System: PC
Also Available on: Mac, Linux (Exile III only)
Genre: Role-playing
# of Players: 1
ESRB Rating: N/A
US Release: January 1995, November 1995, and January
1997
Developer: Spiderweb Software
Publisher: Spiderweb Software
Review by: Meteo Xavier
Like the fabled Simpsons switch to HD, or analog cable going
the way of my nutsack, or the untimely yet strangely convenient death
of EGM, GameCola will soon
cease to exist as a monthly periodical,
finally killing a legacy that was molested and sealed away from
sociological decorum the minute Meteo Xavier joined the writing staff.
And the timing couldn't be better.
I mean, c'mon—even electronic print is
dead. If I had even the slightest iota of an idea of what modern
people do nowadays, you can bet I'd end the sentence on that. GameCola
as a monthly e-zine could only guarantee like 20 minutes of attention
from a reader. Once you'd read the latest
pixilated
Mary Worth
by Jeddy, or indulged in the inch of
comic
rainwater
Zach Rich thinks he brings to the table, or absorbed the monthly
sexist column of
pure Swedish horse crap
by Vangie Rich (who I'm absolutely sure is
Michael
Ridgeway
wearing my mother's hairpiece), or watched Nathaniel Hoover blowjob
his way to Employee of the Month month after month by
writing
everything
that isn't tied down with piano wire by Michael Gray in Michael's
desperate
quest
to
justify
his
useless
life force
by being the first person to ever "suicide by journalism"...
...well, after that, what else is there
until next month?
GameCola's new shift means you'll have
a reason to check us out every day. That means more $$$ for us (for
lack of an American cent symbol on my keyboard) and more chances to
hire better writers for more creativity! We'll beat
Penny Arcade
yet, so help me God.
And to celebrate GameCola's glorious
death and tragic rebirth, I'm closing out my tenure as a monthly
reviewer with a GLOWING review of a trilogy that should be on the
Wii’s Virtual Console:
X.
Isle.
 |
| Exile: Escape from the Pit |
12 years ago, my family bought a
Macintosh from Wal-Mart. First computer we owned of any kind. We
almost killed it. We almost killed EACH OTHER with it, but I have some
VERY fond memories thanks to the shareware community. We indulged in
many an amateur title. Tetris Max. Yipe! Mantra.
TaskMaker. Tomb of the TaskMaker. Realmz.
But NONE compared to the almost
effortless performance of the Exile trilogy.
Even in its plainest summary, Exile
still inspires much enthusiasm. It’s a cross between a tactical RPG
and an action-RPG. In other words—chess-style fighting with serious
exploration. And hell's balls, what exploration...
Today, these games would be nothing
special, but back in the middle of the last decade, this was some
serious shit. All the titles are totally non-linear, which for me is
usually a turn-off, but the ease and enormousness of exploration make
it totally worth playing them to the end, which could take anywhere
from 40 to 160 hours from the start in all three games.
In the first title, Exile: Escape
from the Pit, you control upwards of SIX silent
protagonists (take THAT, J-RPG model!) who were sent underground by
the Empire in what is basically how Australia was born. And, like in
Australia, you deal with giant lizards, poison boars, felines with
Germanic armory, Wights, and a world of nothing but subterranean hell.
You have three basic goals in the first game: Kill the Emperor, kill
the Archfiend, and secure an escape route to the surface.
Exile II: Crystal Souls is
broken up into chapters and is decidedly more linear in its story, but
it still never points a gun to your head. This time, while you still
fight with the armies of Exile—the cats, lizards, spiders, and
Empire—you also discover an alien race way, WAY off in distant lands
beneath the surface who help you land crushing blows to the invading
Empire.
 |
|
Exile II: Crystal Souls |
And the third, longest, and definitely
most adventuristically accomplished title in the trilogy, Exile
III: Ruined World, has you finally returning to the surface only
to deal with five MAJOR plagues by conspiring with the demons you
sealed in the first game plus the alien race who helped you in the
second.
And every single minute is worth
playing.
Across the three titles is almost two
to three years of religious exploration and battle. Storming a
fortress with just six characters, where you gang-fight 20 to 40
googlies, plus the leader, just so you can find the five to six hidden
rooms or passageways in any given map, has never been and never will
be as much fun as it is here. And there's a LOT of loot. You'll find
badly needed foodstuffs and gold all the time through hidden layers.
You'll find a multitude of sidequests; you'll enjoy scripts upon
scripts of awesome dialogue. Somehow, it NEVER gets old.
And the battles are a lot of fun, too.
If you fight in a town or dungeon, you basically choose when you want
the fight to start, which can lead to interesting strategies. Nothing
beats mowing down a whole garrison with one well-timed fireball. And
even the dungeons themselves can be really, really fucking cool, like
this one particular vampire cave, and some of the optional caves in
Exile III boast the height of creativity within Exile's
very simple programming. It’s just simple, smooth, fun, effortless
exploration, and somehow it NEVER gets old.