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.

Continue reading “Running Perfect Dark’s Training Program”

Treasure and Virtue in Sin & Punishment

Sin & Punishment’s single best setpiece captures the essence and versatility of its design. With your character Airan on a platform zipping around a naval carrier fleet, you evade the barrage of artillery fire from massive aircraft carriers, dogfight squadrons of enemy aircraft, and bat missiles back at their launchers, while unleashing a constant stream of shots to send them to the bottom of the ocean, all as the world soars and reorients in full cinematic splendor. It’s one of the most exhilarating action spectacles of the generation and combines the best elements of the classic shooter and brawler genres into one unique game. The scene ends with the freedom fighter chasing down a comet-sized missile shot from low-orbit as it hurtles at your ally-turned-monster Saki.

Continue reading “Treasure and Virtue in Sin & Punishment”

Seeing Adolescence Through The Eyes Of Majora’s Mask

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.

Continue reading “Seeing Adolescence Through The Eyes Of Majora’s Mask”

Blast Corps’ Controlled Demolition

For anyone who used to make believe with a box full of Tonka Trucks and action figures, Rare’s Blast Corps is a special kind of game, one that takes you back to the timeless parts of your childhood that don’t fade just because you’re now an adult. It allows you to relive the freedom that comes from the act of playing and the simple joys that come from pretending that you’re taking control of a roughneck crew out to save the world through demolition.

Continue reading “Blast Corps’ Controlled Demolition”

Snappin’ Pics on a Pokémon Safari

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.

Continue reading “Snappin’ Pics on a Pokémon Safari”