I'm definitely going to finish this gaming history tonight. Getting it done.
So this current generation of home videogame consoles is the eight generation. The uniformity between the latest Sony and Microsoft systems is as great as it has ever been. The costs of entry into the market, and therefore the price of failure, is so high at the moment that both companies have played it extremely safe this cycle, with the PlayStation 4 and Xbox One (nomenclature) sharing similar technical specifications, feature sets, and design language. Both have excellent controllers, sturdy and precise, with the only key difference being that the PlayStation's thumbsticks are, as ever, symmetrically placed, where Microsoft's left stick is pushed northwards, trading places with the D-pad. Meh.
There are exclusives on each console, but most mainstream games come out on both machines, looking and playing virtually identically. With development costs rising exponentially for modern games, and players split equally between the two platforms, publishers are loath to cut out half their audience with an exclusive release.
What I've seen with your eyes
The one major attempt at a shakeup came from Sony's experimentation with virtual reality. With a couple of expensive VR devices coming out recently on PC, and then Google Cardboard and a raft of entry-level alternatives at the bottom end of the spectrum, it looked a year or two ago like virtual reality was finally becoming a, erm, reality. Sony's PSVR was designed to sit somewhere in the middle of the pack, less expensive than the kits on PC, but more involved than the phone-style glasses.
But though everyone who experiences VR comes away impressed, the technology, and the games, aren't quite there yet. The headsets are all clunky, with too many wires. The games are mostly novelties, breathtaking for five minutes, empty after a few hours. The problem with looking through the eyes of a virtual character who leaps and spins through space, as you sit stationary on your chair, is that it induces revolting motion sickness. The most expensive VR kits come with sensors that you set up around a play-space so that you can actually move around with your character - but then your character is limited to only the moves you can pull off, in a metre or so squared arena in your room.
The thrill of doing even this, of course, is still genuine, but the fact is that none of the units have sold enough this generation, PSVR included. Perhaps VR needs a Nintendo to slice away the air of nerdiness and bring out something cheap and accessible to push the tech into the mainstream. Google Cardboard did it with hardware, but there were no killer apps (titles worth buying the platform for) to back it up. VR is still looking for its Wii casing, and its Wii Sports to set the whole thing alight.
Beating yourself
Speaking of Nintendo, while a kind of equilibrium, and even stagnation, has been reached by Sony and Microsoft this generation, the big N have been characteristically unpredictable over the last seven years.
They followed up their Wii with something they were calling a Wii U. Was it an add-on for the Wii? An upgrade? A new system entirely? Consumers weren't sure. Nintendo did a terrible job of explaining the concept, right from its initial announcement, and the thing never took off.
The Wii U was, in fact, a brand new console. It was HD, finally, roughly on par in specs with the PS3 and Xbox 360 (though years too late), and its unique feature was that it came with a gamepad, a big chunky controller that had a second screen built into the middle of it, with touch-controls and a gyroscope. But you could also use your old Wiimotes with the Wii U. And it was backwards-compatible with your old Wii games. And you could buy traditional controllers for it as well.
There was no clear message, no clear concept, when compared to the Wii. You felt that Nintendo had been wrestling with the question of whether to hold onto the Wii brand or move away from it. With whether to continue to court the Wii's casual audience, or attempt to win back the "hardcore" gamer.
The final device saw them grasping backwards with one arm to the safety of the Wii, and reaching forwards with the other for a new gimmick with which to repeat the Wii's success. And in the end they got a firm hold of neither, and fell between the cracks.
The Wii U was the worst selling mainstream Nintendo console since their nascent rise before the NES. After shifting 101.63 million Wii's, the Wii U couldn't even hit a paltry 14 million sales.
Golden age
And yet, while the hardware was tanking, Nintendo's software divisions were quietly putting out some of their best ever work. Not that they've ever exactly had a bad period, but their first-party releases on the Wii U felt like they were coming from a studio at the top of their game. Super Mario 3D World was an absolute riot, mixing elements of the 64 and Galaxy titles with mechanics from the NES and SNES-era games, introducing four-play multiplayer, taking game design cues from Japanese poetry, and generally just bursting with colour and vigour and warmth.
Mario Kart 8 won many "game of year" awards when it was released in 2014. New IP Splatoon was Nintendo's way of taking the ultra-macho first-person shooter and turning it into an approachable yet devious team game. And Mario Maker gave players the opportunity to design their own Mario levels, if nothing else proving how difficult that truly is.
Couple these with some great exclusives from other developers - Yoshi and Donkey Kong games, and best-in-show RPG Xenoblade Chronicles X - and you ended up with a system that, yes, was confusing and somewhat fiddly, but also was markedly cheaper than the competition, and arguably had a handful of games that were better than any handful of games you could take from those rival consoles.
I picked one up second-hand, and never regretted it. I might even have clocked more hours on it than on my PS4.
The wild
Mind you, a lot of that was down to Zelda.
Oh man. Zelda.
So, as I mentioned, Zelda titles had fallen into a slump over the past decade. While Mario had gone from strength to strength, his stablemate was not faring so well. Essentially, the Zelda formula had not evolved since 1998's Ocarina of Time. Majora's Mask, released a year or two after Ocarina, remixed the same art assets into a tale that was darker, more sombre, and rightly adored. Wind Waker then introduced that fresh visual style I talked about. Twilight Princess, four years later, after backlash in some quarters over Wind Waker looking too childish (idiots), retreated into rehashing Ocarina, very much to its detriment. By now what had once been innovative gameplay had ossified into something rigid and constricting. And then Skyward Sword, for the Wii, was filled with motion-control gimmicks, with twee sidekicks, with areas and enemies reused over and over to artificially draw out the play time. It was a small, bitty game, constantly wrenching control away from the player for interminable tutorial cut-scenes explaining game rules, where once the series had thrust a sword in your hand and told you to have at it. The wonder was gone. The mystery was gone. The team behind it - and this I would say was Nintendo at their worst - felt insular, eating out off past glories, refusing to look around at what the wider industry was achieving, and where it was going - namely, into open-world games.
So when the new Zelda was announced, before I got a Wii U, I could barely be bothered to watch the trailer for it. I thought I was done with that rubbish.
But then... hang on. Here was longtime producer Eiji Aonuma discussing how they were throwing out all their templates and starting afresh, with that very first Legend of Zelda for the NES as their guiding light. They wanted to refocus on adventure and exploration, to give players freedom to approach scenarios from any angle, in any order, rather than presenting them with linear sequences to be worked through in the one correct manner. Skyward Sword had been like a fairground ride where you were strapped into a cart; in this new game the team wanted to get you lost in the woods. It would be open-world, huge and expansive. Aonuma showed a clip, and it looked incredible.
Just when you think you're out, eh...?
The game, when it was eventually released, was appositely subtitled Breath of the Wild, and, oh boy, was it good. Really, really good. Like, insanely good. Like, everything I'd ever wanted from a Zelda game good. Like, my dreams as a kid sat staring longingly at the illustrations in the NES Zelda instruction manual now brought vividly to life good. It was good.
Contemporary, invigorating, exhilarating, bizarre, it drew from outside itself, taking tropes and concepts from many other popular games, improving upon them, adding things no one had thought of, lashing it together into a world that felt fully-formed like nothing else I had played.
It was as if this giant beast within the heart of the franchise that had been slumbering for years had finally awoken, finally stretched and pushed outside its safe bounds, finally gone back on the prowl. As if it had looked at what the rest of the industry had been doing while it was sleeping and said, Guys, that is not how you make an open-world game. This is how you make an open-world game.
It also felt specifically designed for me. I do not play games to get lost in stat sheets and upgrade trees. I play to climb mountains and creep through forests, to stand by ponds in the rain, watching frogs leaping, listening to the splash of raindrops, feeling very much there, very much alive, very much at peace.
Breath of the Wild had upgrades, a robust combat system, reams of side quests - but it also had fireflies to collect at dusk, villagers to pester, horses to tame, fields of swaying grass through which to ride, the music swelling, the land rolling endlessly before you, intrigue and adventure and the unknown waiting out there to be seen, to be touched, to be felt.
This Zelda, more than anything else, has reaffirmed that whatever else I move on to, however old I get, there will always be a place in my heart for videogames. Long live Nintendo. Long live Zelda. Long live Link.
And that is why I'm buying myself Nintendo's brand new, and already more successful than Wii U, hybrid console, the Nintendo Switch, tomorrow. I don't plan to do much gaming any more - maybe writing all this nonsense was a way to get it down and out of my head - but when I do game, I'd like to do it on Switch, with a company for whom that magical flame we all hold in childhood has not altogether been extinguished.
My eyes have gone funny now. It's way too late, once again. But I think I'm done with this. Hurrah. See you tomorrow.
Showing posts with label PlayStation. Show all posts
Showing posts with label PlayStation. Show all posts
Thursday, 26 July 2018
Tuesday, 24 July 2018
Day 87: Parity
Sooo let's just plough through this gaming history to the present, because I'd like to spend the following remaining days before the big 90 talking through what I've actually been playing of late.
Yesterday I went into the fifth-generation of videogame consoles, Sega's ill-fated Saturn, the epoch-defining Sony PlayStation, and Nintendo's wonderful, if under-supported, Nintendo 64.
Well the next console cycle would again be dominated by Sony. Their PlayStation 2, bolstered by another huge and classic games library, the popularity of titles such as Grand Theft Auto: San Andreas, and the machine's DVD video playback feature, would end up as the best selling console of all time, shifting a ludicrous 150 million units.
Nintendo, Sega, and newcomers Microsoft, were left with only scraps to fight over.
Purple blocks
Nintendo's new console the Gamecube saw the company finally moving to disc format - although, scared of potential piracy, Nintendo went with smaller proprietary discs, once again more expensive than the competition, once again appearing overly idiosyncratic. And the machine was a cheap-looking purple box, like a Fisher Price toy, next to Sony's sleek black multimedia device.
The Gamecube was, however, more powerful than the PS2, and though third-party support was predictably lacking, the system was home to excellent games like Metroid Prime and Pikmin, and the now obligatory Mario Kart, Mario Party, and Super Smash Bros.
The main-series Mario game was Super Mario Sunshine, a romp across a tropical island idyll with a new mechanic involving cleaning up oily globs of graffiti with a water gun, its world filled with steel drums and sunset beaches and tranquil coral reefs, although fiddling with the gun, and transforming it into a hover pack with which to glide over gaps and correct mistimed jumps, negated some of the precision and elegance that had been Mario's hallmark for so long.
Water was also the theme of The Legend of Zelda: Wind Waker, a sumptuous adventure set on the high seas, told through a stylised, cartoony aesthetic that was a breath of fresh air at the time, and has ensured its look has aged favourably compared to many of its contemporaries.
Bad dreams
Sega's bet was on its Dreamcast, released earlier than competing consoles, desperate as they were to get back into the fight after the failure of the Saturn. But this made the machine an awkward halfway house, not sufficiently more powerful than older consoles to warrant an upgrade, and underpowered next to the hotly anticipated PlayStation 2.
The Dreamcast struggled to build momentum, and come the launch of the PS2 was swept away, despite featuring a snug collection of beloved titles such as Jet Set Radio, Phantasy Star Online, and Crazy Taxi. With the commercial failure of this console, directly after the Saturn, Sega admitted defeat and bowed out of hardware manufacture, recasting themselves as a game studio who would release future titles on consoles belonging to companies that had once been Sega's rivals.
Testing the waters
The gap left by Sega was stepped into enthusiastically by Microsoft. Desperate to break into the lucrative gaming market, and with the essentially bottomless pockets of Bill Gates to fund them, they set about releasing a console that would utilise their programming interface DirectX. The console would thus initially be known as their "DirectX box", before being shortened to the slightly less egregious Xbox.
It was a gargantuan machine, basically a mini PC, strides ahead technologically than the PS2 and even Gamecube. It had a wildly ungainly controller, it was not pretty, and Microsoft lacked Sony's urbane sense of style, or Nintendo's established line of exclusive games.
But the Xbox had too much money and might behind it to fail. And it did have some great games. Halo was the best first-person shooter on console since Goldeneye (the genre had thrived much more on PC, where keyboard and mouse afforded greater control). Splinter Cell: Chaos Theory put the capabilities of the machine to the test with advanced lighting and shadow techniques. PC ports like Star Wars: Knights of the Old Republic, and Elder Scrolls: Morrowind, were well received. And Project Gotham Racing was one of the most stylish racing games of its time.
So while the crown for market share went decidedly to Sony, by the end of the generation Xbox sales had nudged ahead of the Gamecube's, and Microsoft were left with a solid foothold from which to stride into the next cycle.
A close race
The seventh generation would see Sony's PlayStation 3 and Microsoft's Xbox 360 (yes, nomenclature) trading blows, staying neck-and-neck, while Nintendo removed themselves from the arena and went to find a completely different fight.
In terms of sales, the PS3 and Xbox 360 carved up the traditional gamer market fairly equally between them. The PS3 made early mistakes, coming out too late, costing too much, and making it difficult for studios to develop for it. The 360 had stellar exclusives in Gears of War and Halo 3, it had a more robust online service, better support for indie devs, and it came with the best joypad yet made for 3D games, with superior thumbsticks and trigger buttons compared to Sony's design.
But then on the other hand the PS3 played Blu-ray films out of the box, whereas the 360 required an adaptor to allow it to play HD DVDs, which format within a year or two was dead in the water. And the PS3 still had those big-hitting exclusives like Metal Gear Solid, Gran Turismo, Uncharted, Little Big Planet, and The Last of Us. And it had the established brand, and consumer good-will built up over a decade.
In the end, which console you bought often came down to which console most of your friends were playing. And for a lot of the biggest games out there - Grand Theft Auto 4 and 5, Red Dead Redemption, The Elder Scrolls: Skyrim, Fallout 3, all the Call of Duties, all the FIFA footballs - there were versions for each system, and the versions were nigh-on identical.
- - -
Aww maaan, it's almost 3am now, and I reaaaally need sleep. I've written the notes for the next stuff, but I just cannot go on. It's the problem with when I open my brain about gaming, all this knowledge that has been rattling around up there pointlessly for years comes spilling out.
I'll bring this story up to date tomorrow, and go into what I've been playing before I buy myself a Nintendo Switch on Thursday.
Ooosh, so late. Niiiiight x
Yesterday I went into the fifth-generation of videogame consoles, Sega's ill-fated Saturn, the epoch-defining Sony PlayStation, and Nintendo's wonderful, if under-supported, Nintendo 64.
Well the next console cycle would again be dominated by Sony. Their PlayStation 2, bolstered by another huge and classic games library, the popularity of titles such as Grand Theft Auto: San Andreas, and the machine's DVD video playback feature, would end up as the best selling console of all time, shifting a ludicrous 150 million units.
Nintendo, Sega, and newcomers Microsoft, were left with only scraps to fight over.
Purple blocks
Nintendo's new console the Gamecube saw the company finally moving to disc format - although, scared of potential piracy, Nintendo went with smaller proprietary discs, once again more expensive than the competition, once again appearing overly idiosyncratic. And the machine was a cheap-looking purple box, like a Fisher Price toy, next to Sony's sleek black multimedia device.
The Gamecube was, however, more powerful than the PS2, and though third-party support was predictably lacking, the system was home to excellent games like Metroid Prime and Pikmin, and the now obligatory Mario Kart, Mario Party, and Super Smash Bros.
The main-series Mario game was Super Mario Sunshine, a romp across a tropical island idyll with a new mechanic involving cleaning up oily globs of graffiti with a water gun, its world filled with steel drums and sunset beaches and tranquil coral reefs, although fiddling with the gun, and transforming it into a hover pack with which to glide over gaps and correct mistimed jumps, negated some of the precision and elegance that had been Mario's hallmark for so long.
Water was also the theme of The Legend of Zelda: Wind Waker, a sumptuous adventure set on the high seas, told through a stylised, cartoony aesthetic that was a breath of fresh air at the time, and has ensured its look has aged favourably compared to many of its contemporaries.
Bad dreams
Sega's bet was on its Dreamcast, released earlier than competing consoles, desperate as they were to get back into the fight after the failure of the Saturn. But this made the machine an awkward halfway house, not sufficiently more powerful than older consoles to warrant an upgrade, and underpowered next to the hotly anticipated PlayStation 2.
The Dreamcast struggled to build momentum, and come the launch of the PS2 was swept away, despite featuring a snug collection of beloved titles such as Jet Set Radio, Phantasy Star Online, and Crazy Taxi. With the commercial failure of this console, directly after the Saturn, Sega admitted defeat and bowed out of hardware manufacture, recasting themselves as a game studio who would release future titles on consoles belonging to companies that had once been Sega's rivals.
Testing the waters
The gap left by Sega was stepped into enthusiastically by Microsoft. Desperate to break into the lucrative gaming market, and with the essentially bottomless pockets of Bill Gates to fund them, they set about releasing a console that would utilise their programming interface DirectX. The console would thus initially be known as their "DirectX box", before being shortened to the slightly less egregious Xbox.
It was a gargantuan machine, basically a mini PC, strides ahead technologically than the PS2 and even Gamecube. It had a wildly ungainly controller, it was not pretty, and Microsoft lacked Sony's urbane sense of style, or Nintendo's established line of exclusive games.
But the Xbox had too much money and might behind it to fail. And it did have some great games. Halo was the best first-person shooter on console since Goldeneye (the genre had thrived much more on PC, where keyboard and mouse afforded greater control). Splinter Cell: Chaos Theory put the capabilities of the machine to the test with advanced lighting and shadow techniques. PC ports like Star Wars: Knights of the Old Republic, and Elder Scrolls: Morrowind, were well received. And Project Gotham Racing was one of the most stylish racing games of its time.
So while the crown for market share went decidedly to Sony, by the end of the generation Xbox sales had nudged ahead of the Gamecube's, and Microsoft were left with a solid foothold from which to stride into the next cycle.
A close race
The seventh generation would see Sony's PlayStation 3 and Microsoft's Xbox 360 (yes, nomenclature) trading blows, staying neck-and-neck, while Nintendo removed themselves from the arena and went to find a completely different fight.
In terms of sales, the PS3 and Xbox 360 carved up the traditional gamer market fairly equally between them. The PS3 made early mistakes, coming out too late, costing too much, and making it difficult for studios to develop for it. The 360 had stellar exclusives in Gears of War and Halo 3, it had a more robust online service, better support for indie devs, and it came with the best joypad yet made for 3D games, with superior thumbsticks and trigger buttons compared to Sony's design.
But then on the other hand the PS3 played Blu-ray films out of the box, whereas the 360 required an adaptor to allow it to play HD DVDs, which format within a year or two was dead in the water. And the PS3 still had those big-hitting exclusives like Metal Gear Solid, Gran Turismo, Uncharted, Little Big Planet, and The Last of Us. And it had the established brand, and consumer good-will built up over a decade.
In the end, which console you bought often came down to which console most of your friends were playing. And for a lot of the biggest games out there - Grand Theft Auto 4 and 5, Red Dead Redemption, The Elder Scrolls: Skyrim, Fallout 3, all the Call of Duties, all the FIFA footballs - there were versions for each system, and the versions were nigh-on identical.
- - -
Aww maaan, it's almost 3am now, and I reaaaally need sleep. I've written the notes for the next stuff, but I just cannot go on. It's the problem with when I open my brain about gaming, all this knowledge that has been rattling around up there pointlessly for years comes spilling out.
I'll bring this story up to date tomorrow, and go into what I've been playing before I buy myself a Nintendo Switch on Thursday.
Ooosh, so late. Niiiiight x
Labels:
diary,
Gamecube,
Microsoft,
Nintendo,
PlayStation,
Sega,
Sony,
videogames,
Xbox
Sunday, 22 July 2018
Day 86: Spliffs
So, I'm talking gaming history. After Nintendo's unassailable reign in the 8-bit era of the NES (the number of bits handled by a console's processor used to be a rough pointer to its overall power, though with modern machines this is mostly meaningless), and after the gruelling fight for dominance between Nintendo and Sega in the 16-bit era of the SNES and Mega Drive, the next console cycle would see the lines of power redrawn dramatically.
A new contender
Nintendo had been developing a CD add-on for their SNES with Sony, but after the relationship between the two companies crumbled Sony refocused their efforts into a standalone console that they would release themselves, termed the PlayStation.
Based on 32-bit architecture, with games running off CD-ROMs, the PlayStation was to be epoch-defining. It was released in Japan at the end of 1994, then a year later in the rest of the world. Nintendo's next console was still a couple of years away, and so it was to Sega, and their new 32-bit system, the Saturn, that Sony initially took the fight.
Sony gained the upper hand even before the PlayStation's US release. They undercut the price of the Saturn by $100. And Sega's problems just ran from there. The Saturn was rushed to market, and had too few games. Its architecture was more complicated to develop for than the PlayStation, and Sega were still pushing 2D games, where Sony had more fully embraced the move to 3D. And on top of this Sega were still putting resources and attention into their existing Mega Drive and its add-ons, confusing consumers, where Sony were free to push one simple message: PlayStation.
Ravers
But there was something more fundamental at work, something that would ultimately seal Sega's fate and kill off the Saturn for good. Sega still saw gaming as appealing to a version of a teenage boy that didn't really exist, the type of surly kid epitomised by Edward Furlong's John Connor in Terminator 2. This was the image that many people pictured when they thought of a gamer.
Sony, however, adroitly judged that the culture was in flux. They saw that many twenty- and thirtysomethings were using their early adulthood as a kind of prolonged adolescence, working jobs they didn't care about and spending their earnings on rave nights, pub sessions, recreational drugs, and, yes, videogames.
Sony went for the jugulars of these disaffected kidults. They sponsored club nights. They brought in electronic acts such as Orbital and the Chemical Brothers to perform on and produce their games' soundtracks. They handed out PlayStation-branded cards at festivals that were perforated along lines to make for slips in which to dispose of chewing gum - or, perhaps, not that Sony knew anything of this, to be rolled into roaches for spliffs.
The quintessential PlayStation gamer was not John Connor, but Simon Pegg's character Tim Bisley from his zeitgeist-capturing sitcom Spaced. Tim would not have looked right playing Nintendo or Sega games. He watched cult horror movies. Read graphic novels. Listened to underground dance music. Went skateboarding. Smoked joints. And when he sat up for marathon gaming sessions to unfurl his brain after taking too much cheap speed, the controller he clutched in his hands belonged to Sony's PlayStation.
The 90s and 00s saw the rise of nerd culture, and nerd identity, as something that tied to, and in some areas even subsumed, other subcultures like those of film buffs, record-collectors, and stoners - and not only were Sony poised to capitalise on this, they even had an instrumental hand in its development.
The PlayStation was home to an enormous library of diverse titles like the horror-themed Resident Evil, the fighting game Tekken, car-based Ridge Racer, RPG-to-rule-them-all Final Fantasy VII, crime-em-up Grand Theft Auto, rhythm-music game PaRappa the Rapper, and temples-n-tits extravaganza Tomb Raider, starring the perpetually back-strained Lara Croft. Sony had created an institution, and with each of their consoles since they have done little to deviate from the strategy implemented by the first PlayStation.
Yet, as I said before, I was always more of a Nintendo kid. The Nintendo 64, apparently twice as powerful as the 32-bit PlayStation, launched in Japan midway through 1996, and then over here in March 1997.
To the moon and back
In many ways Nintendo made more mistakes with the hardware than Sega. It was an esoteric machine, again difficult for developers to get to grips with. The external design was clunky and cheap and toy-like. Nintendo stuck with the more expensive cartridge format for game storage, when the rest of the industry was moving to CDs. Carts had the advantage of almost non-existent loading times (original PlayStation owners will remember the uniquitous creaking door animations that masked the loading of the next room every time you opened a door in Resident Evil), but CDs could hold far more image and audio data. PlayStation games had full voice-acting, and lavish pre-rendered backdrops, where N64 games had to resort to horribly compressed audio, and more basic textures that were rendered on-the-fly by the machine. And Nintendo still charged exorbitant licensing fees to studios, which forced up the costs of the games even further, and didn't exactly incentivise developers to jump ship from Sony.
But Nintendo did have that 64-bit processor, more powerful, as they liked to proclaim, than the computer that sent man to the moon. And they did have Shigeru Miyamoto. And they did had Mario.
One reason the N64 launched so late, in fact, was so that Miyamoto and his team could take another year perfecting Super Mario 64. And the system's controller, with its central joystick, had been built with Mario in mind.
The wait was worth it. Few developers understood how to make games work in 3D before Mario 64. Few, to be honest, have got it as right since. Mario 64 was a marvel to see running, and it was more of a marvel to play. I remember seeing a display cabinet connected to the game in Beatties model shop when I was in town with my mum, then standing in frozen awe in front of this new devilry while my mum left to do the shopping, returned, and finally had to drag me away. I was 26 at the time. I wasn't. I was 11 or something.
The N64 was the first home console I owned new. The first time I had been involved during the period when games were being released, when the future of the machine wasn't set, when you could buy games magazines and read the previews and dream about what the upcoming games would be like. It was magical.
Chief among the objects of my dreams was the new Zelda. I'd scour every issue of N64 magazine for more news of when it was coming, what it would be like. I'd stare into blurry screenshots printed on the pages and imagine the adventures that awaited me.
Finally, in Christmas 1998, it arrived, and translated the formula of past Zelda titles into 3D as successfully as Mario 64 had done with the platformer. Subtitled Ocarina of Time, its world of sweeping vistas and tranquil towns and ancient dungeons felt so vivid, so dynamic, so alive. It might still be my favourite ever videogame.
Bop the world
Sony sold three times as many consoles in this era as Nintendo, had a games library nearly ten times the size, and helped define what it meant to be a gamer for years to come. Yet the N64 was an important system. It showed the world more confidently than any of its competition how 3D games should be made. It was the home of multiplayer, with four controller ports to the PlayStation's two, and great four-player games like Rare's Goldeneye 007, one of the slickest and most solid first-person shooters of all time, and Nintendo's own Lylat Wars, Mario Kart, Mario Party, and Super Smash Bros.
But more than this, what Nintendo at their best could do was appeal to something fundamental inside us. PlayStation was for adults, sure, hip and sophisticated, but the N64, when they got it right, was for that part of us that exists before sophistication, that part that looks out at the world with fresh eyes of wonder and joy.
The pleasure of playing Mario 64 was the pleasure of being a child, or maybe a Zen master, delighting in things for being precisely what they are. Run through the grass. Leap over the blocks. Head down, arms out, charging forwards. Everything is worth clambering on, poking, twisting, pulling. Bop the world, for the sheer sake of it. We're all going to die. Before then: have fun.
We all have this person deep inside us, and it is to this person that Nintendo, more than any game studio, is able to speak. There should always be enough space inside us to appreciate the inherent glee of the universe. There should always be space for Nintendo.
Labels:
diary,
Mario,
N64,
NES,
Nintendo,
PlayStation,
SNES,
Sony,
videogames,
Zelda
Subscribe to:
Posts (Atom)