Terminator: Future Shock (1995) by Bethesda was ahead of its time, for better and for worse
This recent discussion of Morrowind as an 'overlooked gem' got me thinking about the earlier Bethesda titles that, unlike Morrowind, actually do tend to get overlooked in retrospectives on the company. I recently replayed The Terminator: Future Shock, and given that it was Todd Howard's first gig as producer it's not surprising that it shares a lot of DNA with Bethesda's later releases. Additionally, despite its obscurity it showcases a number of features that would subsequently become FPS staples.
Overview
Future Shock is a DOS first-person shooter set in the post-apocalyptic Californian wasteland of the Terminator franchise's 'future war'. While the game has easter eggs connecting it to the films, it is content to just occupy the setting rather than lean on fanservice.
The game follows the typical FPS structure of discrete missions with weapons and ammunition carried over from previous ones. The weapons follow the classic FPS pattern, with a pistol (well, machine pistol), rifle, machine gun, grenade launcher, rocket launcher, and a couple of exotic energy weapons. There's an added wrinkle in that many of these share ammo- for instance, the machine pistol, rifle, and machine gun all use 'bullets'- but the bigger weapons consume exponentially more ammo in return for only modest increases in damage and fire rate. So there's a bit of an ammo economy to the weapons, but in practice it doesn't make a tremendous impact to the gameplay.
The enemies are a wide variety of robots, mostly invented for this title. The titular Terminator doesn't show up until several missions in, and most of the fighting is instead against floating kamikaze drones, bipedal armless 'raptors' with lasers, and flying hunter-killers. There are a bunch of other killer robots including a tank robot, a wheeled rocket robot, a giant spider robot, a flying robot with swords for arms. The enemy visuals and their weapons are varied, and there are several dozen different enemy types, but there's nothing too exciting or innovative in behavior. Enemies make a beeline for the player on sight (with mediocre pathing if line of sight is broken) while continuously shooting or attempting to engage in melee.
Credit where it's due, this game does make the Terminators feel like a serious threat- they're tough and hard to hit thanks to their narrow profile, and can do a lot of damage in a hurry if you're not ready for them. Skynet's forces in general are tougher than most FPS enemies, don't have flinch/pain states, and explode into shrapnel on destruction, so it's necessary to engage cautiously and maintain distance.
Mission objectives largely consist of getting to an exit, or pressing a button and then getting to an exit. There's some mid-mission player character dialog, but for the most part the narrative is conveyed through text-based pre-mission briefings delivered by animated character portraits.
So far this is a pretty standard 90s FPS, but Future Shock has some notable elements that stand out.
Innovations
First, for a 1995 title it's impressive that almost the entire game is 3D. It uses sprites for weapon/health/ammo pickups and minor environmental details, but every enemy is a 3D model using its own volume for hit detection, and the level design makes heavy use of its fully 3D design. There's a lot of verticality in level design, with hills and canyons, craters, multi-story buildings, and jumping across rooftops. All of it is texture-mapped, and the engine supports dynamic lighting, with rocket contrails and explosions lighting up the environment.
While System Shock had achieved an explorable 3D environment a year prior, Future Shock blends indoor and outdoor environments into a semi-open-world design. Most levels are large and non-linear, and every intact building can be entered (after a short loading screen). The game doesn't often position ammo and health directly along the path to the objective, so it's necessary to explore for supplies both in the overworld and in buildings. Interiors are all unique, not procedurally generated. A garage has cars on stands, a corporate building has offices and a central atrium, a Skynet facility has computer banks and machinery. None of it is particularly interactive outside of a few setpieces and there are some wonky layouts, but effort was put into making this feel like a real environment. Outdoors, it's sufficiently well-done that when the briefings reference landmarks to navigate by, it's actually practical information.
Unlike System Shock, the game natively supports mouselook and it only takes a few minutes to set up a modern WASD control scheme. It even has throwing grenades as a separate function rather than treating them as a discrete weapon, a paradigm that wouldn't become popular until Halo six years later.
Although most of the missions are on foot the game also has drivable vehicles. There's a Resistance jeep, which handles about as well as you would expect a jeep in a 1995 FPS to handle, and a captured Hunter-Killer for a couple of flying missions. Neither of these are particularly remarkable in their own right but they do add some fun diversions from the core gameplay.
Overall, while the moment-to-moment shooting is just okay, Future Shock shores it up with great presentation and atmosphere. It shines in moments like following a ruined highway in the jeep at full throttle while being pursued by hunter-killers, using a makeshift bridge on a roof to reach a building whose ground floor is inaccessibly irradiated, or suddenly hearing the telltale hydraulic noises of an active Terminator while exploring and scrambling to figure out where it's coming from. When the game hits its stride it's a remarkably immersive experience, a recognizable prototype for the fully open worlds that Bethesda would subsequently build.
Problems
And then there are the fucking sewers. And the robot dungeons, and other areas where the game's semi-open-world and verisimilitude give way to enclosed and functionally linear but frustratingly confusing mazes that pit you against exploding bullet sponge enemies in close quarters.
Worse, some of these involve jumping puzzles, which highlight that the physics are not as sophisticated as the visuals. There's a 'floaty' feel to the jumping, and a tendency to just slide down the side of a platform if reaching it from the side rather than straight down. It doesn't help that the game runs poorly indoors, and Dosbox slowdowns are common mid-jump. If the player gets stuck in the geometry- which can happen even on seemingly innocuous surfaces like ramps- the game's solution is instant death.
In some of the indoor levels, triggers that open doors can also break entirely, forcing a reload to an earlier save, or restarting the mission if no save before the missed trigger exists. There's no apparent rhyme or reason to this and from what I can gather it was a problem with the original DOS release too, so isn't just an emulation issue. Some of the actions needed to progress can be unintuitive as well, so without looking up a walkthrough it can be tough to figure out if the game has broken or if you haven't figured out the solution. The map is completely worthless, and there are no mid-mission objective reminders.
The game also has a major gameplay issue relating to the time travel concept of the film. As the game progresses, Skynet starts sending robots back in time to intercept the player. Interesting concept, but in practice, this means enemies increasingly appear literally out of thin air, often right in front of the player. Since as mentioned before enemies are fairly tough and don't have any sort of flinch state, it means guaranteed lost health every time it happens, and ruins the cautious pacing of the exploration and combat.
Conclusion
So overall this is an ambitious semi-open-world FPS with okay gameplay carried by good style and immersion, let down by bugs and some baffling design choices. Yup, it's a Bethesda title alright.
It seems that reviews on release were highly polarized, with some praising all the good elements I mentioned above, others focusing more on the bugs and high hardware requirements or criticizing the control layout as unintuitive. Both perspectives are legitimate, but unfortunately so much of what it did well by 1995 standards is no longer novel or unique. Unlike Doom or even System Shock, where you can still find a lot to appreciate despite their age, in Future Shock the problems loom large over what the game does get right.
The game would receive a sequel- though it's really more of a standalone expansion pack- in the form of Skynet (1996). This added a new campaign with some fun setpieces, CGI cutscenes, adorably cheesy FMV briefings, networked multiplayer, and no obnoxious late-game time-travel whack-a-mole. It's an improvement, but fundamentally it's the same game with the same bugs and sewers, not substantially iterating or offering anything really new.
So is Future Shock worth playing? I'd say only if you fall into one of two categories: If you enjoy exploring old games just to appreciate how they fit into gaming's evolution, or if you really want a Terminator-future-war game and didn't feel 2019's (also janky) Terminator: Resistance scratched the itch. Either way, bail out if/when it starts feeling frustrating and you'll have seen everything that's worth seeing.