Integrating With Zone of the Enders’ Man-Machine Interface

The five destroyers in BAHRAM’s air armada equipped with particle cannons and support turrets are perfect for wiping out any who oppose the political faction, and only a high-performance super machine that combines an artificial intelligence with human ingenuity can overcome it. In Zone of the Enders: The 2nd Runner, you systematically breach this fleet by unleashing locked-on lasers and homing missiles, and melt the ships’ cores with point blank fire from your high-output Vulcan Cannon. The battle above Vascillia is an epic mission that requires man and machine to harmonize into one being, and represents the important relationship that has built between the two.

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Surviving Deadline: An Exposé on Dead Rising’s Absurd Zombie Apocalypse

Survival depends on your ability to properly manage your supplies in a complex world where dangers lurk around every corner. With Dead Rising, Capcom reworked the survival horror concepts of its more famous zombie-fighting series to challenge players to survive three days against an endless mob of monsters and your own hunger. By fighting his way through the Rogue-like structured brawler, photojournalist Frank West will document an absurd horror-comedy about dying and coming back again.

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He Dreams in 3D: Tracking Yu Suzuki’s Gameography From Hang-On to Shenmue

Of all entertainment forms, videogames have an unparalleled ability to simulate real activities, simplifying them into versions that are often more accessible to players than the original. Yu Suzuki successfully defined many of videogame’s most important genres by translating action sports into personal games. Suzuki realized that the key to making a game personal is in how physical, how true to real life, you can make it for the player. Over decades of legendary titles, Suzuki grew Sega’s arcade reputation by giving players tactile game experiences in three-dimensional worlds to become one of the medium’s most influential designers.

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Psychoanalyzing Batman: Arkham Asylum’s Multiple Personalities

Where a story needs to give its characters the abilities to accomplish their goals, a videogame needs to directly translate those skills into mechanics players use to overcome every obstacle in their way. Both mediums use tools that challenge characters, one of the most powerful of which is creating a rival that fiercely stands in opposition to their primary mission. In 2009, Rocksteady Studios fully translated one of pop culture’s greatest characters into a videogame and pitted him against his equally well-established foil. By locking Batman and The Joker inside Gotham’s mental-clinic-turned-prison, Batman: Arkham Asylum brilliantly explores one of culture’s greatest rivalries over one long night.

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The Soul in Nier: Automata’s Machine

Human consciousness required tools that let it produce abundant resources so people could transition from simple survival to prosperity, which allowed humanity to further discover the world and find a place in it. Tools advanced into machines given more sophisticated logic, motor, and communication systems through developments in electronics, networking, and artificial intelligence. But a world is like a person- the more it becomes one thing, the less it’s like something else. Nier: Automata examines how machines are becoming the new owners of our world but will continue a tragic human legacy, by using videogames to give us a glimpse at how machine logic is coding its own soul.

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Sports Game Triple Play: Evolving Pong’s Design Into Windjammers and Lethal League

A game can take many forms. The history of videogames is packed with examples of games that started as simple versions of real life activities only for their designs to evolve into lifelike simulations of the original, but just as important is how different genres can be combined in infinite ways to make new styles. This is especially true of Pong’s iconic gameplay, turning the bouncing ball structure into the wildly different Windjammers and Lethal League while still retaining its spirit.

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A Platforming Odyssey: Running and Jumping Down the Path Super Mario Trail-Blazed

The concert in Super Mario Odyssey’s New Donk City is a celebration of one of videogame’s most influential series, sung by Pauline, the damsel-in-distress-turned-mayor from Donkey Kong. With the city freed from Bowser’s clutches, the festivities showcase Mario as he enters a warp pipe, transforms from 3D polygonal model into 2D sprite, and runs through a steel-beamed obstacle course packed with coins and lava pits, and ends with a barrel filled course thrown by the cranky ape. This homage pays tribute to Mario’s amazing history, and shows how Odyssey combines decades of level design techniques to create unique courses in living worlds.

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Running Perfect Dark’s Training Program

Early first person shooters created virtual proving grounds for an emerging digital warrior class to test their combat skills, but as games became more intricate, new player archetypes branched out. By the end of the Nintendo 64’s life, Rare had learned to construct complex environments built with infrastructure stalked by reactive guards, while providing players with a large toolset to deal with them. The product turned them into versatile special agents rather than warriors, culminating in 2000’s brilliant Perfect Dark.

Perfect Dark’s intricacies are apparent as early as the first level. Your mission to smuggle the defecting Dr. Carroll from dataDyne is easy on the lowest difficulty, only asking you to reach the bottom of its tower, but adds more objectives that explain the whistleblower’s actions from there. The opening helipad leads down to the executive floors and this large office with two women. If you quickly knock out the tall blonde calling for security you’ll get Cassandra De Vries necklace, smartly introducing dataDyne’s CEO.

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Scoring Devil May Cry 4’s Smokin’ Sick Style

Devil May Cry may be revered for merging fighting game’s pugilist science with brawler’s crowd management, but it was driven by its arcade-inspired scoring system. Dedicated fans can easily spend dozens of hours honing their skills against the game’s difficult enemies and massive bosses, all to improve their final scores. With DMC3, Hideaki Itsuno expanded the single player fighting game’s combat and worked in replayable missions. When that amazing foundation jumped to the PS3 and Xbox360 for the fourth release, Itsuno could further distill the series down into an arcade experience and offer new characters for those chasing that high score high. Let’s look at how it succeeds.

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The Snake’s Blueprint: An Analysis Of Metal Gear Solid’s DNA

For the third time, legendary agent Solid Snake destroyed the walking tank Metal Gear deep behind enemy lines and saved the world from Armageddon, this time from his old unit FOX-HOUND led by his newly-revealed twin brother Liquid Snake. Until then, Metal Gear Solid had been an action-packed bonanza told through expertly produced cinematics that rivaled Hollywood blockbusters. And then the story pivoted at its climax. What had been a politically charged narrative about Cold War era terrorism and the threat of nuclear war changed into an examination on genetics, using the very technology and rendering techniques that brought the game to life to reinforce its deep and complex themes. With MGS, Hideo Kojima merged his narrative and gameplay abilities into a deep metaphor about biology, technology, and destiny.

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