Showing posts with label magazines. Show all posts
Showing posts with label magazines. Show all posts
Saturday, August 4, 2012
Who is Richard Del Medio? (KUSOGE)
Friday, November 25, 2011
GamesTM 116 – History of Metroidvania
I take a look at the latest issue of GamesTM, which includes a 6 page feature on Metroidvania games.
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This month’s issue of GamesTM features the following (copied from NTSC-uk, courtesy of PrinnySquad).
Reviews
Skyrim - 9
Battlefield 3 - 7
Halo: Combat Evolved Anniversary - 8
Uncharted 3 - 9
Assassin's Creed Revelations - 8
Batman: Arkham City - 9
Dance Central - 360 - 8
Shinobi - 3DS - 4
Kinect Sports: Season 2 - 360 - 5
Modern Warfare 3 - 8
Saints Row: The Third - 7
Rayman Origins - 7
Ultimate Marvel Vs Capcom 3 - 7
Kirby Mass Attack - DS - 8
Sonic Generations - 7
Real Steel - 360 - 6
The Adventures of TinTin - 6
Raving Rabbids Alive and Kicking - 6
King of Fighters XIII - 8
Disney Universe - 3
Features
2012 Preview Special
Chat With Naughty Dog about the past, present and future
A Look at the new SSX
A look at the trend for remakes, reboots and rebirths
Discuss
GTA V
Operation Raccoon City
Backstage with the people behind Zelda's 25th Anniversary Concerts.
Chat with Tood McFarlane about work on Kingdoms of Amalur
Tim Schafer on his new thing and the merit of Kinect
thatgamecompany talk about Journey.
Retro
Behind the Scenes: Legacy of Kain Soul Reaver
Year In Review 1985
Conversion Catastrophe - Kung Fu Master on Speccy
The History of Metroidvania - the forerunners to the genre.
The list (year of release, then alphabetically):
Pharaoh’s Curse (Atari 8-bit, C64)
Below the Root (C64, DOS, Apple)
Brain Breaker (Sharp X1)
CrossBlaim (MSX)
Sacred Armour of Antiriad (Spectrum, C64, Amstrad)
Castlevania II: Simon’s Quest (NES)
Codename: Droid (BBC)
Legacy of the Wizard (NES)
Zeliard (DOS, PC88)
Zillion (SMS)
Blaster Master (NES)
Euphory (Sharp X1)
Exile (BBC)
Predator (MSX)
The Scheme (PC88)
Wonderyboy III: DT (SMS)
TMNTIII: RR (GB)
Takahashi Meijin Boukenjima IV (Famicom)
The Divide: Enemies Within (PS1)
Vigilance on Talos V (DOS)
Cave Story (PC)
La Mulana (PC)
Aquaria (PC)
Treasure Adventure Game (PC)
My goal: differentiate the list from everyone else’s.
That’s why I’ve got silly stuff like the MSX release of Predator, and lots of obscure games. The trend? Metroidvania style games are predominantly on computers, followed by the NES. A reflection on the perception that console titles need to be simpler? Could be why console Metroidvanias are so well loved – they filled a desperately empty gap. Because admit it – how many other games like Super Metroid are on the SNES? Very few.
As for omissions, I left out some popular titles because I just can’t stand them. I absolutely hate Tombi for example – the jumping, where your guy flails forward in an uncontrollable belly flop, is unbearable. How can anyone stand playing that? It feels broken and uncomfortable. Metroidvanias are all about the jumping, and with Tombi every time I press the jump button I want to break the controller. Another omission was Shantae. I don’t care what anyone says, it looks great but the level design is dull, linear and really not much fun. Shadow Complex was on the list, but then I thought: that’s a little obvious. Why waste space on something people know and are enjoying, when something like Treasure Adventure Game can do with the publicity instead?
My big regret?
I never included Link: Faces of Evil, or Zelda: Wand of Gamelon, for the CDi. They just slipped my mind, but they actually follow the Metroidvania template quite nicely. And I love them dearly. For starters, for all the complaints about the controls, when using a wired controller (as opposed to the crappy infra-red remote) the jumping is more comfortable than the jumping in Tombi. I can actually dictate the direction for Link and Zelda, and they don’t lunge forwards with that moronic belly flop.
The rest of the world continues to spout vitriolic hatred for the Link/Zelda games, and people on various Zelda forum boards openly state that they 1) absolutely hate the games for existing and 2) will never, ever play them because they’re not true Zelda games. Their kind of passionate, blinkered, refusal to accept any other-point-of-view mentality, is something I’ve mainly seen with religious extremists. You know, the kind who claim dinosaur bones were put in the earth by the devil to deceive humanity.
How can you claim to hate something, and then refuse to examine it on the grounds that it’s inauthentic, when in that same sentence you admit that you have no idea what it’s even like? That’s like me saying: I hate apples, I’ve never eaten apples and I never will eat apples or even think about what apples are because I know that apples aren’t really fruit and so don’t even need to know what they are because I already know what they are not (ie: not fruit).Really?
Bottom line: obsessive Zelda fans who claim to hate the CDi titles while simultaneously refusing to play them are retarded. To form an educated opinion on something you need to understand it first. Otherwise it’s just a mob mentality, no better than those crowds who wanted to burn women for witchcraft.
I suppose I would have removed Below the Root to fit Link/Zelda in. Interestingly, they were both by the same man, the late great Dale DeSharone. May he rest in peace.Friday, November 18, 2011
1UP Presents #3: The Sketch Issue

I recently interviewed Jeremy Blaustein for a top secret article (I'll put scans up in December), and along with some fascinating discussion about various things (such as the potential future of Snatcher), he mentioned he was also featured in the final print issue of 1UP magazine. I didn't actually realise they did a print version, until discovering this final issue, but it seems like a hard-hitting release which tackles a difficult subject: Our final print issue looks at how Japan's earthquake changed developers, the man who created Street Fighter, Fumito Ueda, and more (plus 40+ original sketches from industry artists). I'm especially impressed that they rounded up numerous artists to produce original artwork for earthquake relief - not only will it make a beautiful coffee table, but it's the kind of thing you can feel good supporting. Jeremty's interview is alongside Akira Yamaoka's for a discussion on Silent Hill 2's risky design. Sounds like a fantastic issue.
Labels:
1UP,
games magazines,
jeremy blaustein,
magazines,
Silent Hill
Wednesday, September 7, 2011
GameFAN issue #06
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The first thing that strikes you is the stunning, hand-drawn cover art, which is rarity these days. I collect games mags as much if not more than I collect games these days, and very few magazines do anything other than recycle CG assets handed out by PR people. Very few actually commission artists to create the covers. EDGE almost never does it. GamesTM hasn’t done so for... I can’t even recall when last. EGM when I subscribed didn’t even bother with decent CG (their Halo cover looked like an exploded Ribena box). Leaving only France’s IG, Retro Gamer and GameFAN doing anything of merit. And to be fair, most of the time Retro Gamer’s content is so old that they’re forced to produce their own content for covers.
If you have any interest in GameFAN, magazine design, comics, or creative art in general, it’s well worth checking out the podcasts and associated files. There are two sites:
sketchcraft.com
http://sketchrob.podomatic.com/
Also, I should add I’m not affiliated with the website despite my internet name. My using of Sketcz is 70% the nickname Tim Rogers gave me on InsertCredit, 20% East European spelling convention, and 10% Sega’s phenomenal Mega Drive game Comix Zone.
There’s also a ton of 3DS coverage, though being happy with my current handhelds I only skimmed this.
Having read the reviews, I want to address an issue I noticed on a forum, regarding a lot of the positive coverage the mag gives. Although the lowest review score this issue was 6.5, and it mostly has high scores for its games, the impression I get is that they’re covering the games they like, as opposed to everything possible. A snapshot of staff favourites almost. Which makes sense considering they run less pages, plus I have to be very interested in a game before I read through a review in another mag giving it a low score (like DS shovelware you’ll see being reviewed – I just skip those).
The challenge for GameFAN seems to be growing its audience and recognition, since what I gather from people I know in the US, it’s not always easy to find stores stocking it. Did you know this was out?
Labels:
cover art,
gamefan,
magazines,
video game magazines
Friday, May 20, 2011
Ultima, Wizardry, and issues of video game historiography

(I know parts of this post sound like a rant or an appeal, but really it isn't. I definitely didn't mean to slander the work of other writers, either. Even though I focus on pointing out factual issues with the cited articles, most of them are actually well written, competent pieces of journalism. Only when the whole world relies on them for a piece of information, the results can be a bit unfortunate. I actually intended this to be more of a reminder, partly to myself, to take care about how we deal with our sources and to document them, and—most importantly— to use good sources in the first place. But most of all, it is the diary of a never quite complete journey on the search for some definite answers.)
On my recent research for an article about the Wizardry series of games, I've come across an annoying issue. The computer RPG market in the Western world was for the better part of the 1980s dominated by the rivalry of two great series, Richard Garriott's Ultima and Wizardry by Robert Woodhead and Andrew Greenberg. Therefore when writing about the one, one cannot but take into account and compare with the other, and it all starts with the first game in each series.
Wikipedia tells us (be quiet already, you badmouthers! I know you all use it, and even the one in a hundred of you that really doesn't has to live in a world full of wikipediots, as the site has long become by far the most used source of "education" around the globe.) that the game that became counted later as Ultima I "was first published in the United States by California Pacific Computer Company, September 2, 1980," while "In 1979, Robert Sirotek and Fred Norman created Sir-tech Software, Inc. to distribute the game, and it was released in 1981." The info box puts the release more precisely at December 31st, 1981, so more than a year later than its rival.
But let's take a look at the sources for both claims. The Wizardry article quotes Swords & Circuitry: a Designer's Guide to Computer Role Playing Games by one Jana Hallford. This was released in 2001, a mere twenty years after the fact. I can't argue much with the reliability of that book, as I don't have it and can't check its sources (which I personally doubt the Wikipedia author did, but let's give them the benefit of the doubt), but it should be noted that the quotation only includes the year 1981, with the December 31 date (which I intend "prove" wrong in just a few minutes) left unreferenced.
The Ultima entry is a bit more fishy: It quotes "'U.S. Copyright Office'. Reg. #PA-317-501. Retrieved 2007-08-08." The site linked apparently has been restructured since and that specific entry isn't searchable, anymore, but either way the quote could only ever have referenced a copyright registration, not a release date.
But this isn't another big rant about the workings and lack of reliability at Wikipedia. Searching the web and various print publications for more accounts, one gets a wild mixture of claims for 1980 or 1981. Wikipedia already beats most of them by actually stating where their date is coming from. The best one only ever gets elsewhere is Garriott's word in interviews, which also favors 1980. Yet I dare anyone who ever printed or posted this to find a single copy of the game with the floppy dated as such. The Museum of Computer Adventure Game History sure doesn't have one.
Then I stumbled upon this gem of an article: Forgotten ruins: The roots of computer role-playing games: Sir-tech. I loved this, not necessarily for its text body (because it happens to obfuscate facts with fancy writing and gets others wrong by merely glossing over the matter), but for its list of sources at the end. Here I learned—not being an US citizen and never having encountered the magazine in its time—that Computer Gaming World would be an excellent source for early home computer game history, and, just as importantly, that it was probably available online somewhere, as the web journalists who have the means and would bother to do actual research on physical old stuff surely can be counted on one's fingers. Turns out it is, indeed (more info to follow below).
Weeding through the early issues of one of the first magazines focused on this form electronic entertainment, I finally hit gold in issue 2.5 (Sep/Oct 1982), page 2: The mag's "List of Top Sellers (as of 30 June 1982)" contained two entries very interesting to my cause:
24,000 Wizardry (Sir-tech Software, Sept. 1981)
20,000 Ultima (California Pacific Computer Co., June 1981)
Not only do we learn that Wizardry outsold Ultima—at least in the beginning— their actual releases apparently were much closer together than Wikipedia & Co. would have one believe. Why does it matter? Well, aside from historic accuracy, it means for one that Wizardry itself could hardly have been influenced by Ultima. Even moreso as it was available in some kind of public beta state earlier that year, as High score!: the illustrated history of electronic games by Rusel DeMaria and Johnny L. Wilson tells us (among others). It also means that whatever common traits Ultima and Wizardry had weren't necessarily "old news" to early players of the latter.
But wait, there's still Akalabeth, isn't it? The supposedly highly influental "Ultima 0," programmed by Garriott in 1979 and also published via California Pacific in 1980. According to 1Up, "Akalabeth sold tens of thousands of copies." To quote the aforementioned book High Score!, this figure stems from a statement made by Lord British himself: "They sold 30,000 units, and my royalty was $5 per unit. Something that had taken four to six weeks to create had earned me $150,000."
Now developer interviews are the most deer and valuable —and often the only— ressource video game journalists/historians can work with, and I wouldn't blame Garriott for intentionally falsifying figures, but the human memory is a fuzzy thing, begging to at least raise the question how much trust we can put on new answers about 20-30 year old questions. For all we know, he could have confused it with Ultima, or something in that manner. After all, the same man has been cited in another book (Dungeons and Dreamers: the rise of computer game culture from geek to chic) with a very different statement regarding the development time: It says: "Akalabeth was two years' worth of programming, but he had never meant it to be a real product," although it conforms with the sales figures.
How do I even come to question that statement? Well, for that we have to take a look at the complete list from CGW 2.5:
List of Top Sellers (as of 30 June 1982)
35,000 K-RAZY Shoot-Out (K-Byte, Jan. 1982)
32,000 Zork I (Infocom, Feb. 1981)
30,000 Temple of Apshai (Automated Simulations, Aug. 1979)
30,000 Flight Simulator (Sublogic Communications, Dec. 1979)
25,000 Raster Blaster (BudgeCo., April 1981)
25,000 Wizard & the Princess (Sierra On-Line, Aug. 1980)
25,000 Snack Attack (Datamost, Oct. 1981)
24,000 Wizardry (Sir-tech Software, Sept. 1981)
23,000 Ghost Hunter (Arcade Plus, Nov. 1981)
23,000 Gorgon (Sirius Software, June 1981)
20,000 Ultima (California Pacific Computer Co., June 1981)
20,000 Super Invader (Creative Computing Software, Nov. 1979)
20,000 Castle Wolfenstein (Muse, Sept. 1981)
15,000 Apple Panic (Broderbund Software, July 1981)
15,000 Scarfman (The Cornsoft Group, Aug. 1981)
15,000 Pool 1.5 (Innovative Design Software, April 1981)
10,000 Galactic Chase (Spectrum Computers, Sept. 1981)
9,000 Choplifter (Broderbund Software, May 1982)
8,300 Canyon Climber (Datasoft, June 1982)
8,000 The Warp Factor (Strategic Simulations, Feb. 1981)
6,000 Photar (Softape, Feb. 1982)
5,000 Pac Attack (Computerware, Sept. 1981)
5,000 Horizon V (Gebelli Software, Feb. 1982)
5,000 Dragonquest (The Programmer's Guild., Jan. 1981)
5,000 Asylum (Med Systems, Feb. 1981)
4,500 International Gran Prix (Riverbank Software, Aug. 1981)
3,600 Tax-Man (H.A.L. Labs, Oct. 1981)
3,500 Rocket Raiders (Artworx Software, Dec. 1981)
3,500 Apventure to Atlantis (Synergistic Software, March 1982)
3,400 Rear Guard (Adventure International, Dec. 1981)
3,000 Voyage of the Valkyrie (Advanced Operating Systems, Aug. 1981)
2,000 The Game Show (Computer-Advanced Ideas, Oct. 1981)
2,000 Stone's Reversal (Powersoft, Nov. 1981)
1,000 Swordthrust #1 (CE Software, May 1981)
1,000 Hi-Res Computer Golf (Avant-Garde Creations, Nov. 1981)
1,000 ZX81 Classics (Lamo-Lem Laboratories, Jan. 1982)
1,000 Super Stellar Trek (Rainbow Computing, Aug. 1981)
As you can see, the list goes as far back as August 1979, definitely before the commercial release of Akalabeth (but you can factor in the dozen-or-so homemade copies if you want, it doesn't change much). What also sticks out is the yawning absence of Akalabeth. Now this can mean two things: Either the game was omitted from the list for some reason or accident, or it didn't sell much more (maybe even less) than 1,000 copies, at least not until it was bundled with later Ultima games (which happened quite early. The legendary rarity of the original release seems to favor the latter theory. If anyone had ever bothered to ask for and print a copy of Garriot's royalty with California Pacific, we had a case, but as it is there stand his words, formulated decades later, against contemporary statistics. Although there still is no undeniable proof for either possibility, at least we now know that we don't know, and that's good to know, isn't it? At least it reminds to be wary when taking personal statements at face value when it comes to determine hard facts like release dates and sales figures.
Of course, there remains the question to what degree video games journalists are, should and can be video game historians. If you're writing a 4-page restrospective on the Ultima series in a magazine, chances are you're not nearly paid enough to go through the same process I just did. In fact, I "wasted" two free days I should have spent working on my master's thesis for research old computer games. Although the mad historian in me wants to aks if one really should write an article about a game if one can't even get the release date straight, I'm well aware of how unrealistic that claim is. My own article on the history of video gaming in Korea contains more than one hundred footnotes over all its pages, and yet the whole thing is a horrible, shoddyly put-together mess. Some sources are much less trustworthy than others, the founding date of the biggest Korean game developer/publisher for the 1980s might or might not be off by 6 years due to a typo in an old magazine, and release dates are a wild mixture between official sale dates, (contemporary) reported sightings in stores by magazines, probable-but-not-secured announcements, in-game copyrights, even educated guesses. Surely, the proper way of dealing with it would be documenting the sources for all of those dates—but then I'd still be working on part 1 of the article, probably for a few years to come.
Even as it is, that article is an enormous time investment I'm still not sure I actually can afford to make, but who else is gonna do it? There is some great academic and semi-academic work done on the history of video games, but it's much, much to few and far between to really branch out into all relevant subjects, so the area is still totally dependent on the work of crazy nerds with the crave to spend all their free time to get trivial(?) facts straight.
Even though computer hardware rarely crossed borders, computer software proved to be much more flexible. A large number of Western games were ported to Japanese computer systems, with companies like Starcraft, Infinity, and Pony Canyon focusing almost exclusively on localizing English games. It was a rare time when large numbers of Japanese gamers were actively interested in Western games, an interest which has only just rekindled in the last few years. A little game called Dragon Quest famously arose out of a friendly argument over two Western games. As Koichi Nakamura has stated in an interview, "A game that I have fond memories of is Wizardry, which was popular in our office, but a co-worker of mine named Yuji Horii was hooked on Ultima at the time. Yuji kept saying we should make an RPG, but while I wanted to make a game like Wizardry, he wanted it to be like Ultima. We said to ourselves that we'd combine the interesting parts from both, and what we ended up with was Dragon Quest. So if it wasn't for Wizardry and Ultima, Dragon Quest wouldn't exist -- either in Japan or in the world."
For now it seems we have underestimated the influence of the Apple II hardware in Japan, as clearly Ultima, as well as almost certainly Wizardry, did have a significant impact on the Japanese programmer scene well before they were officially published on Japanese computers. But let's explore this thread further:
THE MAKING OF... Japan's First RPG by Edge magazine, which functions here as Black Onyx designer Henk Rogers' mouthpiece. The article states:
"Voted game of the year by the readers of Login magazine (the best-selling Japanese gaming magazine at that time), Black Onyx sold around 150,000 copies, not counting huge numbers of rentals. The game’s gigantic success paved the way for the other Japanese developers to bring their own RPG titles to market. The first Dragon Quest team went on the record praising Black Onyx as the influence for them investigating other western titles in the genre (specifically Wizardry). And so the RPG hacked and slashed its way into the Japanese videogame industry and consciousness.
Thus it attributes the sole agency in bringing RPGs to Japan to BulletProof Software. But this wouldn't be the history of video games, if we didn't have conflicting reports. Wikipedai on Dragon Quest: "In 1982, Enix sponsored a video game programming contest in Japan which brought much of the Dragon Quest team together, including creator Yuji Horii. The prize was a trip to the United States and a visit to AppleFest '83 in San Francisco, where Horii discovered the Wizardry video game series."
The quote this time goe to an (old? you can't tell with Gamasutra) article by HG101's own editor-in-chief, which... doesn't deal with that episode at all. Great, wrong citation. Hitting google brought me hundreds of regurgitations of the same story, but so far no hint at a possible source. On the other hand, it doesn't exactly sound like something someone would just make up, either. This is, however, possibly the most important question of JRPG history—as it would ultimately determine The Black Onyx' importance as a mediator of the genre.
Either way, the Enix guys certainly weren't the only ones who already had got wind of the new trend. The case doesn't look as good for BulletProof when looking at Japanese Proto-RPGs like Koei's Ken to Mahou (剣と魔法) and Dungeon (ダンジョン) (warning, link contains NSFW images) or Falcom's Panorama Island (ぱのらま島), all released prior to The Black Onyx and already clearly drawing inspiration from established Western RPGs. Falcom's game even boldly claimed its title as a "Fantasy role-playing game"), taking a bit of wind out of the sails for Roberts' statement: "The word had not got out; nobody knew what an RPG was and we were on the brink of collapse."
This is not to abnegate all importance of The Black Onyx: As the first hit RPG in Japanese, it certainly did a lot for the popularity of the genre in the far east, but judging by the clues, we very likely would have gotten Dragon Quest, anyway.
It's quite baffling how many essential facts can get muddled and misinterpreted so much in only 30 years. Makes me not want to know what it means to stand in the shoes of a "traditional" historian. Oh, wait, I do. Back to my master's thesis...
To make this post more useful for those interested in the preservation and documentation of video games history, here are a few invaluable contemporaries to the events they're dealing with:
Computer Gaming World Museum preserves the whole back catalogue of CGW issues, from 1981 to 2006, but also smaller collections of other early magazines. Please don't go overboard with the downloading, though, as bandwith limits are a concern. Everyone needs to read "Come Cast A Spell With Me" by Roe R. Adams III in issue 5.4, page 21.
The Giant List of Classic Game Programmers is basically a huge compendium of really old computer game credits.
The Museum of Computer Adventure Game History showcases original boxes, manual samples and even storage media.
Full archive of Sega Force, Sega Master Force and Sega Force Mega posted on the SMS Power forums.
The Wayback Machine I bet you all know already. Doesn't go back farther than late 1996 for obvious reasons and doesn't always work, but it's a great tool to scavenge through old ruins of former company homepages and the like.
Kultpower is a German magazine archive that doesn't offer full scans, but a number of single articles and tons of review scans.
Google Books is more useful than one would think, although it is often a real pain in the ass to get to the information you want due to copyright sillyness.
(Feel free to post more in the comments, of course. These are very focused on Western sources, would be interesting if there were any Japanese magazine archives worth mentioning.)
Finally, I'd like to close with a question: While most old Western games have similarly elusive release dates as described above, for Japanese games at least since the late 80s, most release dates are known to the exact day. Gamefaqs is full of them, so is Wikipedia. But how do we know them? I'm really curious were they are coming from. Is there a reliable database somewhere, or is it all just from the Japanese Wikipedia?
Monday, May 16, 2011
Retro Gamer 88 and 89
Guess which ground breaking, vanguard pushing, demon-general-in-training journalist has written earth-shatteringly incredible articles for an award-winning magazine this month. Yes readers, that’s right, it’s me – your very own Lord Humongous. Articles for Retro Gamer magazine, which means complimentary issues. And guess who is placing scans from this magazine online – right again, it’s ME. And for those who recently posted in comments, arguing I came across as arrogant and pretentious, TOO BAD. You are tuned to radio Sketcz and there is nothing that can change the dial. I hope you’ll stay awhile and enjoy the scans anyway.
Included are full size scans of the 6 page article with shmup developer Cave – it’s so good I thought everyone should see it.
Now, let me explain what we have here, and we can all get along in peace. I'm just here for the magazaline.It doesn't mention it, but the creator of the system died recently. Now that was in April according to Wires, so it happened after the magazine came out. Sadly ironic the timing of things.
Don't read my words, golden and fantastic as they may be, click the images and read this article for yourself. Full of great trivia, good flow, nicely written prose, plus an interview with the guys at Cave. Top design too. The perfect article.
FUN TRIVIA: I don't like Ridge Racer. In fact I dislike it immensely. I also dislike Virtua Racer and Sega Rally immensely. How many tracks and cars do each of these have? 3 or 4 cars and as many tracks. Now, take Mario Kart or F-Zero and count how many cars and tracks they have. Back in the day I never understood why people paid money for the home version of something which had so little content. I still don't today. I don't even find them fun to play. It's not like you can shoot a turtle shell out of the bonnet of a rally car, now can you?
Oddly enough, I really like the original Gran Tourismo. Lots of content there. Hours and hours of stuff to tinker with and do. How many tracks? Thousands probably.
If you want hi-res scans visit the Biohaze forum.In the article I speak with 4 members from the dev team and document some very interesting things about the game. My only concern is that the Biohaze forum has commented on the game being of poor quality - and the implication of their posts is that my claims of it being a gem were somehow spurious. Due to all the developer info I had, there was very little space to explain why the game is great. I managed to compare it to Die Hard and that was it.
I want to emphasise this: I didn't make claims of the game's excellence in order to facilitate the interview. I tried the game, and loved it so much that I was determined, absolutely determined, to document it. Every time I read someone criticise it I feel myself lost for words because I utterly cannot understand why. It's a lengthy adventure, it's got challenge, creepiness, and interesting story, absolutely beautiful visuals, and it works so well as a handheld title. I sincerely loved it from start to finish.It holds equal place with MGS Ghost Babel on GBC for me. I'm not making this up. Gaiden is golden.
Monday, April 25, 2011
GamesTM 108
The latest issue of GTM which, as per usual, I received for free. So I am totally biased here as a non-paying reader, plus they send me cash monies every month for writing stuff. Even so, I think the quality stands for itself. Infinitely better than that utterly worthless garbage that was the relaunched EGM (I paid for my 6 issues – I’ve earned the right to bitch until hell freezes over). GTM still doesn’t credit their writers, which is both stupid and unforgivable, but that doesn’t detract from the anonymous people who write this. (I would have put an entry up for 107, but my inside contact was very busy and couldn't post it until recently)
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The cover is an in-game screenshot from Epic’s new Next Generation hype nonsense everyone is talking about. I know they’re very proud of their cover, but I inherently dislike CG renders, even if it is in-game and therefore real-time, and I’ve never quite understood the obsession over increasing graphical muscle. I’m still happy playing my retro consoles – which has led to me being viewed as a Mr Retro figure among the gaming press, but I like to think of myself as more all-encompassing, able to play Perfect Dark on the N64 in the morning before playing Metro 2033 on my killer PC rig in the evening. FUN FACT: both aforementioned first-person shooters are excellent, despite the disparity in their graphics.
Taken from Twitter, posted by alialsawaf, another mag cover with in-game screen.

Also, as for the names of the authors, I managed to get the truth out of a mole I have at the publisher of GamesTM. So now we can really know who wrote all these. Bolded for convenience.
GTM Author: Tori Black
This 4 page feature on Catherine is reason enough to buy this issue. It's an in-depth, extremely intelligent feature (it could be the most intelligent thing I've read in a games magazine this year), and not only is it fascinating, but it moves beyond mere games. It looks at Japanese cultural trends, their "elevator society", norms and values for the young and older generations, Japan's declining birth rate, the fact that young Japanese are less interested in getting married or having kids, and a decline in people taking adult responsibility. It's also a preview and review for the Catherine game - my god, it is such a forward thinking feature, that it's almost beyond the vanguard of description. I'm going to incur the ire of my superiors, but since it's not on their website, I've included hi-res scans for you to read. It reminds me of my Japanese sociology classes at university, which looked at various aspects of Japanese culture and society - but don't let my academic comparisons put you off. It's woven into the fabric of the Catherine game and the current Japanese game industry. It even draws attention to Haruki Murakami's 1988 novel Dance, Dance, Dance. Bloody fantastic. Best article of the year?GTM Author: Lexi Belle
GTM Author: Ashlynn Brooke (aka Ash)
GTM Author: Dana DeArmond
GTM Author: Chayse Evans
GTM Author: Jenna Haze
GTM Author: Kayden Kross
GTM Author: Jesse Jane
GTM Author: Amber Rayne
GTM Author: Nikki Rhodes
GTM Author: Ann Marie Rios
And finally, I leave you with a letter praising GTM's review of Deadly Premonition. Nay, praising the reviewer, whoever that dashing genius may be. I don't know who it is, but clearly said reviewer is a writer worth his salt, one to watch and lavish praise on (as this letter writer did). Some might even call said reviewer a god amongst demigods, and they would be right. They would be so right. If only we could know who this Messiah of men really is. Such a good review.
SPARTACUS!
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