Games developed by Midlothian Software
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Borderworld
Borderworld is a captivating science fiction adventure game that debuted in 1996, developed by an innovative team called the Dreamers Guild. This DOS-based title quickly gained attention for its distinct blend of exploration, puzzling gameplay, and a richly imagined universe. At its core, Borderworld invites players to navigate an interdimensional realm, where diverse environments teem with alien life forms, vast landscapes, and enigmatic challenges.
Set against a backdrop of intricate graphics—though primitive by today’s standards—the game transports players to various worlds, each uniquely designed to enhance the immersive experience. The aesthetic choices made by the developers create a sense of depth and wonder, as players encounter bizarre creatures and unravel the mystery of their surroundings. Notably, the game’s visuals were complemented by an atmospheric soundtrack that further enveloped players in its enigmatic narrative.
One of the defining features of Borderworld lies in its nonlinear gameplay. Players are encouraged to engage with their environment creatively, often relying on problem-solving skills to progress. Each world presents players with unique challenges that require strategic thinking, making exploration not just about discovery but also about clever interaction with the game’s mechanics. This aspect of gameplay caters to a range of player styles, ensuring that both those who thrive on exploration and those who enjoy intellectual challenges can find satisfaction.
Moreover, the storyline intricately woven throughout the gameplay adds layers to the experience. With themes of isolation, discovery, and the quest for understanding, players are not just exploring worlds but are also uncovering deeper narrative threads that compel them to continue the journey. Engaging with characters and deciphering the lore behind each realm invites a sense of purpose, encouraging dedication as players uncover the secrets of the Borderworld.
Despite its initial release over two decades ago, Borderworld maintains a cult following among nostalgia-driven gamers. Its unique combination of exploration, artistic design, and storytelling resonates with those who appreciate early adventure titles that prioritize creativity and imagination. As video games continue to evolve, Borderworld serves as a reminder of the artistry and ingenuity present in past innovations, inviting newcomers and long-time fans alike to step into its one-of-a-kind universe.
Borderworld exemplifies the charm of the 90s gaming era, where creativity often triumphed over technological limitations. Through its diverse environments and engaging narrative, the game remains a significant piece of gaming history, reflecting both the aspirations of its developers and the vibrant imagination of its players. In exploring its vast dimensions, players are led on a timeless adventure that lingers in the minds of those fortunate enough to embark on the journey.
Savage Future
Savage Future is an action-adventure (role-playing according to the author) game set in the distant future (circa the year 4537) in the land of Medigar, when Furries are viewed with suspicion, and even hunted by humans, who are on the rise in the world. The world itself has suffered a nuclear holocaust, which has forced some humans to go underground, has opened dimensional holes to demonic worlds, from which monsters are entering Vor Terra, and as always, some need others to blame, and the furries become scapegoats.
The protagonist, Rolanfox, reappears from the previous game The Darkest Night, in the form of a time traveler from the past (year 2457), following the trail of his missing uncle Yowler, the inventor of a time machine. The time-traveling uncle was trying to change the future to prevent the extinction of the furries, which some fanatical humans blamed on a drought, but somehow he got lost some 2000 years in the future, and now Rolanfox will try to find and rescue him, and possibly help prevent the extinction himself.
The main screen of the game is presented as an overview map, where the player character is represented as a small red dot, moving around and encountering random enemies to fight, finding various food sources or visiting locations such as human or furry cities/towns, subway areas, caves or towers.
While all creatures encountered in the wild are hostile, in towns and cities there are friendly or neutral locals to chat with, bar gossip to listen to, and healers and stores to get help and perishable items from.
By talking to the locals, you get clues on what to do to avoid the impending disaster, and where to go and what items you need to find your uncle.
The only weapon Rolanfox has is a gun - a gadget his lost uncle has brought back from his travels - which needs bullets, and although they are effective, these bullets must be purchased in stores, in exchange for money.
How does one get the money? Well, there are some fanatical knights who roam the wilderness, looking for furries to kill, and they are the only way to get money at first. No other monsters carry gold; but there are small caches of money hidden in caves that can be found by wandering around fighting troll-like creatures, mutants from the past nuclear war - only you need to buy a light source to see underground, and possibly a map that pinpoints the locations of the caves, so at first you really need to bag these knights for their gold.
The game is free, or by donation, and a sequel is being developed for release in 1999.