Videogames are a big business - and as a nice as it would be to imagine that some of our favorite gaming features and moments were the result of one dedicated guy sitting down and saying "I know what would make this game really kick a whole bunch of ass", that sadly isn't the case in the vast majority of situatons. Gaming companies employ hundreds of people to fine tune and perfect every aspect of a game most of the time.
Which doesn't necessarily mean that that hasn't happened before though. Here are 7 times where individuals did something that had a huge effect on your favorite game.
We're not going to insult anyone reading by describing the first Silent Hill game because: 1. we know our audience and 2. we don't want to waste any time that could be spent talking about how much of a boss Takayoshi Sato is. The short answer is: a whole bunch of a boss.
The long answer is that Takayoshi single-handedly created every single cut-scene in the entire game as well as modeling all of the characters. Now just so we're clear, we don't mean that he was given a few rough sketches and a script - Takayoshi literally created and directed every aspect of the cut-scenes, from the lightning to the environmental modeling without any help whatsoever, a feat which all in all, took him just over 2 and half years. For an idea of just how mind-bendingly ridiculous this is, go watch some of the cut-scenes for yourself and keep in mind that they're all from a game released on the Playstation 1 and that they were made entirely by one guy. Perhaps the best bit is that when asked what was the most difficult part of single-handedly creating, like, 20% of the game, Takayoshi's answer was "modeling Caucasian characters" because he didn't have any white people in his office.
Meanwhile, Ubisoft apparently can't create female characters with a team of dozens.
As much as we'd like to say that the most memorable aspect of the N64 Goldeneye game was the admittedly stellar single player campaign, we all know that the best part of that game was being killed by your friend with nothing more than an endless torrent of slaps to the weiner. Ah, memories.
As popular as the multiplayer mode in Goldeneye was, it was never actually intended to be part of the game. As recounted here, the only reason they were able to include it at all was because nobody from Nintendo or Rare seemed to care about checking in on the developers, giving them all the time they wanted to dick around and put stuff into the game they thought could be cool. The multiplayer mode itself was largely programmed into the game by single guy called Steve Ellis who did so in about month. According to legend, the first time anyone from Nintendo actually saw the multiplayer mode, it was already finished. Since the game was already late, Nintendo just shrugged and shipped the game as it was.
Back in 1994 Yasunori Mitsuda lived the working man's fantasy when he stormed into his boss' office and demanded a better job and more pay. Mitsuda, who was working for Square as a sound composer at the time, rather than being roughly tossed from the building and blacklisted forever, earned the begrudging respect of his boss who offered him a chance to prove himself. By composing the entirety of Chrono Trigger on his own. Famously saying, "after you finish it, maybe your salary will go up".
For those of you who have never played the game, Chrono Trigger is a sprawling RPG for the SNES with well over two hours of music, which is like asking someone to single-handedly write 3 albums. Mitsuda, seemingly just to prove that he wasn't a chump, went right ahead and composed 54 tracks for the game, often falling asleep at his desk, only to wake up and write down a melody he'd heard in a dream. Yes, Mitsuda literally worked during his sleep - top that, fucking everyone. The stress of the whole ordeal eventually ended up hospitalizing Mitsuda, who had to be treated for crippling stomach ulcers and - while he was in hospital - Nobuo Uematsu had to step in and compose the final 10 tracks needed. However, we're still including him on this list because we fully believe that Mitsuda would have composed those last 10 songs from beyond the grave and was only stopped from doing so because Square couldn't build a game cartridge metal enough to handle a soundtrack composed by a ghost.
It's pretty safe to say that one of the major saving graces of the Spider-Man 2 game released way back in 2004 was the web swinging mechanic. Because unlike virtually every Spider-man game released prior and since, in Spider-Man 2, Spider-Man's webs actually physically connect to whatever part of the environment he's swinging from.
The feature is easily the single most hyped aspect of the game, and it was only included because a guy called Jamie Fristom had a hard on for momentum. As noted in this interview the author conducted with Jamie last year, he originally tried and failed to implement the mechanic as early as Spider-Man 1, and even wanted to include a trick-based system in the final product that we never got to see. Just let that stew in your mind for a second: if Treyarch would have let more than one guy work on this mechanic, or you know, actually supported the idea in anyway whatsoever that people would like realistic web swinging in a Spider-Man game, we would have had a game in which you could do backflips over the Statue of Liberty dressed as Spider-Man.
Page 1 of 2Next