5/11/2014

Looking Back at The 7th Guest and Phantasmagoria IGN All

The year was 1993 and video game narratives were growing up. And by ‘growing up,’ I of course mean ‘trying to be more like movies.’ There was a good reason for this, mind you. 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. After all, as a fictional game developer of the time would have said if he was real, “our movies will be interactive!”


The mid ‘90s were truly halcyon days for games trying to take advantage of the new CD-ROM drive. 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. But, with the added glitz and glamour of low-resolution and heavily pixelated video, the cost usually came in the form of limited functionality. And in turn a new question was posed, ‘is this even a game?’


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