I picked up Dog’s Life on recommendation from a friend. They told me, “This sounds like the sort of game you’d cover in your column.” I didn’t think much of it, then realized, “Wait, which column?” I have one that covers bad games, and one that covers obscure good games. I didn’t ask, because I prefer pretending to be omnipotent.
But then, I’m picking the game up at the pawnshop and the clerk tells me, “Dog’s Life is way more fun than it has any right to be.” What does that mean? He didn’t say anything about Crush Hour, which I was picking up at the same time. That would have tipped me off that he was just lying to enable my purchase. So was this a buried gem or a buried squirrel carcass? It’s actually a bit of both.
Let me show you Dog’s Life’s papers, because, wow. It was created by Frontier Developments and directed and designed by David Braben. David Braben, the guy who co-created Elite. You have no idea how much time I poured into Frontier: Elite II and Frontier: First Encounters as a teen. Not that the guy’s track record is squeaky clean, but you get a special kind of respect for inventing the first space trucking game.
Weirdly, Dog’s Life shares similar philosophies as Elite. Firstly, it obviously started with the question, “I wonder if we can make a game based around blank.” Second, it’s crammed full of interesting tech. Okay, maybe they didn’t create a finite but massive universe to cruise around in, but they did get the dog to move without stiff animations.
Can you guess what the story here is in Dog’s Life? Yeah, it’s about evil dog catchers abducting the main mutt, Jake’s, true love, Daisy. I’m trying to think of a dog story that doesn’t involve that. Here we go: Homeward Bound. The Fox and the Hound. I’m
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