The Portopia Serial Murder Case

The Portopia Serial Murder Case

The release of Colossal Cave Adventure in 1976 cemented the concept of the text adventure game. Themselves inspired by the works spawned in the wake of Colossal Cave Adventure, a writer named Roberta Williams, along with her husband, Ken Williams, created a game in 1980 entitled Mystery House. Taking cues from Agatha Christie’s And Then There Were None and the Winchester Mystery House situated in San Jose, California, Ms. Williams’s work broke ground by featuring visual graphics in a time when most computer games did not. Slowly yet surely, the solely text-based titles made way for the graphical adventure game, although the Williams couldn’t possibly have known the influence of Mystery House would extend across the Pacific Ocean.

One year later in Japan, 27-year-old Yuji Horii read a PC magazine article detailing the rise of these adventure games. He was intrigued by their concept, but couldn’t help but wonder why the market of his native homeland lacked such games. Realizing the potential in this genre, he sought to introduce it to his peers by creating an adventure game of his own. Using his knowledge of the BASIC programming language, Mr. Horii began his project.

He started off wanting to create “a program in which the story would develop through entering a command and by receiving an answer to it”. It would be a game that progressed through a conversation between a human and a computer. He attempted to craft an artificial intelligence language algorithm, but realized it simply wasn’t possible with the technology afforded to him at the time. Instead, to make his game stand out from his inspirations, he experimented in non-linear storytelling wherein the main scenario composed 20% of the experience and the remaining 80% was to be allotted to responses to the player’s actions. Memory limitations made this extraordinarily difficult, causing him to scale back to several scenarios with short branches, though he still found it more interesting than programming one long linear path.

This game, entitled The Portopia Serial Murder Case was completed in 1983 and saw its debut on NEC’s PC-6001 home computer. It was eventually ported to other platforms, including Konami’s MSX computer and Nintendo’s Famicom console. It was notably the first adventure title to see a release on the latter platform, and its unique gameplay quickly caught on with the consumers, selling 700,000 copies. Critics were receptive to Mr. Horii’s work as well, enjoying its good storytelling and dynamic gameplay. The game notably resonated with future artists as well. Hideo Kojima, who would make his own impact on the industry a few years later with the stealth-action title Metal Gear, considered it one of the three most influential games he ever played. It was also one of the first games a man named Eiji Aonuma ever played; he would later go on to direct many installments in Nintendo’s venerable The Legend of Zelda series. Although its lack of a Western release ensured it remained unknown outside of its native homeland, its influence cannot be overstated. How was a single game able to leave this much of an impact on the medium?

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Kalimba

Kalimba

In the year 2006, a video game development studio named Press Play was founded in Copenhagen, Denmark by Ole Teglbjærg, Rune Dittmer, and Mikkel Thorsted. Two years after the release of their 2010 inaugural title, Max & the Magic Marker, the company was acquired by Microsoft Studios where they joined the same family of studios that included 343 Industries, Rare, and Lionhead Studios.

In 2014, Press Play announced “Project Totem”, which would see the creation of a new title slated for release on the Xbox One. Later in the same year, it was officially titled Kalimba. It saw its original release on Microsoft’s platform in December of 2014 before debuting on Steam the following April. Kalimba was released to a fairly positive reception with critics praising the concept, but finding the graphics and sounds forgettable. Selling itself as a puzzle-platformer, what does Kalimba bring to the table?

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Bubsy: The Woolies Strike Back

Although it managed to receive some accolades for setting out into uncharted territory, fans and critics alike would eventually dub Bubsy 3D one of the worst games ever made. Coupled with having to compete with Nintendo’s Super Mario 64 and Naughty Dog’s Crash Bandicoot, the latter of which debuted on the same console as Bubsy 3D, the game had no chance of retaining any kind of long-term appeal. If there was any chance for the series to recover its fleeting relevance, Accolade’s dissolution in September of 2000 completely ruined it.

For the longest time, the series was looked back upon as a curious novelty from the 1990s. It thus came as a surprise when, in June of 2017, a new Bubsy game was announced. Rights to the franchise had been acquired by the Hong Kong company Billionsoft. Developing the installment would be Black Forest Games – a company based in Offenburg, Germany that had previously revived the Giana Sisters series in 2012 to a generally favorable reception.

Although nostalgia for the 1990s arguably saw its peak during the 2010s, the announcement of a new Bubsy game was met with much derision. The creators leaned into the series’ bad reputation, creating a social media account for the character for the purpose of making self-deprecating jokes at his expense. Whatever goodwill this may have generated was lost when the game debuted in October of that year. Although it wasn’t as disliked as Bubsy 3D, critical reviews were almost universally negative. Fans were only slightly more kind to the game, but it clearly wasn’t a hit with them either. How, exactly, did this game manage to invoke so much ire in the press?

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Call of Duty: Modern Warfare (2019)

When Call of Duty: Infinite Warfare was released in November of 2016, the sales figures fell short of publisher Activision’s expectations. The critical scores, while leaning positive, were ultimately mixed. By this point in history, various developers handled the Call of Duty franchise in a three-year development cycle. Infinity Ward, the developer credited with having created in the series in the first place, was behind Infinite Warfare, putting them in a bad way. One year later, Sledgehammer Games found success in bringing the series back to its World War II roots in the form of Call of Duty: WWII. Infinity Ward wound up following suit.

Taking inspiration from contemporary acclaimed works such as Homeland, American Sniper, and Sicario, campaign gameplay director Jacob Minkoff wanted the medium to explore taboo subjects. These sentiments were echoed by studio art director Joel Emslie, who promised his game’s narrative would be “much more grown-up [and] mature”. While Infinite Warfare cast the series into the future and WWII set its sights to the past, this new game would take place in the modern day. As a callback to the game that established the series as one of the most profitable in the history of the medium, it was named Call of Duty: Modern Warfare. Although it didn’t quite achieve the overwhelming praise as the original Modern Warfare, the 2019 reboot was released to fairly high acclaim. Does this game truly advance the medium as Mr. Minkoff or Mr. Emslie intended?

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Altered Beast

Sega’s third-generation console, the Sega Master System, was released in 1985 to compete with Nintendo’s Family Computer (Famicom). Although it didn’t come close to dethroning Nintendo’s juggernaut console, it is estimated to have sold over ten-million units worldwide. It became especially popular in Europe and Brazil where the Famicom – known abroad as the Nintendo Entertainment System (NES) – didn’t have as much presence due to a less extensive marketing campaign in those regions on the developer’s part. Regardless, Sega realized that they needed to do something drastic in order to stand even a small chance of capturing Nintendo’s market share – especially after NEC entered the business and released the PC Engine.

Sega’s console research and development team, led by Masami Ishikawa, began work on a successor to the Master System almost immediately after its launch. They faced two especially daunting opponents: one that had a majority of the market share and the other rapidly gaining a lot of domestic popularity. Therefore, they decided to integrate a 16-bit microprocessor into this new system. The company had experienced a lot of success in the arcade scene, so Mr. Ishikawa and his team adapted the Sega System 16 arcade board, retooling it for a home console. Through shrewd negotiations, the team was able to procure a Motorola 68000 to use as the system’s central processing unit in exchange for an upfront volume order. The team originally wanted to call the console the Mark V, keeping consistent with the naming convention the company had been using up until that point. However, the management wanted a stronger name, so after going through nearly 300 proposals, they dubbed it the “Mega Drive”.

In contrast to the Famicom, which was primarily aimed at children, they sought a mature look for their console in order to advertise it to all ages. To accomplish this, the console’s design was inspired by audiophile equipment and automobiles. That way, when placed side-by-side with a Walkman or a CD player, it would blend right in. To demonstrate the significant technological leap compared to the Master System, the words “16-BIT” were proudly emblazoned upon the console’s surface.

The console was first announced in the June 1988 issue of Beep! magazine. It would see its domestic release the following October before launching in North America in 1989. From there, it would see releases in South Korea, PAL regions, and Brazil in 1990. It was known as the Mega Drive abroad but would be renamed the Genesis in North America. The exact reason for this name change is unknown, though some speculate it may have been a result of a trademark dispute. Much like how Nintendo made Super Mario Bros. a worldwide phenomenon by bundling it with every NES unit sold, Sega knew they needed to follow suit – and they had the perfect game for the task.

A developer by the name of Makoto Uchida had recently created a new arcade game on Sega’s behalf. It was known as Beast King’s Chronicle domestically and Altered Beast abroad. Mr. Uchida felt nervous, as it was the first game he developed, but to everyone’s surprise, Altered Beast became a hit – especially after it had been released overseas. As the System 16 arcade board served as the basis for the Sega Genesis’s hardware and the game proved to be a hit, it was the ideal choice for the developer to port to their newest console. It was ported to nearly every active platform at the time, including the Famicom ironically enough, yet the Genesis port would be the main point of pride for the company, who claimed it to be a perfect conversion. To this day, the game is considered a hallmark of both Sega’s arcade lineup and the Genesis’s library. In the face of fierce competition, was Sega able to make a grand entrance in the fourth generation of consoles?

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Dear Esther

In the mid-2000s, a professor and lecturer from the University of Portsmouth named Dan Pinchbeck had an idea for an experimental video game. Creating mods using Valve Software’s Source engine became a favorite pastime of many PC enthusiasts at the time – Mr. Pinchbeck included. He then realized he needed someone to score the game. For this task, he turned to his wife, Jessica Curry. Ms. Curry had earned a Bachelor of Arts for English Literature and Language at the University College London in 1994; her postgraduate work saw her earn a diploma in Screen Music from the National Film and Television School. Using her experience, she was more than happy to help her husband with his project. Thus, in 2007, the couple founded their very own independent game studio they dubbed The Chinese Room – named after the famous thought experiment devised by philosopher John Searle in his work “Minds, Brains, and Programs”.

Being a research project at the university, it received funding from the Arts and Humanities Research Council. Mr. Pinchbeck conceived the script, citing the works of William S. Burroughs as an inspiration. He sought to capture a poetic use of language while drafting the script, contrasting the descriptive tone typically found in the medium. The game, entitled Dear Esther, was originally released as a free mod in 2008. It was later selected for the Animation Exhibition at the Prix Ars Electronica. There, the website Mod DB selected it as one of the best mods of the year, placing it on their top 100 list. The following year, Dear Esther won the award for Best World/Story award at the IndieCade festival.

Like many successful mods, Dear Esther went on to receive a commercial release. This Landmark Edition was released in 2012 on the digital distribution platform Steam. An artist of renown within the independent circuit named Robert Briscoe had the honors of completely redeveloping Dear Esther from the ground up. As the original mod, though praised, was also criticized for baring numerous glitches and a poor level design, Mr. Pinchbeck gave Mr. Briscoe his full blessings for the redesign. As a standalone release, Dear Esther received positive reviews overall. When the original mod was created, the independent gaming scene had started gaining traction. Even now, it is considered one of the scene’s early hallmarks. How, exactly, did it capture such a profound amount of critical attention?

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Monster Boy and the Cursed Kingdom

Although Westone’s Wonder Boy series garnered a following, its association with the popular developer Sega arguably ended up being its undoing. This is because 1991 marked the debut of Sega’s mascot: Sonic the Hedgehog. Seen as their answer to Nintendo’s Mario, Sonic the Hedgehog’s debut game proved to be a gigantic hit. As a result, Sega began primarily focusing on their popular character. The game marked a stark paradigm shift in Sega’s output, causing many of their older franchises to fall by the wayside. This included their former mascot, Alex Kidd. Despite not having been developed by Sega themselves, Wonder Boy was afflicted as well. With Sega electing not to export what would end up being the final installment, Monster World IV, to the West, the series quickly fell into obscurity.

Sixteen years later in 2010, an independent developer in Paris, France named Game Atelier was founded. They made their passion for the medium clear from the beginning, wishing to one day create a surprising, joyful, thrilling game everyone can enjoy. One of their first games was Flying Hamster – a colorful horizontal shooter. Their effort was a success, being downloaded over one-million times across the various active platforms at the time. Game Atelier took this opportunity to set their sights higher when it came time to make a sequel. To fund the game, they looked to the crowdfunding site Kickstarter.

Helmed by one Fabien Demeulenaere, Flying Hamster II was to provide a completely different experience from its predecessor, being an action-RPG platforming game with a shapeshifting protagonist. Parallels to the Wonder Boy series – more specifically, the Monster World installments that followed the original arcade game – were not a coincidence. Mr. Demeulenaere and his team were big fans of the series, and Flying Hamster II was to be both a loving tribute and a spiritual successor to those games with a projected release date in mid-2015. Before it could be determined if the creators reached their funding goal, the project was suddenly cancelled. The developer announced a partnership with FDG Entertainment, a company founded in 2001 that specialized in producing and publishing games for Java-compatible hardware. For the next year, no new information would be revealed.

Game Atelier then broke their silence by announcing their newest project: Monster Boy and the Cursed Kingdom. Although Westone had filed for bankruptcy and liquidated their assets in 2014, Sega only owned the names of the games. This meant that series creator Ryuichi Nishizawa was able to retain everything else. As fate would have it, Flying Hamster II caught the attention of Mr. Nishizawa, who was flattered that his work struck such a chord in Game Atelier. From there, he used his ownership of the series’ rights to transform what would have been a spiritual successor to Wonder Boy into a canonical installment. Collaborating with Mr. Nishizawa, Mr. Demeulenaere and his team finished and subsequently released their game in December of 2018. Twenty-four years had passed since the release of Monster World IV when Monster Boy and the Cursed Kingdom saw completion. Outside of the comic book industry, not many people can claim to have directed an official installment of one of their favorite series. Was what Mr. Demeulenaere created worthy of marching under the Wonder Boy banner?

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Dark Souls

In the 1990s, a man named Hidetaka Miyazaki graduated from Keio University with a degree in social science. He began working for an American company named Oracle Corporation wherein he managed accounts. However, he reconsidered his career path at age 29 when a friend recommended a game named Ico to him. Inspired by its design, Mr. Miyazaki sought a career in game design. Due to his age, few companies were willing to employ him. Fortunately, he found one promising studio in the form of FromSoftware. After being hired, he began working as a planner for the then-latest installment in their long-running Armored Core series of mech games: Last Raven. To his surprise, he soon found himself in the director’s chair, overseeing the development of Armored Core 4 and its direct sequel Armored Core: For Answer.

The seventh console generation began in 2005 following Microsoft’s launch of the Xbox 360. It was in full swing in 2006 once Nintendo and Sony released the Wii and PlayStation 3 respectively. The latter was largely criticized upon its launch due to its limited library upon launch and exorbitant price point of $599 USD. Having manufactured the console upon which FromSoftware made their debut, it seemed only fitting that the developer would provide Sony with a hot app. It was to be a fantasy role-playing game intended to be a spiritual sequel to their inaugural title King’s Field.

Mr. Miyazaki was especially interested in the project, though the rest of the company considered it a failure. Not helping matters was its negative reception at the 2009 Tokyo Game Show. Nonetheless, Mr. Miyazaki felt that, once assigned to the game’s development, he would do his best to put his own artistic spin on it. He rationalized that “if [his] ideas failed, nobody would care – it was already a failure”. In spite of its poor initial showing, the game, entitled Demon’s Souls, began selling surprisingly well through word-of-mouth. FromSoftware soon found they had a sleeper hit on their hands. Such was the hype surrounding Demon’s Souls that it caught the attention of Western gamers – some of whom went as far as importing it. Luckily, they wouldn’t have to wait long for a chance to play it themselves because the surprising success of Demon’s Souls allowed them to easily find publishers willing to venture an overseas release. Thus, Demon’s Souls went on to become one of the PlayStation 3’s exemplary exclusive titles.

Having made such a popular game, it would seem only natural for Mr. Miyazaki and his team to rally themselves for round two. As soon as they could, they began working on a new game. However, things were not so clear-cut. Demon’s Souls was published by Sony whereas this new game would have Bandai Namco do the honors. As a direct result of this transfer, the intellectual property rights prevented FromSoftware from making a direct sequel to Demon’s Souls.

Undeterred, Mr. Miyazaki and his team retained many of the same basic ideas from Demon’s Souls to create not a sequel, but a spiritual successor. Working hard over the next two years, the game was finished and released worldwide in 2011 for both the PlayStation 3 and Xbox 360 under the name Dark Souls. While Demon’s Souls brought the company true international exposure, Dark Souls signposted to everyone that their success wasn’t an accident. Selling over two-million copies over the next two years, Mr. Miyazaki would soon be rewarded for his creativity by being promoted to the company’s president in 2014. To this day, Dark Souls is considered one of the greatest efforts of the 2010s. On the heels of a surprising sleeper hit, how was Dark Souls able to continue this momentum?

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Call of Duty: Advanced Warfare

Call of Duty: Ghosts proved to be a success when it was released in 2013. However, particularly bad word-of-mouth ensured it was met with a poor fan response. Independent critics disliked it for the campaign’s litany of unfortunate implications whereas fans were unimpressed with its multiplayer capabilities – or lack thereof. Despite selling over nineteen-million copies, Call of Duty: Ghosts was considered by its creators to be a failure, thwarting any immediate attempts at creating a sequel. In order for the series to win back its wary fans, the creators realized they needed to shift gears.

Sledgehammer Games had co-developed the third and final entry in the Modern Warfare trilogy with Infinity Ward after much of the latter company’s key personnel was fired for what Activision CEO Bobby Kotick considered acts of insubordination. However, even before then, Sledgehammer had been working on an installment of their own entitled Call of Duty: Fog of War. Announced before the release of Modern Warfare 3, this game was to be set during the events of the Vietnam War. It would defy the series’ conventions by being an action-adventure game presented from a third-person perspective. The plans for this game were put on hold when Sledgehammer dedicated all of their efforts to seeing Modern Warfare 3 to completion.

Fog of War was then silently canceled when Sledgehammer began working on an entirely different project upon completing Modern Warfare 3. According to its director, Michael Condrey, the game’s engine had been built from scratch. On top of that, the game was to boast an advanced facial animation system using the same technology James Cameron sought to employ in his then-upcoming film Avatar 2. Even with a technological advancement other developers could only dream of possessing, Sledgehammer wasn’t done. In an attempt to capture the Hollywood sensibilities the AAA industry had been pursuing for some time, they recruited actor Kevin Spacey to portray a central character. With these enhancements, it seemed only natural that they would entitle the game Call of Duty: Advanced Warfare. All of the steps Activision and Sledgehammer took in order to get people talking about their game paid off when it received fairly positive reviews upon its 2014 release. Many critics called it the breath of fresh air the series desperately needed after the annual releases rendered it stale. With no shortage of hype surrounding this installment, was Advanced Warfare able to maintain the Call of Duty franchise’s relevance going into the eighth console generation?

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Bokosuka Wars II

Kōji Sumii’s Bokosuka Wars proved to be a revolutionary game upon its 1983 debut on the Sharp X1. By commanding the forces of King Suren, players needed to smart tactics to defeat the evil King Ogereth. Having won a Software Contest held by ASCII Entertainment, Bokosuka Wars laid the building blocks for both real-time strategy and tactical role-playing games. Even now, it is considered one of most notable releases of the early 1980s in Japan. However, its reception in the West was far more mixed. Because it never saw an international release, it remains a practical nonentity among Western gamers. The few that are aware of its existence dismiss it as a half-formed action-adventure game due to primarily being exposed to its Famicom port, which significantly downplayed the strategy elements. Nonetheless, its impact on the medium is very real, and those who enjoy series such as Fire Emblem or Shining Force have Bokosuka Wars to thank for blazing the trail in the first place.

It seemed that the game would enjoy its status as an obscure, standalone, if highly influential title. However, in the year 2016, something unexpected happened. A sequel, simply entitled Bokosuka Wars II was released for various platforms, including the Xbox One and the PlayStation 4. In the thirty-three-year interim between entries, the medium had changed quite a bit. While the original Bokosuka Wars was in a class of its own, people now had names for the genres it invented. In light of the incredible amount of evolution that took place between 1983 and 2016, what does Bokosuka Wars II have to offer?

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