pop culture

BACK TO THE FUTURE: THE GAMES WE GOT (AND THE ONE WE DESERVE)

Back to the Future is a perfect time travel story. The DeLorean, the flux capacitor, the 1.21 gigawatts, Doc Brown, the Enchantment Under the Sea dance. Forty years later, these images are burned into popular culture. The franchise has made billions. The musical is on Broadway. The anniversary merchandise fills entire stores.

The games, though. The games are a different story.

Back to the Future (NES, 1989)

One of the worst licensed games ever made. You walk down a street collecting clocks while dodging bees, hula hoop girls, and movers carrying glass. It has almost nothing to do with the movie. The only connection is a photograph of Marty's family that fades if you take too long, which is a clever concept executed terribly.

LJN published it. If you know the name LJN, you already know the quality level. The game sold well because the movie was massive and kids in 1989 didn't have internet reviews to warn them.

Back to the Future Part II & III (NES, 1990)

Slightly better than the first, which is like saying a paper cut is slightly better than a punch. A top-down puzzle game where you collect items across time periods. The time travel mechanic exists but the execution is clunky and the level design is confusing.

Super Back to the Future II (SNES, 1993)

A Japanese-only side-scrolling platformer that's actually decent by the standards of BTTF games. Marty hoverboards through 2015 Hill Valley. The art style is colorful and the platforming is competent. It's not great, but it's the first BTTF game that's not actively painful to play.

Back to the Future: The Game (Telltale, 2010)

The best BTTF game, and it's a Telltale adventure game. Written with input from Bob Gale (the film's co-creator), featuring a story that sends Marty and Doc to new time periods. Christopher Lloyd reprised his role as Doc Brown. The voice acting is good and the writing captures the film's tone.

As a game, it's standard Telltale fare. Point and click, dialogue choices, light puzzles. The gameplay isn't the draw. The story is. And for BTTF fans, the story delivers. It feels like a legitimate continuation of the franchise in a way that no other BTTF game has managed. The five-episode structure works well for the material, letting each episode focus on a different time period and set of consequences. Young Doc Brown is a highlight, showing a version of the character before the eccentricity fully took hold. The puzzles are on the easy side, even by Telltale standards, but the writing carries enough warmth and humor that you don't mind clicking through just to see what happens next. If you're a fan of the films, this is the only game that actually feels like it belongs in the same universe.

Sadly, Telltale's BTTF game has been delisted from Steam and is no longer available for purchase. The studio's closure and subsequent licensing expirations took it off digital storefronts entirely. If you already own it, you can still download and play it. If you don't, you're out of luck unless you track down a physical copy or an old redemption code. The best Back to the Future game ever made, and you can't buy it. Somewhere, Biff is laughing.

Back to the Future: The Ride (arcade, 1991)

A motion simulator ride at Universal Studios that had an accompanying arcade game. The ride itself was iconic. The arcade game was forgettable. But the ride proved that the BTTF time travel concept works as an interactive experience. You feel the time jump. You see the time periods change. The technology was primitive but the concept was sound.

Why there's no great BTTF game

Licensing constraints are part of it. The Zemeckis and Gale families control the franchise tightly and have historically been reluctant to allow adaptations that might diminish the brand. The result is that few major studios have attempted a serious BTTF game.

But the deeper issue is design. Back to the Future's time travel is specific and consequential. Changes in the past affect the future in visible, tangible ways. Marty's photograph fading. The McFly family's house changing. Biff becoming rich. A game that captures this needs a world that can change dynamically based on player actions across time periods. That's technically demanding and design-intensive. Most time travel games cheat by making time periods self-contained levels. You visit 1955, you do a mission, you visit 2015, you do a different mission. The periods don't influence each other in real time. A proper BTTF game would need cause and effect to ripple across eras, and building that system is orders of magnitude harder than building a standard open world. Every action needs consequences, and those consequences need to propagate forward through decades of simulated history.

The game BTTF deserves

An open-world Hill Valley. Multiple time periods. The DeLorean as your vehicle for time travel. Actions in one era visibly change the others. Save someone's life in 1955 and meet their grandchild in 2015. Destroy a building in 1885 and it's a parking lot in 1985.

The game would need a world simulation that propagates changes forward through time. Every player's Hill Valley would be different because every player's choices would be different. The butterfly effect as a literal game mechanic, not just a narrative device. The BTTF license belongs to someone, but the design philosophy doesn't. Someone will build this game eventually. The concept is too good to stay hypothetical.

← Back to the Sketchbook