Gaming History 101

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Review: Life of Pixel

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pixel_iconRetro “style” has become exponentially popular these days. What started as an amusing aesthetic for Mega Man 9 or upgraded project like Retro City Rampage has spawned a rush of pixelated, sprite-based games that may look like they came from yesteryear but play like anything but. To the untrained eye (or non-technical gamer) these are nothing more than cash-in titles hoping to embrace the nostalgia of gamers like myself and strategically place a casual game in a 1985 wrapping. My only exception to this style probably lies in titles like Retro Game Challenge on the DS, which fully recreated new games that actually play like old games, or titles like Pier Solar on the Genesis, which is an actual title that plays on the console. Life of Pixel rests just in the middle because it plays completely like a game from the past, but also looks like a game of the past as well. The twist: it does this with eight different known consoles/microcomputers.

One of the first systems is the Atari 2600

One of the first systems is the Atari 2600

Released on the Playstation Mobile platform, an odd choice at first but completely appropriate in hindsight, you follow a single pixel lost to the annals of history that rediscovers its value visiting a retro game museum. In this museum he discovers that he was quite useful on international consoles Atari 2600, Gameboy, and NES, along with five microcomputers that dominated 80s gaming in the UK. These work as “worlds” for the game, each containing eight levels of pure retro platforming bliss. In truth the levels are nothing special if not for the fact that each level and console looks and acts just like it did in the past, flaws and all. An easy example is that of the Atari 2600, which cannot scroll its screen in any way and thus the levels are contained in what you see. Additionally microcomputers could not scroll at will like the NES could so you have to move screen to screen. These are just a couple of examples of how the particular console you are on relates to the type of tactics you use in each level. This isn’t the only hook, as game design “grows up” as you progress in the consoles, so do the mechanics and gameplay styles. In the end you’re basically playing the same series and concept of game across 8 consoles and more than a decade of hardware and game design. If that doesn’t speak to the retro style I don’t know what does. Life of Pixel is a full retro experience, complete with visual styles that faithfully resemble the aesthetic of that console – you know how each console seemed to have a “look” – and properly credited music that holds as true as the graphics.

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Written by Fred Rojas

March 15, 2013 at 8:36 pm

Rayman (Ubisoft)

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Rayman wants to be a strong classic platformer, and it’s really a shame that the steep difficulty curve will turn off even the most determined of contemporary gamers, because from an aesthetic and game design perspective this game should be appreciated.  Alas Rayman has been ported to console after console and seen commercial success, but I wonder how many people have actually experienced most of what this title has to offer.

During the mid 90s there was no shortage of consoles – both the 16-bit generation and 32-bit generation were coming to be, not to mention CD consoles –  and Rayman was caught right in the thick of it.  Not only that, but thanks to Mario and Sonic, platformers were among the highest in popularity behind fighting games.  The title began life as a brainchild of Ubisoft creative director Michel Ancel (who is also responsible for cult favorite Beyond Good & Evil) and the then struggling developer/publisher bet the house on his creation and won.  Rayman started life on the Super NES as a two-player title based on various cultural fairy tales and eventually it was decided that the game would receive a cartoon makeover with better animation and subsequent move to the Playstation CD add-on for the SNES (read that story here).  When Nintendo announced the cancellation of both the Playstation and Phillips CD projects Ubisoft wanted to move to the Jaguar thanks to its specs and eventually chose the Sony Playstation as the lead console.  As you can see, the game was already bouncing from console to console.

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Written by Fred Rojas

April 17, 2012 at 12:00 pm