Thirty Years Of Arpeggios Come Together In This Video On Final Fantasy's Prelude

about X hours ago from
Thirty Years Of Arpeggios Come Together In This Video On Final Fantasy's Prelude

The ascending and descending notes of Final Fantasy's prelude are immediately iconic. Used throughout the entire series, the musical motif has been a funky electro beat, a heartfelt harp piece, and even mixed with Florence and the Machine to excellent effect.

In this video, Game Score Fanfare breaks down the various uses of the theme, and offers his thoughts on why it has such staying power. 

Thirty Years Of Arpeggios Come Together In This Video On Final Fantasy's Prelude

about X hours ago from
Thirty Years Of Arpeggios Come Together In This Video On Final Fantasy's Prelude

The ascending and descending notes of Final Fantasy's prelude are immediately iconic. Used throughout the entire series, the musical motif has been a funky electro beat, a heartfelt harp piece, and even mixed with Florence and the Machine to excellent effect.

In this video, Game Score Fanfare breaks down the various uses of the theme, and offers his thoughts on why it has such staying power. 

Learn The Story Of How Three Teenagers Helped Nintendo Create Star Fox In This Video

about X hours ago from
Learn The Story Of How Three Teenagers Helped Nintendo Create Star Fox In This Video

Though it hasn't held up as well as some other SNES titles, Star Fox is a notable part of Nintendo's history. It was one of the few 3D titles for the console, showcasing the power of the system many thought couldn't handle polygonal graphics. As it turns out, however, three young British programmers, none of whom worked at Nintendo at the time, were a major part in putting the title together.

Originally part of Argonaut Software, Dylan Cuthbert, Giles Goddard, and Krister Wombell were the three programmers responsible for bringing the game to life. Using the FX Chip (the on-cartridge tech that allowed SNES games to run in 3D in the first place), they crafted a demo of a game called an early demo of a 3D flight game. Nintendo then courted them and moved them over to Kyoto in order to work on the game fulltime. The video above catalogs the trio's abridged history of working with Nintendo.

Learn The Story Of How Three Teenagers Helped Nintendo Create Star Fox In This Video

about X hours ago from
Learn The Story Of How Three Teenagers Helped Nintendo Create Star Fox In This Video

Though it hasn't held up as well as some other SNES titles, Star Fox is a notable part of Nintendo's history. It was one of the few 3D titles for the console, showcasing the power of the system many thought couldn't handle polygonal graphics. As it turns out, however, three young British programmers, none of whom worked at Nintendo at the time, were a major part in putting the title together.

Originally part of Argonaut Software, Dylan Cuthbert, Giles Goddard, and Krister Wombell were the three programmers responsible for bringing the game to life. Using the FX Chip (the on-cartridge tech that allowed SNES games to run in 3D in the first place), they crafted a demo of a game called an early demo of a 3D flight game. Nintendo then courted them and moved them over to Kyoto in order to work on the game fulltime. The video above catalogs the trio's abridged history of working with Nintendo.

Reader Discussion – Can You Come Up With A Better Name For The 'Metroidvania' Genre?

about X hours ago from
Reader Discussion – Can You Come Up With A Better Name For The 'Metroidvania' Genre?

Naming things can be hard, and often, names develop as a utilitarian way of getting a concept across. Before they were called first-person shooters, they were called "Doom clones." When games started making death impactful by regressing all of your progress when you died, we started calling them "Roguelikes." But "Metroidvania" might be the worst ad-hoc genre name in the industry.

"Metroidvania," which describes games (usually two-dimensional ones), in which you explore are relatively large map with a limited number of skills, then slowly unlock new ones that let you explore larger parts of the map, really does not do the genre justice, and limits the way we think about many games which take after Metroid or later Castlevania games. So we want to know: Can you come up with a better moniker?

It's not entirely descriptive, but I think "open-world platformer" works pretty well most of them. While it's not 100-percent indicative of what you do in these games, it more or less describes what you can expect: Side-scrolling, platforming (some puzzle-solving is implied here, right?), and exploring. While "open-world" might conjure up images of larger worlds, when connected to the world "platformer" I think it properly encapsulates the expectations of the genre.

Reader Discussion – Can You Come Up With A Better Name For The 'Metroidvania' Genre?

about X hours ago from
Reader Discussion – Can You Come Up With A Better Name For The 'Metroidvania' Genre?

Naming things can be hard, and often, names develop as a utilitarian way of getting a concept across. Before they were called first-person shooters, they were called "Doom clones." When games started making death impactful by regressing all of your progress when you died, we started calling them "Roguelikes." But "Metroidvania" might be the worst ad-hoc genre name in the industry.

"Metroidvania," which describes games (usually two-dimensional ones), in which you explore are relatively large map with a limited number of skills, then slowly unlock new ones that let you explore larger parts of the map, really does not do the genre justice, and limits the way we think about many games which take after Metroid or later Castlevania games. So we want to know: Can you come up with a better moniker?

It's not entirely descriptive, but I think "open-world platformer" works pretty well most of them. While it's not 100-percent indicative of what you do in these games, it more or less describes what you can expect: Side-scrolling, platforming (some puzzle-solving is implied here, right?), and exploring. While "open-world" might conjure up images of larger worlds, when connected to the world "platformer" I think it properly encapsulates the expectations of the genre.

Hollow Knight Switch Sales Exceed 250,000 In First Two Weeks

about X hours ago from
Hollow Knight Switch Sales Exceed 250,000 In First Two Weeks

After getting a surprise release date announcement during this year's E3-themed Nintendo direct a couple of weeks ago, the Switch version of Hollow Knight has sold over a quarter of a million copies on Nintendo's hybrid console.

The news by way of IGN, which received the info straight from developer Team Cherry. Originally released on Steam last year, the title has slowly gained a following, as well as strong praise from critics.

These strong sales follows in the wake of several indie projects performing exceedingly well on Switch. Previously, indie survival game The Flame and the Flood had its strongest sales on the console despite being one of the later versions released, and Blossom Tales did well enough to prevent its developer from closing.

Hollow Knight Switch Sales Exceed 250,000 In First Two Weeks

about X hours ago from
Hollow Knight Switch Sales Exceed 250,000 In First Two Weeks

After getting a surprise release date announcement during this year's E3-themed Nintendo direct a couple of weeks ago, the Switch version of Hollow Knight has sold over a quarter of a million copies on Nintendo's hybrid console.

The news by way of IGN, which received the info straight from developer Team Cherry. Originally released on Steam last year, the title has slowly gained a following, as well as strong praise from critics.

These strong sales follows in the wake of several indie projects performing exceedingly well on Switch. Previously, indie survival game The Flame and the Flood had its strongest sales on the console despite being one of the later versions released, and Blossom Tales did well enough to prevent its developer from closing.

Watch The Witcher 3's Geralt Take On The Griffin, Samurai Jack-Style

about X hours ago from
Watch The Witcher 3's Geralt Take On The Griffin, Samurai Jack-Style

 While he may be a bit more pragmatic about his bad guy-killing by taking payment for it, Geralt does share a few traits with Samurai Jack's titular ronin. Both wander the world slaying monsters and humans alike (when necessary), and both are the best at they do.

Mashed has also seen the similarities, and decided to blend the two series together into one pretty great animated short. While the character may be Geralt, the short is all Samurai Jack; the hunt is medatative, but brutal where it needs to be, with The Witcher's general opining about the nature and morality of monster-hunting giving way to a calm, wordless approach.

Watch The Witcher 3's Geralt Take On The Griffin, Samurai Jack-Style

about X hours ago from
Watch The Witcher 3's Geralt Take On The Griffin, Samurai Jack-Style

 While he may be a bit more pragmatic about his bad guy-killing by taking payment for it, Geralt does share a few traits with Samurai Jack's titular ronin. Both wander the world slaying monsters and humans alike (when necessary), and both are the best at they do.

Mashed has also seen the similarities, and decided to blend the two series together into one pretty great animated short. While the character may be Geralt, the short is all Samurai Jack; the hunt is medatative, but brutal where it needs to be, with The Witcher's general opining about the nature and morality of monster-hunting giving way to a calm, wordless approach.