Celebrating 40 Years of the Master System: Unveiling the Overlooked Legacy of Sega’s Underrated Console

TThere’s an enduring saying that history is penned by the victors, and this is just as true for video games as it is for any other arena. It’s easy to think of the Nintendo Entertainment System (NES) as the sole gaming console of the mid-to-late 1980s. For those who grew up in Nintendo’s key markets of Japan and North America, this bulky device was essentially the only option available, especially with its iron grip on third-party developers that crafted a monopoly on prominent titles. However, in Europe, where home computers thrived, the NES struggled against superior competitors.

The Sega Master System first made its debut in Japan in the fall of 1985, originally branded as the Sega Mark III. Powered by the renowned Z80 CPU (which was also utilized in home computers like the Spectrum, Amstrad, and TRS-80) and a robust Sega-designed video display processor, it comes equipped with 8kb of RAM, boasts a 64-color palette, and can render 32 sprites on-screen simultaneously, making the NES (which uses the antiquated 6502 processor) look like an antiquity.

Initially marketed in Japan as an extension of Sega’s SG-1000 series, this device resembled a budget-friendly home computer rather than a pure gaming console, complete with optional keyboard and printer. Nonetheless, as the NES surged in popularity across Japan and the United States, Sega reassessed its strategy, stripping away some computer functions before reintroducing the Mark III as the Master System in 1986. This sleek, angular console stood in stark contrast to the beige Betamax aesthetic of the NES.

Sega Master System titles were available in two formats: cartridges and Sega cards for shorter, more affordable games. Photo: booksR/Alamy

Included with the Master System was a light gun, and Sega also introduced 3D glasses compatible with specific games. “We refer to it as a 3D version of Outrun,” says programmer Chris White, who later developed the Master System emulator for Sega’s PlaySega website. “It definitely gave me a headache, and the flashing lenses caused mild disorientation, but it was a reflection of Sega’s willingness to experiment boldly.”

Initially, Sega managed the distribution of the Master System in the U.S., but they sought local partners to navigate the more fragmented European market. In the UK and France, later expanding to Spain, Virgin Mastertronic took on that role. “Sega’s partners had a stronger marketing position in Europe,” noted Nick Alexander, Virgin Mastertronic’s managing director during that time. “They also established better retail and distribution relationships compared to Nintendo. There was a running joke in Computer Trade Weekly, a video game trade magazine, stating that Nintendo viewed Europe as a land of dragons. They were out of touch and concerned, which is why they focused primarily on the U.S.”

Alexander, who led Virgin Games since 1983, embraced the company’s innovative, youth-oriented marketing approach. “We envisioned video games as equivalent to a band on tour,” he shared. “Thus, we procured a double-decker bus and traveled across the country, visiting school playgrounds and shopping centers. This garnered significant press attention. While Nintendo targeted family entertainment, we understood that in Europe, it resonated primarily with Germany. We aimed at teenagers, knowing that if we won them over, their younger siblings would also be drawn to the Master System. That was our formula for overshadowing Nintendo in Europe.”

While Nintendo had Mario, Sega possessed a significant asset: arcade heritage. The company ported many of its popular arcade hits to the console, including Space Harrier, Outrun, Golden Ax, and Afterburner, marketing it in the West as a home arcade experience. Even though these weren’t perfect conversions of the original games, they were notably faster and more vibrant than those previously available on home computers. For teenage arcade enthusiasts at the time, this felt revolutionary.

“Game center in my living room”… Shinobu of Sega Master System. Photo: ArcadeImages/Alamy

“Thanks to the impressive hardware of the Master System, games visually surpassed other Z80-based systems,” White asserts. “It gives developers the ability to create scrollable tilemaps and dynamically position sprites, which makes programming straightforward and alleviates a lot of processing demands from the CPU. This design shared numerous similarities with Sega’s arcade technology; in fact, it was originally derived from the graphics chip used in Sega’s arcade machines, the TMS9918. ”

For European developers, mastering the hardware was a dream. “We had been developing for the Spectrum and Amstrad, and our titles were being ported to the C64,” recalls Andrew Oliver, who, along with his brother Philip, created Dizzy games for Codemasters. “I vividly remember attending the CES show in Las Vegas, where Sega had an extensive booth that stood alongside Nintendo, promoting their message of ‘speed.’ Back then, computers were all about vibrant visuals and rapid execution. Ultimately, Codemasters signed a licensing agreement and obtained a development kit for the console. It operates on a Z80, similar to the Spectrum, yet the graphics chip is reminiscent of the C64, resulting in fast performance with impressive parallax scrolling and sprites. The programming process was quite straightforward.”

Additionally, British developers believed that Sega offered a more useful platform than Nintendo. Mike Simpson, a programmer at the British publisher Personal Software Services, later acquired by MirrorSoft, shared, “We established a small in-house studio in Coventry, employing around 20 people to port various titles.” He continued, “Someone approached us about porting Xenon 2, a top-tier 16-bit Amiga game, to the Master System. It seemed like an impossible task, but we had to give it a shot. I was even invited to Japan for training in programming. I spent a week at Sega in Tokyo, getting insights from Mark Cerny,” [the later lead architect of PlayStation 4 and 5]. “I recall rows of tightly packed desks and conference room chairs being used as makeshift beds.”

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A classic console… Sonic the Hedgehog. Photo: Sega

Even with the arrival of the Mega Drive, the Master System maintained its popularity in Europe (and later in Brazil) and continued to be supported with simplified versions of Mega Drive hits like Sonic the Hedgehog. Sonic Chaos, a beloved offshoot developed for both the Master System and Sega’s handheld devices (which shared the same hardware), stands out as a highlight of the series. Subsequently, Sega released a revamped Master System 2 at a budget-friendly price of £50, bundled with Sonic.

However, the Master System offered more than just ports and arcade classics. It has a rich legacy with iconic platformers like Wonder Boy III: The Dragon’s Trap, Psycho Fox, Fantasy Zone, Alex Kidd’s Miracle World, the groundbreaking role-playing adventure Phantasy Star, and the excellent Zelda-like Golbelius: Valley of Fate. These titles, as well as many often overlooked from the NES era, remain true gems. Unlike many classic Nintendo games, Master System titles are now more accessible to modern collectors.

Indeed, while the NES dominated in America to the point where “Nintendo” became synonymous with gaming, the Master System emerged victorious in Europe, Brazil, and elsewhere. Historical accounts may be harsh, but for those of us who lived through it, who read European gaming magazines or flipped through Sega catalogs in the annual Argos and Grattan Christmas sales, the Master System was more than a console; it was an arcade experience that foretold the future of gaming. A promise that the Mega Drive would continue to uphold.

Source: www.theguardian.com

Celebrating Queer Black Joy: TikTok Creators Quiz Pop Stars and Politicians on LGBTQ+ Culture

ANania Williams is Genress, known to some for their comedic TikTok videos and to others as the host of Gader, a viral show focusing on queer culture, history, and current events. Their interview with New York City mayoral candidate Zoran Mamdani gained significant attention, and Williams has also made an impact through performance art, including open icons like Chapel Lawn and Bob the Drug Queen, and various roles in musical theatre such as Laura in Kinky Boots and Dominique in Lucky Stiff.

For years, Williams has crafted a creative universe all their own. At just 25, this gender non-conforming Black artist employs their/her pronouns and has cultivated a strong social media presence with over 2.8 million followers. They are carving a niche for themselves outside the traditional binary. In their upcoming project, Williams will star in the new musical Saturday Church at the New York Theatre Workshop, debuting on August 27th. The production explores the sanctuary for LGBTQ+ youth. “It’s a musical that captures a unique atmosphere,” Williams remarked. “It embodies a strange, black joy and conveys a beautiful message.”

Williams embraces another role in their burgeoning theatre career as a trans woman. “The more I embraced my transition, the more positive I felt,” they shared. “It was empowering to inhabit spaces where I could truly be myself.” Their talent and charisma make their ascent seem almost predestined. As they juggle various projects, navigating their extensive future and the complexities of being an online presence remains an ongoing challenge.

Growing Up

Growing up in Davenport, Iowa, a town of about 100,000 in the industrial Midwest, posed its own challenges for Williams. They faced bullying at school for “having a girl’s name,” and their family life was marked by turbulence, including abuse and neglect. However, life in the Midwest also planted the seeds for their artistic aspirations. As a child, they sang in the church choir and later joined the show choir, inspired by their sister.

Williams pursued a Musical Theatre Program at Emerson College in Boston. This period became pivotal, allowing them to reflect on their identity and desires. Still, the world of musical theatre presented its own binaries and constraints. As someone who identifies outside traditional gender norms and as a Black individual, Williams felt restricted. “I thought, ‘It feels forbidden to exist beyond the gender binary,’ and simultaneously to be Black,” Williams recalled.


Even as Williams sought to carve their path, they encountered resistance from professors. “They kept questioning why I gravitated toward ‘girl’s songs.’ I tried to explain, but it fell flat,” Williams shared.

When the COVID-19 pandemic struck, Williams returned to their hometown and, like many, awaited a return to normalcy. The quarantine period prompted significant reflection and helped them fully acknowledge their gender identity. “I had to confront some truths, like, ‘Yes, I’m different. Yes, I might be gender non-conforming.’ It spiraled from there,” they recounted.

Around the same time, they began creating content on TikTok, quickly gaining recognition for their humorous rants during late-night walks. Much of their content served as spontaneous commentary on topics including religion and personal relationships. In 2022, they began discussing their gender identity more openly, sharing videos about their makeup and drag routines.

Reflecting on that time evokes mixed emotions for Williams. On one hand, they cherish the growth they experienced alongside a loyal audience. “My audience has been with me through my evolution,” they expressed. “They watched me put on makeup for the first time or try on my first wig. Those supporters motivate me to continue, even as I sometimes wish to revert to the earlier version of myself.”

The Rise of Gader

The nature of their content has continually evolved. In 2024, Williams became the host of Gader, a show created by Amelia Montooth on the company’s mutual media platform. The show quizzes various guests on queer culture to determine if they exhibit “straight, homophobic” tendencies, with questions about “lipstick lesbians” that assess guest knowledge of gay icons. In many instances, Williams learns alongside participants in real time. “I didn’t even know who Sue Bird was, and I was being schooled by the lesbians on the street.”

The show creates a comedic environment intended to educate audiences. “We weave fascinating histories and cultures into accessible questions and snippets, ensuring a relaxed atmosphere for learning,” Williams explained. “We provide facts and context, urging viewers to care about these narratives.”

Initially, early versions of the show featured Williams interacting with strangers on the street, but it has since hosted many public figures and celebrities, including Vivienne Jenna Wilson, the daughter of singer Lucy Dux, Rene Rapp, and billionaire Elon Musk. A highlight was having progressive NYC mayoral candidate Mamdani as one of their guests, who generated buzz as one of the first politicians to appear on the show. Mamdani surprised attendees by succeeding in a challenge at a popular lesbian bar in Manhattan.

“He was so open and engaging throughout,” Williams noted. “We educated the younger audience about who he is, and he spoke about his vision,” they added. “It feels rewarding to contribute to the contemporary discourse in this way, knowing we’re making an impact.”

Williams’ journey hasn’t been without challenges, facing harsh criticism as they have become more vocal about their transition. “People are trying to categorize aspects like fashion, makeup, and hair, as if I must adhere to certain stereotypes,” Williams said, referring to online trolls. “While I hope society is becoming more accustomed to the presence of trans individuals, I feel there’s still a narrow, stereotypical vision of what trans identities should look like.”

Yet, Williams has managed to maintain genuine connections, alongside the trials of their journey. They are supported by family and childhood friends, a partner, and acquaintances from TikTok. Outside content creation, they indulge in hobbies like baking and gaming, steering clear of the pressures to monetize their life. “I was working on a birthday cake for a friend later that night,” Williams laughed. “I can recall the color but not the flavor—either red velvet or strawberry!”

Source: www.theguardian.com

Wrist Space Invader: Celebrating the Glory of Casio’s Video Game Clocks This Year

o
I’ve been tidying up my attic for the past few weeks, primarily to ensure its contents don’t collapse the ceiling. However, I have a side quest. My most treasured possession at age 12 was the Casio GD-8 car race watch. This digital timepiece featured built-in racing games on a small monochrome LCD screen. The two large buttons on the front allowed players to maneuver left and right to dodge oncoming vehicles, keeping the game alive for as long as possible. I lost count of how many times it was confiscated by teachers, as I often lent it to the toughest boy in class for protection against bullies. As a socially awkward nerd, this watch was crucial for my survival. I’m quite sure I still have it somewhere, and my resolve to find it has been strengthened by recent discoveries about its value.

Casio began producing digital watches in the mid-1970s, striving to compete on price with technology borrowed from the computer industry. As the decade drew to a close, however, the market became saturated, prompting the company to explore new methods to entice buyers. According to Polygon in 2015, “Casio returned to its original philosophy upon entering the watch market.” Yuichi Masuda, senior executive managing officer and Casio Board member, elaborated: “Watches are not merely timekeeping devices.” He noted a shift toward multifunctionality, incorporating features like phone number memory and music alarms alongside time display.




Takeoff… In 1980, kids play Space Invaders.
Photo: Eugene Adebari/Rex/Shutterstock

At that time, Taito’s Space Invaders was a sensation in Japan. Consequently, in 1981, Casio launched the CA-90/CA-901—a thick calculator watch featuring a space-themed shoot-’em-up, where players shot numbers instead of aliens. “Our aim was to create a lifestyle where games could be enjoyed anytime and anywhere,” Masuda explained.

Was Casio inspired by Nintendo’s Game & Watch series? The iconic handheld games debuted in 1980 with titles like Juggler and Ball, paving the way for classics like Donkey Kong, which later influenced the Nintendo DS. However, Shinji Saito, general manager and chief producer for Casio’s Watch Business Unit, disagrees: “In 1980, when Casio launched the CA-90, we also released the MG-880, a gaming calculator allowing users to enjoy digital invaders. While Nintendo’s Game & Watch also launched that year, the CA-90’s concept stemmed from our own development philosophy prioritizing lightness, thinness, shortness, and low power consumption; we were not inspired by Nintendo.”

In fact, during this period, Casio was innovating with features like data banks, thermometers, and pulse checkers. “The entire range of ’80s watches was vast,” watch enthusiast Andy Bagley notes. “I’ve been collecting for years and still discover models I’ve never encountered before. There were hundreds, including touchscreen watches from the ’80s.”




Past Time… Casio Gaming Watch Page from Vintage Casio Catalog
Photo: Casio

Regardless, the CA-90 became so successful that it spurred a golden age of creativity in Casio’s R&D. Between 1980 and 1985, dozens of game watches were produced—an impressive feat given the limitations of LCD technology at the time, which could display only preset shapes and lacked computer graphics or real animations. Various racing games, shooters like Helifizer and Zoom Zap, and rudimentary platformers like Jungle Star and Hungry Mouse were among them.

Some entries were more eccentric, like Aero Batics, a stunt flying game, and Hustle Monira, which involved catching dinosaurs (as opposed to just dodging falling eggs). There were also basic football and golf simulations. Similar to Nintendo’s Game & Watch titles, these watches showcased visually simplistic game designs that felt like science fiction at the time.

Notably, it wasn’t just tech giants creating game watches in the ’80s. The U.S. company Nelsnick obtained a license from Nintendo to make watches featuring games based on Zelda, Super Mario Bros., and Donkey Kong. Additionally, Seiko had its own ALBA game watches throughout that decade. The most aesthetically outrageous models came from veteran toy company Tiger, which produced bulky LCD game watches in the early ’90s based on movie licenses and arcade hits like Double Dragon and Altered Beast. However, as technology advanced and preferences shifted, the portable gaming market exploded with the arrival of the Game Boy in 1989, effectively ending the Game Watch era.

Today, a thriving collector’s scene exists. “These watches are incredibly sought after and can demand high prices,” Bagley shares. “The downside is that they weren’t very durable compared to all-stainless steel models like the Marlin, so few have survived. In pristine condition, rare and collectible game watches can fetch hundreds to over a thousand pounds.” For collectors like Bagley, these timepieces serve as nostalgic treasures, evoking memories of a time when students were distracted by digital watch beeps rather than social media alerts. “This served as my personal reference guide for the latest models. I eagerly checked the clock section whenever a new catalog arrived to scout for innovations.”

The watch industry continues to take a keen interest in classic video game themes. In 2022, Timex released a limited edition Space Invaders Watch featuring the game’s iconic sounds, and earlier this year, Casio unveiled a collection of beautifully crafted Pac-Man watches, sending fans like me racing to their website’s booking section. For those of us who were nerdy kids in the ’80s, these timepieces felt like the predecessors to smartphones and Apple Watches. Thus, my quest to find my car racing watch is not about its monetary value. It represents a connection to my 12-year-old self, a shared nostalgia for everything lost along the way.

Source: www.theguardian.com

New Way to Navigate the Housing Crisis: Join a Facebook Group Celebrating Retro Australian Homes and Culture

One of my favorite Facebook group members is someone who shares a dislike for white paint.

In the comments, people discuss old houses from the mid-century era that have been painted white. Some debate whether they can undo the damage caused by previous owners. The focus is on the “incredibly destructive act” of whitewashing these homes, with a link shared to a house that is currently for sale. “I scrolled past three pictures and had to stop,” reads one of the 80 intense replies.

“Unbelievable destructive act”: A white-painted trend that surrounds the beauty of the Middle Ages. Photo: facebook / meta

These are my people and we belong to a retro house for sale group in Australia. This group is dedicated to sharing links to houses from the 1950s, 60s, and 70s (or earlier!) that are currently on the market. We also admire well-maintained vintage beach houses while mourning the tragically renovated interiors that have lost their charm due to new colors.


I may not know what this group is all about, but now it occupies most of my scrolling time and mental space. I find great joy in eavesdropping on discussions about old houses, connecting with strangers over a shared passion. The allure of retro pastel bathrooms and wooden paneling is like a free fashion show. My current favorite discovery is a church converted by Welby. It has a ghostly appearance and sits on 5 acres of land with aging houses around it. In Teac, Victoria, there are remnants of a cult commune or “church-based community” with a “rich heritage,” as delicately put in the listing.

But my obsession goes beyond curiosity. It’s no secret that the Australian housing market is tough, but within this Facebook group, dreams can flourish. I share links to remarkable properties with the group chat, envisioning myself repairing and restoring them.

“Church that looks like a ghost that looks like a ghost” … or a fixer upper that is perfect for this housing crisis. Photo: Realestate.com.au

I skip over listings in pricey Sydney suburbs that are out of reach and focus on fixer-uppers outside the city. I imagine a different life that could have been mine if I had bought one of these homes.

Could I live in a town like Kyogle, NSW, with a population of 2,751? Or perhaps Mount Barker, South Australia? But most of all, I dream of Tasmania with its retro mysteries, affordable prices, and proximity to the beach – if only the water temperature were a bit warmer.

“Can I live in Kaoguru, New South Wales? Population 2,751?” Photo: facebook / meta

This charm is on borrowed time. Retro houses in Australia continue to dwindle as money often triumphs over taste, leading to the demolition of older homes in favor of newer, cheaper options. I witness this reality daily. Despite the construction boom near my beachside Sydney neighborhood, I long for the stories that old houses hold. However, online, I maintain hope that one of these houses can be mine, exchanging thoughts and ideas with others in the group.

www.theguardian.com

Resident Evil 4: The Horror Game That Breathed New Life Into the Genre – Celebrating 20 Years

IIt’s an interesting oddity in video game history that one of the greatest horror titles of all time debuted on the Nintendo GameCube, the toy-like console known for some of the cutest titles in the Zelda series and Animal Crossing. But in 2002, Capcom announced five exclusive titles to shore up the struggling platform. That included Resident Evil 4, which is technically the 13th title in the franchise. This title would be considered its pinnacle when released three years later. It was an exciting new breath of life for the survival horror genre.

You wouldn’t guess all this from the game’s very pedestrian setting. Six years after the collapse of Umbrella Corporation, smoldering police officer Leon Kennedy is sent on a mission to retrieve the kidnapped daughter of the U.S. president, who has been found in a small village in rural Spain. For some reason well known to the Secret Service, he is aboard alone.

But with this B-movie premise, the film fundamentally challenged the conventions of the Resident Evil series and the survival horror genre itself. By moving the action from the rainy Midwest of Raccoon City to the Spanish countryside, Capcom thrust Regifan (and Leon himself) into an entirely unfamiliar environment. This sense of chaos is amplified by the traditional limp zombies (obviously inspired by George A. This continued even when the nobles were infected with parasites and replaced by axe-wielding, savage, swift countrymen. These feisty creatures more closely resemble the infectious maniacs depicted in Danny Boyle’s modern zombie film 28 Days Later, and are no doubt an influence on “Register 4” director Shinji Mikami. there is no. The Texas Chainsaw Massacre and the obscure Lovecraftian horror film Dagon, which was actually set in Spain, have also been cited by fans as possible inspirations.





The action feels frighteningly close to… Resident Evil 4 (2005).

Photo: Capcom

Producer Hiroyuki Kobayashi said in an interview that the theme of this work is “collective fear.” Throwing swarms of ganados at players instead of small groups of zombies increased the pressure, causing outright panic on more than one occasion. The game’s rudimentary AI allowed enemies to sneak around behind the player instead of mindlessly tripping straight up.

But most importantly, Resi 4 pulled the player’s gaze downward from a floating third-person perspective to an intense over-the-shoulder perspective. This made it easier to aim at enemies compared to earlier Resident Evil games, which were frustratingly insensitive, but more importantly, it emphasized a sense of specificity and proximity. . The action is graphic, with teeth and ax blades coming terrifyingly close together. Mikami then said that while he never expected this to be such a revolutionary feature, it’s a feature that has inspired all generations of brawler adventures, including Gears of War (and 2018’s God of War reboot). He said he was an inspiration.

Also: Dead Space designer Ben Wanat

Referenced
EA’s Cosmic Horror Shooter Joins ‘Resident Evil 4 in Space’ and ‘The Last of Us’ Designer Ricky Cambia

talked about
And looking at it now, the sense of interdependence between Leon and Ashley certainly foreshadows the fragile relationship between Joel and Ellie.

The new shoulder camera has changed the tempo of the entire Resi experience, with an emphasis on action and gunfights. A tense silence still prevailed for several minutes as we explored the farm and castle grounds strewn with dank corpses. But then a bloody siege ensued as huge waves of warriors surged through muddy lanes and dimly lit industrial tunnels. The set-piece encounter became the stuff of legend. From ferocious dogs lurking in an ornate garden maze to giant snake beasts in a lake, this game has a thrilling menagerie of boss enemies to contend with. Surprisingly, players are even reminded of inventory management, with fond memories of relentlessly refilling attaché cases to contain more goods purchased from shadowy traders.

In 2023, Capcom released an amazing updated version, bringing thrilling Grand Guignol fun to a new generation. But going back to the original still works. Every now and then a video game comes along that fans love, but game designers love even more. And these games will ultimately change the approach of the entire industry. Super Mario 64 was one of them, and so was Doom. I have to add Resident Evil 4 to that list.

Source: www.theguardian.com

Celebrating 20 Years of Katamari Damacy: The Surreal and Colorful Game That Remains the Weirdest Yet Most Beloved

MWhen I was a kid, my parents were somewhat skeptical of video games. When I was a kid, I had a Super Nintendo and his N64, but they only let me play on the weekends, so on Fridays I’d come home from school and munch on Mario 64 with a big pack of Haribo Tongue Fastiks. I was there. My gaming horizons didn’t expand until his teenage years. Around that time, I started making enough money to buy myself a PlayStation 2 and started participating in forums with other geeks whose gaming worlds were much broader than mine.

PlayStation 2 had several features strange game. While the N64 had some success, and I’ve developed a lasting attachment to his Mystical Ninja starring Goemon, it wasn’t as good as the Sony console. There was “Dark Cloud” and “Monster Hunter,” “Ryu ga Gotoku,” “Mojib Ribbon,” “God Hand,” “Okami,” and “Rivit King,” but as far as I know, this is Frolf (Frog Golf). This is the only game about.

And then there was Katamari Damacy, the very epitome of everything weird and wonderful in the PlayStation 2 library, a fun game that celebrates its 20th anniversary this week.

The premise is this. The eccentric king of the universe, who wears Shakespearean purple tights, drinks too much beer and messes up the universe. And you, his little green prince, have to take the sticky ball to Earth. Roll it and collect bigger and bigger objects until they are big enough to replace a moon or a planet. This song is a strong contender for the best theme song in video game history, and also one of his best intro sequences. Behold.

Actually, she’s only 5cm tall. “That body, that physique. Are you really our son?” cries the king. Therefore, he must start small. You’ll need to start with something really small, like rolled up thumbtacks, dice, or empty soy sauce packs. Animals will chase the ball to try to throw it off course, and precious trash will be scattered if it hits something too big to roll. Katamari Damacy is surreal, hilarious, and a lot of fun, winding up cows, cars, people, and eventually buildings, islands, and clouds. It’s only about four hours long, but it leaves a lasting impression on everyone who plays it, simply because the music is haunting. Twenty years later, it still pops into my head from time to time as I wait for the kettle to boil.

Katamari soul. Photo provided by Bandai Namco

Katamari Damacy symbolizes Japanese game development during this era. PS2 technology was good enough for game designers’ more ambitious ideas to start blossoming, and budgets weren’t yet so outrageous as to require multi-million sales. The result is a slew of short, surreal, and often quite broken games. who I really wanted that. You can clearly see the designer’s heart reflected in it. Many of these games were never released to the world. Katamari Damacy itself was never officially released in Europe, but fortunately for curious teenagers in the ’00s, importing the game was relatively easy if you knew how to use the Internet. Thankfully, the PS2’s region lock was easily circumvented. In 2004, getting a copy and putting it to work felt like unearthing an artistic treasure.

Katamari designer Keita Takahashi brought together students from publisher Namco’s design school and programmers from the arcade division to complete the game in less than a year on a budget of £650,000. Takahashi studied sculpture at art school and went on to create some interesting games, but it’s safe to say that none were as interesting as this one.Namco continued make a series without him Many years have passed since he left the company in 2009, but things have never been the same. Recent Katamari Damacy games have felt like self-parody. The reason Katamari Damacy is so loved is precisely because no one has ever seen anything like it before.

No doubt, this is mainly because I am not a teenager anymore, but I hardly ever feel that way now. It feels like you’re playing something you’ve never seen before.If you’re lucky do not have For those who have already experienced it, there is a great remaster of Katamari Damacy on Steam and all consoles called Katamari Damacy Reroll. Happy 20th birthday, beautiful weirdo.

what to play

Dragon’s Dogma 2. Photo: Capcom

dragons dogma 2 ‘ released on Friday and I’m having the time of my life. I’ve been waiting 12 years for a sequel to the weirdest medieval RPG I’ve ever played, and it didn’t disappoint. It’s like Elden Ring meets The Witcher, except it’s pleasantly silly in that it can pick up people and carry them around for hours. For no reason, you find yourself fighting an ogre in the middle of a crowded city where no one is paying attention.

This is the antithesis of the tightly scripted RPGs that currently dominate the genre, and instead allows you to mix and match a bunch of fun systems and experiment with how they collide, giving you a sense of the unexpected. always happens. As I type this, I’m in a haunted castle with a magician who looks like Aladdin Sane-era David Bowie and a retinue of greatsword-wielding warriors straight out of Dark Souls. I’m in the middle of an adventure.

Available on: PS5, Xbox Series X, PC
Estimated play time: 50+ hours

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Sony’s PlayStation VR headset. Photo: Afro/Rex/Shutterstock
  • Bloomberg claims that Sony has temporarily suspended production of the product. PSVR2 virtual reality headset, thousands of units remain unsold. Sony has never fully bought into the luxury of this expensive accessory – it’s only released a few games for it since its launch last year – and consumer demand just isn’t there either. It seems that. I’m sorry I said that.

  • Mutsumi Inomatathe character designer and artist who defined the look of Bandai Namco’s Tales series of role-playing games; died63 years old.

  • EAstudio is the latest giant publisher to suffer layoffs. 5% reduction in workforce worldwide. Apex Legends developer Respawn was the hardest hit.

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Question Block




Pokemon Sword and Shield. Photo: Nintendo

This week’s question from reader Danny:

“Which Pokemon game for Nintendo Switch would you recommend for my introduction?” 9-and Will my 6-year-old daughters be involved in this series? ”

Luckily, Danny, I just introduced Pokemon to kids my age this year, and now they’re hooked. They get so much joy out of these games and it’s really gratifying. Here he has two good options. The first one Pokemon Let’s Go Pikachu and Eevee!is a remake of the OG Red/Blue Pokemon games that blends old-school combat and collecting with Pokemon Go-style catching, where kids can help catch creatures by simulating throwing Pokeballs at the screen. Masu. (Also, if you played the original version, your kids will think you’re omniscient.)

Other options are pokemon sword and shield, just finished with the kids. It’s simple, cartoonishly beautiful, easy to read, and comes with all the game mod cons that first-generation Pokemon trainers had to do without (which moves are effective against opponents, which (e.g. actually letting you know if a technique is ineffective). (on the battle screen).

If you have any questions for the questions block or anything else you’d like to say about the newsletter, please reply or email pushbuttons@theguardian.com.

Source: www.theguardian.com

WWE 2K24 Review: Celebrating WrestleMania’s 40th Anniversary with Slapstick Arcade Fighting Gameplay | Games

IThis is a storyline worthy of a WWE Superstar. Smashed, widely ridiculed, and clearly on the way to obscurity, WWE 2K20 was video game wrestling’s lowest ebb. Less than five years later, the game, which has probably done all sorts of off-screen training him montages in Meat Locker, not only dazzles and even works well, but actually gives users It’s back activated with controls that will put a smile on your face.

Conceptually, wrestling has always been difficult to translate into games. Why not just hold the leather against your opponent’s face until they’re too shocked to resist the pin? Because that would make for bad TV, and you couldn’t tell from the smell of body oil and hairspray yet. Contrary to some people, this is the world of sports entertainment. No, being “good” in WWE 2K24 or its predecessors means putting on a show. So does it know how to make you do it?

There is always fluidity in the movements in the ring. Chops transition into grapples without annoying delays, and the highly varied animations ensure that even the most specific and situational actions are executed well, even allowing you to throw a slim-shelf gym into Cena’s face. In celebration of WrestleMania’s 40th Anniversary, Showcase Mode lets you play through the furry’s most iconic matches from the 1980s to the present. It’s a shame that we can’t rewrite history with such a well-recreated moment, but we have to respect the effort. The game also tries to faithfully reproduce his 80’s camera effects.

This is a modern sports game, offering around 40 different modes, and inevitably some modes are left to deteriorate between releases. (MyGM Manager mode is this year’s biggest casualty.) He has two newcomers among a dizzying array of match options. In Ambulance matches, your goal is to weaken your opponent enough that you can load him into the back seat of an ambulance parked right next to the ring inside the arena. It’s best not to ask too many questions to the ambulance. In the Special Guest Referee match, you play as…the Special Guest Referee. These sideshows also offer the shine and functionality fans have been dreaming of.

The story-focused career mode, on the other hand, offers two completely different interactive narratives. One positions you as a star female wrestler on the local indie scene trying to gain national attention, and the other positions you as a star female wrestler on the local indie scene trying to gain national attention, and the other places you in an unlikely play after Roman Reigns unexpectedly retires, leaving the title vacant. We will position you as an active male wrestler on Raw who is very successful. . Like just about every other corner of the game, they’re dripping with expensive production costs, fun star cameos, and endless different ways to beat people on TV.

Here’s an analogy about sports franchises. Taking a year off (like WWE did in 2020) could be a good thing. From the hilariously detailed character creation to the feel of Jarman’s suplexes, 2K24 hits the mark.

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Source: www.theguardian.com

“The Brilliant Beauty: Celebrating the Talents of Game Designer Lalaleen McWilliams” | Games

NRenowned game designer Lalalyn McWilliams, 58, passed away on February 5th in Seattle, Washington due to complications from heart surgery. She is the creative director of Free Realms, Sony's computer entertainment family-friendly online world, the lead designer of Full Spectrum Warrior in 2004, and the winner of the Game Developers Choice Awards. Recipient of her 2021 Lifetime Achievement Award.

McWilliams was born in 1965 in Vicenza, Italy, to an American military family and moved frequently during his youth. She found her place in the games she played, and her Mist was especially important to her, a world she returned to again and again. She earned her bachelor's degree in psychology from Vassar College and her J.D. from St. Louis Law School. Although she worked hard for these honors, she never forgot the joy the game brought her and she wanted to return to those worlds to bring that same joy to others. She is a self-taught game designer and has become a master of creating games for Disney, DreamWorks, and many others. She was a rare all-rounder who worked on everything from first-person shooter games to casual games.

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Lalarin loved justice and supported principles over character. She did not compromise or remain silent in the face of significant online harassment of hers. She spoke up for those who couldn't. She was a voice for those who were afraid to speak. She didn't back down from anything – she didn't back down. When it came to good and evil, she was a warrior as flexible as concrete. She has worked tirelessly to make the gaming industry a place where underrepresented people are valued and heard.

It coincided when she was diagnosed with cancer (an incurable, terminal cancer). She sought out doctors who advocated for her health and were committed to treatments, clinical trials, and cutting-edge medicine. And in an industry that favors the young and healthy, she spoke candidly about her diagnosis, treatment, recovery and remission, joining others who found strength in her words and opened up about her own journey as well. inspired people.

She was a beautiful nerd. Laralyn likes to talk about subtle game mechanics, how they play out during a game, and how they can be adapted and made more meaningful when combined with other mechanics. was. She loved talking about the players and centering things around their experiences. She could write a tutorial script as easily as she could balance a combat progression. She was a mentor, friend, and inspiration. Lalaleen McWilliams was a true legend in the gaming industry. She leaves her mark on people, players, games, and design.

Lalarin is survived by her husband and best friend Charlie Hatley, mother-in-law Charlene, brother Jim and daughter Sophie, and aunt Sandy.

Source: www.theguardian.com