The late nineties saw the coming of a particular brand of hyper stylized action. Directors like the Wachowskis and John Woo made films that presented sweeping, heavily choreographed, action set pieces that experimented with cinematography in new and interesting ways. Some of these movies, like The Matrix, became cultural touchstones, whose effects are still felt to this day, while others, like Face/Off, were too ridiculous to be ignored.
Gaming was also advancing at this time and the next generation of consoles was on the way. Sony’s Playstation 2, Microsoft’s XBox, and Nintendo’s Gamecube were all capable of cutting edge graphics, comparable to what PCs could do at the time. Many projects originally planned for the PS1 and N64 were moved to the new hardware, and a small Finnish company, Remedy Entertainment, reconfigured their upcoming third person shooter to take full advantage of the new hardware.
Continue reading “SSPA – Max Payne”
There are some game designers out there that have extraordinary visions for new games. Some of them have undertaken ambitious projects that put them under intense strain, like Jordan Mechner (Prince of Persia) and Eric Chahi (Out of this World), both of whom made games with very small teams and limited resources. Then there are those with greater resources that push the envelope with big budget titles like Ken Levine (BioShock) and Cliff Bleszinski (Gears of War). However there are also those whose vision exceeds practicality. Probably the most well known developer like this is Peter Molyneux, who is notorious for heading projects that promise the stars, but a ultimately hindered by what is feasibly possible with that is available. This is not to say that all these projects end in disaster. The original Fable, although not as grandiose as promised, was still an enjoyable adventure game and Black & White, a simulation game similar to Sid Mier’s Civilization, was given critical acclaim at release.
Continue reading “SSPA – Indigo Prophecy”