![]() Unless that’s a, oh, it’s a ‘dead body.’ Right, gotcha.” “Okay so that looks like the arms and those things are the legs, then that must be, the head? But it looks so weird. The limitations of the era made it hard to make out exactly what a few jagged lines on the ground were supposed to represent and thus, the immediate shock value that horror thrives on, was almost entirely lost. It was also one of the first examples of a graphical adventure game, which although being primarily text based, used vector images drawn by the Apple II computer to display each scene – which included, (cue music) scenes of Murder. And in turn a new question was posed, ‘is this even a game?’ READ HISTORY BOOKAs the first entry in Sierra’s High-Res Adventure series of games, Mystery House (1980) was very much one of the first examples of a horror game. But, with the added glitz and glamour of low-resolution and heavily pixelated video, the cost usually came in the form of limited functionality. It was an optical-laser-storage-device-driven time when experienced and respected developers incorporated movie length scripts, actors, special effects, and film editing into their games. Suck it Hollywood!”Ī photographic artist's impression of early '90s game developers.The mid ‘90s were truly halcyon days for games trying to take advantage of the new CD-ROM drive. After all, as a fictional game developer of the time would have said if he was real, “ our movies will be interactive. The increasing popularity of CD-ROM drives meant developers had the ability to create full motion cutscenes for their games, and they were convinced that this would enable them to beat Hollywood at its own game. And by ‘growing up,’ I of course mean ‘trying to be more like movies.’ There was a good reason for this, mind you. The year was 1993 and video game narratives were growing up. ![]()
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