Super [Famicom] storytelling

At first glance, a second look, and even after skimming over a few screenshots, anyone interested in playing Heisei Shin Onigashima could reasonably assume this 1996 (Satellaview release, with some differences)/1997 (Nintendo Power service)/1998 (boxed retail cartridges shown above) two-part Super Famicom adventure game wasn't much more than a graphical overhaul of Nintendo's 1987 8-bit … Continue reading Super [Famicom] storytelling

Change is bad. And good. And necessary.

PlayStation cutscene 'em up Metal Gear Solid was a legend in its own lifetime, selling millions of copies worldwide and responsible for a huge shift in mainstream gaming's attitude towards how games could play and the sort of weighty subjects their plots could tackle. It made "stealth action" mainstream in a way Tenchu, released the … Continue reading Change is bad. And good. And necessary.

Someday, thou may recall this island…

"It was all a dream!" is usually the time-wasting rug-pull found at the unsatisfying end of a poor story, a twist designed to lazily excuse a tale that's gone off the rails or allow a writer to scratch a "what if" itch without causing any permanent damage to an established setting. The Legend of Zelda: … Continue reading Someday, thou may recall this island…