If you're
interested in video game history or what it takes to create your own game, then The Making of the Prince of Persia should definitely be on your reading list.
Not exact matches
What is more, he turned out to be that rare individual who is a true collector, intensely
interested in the
history of
video games.
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Capcom may not be wholly
interested in greenlighting a modern interpretation of the series, but the collection is a great opportunity to experience
video game history - if you haven't already.
Short and sweet: This is a piece of
video game history that touches on storytelling tropes that everyone
interested in fiction should know.
It is all too
interesting to note that
history already had repeated itself, as the fall of XBLIG parallels the fall of the entire North American
video game scene back
in the infamous crash of 1983:
The target audience of this title include folks who first experienced these
games in the late eighties and early nineties and who want to have a strong nostalgic Mega Man experience, people who are
interested in the
history and evolution of
video games, people who enjoy watching and competing
in speed running challenges, and people who enjoy Mega Man art and trivia.
In some rare cases, the tremulous
history about how and who made a
video -
game is almost more
interesting than the
game itself.
His research
interests range from natural language interactions
in video games to the agency of complex systems, with a special soft spot for
video game history.
But Spielberg has a long
history with
video games dating all the way back to the E.T. for Atari debacle; while his
interest in gaming seems to have dropped off somewhat by the late 2000s, when he was making Boom Blox
games for the Wii, at that point he could not possibly be unaware of Mario or confuse it with another franchise.
This definitely sounds
interesting if only for it's important (if a tad infamous) role
in video game history.
These are
interesting characters to say the least; they're trailblazers and huge figures
in the
video game history whom many know little to nothing about.
Inviting the viewer to enter a space charged with symbolic elements, from the more obvious to the more covert, that configure the multiple realities and readings which give life to the artist's personal universe, «Something old, something new, something borrowed» essentially speaks of personal records and comforts, of the past and the present, of what was and what is — a series of reflections that convey a repertoire of emotions,
interests, and stories particularly important to the author: distant family recollections, but also recent intimate memories; pleasant re-connections with domesticity after long periods of travel
in the real world, but also disconnections and ironic provocations with the virtual world of social media; a long relationship with the universe of animation and
video games, but also another with themes of classical representation from the
history of art.