The Terminator: Future Shock

{{Short description|1995 first-person shooter video game}}

{{Infobox video game

|title = The Terminator: Future Shock

|image = Futureshockcover.jpg

|caption = North American cover art

|developer = Bethesda Softworks

|publisher = Bethesda Softworks

|director = Kaare Siesing

|producer = Todd Howard

|designer = Robert Stoll
Ted Peterson

|programmer = Kaare Siesing
Morten Mørup

|writer = Robert Stoll
Ted Peterson

|composer = Andy Warr

|engine = XnGine

|released = December 1995

|genre = First-person shooter

|modes = Single-player

|platforms = DOS

}}

The Terminator: Future Shock is a 1995 first-person shooter video game by Bethesda Softworks based on The Terminator franchise. It received generally positive reviews. A sequel, Skynet, was released in 1996.

Gameplay

Image:The Terminator Future Shock gameplay.png

Future Shock is played in the first-person perspective at all times. Each level in the game requires the player to solve a number of objectives before continuing to the next level, while fighting enemy robots with a wide variety of guns and grenades. Another obstacle in each level is the harsh terrain, as many areas contain too much radiation for the player character to remain alive. The terrain is navigated in three ways: on foot, in a jeep with a mounted cannon, or in an HK fighter (an aerial combat robot).

Future Shock has no multiplayer component.{{cite web|first=Jason|last=Bates|url=http://scans.roushimsx.com/PCGamer_1996_10_pg056.jpg|archiveurl=https://web.archive.org/web/20160322223355/http://scans.roushimsx.com/PCGamer_1996_10_pg056.jpg|title=Skynet|website=PC Gamer|page=56|archivedate=March 22, 2016|date=October 1996|accessdate=November 10, 2023}} A multiplayer feature was finally available in the sequel, Skynet, which featured a deathmatch mode.

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Plot

In The Terminator: Future Shock, the story begins in 2015 with the player's character escaping from an extermination camp with the help of the resistance. Once the player fully escapes during the first mission the character is introduced to John Connor, the leader of the resistance, and a young Kyle Reese. After completing several missions for the resistance, the resistance HQ is infiltrated and attacked by T800 model Terminators. After assisting Connor and the rest of the leadership in relocating to a new HQ, the player begins to experience phenomena in the form of enemies 'spawning' seemingly randomly on screen. It soon transpires that Skynet has perfected time displacement and as a result of the success of the player's endeavors, its future self is actively manipulating time by placing its forces in key strategic locations in an attempt to thwart successful resistance maneuvers. The resistance learn that Skynet is using time displacement to transmit information to itself in 1995 in an attempt to increase the speed at which it will become sentient. The player is ultimately sent on a mission to stop this process but must battle time as the resistance HQ is besieged and Kyle Reese and Connor himself are seriously wounded.

Contrary to the timeline specified in Terminator 2: Judgment Day, Future Shock depicts 1995 as the beginning of the nuclear war, not 1997. Throughout the game the player is surrounded by a post-apocalyptic environment. All around is death and decay, scattered with pockets of deadly fallout and the remnants of a shattered society.

Development

The game used Bethesda's XnGine.{{cite web|first=Rod|last=White|url=http://www.pcme.com/intrview.htm|title=An Interview with Todd Howard, Producer of Terminator: Future Shock|magazine=PCM&E Magazine|quote=Disable JavaScript to avoid being redirected&access the Interview|date=February 27, 1996|accessdate=August 31, 2023|archive-date=June 7, 1997|archive-url=https://web.archive.org/web/19970607134759/http://www.pcme.com/intrview.htm|url-status=dead}} XnGine incorporated technology advances that made games more realistic. The engine featured quicker action, unrestricted viewing angles and freedom of movement. Its proprietary technology integrates 360-degree rotation with fully textured polygons, SVGA/VGA graphics and specialized video effects. XnGine can generate weather effects, such as snow, sleet and fog; realistic shading; and textured, contoured terrain.{{cite web|url=https://www.newspapers.com/article/the-miami-herald/132888984/|archiveurl=https://web.archive.org/web/20231119115017/https://www.newspapers.com/article/the-miami-herald/132888984/|title=The Terminator: Future Shock|newspaper=The Miami Herald|page=92|archivedate=November 19, 2023|date=February 3, 1996|accessdate=July 15, 2024|via=Newspapers.com|url-status=live}} Todd Howard described the engine as a true 3D engine that delivered above any other engine in its lighting in that it uses real-time phong shading, which means that light effects from fires, explosions, the moon, or whatever will bleed off and light up anything the light will touch. Bethesda has invested over $3 million in the XnGine.

Future Shock was one of the first games in the first-person shooter genre to feature true, fully texture-mapped 3D environments and enemies, and pioneered the use of mouse-look control.Logan Booker, The Genesis of a Genre, Atomic: Maximum Power Computing issue 46, November 2004, p.47.{{cite web|url=http://scans.roushimsx.com/PCGamer_1996_10_pg057.jpg|archiveurl=https://web.archive.org/web/20160322191936/http://scans.roushimsx.com/PCGamer_1996_10_pg057.jpg|title=Untitled|website=PC Gamer|page=57|archivedate=March 22, 2016|date=October 1996|accessdate=November 10, 2023}}

Virgin Interactive Entertainment distributed the game in the UK, Germany, Australia, Scandinavia, Spain, and Italy.{{cite web|url=http://www.vie.co.uk/products/term_fs/term_fs.htm|archiveurl=https://web.archive.org/web/19980131114802/http://www.vie.co.uk/products/term_fs/term_fs.htm|title=The Terminator: Future Shock|website=Virgin Interactive Entertainment|archivedate=January 31, 1998|accessdate=June 17, 2025}}

The game was originally scheduled to release in August 1995.{{cite web|first=Lee|last=Perkins|url=https://www.newspapers.com/article/the-age/151365586/|archiveurl=https://web.archive.org/web/20240715082651/https://www.newspapers.com/article/the-age/151365586/|title=ACE in hand for SkyNet beaters|newspaper=The Age|page=54|archivedate=July 15, 2024|date=July 20, 1995|accessdate=July 15, 2024|via=Newspapers.com|url-status=live}} A demo for the game was released in November 1995 and the full game was released a month later in December. A network, multi-layer module was scheduled to be released in February 1996{{cite news|url=https://go.gale.com/ps/i.do?p=GPS&u=wikipedia&id=GALE%7CA17769672&v=2.1&it=r&sid=bookmark-GPS&asid=3beba313|title=Terminator: Future Shock Demo Creates Website Gridlock for Bethesda; Top Internet Games Site Dubs it "Most Popular Game of the Season|website=Business Wire|date=November 20, 1995|accessdate=July 15, 2024|via=Gale Research|archive-date=July 17, 2024|archive-url=https://web.archive.org/web/20240717133729/https://go.gale.com/ps/i.do?p=GPS&u=wikipedia&id=GALE%7CA17769672&v=2.1&it=r&sid=bookmark-GPS&asid=3beba313|url-status=live}} but ultimately was not.

Reception

{{Video game reviews

|GSpot = 8.4/10

|CGW = 3.5/5{{cite web|first=Peter|last=Olafson|url=http://www.cgwmuseum.org/galleries/issues/cgw_140.pdf|archiveurl=https://web.archive.org/web/20130511185928/http://www.cgwmuseum.org/galleries/issues/cgw_140.pdf|title=The Terminator: Future Shock Review|magazine=Computer Gaming World|pages=150,154|archivedate=May 11, 2013|date=March 1996|accessdate=November 10, 2023|url-status=live}}

|CGM = {{rating|3|5}}

|NGen = {{rating|2|5}}

|PCGUK = 92%

|PCGUS = 84%{{cite web|first=T. Liam|last=McDonald|url=http://www.pcgamer.com/reviews/1037.html|archiveurl=https://web.archive.org/web/20000226134638/http://www.pcgamer.com/reviews/1037.html|title=Terminator: Future Shock|magazine=PC Gamer|archivedate=February 26, 2000|date=April 1995|accessdate=June 8, 2025}}

|rev1 = Maximum

|rev1Score = {{rating|4|5}}

|rev2= PC PowerPlay

|rev2Score= 9/10{{Cite journal |last=Wildgoose |first=David |date=May 1996 |title=The Terminator: Future Shock |url=https://archive.org/details/PCPowerplay-001-1996-05/page/n51/mode/2up |journal=PC PowerPlay |issue=1 |pages=52–53}}

}}

Tal Blevins of GameSpot wrote: "The game world itself is well thought-out; you can enter nearly every building to search for weapons, ammo, and med canisters as the familiar adrenaline-pumping Terminator soundtrack echoes in the background. [...] The graphics, music, and sound effects are superb. [...] Looks aside, the real beauty of Terminator: Future Shock is its smooth control system."{{cite web|first=Tal|last=Blevins|url=http://www.gamespot.com/reviews/terminator-future-shock-review/1900-2533376/|archiveurl=https://web.archive.org/web/20141220073539/http://www.gamespot.com/reviews/terminator-future-shock-review/1900-2533376/|title=The Terminator: Future Shock Review|archivedate=December 20, 2014|date=May 28, 1996|website=GameSpot|access-date=September 6, 2015}} Phil Bedard of Computer Games Magazine compared the game to Doom, "but with some things thrown in that make it different". Bedard praised the music and stereo sound effects, but wished that the game had been done in high resolution. He criticized the difficult character controls, occasionally slow gameplay caused by a large number of objects in the game, and the lack of network play.{{cite web |url=http://www.cdmag.com/articles/018/151/terminatorfs_review.html |title=Terminator: Future Shock review |last=Bedard |first=Phil |date=December 17, 1997 |work=Computer Games Magazine |archive-url=https://web.archive.org/web/20030524212227/http://www.cdmag.com/articles/018/151/terminatorfs_review.html |archive-date=May 24, 2003}}

A reviewer for Next Generation said that the game "is impressive in its ability to immerse the player into the post-apocalypse world of 'Terminator'" and sets itself apart from other first-person shooters with its freedom of exploration and destruction, but is ultimately "more frustrating than fun". He explained that the freedom of movement necessitates complex controls, which are difficult to adjust to and require the player to routinely move their hand back-and-forth from the movement keys. He also found that the dark color palette makes it hard to see enemies.{{cite magazine |url=https://archive.org/details/NEXT_Generation_16/page/n97/mode/2up |title=Terminator: Future Shock |magazine=Next Generation |issue=16 |publisher=Imagine Media |date=April 1996 |page=95}} A reviewer for Maximum called it "a slick, professional blaster that sets new standards in the movie to game license wars". He cited the "tangible and involving" environments, the varied mission objectives, the player controlled vehicles, the storyline, the mouse look control, and the variety of weapons, and said that the game's only weakness is the lack of multiplayer.{{cite journal |title=Maximum Reviews: Terminator: Future Shock |journal=Maximum: The Video Game Magazine |issue=5 |publisher=Emap International Limited |date=April 1996 |page=161}}

T. Liam McDonald of PC Gamer called it a "damned fine game in many ways", praising the graphics and sound effects, but he was critical of the awkward controls and the difficulty in aiming, as well as the lack of multiplayer. Simon Cox, writing for the UK-based PC Gamer, praised Future Shock as a scary game and "one of the most atmospheric and believable shoot-'em-ups ever". However, he also considered the controls difficult to use at first.{{cite news |last=Cox |first=Simon |title=The Terminator: Future Shock |url=http://www.pcgamer.co.uk/games/gamefile_review_page.asp?item_id=1240 |website=PC Gamer |archive-url=https://web.archive.org/web/20020314154613/http://www.pcgamer.co.uk/games/gamefile_review_page.asp?item_id=1240 |archive-date=March 14, 2002}} Roy Bassave of Knight Ridder said that the game is the most sophisticated 3D game yet.{{cite web|first=Roy|last=Bassave|url=https://www.newspapers.com/article/the-anniston-star/134948635/|archiveurl=https://web.archive.org/web/20231110153957/https://www.newspapers.com/article/the-anniston-star/134948635/|title=Video game of the Week|newspaper=The Anniston Star|page=32|archivedate=November 10, 2023|date=February 8, 1996|accessdate=November 10, 2023|via=Newspapers.com|url-status=live}}

In the United Kingdom, the game ranked 5th in the best-sellers CD-ROMs for PCs during the week of February 25, 1996 according to the European Leisure Software Publishers Association.{{cite web|url=https://www.newspapers.com/article/the-observer/174077537/|archiveurl=https://web.archive.org/web/20250608144902/https://www.newspapers.com/article/the-observer/174077537/|title=Best-sellers CD-ROms for PCs|newspaper=The Observer|page=45|archivedate=June 8, 2025|date=February 25, 1996|accessdate=June 8, 2025|via=Newspapers.com|url-status=live}}

Todd Howard described the game as a forgotten title.{{cite web|first=Matt|last=Peckham|url=https://www.wired.com/2015/12/todd-howard-profile/|archiveurl=https://web.archive.org/web/20151205114818/https://www.wired.com/2015/12/todd-howard-profile/|title=How Fallout 4 Mastermind Todd Howard Builds His Epic Dream Worlds|magazine=Wired|archivedate=December 5, 2015|date=December 4, 2015|accessdate=November 10, 2023}}

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References

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