in a game that was never short of stand-out moments, New Washington proved the jewel in Flashback’s crown.
...And so by the time you’ve amassed the 1500 credits needed to land Conrad in more hot water, there's a real sense of accomplishment. New Washington is memorable for so many reasons. The stunning, sci-fi dystopia design; the superbly atmospheric locations; the absolute consistency, quality and sheer enjoyment of all the missions and tasks that need to be undertaken. Most developer's wouldn't have dreamed of something so ambitious, but Delphine showed not only great vision, but real talent to make it a reality, and in a game that was never short of stand-out moments, New Washington proved the jewel in Flashback’s crown.