Table of Contents Table of Contents
Previous Page  70 / 120 Next Page
Information
Show Menu
Previous Page 70 / 120 Next Page
Page Background

visit

stack.net.au

FEATURE

GAMES

070

jbhifi.com.au

OCTOBER

2015

This month

Guitar Hero Live

and

Rock Band 4

head to the shelves at JB.

But where did it all begin?

A Guide To

The

History

Of

Rhythm Games

That Is So Brief You’ll Probably Miss It.

I

t could be argued that the origins

of today’s rhythm games lay

in the toy that every kid in the

late ‘70s had on their Christmas

list – Simon. Developed by the

grandfather of video games, Ralph

Baer, the circular device had four

buttons that lit up in sequence.

Players were required to memorise

the sequences and hit the keys in

response.

However, it's

PaRappa the

Rapper

, originally released in 1996

in Japan, that provides the modern

link to the rhythm games

available at JB this month.

A rapping teacher delivers

the lyrics, and you as the

rapping dog must reply by

hitting the correct buttons in

time with the music.

Fast-forward a couple of

years to 1998 and the global

gaming hit that forced gamers to

jump around like idiots in arcades,

much to the bemusement of

onlookers. Yes, in

Dance Dance

Revolution

, players follow arrows

with their feet

and keep in step

to a techno beat.

A great way to shift

kilos and sear arrows

into your eyes for hours after

you’ve finished playing.

The creators of the Guitar

Hero franchise, Harmonix, began

its rhythm game journey with

button tappers

Frequency

(2001) and

Amplitude

(2003). 24 months

later, the developer

launched

Guitar Hero

on PS2, introducing

the plastic instrument

to the world and turning

couch potato gamers into

shredding rock gods.

The Uncharted Franchise

Gears of War

When you think of a franchise like Gears of War

and Uncharted, it's hard to see the comparison

– until you look at the cover system. Whether

it’s simply ducking out of the way while bullets

whistle past your ears, or leaning behind a crate

to send some lead back the other way, this is

where the influence can be found. In

Uncharted

2

, Naughty Dog took the concept of cover

further by introducing an aerial variant. Now

players could swing from signposts or peek in

through second floor windows to squeeze off a

few rounds.

Prince of Persia:

The Sands of Time

The platforming sequences in Uncharted are

firm favourites with fans of the franchise.

Whether it’s climbing buildings in South

America, navigating ruins in the desert, or

scaling snow-covered mountains in Tibet,

negotiating these tricky passages of play are

an intrinsic part of the Uncharted series. Play

Prince of Persia: The Sands of Time

and you’ll

see where many of these influences stem

from, including the logic and thought required

to solve puzzles and disarm traps.

Tomb Raider

If it was the Spielberg/Lucas collaboration

Raiders of the Lost Ark

that put the wind into

Tomb Raider's sails, then without Lara Croft

there would be no Nathan Drake. Tomb Raider

was one of the first action-adventure franchises

filled with exciting platform stages and puzzle

solving. Clearly influenced by a concept that, by

the middle of the noughties, had turned stale,

Naughty Dog added the cinematic visuals and

driving narrative that has defined the Uncharted

titles and turned it into Sony’s premiere gaming

franchise.

Three Games That Influenced