How Sunday drives, long baths and desert raves saw a classic puzzle game reborn
The Eureka moment arrived, as Eureka moments must, in the bath. Tetris Effect’s first-time director Takashi Ishihara had known for a while that the project was in trouble. Games that bear Tetsuya Mizuguchi’s name are often narcotic experiences, but at this stage in development Tetris Effect caused some awkward side-effects: fatigue, difficulty concentrating and drowsiness. Ishihara himself woke up on more than one occasion from an unplanned nap, still wearing his VR headset. Even more worryingly, players were barely noticing the festival of sound and light kicking off around the field of play – the things that define a Mizuguchi game. After two years in preproduction, during which Ishihara had crafted a detailed VR design document for each of Tetris Effect’s 30 stages, showing how scenery and effects would build and swirl around the player in full 3D, he had accidentally made, well, Tetris.
This would not do. Ishihara’s career had been building towards this point ever since high school, when he first played Rez and suddenly knew what he wanted to do when he graduated. He studied graphic design and played a lot of games, but hadn’t planned a career in the game industry until he discovered, in Mizuguchi and his Sega division United Game Artists, a group of apparent kindred spirits. “They were even called United Game Artists,” Ishihara tells us. “Here was this group of people on the cutting edge, treating games and art as equally important. UGA were the only ones doing that kind of thing at the time. I knew I wanted to work there.”
Denne historien er fra July 2019-utgaven av Edge.
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Denne historien er fra July 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart