No one really knows what the future holds, but for generations, science fiction authors the world over have been trying to give their own interpretations. While every single vision of what the future holds comes from a different mind, there are many similarities that are easy to spot. One of the biggest is the dystopian ideal, where the future isn't what we bargained for, and in fact, is quite a bit more horrible and oppressive than the world we currently live in. That's doubly true for video games, where the likes of Remember Me have shown a glimpse of a world that's beautifully depressing.
Reboots and remakes have become dirty words around Hollywood; phrases to denote soulless cash-ins from bloated producers looking to mine a buck off of our collective nostalgia. The video game industry isn't immune to the lucrative lure of similar projects, which is why we've seen so many revivals of long-forgotten projects as of late. While Hollywood seems mostly content to regurgitate homogenized versions of our favorite franchises, video game remakes and reboots are a much more mixed bag. Some are resounding successes, tapping into what was great about the original while finding something new, and others are... well, not.
In the first edition of Arcade Sushi Asks in 2014, we partnered with our headbanging brothers over at Loudwire to hit the hard rocking members of bands like Steel Panther, Drowning Pool, Escape the Fate and more with the biggest question of their careers.
When we last left off, Street Fighter II had just been released and arcades were being flooded with the quickly growing Fighting Game Community.
It’s tempting to skip directly from 1987’s Street Fighter to 1991’s Street Fighter II to celebrate the success Capcom had in refining the fighting game formula, but a lot can happen in four years.
After going the distance and fleshing out the history of Square and the rocky start to the first Final Fantasy title, it's time that we move with the face of the role-playing genre. Today, we're going to elaborate on the history, development and legacy of both Final Fantasy II and III. Keep an eye out for the birth of the chocobo, moogles, the introduction to your favorite summons and the first incarnation of Cid! You guys better take this time to put on our favorite 8-bit track from this part of the series as you join our party and explore The History of Final Fantasy II and III.
There is no genre of video game that has seen more ups and downs, more personal re-invention, more fervent support by fans and developers alike than fighting games.
With 2013 officially gone, we would like to start off the new year by remembering the long journeys some of our favorite gaming franchises have taken and how far they have progressed. Having the likes of Mario, Zelda, Mega Man and the numerous other figureheads of gaming to choose from, we felt that Final Fantasy was the perfect place for us to start our history series. Just as Mario can be considered the face of platforming (and of gaming in general), Final Fantasy is widely regarded as the benchmark of the role-playing genre. But before all the Materia, Eidolons, Chocobos, Moogles and oversized swords came into play, Square was on the brink of collapse. And the title "Final Fantasy" was originally intended to live up to its namesake as being Square's final fantasy-based title.
It has been stated that imitation in the sincerest form of flattery. In the early '80s arcade market, imitation was a gold mine. According to a Time Magazine report from 1982, arcade games earned $2.8 billion in quarters in 1980, followed by $5 billion in 1981, which was almost twice the total of the entire U.S. movie industry for the same period. Competition was tough, and many of the games produced at that time were quick to capitalize on the success of their predecessors. Whether the game was an original idea or not was beside the point.
Prior to gaming's prominence in the entertainment industry, development teams were extremely small and did not have access to the plethora of resources available today. Project leads had to come up with promotional artwork for their games by assigning them to illustrators and artists who may not have specialized in promotional material, such as in-game animation