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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : flashback</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/flashback/default.aspx</link><description>Tags: flashback</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Up All Night: Blackthorne</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/13/up-all-night-blackthorne.aspx</link><pubDate>Tue, 13 Jan 2009 23:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:164443</guid><dc:creator>John Constantine</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=164443</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/13/up-all-night-blackthorne.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/gilbert.gif"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/gilbert.gif" align="right" border="0" alt="" /&gt;&lt;/a&gt;Blizzard doesn’t need to make games in a timely manner. They finish games when they’re finished. This is because Blizzard are masters of their craft. They are unimpeachable purveyors of the best the medium has to offer. Got something bad to say about the &lt;i&gt;Warcraft &lt;/i&gt;trilogy? Best keep your trap shut, pal. Think&lt;i&gt; World of Warcraft&lt;/i&gt; is a cunning way of enslaving free minds? Keep it to yourself. And heaven forfend if you question the merit of &lt;i&gt;Starcraft&lt;/i&gt;, &lt;i&gt;Diablo&lt;/i&gt;, or either of those series’ impending sequels. Indeed, Blizzard are new gods for the 21st century. 
&lt;br /&gt;&lt;br /&gt;
But this was not always the case. Once upon a time, Blizzard made trash. Fun trash to be sure, but trash nonetheless. That is to say, once upon a time, Blizzard stayed up all night.
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/BlackthorneSNES.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/BlackthorneSNES.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Of the multiple Up All Night candidates from Blizzard’s catalog – and believe me, &lt;i&gt;The Death and Return of Superman&lt;/i&gt; and &lt;i&gt;Justice League Task Force&lt;/i&gt; are prime subjects – none are so deserving as &lt;i&gt;Blackthorne&lt;/i&gt;. &lt;i&gt;Blackthorne &lt;/i&gt;is raw 1990s, distilled into a collection of pixels, and preserved for all of time. The plot is a tangle of violent sci-fi fantasy tropes, so if you’re curious about the nitty-gritty of &lt;i&gt;Blackthorne&lt;/i&gt;’s story, please consult &lt;a href="http://en.wikipedia.org/wiki/Blackthorne#Storyline"&gt;this handy synopsis on Wikipedia&lt;/a&gt;. All you really need to know is that you play as a longhaired dude named Kyle Vlaros, aka The Blackthorne. Kyle does not wear a shirt. Kyle wears jeans, a tanktop, sunglasses, and a shotgun. The jeans are for comfort, the sunglasses are for looking cool, and the shotgun is for shooting everybody. This goes for the monstrous aliens who serve the evil ruler of Tuul, Sarlac, as well as the peaceful subjects Sarlac has enslaved. I found it to be pretty shocking the first time I accidentally shotgunned a helpless prisoner in the head way back when. But when I realized I could shotgun them over the shoulder – I’m pretty sure blind shooting, recently popularized by &lt;i&gt;Gears of War&lt;/i&gt;, originated in &lt;i&gt;Blackthorne &lt;/i&gt;– I couldn’t help but be manically amused.
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/v13uD5aBrqo&amp;amp;hl=fr&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/v13uD5aBrqo&amp;amp;hl=fr&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Joking aside, &lt;i&gt;Blackthorne &lt;/i&gt;is a good game, albeit a remarkably cheesy one. If you’re a fan of platformers in the vein of &lt;i&gt;Flashback&lt;/i&gt;, &lt;i&gt;Out of This World&lt;/i&gt;, and the early &lt;i&gt;Oddworld &lt;/i&gt;games, track it down. Of course, if you’re a Blizzard devotee, you probably already have.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previously on Up All Night: 
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/17/up-all-night-doritos-dash-of-destruction.aspx"&gt;Doritos Dash of Destruction&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/09/up-all-night-mortal-kombat-vs-dc-universe.aspx"&gt;Mortal Kombat vs DC Universe&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/08/up-all-night-cannon-spike.aspx"&gt;Cannon Spike&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/04/up-all-night-parasite-eve.aspx"&gt;Parasite Eve&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/07/up-all-night-trojan.aspx"&gt;
Trojan &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/23/up-all-night-dark-sector.aspx"&gt;
Dark Sector&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/09/up-all-night-ex-mutants.aspx"&gt;
Ex-Mutants&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/02/up-all-night-nightmare-creatures.aspx"&gt;
Nightmare Creatures &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/19/up-all-night-bad-dudes.aspx"&gt;
Bad Dudes&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/12/up-all-night-p-n-03.aspx"&gt;
P.N. 03 &lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;
&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=164443" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/up+all+night/default.aspx">up all night</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/world+of+warcraft/default.aspx">world of warcraft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/starcraft/default.aspx">starcraft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/diablo/default.aspx">diablo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/diablo+iii/default.aspx">diablo iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/blizzard/default.aspx">blizzard</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/out+of+this+world/default.aspx">out of this world</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/flashback/default.aspx">flashback</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/oddworld/default.aspx">oddworld</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/starcraft+2/default.aspx">starcraft 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+death+and+return+of+superman/default.aspx">the death and return of superman</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/blackthorne/default.aspx">blackthorne</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/justice+league+task+force/default.aspx">justice league task force</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/warcraft/default.aspx">warcraft</category></item><item><title>F**k Your Future: Mirror’s Edge, Blade Runner, and the Future City</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/18/f-k-your-future-mirror-s-edge-blade-runner-and-the-future-city.aspx</link><pubDate>Tue, 18 Nov 2008 19:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:147888</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=147888</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/18/f-k-your-future-mirror-s-edge-blade-runner-and-the-future-city.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/11/16-22/deusex3.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/11/16-22/deusex3.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;The image above is a little bit of &lt;i&gt;Deus Ex 3&lt;/i&gt; concept art from Eidos Montreal, the crack design team who broadened our sexual horizons with &lt;i&gt;Fear Effect&lt;/i&gt; and taught us that controlling sociopathic murders is boring as sin with &lt;i&gt;Kane &amp;amp; Lynch&lt;/i&gt;. I can imagine the dialogue between the artists and producers when this image was submitted for approval:
&lt;br /&gt; &lt;br /&gt;
&amp;quot;What do you got for us today, concept artists?&amp;quot;
&lt;br /&gt; &lt;br /&gt;
&amp;quot;Check dis!&amp;quot;
&lt;br /&gt; &lt;br /&gt;
&amp;quot;This isn&amp;#39;t &lt;i&gt;Deus Ex&lt;/i&gt;! This is just a screencap from Blade Runner with the guy from &lt;i&gt;Deus Ex 1&lt;/i&gt; smoking in front of it!&amp;quot;
&lt;br /&gt; &lt;br /&gt;
&amp;quot;I&amp;#39;m fired aren&amp;#39;t I?&amp;quot;
&lt;br /&gt; &lt;br /&gt;
&amp;quot;No! It&amp;#39;s perfect! That’s all these nerds want anyway.&amp;quot;
&lt;br /&gt; &lt;br /&gt;
I kid. There is no &lt;i&gt;Deus Ex&lt;/i&gt; without &lt;i&gt;Blade Runner&lt;/i&gt;, after all. While its influence isn’t quite on the level of &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/14/the-61fps-review-dead-space.aspx"&gt;&lt;i&gt;Aliens&lt;/i&gt;&lt;/a&gt;, &lt;i&gt;Blade Runner&lt;/i&gt;’s vision of a nightmare cityscape in the far-flung-but-familiar future is a close second. Its towering super-skyscrapers and dank alleyways are the aesthetic meat of beloved games like &lt;i&gt;Shadowrun &lt;/i&gt;and &lt;i&gt;Snatcher&lt;/i&gt;, but you can also see them in mid-period &lt;i&gt;Contra&lt;/i&gt;, &lt;i&gt;Flashback&lt;/i&gt;, &lt;i&gt;Abe’s Odyssey/Exodus&lt;/i&gt;, and even recent blockbusters like &lt;i&gt;Mass Effect&lt;/i&gt;. Then again, it’s not just games. Syd Mead’s Los Angeles has been the template for depicting the urban landscape of the future in all media for close to twenty-five years.
&lt;br /&gt; &lt;br /&gt;
I’ve been curious for awhile now as to what the next popular conception of the cityscape is going to be. The &lt;i&gt;Blade Runner &lt;/i&gt;type came on the heels of the ultra-slick &lt;i&gt;Logan’s Run&lt;/i&gt;-style, cities of spires all white and sterile that typified science fiction from its 1950s heyday through the 1970s. This may not be the most academic logic in the world, but since sci-fi literature gave us our Future City model post-WWII, and sci-fi film bore its successor, I’m looking to videogames to create the next archetype. 
&lt;br /&gt; &lt;br /&gt;
If you’ve been reading 61FPS regularly, you probably won’t be surprised to hear me say that I think &lt;i&gt;Mirror’s Edge&lt;/i&gt; features the most likely model for tomorrow’s City of Tomorrow. &lt;i&gt; Edge&lt;/i&gt;’s nameless city has the same whitewashed sterility that was the hallmark of the 60s/70s future city but twists the model by coating it in streaks of primary color and keeping the architecture familiar. The buildings, subway stations, and shopping centers recall today’s Montreal but with a consistent modernist bent. &lt;i&gt;Edge&lt;/i&gt;’s dystopia is also a recent institution. The story constantly reminds the player that the totalitarian government responsible for the city’s current shape hasn’t been in power long, and so the omnipresence of architecture-as-construction-site provides a fine narrative metaphor: you play behind the future city’s façade of perfection. Whether or not this model fully captures the zeitgeist of 2008 and beyond remains to be seen, but I certainly wouldn’t be surprised if we start seeing &lt;i&gt;Edge&lt;/i&gt;’s city more often then &lt;i&gt;Blade Runner&lt;/i&gt;’s, especially in games, going forward.
&lt;br /&gt; &lt;br /&gt;
&lt;i&gt;Note: Forgive my hate against Eidos Montreal. Yeah, Fear Effect and Kane &amp;amp; Lynch suck, but they made Soul Bubbles. They’re alright.
&lt;/i&gt;&lt;br /&gt; &lt;br /&gt;
(Link: &lt;a href="http://www.gamereactor.eu/text.php?id=395"&gt;Gamereactor&lt;/a&gt; via &lt;a href="http://kotaku.com/5091688/fuel-your-preconceptions-with-this-deus-ex-3-concept-art"&gt;Kotaku&lt;/a&gt;)
&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;Related links: 
&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/28/the-three-stigmata-of-the-halcyon-company-philip-k-dick-comes-to-games.aspx"&gt;The Three Stigmata of The Halcyon Company: Philip K. Dick Comes to Games &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/15/mirror-s-edge-everything-you-ve-heard-is-true.aspx"&gt;Mirror’s Edge: Everything You’ve Heard Is True &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/12/trailer-review-mirror-s-edge.aspx"&gt;Trailer Review: Mirror’s Edge&lt;/a&gt;  &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/11/the-eternal-question-why-is-super-mario-bros-fun.aspx"&gt;The Eternal Question: Why Is Super Mario Bros. Fun? &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/13/ceci-n-est-pas-une-1-up-the-surrealist-future-of-postpunk-gaming.aspx"&gt;Ceci N&amp;#39;Est Pas Une 1-Up: The Surrealist Future of Postpunk Gaming
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