Looking Back On Final Fantasy X With Producer Yoshinori Kitase

about X hours ago from
Looking Back On Final Fantasy X With Producer Yoshinori Kitase

As a series, Final Fantasy has a reputation for showcasing the best of what a console can offer. When Final Fantasy VII released on the original PlayStation in 1997, it effectively used the hardware transition to usher in a new era of era of role-playing games with 3D graphics and cinematic cutscenes. The leap between PlayStation and PlayStation 2 was less drastic visually, but as the first entry on the new hardware, Final Fantasy X led the charge into a new realm of storytelling.

Many things that define Final Fantasy X simply weren’t possible in previous installments, even beyond the obvious upgrade in graphical quality. It used 3D environments throughout rather than 2D backdrops in towns and dungeons. It eliminated the divide between the overworld and other locations, giving the world a more vibrant and connected feeling. The implementation of voice acting let players hear the phenomenal cast come to life – even if some people mock the forced laughter from heroes Tidus and Yuna in one scene (which, for context, is explicitly about them forcing laughter). All of these elements might seem like standard parts of Final Fantasy today, but they started with Final Fantasy X.

Looking Back On Final Fantasy X With Producer Yoshinori Kitase

about X hours ago from
Looking Back On Final Fantasy X With Producer Yoshinori Kitase

As a series, Final Fantasy has a reputation for showcasing the best of what a console can offer. When Final Fantasy VII released on the original PlayStation in 1997, it effectively used the hardware transition to usher in a new era of era of role-playing games with 3D graphics and cinematic cutscenes. The leap between PlayStation and PlayStation 2 was less drastic visually, but as the first entry on the new hardware, Final Fantasy X led the charge into a new realm of storytelling.

Many things that define Final Fantasy X simply weren’t possible in previous installments, even beyond the obvious upgrade in graphical quality. It used 3D environments throughout rather than 2D backdrops in towns and dungeons. It eliminated the divide between the overworld and other locations, giving the world a more vibrant and connected feeling. The implementation of voice acting let players hear the phenomenal cast come to life – even if some people mock the forced laughter from heroes Tidus and Yuna in one scene (which, for context, is explicitly about them forcing laughter). All of these elements might seem like standard parts of Final Fantasy today, but they started with Final Fantasy X.

Worldwide Infamy: The Birth Of Carmen Sandiego

about X hours ago from
Worldwide Infamy: The Birth Of Carmen Sandiego

Like most kids, Doug and Gary Carlston had to find creative ways to amuse themselves. However, as children of U.S. expatriates living in Germany, the Carlston boys didn’t have access to many fancy toys or modern technology. They had books. Self-proclaimed geography nerds, the boys would stay up late into the night quizzing each other out of an atlas – trying to list off all the national capitals or naming the locations of famous landmarks. Years later, Doug and Gary would form their own software company and they’d turn their childhood “game” into an actual product that would become a lasting cultural icon and go on to define educational software for an entire generation.

In 1980, Doug Carlston quit his corporate law practice to found Brøderbund with his brother Gary. The brothers began importing Japanese arcade games and tried to sell Doug’s homebrew legal software to attorneys. As the company continued to expand, the young publisher was constantly searching for new products to market.

Worldwide Infamy: The Birth Of Carmen Sandiego

about X hours ago from
Worldwide Infamy: The Birth Of Carmen Sandiego

Like most kids, Doug and Gary Carlston had to find creative ways to amuse themselves. However, as children of U.S. expatriates living in Germany, the Carlston boys didn’t have access to many fancy toys or modern technology. They had books. Self-proclaimed geography nerds, the boys would stay up late into the night quizzing each other out of an atlas – trying to list off all the national capitals or naming the locations of famous landmarks. Years later, Doug and Gary would form their own software company and they’d turn their childhood “game” into an actual product that would become a lasting cultural icon and go on to define educational software for an entire generation.

In 1980, Doug Carlston quit his corporate law practice to found Brøderbund with his brother Gary. The brothers began importing Japanese arcade games and tried to sell Doug’s homebrew legal software to attorneys. As the company continued to expand, the young publisher was constantly searching for new products to market.

Ranking Every Raid In Destiny And Destiny 2

about X hours ago from
Ranking Every Raid In Destiny And Destiny 2

Destiny has proven itself a versatile shooter over the years; it has a campaign for those who just want a single-player romp, multiplayer modes for those who aren’t afraid to mix it up with others, and cooperative strikes for those who want to shoot some baddies while hanging out with friends. All of these modes are tied together around an ever-evolving loot grind, which lets you jump in and do any of these activities and be rewarded. 

There are also raids, MMO-style encounters that test six players’ ability to work together. Across Destiny and Destiny 2, Bungie has delivered 10 raids, each with their own quirks, themes, and memorable moments. We’ve decided to pit them all against each other and determine which raid delivers the best mix curious puzzles, intricate mechanics to synthesize, and bosses that test your ability to play at your peak.

Ranking Every Raid In Destiny And Destiny 2

about X hours ago from
Ranking Every Raid In Destiny And Destiny 2

Destiny has proven itself a versatile shooter over the years; it has a campaign for those who just want a single-player romp, multiplayer modes for those who aren’t afraid to mix it up with others, and cooperative strikes for those who want to shoot some baddies while hanging out with friends. All of these modes are tied together around an ever-evolving loot grind, which lets you jump in and do any of these activities and be rewarded. 

There are also raids, MMO-style encounters that test six players’ ability to work together. Across Destiny and Destiny 2, Bungie has delivered 10 raids, each with their own quirks, themes, and memorable moments. We’ve decided to pit them all against each other and determine which raid delivers the best mix curious puzzles, intricate mechanics to synthesize, and bosses that test your ability to play at your peak.

This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

about X hours ago from
This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

NeoMam Studios is a content creation agency that makes, among other things, digital renditions of architecture with a wide variety of influences and styles. Past projects have included envisioning The Simpsons’ living room in different styles, or even offices based on different fonts. Its most recent project takes a deep dive into the architecture of video games.

“The team that worked on this, we all we agree that most of us really like architecture,” says Gisele Navarro, operations director at NeoMam. “We also like games, so we were also very excited because of that. And so I think we were just trying to reach new people.”

From a business point of view, the main reason for creating projects like these is to draw a new audience to HomeAdvisor’s site. In addition to this, however, some people had more romantic perspectives on the project’s purpose.

This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

about X hours ago from
This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

NeoMam Studios is a content creation agency that makes, among other things, digital renditions of architecture with a wide variety of influences and styles. Past projects have included envisioning The Simpsons’ living room in different styles, or even offices based on different fonts. Its most recent project takes a deep dive into the architecture of video games.

“The team that worked on this, we all we agree that most of us really like architecture,” says Gisele Navarro, operations director at NeoMam. “We also like games, so we were also very excited because of that. And so I think we were just trying to reach new people.”

From a business point of view, the main reason for creating projects like these is to draw a new audience to HomeAdvisor’s site. In addition to this, however, some people had more romantic perspectives on the project’s purpose.

Play Super Mario Maker 2 Levels Created By The Game Informer Editors

about X hours ago from
Play Super Mario Maker 2 Levels Created By The Game Informer Editors

Super Mario Maker 2 has now been out for a little bit, and we like it a lot. With multiple editors diving into the creation tools, we decided to gather a collection of courses created by our staff in one handy article. This way, if you want to see what we've come up with, you can easily find the stages by entering the nine-digit codes into Course World.

We'll continue updating this list as we make more levels, and potentially more editors jump into the creation tools, so be sure to check back on a regular basis to find more levels to play from the Game Informer staff!

Javy Gwaltney

Play Super Mario Maker 2 Levels Created By The Game Informer Editors

about X hours ago from
Play Super Mario Maker 2 Levels Created By The Game Informer Editors

Super Mario Maker 2 has now been out for a little bit, and we like it a lot. With multiple editors diving into the creation tools, we decided to gather a collection of courses created by our staff in one handy article. This way, if you want to see what we've come up with, you can easily find the stages by entering the nine-digit codes into Course World.

We'll continue updating this list as we make more levels, and potentially more editors jump into the creation tools, so be sure to check back on a regular basis to find more levels to play from the Game Informer staff!

Javy Gwaltney