Gaming History 101

Know Your Roots

Archive for the ‘Xbox One’ Category

How Product Design has Transformed the Amusement Industry

leave a comment »

1

The term “arcade game” these days conjures up images of cutting-edge graphics and sound, combined with innovative and interactive technology that can bring any concept to life.  However, good graphics and interactivity have not always been a necessity for a game that is both enjoyable and addictive. I dread to mention the recent phenomenon of the Flappy Bird app but it is an example of an outrageously faulty and basic game becoming extremely popular. This has been seen in the past with games like Space Invaders, Pac Man, Tetris and Asteroids following very basic concepts and graphics, but still being addictive and rewarding when completed.

The Really Early Days

The first arcade games kicked off at amusement parks and are still present at fairs and theme parks, but there’s nothing particularly sophisticated about them. Ring toss, throwing balls at stacked cans, shooting targets, and other simple challenges have been doing the rounds for hundreds of years and can still draw in the punters to this day. Just don’t go expecting an easy win. Perhaps this is what is indicative of a good game – making it appear simple whilst making it actually fiendishly difficult to win. Make it too hard, however ,and you are left with Zelda II.

Read the rest of this entry »

Podcast: Gaming History X: This is Next Gen?

leave a comment »

WiiU_Next_Gen_post

This week we celebrate Jam (@Jamalais) coming on board as a permanent co-host, a slew of retro news, and onto the more modern topic of contemporary consoles.  Now that the gang’s all here, we dissect the current state, conditions, and factors of the previously called “next gen” and loosely discuss the upcoming future.


Download this episode (right click and save)

Subscribe: RSS iTunes Google Podbean

Written by Fred Rojas

March 12, 2014 at 11:00 am

Know This Developer: Ubisoft Montreal

leave a comment »

ubi_mon

As I was looking into doing a history on this fantastic studio I came upon an excellent reference that was so good there’s no point in me doing one.  While it’s easy to rag on big media conglomerates, IGN’s Mitch Dyer did a fantastic story of the origins of Ubisoft Montreal that includes stories of Splinter Cell‘s origin, the reinvention of Prince of Persia, and the visual treat that is Far Cry.  It’s a fascinating story that documents the major franchises you can thank that studio for and a must read for gaming history buffs like ourselves.  Head on over and check out House of Dreams: The Ubisoft Montreal Story when you can.

 

Written by Fred Rojas

February 27, 2014 at 8:44 am

Review: Strider (2014)

leave a comment »

strider_boxYet another in a long line of modern re-hashes on cult favorites, I went into Strider with a bit more optimism than than other titles to date.  Aside from spruced up graphics the game appeared to be faithful to the arcade original, which my retrospective and the podcast last week contested is the best iteration of the series.  Couple that with the development being handled by Double Helix – a very popular developer with success not only in Killer Instinct 3, but also was purchased by Amazon for an unannounced project – and the open map MetroidVania game design, things were shaping up to success.  Having completed the game, I must admit that just like the anomaly of the original, Strider is a melting pot of prior series staples that gets it right from start to finish.

strider_2

The scale of the overall world is massive and can be stunning.

If you sit still too long in the original arcade game, you will die.  Best laid plans are to push forward (ie: to the right) and just attack anything in your path while trying not to fall off a ledge.  In the new game that theme is aggressively applied with herds of enemies so thick they will literally be a blocking point for you at times in the game.  As a member of the Strider clan, Hiryu is able to cut down most adversaries with the greatest of ease and the balance between enemy hit points and his acrobatic abilities result in a fast paced romp.  I never had down time in Strider and felt like a masterful ninja with frantic but controlled moves as I navigated the game’s massive map.  While I can concede to the basic MetroidVania label, I would say the game more closely resembles Rondo of Blood rather than the hybrid genre.  Even when you have a full moves list at your disposal these hiding places are more off the beaten path rather than the wide open areas you uncover in other titles of the genre.  What results is a game that is more linear than anything else, and despite it being a huge map the development team broke it up into different areas complete with a boss battle and new weapon at the core, so basically it’s just like having levels that you can return to.  Strider is no stranger to this method of map design, the original NES title was quite similar and a small following prefer it to the traditional “run to the right” design of the arcade title.  In the end I grew tired of looking too hard for too much because I was having such a blast following the marker to the next step of the main mission that I played it exactly like a linear game.

strider_1

Two bosses on opposing sides are no problem for Hiryu.

Read the rest of this entry »

Written by Fred Rojas

February 24, 2014 at 11:00 am