Accéder au contenu principal

Sélection

How Resident Evil Shifted Perspectives And Framed Fear Over 30 Years

How Resident Evil Shifted Perspectives And Framed Fear Over 30 Years https://ift.tt/FBYlqWb The Resident Evil series is celebrating its 30-year anniversary today, March 22, 2025. Below, we look back at how the formative survival horror franchise has shifted the camera itself to accent its atmosphere. Resident Evil has always felt like a playable horror film. Players step into the role of desperate survivors while Capcom carefully stages every scare, controlling the pace of tension through framing and timing. Across three decades, the series has experimented constantly with perspective, shifting how players view its haunted mansions, ruined villages, and bioengineered nightmares. Sometimes the camera keeps players at a distance, watching danger unfold across the room. Other times it presses tightly against a character’s back or moves directly into their point of view. Each shift changes the way fear works. Continue Reading at GameSpot

Sonic CD Was A Bold Vision Of What Sonic Could Be

Sonic CD Was A Bold Vision Of What Sonic Could Be https://ift.tt/6EqhC4f

Sonic CD is celebrating its 30-year anniversary today, September 23, 2023. Below, we look back at how its experimental ideas influenced the series going forward.

Trying to get a group of Sonic fans to agree on anything related to the franchise is hard enough, but asking for their feelings about Sonic CD might get you more divided responses than any other game in the series. Out of all the classic Sonic titles, CD stands out as a very strange outlier in its game design--which leads to some very strong opinions from the fandom. But the reasons why it's so different from its cartridge-based brothers are themselves fascinating. In many ways--and quite fittingly, given its time-travel theme--Sonic CD feels like the start of a different evolutionary path the Sonic series could have taken into the future, but didn't.

After the first Sonic the Hedgehog became a runaway success, Sega immediately went to work on follow-up games. Two of Sonic's primary development staff, Yuji Naka and Hirokazu Yasuhara, joined future PlayStation console architect Mark Cerny at Sega Technical Institute with a few other Japanese staff in the US to create Sonic the Hedgehog 2--a very unusual America/Japan co-production for its time. Meanwhile, other original Sonic Team members stayed back home in Japan to plan a Sonic game for the fledgling Mega-CD (Sega CD in western markets) add-on. The system was floundering in its home market but looked likely to do significantly better abroad, much in the same way the Mega Drive (aka the Genesis) had. With Nintendo poised to release its own CD system add-on, having a show-stopper like Sonic on its CD platform would be a tremendous boon in what looked to be the upcoming CD-ROM wars. (Which never happened, but hindsight is 20/20.)

Continue Reading at GameSpot

Commentaires