In recent times, Team Xbox and their studios officially confirmed that the Xbox-original (read: previously Xbox-exclusive) games Pentiment, Hi-Fi RUSH, Grounded and Sea of Thieves are heading to consoles of Sony and Nintendo. This is the result of what was discussed during the podcast (note: “the four games”) that had top Xbox officials updating people about their business plan and current direction. In case you missed that, watch the podcast right below…
To make things clear for the newcomers reading this, Team Xbox itself has already been publishing games on non-Xbox platforms for several years now. I’m talking about established titles like Minecraft and, in very recent times, the many games of Bethesda. By adding the newly acquired Activision-Blizzard into the Xbox family of companies, you can see Team Xbox’s publishing side has grown even bigger and the business impact should be felt over the next few years.
That being said, I should state that Phil Spencer and his Xbox team leaders should NOT neglect Xbox fans even as the business is moving towards multi-platform publishing and the “console-less” future in the 2030s.
In relation to what Spencer said during the podcast, the single-player games his team heavily invested in such as Starfield, Forza Motorsport (2023), Forza Horizon 5, Senua’s Saga: Hellblade II, Avowed, Indiana Jones and the Great Circle are still exclusive on Xbox consoles plus Windows PC and Xbox Game Pass (the popular subscription service itself will not be made available on non-Xbox platforms anytime soon).
There are also more Xbox-exclusive titles that have yet to be released such as Towerborne, South of Midnight, Clockwork Revolution, The Outer Worlds 2, the Fable reboot plus the very delayed ones such as Perfect Dark and Everwild.
While it is true that those are a lot of Xbox-exclusive games that fans and other gamers (who are seeking fun and unique games to play that are NOT available on PlayStation and Nintendo consoles) can look forward to over the next few years, I still say that Team Xbox should invest more to make even more exclusive games and become more aggressive.
In the previous Xbox console generations, there were these exclusive games that had “Only on Xbox” placed on the front covers of their respective boxes. Check out the games below…
The start of something great!
Way back in 2002, this was the exclusive adventure and platform game to enjoy on the original Xbox console! It was flawed but still had fun.
If you are a long-time Xbox fan, were you able to buy this for your Xbox 360 console?
This exclusive game on Xbox 360 is a classic shooter to enjoy!
And, yes, there was a time when Team Xbox invested a lot to make exclusive sports video games under their Xbox Sports Network (XSN) franchise. Even the Top Spin game series actually started on the original Xbox console under the XSN label.
During the weeks leading to the launch of the original Xbox console in late 2001, I played NFL Fever 2002 on an Xbox kiosk. This was Microsoft’s exclusive NFL video game.
An exclusive racing game on the original Xbox that is rarely talked about. This game received many positive reviews at the time of its release.
The exclusive NBA basketball of Team Xbox from 2002.
It is absolutely true that Top Spin started as an Xbox-exclusive tennis video game made to entertain gamers on the console while also serving as a suitable competitor against Sega’s Virtua Tennis and Nintendo’s Mario Tennis.
Indeed, “Only on Xbox” in the old days had a very strong meaning – something fun and unique (if not special) was prepared for gamers and the only platform to play was on the Xbox console!
Going to the present leadership of Team Xbox, they seriously need to refocus on the exclusive games and confirm their dedication to all Xbox fans as well as the gamers seeking something fun and special to play on Xbox consoles or on Windows PC. A lot of people spent so much money to buy an Xbox Series X, Xbox Series S or a new PC for their entertainment needs and having more exclusive games will add even more value into the ecosystem of Microsoft.
I really wish to see Phil Spencer and his team move aggressively to produce even more Xbox-exclusive games not just for this current console generation but also for the next generation and even further. Perhaps Team Xbox should explore making exclusive sports video games (note: challenging 2K and Visual Concepts’ dominance on NBA video games could do good for the gamers and the industry) or make games on genres they have been ignoring.
Whether Team Xbox utilizes its own game studios or make deals with independent studios through their Xbox Game Studios Publishing, making more exclusive games is crucial and when it is well executed, Xbox fans and other gamers will benefit. Seriously, the shift to releasing Xbox-original games to PlayStation and Nintendo consoles should not be the main goal because it clearly does NOT justify betraying Xbox fans around the world.
Disclaimer: This is my original work with details sourced from playing the video game and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back retro gaming fans, collectors and readers!
Today, we will go back to the early 1980s to examine one particular video game I played many times on the Atari 2600 and it has a science fiction concept inspired by a certain dream that the late game designer Alan McNeil had.
With those details laid down, here is a look back at Berzerk, developed and published by Atari, Inc. on the Atari 2600 in 1982.
Cover of the Atari 2600 game package.
Game concept
Based on the official description of the game, players play a lone, armed human character who is a prisoner on an alien planet that is made up of mazes that have electrified walls. Several armed robots are actively hunting the human has no choice but shoot them and somehow surpass them to survive. There is, however, a more powerful villain called Evil Otto lurking nearby…
Gameplay and quality
When firing so close to a robot, be aware that it will fire at you without hesitation. To avoid getting hit, be aware of your character’s position, distance and the ability to move.
As typical with console games during the early 1980s, Berzerk’s design is pretty simple. Using the Atari 2600 joystick (which has only one button), you have to move your character around while avoiding touching the robots and electrified walls, and find your way out going to the next level. When it comes to in-game action, using the joystick, you are also able to shoot laser blasts in different directions (including diagonal).
From time to time, the level of challenge and gameplay intensity rises whenever the robots stand or move randomly on certain spots of the floor and when the random locations of the walls make it challenging to move around. In situations like these, I was compelled make quick decisions on when to move, which robots to shoot, and analyze if it is safe to move to another spot without getting electrified by a wall.
Adding further to the challenge is the sudden entrance of Evil Otto (who appears in the game as a digital smiley face) who is indestructible and passes through walls (note: this happens as long as you did not adjust the console to make the game easier). Once Evil Otto comes in (after you spent a certain amount of time in the level), I had to move my character out of the level even if there were still some robots remaining and shooting at me. Evil Otto even destroys robots that got on its way which symbolically shows how powerful he is.
In a situation like this, you will have to think fast on when to move, when to fire and how much distance do you need to be safe. That being said, you must also avoid touching the walls which are all electrified.
As mentioned earlier, there is an option available on the Atari 2600 version of the game that makes encounters with Evil Otto a bit easier. This allows players to blast Evil Otto to remove him for a temporary period of time and he comes back afterwards. In my experience with this game, I preferred the more challenging settings as the gameplay was already engaging with it. I should also state that while there are many robots walking around and ready to blast you, their intelligence is pretty low as you will see a few of them walk straight to the wall and get destroyed. There were also times when a robot simply walks straight into a fellow robot which destroys them both. Also there were times when a robot’s laser blast destroys another robot that got in the way. That being said, the option for easier gameplay on the Atari 2600 was unnecessary for me.
While the game design is simple, there is a ton of depth in terms of new levels you will find yourself in after exiting the previous level. Avoiding robots and Evil Otto to get out might look like the only goal for playing but in reality there is incentive to shoot as many robots as you can as scoring highly will reward you an additional life for ever number of points earned. There is no story ending at all as the game will go on and on for as long as you keep enjoying playing.
In relation to the gameplay, there is no music at all and that creates an immersion with emphasis on the excellent sound effects the game has. The sounds of the laser blast, the explosion of the robot, and the electrifying of your human character’s body still sound great and they have a strong futuristic, sci-fi touch.
Conclusion
The digital smiley face here is Evil Otto. Don’t let the smile fool you because it will go after you to destroy you, and not even the walls nor the robots can block its way.
Berzerk (1982) on Atari 2600 is still a fun game to play after all these decades. Its design is simple and yet there is depth within the gameplay. There is no story to complete but the game will keep on going as long as you enjoy blasting robots for more points to gain additional lives as rewards which should motivate you to keep on playing. Considering how simple the game’s design has always been, the sound effects really made playing it an immersive experience. This game is truly a classic that has to be played if you have the means to do so.
Welcome back readers, fellow geeks and electronic gaming fans!
In this edition of the Retro Gaming Ads Blast (RGAB) series, we will examine print ads from the 1980s and 1990s that caught my attention and I will explain why they are worth look back at.
For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for game details and images.
With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…
1. Japanese print ad of Super Star Wars: The Empire Strikes Back
Do you know any Star Wars fan who is aware of the error in this Japanese print ad of Super Star Wars: The Empire Strikes Back?
Back in 1993, the sequel Super Star Wars: The Empire Strikes Back was released on the Super Nintendo Entertainment System (SNES) in the West and on the Super Famicom in Japan. Having played all three Super Star Wars game, I can say that this sequel was a huge improvement over its predecessor technically and also with gameplay (read my retro review by clicking here).
Like its predecessor, the game was released in Japan by JVC Musical Industries and in the above Japanese market print ad, the marketing team wisely used the game’s official artwork to give gamers a clear view of the concept derived from the 1980 movie plus a few screenshots showing gameplay. What I find hilarious to read is the line (highlighted in red and all capitalized no less): MAY THE FORCE WITH YOU. Clearly someone from the Japanese marketing team who prepared that line lacked English proficiency or might not have watched the movies dubbed in English. In the 1977 movie, Han Solo said to Luke, “May the Force be with you.”
2. Spider-Man (Atari 2600) print ad
This is an entertaining way to promote a video game based on a comic book icon.
We are back again with the Parker Brothers company and their promotion of the Spider-Man video game for the Atari 2600 which I myself played long ago. Unlike before, the print ad this time was mainly about the Spider-Man game and somehow Parker Brothers coordinated with Marvel Comics to make a comic book-inspired ad. In the above print ad, Spider-Man was shown playing the game about him with an Atari 2600 controller and console, and the Green Goblin taunts him as he plays. This type of ad is a stroke of genius because it shows the Marvel Comics’ icon as a player and the gameplay was emphasized accurately. Even if viewers are not too fond of video games, they can still find themselves interested in reading the literary adventures of Spider-Man.
3. Advanced Dungeons & Dragons: Treasure of Tarmin print ad
Apart from emphasizing the fantasy concept of the Dungeons & Dragons franchise, this print ad’s hand-drawn art was strong enough to spark viewers’ curiosity and make them interested in the game or even in the Intellivision console.
Here is a print ad I saw many times while reading comic books in 1983. The game at hand is Advanced Dungeons & Dragons: Treasure of Tarmin released on the Intellivision, and it is the sequel to Cloudy Mountain. Like the ad of its predecessor, the above print ad relied heavily on the spectacle of fantasy (and even a bit of horror) by having hand-drawn art as the eye candy promoting Advanced Dungeons & Dragons: Treasure of Tarmin. If you look closely, only one screenshot from the game was shown and it was enough to tell gamers that the new game has a completely different visual presentation from that of Cloudy Mountain. Considering the primitive nature of computer graphics and game design of the era, having detailed comic book-inspired artwork was effective to grab viewers’ attention with the intention to make them interested in buying the game. In today’s age of computer graphics and social media, this type of ad for video games is rare to see.
4. G.I. Joe: Cobra Strike print ad
The G.I. Joe: A Real American Hero franchise’s early entry into video games.
Going back to Parker Brothers, the company developed and published the first-ever licensed game of the G.I. Joe franchise – G.I. Joe: Cobra Strike for the Atari 2600. In promoting the game, a 2-page ad was released with comic book-style art work (featuring Cobra Commander and Duke representing different sides) dominating the space, with descriptive text and a hand-drawn illustration of the gameplay (read: not a real screenshot) as well as the game box flling the remaining space. In my personal experience, I saw this ad before I even got to watch an episode of the popular G.I. Joe: A Real American Hero animated TV series, and before I got to read an issue the related comic book series (which started before the TV series). Looking back at the above print ad, I can still remember the time when I was puzzled by the two characters simply because I was not yet familiar with them. Take note that the video game and the ad were released at a time when the G.I. Joe: A Real American Hero started rising quickly in popularity on toys, comic books and animation.
5. Alien 3 (SNES) print ad
This print ad appeared in several comic books I read in 1993.
Way back in 1992, I had one of the most depressing cinema viewing experiences with Alien 3 which had a very troublesome production and lacked a solid foundation behind its creativity. Then in the summer of 1993, print ads of the video game Alien 3 for Super Nintendo Entertainment System (SNES) appeared in several comic books I read at the time. The above print ad was actually entertaining to look at. For one thing, the ad makers used three wide layers of screenshots from the game depicting different areas. Then I noticed the details which showed there were more aliens for gamers to encounter (versus only one in the movie) and the playable lead character Ellen Ripley was armed with guns (versus no guns in the movie) being able to fight the monsters. Not only that, the ad makers knew the specific details from the Alien film franchise which is reflected in the ad referencing the Face-hugger aliens, the acid from the creatures and, of course, the alien eggs. To this day, there are old-time gamers who found the Alien 3 SNES game more entertaining than the movie.
Wow. That was a wild ride. For several days, Xbox fans were disturbed by persistent rumors and so-called news reports that Microsoft will end its Xbox console business and go all-in with releasing multiple games (including Xbox-exclusives) on platforms outside of the Xbox ecosystem (meaning consoles like PlayStation 5 and Nintendo Switch). A lot felt that Microsoft would go the way Sega did when it quit the console business and became a multiplatform publisher.
And then there were nonsensical and wild social media posts like the one below…
Fortunately, Team Xbox had its Business Update podcast on February 15, 2024 with top executives like Phil Spencer, Sarah Bond and Matt Booty answering key questions and made notable clarifications about the future of Xbox. Watch the podcast of Team Xbox below…
Xbox fans can rest assured that contrary to rush of “Xbox to end and spread its games to other consoles” news and rumors by content creators, vloggers, bloggers and the so-called journalists, Team Xbox went straight to the point that the Xbox console business will remain, there will still be Xbox-exclusive games, Xbox Game Pass service will remain within the Xbox ecosystem (you should stop dreaming about Game Pass on Nintendo and Sony consoles), Activision Blizzard games are about to be released for XGP subscribers to enjoy, and there are simply four Xbox games that will be released on platforms outside of the Xbox ecosystem.
While a lot of people speculate that Hi-fi Rush, Sea of Thieves, Pentiment and Grounded will be the Xbox games that will be released on PlayStation and Nintendo consoles, no titles have been confirmed and no specific non-Xbox platform was revealed. That being said, Starfield, Forza Motorsport (2023), Senua’s Saga: Hellblade II, Avowed, Indiana Jones and the Great Circle are still Xbox-exclusive.
“So we made the decision that we’re going to take four games to the other consoles. Just four games, not a change to our kind of fundamental exclusive strategy. We’re making these decisions for some specific reasons. We make every decision, really, with the long-term health of Xbox in mind,” Xbox chief Phil Spencer said. “And long-term health of Xbox means growing a platform, our games performing, building the best platform for creators, reaching as many players as we can.”
The way I look at Spencer’s words, it seems Team Xbox has been looking for ways to not only build up the Xbox ecosystem but also reach out to millions of players who own non-Xbox consoles by releasing a limited number of Xbox-original games that could sell and bring in much-needed revenue. The fact is the cost of making games, marketing them, distributing them and other business expenses just keep going up. As to why a heavily structured single-player game like Starfield is not coming to PlayStation 5, it seems to me that porting that massive game will be labor intensive, very time consuming and expensive to do. This means that other Xbox-original games like Sea of Thieves (obviously made with multiplayer in mind) and Pentiment (a simpler production) make more sensible and more doable releases on PS5 and Nintendo Switch. That is, if Sony and Nintendo themselves will accept such games into their respective platforms (read: protection of their first party games and their own game studios).
As Spencer himself said, they seriously took feedback from the Xbox community. I’m glad that their team listens because there are a lot of long-time Xbox fans and physical product owners that they cannot just abandon. I myself sent tweets to Team Xbox (click here, here, here, here and here) reminding them of their legacy of investing big on Xbox-exclusive games through the console generations. I even reached out to other Xbox fans online to make themselves heard by Team Xbox.
A lot of gamers bought the Xbox Series X or Xbox Series S for Xbox-exclusive games and the big value of XGP’s service. In my view, Team Xbox itself is convinced that Xbox-exclusive games – especially the big-budget productions – are essential on maintaining fan loyalty as well as standing out in the highly competitive market of video games. In connection with having multiple Xbox game studios to produce exclusive games, I want to see Team Xbox remain competitive with Sony and Nintendo on console hardware, games and quality of gaming services. I want to see Phil Spencer and his team secure even more deals with the independent game developers on making more exclusive games. It would also be nice to see Xbox get into joint productions with the publishers in Japan like Square Enix, Capcom and From Software.
I just finished Final Fantasy IX (digital copy) on my Xbox Series X console. It was my 2nd time to complete the game. I previously completed it on PlayStation way back in 2000.
As for this year, Xbox fans should watch out for exclusives coming out such as Senua’s Saga: Hellblade II on May 21 plus Avowed and Indiana Jones and the Great Circle later. Don’t forget the announced Xbox showcase this June.
Once the anticipated Japanese role-playing game (Japanese RPG) Eiyuden Chronicle: Hundred Heroes finally comes out on April 23, 2024, the absence of the main creator will be felt by many players as the Japan-based Rabbit & Bear Studio announced very recently that its head Yoshitaka Murayama passed away on February 6. For the newcomers reading this, Murayama is also the creator of the Suikoden RPG series of Konami where he used to work at. For my previous blog posts of Eiyuden Chronicle: Hundred Heroes, click here, here, here and here).
To put things in perspective, posted below is the excerpt from the official announcement by Rabbit & Bear Studios. Some parts in boldface…
Hello everyone,
It’s with a heavy heart and deep sadness we must inform you that the scenario writer and head of Rabbit& Bear Studios, Yoshitaka Murayama, has passed away on February 6th due to complications with an ongoing illness.
Murayama first began this journey of the creation of Eiyuden Chronicle: Hundred Heroes in 2020
through the support of his very loving fans on Kickstarter. Throughout the three-plus-year-development of the game, it was always the passion from his fans that continued to drive his creative vision and motivate him to put his all into the project.
His hard work on Eiyuden Chronicle as scenario writer was finished but as his co-workers and friends, it saddens us to know that he won’t get to see the reactions from his fans.
However, even with those feelings we need to accept the reality that he is no longer with us and continue to push his dream forward by releasing Eiyuden Chronicle to the world.
We want to maintain his legacy and vision with this game and know that he would have wanted the rich world he has created with Eiyuden Chronicle to live on.
His family sincerely appreciates your prayers and support but asks for privacy and that no flowers, mail, or other offerings be sent.
We will have more information on organizational changes to Rabbit & Bear as well as changes to some of the Kickstarter rewards in the near future.
So there you have it. The developer behind Eiyuden Chronicle: Hundred Heroes made it clear that they will not give up with fulfilling the dream of the late Murayama and there is no stopping the launch of the game (which was supposed to have been released in 2023).
More on the previous works of the late Murayama, I played Suikoden and Suikoden II (read my retro review by clicking here) on the PlayStation console in the 1990s and I had enjoyable times with them. For me, Suikoden II was the not only the best Suikoden RPG of the 1990s but also one of the best RPGs on any platform during the decade. It’s just too bad that the 1999 North American launch of Suikoden II was overshadowed by another company’s JRPG on PlayStation that same year. Considering the many Japanese RPGs that were released on PlayStation in 1999, Suikoden II was the most enjoyable one I played.
Even during his days as a young man working for Konami in the 1990s, Murayama had a very unique vision for digital role-playing and adventuring, as well as fantasy storytelling.
“Eiyuden Chronicle is really (an) evolution of my many design experiences. The many games I’ve made have helped create the foundation for this title. Since I draw my experience from previous games I’ve worked on, of course you will see a little bit of those elements in Eiyuden Chronicle,” Murayama said in response to a question that mentioned Eiyuden Chronicle and Suikoden titles.
With Murayama gone, the spotlight on the April 2024 launch of Eiyuden Chronicle: Hundred Heroes will be more crucial than before. I myself will be playing the RPG on my Xbox Series X console as soon as it launches. To get yourselves oriented with the said JRPG, watch the videos below (the last one shows Murayama and his fellow creators as special guests at an event in Taipei)…
Watch out for Eiyuden Chronicle: Hundred Heroes on Xbox Series X, Xbox Series S, Xbox One and Windows PC plus Xbox Game Pass (XGP) on April 23, 2024. For more about the JRPG, visit https://www.xbox.com/en-US/games/eiyuden-chronicle
Palworld, the wildly popular online open world game developed and published by Japan-based Pocket Pair, became a massive hit on Xbox Series X|S, Xbox One, Windows PC, Xbox Game Pass (XGP) and PC Game Pass attracting more than seven million players and establishing itself as the biggest 3rd party game launch in the history of Game Pass, according to the official announcement by Team Xbox.
For the newcomers reading this, watch the Xbox video of Palworld below…
To put things in perspective, posted below is the excerpt from the Xbox.com announcement. Some parts in boldface…
It’s no secret that Palworld has been sweeping the gaming world since its Early Access launch earlier this month – and we’re happy to announce that, in its first ten days as part of Xbox Game Preview, Xbox players have made it the biggest 3rd party Game Pass launch in history! You’ve also helped Palworld to become the most-played 3rd party day one launch on Xbox Cloud Gaming with Game Pass Ultimate.
Across console and Windows PC, Palworld has welcomed more than 7 million players, and has recently reached a peak of nearly 3 million daily active users on Xbox, making it the most-played game on our platforms at that time.
Speaking to Xbox Wire, CEO of developer Pocketpair, Takuro Mizobe, said: “The response from fans has been tremendous and it’s incredible to see the millions of players around the world enjoying Palworld. This is just the beginning for us and Palworld, and the feedback we’re gathering while in Game Preview will allow us to continue to improve the experience for Pal Tamers across all platforms.”
For those yet to become a Pal Tamer themselves, Palworld is an online open world game that sees players dropped into a mysterious land and given the ability to capture over 100 Pals, monsters with a range of abilities – both in battle, and in surviving in a hostile world. Battling, crafting, building are all a part of the experience, and it’s proven a huge draw for players across the world.
Palworld is available in the Xbox Game Preview program, meaning there’s much more to come as Pocketpair refine the experience ahead of a full 1.0 release. Developers are listening to player feedback, and have started applying their learnings to the game already – and they know cross-play is one of the largest requests from fans, and are working quickly to address it.
On Xbox’s part, we’re working with Pocketpair to help provide support for Xbox versions of the game. We’re providing support to enable dedicated servers, offering engineering resources to help with GPU and memory optimization, speeding up the process to make Palworld updates available for players, and working with the team to optimize the title for our platform.
If you are an Xbox gamer who has yet to subscribe to Xbox Game Pass, then Palworld just might convince you to do so.
Honestly, I never anticipated Palworld to launch with a massive number of players and establish new records with regards to the Xbox ecosystem and overall player count. Going to what was achieved, attracting over seven million players across different systems connected to the Xbox ecosystem is clearly incredible. Not only that, Palworld as of now is not even available (yet) on the PlayStation ecosystem nor that of Nintendo’s.
That being said, the successful launch connected with the Xbox ecosystem not only added to the credibility of Xbox but also will resonate with other game developers of online open-world games looking for potential business partnerships and ideal ecosystems (with millions of active players and subscribers) to launch their games on.
Welcome back, fellow gamers, geeks, and Xbox fans!
If there is anything that surprised me during the 2024 Developer_Direct event of Team Xbox, it was the guest participation of Square Enix which unveiled key details about their new action role-playing game (RPG) Visions of Mana which is coming to Xbox Series X,Xbox Series S and Windows PC this coming summer season. A release date will follow.
For the newcomers reading this, Square Enix announced previously that Visions of Mana is actually a multiplatform game. When compared to Team Xbox’s first party games unveiled during the Developer_Direct – Senua’s Saga: Hellblade II, Indiana Jones and the Great Circle, and Avowed – Visions of Mana is the only non-exclusive game, the only 3rd party game, the only game not coming to Xbox Game Pass (XGP) and the first-ever game from the Mana series coming to the Xbox platform.
To put things in perspective, posted below is the Developer_Direct video presentation of Square Enix with Visions of Mana. Pay close attention to the details…
For added insight, posted below are selected excerpts from the Xbox.com article about Visions of Mana for you to read. Some parts in boldface…
What is Visions of Mana? – This sprawling new single-player action RPG puts you in the shoes of Val – a curious and carefree young man and skilled fighter. One eventful night, his childhood friend is chosen as an alm – someone who must travel to the Mana Tree and rejuvenate the flow of mana power. Val joins her as the Soul Guard to protect her on her journey, and an epic adventure begins.
As Val, you’ll explore vast areas, battle monsters, gain allies, and uncover the many secrets of this expansive world. And what a world it is! As you can see from the screenshots and trailer, it’s a beautifully vibrant game with rich colors and expressive characters.
The beauty is matched by equally appealing combat. Aerial combat allows for physical and magic attacks in mid-air, and the grand and mysterious powers of the Elemental spirits can assist players in the form of specialized weapons. It’s fast-paced, strategic, and endlessly satisfying.
In short, it’s a perfect entry point for those of you yet to experience a Mana game, as it brings together everything great about this incredible series.
What is the Mana series? – The Mana games are a long-running series of fantasy RPGs that typically feature fast-paced, action-based combat, appealing visuals and music, and stories that center around themes of nature and the majestic Mana Tree.
It’s one of the most immediately enjoyable series, with exciting combat, colorful worlds, and a desire to always innovate. Here’s how Mana Series Producer Masaru Oyamada defines it:
“There are different opinions on what makes a Mana game – as the Series Creator Koichi Ishii always tries to do something new with each game after all.
Expect a lot of action and adventuring in Visions of Mana.
“I think we’ve managed to capture all of these elements in one consistent visual style for Visions of Mana, which really reflects the spirit of the series.” – Masaru Oyamada, Mana Series Producer
“But from my own perspective, I think there’s very much a distinctive Mana style that is easily recognizable to everyone. You can see it in the Tree of Mana illustrations by the great Hiroo Isono, in Mr. Ishii’s unforgettable monsters, and in the characters that inhabit these worlds.
“I think we’ve managed to capture all of these elements in one consistent visual style for Visions of Mana, which really reflects the spirit of the series.”
Each Mana game is a standalone adventure, with its own characters, stories and even gameplay mechanics. There’s rarely any narrative connection between them – instead they’re connected by elements like repeating monsters, such as the adorable rabites.
In other words, you can jump into any Mana game as if it’s your first, and Visions of Mana is no different. In fact, it’s a particularly great place to start as it’s the first entirely new mainline Mana game in more than 15 years!
Which Brings Us to Visions of Mana – Visions of Mana offers a fresh new take on the series, with large areas to explore and a rich story, all portrayed with a beautifully colorful visual style.
That was something that the team was particularly eager to capture, as Mr. Oyamada explains:
“I asked the development team to try to create character models that captured the atmosphere of character designer HACCAN’s illustrations, and experiment to see if they could make a world that incorporated the beautiful depictions of nature from the artist Mr. Hiroo Isono.
“During this process of experimentation, I also managed to secure the support from Mr. Koichi Ishii, the creator of the Mana series and designer of many of its classic monsters, asking him to oversee the updating of his past monster designs into 3D for current generation graphics. All this led to a world that I felt was recognizable at a glance as being from the Mana series.
There is a lot waiting to be discovered in locations like this in the game.
For me, Visions of Mana is a very enticing RPG that has open-world environments, nice art style and the gameplay shown looks highly playable. Even though it is not bound for Xbox Game Pass, I encourage Xbox gamers – especially those who love RPGs from Japan – to take a close look at the game and see how it would fit into their games-to-play-in-2024 list. It should be noted that Visions of Mana reflects the reinvigorated business relationship between Square Enix and Team Xbox. The more Visions of Mana sells on Xbox, the better. Lastly, if you watched Square Enix’s Developer_Direct presentation, you would have noticed the game developers/creators acknowledged the Xbox community.
Watch out for the release Visions of Mana on Xbox Series X, Xbox Series S and Windows PC this summer.
Welcome back readers, fellow geeks and electronic gaming fans!
Today I am launching a brand-new series of articles titled Retro Gaming Ads Blast (RGAB) which will explore the many print ads and promotions of video games, computer games, arcade games and handheld games that were published through the decades.
For the newcomers reading this, print ads of games were widely popular and heavily relied on by gamers/players long before smartphones, social media, the worldwide web and online videos even started. Back in the old days, print media was the most common method for companies to market their games while also helping hardware (machines which played the games) reach potential buyers. Such ads appeared in magazines, comic books and newspapers. Not only that, there were several print ads of games that were made to look creative, compelling and even intriguing.
With those details laid down, here is the first batch of retro gaming print ads for you to see and enjoy…
1. Parker Brothers’ Spider-Man-led print ad
Does this ad look amusing?
Remember Parker Brothers? That was a company that started way back in 1883 founded with a strong focus on the enjoyment of games in the form of board games, cards and toys. In the late 1970s, Parker Brothers started making electronic versions of their popular board games and engaged in the video game development and publishing. They also went on to make home ports of popular arcade games in the early 1980 for several gaming platforms.
Parker Brothers was very active with making games for the Atari 2600 console which became the dominant machine for home gaming in North America in 1982. In the above print ad, their marketing heavily emphasize the Spider-Man video game for Atari 2600 and added two others games they also published – Tutankham and Amidar – which was a clever move to market multiple games. The ad’s focus on Spider-Man was amusing and even without showing a single screenshot of the game, it was enough to entice people to watch out for it. Be aware that the Spider-Man game’s development was done by Laura Nikolich who was hired by Parker Brothers at a job fair. Nikolich had full creative control on making the game and had no contact whatsoever with Marvel Comics.
2. Advanced Dungeons & Dragons: Cloudy Mountain print ad
An ad like this was strong enough to motivate gamers’ imagination and interest.
Back in 1982, Advanced Dungeons & Dragons: Cloudy Mountain was released on the Intellivision game console and I was fortunate enough to watch my next-door neighbor play it repeatedly. The above print ad – which simply referred to the game as Advanced Dungeons & Dragons – only had a few words which directly pointed to the main objective of the game…the golden crown. While only one screenshot of the game was displayed, the advertisers heavily relied on hand-drawn, comic book-style fantasy art work to sell the game.
For those who were born long after the 1980s, let me share with you that ads like these were really impressive for their time. It was common for advertisers to use art works (even though they may not accurately reflect the gameplay or game design) and post at least one screenshot to catch the viewer’s attention with the hope that it would even encourage him/her to anticipate the game. It should be noted that ads like these were strong enough to make gamers’ imagination or curiosity grow stronger.
3. Konami’s collective military video games advertising
Print ad of four games for IBM, Amiga and Commodore.
Print ad of Jackal and Contra for the NES.
Konami, the Japanese company that has long been known for Metal Gear, Suikoden and the controversial sacking of famous game designer Hideo Kojima, was aggressive in the gaming business in the 1980s and arguably the aggressiveness was reflected in their publishing of several games that emphasized militarism during the late stages of the Cold War. In short, they made the military look cool and their activities fun to do in digital form.
While Konami has always been identified with console gaming, they actually released Rush’n Attack, Contra, Jackal and Boot Camp on IBM, Amiga and Commodore computers (as seen in the first print ad above) which were popular in the 1980s. The said ad also have a very amusing visual concept emphasizing the excitement and fun of military action games coming to gamers at home for their computers.
The 2nd print ad above – Jackal and Contra for the Nintendo Entertainment System (NES) – was very intriguing to see. It was very clear back in the 1980s that the NES always had a wholesome audience (note: a lot of buyers were parents who wanted to entertain their kids at home) and that includes a lot of very young players. To see the collective ad of Jackal and Contra (for the NES platform) having battle-hardened men in military gear holding guns was openly aggressive to perceive and instantly reminded people about the Cold War (and the menace of Communists, socialists, Marxists and terrorists) and the cultural impact of the mega blockbuster film Rambo: First Blood Part II. This is the kind of ad that would drive today’s woke-minded people crazy and even cause them to panic and pretend to be victims of militarism and patriotism. If you look at the ad closely, you will realize there is simply no room for the garbage of political correctness and wokeness.
Lastly, I myself had played Contra and Jackal with my friends on the Nintendo Family Computer (the Japanese counterpart of the NES) and both military games were a lot of fun to play from start to finish!
4. Batman Returns SNES game ad
This print ad appeared in some comic books I read in the early 1990s.
Way back in 1992, Batman Returns (the sequel to the mega blockbuster Batman movie of 1989) was released in cinemas with intense marketing and merchandising reflecting Warner Bros. intention to replicate the commercial success they had in 1989. Along the way, there were several video game adaptations of Batman Returns that were released on different platforms. Among those many video games was the Super Nintendo Entertainment System (SNES) game of Batman Returns which was developed and published by Konami in 1993 the form of a side-scrolling beat-them-up game.
The above ad was visually appealing with hand-drawn, comic book-style art dominating the spaces while leaving room for some screenshots and a written description of the game. Having seen this ad on multiple comic books I read back then, I can say that the ad was entertaining to see and was effective in making me interested in the game. I played Batman Returns on the SNES but never got to finish it. Oh yes, the game’s audio were really good and there were also digitized images from the movie for the in-game narrative.
5. Flashy Sonic the Hedgehog Japanese print ad
A dazzling approach by Sega on selling Sonic the Hedgehog.
1991 will always be remembered as the year of Sonic who eventually became not only Sega’s most defining mascot but also a video game industry icon. That same year, Sega released Sonic the Hedgehog on the Sega Genesis (referred to as Sega Megadrive in other parts of the world) console and it became a massive success with consumers and the game critics.
In the above Japanese print ad, a very captivating display of light and energy rays dominated the space leaving a minority share left for Sega’s console, screenshots and even a UFO Catcher arcade machine picture. While I could not understand the Japanese text, it seems to me that the flashy visual concept of the ad reflected Sega’s high ambitions with Sonic. How many gamers in Japan bought a copy of Sonic the Hedgehog because of this ad remains undetermined.
6. Japanese Super Star Wars print ad
A long time ago in a galaxy far, far away…
Before Nintendo released its 16-bit game console (referred to as Super Nintendo Entertainment System in America, and Super Famicom in Japan), there were lots of Star Wars video games released on varied platforms and the arcade.
With Nintendo’s 16-bit gaming platform realized, lots of game designers and business partners saw opportunities to make new games with gameplay concepts and designs using the technological advantages of the time. For LucasArts and its partners, taking Star Wars gaming into the next level was inevitable and they made it all come true in 1992’s Super Star Wars video game.
Published in Japan by JVC Musical Industries for the Super Famicom, Super Star Wars was a major leap forward in game design, visuals, sound and enjoyment. Apart from the 2D side-scrolling run-and-gun gameplay, gamers were deeply immersed into Star Wars’ universe with the Mode 7 landspeeder and X-Wing fighter sequences, as well as the first-person trench run sequence.
The Japanese print ad above cleverly presented screenshots from the game while using official imagery from the Star Wars movie poster of 1977 (look at how young Harrison Ford, Mark Hammill and the late Carrie Fisher were back then). The ad is a fine example of combining the greatness of the classic George Lucas-directed film with the highly enjoyable design of Super Star Wars. Lastly, these should remind you that there was a time when Star Wars was not yet tainted by wokeness and the garbage values of the Satanic Leftists (read: woke Disney).
During the Developer_Direct video presentation, the Xbox-exclusive fantasy role-playing game (RPG) Avowed was highlighted with updates from developer Obsidian Entertainment followed by the announcement that the game will be released on Xbox Series X, Xbox Series S, Windows PC and Xbox Game Pass (XGP) in late-2024 (most likely October to December). The final release date will be announced some time later.
For the newcomers reading this, I blogged about Avowed previously and you can read them by clicking here, here, and here. First unveiled in the Xbox games showcase of 2020, Avowed is Obsidian’s latest attempt on the fantasy RPG genre with notable similarities to Bethesda’s The Elder Scrolls V: Skyrim (2011) that include the first-person view, melee combat, magic, and the exploration of a vast fantasy setting. Avowed is set within Obsidian’s established Pillars of Eternity fantasy universe with Eora as the world.
Avowed is set in the established world of Eora. The game developers promised a flexible approach on combat covering melee, magic and shooting forms of attacks during battle.
Of course, there are notable gameplay and technical differences that set Avowed apart from Bethesda’s mega blockbuster fantasy RPG. To get to know the game better, watch Obsidian’s segment of the 2024 Developer_Direct event as well as the extended gameplay breakdown below…
For more information, posted below is the excerpt from the Xbox.com article regarding Obsidian’s fantasy RPG. Some parts in boldface…
Avowed Game Director Carrie Patel gave us a first deep-dive into the gameplay in Obsidian’s upcoming fantasy action RPG, from its dynamic combat, to its thoughtful reactivity, to its “colorful, vibrant, strange” world set in the Living Lands. Avowed continues Obsidian’s signature style of creating games with deep themes and player choice at the forefront.
Here is an example of a decision-making moment in Avowed. Before making a decision, you must pay attention to the details on what the other characters said.
Not only will you make narrative decisions that can impact changes in the game down the line, but Avowed is also looking to offer choice in combat. Gameplay Director Gabe Paramo discussed not only how varied your weaponry will be – with melee weapons, ranged guns and bows, and magic-based wands (even dual-wielded wands!) to name a few – but how flexible combat can be, allowing you to quickly change loadouts for enemy encounters. Swappable loadouts mean you can approach combat however feels right to you.
Art Director Matt Hansen then explained how the Living Lands is a mysterious island made up of wildly varied regions offering visually diverse backdrops and intriguing settings to explore. With secrets hidden throughout the regions, you’ll take in barren deserts, verdant forests, blighted wastes, volcanic biomes, and more.
A special attack performed.
Ever since it was first unveiled in 2020, I have been anticipating Avowed for a long time as I myself enjoyed the fantasy RPGs of Bethesda (specifically The Elder Scrolls IV: Oblivion and Skyrim) as well as Obsidian’s work in The Outer Worlds (2019) and Falllout: New Vegas (2010). I should also state that the first-person view makes exploration and combat in RPGs truly immersive and this alone makes Avowed very appealing to me. In relation to the first-person view, I am eager to find out how playable combat will be specifically on the part of the player and what interactive options will be made available. In a recent Xbox.com article, the developers confirmed there will be a variety of ways for players to tackle combat.
I am also excited to see how Obsidian will implement their clever and creative writing skills into the narrative and branching options within their upcoming fantasy RPG. Anyone who has played The Outer Worlds will know how the decisions you made in the game – even during side quests – affected the ending as well as the respective outcomes of your party members. That is something I hope to see again in Avowed, even though it is likely that Obsidian could adjust their methods on establishing the new game’s narrative as well as the outcomes.
When exploring the many fantasy environments, always pay attention to details as you might find useful items, weapons, money or even details about quests.
Welcome back, fellow gamers, geeks, and Xbox fans!
Recently Team Xbox had its promised Developer_Direct video presentation which emphasized Xbox-exclusive games, a certain upcoming game from Square Enix (a special guest participant in the presentation) and a PC game.
One of the highlighted exclusive games was Indiana Jones and the Great Circle which is being made by MachineGames (a Bethesda game studio) for release on Xbox Series X, Xbox Series S, Windows PC and Xbox Game Pass (XGP) in the later part of 2024. The final release date will be announced some time later.
For starters, watch the official gameplay reveal trailer of Indiana Jones and the Great Circle as well as the Developer_Direct presentation of the game by MachineGames below…
Now, you can read more information about the game straight from Bethesda.net with the selected excerpt below. Some parts in boldface…
Set between “Raiders of the Lost Ark™” and “The Last Crusade™”, Indiana Jones and The Great Circle is a first-person, single-player adventure that will take you all over the world, uncovering clues and solving an ancient mystery. Become the adventurer in a race against sinister forces. Your journeys will take you from the hallowed halls of the Vatican and the arid deserts of Egypt to the lush and sunken temples of Sukhothai and the frigid peaks of the Himalayas.
“Our game is about putting you in the shoes of an iconic hero,” says Design Director Jens Andersson. “Since we are doing this mostly in first-person, you have the chance to truly become Indy. First-person makes you part of this world – allowing you to explore and experience things more intimately. What will you do when you’re dropped into this adventure with your wits and your whip? The world of Indiana Jones is a world with mysteries around every corner, where you’re racing against the clock and outsmarting your enemies as you hunt down artifacts.”
From their approach to crafting unique and believable stories and characters, to their over-the-top and unforgettable set pieces, MachineGames is the perfect studio to bring Indiana Jones to modern gaming.
“It’s like two pieces of a puzzle that just fit so well together,” says Senior Animator Rebecca Elfstrӧm Hidén. “We have big, sometimes crazy ideas that seem insane on paper, but they meshed really well with the franchise. You’ve got this amazing adventure that digs into the heart of the character and shines a light on all the things that made people fall in love with him in the first place, and then you’ve got these big, complex set pieces that just fit really well in there. Our DNA and the pillars of Indiana Jones just came together so naturally.”
Indiana Jones and his companion Gina travel to a new destination. MachineGames confirmed that there will be a variety of locations in the game set in different parts of the world.
I also like the fact that the developers implemented the likeness of Harrison Ford for Indiana Jones as well as that of the late actor Denholm Elliott as Marcus Brody. These visual presentations seem to show that MachineGames decided to move closer to the way George Lucas and Steven Spielberg presented the cinematic icon decades ago.
The first-person action scenes as well as puzzle solving are impressive to look at. We will find out soon enough how fun and immersive the first-person view experience will be.
As for the gameplay footage shown, I am very impressed seeing how playable the game is looking with the first-person view implemented within the concept of Indiana Jones adventuring. The whip action shown looks really creative and the game also allowed for stealth gameplay and puzzle solving with the immersive first-person view (which alternates with third-person view for sequences that allowed gamers to see Indiana Jones in full form). For the newcomers reading this, MachineGames is responsible for several Wolfenstein and Quake games over the years and this Indiana Jones game clearly compelled them to be creative with the first-person view and game functions.
Watch out for Indiana Jones and the Great Circle on Xbox Series X, Xbox Series S, Windows PC and Xbox Game Pass later this year.