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KILL SWITCH

Retro Gamer

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Issue 278

BEFORE GEARS OF WAR CEMENTED COVER-SHOOTING AS THE INDUSTRY'S STANDARD, THERE WAS KILL.SWITCH - A BOLD EXPERIMENT THAT MADE DUCKING BEHIND WALLS AS VITAL AS PULLING THE TRIGGER. DEVELOPED FAST AND ON A TIGHT BUDGET, IT QUIETLY BIRTHED MECHANICS THAT WOULD GO ON TO DEFINE MODERN SHOOTERS

- WORDS BY YASSINE BAKRIM

KILL SWITCH

You probably remember kill.switch as a distant, hazy memory – late nights spent popping out from behind cover, avoiding the risk of being shot in the face and blind-firing at goons. However, few players know how this obscure title came into existence.

The roots of kill.switch trace back to Namco Hometek's earlier title, Dead To Rights. Producers Matt Sentell and Chris Esaki were dissatisfied with its cover mechanics. That game embraced a hard-boiled cop ethos: run headlong into danger, guns blazing and pay no mind to cover. Chris and Matt envisioned the opposite. They wanted something different. Instead of another gung-ho hero spraying bullets, why not make cover the heart of the action?'

imageGil had been tinkering with a Dead To Rights prototype when he realised: what if cover wasn't optional? "Since the Dead To Rights character had one puzzle where he could take cover, I had an animation where he took cover behind a wall, and could shoot out, so I used it," he explains. The producers instantly loved this mechanic. "We riffed off from there and made kill.switch."

Meanwhile, Chris explains to us how the idea played out. "Players could pop in and out of cover and trigger bullet time, diving in slow motion to target enemies. Using Dead To Rights assets, we threw this together in about a week." Matt Sentell later clarified that, while kill.switch may have been born after Dead To Rights, its true purpose was to reinvent the third-person shooter genre altogether.'

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Retro Gamer'den DAHA FAZLA HİKAYE

Retro Gamer

Retro Gamer

007 night fire

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

Retro Gamer

Retro Gamer

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

Retro Gamer

Retro Gamer

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

Retro Gamer

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

Retro Gamer

FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

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

Retro Gamer

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

Retro Gamer

Retro Gamer

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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