Rookie attorney Phoenix Wright’s first case was a lively battle of wits. With the freedom of his client on the line, the lawyer pressed the witness about the crime and threw down evidence that contradicted his claims until his testimony crumbled, all while his mentor Mia Fey stood beside him. But at the start of his second case, the rookie’s fortune is flipped upside down when Mia is killed by a mystery man with curly hair and a loud purple suit, and her spirit-medium sister Maya is wrongfully fingered for the murder. With no other attorney willing to help, Wright vows to defend her against the notorious prosecutor Miles Edgeworth. With Phoenix Wright: Ace Attorney, Shu Takumi and his team built a different kind of visual novel that turns deductive reasoning into a weapon to bring justice to the corrupt, while creating confident stories filled with energy, humor, and drama. A close inspection uncovers how.
An hour after he was locked in Clock Town, Link’s been turned into a Deku Scrub staring down a massive, fiery-eyed moon so close that he could pick its gritted teeth with his sword. Looming over him is Skull Kid, supercharged by the Majora’s Mask. Playing the Song of Time Zelda had entrusted him with to save Hyrule, Link returns to the exact moment he’d entered Clock Town, the moon again 72 in-game hours from destroying everything, the citizens back on their schedule as if the first round had been a bad dream.
The Legend of Zelda opens with Link in the small clearing of a lush Hyrule forest. At that point, the entire world is a single plot of land that exactly fits the dimensions of modern 1987 television screens. Take a moment to survey your surroundings and you’ll notice four options; you can travel north, go west, or head east, but you enter the cave first. There you get the most classic of all weapons to aid you, a trusty sword. You’re going to need it as the fate of a Princess and her Kingdom rests in your ability to reassemble the eight scattered pieces of the mythical Triforce of Wisdom and defeat the sinister Ganon.
It’s said that the eyes are the window to the soul, an idiom Metroid Prime explores from a different angle. If Super Metroid’s greatest achievement was creating a cohesive world, where the majority of the game was told organically through the events on screen rather than by traditional cinematic techniques, moving that series into three dimensions needed more than translation, it needed reinterpretation. The most honest move would be to maintain the naturalness of perspective, the harmony of self and environment, and Retro Studios made the wisest, boldest move available to them, designing a first person shooter to capture the spirit of that classic and letting players strap themselves directly into Samus Aran’s suit. The first time an energy beam glances off our intrepid bounty hunters helmet and the flash reflects her eyes off the inside of her visor, it becomes apparent that the old adage holds true.
Policenauts was the perfect game to introduce the world to Hideo Kojima’s visual style and keen eye for editing a trailer. Unlike other games at the time, every screenshot from the 1994 ‘Interactive Movie’ could have been ripped from an anime, this one the tale of a man lost in space for the first twenty five years of humanity’s move into off-world colonies. It’s Lethal Weapon in the Gundam timeline with an Aliens setup, starring a blue-haired Mel Gibson. The trailer claims Policenauts is ‘The Next Generation of Snatcher’.
Go immediately left from at the start of Metroid: Zero Mission and you’ll find the Morph Ball upgrade exactly where it was in the original Metroid. The remake modernizes the first adventure of galactic bounty hunter Samus Aran, bringing it to the standards set by one of the greatest games of all time: Super Metroid.
The game from there applies the legendary SNES classics structure as Samus navigates the depths of the planet Zebes, finding new weapons that allow her to go further, tearing through the Space Pirate armada before encountering the parasitic Metroid life forms and the evil Mother Brain. You’ll be collecting items and abilities including the Super Missiles, Power Bombs and Speed Boosters, moves that became staples with the third game. The design fleshes out a game that was more ambitious than the tech of the time would allow, implementing enough new content to ramp up the pace without padding the adventure.
When I try to make a concrete decision as to what my favorite game of all time is, the answer tends to change from day to day. More often than not, however, Bioshock is the first thing that comes to mind. My initial arrival in Rapture was a swift kick to the face, forever opening my eyes to how it feels to be in an atmosphere so thick I could taste it. Not since that precious moment so many years ago had I experienced a world so fully realized and enticing as presented in victorian Dunwall.
Why All We Needed Was More Dark Souls
If there even is a proper word for the confusing mixture of emotions I felt in the first 30 minutes of booting up the long-awaited add-on to last year’s utterly exhilarating Dark Souls, it’s not in my repertoire. What I do know, is I was immediately struck with a very profound childlike excitement that had me giddy, all due to the fact I was simply doing something new. Having spent well over 200 hours exploring the dense, beautiful and wholly unique world FromSoftware had granted me last year, I pretty much knew everything you could about Dark Souls proper. Every pressure-plate triggered trap, every well-hidden enemy, every nonsense attack a boss could throw at me. Every single obstacle the game could lay on me I had painfully experienced, triumphantly overcome, and gloriously mastered.
Journey opens with a red-robed figure sitting in the sand, the only immediate task climbing a nearby dune. Making way is slow, the footing gives way and the walking arduous. The view from the top reveals the mountain peak far in the distance and reaching it is the singular goal of the title thatgamecompany has crafted, one that utilizes every narrative convention afforded by videogames to create your own journey.
More than any other medium, videogames possess the ability to immerse people in worlds, of giving them a sense of place, one that can be populated, filled out and come alive before our eyes. But great worlds contain memorable characters with their own personalities- Pokémon has long had one of those worlds. Pokémon Snap is built around this singular idea- it puts would-be photographers on a Safari in a Pokémon nature preserve and equips us with a camera to witness, interact and record.