Welcome to SEGA Extra, the blast processing powered Substack that covers the parts of SEGA’s story that literally didn’t appear in the history book. In this entry, we’ll be looking at how a French game perfected the cinematic platforming genre.
Excellent post, thanks Joe. I'm sure these days developers still face technical challenges, but back 30 years ago there seemed to be so much more ingenuity involved in realising an artistic vision which I kind of miss. The idea of cutscenes in a Mega Drive game were unfathomable until they pulled it off.
Thanks very much Peter. It's often been said by devs that the limitations of the time forced them to get incentive which often resulted in really cool stuff. With the power of consoles now you can do almost anything so that needs to be inventive isn't as strong.
Excellent post, thanks Joe. I'm sure these days developers still face technical challenges, but back 30 years ago there seemed to be so much more ingenuity involved in realising an artistic vision which I kind of miss. The idea of cutscenes in a Mega Drive game were unfathomable until they pulled it off.
I really look forward to reading more from you
Thanks very much Peter. It's often been said by devs that the limitations of the time forced them to get incentive which often resulted in really cool stuff. With the power of consoles now you can do almost anything so that needs to be inventive isn't as strong.
Excellent stuff man, well researched and well written! Can't wait for your book to come out.
Thanks very much!