![]() The No Russian scene in Modern Warfare 2, the giraffes in The Last of Us, the handholding in Ico. Throughout the 2000s, as games began to become more cinematic, designers began to craft memorable set-pieces, like film directors. Those moments you open a new door in the Resident Evil mansion and a scene of opulent horror oozes out, as bright and icky as decaying fruit.įun for the whole family … Space Invaders. ![]() ![]() Climbing that first wall in Tomb Raider and stumbling into the cavern network beyond. ![]() Spinning through a curve in Colin McRae Rally and seeing the muddy countryside rolling out in front of me. To me, the PlayStation/Saturn era is about glimpses of worlds opening up. Little snatches of innovation that took my breath away. The voice synthesis at the start of Ghostbusters, the knocking at the spaceship door in Rescue on Fractalus!, the microchip mini-game in Paradroid. My memories of Commodore 64 games are similarly fractured. Playing Space Invaders somewhere – in a pub? A chippy? I remember the first alien laser blast hitting one of my forcefield defences – a memory I possibly share with Hideo Kojima: he said those very shields gave him the idea for making a stealth game. Seeing Pong on a neighbour’s TV, courtesy of a Grandstand 2000 console – I guess that would have been the late 1970s. Sitting on a bus home that evening, I tried to recall my actual real first memories of them. I t occurred to me recently that I’ve been playing video games for more than 40 years.
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