Poging GOUD - Vrij
THE MAKING OF Fantavision
Retro Gamer
|Issue 248
WHEN YOU'RE LOOKING TO DAZZLE A CROWD, PUTTING ON A FIREWORKS DISPLAY IS A GOOD WAY TO DO IT - AND THAT'S EXACTLY HOW SONY CHOSE TO SHOW OFF THE POWER OF THE PS2. KATSUYUKI KANETAKA REVEALS HOW THE CULT CLASSIC PYROTECHNIC PUZZLE GAME WAS MADE
If there’s one thing players expect when a new console launches, it’s a spectacular first-party game to really show off what the technology can do. In the late-Nineties, Nintendo used Super Mario 64 as an ample demonstration of the impressive 3D worlds that the N64 could host and Sega highlighted the ever-decreasing gap between home console and arcade graphics with Virtua Fighter 3tb. With the PlayStation 2 being perhaps the most anticipated console launch of all time, you’d naturally expect Sony to bring out the big guns to justify the hype. Instead, it chose to lead with a quirky puzzle game based around fireworks.
For game director Katsuyuki Kanetaka, Fantavision was the realisation of an idea he’d first had as a student in the 16-bit days. “Between the time I was making CG animations with a computer called the Amiga when I was a student and when I started to get involved in game development, I thought that fireworks could be expressed in CG, and if this was possible, I thought that applying it to game screens would surely produce attractive visuals!” The choice of fireworks had nostalgic value too. “I also loved the game screens of videogames from the Seventies to the early Eighties, where only the characters were displayed on a pitch-black background,” says Kanetaka. “I thought that a game with fireworks as its motif would allow me to create another game with such a screen.”
This was an idea that Kanetaka had held onto for years. Before working at Sony Computer Entertainment, he’d been a game designer at Capcom and the company’s strengths in 2D arcade games naturally influenced the way
Dit verhaal komt uit de Issue 248-editie van Retro Gamer.
Abonneer u op Magzter GOLD voor toegang tot duizenden zorgvuldig samengestelde premiumverhalen en meer dan 9000 tijdschriften en kranten.
Bent u al abonnee? Aanmelden
MEER VERHALEN VAN Retro Gamer
Retro Gamer
Back to R-Type
It's very important for you to know one thing: I'm not an actor.
2 mins
Issue 279
Retro Gamer
BROKEN SWORD II REMASTER TAKES SHAPE
Charles Cecil talks us through Broken Sword: The Smoking Mirror Reforged
4 mins
Issue 279
Retro Gamer
Blippo+
We speak to the designers of an indie game about retro TV that's out of this world
4 mins
Issue 279
Retro Gamer
PORTABLE SONY PASSION
Forever Arcade's Jay Drury loves his handheld gaming, especially Sony's brilliant PSP
2 mins
Issue 279
Retro Gamer
Fables of the 360
Iam starting to come round to the idea that the Xbox 360 is the greatest console of all time.
2 mins
Issue 279
Retro Gamer
Silent Hill 4: The Room
WHERE GREEDY LANDLORDS ARE THE LEAST OF YOUR WORRIES
1 mins
Issue 279
Retro Gamer
SUPER MARIO BROS
It may not be the oldest trick in the book, strictly speaking, but learning how to access the Warp Zones in Super Mario Bros was a formative experience for many of us.
1 min
Issue 279
Retro Gamer
ACHIEVEMENT UNLOCKED
TWENTY YEARS AGO, THE XBOX 360 INTRODUCED A TANGIBLE WAY TO SHARE YOUR GAMING ACCOMPLISHMENTS WITH THE ACHIEVEMENTS SYSTEM. WE LOOK BACK AT HOW IT CAME TO BE AND HOW IT HAS PERMEATED THROUGHOUT THE YEARS, EXPANDING, CHANGING AND INFLUENCING GAMING CULTURE
8 mins
Issue 279
Retro Gamer
Possible mission
When I was 11, Impossible Mission for the Commodore 64 lived up to its name - it was digital cruelty at its finest.
3 mins
Issue 279
Retro Gamer
The Lord Of The Rings: The Third Age
NOW WITH ADDED ACHIEVEMENTS
2 mins
Issue 279
Translate
Change font size

