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Take Ikaruga for example. This was one of the last games to see a Japanese release on the Dreamcast, and is due for release on the GameCube fairly soon in the UK. Ikaruga is a classic arcade style shooter that takes place in a ship that is constantly traveling in one direction. Although being able to move forward, backward and strafe to port and starboard, the screen is always moving, and thus, so is your ship. Frequently, you get attacked by wave after wave of enemy craft which often fly in formation and travel in unusual patterns. Contact with these enemy fighters often results in your own destruction as does their firepower.
Now, if you go back to the days of the Super Nintendo, the ZX Spectrum, or even some of the earliest arcade games, you will find many games that can be described in exactly the same way! The first level of James Bond: License to Kill on the Spectrum started out in a helicopter that was constantly traveling to the top of the screen. Other space shooters such as R-type and Nemesis also feature the same gameplay, just in the horizontal method of scrolling instead of the classic vertical style. But the first game of this kind, that nobody can dispute, has to be Space Invaders. The enemies traveled in formation from one side of the screen to the next, gradually making their way to the very bottom, whilst your controlled space craft stayed at the very bottom, moving from side to side whilst you fired the laser cannon at them. It is fair to say that Space Invaders was part of the inspiration for Ikaruga.
Ikaruga is too obvious though. Everyone knows that it is just following a classic formula on a modern console. Much alike Contra: Shattered Soldier on the Playstation 2. That has been designed and developed with retro-gamers in mind! After all, Super Probotector on the SNES and MegaDrive consoles had quite a following, so all Konami had to do was produce more of the same goods for the modern consoles. They decided to stick to the Playstation 2 with their latest Contra game, and it has worked fairly well. It plays like the original Probotector titles but has enough of its own style to be considered a new game.
With all the evidence available right infront of us, it can be decided that although the graphical and audio styles of games have been changed, the actual way the games play has pretty much stayed exactly the same. Although games developers such as Nintendo and Capcom might disagree, the way games play has not changed much at all.
Take Super Mario 64 for example. It is highly acclaimed for being the game that revolutionalised 3D platformers and has been virtually re-released as Super Mario Sunshine on the Nintendo GameCube with more gameplay, larger levels and some great visuals. But was Super Mario 64 that much different to Super Mario World on the Super NES? Obviously, the storylines are not too dissimilar. Peach has been kidnapped by Bowser, yadda yadda yadda, that storyline has been around ever since the birth of fairytales. However, the transition from 2D to 3D hasn't really made much of a difference to the mainstream platforming Mario series. The game still basically involves running, jumping and jumping on enemies. That hasn't changed. However, there are some differences, for example the puzzle solving and Mario's new abilities, such as punching and kicking, but the game is still just as much a run and jump game as it was on the Super Nintendo.
What about the Tomb Raider series. Is it anything more than a glorified three dimensional representation of a modern day Prince of Persia? Take out the swordsmen and replace them with the odd bat and what's the difference? You run, jump and you die if you fall too much or land on spikes. Of course, being different developers, they aren't going to admit any similarities as such, but I'm sure games like Prince of Persia would have had some influence.
The thing is, games are very similar to their two dimensional ancestors. They may feel different, look different and even seem like they play different, but the addition of an extra dimension has changed gaming only in a way that games can become broader, exist in worlds instead of 'levels'.
The best way to look at it is this: The transition from 2D to 3D hasn't changed the way games are played, but it has changed the way games are made. Without 3D, we would still be playing a plethora of side-scrollers and isometric adventures. 3D has enabled games to have an extra edge of realism involved and that's what makes games 'feel' different.
Thus, the Micra advert has created a word that describes the games of today, meaning both modern and retro: Modtro.
However, it is still a brilliant game :)
For Example: Now I am not satisfied unless i get a game at least every two months, but back when I had my SNES and NES I settled for a game a year, and never really got bored. WHy has this changed, as games have evolved into something much better now... there the same old thing, and this post here has just made me realise that after months of thinking about it. Good Job Edgy.
h, and Probotector on the NES ruled, any chance of a Contra game on the GC that you may know of?
With all this technology zooming away, where will we goto nexst and will the true gaming be forgotten and mis placed by all the graphical power and such?
I hope not
Take Ikaruga for example. This was one of the last games to see a Japanese release on the Dreamcast, and is due for release on the GameCube fairly soon in the UK. Ikaruga is a classic arcade style shooter that takes place in a ship that is constantly traveling in one direction. Although being able to move forward, backward and strafe to port and starboard, the screen is always moving, and thus, so is your ship. Frequently, you get attacked by wave after wave of enemy craft which often fly in formation and travel in unusual patterns. Contact with these enemy fighters often results in your own destruction as does their firepower.
Now, if you go back to the days of the Super Nintendo, the ZX Spectrum, or even some of the earliest arcade games, you will find many games that can be described in exactly the same way! The first level of James Bond: License to Kill on the Spectrum started out in a helicopter that was constantly traveling to the top of the screen. Other space shooters such as R-type and Nemesis also feature the same gameplay, just in the horizontal method of scrolling instead of the classic vertical style. But the first game of this kind, that nobody can dispute, has to be Space Invaders. The enemies traveled in formation from one side of the screen to the next, gradually making their way to the very bottom, whilst your controlled space craft stayed at the very bottom, moving from side to side whilst you fired the laser cannon at them. It is fair to say that Space Invaders was part of the inspiration for Ikaruga.
Ikaruga is too obvious though. Everyone knows that it is just following a classic formula on a modern console. Much alike Contra: Shattered Soldier on the Playstation 2. That has been designed and developed with retro-gamers in mind! After all, Super Probotector on the SNES and MegaDrive consoles had quite a following, so all Konami had to do was produce more of the same goods for the modern consoles. They decided to stick to the Playstation 2 with their latest Contra game, and it has worked fairly well. It plays like the original Probotector titles but has enough of its own style to be considered a new game.
With all the evidence available right infront of us, it can be decided that although the graphical and audio styles of games have been changed, the actual way the games play has pretty much stayed exactly the same. Although games developers such as Nintendo and Capcom might disagree, the way games play has not changed much at all.
Take Super Mario 64 for example. It is highly acclaimed for being the game that revolutionalised 3D platformers and has been virtually re-released as Super Mario Sunshine on the Nintendo GameCube with more gameplay, larger levels and some great visuals. But was Super Mario 64 that much different to Super Mario World on the Super NES? Obviously, the storylines are not too dissimilar. Peach has been kidnapped by Bowser, yadda yadda yadda, that storyline has been around ever since the birth of fairytales. However, the transition from 2D to 3D hasn't really made much of a difference to the mainstream platforming Mario series. The game still basically involves running, jumping and jumping on enemies. That hasn't changed. However, there are some differences, for example the puzzle solving and Mario's new abilities, such as punching and kicking, but the game is still just as much a run and jump game as it was on the Super Nintendo.
What about the Tomb Raider series. Is it anything more than a glorified three dimensional representation of a modern day Prince of Persia? Take out the swordsmen and replace them with the odd bat and what's the difference? You run, jump and you die if you fall too much or land on spikes. Of course, being different developers, they aren't going to admit any similarities as such, but I'm sure games like Prince of Persia would have had some influence.
The thing is, games are very similar to their two dimensional ancestors. They may feel different, look different and even seem like they play different, but the addition of an extra dimension has changed gaming only in a way that games can become broader, exist in worlds instead of 'levels'.
The best way to look at it is this: The transition from 2D to 3D hasn't changed the way games are played, but it has changed the way games are made. Without 3D, we would still be playing a plethora of side-scrollers and isometric adventures. 3D has enabled games to have an extra edge of realism involved and that's what makes games 'feel' different.
Thus, the Micra advert has created a word that describes the games of today, meaning both modern and retro: Modtro.