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Browse games starting with E

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E-Type

E-Type is a classic racing game that was released for the BBC Micro in 1990. Developed by The Fourth Dimension, this game received critical acclaim for its stunning graphics and immersive gameplay. Inspired by the famous Jaguar E-Type car, the game allows players to become a skilled racer and compete in various challenging tracks. One of the most striking features of E-Type is its beautiful graphics. The game truly captures the essence of the iconic Jaguar E-Type car, with its sleek design and vibrant colors. The developers have also paid great attention to detail, making sure that every aspect of the car and its surroundings are accurately depicted. This not only adds to the overall aesthetic of the game but also enhances the player's experience. In terms of gameplay, E-Type offers a variety of modes to keep players engaged. From time trials to championship races, players can test their skills in different settings. The game also includes a multiplayer option, allowing players to compete against their friends. The controls are smooth and responsive, making it easy for players to navigate through the tracks and execute precise maneuvers. The tracks in E-Type are another highlight of the game. Each track has its own unique challenges and obstacles, keeping the gameplay fresh and exciting. From sharp turns to steep slopes, players need to master their racing skills to come out on top. The developers have also added a realistic weather system, making the racing experience even more dynamic. Players need to adapt to changing weather conditions, adding a layer of strategy to the game. Aside from the impressive graphics and gameplay, E-Type also boasts a stellar soundtrack. With its upbeat and energetic tunes, the music perfectly complements the fast-paced racing action. The sound effects also add to the immersion, from the roar of the engine to the screeching of tires, every aspect of the game's audio is top-notch.

E.L.I.T.E. Corp.

Windows 2007
E.L.I.T.E. Corp. unfolds on a rain slick cityscape where towering glass hides a web of surveillance and power. Released for Windows in 2007, the game frames you as a junior analyst who slips into a colossal firm through back channels and veiled agendas. The premise leans toward corporate intrigue and upward hunger as you cross gleaming foyers, secret data vaults, and locked security stairwells. The mood rides a line between noir moodiness and surgical precision, echoing the cold arithmetic of control. Gameplay blends stealth corridors, access code rites, and bruising first contact with vigilant night guards. The design centers on mission based play that rewards careful mapping and adaptable steps. You assemble intel, tweak security grids, and drop decoys to misdirect rivals away from sensitive files. Combat favors precision over spectacle, offering a workable cover system, modular gadgets, and a hacking minigame that feels like a tense cipher challenge. Player decisions steer routes and unlock subtle alternative outcomes. The visuals mirror the mid two thousands PC aesthetic with clean textures, reflective surfaces, and solid geometry that age tolerably. Environments range from sterile data centers to rain slick rooftops, each scene built with deliberate lighting. The sound design leans into restrained synths, soft percussion, and the whine of cooling fans plus elevator cables. Voice acting carries a practical cadence, delivering lines without flourish yet preserving a sense of professional resolve that underpins the plot. The story grips with a sharp view of power. Characters drift between ambitious schemers and insiders who see scant room for ethics in a system built on leverage. The writing does not spell out every answer, inviting players to weigh loyalty against profit. Branching moments let choices alter alliances, shift agendas, and tint the workplace with unintended consequences. The central meditation on surveillance, data ownership, and personal autonomy remains sharp for a game born in a time when DRM was common in PC titles. On its release, E.L.I.T.E. Corp drew mixed notices that praised its careful design while critiquing its uneven pacing. In retrospective regard, it emerges as a hidden gem of 2007 era PC gaming, a title that dared to treat enterprise life as a labyrinth rather than a mere backdrop for gun battles. The game influenced later simulations and narrative driven experiences by showing how quirky systems and moral puzzles can coexist. It remains a memory for players who relish clever tradeoffs inside closed corporate worlds.

E.R. Mania

Windows 2009
In 2009 the Windows world received a curious entry named E.R. Mania, a title that tried to merge frantic arcade pulse with the tremors of a hospital ward. Players assume the role of an overworked ER physician juggling triage, inventory, and midnight chaos. The chrome of medical gear contrasts with neon dashboards, creating a mood that teeters between clinical precision and feverish urgency. It is not a glossy blockbuster, yet it carries a stubborn charm that invites stubborn play daily. Gameplay hinges on rapid decision making rather than long cinematic sequences. The interface favors tactile quickness: hotkeys for meds, a radar for patient flow, and a cluttered map that reveals gaps in the ward like open wounds in service. Patients arrive with flickering health bars, each requiring a different combination of attention and equipment. Balancing supply stock, staff assignments, and patient comfort creates a dance where minutes vanish and outcomes hinge on small, precise actions. The tension never fully calms. Visually E.R. Mania mixes pixel simplicity with pragmatic detail. Pixel art characters wear expressionless masks while the patient sprites pulse with indicators of distress. Lighting leans toward clinical fluorescents, which exaggerates sweat on brows and the glint of instruments. Ambient sound punctuates every crisis a distant pager shriek, sirens, and the soft hum of monitors. The audio design gives a sense that the ward exists beyond your screen yet remains stubbornly tangible. Color choices reinforce urgency without overwhelming the senses. Despite the frenetic surface E.R. Mania reveals a surprisingly considerate undercurrent. Dialogues, when present, feel sparing yet pointed, sketching relationships among hospital staff rather than a grand plot. Difficulty scales in stubborn stages that reward discipline over luck, encouraging multiple retries rather than punitive punishment. Some critics noted technical quirks and crude animations, but fans praised the game for encouraging adaptive thinking and teaching resilience in the smallest boundaries of a shift. Its modest footprint inspired future experimental hospital sims. The game feels like a time capsule from a cycle when indie titles experimented fearlessly with genre borders. E.R. Mania may not dominate lists, yet it left a mark on players who crave tactile control and brisk moral debates under pressure. For anyone curious about the edges of medical themed games it offers a brisk, idiosyncratic ride through a night shift that refuses to quit. Those who finish the run often remember the pulse more than the score.

E.S.S Mega

DOS 1991
Probably the most obscure game ever made by quirky French developer Coktel Vision (Gobliiins, Lost in Time). E.S.S. Mega (also known as European Space Simulator Mega) is a lackluster space shuttle simulator that strives to strike a balance between realism and gameplay, but fails to do so. To be sure, the game has a lot to offer. There's a lot of eye-catching 3D modeled graphics that make Virgin's venerable shuttle look like a kindergarten coloring book. There is a lot of information in the game's space database and quite a bit of gameplay depth. In contrast to the mission-based structure of Shuttle), E.S.S. Mega is a long campaign similar to Buzz Aldrin's Race into Space, but with emphasis on micro-level decisions (e.g., how much fuel to carry) and then macro-level space program politics. First you'll outfit the space shuttle with cargo, crew, and power. Then you will launch it, fly it, and land it on a shuttle. When your shuttle is in Earth orbit, you'll send up and maintain satellites, and build and manage a space station. All in a day's work. While the various parts of the game are well thought out, the game as a whole comes across as a repetitive and dry simulation that won't hold anyone's interest for long. The game is fairly linear, in the sense that once you try all the options, there is no wiggle room to try a different approach. There are only one (or at most, a few) combinations of cargo, crew, energy, and other options that will succeed, and it lacks random elements that make Buzz Aldrin challenging. Overall, it's worth a look for space fans, but only for its historical interest as one of the rarer space simulations.

E.S.S Mega

DOS, CDTV 1991
E.S.S. Mega, released in 1991, emerges as a standout title in the realm of DOS games, captivating players with its unique blend of interstellar exploration and tactical gameplay. Developed by the innovative minds at the Time Warp Productions, this sci-fi themed strategy game plunges players into a vast universe where they command the titular spaceship, the E.S.S. Mega. The objective is clear: players must navigate through a series of challenging missions, balancing resource management and combat tactics to overcome various adversaries. The game features a rich narrative that unfolds within an intricate universe. Players step into the shoes of a spaceship commander, tasked with crucial missions that often require them to make strategic decisions impacting both their crew and the outcomes of their quests. The storyline, replete with unexpected twists, enhances the gaming experience, as players must juggle their roles as leaders and strategists while dealing with multiple factions vying for power within the galaxy. Visually, E.S.S. Mega employs a distinctive aesthetic that captures the spirit of early 90s gaming. While the graphics may seem rudimentary by today's standards, they possess a charm that resonates with nostalgia. The vibrant color palette and carefully crafted sprites contribute to an engaging environment where players can immerse themselves in humor and conflict. The game's design is complemented by an impressive soundtrack, featuring atmospheric music that further elevates the sense of adventure. Game mechanics are a crucial aspect of E.S.S. Mega's appeal. Combining turn-based strategy with real-time elements, players must master a complex interface to command their spaceship effectively. Decisions made in the heat of battle influence not only the immediate outcome but also long-term success within the game's expansive narrative. The blend of exploration, resource gathering, and combat creates a multifaceted gameplay experience that remains engaging throughout. Community reception of E.S.S. Mega was largely positive, with fans praising its unique approach to strategy gaming. The title found a loyal following among those who appreciated its merging of humor and tactical challenges. While the game did not achieve the same level of fame as some contemporaries, it carved out a niche within the gaming community, being remembered fondly by those who experienced its intergalactic escapades. E.S.S. Mega serves as a testament to the creative possibilities presented by the early days of computer gaming. With its compelling story, charming visuals, and innovative mechanics, it stands as a classic that has managed to endure in the memory of many, exemplifying the adventurous spirit of its time. For those who seek a window into gaming history, diving into the universe of E.S.S. Mega offers an experience rich with adventure and nostalgia.

E.S.S.

E.S.S. (European Space Simulator) challenges the player to manage a space shuttle trip starting from 200,000 coins in cash. Successful actions will lead to an increase in cash, while failed and preparation actions will lead to its decrease. Set in the future, the events of the game begin on New Year's Day 2010 with a preparation phase, in which the player allocates fuel and energy for the trip, assigns scientific and technical crew members, takes part in the orbital station and satellites. The shuttle has limited space to transport and the player must choose equipment and crew wisely. Each effort costs a certain amount of money. Once the shuttle is prepared, it is launched and put into orbit around the Earth. It is possible to build and manage a space station that docks with it and to send and maintain satellites. It is also possible to take the role of an astronaut and exit the shuttle into outer space in an EVA suit. Control of the shuttle and the astronaut in space is done from a first-person perspective. Once all the research is done, the shuttle has to land on a 'shuttle'. This is done manually from a third-person perspective behind the shuttle. An invalid landing will also cost money. The game is localized into English, French, German, Italian and Spanish. It has a sequel: E.S.S Mega.

E.T. Comes Back

Apple II 1984
E.T. Comes Back was a highly anticipated game released in 1984 for the Apple II. Developed by Atari, it was based on the popular movie E.T. the Extra-Terrestrial, which was released two years prior. The game follows the same storyline as the movie, where players control E.T. as he navigates through a maze-like environment on Earth, trying to collect the necessary parts to build a communication device to call his spaceship. The game received mixed reviews, with some praising its graphics and gameplay, while others criticized its difficulty and lack of depth. One of the main draws of E.T. Comes Back was its graphics. For an Apple II game, it boasted impressive visuals with vibrant colors and detailed environments. The game was also one of the first to feature cutscenes, which were animated sequences that advanced the storyline and added an immersive touch to the gameplay. The attention to detail in the graphics was praised by many critics, as it successfully captured the look and feel of the movie. In terms of gameplay, E.T. Comes Back offered a mix of adventure and puzzle-solving elements. Players had to navigate through different levels, avoiding obstacles and enemies, while also collecting parts for E.T.'s communication device. The game had a time limit, adding a sense of urgency and strategy to the gameplay. In addition, players had to use E.T.'s special abilities, such as telekinesis, to solve puzzles and progress through the game. These unique elements added a depth to the gameplay, setting it apart from other games released at the time. However, the game faced some criticism for its difficulty. Many players found it frustratingly hard, with some even calling it one of the most challenging games for the Apple II. The maze-like structure of the game, along with the time limit and enemies, made it difficult for players to progress through the levels. In fact, the game even came with a warning label to warn players of its difficulty. This steep learning curve may have turned off some players, making the game less accessible to a wider audience. Despite its difficulty, E.T. Comes Back was still a commercial success, selling over one million copies within the first few months of its release. However, the game's success was short-lived, as it received negative reception from critics and players alike. Many felt that it did not live up to the expectations set by the movie and was a missed opportunity to create a truly memorable game based on the popular franchise. As a result, the game quickly fell into obscurity and is now mostly remembered as a mediocre game that failed to capture the essence of the movie.

E.T. Phone Home!

In E.T. Phone Home! the player controls Elliott, the hero of the movie E.T. the alien. He has to search his neighborhood for the parts E.T. wants to build his transmitter. Depending on the difficulty level, the player may or may not need all the pieces to complete the game. It is also possible to telepathically communicate with E.T. to remind him which pieces he is looking for. As Elliott searches for the pieces, he is pursued by several men who try to prevent him from completing his task.

E.T. The Extra-Terrestrial

In the annals of video gaming, few titles have achieved such infamy as E.T. The Extra-Terrestrial, released for the Atari 2600 in 1982. Crafted by Howard Scott Warshaw, this title was inspired by Steven Spielberg's blockbuster film of the same name. Despite the movie's overwhelming success, the game quickly became notorious for its poor reception, marking a pivotal moment in the gaming industry that contributed to the crash of 1983. It remains a case study in how expectations and execution can drastically influence a product’s legacy. Designed primarily for the holiday market, E.T. was developed over a mere five weeks, a timeline that ultimately proved to be its downfall. The ambitious goal was to create an engaging gameplay experience that captured the essence of the film's narrative, allowing players to step into the role of the beloved extraterrestrial character. However, the end result was a bewildering game that left players disoriented and frustrated. The simplistic graphics and vague objectives failed to resonate with gamers, resulting in widespread disappointment. A key aspect of the game's design was the need for the player to collect pieces of a telephone, which E.T. needed to contact his home planet. This task became emblematic of the game's flaws, as players often found themselves wandering aimlessly through a pixelated landscape filled with pits that could trap them indefinitely. The mechanics were disjointed, creating an experience that was more akin to a chore than an enjoyable pastime. As word spread about the game’s shortcomings, it quickly garnered a reputation that overshadowed its connection to the beloved film. The aftermath of E.T. was significant for both Atari and the gaming industry at large. The game was produced in staggering quantities, leading to an overstock that culminated in the infamous landfill incident in New Mexico, where thousands of unsold cartridges were buried. This event symbolized a broader crisis within the industry, as gamers began to distrust home console titles and sought quality over quantity. In the years following, E.T. would go on to serve as a cautionary tale about the dangers of rushed development and the importance of quality assurance. E.T. The Extra-Terrestrial stands as a paradox within gaming history. Though it was largely panned and often cited as one of the worst video games of all time, its legacy has endured. The game has sparked extensive discussions regarding design philosophy, marketing strategies, and consumer expectations. Despite its initial failure, E.T. remains a vital part of gaming lore, a reminder that even the most ambitious projects can falter when the pressures of time and expectation collide.

E.T. The Extra-Terrestrial: Away From Home

Windows 2002
E.T. The Extra-Terrestrial: Away From Home is a Windows game that was released in 2002, based on the iconic movie of the same name. Developed by Asylum Entertainment and published by NewKidCo, this game offers players the chance to relive the classic tale in a new interactive format. Set in the familiar world of the original movie, E.T. The Extra-Terrestrial: Away From Home takes players on a journey to help the lovable alien, E.T., find his way back home. The game features stunning graphics, with detailed environments that bring the story to life. From the suburban streets to the dark forest, players will encounter familiar locations and iconic scenes from the movie. The gameplay involves a mix of puzzle-solving, exploration, and action. As players guide E.T. through the game, they will encounter various obstacles and challenges that must be overcome in order for him to return to his home planet. Along the way, players will also encounter characters from the movie, such as Elliot and Gertie, who offer assistance and guidance to E.T. One of the standout features of the game is the ability to use E.T.'s telekinetic powers. With a simple click, players can make objects float and interact with the environment. This adds an extra dimension to the gameplay and allows for creative problem-solving. Players must also collect Reese's Pieces scattered throughout the game, which serve as E.T.'s energy source and must be replenished in order for him to continue his journey. The soundtrack of E.T. The Extra-Terrestrial: Away From Home adds to the immersive experience, featuring the iconic theme song and other familiar tunes from the movie. The game also includes cutscenes from the movie, adding to the nostalgia for fans of the original film. E.T. The Extra-Terrestrial: Away From Home received mixed reviews upon its release. While some critics praised the game for its faithful adaptation of the movie and its charming gameplay, others criticized it for its simplistic mechanics and lack of challenge. Nonetheless, for fans of the movie, this game offers a chance to revisit the beloved characters and story in a new and interactive way.
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