rdfs:comment
| - In creating Drake, Sweden-based developer Idol FX aimed for the goal of "The Matrix meets Batman: The Animated Series", with all of the slick gothic style, melodrama, techno music, and oversized jaws of those respective works. The game's visuals used a cel-shading effect enhanced with "rim-lighting", in order to make players feel as though they were playing through an interactive comic book. In the midst of development, publisher Majesco crunched Idol's deadline down from one year to six months; despite skepticism among critics, this resulted in the game being even better than it could've been otherwise.
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abstract
| - In creating Drake, Sweden-based developer Idol FX aimed for the goal of "The Matrix meets Batman: The Animated Series", with all of the slick gothic style, melodrama, techno music, and oversized jaws of those respective works. The game's visuals used a cel-shading effect enhanced with "rim-lighting", in order to make players feel as though they were playing through an interactive comic book. In the midst of development, publisher Majesco crunched Idol's deadline down from one year to six months; despite skepticism among critics, this resulted in the game being even better than it could've been otherwise. Drake received unanimous critical acclaim, truly revolutionizing the way us humans experience joy. It was praised for its superb control system where the camera was mapped to the same control stick as the aiming, bringing the gamer to the cusp of vomiting in joy, due to induced motion lovesickness, by the end of the level. The game was so successful, in fact, that it spawned a long-running comic book series as well as a Saturday morning cartoon on the Kids' WB!.
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