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THE MAKING OF BIOFORGE

Retro Gamer

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Issue 248

EVERYONE KNOWS ORIGIN SYSTEMS FOR ITS WING COMMANDERS AND ITS ULTIMAS BUT THE ONCE GLORIOUS GAMES COMPANY HAD MANY OTHER GREAT TITLES UP ITS SLEEVE, SOME OF WHICH HAVE BEEN LOST IN THE MISTS OF TIME. LIKE BIOFORGE FOR EXAMPLE...

- PAUL KAUTZ

THE MAKING OF BIOFORGE

There are some buzzwords, like ‘multimedia’ that dominated the gaming culture in the Nineties. But the one word that was even more ubiquitous than that was ‘interactive’ – absolutely everything just had to be interactive and, if possible, an ‘interactive movie’. Which in reality usually meant cheaply produced postage-stamp-sized, direct-to-video quality level clips on CD-ROM, giving the player only the lowest possible level of actual interaction.

Ken Demarest, who started work at Origin in 1990, had a different point of view on the matter, as he came from the technological side of things: as a coder on Wing Commander and the lead programmer on Ultima VII: The Black Gate, he saw interactive movies as a chance to create games that were as movie-like as possible without reducing the players to mere spectators. The key element for him were ‘synthetic actors’ – virtual characters who behaved like their realworld counterparts, only exactly when the players wanted them to. Logically, the game’s working title was Interactive Movie 1 – later to be changed to Green Guns and ultimately BioForge, with Ken taking on the roles of director, chief programmer and motion-capture model.

The first Alone In The Dark game, released in 1992, went in the direction Ken had in mind, “[

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THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

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THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

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Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

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Retro Gamer

OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

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Retro Gamer

Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

Retro Gamer

Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

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THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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