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THE EVOLUTION OF SHADOW OF THE BEAST

Retro Gamer

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Issue 242

THE STRIKING SIGHTS AND SOUNDS OF SHADOW OF THE BEAST PUSHED THE AMIGA FURTHER THAN EVEN MOST DEVELOPERS HAD KNOWN WAS POSSIBLE IN 1989. FROM SEQUELS AND CONVERSIONS TO A PLAYSTATION REMAKE THREE DECADES ON, THOSE INVOLVED EXPLAIN ALL

- GRAHAM PEMBREY

THE EVOLUTION OF SHADOW OF THE BEAST

The impact of the original Shadow Of The Beast is perhaps best described through the lens of someone who experienced the game as a player.

It was 1989 and 16-year-old Matt Birch was visiting a friend for a sleepover when a relative lent the pair a new Amiga 500. Staying up late in the warm glow of Commodore monitor light, they played through disk after disk of what Matt recalls being fun but ultimately forgettable games. “But then around midnight we tried Shadow Of The Beast. It was a revelation. The music, the graphics, the gradient sky, and the parallax scrolling. It was magical, like seeing Star Wars for the first time. Blurry-eyed in the morning, I got on the bus to go home and all I could think about was this strange world I had visited.”

Twenty-seven years later, working as the head of his own studio, Matt would see his remake of the game published by Sony for the PlayStation 4. It was the latest entry in a series that’s particularly memorable for how far it pushed the Amiga, but which also spawned sequels and conversions spanning several generations of computers and consoles. It’s a collection of games known for standout graphics, music and atmosphere more than anything else, but one that also has more accomplished level design and clever gameplay depths lurking in its shadowy universe than is sometimes acknowledged.

Retro Gamer

यह कहानी Retro Gamer के Issue 242 संस्करण से ली गई है।

हजारों चुनिंदा प्रीमियम कहानियों और 9,500 से अधिक पत्रिकाओं और समाचार पत्रों तक पहुंचने के लिए मैगज़्टर गोल्ड की सदस्यता लें।

क्या आप पहले से ही ग्राहक हैं?

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RICHIE SHOEMAKER

PC Zone is one of those magazines that fans still champion long after its closure, and Richie Shoemaker's five years on its staff make him a familiar face to many of them. We learn about his start in games media, how he launched a single-game magazine that outlasted many more mainstream titles, and why he's recently returned to print magazines

time to read

12 mins

Issue 275

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Future Classic

Modern games you'll still be playing in years to come

time to read

4 mins

Issue 275

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40 YEARS OF AMIGA

IN 1985, COMMODORE LAUNCHED A POWERHOUSE 16-BIT COMPUTER PLATFORM THAT WAS AHEAD OF ITS TIME, AND HOSTED MANY ALL-TIME CLASSIC GAMES. FORTY YEARS ON, WE SPEAK TO DEVELOPERS AND FANS TO CELEBRATE A FAMILY OF COMPUTERS THAT HAS BECOME SIMPLY TIMELESS

time to read

4 mins

Issue 275

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TURBO CHALLENGE-2

WITH ITS INSTANTLY CATCHY AND ENERGETIC MELODY, CRISP DIGITAL SAMPLES AND ARPEGGIOS, BARRY LEITCH'S LAYERED, SOARING TITLE TUNE FOR GREMLIN'S LOTUS TURBO CHALLENGE 2 (OR LOTUS II: RECS AS IT'S KNOWN ON THE MEGA DRIVE) QUICKLY DROVE GAMERS CRAZY WITH EXCITEMENT

time to read

3 mins

Issue 275

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A SUMMER OF GAMES

A LARGE NUMBER OF RETRO-RELATED GAMES ARE ON THE WAY

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1 min

Issue 275

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THE MAKING OF DRAKAN

EVERYONE KNOWS LARA CROFT, THE TOUGH 3D ACTION HEROINE. BUT HOW MUCH COOLER WOULD SHE BE IF SHE COULDN'T JUST JUMP AND SHOOT, BUT COULD ALSO DISH IT OUT IN HAND-TO-HAND COMBAT AND RIDE A FIRE-BREATHING DRAGON? WELL, THEN HER NAME WOULD NO LONGER BE LARA, BUT RYNN

time to read

7 mins

Issue 275

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Super Pocket: Neo Geo & Data East Edition

WHO WILL WIN THE LATEST SUPER POCKET HEAD TO HEAD?

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2 mins

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TIGER HELI

TIGER-HELI ESTABLISHED TOAPLAN'S REPUTATION AS A SHOOTING GAME POWERHOUSE, EMERGING AS ONE OF THE MOST IMPORTANT, INFLUENTIAL RELEASES THE GENRE HAS EVER SEEN. AND IT'S STILL NOT DONE. LATER THIS YEAR TIGER-HELI LANDS ON ATARI CONSOLES. BUT WHAT MADE IT SUCH A SPECIAL GAME?

time to read

9 mins

Issue 275

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SUPER COLLECTENDO

Mark Smith's love for the SNES comes from lifelong friendships

time to read

2 mins

Issue 275

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SOUL READER 1&2 REMASTERED

RETURN TO NOSGOTH

time to read

2 mins

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