Exploring Dark Themes: How Black Mirror Pushes Boundaries in Gaming Magazines of the 1990s

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UT for all episodes of Black Mirror’s seventh season is a play thing that stands out from me, and I’m suspicious of anyone else who played video games in the 1990s. It tells the story of Cameron Walker, a socially troublesome freelance game journalist. Cameron Walker steals the code to a new virtual pet sim named Thronglets from a developer intended to interview. When he returns home from the game, he discovers that the cute, intelligent little creature he cares for on-screen has darker ambitions than simply playing for his entertainment.

The episodes are interesting to me. But more importantly, too, did Charlie Brooker. He began his career writing satirical features and ferocious reviews of PC Zone Magazine, one of the perpetually fighting PC Mags of the era (I shared the office with other PC Gamers). In Plaything, it is the PC zone written by Cameron Walker, with several scenes taking place in the office. The program depicts it as a reasonably adult office space with an organized computer workstation and huge windows. I don’t think the production design team has gained this vision from Brooker.

“The zone had a much less corporate workplace feel than the episode showed, and it had the feel of a youth club and nightclub for children in the basement,” says Paul Presley, who worked in the PC Zone at the time. “It was just a handful of messy, messy desks stuck in the windowless basement office around Oxford Street (later Tottenham Court Road) and were killed because of floor-to-ceiling windows! on CD.”

For journalistic thoroughness, I also contacted Richie Shoemaker, a graduate of another PC Zone, for his recollections. “There were windows along one side, but they were below street level and are smudged with London stains,” he says. “Silles was breaking dusty magazines, broken joysticks, empty game boxes. It was a permanent night in the best parts of eight years.”




Children in the Underground… Mid-1990s PC Zone Magazine Office Photo: Richie Shoemaker

This episode was more accurate in the game itself. The first scene in the office shows Cam playing Doom when the editor appears. He shows the front cover of the latest issue of the magazine with system shocks on the cover. Then ask Cameron if he has finished his review of Bruflog’s classic adventure game Magic Carpet. “[Plaything] It’s a good thing on the timeline,” says Shoemaker. “Of course, playing Doom in the office was the norm. When I joined the team’s earthquake, it was a death-death at lunch and work. Magic Carpet reviews. did It was featured in the question after System Shock (which was actually Charlie’s first cover review), but it went from 93% to 96%, written by Launch Editor Paul Lakin, who continued to work in foreign offices. ” He also believes that the old editor of the episode’s Grizzled might have been inspired by then-associated editor Chris Anderson. Shoemaker believes that “he was a rather vampire character who seemed to be present in Tobacco and Ultima’s online diet.”

What appeals to me is the origin of inspiration for the Thronglets Virtual Pet game. Most reviewers refer to Tamagotchi, the keychain pet toy that stormed the world in the late 90s. Brooker himself refers to it in an interview. But the much more likely candidate was the 1996 title creature, with players caring for cute creatures for generations. It looked like a cute pet game, but it was actually a very sophisticated experiment in artificial life, created by cyberlife technology that clearly sounds sci-fi. Players had to try to establish breeding groups of creatures known as Norns, but their control was limited as they were encoded in advanced neural networks and functioned internal body systems that regulate behavior and physical abilities. Cyberlife has created a great deal of the complexity and experimental nature of the game. The box comes with a warning sticker that says “digital DNA is surrounded by” and the blurb in the back warned players that it would unleash the world’s first artificial life science experiment.




Cuteer than it looks… a creature. Photo: CyberLife Technologies

Creature creator Steve Grand has similarities with Play Things (and Vander Snatch) coder Colin Rittman. He was a programmer who was tired of traditional games and wanted to try something very new. He went on to write books about creatures and their development, creation, that is, life and how to make them, and later became an internationally famous robotist and developed the famous robot orangutan. Certainly the most black mirror career trajectory ever. In 2011 he began working on a mental follow-up to a creature named Grandroids. Thronglets was to develop a race for intelligent AI aliens. Grand launched Kickstarter in 2016. Fantasy. Everything is very interesting.

This is one of the things I like about Black Mirrors, and it’s actually the use of technology and video games in traditional dramas. This is an inexplicable world filled with quirky people that no one outside the industry has ever heard of, but it has a huge impact on the toys they make. Personally, I wanted to see more PC zones, as imagined in the program, but I understand that ominous flocks are the real focus. Maybe one day there will be a Silicon Valley-style drama series about the 1990s gaming industry. It was hell. For now, it’s interesting to see both Brooker and me living in a world that is used as a venue for dystopian fiction.

Source: www.theguardian.com

Exploring the Cultural Significance of Old Game Magazines and Nostalgia in Video Game History

bIf you were a passionate gamer before the age of the Internet, chances are you were also an avid reader of gaming magazines. Publications like Crash, Mega, PC Gamer, and the official PlayStation Magazine have been fixtures in the industry since the early 1980s, fostering lively communities through their letter pages. Unfortunately, many of these magazines were not preserved and have been forgotten over time, unlike music and movie publications. As a former game journalist in the 1990s, I recall seeing hundreds of issues of popular game magazines like Super Play and Edge Masters being discarded like trash, which was disheartening.

However, for many veteran gamers and video game enthusiasts, these magazines hold historical significance and provide nostalgic joy. Surviving copies of classic game magazines are highly sought after on platforms like eBay. The Internet Archive features scanned copies of these magazines, but legal issues with copyright owners can limit access.

Fortunately, there are organizations dedicated to preserving game magazines. The Video Game History Foundation, a nonprofit organization focused on preserving gaming history, recently announced the launch of a digital archive where enthusiasts can read and study magazines online. This archive will eventually include over 1,500 issues of US game magazines, art books, and other printed materials, all fully searchable for easy access to information on gaming history.

In a recent video introducing the archive, VGHF Library Filsalbador stated: “Whether you are a die-hard fan or just a curious observer, there is something for everyone.”

The VGHF, founded in 2017 by game historian Frank Cifaldi, is working to create archives that academic institutions and museums can use to study gaming history. While the focus has traditionally been on preserving games themselves, there is a growing recognition that magazines offer valuable context. John Hardman, creative director and co-CEO of the National Video Game Museum in Sheffield, notes that game magazines provide insights into players’ relationships with video games, serving as a time capsule of gaming culture.

Game magazines often reflect the specific demographics of their audience, showcasing industry trends and cultural norms. Advertisements from the 1990s to the early 2000s frequently depicted women in revealing outfits, even for genres like military shooters and strategy sims. This marketing strategy targeted teenage male audiences, as explained by museum curator Anne Wayne. The content of these magazines offers a unique perspective on the gaming community and the discussions and trends of the time.

The US Video Game Historical Foundation digitizes classic video game magazines archives. Photo: VGHF

Both VGHF and the National Video Game Museum rely on donations to continue their preservation efforts. Recently, the museum received a complete collection of PC Gamer magazines from a generous collector, including all cover demo disks and inserts. Magazine publishers also play a crucial role in preservation, as seen with Future Publishing’s archival efforts.

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Reflecting on the history of video games, it’s clear that the industry’s trajectory was not always straightforward. Game magazines challenged the notion that technological superiority guarantees success, offering a less linear perspective on the industry’s evolution. As you explore the VGHF digital archive, you’ll see that the success of consoles like the Sega Mega Drive, PlayStation, and Nintendo Wii was not always a foregone conclusion. In times of uncertainty for the gaming industry, these magazines serve as vital historical records, shedding light on a complex and ever-evolving landscape.

Source: www.theguardian.com