You ever notice how.⊠certain things that arenât a big deal become a very big deal as time goes on. Stuff we dismiss at first as boring, mundane, inconsequential. And then through time, they become monumental and defining.
Now, let me give you an example of what Iâm talking about. Never Gonna Give You Up by Rick Astley.
I remember when this song came out. I was six years old at the time. And even then, to my six-year-old self⊠this was background noise. It didnât really stand out. I mean, it was a hit, it was being played on radio stations. But even for the song that it was, itâs not as though there was anything definitive about it. This was a Stock Aitken Waterman song. Probably among dozens that had already charted in the '80s. And frankly, if youâve heard one Stock Aitken Waterman song, youâve heard them all.
Iâm not saying that Stock Aitken Waterman are bad. On the contraryâthey had a formula that worked, that made them lots of money. And it was the right sound for the moment.
I donât even think Rick Astley himself saw Never Gonna Give You Up as defining. It did hit number one all over the world. But so did his other song, Together Forever.
And hereâs the thing. Rick Astley retired from the music industry at the age of 27, in 1993. And he didnât come back for a very, very long time. I suspect he saw his music career as not a very serious thing. And so he went off and did other things.
But if youâve been on the internet, at least for the past 20 years, you know where this story is going. Because Never Gonna Give You Up got a second life. It became the embodiment of the Rickrolling meme.
Started off as a joke. You would point a link somewhereâit started on 4chan, then went elsewhereâimplying a certain source page. And when you clicked on the link, it would take you to the Never Gonna Give You Up YouTube video.
And this meme became so pervasive, so all-consuming, that it became the mother of all memes. Thatâs not to say it was the first meme everâby far, it was not. But it was the meme that would forever define all other memes. And therefore define internet culture itself.
I would say that Never Gonna Give You Up isnât even about the meme anymore. Itâs now about the internet.
It became so widespread that when you hear it in places not connected to the internet, you think internet. Like the time Family Guy played it. And then when you saw Rick Astley perform it at the Macyâs Day Parade.
I meanâgood Godâit wasnât enough to be Rickrolled on the internet anymore. You were now being Rickrolled off the internet.
And Rick Astley himself saw a career renaissance. He un-retired from music. He started performing again. No longer were people dismissing Never Gonna Give You Up. A lot of folks started genuinely liking it. Unironically, at that. It began to be seen as wholesome.
I remember going to somebodyâs wedding and hearing that song played during the reception. And the funny thing isâthe bride and groom knew what this song was. They knew what it meant, especially in relation to the internet. But the intent was no longer to Rickroll.
Everyone who showed up to the weddingâthey just genuinely liked the song.
And suddenly, something that seemed so inconsequential, insignificant, ended up becoming a big deal.
Now, funny enough, something like this has actually happened with video games too.
In 1999, Gorky 17 was released.
If that name does not ring a bell to you, itâs because in the North American marketsâCanada and the USAâit had a different title. It was known as Odium.
And this was not a bad game. It was actually pretty damn good.
The best way I can explain this game to you is, kind of think of a mash-up of XCOM with Resident Evil. What you got here is a survival horror game thatâs also a tactical role-playing game. So like XCOM, itâs turn-based. You got a team. You have to place your folks on a board, position them, and take turns attacking enemies.
But then you have the post-apocalyptic scenario, where you have to do a lot of resource management. Youâre constantly short on thingsâshort on bullets, short on healthâso you have to carefully manage things to make the most out of your resources. Much like a survival horror game. Except in this case, instead of dealing with zombies, youâre dealing with mutants.
Nowâwhat makes this game actually consequential now? Why is it a big deal?
Well, Iâll tell you.
Gorky 17 was the first Polish-made video game to get some kind of international recognition. And I donât mean in the sense of, âoh hey, this was a work-for-hire project on behalf of Western developers.â I donât mean in the sense that, âoh hey, a bunch of folks happened upon Atari 8-bit titles while dialing into a BBS and there was an underground group of appreciators.â I donât mean it in that sense.
I mean this was an original property. That was outright Polish. Had a specific Polish cultural lens and featured a Polish protagonist.
Now, if youâre not a gamer, you might be thinking, âHey, whatâs the big deal? Different countries make video games all the time.â And youâre right.
But if you play a lot of video games, youâve probably noticed that Poland is now one of the most important video game producing countries in the world.
If I were to rank the top three countries when it comes to making video games, I would put Japan at number one. The USA at number two. And Poland at number three.
Sorry to all you Brits and French folk out there. But Poland has leapfrogged you in terms of performance.
Because letâs be honest here: very few countries have the equivalent of a CD Projekt Red. Or a Techland. Or 11 bit studios. Or Flying Wild Hog. The list goes on.
Very few countries make something like Cyberpunk 2077. The Witcher 3. Frostpunk. Dying Light. This War of Mine.
Poland has now been associated with three things: incredible cutting-edge indie titles; double-A titles that punch above their weight and make the most of all their resources; and now, prestige triple-A.
And whatâs moreâjust like Japan and the USAâthereâs a specific style that Polish games have. And you know it when you see it.
Polish games tend to be very narrative-focused. They sneak in a lot of folk tales from their culture. Thereâs a little bit of that post-Soviet hangover. Oftentimes, they tend to be poetic but also gritty. Funny, but also brooding. And theyâve got an atmosphere. Oh my God, they are so heavy on atmosphere.
Like, when you launch a Polish gameâit tends to hold a lot of weight.
Now, obviously, this isnât always true. There are sometimes exceptions. Kao the Kangaroo comes to mind. Thereâs nothing brooding about Kao the Kangarooâunless, I donât know, thereâs something about the lore Iâm missing. But surface level at least, Kao doesnât brood.
But The Witcher? Yes. Definitely a lot of brooding in The Witcher.
Now whatâs interesting about Gorky 17 is that not only was it the first to gain international recognitionâit has all the hallmarks of what we now associate with Polish gaming.
Itâs got the atmosphere. Youâre literally a bunch of soldiersâNATO soldiers, at that. As a Canadian, I like that the dude in charge, Cole Sullivan, is also Canadian. This takes place in a post-Soviet setting. Experiments have gone on. Mutants are on the loose.
Itâs not made with campâthough there is a ton of humor. Itâs downright melancholic.
And get this: Gorky 17 ended up being one of the only games published by Monolith Productions.
Thatâs right. Before Monolith was bought by Warner Bros. Games, they sometimes published other peopleâs stuff. And when you were published by Monolith Productions, that gave a game instant credibility. This was the same company that brought us Blood, Shogo: Mobile Armor Division, and very soon, No One Lives Forever.
So right out of the gate, even though Gorky 17 was probably made on a lot lower of a budget than Monolithâs other games, the fact this was a Monolith gameâyou were like, âOkay. I gotta keep my eye on this.â
And once you got the gameâitâs so fascinating.
Even though this is a PC gameâit was only ever released on PC platforms (Windows, Mac, Linux)âfunny enough, in 2015, it eventually got ported to Amiga. But nowhere else.
And even though it was a PC game, it felt like a PlayStation game. All interaction was with your mouseâmoving characters, selecting weaponsâentirely mouse-driven. No gamepad support. But it had that PlayStation-style look: pre-rendered backgrounds with polygonal characters.
Visually speaking, it kind of looked like Final Fantasyâexcept with a lot more decay. And scarcity.
And unlike a lot of games made nowadays, this one flew the isometric flag. Proudly.
Sound design? Something else. Thereâs voice actingâvery bad voice acting. Even by the standards of the day, which were already pretty bad. Iâd say this is Castlevania: Symphony of the Night badâbut with European accents, which somehow gives it its own flavor.
The soundtrack? Pretty good. I wouldnât call any of it toe-tappers. But itâs got this ambient vibe. Almost feels like background noiseâbut it isnât. It sneaks up on you.
And obviously, this game is trying to be horror. And good horror demands ambience.
Now, I will say this much about Gorky 17: itâs not for the faint of heart. Itâs hard. Difficulty, lots of trial and error. Even for a tactical RPG, it takes a lot of getting used toâespecially the resource management. The temptation is to waste all your bullets. But if you do, youâre done. Game over. Gorky 17 really does put the âtacticalâ in tactical RPG.
But at the end of the dayâitâs fun. If you get it through your head that youâre supposed to survive, not conquerâyouâll enjoy it. Survive is the name of the game.
By Polish standards of the day, this was a mega hit. It spawned two sequels. Both titled Gorky Zero.
One gameâGorky Zero: Beyond Honorâwas released in 2003. The otherâGorky Zero: Aurora Watchingâin 2005.
Personally, I think the sequels lost the plot. They went from tactical RPGs to Splinter Cell-style stealth games. I get itâthe sequels have their audience. I just donât think theyâre as good as the original.
And for that reason, the franchise died an unceremonious death.
It couldâve been more. It couldâve been big. But, you know. Thatâs how it goes. Developers chase trends, try to scratch an itch, and sometimes it doesnât take.
But Gorky 17? It has a cult following. Especially in Eastern Europe. And there are still folks in North America who like itâespecially those who love PC tactical RPGs.
But beyond thatâthis was the game that seeded Adrian Chmielarzâs legacy.
After Gorky 17, Metropolis Software was bought by CD Projekt. And Chmielarzâthe founderâwent on to co-found People Can Fly and The Astronauts.
You might know People Can Fly from Painkiller and Bulletstorm. Both iconic FPS games. The Astronauts made The Vanishing of Ethan Carter.
And both studios continued that uniquely Polish toneâsurreal, dark, ironic, philosophical.
Pull back even further, and youâll see it: Polish game development started as a DIY thing. Atari 8-bit computers. DOS. Nobody outside Poland played those games.
But Gorky 17? Itâs the missing link between that era and Polandâs modern AAA success.
At the time, it wasnât special. It didnât feel consequential. Youâd find it in bargain bins.
But it helped define the modern era of gaming.
This is an amazing ode to the game, thank you! Makes me want to play it. Itâs 50% off ($5) on GOG right now, too.
This was a great read. I vaguely knew about some of it, but Iâve never done a deep dive into polish game dev history. Thanks man.
Okay you sold me!
I appreciate the effort you put in to a post like this. Not enough to read beyond the first paragraph, but appreciate it nonetheless.