If you look over the shoulder of a core or hobby gamer today, you will surely find a gamepad in their hands. Such a controller is a must-have equipment and even the showpiece of every console. Further bundled with a sensational game title, the console appears as an irresistible package in the stores. But in the 80s, strange flowers sprouted here and there. At that time the joystick was still very popular and the home computer sector could not be imagined without it. Such a joystick was then also included with the Atari XE console. But for the overall package, Atari even included a keyboard for "advanced games" and – to get to the point – a lightgun. The toy in futuristic design was the means of virtual pest control in the included game Bug Hunt. The novel firearm, together with the launch title Bug Hunt, was the driving force behind Atari's first computer-derived console release. This seems very daring nowadays, since the control via controller is so natural. But in its time, the Atari marketing department apparently saw an advantage in the versatile usability of its console. The XE Game System was supposed to offer real arcade feeling with the help of this lightgun, which you could otherwise only get for many coins at the slot machines. Later, Nintendo also produced a lightgun called Zapper for the competing NES and marketed it together with the game Duck Hunt. In the end, it was clearly the NES that won the race for market share and the lightgun has largely disappeared, not least because of the lack of cathode ray tube monitors. So, did Atari bet on the wrong horse on the usability side, or was perhaps even the game offered in the overall package the drawback? An answer is purely speculative of course, but I mounted the horse, put on the cowboy boots and strapped on the shooting iron.
While I watch my character walking slowly towards the sunrise at the end of Valiant Hearts: The Great War, I take a look back at the road that has brought me here. Considering that for the most part it lead through the battlefields of World War I, the journey was surprisingly rich in variety, and it entailed even some nice memories besides all the horror. Yet it has been exactly those contrasts, these emotional ups and downs, which make these sensations so intense. Its beginning seems almost a bit unreal now, but soon the story will come to an end, and I cannot remember when I had such a feeling of accomplishment at the end of a computer game.
There are only very few games out there which actually deserve the over-used label 'epic'. Usually, games called 'epic' just go for broadness, i.e. they offer lots of stuff of the same kind. For example, such a game would have lots of levels, but all those levels require the same few activities and strategies.
Mike Singleton is one of the few game designers who tried to work around the usual limitations of the genres and fixed player expectations, and in that process, he created some of the very few truely 'epic' games in gaming history. The prime example in the area of classic games would be his Lords of Midnight, for younger players, it is Midwinter.