A commercial failure by comparison with its rival the PlayStation, the Saturn
nevertheless boasted stylish, genre-defining titles that are still played and
beloved by retro games enthusiasts today
It is one of the greatest injustices of video game history that the Sega Saturn
is widely considered a failure. The console, which was launched in Japan on 22
November 1994, almost two weeks ahead of the PlayStation, is continually and
pejoratively compared to its rival. We hear about how Sony produced a high-end
machine laser targeted at producing fast 3D graphics, while Sega’s engineers had
to add an extra graphics chip to the Saturn at the last minute. We read that
Sony’s Ken Kutaragi provided creators with a much more user-friendly development
system. We know that Sony undercut the price of Sega’s machine, using its might
as a consumer electronics giant to take the financial hit. All of that is true,
but what aren’t always mentioned are the vast success of the Japanese Saturn
launch, and the extraordinary legacy that Sega’s 32-bit machine left behind.
What I remember is this: Edge magazine reporting from Akihabara in Tokyo, where
its Japanese correspondent had joined a queue outside the major Laox computer
game centre to try and snag one of the thousand or so machines not already
preordered by fans. Two-and-a-half hours later, the writer emerged with his
purchase, which included a copy of Virtua Fighter, the best arcade fighting game
of the year. It was a lucky buy: the shelves were emptying fast all over town.
Sega shifted an unprecedented 200,000 units that day.
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Tag - Culture
Nintendo Switch, Acquire/ Nintendo
The moustachioed plumber brothers have a sun-kissed comic adventure in this
breezy island-hopping RPG filled with puzzles, sand sharks and talking acorns
If there was ever a series that reminds me of being on holiday, it was the Mario
and Luigi role-playing games. I fondly remember squinting at the Game Boy
Advance’s screen in 2003, commanding my plumbers through thrillingly dynamic
battles from a sun lounger. Brothership is the first new game in the series in
almost a decade, and it brings a jaunty, seafaring adventure to the mercifully
better lit screen of the Nintendo Switch.
In a classic Mario plot device, our heroes are whisked away from the Mushroom
Kingdom via a giant portal, and groggily awaken marooned in the oceanic world of
Concordia. This place is utterly gorgeous. As you leap around the first of many
vibrant, cel-shaded islands, you can practically taste the sea breeze. A
stunning Wind Waker HD-esque bloom lighting effect lends this bright and breezy
adventure a washed-out, sun-kissed feel.
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Everything is easier with modern technology – except fulfilling your true
potential
The convenience of modern life is nothing short of astounding. As I write this,
my phone is wirelessly sending some of the greatest hits from the 1700s (Bach,
if you must know) to my portable speaker. I could use that same device
to, within moments, get a car to pick me up, have food delivered to my house, or
start chatting with someone on a dating app. To human beings from even the
recent past this technology would be, to quote Arthur C Clarke’s third law,
indistinguishable from magic.
The fact that, as a culture, we seek out and celebrate such short cuts is
understandable. They take much of the tedium out of life, make it easier to have
fun, and save us time and energy. That said, most people are able to intuit that
convenience has a darker side.
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Hollow Ponds, Richard Hogg; Finji; PC, Mac
Fill the walls of your nice big empty house with pictures delivered – in pieces
– by your friendly local postwoman
Wilmot the anthropomorphic square has a curious but not exactly undesirable
existence. He resides in a spacious, empty house to which his friendly local
postwoman, Sam, brings regular deliveries of tiled puzzles; a subscription that
never seems to expire. Wilmot unpacks each new delivery, scattering the pieces
on the bare floor. Then he can shunt, grasp and rotate each fragment to form a
coherent picture – each of which has been drawn by British illustrator Richard
Hogg. Matching pieces snap together pleasingly, and when the artwork is complete
it can be hung on Wilmot’s big empty walls. As soon as one puzzle is finished,
Sam arrives with the next, and soon enough Wilmot’s wall is as cluttered and
colourful as a Saatchi gallery.
There are, typically, several fragments left over when you complete a picture,
so some of the challenge is in identifying these rogue pieces, setting them to
one side (you are free to organise your floor space to suit your organisational
requirements) to return to once you have all the necessary components. In time
you’ll have several puzzles on the go at once, each one at a different level of
completion, and it’s this arrhythmia that gives the game its unique feel,
elevating it beyond a mere digital jigsaw simulator.
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Life Is Strange: Double Exposure review – supernatural drama gets caught up in its tangled timelines
PC, PS5, Xbox; Deck Nine/Square Enix
There’s much to enjoy in this sequel to the trailblazing female-led narrative
game, but inconsistent characterisation lets it down
In 2015, when I first played as Maxine Caulfield in the original Life Is
Strange, it was only the second time I had ever played a game starring a
teenaged girl. (The first time was The Last of Us: Left Behind, which came out
the year before.) It was an awkward game in a few ways, particularly its
cringeworthy (mis)use of teen slang, but the intense, life-changing and
sometimes conflicted relationship between Max and her (more than) friend Chloe
rung true. It carried the whole game, actually, more than Max’s time-rewinding
powers or the murder mystery that powered the plot. I believed in Max and Chloe.
The end of that game forces you into a horrible choice between, as Max would put
it, two shitty futures, proving that even time travellers must live with the
consequences of their actions. The reverberations of that choice run through
this sequel, nine years later.
Grownup Max is now artist in residence at a prestigious arts college, placing
her somewhere between the students, with their parties and dramatic breakups and
secret societies, and the teachers in the faculty, whose pettiness and
preoccupations with their own agendas rarely paint them in a flattering light.
She abandoned her home town and stopped using her time-rewinding powers after
the events of the first Life Is Strange. Now she is tentatively trying to form
new relationships in this fresh place. And, as she discovers when one of her new
friends is murdered, she has a new power, too. She can slip between timelines,
investigating the murder both in the timeline where it happened, and in an
alternative reality where it didn’t.
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A fascinating fortnightly show explores the darker side of the scare industry.
Plus: five of the creepiest podcasts
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Happy season of pumpkin-based food waste! Or, if you prefer, Halloween. Like all
humans since the dawn of time, the extra hours of darkness that autumn brings
will no doubt have many ask: “Where are the creepy podcasts at?”
You’re in luck. We’ve got a run-down of the finest spooky listens, from horror
podcasts to paranormal shows crowdsourcing blood-curdling experiences for a
seasonal special. There’s a look at a new series that plunges into a suburban
Halloween experience, which went from fun haunted house to such a traumatic
experience we had to write a whole feature on it. Plus, they’re joined by an
advice show hosted by two terrifyingly evil types: Harry Clark and Paul Gordon
from The Traitors. Be warned: follow their tips at your peril.
Alexi Duggins
Deputy TV editor
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Sony is shutting down Firewalk, the studio behind its live-service flop,
Concord. It’s the biggest, most expensive casualty of an increasingly crowded
hero shooter market – and it won’t be the last
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It’s official: after Sony pulled its struggling hero shooter Concord from sale
shortly after it launched, the studio that made it will now be closing. Firewalk
Studios was bought by Sony less than two years ago, as part of a strategy to
improve PlayStation’s live-service portfolio. The closure of Firewalk cements
Concord’s place as one of the biggest and most consequential flops in gaming
history: the cost to Sony will have been in the hundreds of millions, with
estimates of Concord’s development cost ranging from $200m to $400m in total.
Sony also closed Neon Koi, a developer with offices in Helsinki and Berlin,
which focused on “mobile action games with epic stories” but had yet to release
a game.
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Halloween is coming, and our minds are turning to scary games. But which titles
are genuine fright fests? Our writers decided to find out in the most
ill-advised way possible
Shepton Mallet prison in Somerset is the world’s oldest correctional facility.
It is also reportedly one of the most haunted. Between its opening in 1625 and
its closure in 2013, it saw hundreds of inmates, from Victorian street urchins
to wayward American GIs to the Kray twins. Now a tourist attraction, it
occasionally opens to paying guests who want to spend a night behind bars. Some
are paranormal investigators, some are brave tourists, and others are video game
journalists with a silly idea: how scary would it be to play five recent horror
games all night, locked in a haunted prison?
Carrying just a torch, an electromagnetic field (EMF) detector, and a laptop, we
wandered the prison finding spine-chilling locations in which to play these
immersive supernatural masterpieces. Here is what happened …
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