Tumgik
#but I’m assuming the game designers at Namco were not considering this when designing the ghosts
thefuzzhead · 6 months
Text
Pac-Man is an alternate telling of Charles Dickens’ Christmas Carol:
A greedy man, taking as much as he wants (the pac pellets) is pursued by 4 ghosts (Jacob Marley and the ghosts of Christmas past, present, and future), but in the video game, Scrooge is able to slay his ethereal guides so that he may complete his greedy goals and consume all the pellets and fruits for himself.
28 notes · View notes
eirikrjs · 5 years
Text
An International Megaten Q&A
With Megami Tensei being a most Japanese of franchises, all information and official commentary about it naturally originates in the Japanese language, which means the rest of us might be missing out on untranslated assumed knowledge. So, for that additional perspective, Japanese Megami Tensei fan Poltergeist0002 (0001 on Twitter), who some of you will recognize from past posts, was kind enough to answer a few questions I compiled. If nothing else, it’s good to know we’re all in the same boat about certain things!
Tumblr media
1. What are the origins of the demons Stonka and “Forbi”? Similarly, what is Holy Ghost? It doesn’t seem to have anything to do with the Christian Holy Ghost/Spirit.
About Stonka and Forbi, I'm sorry, I don't know much about these two demons. You can see some accounts of Stonka here and according to the description it appears to be a fabricated monster. It first appeared in MT1 (FC) before Kaneko joined ATLUS, so I think the developers of MT1 didn't really look at where it came from. And, at the time, no one knew that SMT would develop into a series famous for its myths and demons, so the idea was simply "let's look at the books around us and find some monsters for enemies."            
About Holy Ghost, official book descriptions indicate that it is the Holy Spirit from the Trinity, although it looks like a Disney character. I think if this is strictly considered according to the original text, it is not its image. Of course, Kaneko could draw it as a dove, but then the player might mistake it for a bird. This is a visual representation of the holy ghost: Holy = angel wings, holy spirit = ghosts in white sheets, So even without words, every child can easily recognize "this is a ghost with angel wings."
Tumblr media
2. What is Kaneko's current position? Is there any discussion about his art copyright being removed from the latest Kaneko Works books?
I don't know. There was no word from him, and Atlus gave no reply to an email I and other fans sent. The P5 staff list indicates that he is involved in the demon's 3D modeling supervision, which may indicate that he is still at Atlus. But considering that P3/P4 was not supervised by him, as they used modeling from SMT3. So we guess they only need him when they need to make brand new demon 3D modeling. But even if he had left the company, they could still ask him to do consulting work. So at this point, we can't draw any conclusions.
(about the copyright) I don't know…At present, I have not searched the Internet for information about these. I noticed on Twitter that only a few English fans were discussing it. For now, it seems that Japanese fans have not noticed that he has lost his copyright.
Tumblr media
3. Which company owns the rights to Megami Tensei I, II, and Kyuuyaku?
Atlus. Although Megami Tensei I, II were distributed through Namco's distribution channels, their copyright belongs to Atlus. Paintings of these three works are on display at the Atlus exhibition. That means they own the copyright.
Tumblr media
4. Is there some consensus on who is the flying female figure at the end of Shin Megami Tensei II?
I didn't see an answer to that in the interview I had. So I think It's more of an artistic symbol, a montage of expression, so maybe she's nobody. She's just an archetypal image of a goddess, corresponding to the title of the game,
Tumblr media
5. How do Japanese fans feel about Shin Megami Tensei's future now that all of its original creators are gone? There is also infighting between SMT fans and Persona fans in the Western fanbase--does this happen in the Japanese fanbase?
Does this happen in the Japanese fanbase? Yes. But unlike in the past, there seems to be little opposition. Part of the reason is that most of the players who started with the old SMT series are very old, and most of them have stopped playing the game and therefore stopped participating in these debates. And P5 was so popular that it almost extinguished all opposition.
Tumblr media
6. Is there a known origin or influence for YHVH's disembodied head design?
I couldn't find an interview about him, I suppose because of religious sensitivity. Even in Shin Megami Tensei II Large Demoniac Encyclopedia they didn't publish him (all other SMT2 bosses are there).
[I later mentioned the idea that YHVH might be influenced by the Supreme Being from Time Bandits, who is called 創造主, “creator” in Japanese--seems like a possibility!]
My gratitude to Poltergeist!
25 notes · View notes
docexe-mx · 5 years
Text
While several of my prior wish list picks didn’t happen, I’m very satisfied with both the base roster of Super Smash Bros. Ultimate, as well as with the DLC characters that have been announced/released so far.
That being said, l can’t deny that the announcement of more DLC coming has prompted me to prepare another wish list. As with the prior ones, I won’t be particularly sad or angered if any of my picks don’t happen, but I definitely will be elated. (Heck, as things stand, I will probably accept anyone/anything they add to the game provided it at least has an interesting move-set).
Some base assumptions made before going into the list:
Until stated otherwise by the development team, I’m assuming that, besides the fifth character of the Fighter Pass still pending reveal, we will get at the very least a Second Season/Fighter Pass that will contain the same exact amount of content as the first Fighter Pass: Five new characters, each with their own stage, music tracks and Spirit battles.
I’m assuming that, as with prior DLC on the Fighter Pass, all the new characters will be Third Party rather than Nintendo owned. I don’t expect more Microsoft or Sony owned characters, however (yes, Banjo and Kazooie are finally in the game, but they honestly feel more like an especial exception, rather than any indication of things going forward).
I’m also assuming that characters already in the game as Spirits, Assist Trophies or Mii Costumes won’t be part of the upcoming DLC (so, sadly, no Geno, no Rayman, no Shantae and no X ;_;).
Without further ado and in no particular order:
KOS-MOS from Xenosaga. A somewhat unlikely pick, but then again, Bandai Namco is one of the few Third Party publishers already present in Smash Bros. that don’t have multiple playable characters in the game (conspicuously even, given they are helping to develop it). Given that KOS-MOS seems to be one of their characters that most often shows in crossover games, her inclusion seems plausible. Now, if I have to be honest, I particularly want her because I think the Xeno series (and by extension, Monolith Soft, the studio responsible for all its iterations and which has been a great asset for Nintendo in recent years) deserves more representation in Smash Bros. However, with Elma, Rex and Pyra/Mithra out of the competition by virtue of being Spirits, KOS-MOS is the best bet to get another Xeno character in the game (mind you, I do like her design and think her move-set could potentially be interesting).
Nightmare from Soul Calibur (with Sigfried as an alternate costume). A very unlikely pick. While Terry Bogard being announced as the next DLC character makes me think we will see at least another fighting game character as DLC, it’s way more likely that we will see a Tekken character than one from Soul Calibur, by virtue of the former being more popular than the later. However, as I have mentioned before, I don’t really play Tekken, and Soul Calibur is my favorite 3D Fighter franchise, so pardon me again for the blatant favoritism.  
Ryu Hayabusa from Ninja Gaiden. This one seems like a no-brainer by this point. Ninja Gaiden is one of the few iconic franchises originating from the NES era that hasn’t appeared in Smash Bros. yet, and Koei Tecmo has maintained a close relationship with Nintendo in recent years (even helping with the development of Fire Emblem: Three Houses). Furthermore, Hayabusa is probably their most iconic character, not only being the protagonist of Ninja Gaiden (both the original NES series, as well as the modern reboot series), but also a mainstay in the Dead or Alive franchise, and even having cameos and guest appearances in the Warriors franchise.
Crash Bandicoot. Somewhat unlikely but not impossible. His major disadvantage is that he comes from a Western franchise, and Masahiro Sakurai and Nintendo tend to prioritize Japanese franchises when it comes to deciding on newcomers for Smash. That being said, the fact that the games on the original PlayStation were very popular in Japan and that the franchise is currently having a renaissance of sorts help his chances. If I have to be honest, while I have developed a soft spot for Crash after playing the N. Sane Trilogy recently, I mostly want him in Smash Bros. for a) The inherent appeal of having him battling Mario and Sonic as the big videogame mascot characters from the 90’s, b) the sheer irony of Nintendo getting three (3!) Third Party PSX icons (Crash, Snake and Cloud) in their exclusive fighting crossover when Sony didn’t even manage to do that for theirs.
Ezio Auditore da Firenze from Assassin’s Creed. Another unlikely but not necessarily impossible pick. The major issue against him is that he comes from another Western franchise, his major advantage is that it’s Ubisoft’s most popular and best-selling franchise worldwide, and Ubisoft remains as one of Nintendo’s major Third Party supporters. Now, if this franchise do comes to Smash Bros., I think they could pick any protagonist to represent it (possibly even go the Hero route and have several protagonists as alternate costumes with the same move-set), but Ezio seems to be the most iconic of them, hence why I have chosen him as my pick (and before somebody asks or protests: Yes, he has actually made an appearance on a game for a Nintendo console: Assassin’s Creed Discovery for the Nintendo DS).
A character from Capcom. This one is admittedly cheating on my part. Capcom has so many iconic characters and franchises (several of which have historical ties with Nintendo consoles or finally arrived to them thanks to the Switch) that you could fill an entire Fighter Pass solely with them. However, it seems that Nintendo is trying to spread their collaborations among several companies, rather than privileging a single one in particular, so at most I would only expect one or two characters from Capcom as part of Ultimate’s DLC. But rather than engage in the monumental task of boiling down the selection to only one or two characters, I will simply list here all the Capcom characters that I think would be neat to see in Ultimate: Phoenix Wright from Ace Attorney, Rad Spencer from Bionic Commando, Morrigan Aensland from Darkstalkers, Frank West from Dead Rising, Dante from Devil May Cry, Mike Haggar from Final Fight, Firebrand from Gargoyle’s Quest/Demon’s Crest, Sir Arthur from Ghost n’ Goblins, Amaterasu from Okami, Leon S. Kennedy and/or Claire Redfield and/or Chris Redfield and/or Jill Valentine and/or Albert Wesker from Resident Evil (yeah, I couldn’t boil down this franchise to one specific pick, it just has too many iconic characters without a single one being more representative than the rest), Strider Hiryu from Strider, Joe from Viewtiful Joe.
Finally, a bonus pick: A character that I honestly believe is so incredibly unlikely to ever get into Smash Bros. that I’m not really considering him seriously, but I would laugh out loud if it actually happens:
The Doom Guy/Doom Marine/Doom Slayer from (duh!) Doom: It seems like this character has gotten a lot of clamor among certain circles of the Smash Bros. community in recent times. I can only assume that he started as what you could call “an ironic meme pick”: Most of the people who originally talked about him and proposed him for Smash Bros. didn’t actually want him in the game, but it was fun to bring him up given the incongruity of such an ultra-violent character appearing in an E10+ rated game …Then characters like Bayonetta and Joker were actually added to Smash Bros., and people started to consider him as a serious candidate. In his favor: The Doom series actually has historical appearances on Nintendo consoles (the SNES got a version of the original Doom running with the Super FX chip that powered Star Fox; Doom 64 was an acclaimed game that was exclusive to the N64 until very recently), the entire series is going to be playable on the Switch after Doom Eternal releases, and if you can tone down Bayonetta enough for her to appear in an E10+ rated game, you can certainly do the same with the Doom Slayer. Against him: He comes from another Western franchise, but unlike Ubisoft or Activision Blizzard (which have been long time Third Party publishers on Nintendo consoles), Bethesda only started to support Nintendo on the Switch era; most importantly however: the First Person Shooter genre is exceptionally unpopular in Japan (and Doom as well by extension), it’s pretty much a niche genre there in the same way that RPG’s used to be in the West. So, for those reasons, I’m not really expecting to see the Doom Slayer in Ultimate’s DLC, even if, strictly speaking, is not out of the realm of possibility for that to happen.
6 notes · View notes
beardycarrot · 7 years
Text
Nintendo E3 Hopes and Dreams
It’s probably dumb to actually hope for...anything, BUT HOPE IS THE THING WITH FEATHERS DAMNIT. Nintendo will have a twenty-five minute video spotlight, presumably showing off trailers for new games, while Treehouse Live will be going more in-depth with gameplay.
Nintendo’s big game this year is Super Mario Odyssey, which will be playable on the show floor, with Treehouse Live probably showing off some levels not available to the public. This is pretty much all we know for sure; anything else is just speculation (and wild hopes) on my part.
No Arms
Rebel that I am, I decided to start my list of things I want to see with something that I don’t want to see. Arms is coming out just three days after Nintendo’s presentation, and the reviews are already in. Anyone attending the event who would be likely to put out good press has already reviewed the game, so there’s not much point in making it playable on the show floor. I can see Treehouse Live dedicating a few minutes to showing off the game and maybe teasing some of the free DLC that will be coming out, but I really hope that’s the only focus this game gets. The spotlight video is only twenty-five minutes long, so they’d better not waste time on Arms.
Kid Icarus: Downfall
That title is completely made up, but I wouldn’t be surprised to see a sequel to Kid Icarus: Uprising. Sakurai is working on a new game, which probably isn’t just the Switch port of SSB4. I can totally see Sora and Platinum collaborating on a new Kid Icarus game for Switch. Maybe this time with an option to keep in the Japanese voice acting? It’s a crying shame to dub over Minami Takayama.
Mo’ Like NOkémon
Yeah, I, uh... I don’t want to see any of the stuff from this week’s Pokemon Direct in the Nintendo spotlight. That trailer for Pokken Tournament was great and really showed off the potential of the Switch, but it’s a game everyone expected to see a Switch port, and we already know everything important about it for the time being. I’m okay with Treehouse showing off some of the new content, but I don’t want it in the spotlight. Same with Ultra Sun/Ultra Moon. A trailer wouldn’t be useful to us at this point, so just show some gameplay during Treehouse Live and explain what the game is there. Speaking of Pokemon, I hope that we’ll finally see an English release for Detective Pikachu, though I don’t know whether that’s really worthy of showing during the spotlight.
Golden Sun 4
This is a long shot, but a friend recently reminded me of the cliffhanger ending to Golden Sun: Dark Dawn. Unfortunately, that game wasn’t great, and didn’t sell well, so it’s entirely possible that nothing will come of the sequel bating. Which sucks, because the first two games in the series were fantastic. Since Dark Dawn, Nintendo’s just had Camelot working on bland Mario Sports titles... but with the latest one, Mario Sports Superstars, they’ve finally brought all the Mario Sports games (...and... horse racing) together into one package! They had the team from Namco that worked on Mario Super Sluggers helping out, so maybe the extra man power meant they were able to divert some resources towards a new Golden Sun pitch? I mean, with five sports games in one coming out just a few months ago, there’s no need to release another in the near future, so that totally opens them up their schedule, right? Right? Please, Nintendo, even just a teaser image showing silhouettes of the four Djinn types will do. PLEASE?
Retro Studios 2D Metroid
I know what Nintendo was trying to do with Metroid Prime: Federation Force. They knew that there was a big market for online gaming, and Splatoon’s unexpectedly huge success encouraged them to push ahead. Tri Force Heroes was... less, of a success, but people clearly liked online play and were clamoring for a new Metroid game, so it seemed like a perfect fit. Unfortunately, this is one of the few instances where Nintendo’s “develop a gameplay concept and then choose a Nintendo franchise to use it in” approach didn’t work. People seem to thing that Nintendo doesn’t care about the Metroid series, having done nothing special for its thirtieth anniversary... but bear in mind, Federation Force DID come out during the anniversary month. It just... would’ve been nice if they’d actually acknowledged it. ANYWAY, while Metroid isn’t nearly as popular in Japan as it is in the US, Nintendo DOES care about the series; it’s their only franchise in the Metroidvania genre, and it’s bad business to leave a market untapped.
All that said, Retro Studios has been quiet since Donkey Kong Country: Tropical Freeze came out three years ago. They apparently didn’t like working with Kensuke Tanabe, and his role as a producer on Retro games and point of contact with Nintendo was supposedly filled by Yoshio Sakamoto, the director of the Metroid series. Considering Retro’s history with Metroid and their recent foray into 2D platforming with the Donkey Kong Country games, with or without Sakamoto, their secret project definitely feels like it must be a 2D Metroid game. When they finished working on DKC:TF coincides with when Nintendo should’ve started really thinking about the next Metroid game, and the silence on both the Retro and Metroid fronts is telling. It’s gotta be time to reveal what Retro’s been working on, and all signs point to it being Metroid... and a 2D one, I hope.
Zelda Maker
Somehow, it’s been over a year and a half since Tri Force Heroes, and three and a half since A Link Between Worlds. That’s not too soon for them to be far enough into the next handheld Zelda to at least tease it, right? Tri Force Heroes was barely even a game! Okay, maybe it’s too early for the next main series Zelda game, but they could definitely show Zelda Maker. It would need a lot more variation in visual styles than Mario Maker so that every dungeon doesn’t look exactly the same, and a ton of items and interactive elements so that people can make original puzzles, but I think it can be done. Realistically, I don’t think Zelda Maker is likely to happen... but this isn’t a “realistic expectations” list, it’s a HOPE AND DREAMS list!
Ice Climber. Wait, what?
This is completely out of left field, but... new Ice Climber? Nobody’s asking for it, nobody wants it, but I think they could do something with it on Switch. Y’know, a competitive co-op mode to make use of the Joycons? There are plenty of developers this could’ve gone to... Next Level, Sora... maybe a even Namco or Capcom? This game is probably never happening, but if it ever does, I can see it as a Switch eShop title.
Mario + Rabbids: Kingdom Battle
A Mario/Raving Rabbids crossover RPG was rumored months ago, and while there wasn’t really anything to support it, it seemed too weird of a concept for someone to just start a rumor about. Then, a few weeks ago, what appear to be internal materials from Ubisoft regarding the game were leaked... and then the Brazilian ratings board issued a rating for the game, pretty much confirming it. It’s unfortunate that all this was leaked, as this game was probably going to be one of Nintendo’s big reveals at E3. I don’t imagine the leak will impact their plans that much, so this will probably take up a good portion of the spotlight.
Fire Emblem Warriors
Nintendo’s been all about the Fire Emblem lately, and while I don’t expect any details on the next major game in the series, Fire Emblem Warriors is supposed to be coming out sometime this year. The reveal trailer told people pretty much everything they need to know, but I expect it to show up in Treehouse Live, and at the very least in a sizzle reel during the spotlight. Assuming the only sizzle reel isn’t indie developers, which it might be.
Animal Crossing Something-Or-Other
Switch is a great console for Animal Crossing, and I’m excited to see what they do with it. They’ve already announced some kind of mobile Animal Crossing game, which is another perfect platform for the series (assuming it’s not some weird Animal Crossing-themed puzzle game or something). If Katsuya Eguchi’s been working on the mobile game he probably hasn’t had time to work on one for Switch in addition to everything else he’s been involved with... buuut, if they originally started development on Wii U, the game could be close to release by now. Either way, I’m hoping to see something Animal Crossing in the spotlight.
amiibo-Centric Games
I love amiibo, but I’d like to see more games (other than the ones they’re made for) that use them. amiibo Tap is basically just demos of NES and SNES games, and I don’t know anyone who played that Mario vs DK-type game that uses amiibo. The best use of amiibo I’ve seen is in Super Mario Maker, where scanning an amiibo unlocks that character as a skin, and Breath of the Wild, where every amiibo gives you random materials (and Zelda ones give you special items). Codename STEAM also has playable Fire Emblem characters unlocked via amiibo of those characters, which is... random as hell, but still pretty cool. I want Nintendo to put out some games that make use of amiibo in a cool way, something like Skylanders or Disney Infinity.
Switch VR
I’m not all that interested in VR... at least, not as it currently stands. The Switch, however, seems to have been designed with VR in mind. Sure, the main appeal is that it’s a home console that you can take on the go and even has portable multiplayer... but it could also easily become a portable VR system as well. I mean, the unit is a screen with two detachable motion controllers; all they need to do is release a headset to mount it in. I think the screen on the Switch may be kind of a low resolution to use for VR, but it’s definitely a much more attractive solution than other platforms that do VR and nothing but.
Monster Hunter XX
I’ve been waiting for another console Monster Hunter game, and it’s finally coming to Switch with Monster Hunter XX! Currently it’s only announced for Japan, but the series is also incredibly popular in North America, so I’m sure we’ll get it. C’mon, Capcom, give us a date! Also, while you’re at it, work things out with Arthur Conan Doyle’s family (or just ignore them, they have no legal claim to early Sherlock Holmes stuff) and release Dai Gyakuten Saiban here!
RPGs! JRPGs! ARPGs! SRPGs!
I want Japanese role-playing games. We’ve seen enough of Ever Oasis that if it’s in the spotlight it will only be part of a sizzle reel, and... I’m really not sure what’s up with Octopath Traveler, but hey, weird lighting engine aside it looks pretty cool. I wouldn’t mind seeing more of it. I feel like they’ll finally be showing off the Switch version of Dragon Quest XI, though I expect it to be close to the PS4 version. Xenoblade Chronicles 2 is pretty much guaranteed to make an appearance. That’s all nice and good, but I want more. I want the Switch version of Dragon Quest X to come out in North America. I want Slime Morimori 3 to finally come out here. Hell, Nintendo and Namco have been working together a lot recently, how about a new Tales game? A NEW MARIO & LUIGI GAME WITH WARIO AND WALUIGI PLAYING AN IMPORTANT ROLE.
I think that’s about all I’ve got. I really don’t know what they’ll have time for in a twenty-five minute spotlight, but there will supposedly be announcements made during Treehouse Live as well. Hopefully the trailers for things we already know about will be short and most of the new stuff for them will come from Treehouse. I really don’t want ten minutes of the spotlight to be taken up by Super Mario Odyssey, Mario + Rabbids, and Xenoblade 2.
1 note · View note
entergamingxp · 5 years
Text
my life with Jason Brookes • Eurogamer.net
In the autumn of 1995, I interviewed for a writing position on Edge magazine. I had no experience in publishing; I’d spent a year since leaving university writing manuals and design documents for the developer Big Red Software, but I was desperate to be a journalist. Although I hadn’t read Edge that much, everyone I worked with treated it like a holy text. It felt like a long shot. Then Jason Brookes turned up late for my interview, was friendly but distracted throughout, and at the end set me a writing task before disappearing completely. I assumed I had failed. Over a month later however, he called me and offered me a job. This was my first inkling that Jason had his own way of working.
Three days ago I got a call from Simon Cox who joined Edge just after me and later became deputy editor. Jason had been ill for three years – he died in the early hours of Monday morning. Between long difficult pauses, Simon and I swapped a few stories about our time on the magazine. I put the phone down and cried, and thought about Jason. That’s what I’ve been doing ever since.
Jason Brookes began his journalism career at the cult Super Nintendo magazine SuperPlay, under the tutorage of launch editor, Matt Bielby. He’d originally applied for a job on the Sega magazine, Mega, but editor Neil West soon realised Brookes was a complete Nintendo fanboy and pushed him Bielby’s way. “From the start, we were influenced by Japanese magazines – not just games mags, but women’s mags, car mags and anything else we could get our hands on – as well as Japanese comics and anime,” says Bielby. “What struck me about Jason was just how much he knew about and loved Japanese culture – and gaming in particular, and Nintendo especially amongst that. He knew more about all of it than the rest of us put together.
Photo credit: Hilary Nichols.
“Getting reliable info on Japanese games was a painful, time-consuming business in the pre-internet days, involving late-night phone calls to the other side of the world, local language students doing vaguely comprehensible translations for us from Japanese magazine articles, and all sorts of palaver. Jason was intrinsic to this.”
As there were so few SNES games officially released in the UK each month, the SuperPlay team was forced to scour the obscure grey import market – and this was Jason’s forte. “Even if the average SuperPlay reader was never going to buy Super Wagan Island or Zan II, the fact that it existed and we could tell people about it added to the unique feel of the magazine,” says Beilby. “Jason would find all sorts of obscure stuff that I, for one, couldn’t get my head around at all. It became his territory in a way, and his enthusiasm made us all consider the most oddball releases in a new light.”
In 1993, Future Publishing’s magazine launch specialist Steve Jarrett was looking for writing staff to help with an ambitious project. It was a new type of games magazine, eschewing the pally, hobbyist tone of most publications of the era in favour of a serious, refined, journalistic style, inspired by visual effects mag, Cinefex. That project was Edge. “He made a huge impact on the magazine,” says Jarrett. “He filled in a lot of the gaps in my knowledge – he brought with him his love of Japanese culture, games and game art – and at the time, that was where all the innovation was coming from. He opened Edge up. He was fortunate, too, because I wasn’t so keen on travel at the time so he did all the trips to the US and Japan!”
His first issue as editor was Edge 11, which featured a series of exclusive articles on the forthcoming PlayStation console, which at the time was still known by its codename, PS-X. Jason and Matt had been invited by Sony’s third-party development manager Phil Harrison to view the legendary T-Rex graphics demo being touted to developers, and Jason later secured interviews with staff within Sony Computer Entertainment Japan, as well as at Namco, Konami and Capcom for the big reveal feature. Over the course of ten packed pages, the magazine communicated the importance and potential impact of this vital newcomer to the games industry. As a knowledgeable fan of dance music, Jason also perfectly understood Sony’s determination to align PlayStation with the ascendant 1990s club culture, running several articles on the machine’s groundbreaking marketing and its relationship with hip brands such as Ministry of Sound and Designers Republic. He saw that both the audience and industry were maturing, and that popular culture would have to cede ground to video games. He just got it.
The Edge office in the mid-1990s was a cross between a university halls of residence, a night club and a game development studio – an atmosphere utterly presided over by Jason. He was an unapologetic perfectionist, determined that every page of the magazine exemplified the Edge vision of style and substance. He would spend hours choosing exactly the right photograph or screenshot for even the most minor preview, and my abiding memory of him is hunched over a lightbox, examining 35mm slides from some Japanese arcade trade show or obscure Shibuya-based development studio.
Everything would always come together at the last possible minute. The magazine flatplan – the page layout guide that showed writing and art staff what each issue would contain – was almost always virtually empty until the week before deadline. Then suddenly, Jason would announce that he’d secured an interview with Howard Lincoln or Miyamoto, Peter Molyneux or Bill Gates, or an exclusive look at some amazing new AM2 arcade game, then we’d be off. He’d trust us too. I remember the day Susie Hamilton from Derby-based developer Core Design (then best known for aging Mega Drive title Thunderhawk) brought their latest project into the office for us to see – something called Tomb Raider. Jason wasn’t interested so me and production editor Nick Harper had a play during our lunch hour. I think within five seconds we were over at Jason’s desk, saying “Um, we think you’d better come and have a look at this.” Straightaway he gave it two pages. Deadlines would often involve two or three all-night sessions, the whole team writing and laying out pages as Orbital blasted from the stereo. It was hard work, but it was fun. We’d smuggle beer in, and Edge’s art editor Terry Stokes, an inveterate prankster, would set up elaborate traps for us around the office.
What did I learn during this fraught, tense, hilarious nights? I learned everything about writing quickly, about getting the best from poorly translated interviews, about how every sentence needs to carry a fact or idea that takes the story forward. Jason hated waffle, he hated mediocre, colourless writing. He wanted us to communicate the joy of a Treasure shooter, the technological magic inherent in a lit, textured polygon, the underlying philosophy of an executive soundbite. He thought deeply about games and how they functioned. His favourite was R-Type and to hear him break it down was to hear a Nobel prize-winning scientist explaining DNA strands. As Jason’s brother Matthew recalls, “He loved the passionate attention to detail, the creativity, the huge sprites, the multi-layered parallax, the colours, and even the superlative collision detection. I’m not sure how long he must have spent playing and eventually completing that game.”
Jason didn’t teach us how to make a magazine, he just expected us to know. When I turned up to the Edge office on my first day of work, he told me to take screenshots of Sega Rally. I didn’t know what the hell that meant, I had no idea of the process. I just had to go over to the Sega Saturn, plug the leads in, figure out how to use the Apple Mac connected to our CRT gaming monitor and get on with it. Sometimes, he’d disappear to Japan or LA for a week and you wouldn’t know when he was coming back, you’d have to piece together his intentions from vague emails and editorial meeting notes. That’s just the way it worked, we all knew it. You figured stuff out. And then he’d return and flip through the latest issue of the mag and say “you did a really good job on this article” and my god, you’d glow with pride all day.
His perfectionism at Edge lasted until his very last act at the magazine – his final Editor’s Intro. “I just remember how long it took him to craft it,” says production editor at the time, Jane Bentley. “That sign off was the most agonising 300 words I’ve ever seen someone write and rewrite. I think I came out in hives having to stay up all night for final sub checks before the mag could get biked off to the printers. But Edge was a magic world back then. A real gang of super fans.”
After this, he moved to San Francisco writing for US magazines Xbox Nation and GMR as well Japanese publications LOGiN and Famitsu. More recently, he got back into pure design, helping indie studio 17-Bit Studios create its website.
A few months before he died, we all attended Simon Cox’s wedding in the Cotswolds. I sat next to Jason for most of the reception, and we reminisced about the olden days. At some point quite late on, after a few glasses of champagne, I said to him, “when you gave me the job on Edge, you changed my life. Everything I have done in writing after that is really down to you.” He just smiled at me in that charming and slightly airy way of his. I hope I have lived up to whatever it was you saw in me on that warm autumn afternoon long ago.
This is what I have learned from Jason Brookes: be good at what you do. Take care. Make every sentence you write, every image you capture, every idea you foster mean something. And if you are given the chance to thank someone for helping you, take that chance. In fact, do it now. Email them, text them, put down your phone or close your laptop and go find them. Tell them what they did. Because life can be cruel, and important people are sometimes taken away too soon. Jason, you were brilliant, difficult, talented, chaotic, spiritual and loving. You always ended your editor’s intros with a single phrase – the future is almost here. That’s how you lived – with one foot in next week, or next year, or the next decade even, waiting with a smile on your face for the rest of us to catch up.
from EnterGamingXP https://entergamingxp.com/2019/12/my-life-with-jason-brookes-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=my-life-with-jason-brookes-%25e2%2580%25a2-eurogamer-net
0 notes
guitarpornography · 7 years
Photo
Tumblr media
Versus Steam: Game of the Year Awards: Runner-Ups
Rather than do this after the list or right before the number one game as I originally planned, I found myself thinking this placement would make the most sense. Honestly, the top three for me were difficult to order, as I could easily pick each as my favorite game of the year based on how I was feeling at any given moment. Though I’ve finalized a proper ordering, you could easily just consider them my Triforce of Game of the Year as each offered something amazing that I really want to talk about. However, I did play plenty of other games this year, though I’m sure I missed more than a few. So if you don’t see a game you loved in this post or the three that follow it, send me a message to let me know. I’ve also decided to categorize this with some silly award titles, befitting just why they deserve mention. Without further ado…
Versus Steam’s “The Last Game I Cut Out of the Top Ten” Award
Tumblr media
Developed by: Stoic
Published by: Versus Evil (PC, PS4, XBox One)
Oh, I feel so bad about leaving this one off the list proper. When The Banner Saga won my Game of the Year Award back in 2014, I was immediately excited for the sequel and Stoic did not disappoint. Picking up immediately where the last one left off, the player continues the rocky road of managing life versus managing strength, resulting in a tumultuous trip in which every decision feels weighty. The art style continues to be gorgeous and the consequences the first game have a real impact on characterization, adding layers of depth to characters that were already pretty complex. Where it fails is in what we might call Trilogy Syndrome, as the second part of any trilogy has to shoulder a lot of weight in setup, without giving any sense of finality. While The Banner Saga 2 has an exciting climax, it’s hard to piece together what it will all ultimately mean for the series as a whole and it makes it very hard to say that that is satisfying. Still, the epic journey is on display and with characters starting more powered up, the layers of strategy have increased in building a team for the field. And as always, the aesthetics of the game are top notch to a degree I cannot express with a mere picture or sound clip. They must be seen in motion.
Versus Steam’s “This Game is Soooo Long but I’m Really Enjoying What I’ve Played So Far” Award
Tumblr media
Developed by: Square Enix Business Divison 2
Published by: Square Enix (PS4, Xbox One)
I cheated a few years back and included Dragon Age: Inquisition on a Game of the Year Award list, but I had been drawing towards what I felt was the conclusion, making me comfortable with putting it on the list. With Final Fantasy XV, I feel almost like I will never actually finish this game, since I’m always getting sidetracked from any sort of story progress. But I like what I have played so far. The world is huge and full of interesting, though not wholly fleshed out things and the mvoe towards an active battle system has encouraged me to explore more, as it gives a sense of urgency during random encounters rather than a feeling of being stopped. The visual design is stellar and while I at times feel lost for context, I become more and more drawn into the characters we have as our protagonists, making the road trip we’re playing through feel very lively and fun. My only major disappointment thus far has been the game's tendency to kind of phone in motivation for people, assuming we’ll understand why they do things based on what they do rather than adding weight to their emotional states or follow-ups. But this is the first time my beloved Final Fantasy has provided me with much of anything I’m interested in since Final Fantasy XII, so I am most thankful for that.
Versus Steam’s “You Will Not Believe This Shit” Award
Tumblr media
Developed and Published: by DEVGRU-P (PC)
So you’ve been assigned to a tank training school in Japan, only to find out that it's really just a normal highschool run by the military and the tanks are in fact, cute girls. I cannot begin to express how novel and enjoyable the premise of this game is alone, as my head immediately tries to imagine actually using one of these girls in combat, piggybacked to them with shells being fired from their normal sized mouths. If it sounds ridiculous, its because it is, but that’s all the fun. I’ve really come to enjoy streaming visual novels and dating sims over the past year because they can be so silly and enjoyable (not to mention its fun to read the dialogue aloud in funny voices) and Panzermadels may be the most fun I had with this. The only thing that really hurts the the game is the fact that it has a short length and scenes that are constant to all scenarios, making some stretches kind of dull since you’ve seen it before. But the tank waifus are cute and FOR ODIN’S SAKE! THE PINK HAIRED TANK IS A RUSSIAN TSUNDERE! WHAT MORE DO YOU WANT PEOPLE?!
Versus Steam’s “I Put Way Too Many Hours Into this Game” Award
Tumblr media
Developed by: FromSoftware
Published by: Namco Bandai (PC, PS4, XBox One)
Seriously, the amount of hours I’ve poured into multiple playthroughs of the game proper and yet additional hours dedicated to PvP is quite robust. I didn’t include Dark Souls III on the proper list mostly from the vague feeling that I was enjoying it because it was Dark Souls more than that I was enjoying it because it was an awesome game, but all the key ingredients are there. The story is vague and obscured, referencing events of the first game but never firmly latching on to anything but glimpses and providing a lot of other fan service for us die hards. The combat is slightly faster than before, echoing a bit of Bloodborne in making sure your aggression never fully wanes. The boss’ are a mixed bag, though Dancer of the Boreal Valley, the Nameless King and Champion Gundyr are among my favorites to ever be in the series. It all works just how I want my Souls game to work and I love the addition of Weapon Arts to the game for adding a wrinkle in PvP. I know people love to Estoc spam there, but I keep managing to catch them off guard with Weapon Arts they’ve never or rarely seen, making it a very satisfying experience.
Versus Steam’s “I Didn’t Actually Play This, but the Let’s Play I Watched Made it Look Awesome” Award
Tumblr media
Developed and Published by: Front Line Games
I don’t normally watch a lot of Let’s Plays, though Maize ended up cropping up (hahahahaha) on one ot the few channels I follow and i must say, it was one of the funniest games I’ve seen in a long while. Built as a first person puzzle game, the player guides themselves through a farm that secretly houses a science base and well… sentient corn. Along the way they pick up an angry Russian Teddy Ruxpin knockoff as a companion and things keep spiraling out of control from there. This joins a handful of games I really just want to recommend based on the crazy things I saw happen in them, but this is so much dependent on the irreverent humor. Passive aggressive post-it notes fill the lab, as the seeming madness traces its roots in all sorts of ways, most notably the thickness of the corn and the seeming lack of objective for interacting with them. While the puzzles seem on the easy side, it looks like such an enjoyable ride and I cannot wait to play it for myself.
All of the above games are ones I would recommend for you to check out, even if they’re not quite the niche you’re looking for usually, since they present a wide range of styles to experience maybe for the first time. Still, we have three more actual awards to give out and I promise, they’re gonna be good ones.
0 notes