Friday, November 28, 2025

The Big Game Idea: Level 1 - A 1UP classic from Sep 19, 2006

Below is a series that I originally ran on 1UP in 2006. In it I proposed an original video game based on the Incredible Hulk. I called it "The Big Game Idea." Over a few weeks I described the graphics, game play, visuals, and plot from beginning to end, including bonus features. I made a few minor edits, but it is more or less exactly the same as it was almost 20 years ago. I hope you enjoy it.

Here it is, the first part of level 1, each level is a story told in three chapters. Three is a magic number you know. So without further ado lets get into it.

Note: All Cinemas are done with the game engine. There are no pre-rendered CGI scenes.

Plot / Game Progression / Summary

CINEMA: "My name is Bruce Banner. This is a nightmare I am not supposed to wake up from."

We see the face of scientist Bruce Banner, he is unconscious. Banner opens his eyes. He's strapped down in a dark metal box, coffin-sized. He hears the roar of a jet engine but can't move. We can hear his heart beat faster as he struggles. He turns into the Hulk and breaks out. He's riding on top of the Orion Missile. The missile is an airship with a ring around the center. The weapon was designed by Banner to vaporize the Hulk.

Level 1 Beginning
Location: Above the Atlantic Ocean.
Objective: Destroy the missile.
Learn: Basic controls. Direction and camera movement. Punch / Kick / Small Combos. Grab and climb. Weaponize basic objects.
Unlock: Ground Shockwave.

Level Design: This level serves as a primer for learning the basic controls of the game. The missile is mostly flat on top. The Hulk can walk normally on it and not be pushed by the rushing wind. The Hulk can grab and pull the panels off of the airship, he can also grab and climb around the ring circling the ship. Small arrows guide the player to the parts of the missile that need to be destroyed.


If the player jumps off of the airship they do not die. Instead a quick animation shows the Hulk jumping to catch up to it again. The player loses 1 minute off the clock every time they fall. Since the missile is a timed level, a player will learn not to jump off of the missile until the objective is complete.


What I wanted to give players with the level was a sense of awe right from the get-go. Seeing the face of Banner at the beginning and jumping right into the action is an homage to the beginning of God of War, where Kratos' face is clearly shown before the adventure begins. The level itself is filled with some unique visuals and particle effects.

We can hear the roar of the rockets and the rush of the wind the entire time. From time to time "cloud" effects rush past the screen and limit our visibility. Creating the illusion that we are breaking through the atmosphere. Near the end of the level the horizon line drops down and we can see the edge of space. Small ice crystals begin growing on the surface of the missile and on the skin of the Hulk by this point. This is done to reinforce the idea that once the Orion missile enters orbit it will explode and vaporize the Hulk.


Creative use of the horizon line was inspired by the vertigo-inducing angles used in Top Skater. The only previous game, that I know, featuring a similar level was used in X-Men Legends II. Characters fought on top of a fast-moving dirigible, with clouds passing underneath and sometimes overhead. However the camera angle was fixed and we never saw the horizon line.

Oh yeah, I finally got an idea for the name of this game. It's tentative but how does this look to you?

Have you ever imagined your dream game project from beginning to end? If so tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, November 26, 2025

The Big Game Idea: All About Healthy Rage - A 1UP classic from Oct 09, 2006

Below is a series that I originally ran on 1UP in 2006. In it I proposed an original video game based on the Incredible Hulk. I called it "The Big Game Idea." Over a few weeks I described the graphics, game play, visuals, and plot from beginning to end, including bonus features. I made a few minor edits, but it is more or less exactly the same as it was almost 20 years ago. I hope you enjoy it.

Heya everybody, sorry for the lateness of my random game idea musings. I hope you all had a great weekend. Nothing much to report over here. Did some shopping, the cousin gets married in the upcoming weekend so I have to get a nice suit... me in a suit? I'll take a picture.

Marc brought up an important point last week. Are we to assume that the Hulk is indestructible? After all I've been going on and on about levels and graphics without one peep on how we actually keep track of the health status.


Well here is the thinking behind the health bar and a separate "Rage" bar. The top one in red is the Hulk's health, if it drops to 0 he dies or turns to Banner and Banner dies. If it drops to under 10% then an adrenaline surge kicks in and allows him to do al least one "mega" attack. The mega attacks can only be done based on the Rage meter. The rage meter drops every time the Hulk does a mega attack. It only recharges when the character is engaged in combat or destroying property. The rage meter is independent of the health bar. The Hulk could have a full rage bar and a near-empty health bar or vice versa.

These bars were inspired by the two types of bars used in the first two Hulk games by Radical Ent. I would modify their effects so that the rage bar could influence the health bar and attack strength. The strength grows in proportion to the number of minutes the character has been fighting. Random destruction of property raises the bar slowly, combat and destruction of police, military and Division forces raises the bar faster. It takes approximately 20 seconds of direct, non-stop, combat with an opponent to gain 10% in strength. It takes approximately 40 seconds to gain the same 10% in strength if destroying only property. It would take 3 minutes of non-stop combat to raise the character to 100% strength. The strength (Rage meter) falls three times as slow it builds. Or it drops every time the Hulk does a "mega" attack. If the Hulk is at 0% Rage then he cannot do any mega attacks.

Of course the bars get progressively longer as the game goes on. If the players beats each level then both bars will be at 75% of their potential. The last 25% is given to players that maximize the destruction in all of the levels and keep large strings of fighting combinations going. There is an actual correlation between the strength, toughness and the abilities of the Hulk. At 100% Rage the Hulk is harder to injure and heals faster than normal. In addition his attacks do more damage than normal and there are noticeable differences in the damage to objects.

At 0%-20% strength on the Rage meter the Savage Hulk has to use two hands to grab a tank by the barrel, spin and throw it a few blocks. He can kick cars and buses a few blocks as well. At this strength the Hulk could still be knocked back by punches from a Hulkbuster Destroyer. Injuries heal at a slow pace.

At 20-40% strength the Savage Hulk can tackle tanks over or press them up overhead with two hands and throw them a few blocks. He can now kick vehicles several blocks and trade punches with Hulkbuster Destroyers without being knocked back. Injuries heal slightly faster than normal.


At 40-60% strength the Savage Hulk can kick tanks over, pick them up with two hands and throw them many blocks. He can rip the arms and legs off of Hulkbuster Destroyers with some effort. Injuries heal faster than normal.

At 60-80% strength the Savage Hulk can throw tanks a mile. He can rip the arms and legs off of Hulkbuster Destroyers with less effort and survive MOAB bombs dropped on him from bomber jets. Injuries heal fast at this status.

At 80-100% strength the Savage Hulk can pick up and carry a tank in each hand and throw them several miles. He can rip the arms, legs and cockpits out of Hulkbuster Destroyers with no effort. The health bar recharges very quickly at this level.

The "Rampage" status is not unlocked until the end of Level 4. Think of the Rampage as getting 110% out of the Hulk. Injuries are healed almost instantaneously at this level. However the Hulk can still lose energy from the Rage meter if he does mega attacks, is in a room with gamma-supressing gas or is hit by stasis beams. It is up to the player to decide when or if they should use their Rage energy during the combat. In some cases a "boss" character can only be injured if the Hulk uses a mega attack, thus forcing the Rage bar to drop.

So does this make sense to you? I like the concept of being able to hold onto the rage energy for as long as possible so that the Hulk becomes stronger and heals faster. In the original Hulk game the rage meter acted much in the same way, except once the Hulk had maxed it out it fell quickly. That was a kick in the pants when trying to save some rage energy for a boss battle and instead started at zero.

Do you know other examples of presented overpowered characters in a video game? Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, November 24, 2025

The Big Game Idea: Skyscrapers - A 1UP classic from Sep 18, 2006

Below is a series that I originally ran on 1UP in 2006. In it I proposed an original video game based on the Incredible Hulk. I called it "The Big Game Idea." Over a few weeks I described the graphics, game play, visuals, and plot from beginning to end, including bonus features. I made a few minor edits, but it is more or less exactly the same as it was almost 20 years ago. I hope you enjoy it.

Heya peeps, I hope you all had a great weekend. Mine was a little busy but mostly relaxing near the end. So now I'm recharged for another week of work. Before I get to that let's go back to the game idea.

The next Hulk game isn't going to feature a sandbox environment. Instead we're going to see smaller, linear levels with some sandbox features. Possibly the most interesting will be the ones based on New York. We don't want to spend time developing the 80 square miles of landscape featured in the Superman Returns videogame, when there are many other levels to fill. The burroughs in the Hulk game are going to be smaller and capture a flavor of New York at fraction the size of the levels featured in Superman Returns or Ultimate Spider-Man.

What makes the downtown area in the next Hulk game unique would be the added interactivity with the skyscrapers. In the Incredible Hulk: Ultimate Destruction, there would be textures of footprints and explosions that would follow the Hulk around when he ran on buildings. This was nice, but of course these details would soon disappear as neither the Xbox or PS2 had enough memory to remember his path of destruction. One type of building (the Division Headquarters) would collapse if it had acquired enough damage.


The skyscrapers in the next game have to be more interactive. It's not believable to have super-powered characters running and jumping on buildings that are indestructible. You can throw cars and missiles into buildings in other comic-based games and the building doesn't suffer any visible damage. The downside is that realistic damage, physics and textures on skyscrapers would tax the resources of any system, including the PS3 and Xbox 360. So I suggest building simple polygon models of skyscrapers and "cheating" the effects of damage by creating texture maps that mimic the effects of damage.

In the next Hulk game, as with any super-powered character, I envision epic battles. If the Hulk goes into a fight with the Iron-Man then chances are both characters will be knocking each other into buildings, if not completely through them. If a character is knocked into a building they would create a small crater on the face of the building. The crater is just a small modification to the polygon model with a texture of crumbling cement and broken glass placed over the polygon model. A stronger attack would actually create a tunnel about halfway into the skyscraper. The tunnel is another simple modification to the polygon model. The texture inside of the tunnel would be of office furniture, broken plumbing, steel beams and electrical sparks.


The characters can actually run and fight inside of these tunnels of or throw opponents into them. If a character is thrown into a perpendicular side of a tunnel then both tunnels will meet in the middle and create an elbow. Characters can cut the corners of off buildings. These simple polygon models would deform to create the missing corners. These clippings would have a texture that shows us the damaged inside of the building. All of these textures would spare the developers from going to the trouble of creating actual models of furniture for each and every floor of the skyscraper.


The best thing that these skyscrapers support is the ability to have characters go completely through them and create a tunnel of destruction from one side, out the other. The building would remain standing if the tunnel was made above the midpoint of the tower. If, however, the tunnel was made at the base level then the building would topple over. It wouldn't simply disappear after collapsing. The players could still throw each other into the fallen tower until it completely was destroyed.


Epic battles in comic book and animated adventures have featured knock down, drag out fights, where super-powered beings have been thrown through buildings. Unlike the preset animations of destructible level design in the Dragon Ball Z Budokai games, the levels in the Hulk game are completely open during a fight. That's not to say that the DBZ games were bad, they showed Western audiences how amazing a fight between super-powered beings really would be. DBZ influenced the final battle between Agent Smith and Neo in the Matrix. The next Hulk game would allow us to easily top that battle. After 25 years of comic book games we are at the point where we can actually give audiences a fight they will remember.

I don't want to hear about how difficult it would be to create such levels either. What I ask for is in theory, less complicated than the building models used by Jaffe in War of the Monsters. The buildings in WotM could be destroyed, their faces would crumble and we could actually count the floors on the models themselves. The parts of the building that collapsed could be picked up and thrown at other monsters. I'm not asking for that much detail in the next Hulk game. The characters are always center stage and the level would be their arena, at no point would their arena take more importance than the characters themselves.

That's how I see it anyhow. I hope you have a great Monday.

Do you have a favorite environment that you could destroy in a game? Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Friday, November 21, 2025

The Big Game Idea: Fighting Engine - A 1UP classic from Sep 14, 2006

Below is a series that I originally ran on 1UP in 2006. In it I proposed an original video game based on the Incredible Hulk. I called it "The Big Game Idea." Over a few weeks I described the graphics, game play, visuals, and plot from beginning to end, including bonus features. I made a few minor edits, but it is more or less exactly the same as it was almost 20 years ago. I hope you enjoy it.

The Fighting Engine: Mob Brawler
The next Hulk game should take advantage of next-generation processors by allowing for a massive number of characters on screen. Unline the opponents in popular mob combat games like Dynasty Warriors, Iron Phoenix and Ninety-Nine Nights these characters are not passive.

Be they government soldiers, mutants or monsters they do not stand around waiting for you to attack. They take the initiative and charge into battle. Even better they can "dogpile" on the Hulk and try to stop him with sheer numbers. The fighting engine takes on new characteristics when the Hulk has to defeat wave after wave and even layers of opponents jumping on him and trying to bring him down.

The Hulk has attacks that can clear mobs or target a single individual. When a mob tries a dogpile the Hulk can still move, roll around and throw opponents by the handful. The idea of layers of opponents over the main character was inspired by both Katamari Damacy and NiGHTS into dreams... Of course this concept is reversed as the Hulk has to fight to keep opponents from adding up.

Just imagine entering a battlefield where you are outnumbered a few hundred to one. The Hulk can shoulder tackle the first few dozen enemies and then can fight in any number of styles to clear the rest of the mob. The camera system is tied into the size of the mob and the speed in which the Hulk clears the enemies. Gamers that go into battle quickly will have the camera follow them shakey-cam style (see Gears of War when crouching and strafing), when the Hulk begins to down opponents in a frenzy the camera will pan back and give players an overview of the battlefield. The slower the fight the closer the camera is to the Hulk, and vice versa.

Gamers that like to juggle opponents with combos can do that. Gamers that want to use devastating wrestling moves on opponents can do that. Gamers that want to grab a giant boulder and throw it through the enemy ranks can do that as well. Gamers can use the Hulk's special attacks like the Thunderclap to send dozens of enemies flying, or his super attacks like the Gamma Quake to topple a hundred opponents.

All of the controls used in the mob engine apply to single, tougher opponents, like the boss characters. Strategy, of course, will be involved in defeating bosses. Next week I'll talk a little bit about the graphics engine and then get started with the main characters and plot.

If you got a chance to design a video game what would you do? Would it be licensed on an existing character, or be entirely original? Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, November 19, 2025

The Big Game Idea Preamble - A 1UP classic from Sep 13, 2006

Below is a series that I originally ran on 1UP in 2006. In it I proposed an original video game based on the Incredible Hulk. I called it "The Big Game Idea." Over a few weeks I described the graphics, game play, visuals, and plot from beginning to end, including bonus features. I made a few minor edits, but it is more or less exactly the same as it was almost 20 years ago. I hope you enjoy it.

Heya peeps, saw the Tony Hawk animated movie yesterday. It was fun but really for die-hard skate fans. The CGI was good and the art direction superb but a lot of the jokes would be lost on casual or non-skate fans. The story is lifted from Scooby-Doo, involving a kidnapping and plot to steal Tony Hawk's tour while at the fictional Lincolnville. We actually end up feeling sorry for the evil Grimley and his defunct circus, unlike those meddling kids and their good-for-nothing dog. The skating was great and easily the hook of the movie, I think there should be a series done with the likeable characters. As far as animated adventures go this is one of the better ones not produced by Disney-direct-to-DVD. If you are a skate fan go check it out, otherwise wait for the movie to premier on Cartoon Network in November.

So now let's switch gears, literally, this heart of this blog and the blogs for the next few days (weeks?) will be on this game idea that's been bubbling in my head since June of this year.

When I spawn an idea I write down notes in my trusty notepad.

This is just one of many notepads that I've filled with notes from school or work. As Mr_Glass had predicted this game idea revolves around the Incredible Hulk. A good chunk of the fleshing out of the game took several days and many more pages than you see here.

These notes don't just have the basic idea but some innovations as well. I wouldn't want to just make another comic book game, I'm thinking big picture. What if I were given the chance to design and direct an epic comic book game that spanned the course of a trilogy. Where would it begin and what would make it different than any other game out there?

Why the Hulk?
I think there is a lot of untapped potential for the character. His powers are, for lack of a better word, incredible! I set about designing a game that truly shows how much more epic of a character the Hulk is than Kratos from God of War.

The tormented soul of Doctor Banner, the lost love of Betty Ross Banner, the fugitive Hulk... There are so many places we could take this character and so many challenges that he could stand against. No other character could withstand as much punishment as the Hulk and keep coming back for more. This game serves as both a primer to the Hulk and the Marvel Universe as well as demonstrating that comic book IP's can translate into a great game if done right.

Let's start by figuring out how we would approach the graphics engine.

The Graphics: Comic-Shading (something I just made up)
Comic shading is a combination of cel-shading and comic book illustration. The final effect is different from the cartoon look of the original Hulk game or the "3D Comic Inking Technology" in Ultimate Spider-Man. This is done by actually having a comic book illustrator, inker and painter create textures for each character by hand. The final models look more like comic book characters come-to-life than in any other game.

We have to use our imagination here, my crappy illustrator sketches are just a rough example of what I envision. Imagine that a great comic book artist was doing the concept art and then wrap that art over a polygon model.


The Hulk model for the game would actually have multiple layers created in a comic-shading format. There is a layer of "muscle" underneath the "skin" and a "skeleton" underneath all the layers. The reason for creating this is to highlight the "healing factor."

During the game powerful blasts of energy from a super-powered opponent (in the Marvel universe both the good guys and bad guys hate the Hulk) or radiation from a military weapon may fry the layers of skin and muscle off of the Hulk. The character will still be able to move and fight even from a near-skeletal state. The skeleton "skin" has tendons, bits of muscle and we can actually see intestines, the heart beating and lungs moving. Rather quickly the Hulk will regenerate from the injuries right before our eyes.


I believe multiple skins or layers on one model would be unique to games. We have seen damage to armor in FPS or bruises and tearing of clothes in the Tony Hawk games. But to actually see the Hulk survive and then recover from injuries that would prove fatal to any other character (including Superman, Kratos or Wolverine) would be a videogame first.

EDIT 2025: Interestingly enough a few years after I posted my game idea series online there would actually be a game that used what I was proposing. The 2010 game Splatterhouse, a remake of the classic arcade game, featured regeneration on the main character.

If I had my druthers I'd have fan favorite Dale Keown as the character designer and lead comic shader of my Hulk game. His history with the Incredible Hulk is extensive plus he has a library of amazing work with other characters as well. This artistic vision would be paramount to bringing back classic villains or reimagining existing opponents.

Tomorrow I'll talk a little bit about the control and fighting engine as well as unique environmental details. Let's hear your feedback as these ideas come up.

Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, November 17, 2025

My Panecito, the joy of Mexican pastries!

I recently visited a Mexican panaderia (bakery) that I had seen on Instagram before. My Panecito (my little bread) has a few locations in Southern California. My family hadn’t driven out there because the nearest one to us is 20 minutes away. So we waited until we really needed a treat after a week of bad news. Let’s just say it was a trip that we will be making again, and again. In fact my birthday is today, so it's time for a new visit.

A traditional panaderia usually has a simple menu. They bake a couple types of rolls that are used in a few traditional dishes. The harder roll is called bolillo, and the softer is telera. Telera is perfect for tortas, a type of hearty sandwich. Bolillo goes well with bean dishes instead of tortillas. The other thing that most panaderias make are their pastries called pan dulce, literally sweet bread. These are all manner of cookies, cakes, muffins, and breads covered in sugar. The shops do make traditional western style cakes, but pan dulce is the most popular treat by far. My Panecito is like a highlight reel of the best recipes in all of the panaderias I’ve ever visited.

More important than just making great traditional pan dulce, they aren’t afraid to make more decadent combinations in their premium line. Things like churro conchas (seashells), mazapan conchas, and even stuffed Nutella conchas. As if those weren’t already amazing, they even offer a concha ice cream sandwich! They also offer a variety of hot and cold drinks. If you enjoy coffee and a pastry then you haven’t lived until you’ve tried coffee and pan dulce. If you have a sweet tooth, and are in the area I sincerely hope that you check them out. 

Do you have a favorite pastry? Have you ever tried pan dulce? Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, November 12, 2025

A video game article from a 1982 issue of Playboy magazine!

Hello friends! I hope that you have been well this season. I was digging in the crates, and found an old issue of Playboy magazine that I had to share with you. Don’t worry, I’m not about to turn this blog into some sort of weirdo page.

Playboy magazine may be known for female nude pinups, however they were also known for their articles. Journalists, politicians, and authors would often write for the magazine. The March 1982 issue of Playboy actually had an article talking about video games. Unlike other magazines at the time which were trying to describe what the whole video game craze was about this one instead assumed that the readers were already somewhat familiar with them.

By 1982 there had already been a number of hits, like Asteroids, Space Invaders, and Pac-Man of course. What the magazine was trying to do was help you get high scores on three of the more popular games. These included Defender, Pac-Man, and Centipede. The article by Walter Lower Jr. included an interview with legendary game creator Eugene Jarvis.

The magazine also talked about the physical effects of playing arcade games for extended periods of time. Things that we today know as repetitive stress injuries (RSI’s) were still being explored by doctors. Fatigue, eye strain, and even hand blisters hadn’t really been seen on a massive scale until video games hit the market in the late ‘70s.

It was great reading from arcade operators explaining how games were used in social settings. Men, and women would socialize over arcade games after work. Not unlike their parents would have met at a bar or nightclub a generation earlier. The strategies explored in the article were designed to make you look like a pro, and help you impress a date.

This snapshot of history was fascinating. I’m glad that Mr. Lowe approached video games with the same level of maturity that the political analysts put in their articles. The nudie women in the issues were just the icing on the nerdy cake. Anyhow that was a look at an old game article in an adult magazine. Were there ever any video game articles that you saw in non-gaming magazines? Tell me about it in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, November 10, 2025

The $1,400 collectable for serious gaming fans...

Hello friends, I hope that you are doing well. We are getting into the rush of the holiday season, and speeding towards the end of 2025. This year has been full of ups and downs on the work, and family side. We had some milestones happen, and unfortunately some tragedies as well. I can only hope that things are great wherever you are. I am sending you positive vibes if you are going through any challenges. My birthday also happens to be in the middle of the month. I look forward to relaxing, and spending quality time with family, and friends. I already know what some of my birthday presents are because I bought them for myself earlier in the year. I’m notoriously hard to shop for, so I let my family know when there was a sale on a few super rare items much earlier in the year. With that said I still look forward to getting some treats in a couple of weeks. One thing that I wish I could afford was announced earlier this year.

genDESIGN, Akishi Ueda, and Torch Torch collaborated to create a statue of Trico from the Last Guardian. The gorgeous piece is 20 inches tall and costs about $1,400. If I had the money, and the space I would have picked it up in a heartbeat. The game was one of the greatest titles released in my lifetime. It was an absolute masterpiece. Just like everything that Fumito Ueda had released. On the blog I said you must play ICO before you die. I also highlighted how its successor Shadow of the Colossus forever changed the industry. The third game in his run was The Last Guardian. Which I might write about someday. For now I would say that it was an absolute masterpiece. From storytelling, to design, animation, control, music, and direction. There was nothing else that could compare.

I couldn’t believe that the Mr. Ueda released only three games in 18 years. ICO debuted in 2001, however it started development in 1998. Shadow of the Colossus came out in 2005, and The Last Guardian in 2016. Other developers pushed crunch culture, while they cut corners, and publishers forced teams to rush games to market. It was nothing short of a miracle that Sony Playstation Japan supported Mr. Ueda through it all. They allowed him the grace to complete his vision. In doing so they built a legacy of AAA titles in different genres that no other company could compete with. From the birth of the Playstation we could see that certain studios were creating something unique. Polyphony redefined the driving experience with Gran Turismo, while Sony Santa Monica graced action fans with the God of War. genSTUDIO was the one that brought us the “artsy” games that took forever to come out, but were always worth it.

Unless I win the lottery I won’t get the brand new Trico statue. However I already have a great item featuring the fantasy creature. When the game was released for the PS4 there was a collector’s set that included a highly detailed statue. The base even had flocked “grass.” It was one of the nicest collectables I ever got from a game. It was also one of the very few collector’s sets I ever spent lots of money on. I’d like to know what great collector sets you have, or you wish you got. How much would you be willing to spend on a game related item? Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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