The E3 machine rages on, with even more night shows and trailers and first impressions, but we here at Alternative to E3 are hiding under the bedcovers with a flashlight and a beloved childhood novel instead. Well, beloved childhood video game console. I guess it'd project its own light if you brought a small CRT in under there with you. Maybe people did that as kids in the late 90s, I'm not sure where my wistful nostalgia imagery is really at these days.
While I take this analogy out behind the corncrib to put it out of its misery, I'd like you all to recall the theme of Alt-E3 this year: N64 3D platformers that, while of high quality (or sentimental value, in the case of Chameleon Twist), don't really suit a proper in-depth stage-by-stage analysis of the sort Super Mario 64received from me a few weeks back. Today's game is a little more in the realm of possibility, because it's so endlessly inventive and goofy, but I'll explain why I'm relegating it to a one-and-done brief jaunt here.
There, there, earlier bedcovers analogy. Close your eyes. Your suffering will soon be over.
Space Station Silicon Valley
While the N64 saw a moderate amount of support from western developers, there were two in particular - both British - that invested a considerable amount of time and effort into producing off-beat and well-acclaimed games for the system. Rare, of course, is the more famous of the two; along with their highly regarded FPS games GoldenEye 007 and Perfect Dark, they produced a bevvy of 3D platformers that are considered by many to be on the same tier as Super Mario 64 in terms of establishing the parameters of the 3D platformer genre to all those that might follow. The other is DMA Design, the original creators of Grand Theft Auto and Lemmings, who later eclipsed Rare's fame and fortune in their current incarnation as Rockstar North.
DMA Design had a long and troubled history with Nintendo, working with them to produce sci-fi TPS Body Harvest and today's game, Space Station Silicon Valley, before they eventually broke off their "arrangement" with Nintendo to produce games for their cartridge-based system as second-party developers. They were also bought out by Rockstar Games around this time, keeping their Edinburgh-based studio and becoming Rockstar North. The team behind this game in particular would go on to use what they learned in building 3D environments filled with independent AI to create Grand Theft Auto III, and the
So while Space Station Silicon Valley might seem like an extremely odd and inconsequential little 3D platformer-puzzle game, an also-ran in the library of great platformers the system would see, it actually has a great deal of significance in the grand scheme of things. GTA V might never have happened without this game as a stepping zone. Just keep that tidbit in mind while I'm driving around a racecourse as a remote-controlled robot mouse.
Space Station Silicon Valley is one of those games that defined the N64 for me, more so than many of the system's biggest sellers. It broke new ground in creating 3D environments that were far more focused on exploiting player resourcefulness and perspicacity than on platformer traversal and combat, though there's plenty of those as well. Like Super Mario 64 there's definitely a sense of the pioneer spirit to this one, even if it's a little rough in many other areas. It was originally released in late 1998 to give you some context: a month before The Legend of Zelda: Ocarina of Time, but a month after the seminal Buck Bumble.
As stated, though, simply discussing a number of puzzle stages and their solutions wouldn't make for a great analysis, and spoiling all that would end up being far more of a disservice to someone who might wish to play the game someday than dissecting the anatomy of Tick Tock Clock and its clockface puzzle would be.
Come back again tomorrow as we celebrate the end of another E3 and its embarrassment of gaming riches with something else that frequently gives into overindulgence and awkward opening presentations. Let's just say that... this time, I'm in the mood. (No, not for that.)