Dave Gill. I spoke to him a few years ago for an article on ZedTwo's E.T. games. He said he had discs for Aqua Aqua and E.T. back then. Strangely, this is labelled for PS2, even though he remembered the original game being for GameCube.
Dave Gill. I spoke to him a few years ago for an article on ZedTwo's E.T. games. He said he had discs for Aqua Aqua and E.T. back then. Strangely, this is labelled for PS2, even though he remembered the original game being for GameCube.
Did he happen to send you the disc for ET Search for Dragora too? I was prodding him to try and get that archived a couple of years back
I have just received a very interesting find from @bone6502.bsky.social who worked at ZED TWO. It's a disk containing the source code for PS2 Aqua Aqua and data for Wetrix+ ( Dreamcast ). It's great to see this being preserved, especially as it came of a ZIP 100 disk which don't survive very well!
Hereβs something I recently wrote for Time Extension. I agonised over the order of these, but I think Iβve nailed it. Was really good fun to revisit them all and replay them for a few hours each too.
Interview: "I Never Thought I'd Get To Collaborate With Nintendo" - Vicarious Visions Co-Founder Talks Activision, Tony Hawk, & Mastering The GBA. (Repost)
Concept art of Eric Draven, by Brad Coombs
Concept art of Eric Draven
Concept art of Eric Draven
"Back in 1994 Kevin Altieri and I approached the producer of the Crow movies, Ed Pressman, and pitched an animated sequel film to the Crow IP. Ed commissioned a treatment and Kevin and I conceptualized a short treatment/sequel to the first Crow movie, called "Inferno". Jeff Conner took that and fleshed it out into a longer treatment which Ed really liked. In short order, around Christmas of that year, Ed had Kevin and I over to his Bavarian mansion above the canyon in the Palisades for a drink and to formalize a verbal agreement to fund a 90 minute animated "Inferno" direct-to-video movie that Kevin and I would write and produce and Kevin would direct. Needless to say we were both over the moon at this deal. Inferno was a powerful sequel that took a resurrected Eric from a Detroit beset by demon versions of his old enemies to the depths of Hell to rescue Shelly from the clutches of Satan (who appears in Rock Star form to Eric). Eric would ultimately have to overcome the violence and hate in his own soul to triumph. So where's the Crow animated movie you may ask? Well, literally the next day Kevin got a firm offer from Jim Lee to write, produce and direct an animated "Gen 13" movie and Kevin opted to go that route. It was disappointing for me, but it wasn't a bolt from the blue, as I had been aware of that possible deal for a while. And the next year, I was able to open up Epoch Ink Animation to produce the Space Monkeys series and more, so it all worked out. In the mid-2000's "Inferno" was on tap to be made via Imagi Studios and Madhouse in Japan as a hard anime feature with Kevin Eastman and I tapped to produce, but that's another long story..."
I couldn't find any images of the above online, so I asked him if it would be okay to repost them. Seems he posted some other images back in 2023 on a Pearl Jam 'Do the Evolution' Facebook group, along with a more detailed version of the background he sent me..
A cover for the undeveloped "The Crow Inferno" animated film, featuring Eric Draven and the devil
Concept art for Shelly by Brad Coombs
Concept art for the rockstar version of Satan
Concept art for the crow, by Brad Coombs
Was speaking to Joe Pearson, one of the co-creators/designers of Crash Bandicoot the other day, and found out he almost made an animated sequel to Brandon Lee's The Crow movie, instead of working on Crash.
He sent me some of the art Brad Coombs created for the project.
Do I know someone on here that owns this Capcom art book? The English title is either Capcom Design Works Early Days or Capcom Design Works 7, and I need to see one page in it for a research thing.
"I Believed Fang Was Forgotten" - Former Sonic Artist Talks Batman, Design Changes, & Swapping Games For Vinyl Toys.
Really enjoyed this review, which describes the appeal of command-select gameplay extremely well: "navigating these menus β be it to investigate specific areas or most often to bring up certain topics in conversation that you collect like key items β becomes a sort of social puzzle game."
The once dormant Culdcept and Goemon franchises returned in the Nintendo Direct! Did you know I spoke with experts about these seriesβ on the podcast? Wow, check it out!
Culdcept w/ @culdceptcentral.bsky.social : bit.ly/4klCwmD
Goemon w/ @projectgoemon.bsky.social : bit.ly/4qggxin
Here's part two... It features some cool insights into Honeywood's work on Final Fantasy and the Dragon Quest series, as well as other classic RPGs, so please give it a read! bsky.app/profile/time...
Really great interview here shedding some more light on how Square's localization department slowly came together post-FF7!
Interview: "I Did My Best To Make It Work" - Legendary Localiser On Final Fantasy, Dragon Quest, & The "Total Nightmare" Of Xenogears.
Title image from the Sega Master System version of Ys 1
Announcing Localization Lore, a new series dedicated to learning more about the history of video game localization! πFeaturing new interviews personally conducted by me, this first entry is on Ys 1 and the people behind its first three English translations. lizbushouse.com/localization...
Amazing interview with Richard Honeywood. I could read a whole book about thisβ¦
Richard is such a kind person who's always generous with him thoughts on game localization, so not surprised this was a three hour interview!
Really enjoyed this chat. Richard Honeywood (probably best known for his work in localization at Square Enix, Blizzard, & Level-5) talked to me about his early years at Seibu Kaihatsu, his time developing a Splatoon-esque game for the 64DD with Iwata-San, & turning down the chance to work on PokΓ©mon
Really cool interview on how Richard Honeywood got started learning Japanese and the programming work he did in Japan before getting pulled into doing localization at Square.
Interview: "Miyamoto Was A God To Us" - Richard Honeywood On The Raiden Project, Working With Iwata, & Turning Down PokΓ©mon.
"Yes, It Was Elitist, And No, That Wasn't A Bad Thing" - EDGE Alumni On Why The Mag Is Still Going Strong, Over 30 Years On.
Interview: "Everything Was Turned Up To Eleven" - Uncovering The Epic Story Behind Mortal Kombat's Unforgettable Audio.
The latest issue of Retro Gamer featuring Shadow Of The Colossus is on sale now. Grab it from newsstands or directly from us.
It also features several tributes to our friend Nick Thorpe.
www.magazinesdirect.com/uk/single-is...
The Making Of: Dungeon Master, A Truly Trailblazing First-Person RPG.
Game Changers: Shining In The Darkness - My Bumpy But Brilliant Introduction To JRPGs.
"It Was Exciting & Terrifying" β The Ultima Legend Who Taught Computers To Sing.
For @timeextension.com, I had the opportunity to chat with Ken Arnold recently, an important & often overlooked figure in the early history of Ultima. He ran me through what it was like creating the original Ultima with Richard Garriott, & how he unintentionally became the series's 1st composer.
Game Changer: Forget PokΓ©mon And Magic: The Gathering, Fantasy Top Trumps Was My Introduction To Card-Based Gaming.
Hey hey everyone, I have some sad news to share...
From 2026, Iβll not be Felix from Nintendo Life anymore. Donβt worry, this has been 100% my own decision. I have nothing but love for my coworkers and directors β€
These almost 4 years have been incredible, Iβm gonna miss this truly.