Is it possible to review a 25-year old video game in any meaningful way? When considered in terms of the life-time of the medium and the technological advances which have since occurred, such a game is almost akin to the earliest novel off the printing press or the first moving images committed to celluloid. It could well be argued that any modern-day assessment is borne of historical, rather than actual gaming, interest. This is certainly true of games whose original appeal rested on pushing the performance envelope, or introducing some technological novelty (e.g., the first 3D graphics or the first digitised sound). Such achievements have long since been recreated elsewhere, refined, and far, far surpassed. But the appeal of some games is not in their “whizz-bang” appearance; it is in purer gaming terms. On that basis, I’d argue Chaos is still relevant today.
Publishers and developers love “whizz-bang” games because they’re easy to market, often requiring a single screenshot of the jaw-dropping visuals to leave people clambering to hand over their hard-earned cash. Chaos, on the other hand, would have proved a much harder sell. It doesn’t look impressive now, and it didn’t look impressive then. Being a young, undiscerning consumer of games at the time, I would have completely ignored it had it not been given away free as a Your Sinclair cover-tape. There are many reasons why I could cite Your Sinclair as a key force in shaping my young mind, but Chaos may well be top of that list.
Any attempt to describe the workings of Chaos is destined to make it sound dull and lifeless, when in actual fact it is anything but. With that in mind… The game involves a battle between wizards on a single-screen board. Each turn, players first choose a spell for their wizard to cast (e.g., summoning some kind of mythical creature), then move their pieces around the board. Different spells and creatures have various strengths and weaknesses, and can be utilised in different ways, but that, largely, is all there is to the game. But as we know from chess, from even simple gameplay rules, strategies can emerge. Contrary to the determinism of chess, Chaos is focussed around a strong random element, from the very spells you’re given, to whether spells and combat will succeed or fail, through to how the board evolves through the game. This reliance on chance results in a fairly level playing field for veterans and newbies alike, making Chaos both accessible and inclusive (not to mention enormously replayable). A sequel, Lords of Chaos, attempted to build on the strong foundations of its forerunner by adding in a story-driven campaign and more complex gameplay areas and mechanics. It was fun, but it lacked the purity and balance of Chaos. Rarely has the old adage “less is more” been more apt.
While Chaos does offer a single-player mode against computer opponents, it only really comes alive in multiplayer. In the days before the internet, this necessitated not only all your friends being in the same room, but huddled around the same computer. All eight of you. And you won’t find any no co-op or team play, it’s every-man-for-themselves. But that doesn’t mean off-screen, interim allegiances and non-aggression pacts can’t be formed as a few of you agree gang up on the player who looks to pose the major threat. Or has the crappest trainers. Friendship, though, is well and truly left at the loading screen, with back-stabbings and Machiavellian plots par for the course.
For a number of years, before the Spectrum was finally packed away to make way for the technically-superior Commodore Amiga, the 15-minute Battle Royals of Chaos were a source of pure joy for me and my chums. I can’t imagine my youth without them, and I honestly doubt I’d be the same person now (for better or worse). It really was that much of a gaming turning point for me. Chaos taught me many things. It taught me that substance trumps style, that simplicity is superior to complexity, that gaming is most fun as a social activity, but most importantly, that even a best-friend’s verbal pact is not worth the paper it’s written on.


