It’s late afternoon in Tokyo, and in the narrow three-story home that serves as the headquarters of the Game Preservation Society, I’ve just learned about Jesus. In the west, when we talk about videogame developer Enix, we’re probably talking about Dragon Quest, which inspired an explosion of console JRPGs in the ’90s. Joseph Redon would much rather talk about a PC game like Jesus, which was made by Enix around the same time as the first Dragon Quest, back in 1987.
Like most of the thousands of games in Redon’s collection, I’ve never heard of Jesus until he shows it to me. The mission of the Game Preservation Society, then on-profit he co-founded, is to collect, archive, and protect Japan’s PC games, most of them made in the ’80s and ’90s before consoles took over and doomed them to obscurity. Any game I point to he can tell a story about, casually dishing out some of the history of who made it and why it’s special.
He loves every second of it. When he begins to talk about Enix, he slips into the role of a storyteller born into an oral tradition, passing down a lifetime of knowledge that could only be accumulated in Japan. Off the island, Japan’s PC games are all but completely unknown. The Game Preservation Society exists to make sure they aren’t forgotten.
ENIX: THE PUBLISHING PIONEERS
“Enix is a very great publisher, but this is not the history everyone knows,” Redon tells me as we flip through the covers of ’80s RPGs and adventure games in a protective binder. Cover after cover is pure imagination fuel, evoking a breathless “I need to play this”. In those days, great art and magazines were the best tools for selling games.
هذه القصة مأخوذة من طبعة December 2019 من PC Gamer US Edition.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك ? تسجيل الدخول
هذه القصة مأخوذة من طبعة December 2019 من PC Gamer US Edition.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios