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rise of the robots is absolutely up there in the list of games which received far more hype than it was worth in the early 90s the marketing for this robotic themed fighting game was so aggressive that even reputable Publications were totally taken in by the hype a game that promised groundbreaking Graphics a Home console titled to rival the fighters lining the arcades rise of the robots promised a mind-blowing gaming experience and the gaming world was well and truly ready for it well there is a lot to this story so settle in with a cup of tea whilst I tell you the story of one of the most disastrous video game marketing campaigns in history but before I start talking about robots built like absolute tanks let's talk about some utter literal tanks with this video's sponsor World of Tanks on the PC World of Tanks is a free-to-play game with over 100 million players worldwide with more than 600 time from destroyers artillery light medium and heavy tanks there is always a new way to play you can Pelt your tank across Open Fields deserts blast up steep embankments or even sneak through forests and urban zones we're talking over 40 action-packed Arenas plus the historical detail on these vehicles is outstanding whether you want to upgrade your steel shell or just keep it simple plus until January the 9th World of Tanks is hosting the biggest in-game event featuring Arnold Schwarzenegger and Miller Jovovich today you can download World of Tanks using the link in the description during registration make sure to use the code tank Mania to get a seven day free premium account quarter of a million credits the premium tank Excelsior and three rental tanks for 10 battles each tiger 131 Cromwell B and the t-3885m yes let's pop back to the Year 1991. this was the year that Street Fighter 2 capcom's quite possibly most influential addition to the fighting gaming Market hit the arcades worldwide a combination of fluid controls Combos and the Beautiful animation on the eye-catching Graphics meant this was a Surefire coin guzzler and one person he found himself enthralled by the pixelated cabinet-bound Beauty was soon to be bitmap brothers alumni Sean Griffiths according to interviews such as this one in Amiga action Sean mused that there wasn't really a comparative fighting game on home computers and consoles a spark of an idea was formed a fighting game comparative in quality to Arcade but in the comfort of your own home for context to the original Street Fighter had already been ported onto home consoles by this point mostly in adequately for the Commodore 64 and ZX Spectrum version among others but we wouldn't get the joy of Street Fighter 2 on home consoles and computers until 1992 getting a fighter of a high caliber onto home systems would certainly not be without its difficulties the capabilities of the humble console was not much compared to the mighty Giants lining the walls of arcades across the country but nonetheless Sean came up with a simple idea of some robots beating the crap out of each other specifically ones which were to be made using computer-aided design software rather than the usual pixel based fare now while Sean Griffiths who as you might have guessed did become the creator of Rise of the robots shelved his fighting game idea to go back to work for bitmap brothers marketer Andy Wood owner of USD which was a marketing company responsible for the promotion of many high-selling games already secured the European agent contract for Sierra online a huge multi-million dollar deal by all accounts but seems he was looking to get a bit closer to the games he was promoting an idea he bounced off journalist and friend Kieran Brennan a writer who would eventually pen the whole story of Rise of the robots in the special edition of the first game but we'll get to that presently speaking to Kieran after a journal event for the upcoming HR Giga game Darkseid at giga's own residence in Zurich would revealed he'd set up what he described as an off-the-shelf company called drum Rock Services Limited and that the name was Daft and he needed something better especially since he was negotiating the publishing rights for certain releases of Darkseid at the same event Mirage was suggested by ocean software development head Gary Bracey and that's what stuck so Mirage was founded in 1992 initially as a games publishing outfit wood was joined in an equal partnership with Peter Jones but not the one from Dragon's Den he moved from his job as European managing director of Sierra online to be part of this exciting new Venture immediately the new publisher started putting out feelers to see if any games could be grabbed up the first step being to grab maelstrom's games midwinter 3 out from under the nose of micropros changing the name to two ashes of Empire but after a somewhat disastrous publication of a magitek's lemmings-esque humans Mirage decided from now on it might be better to publish games over which they had complete development control which is where Sean Griffiths now having left bitmap Brothers came in during his tenure at bitmap Brothers Sean coded the game magic Pockets magic pocket is a complicated game that needed a talented developer to bring it to life and bitmap certainly got that with Sean Griffiths but in his book on the creation of Rise Kieran Brennan didn't State exactly why Sean broke his ties with the industry Forerunner after the completion of magic Pockets it seems it might be mainly due to his real passion and conviction but the next best thing would be his robotic beat em up idea Jon had been sending out this pitch to various companies so strong was his belief in it after six months of rejection letters piling up the 20-something developer visited the Mirage offices and invited with his pitch perhaps impressed by the severe bobbins on the guy but also his decade-long work portfolio Andy Wood and Peter Jones brought him into mirage at the end of 1992 or start of 1993 giving him everything he needed to get his beloved project off the ground Sean set to work closing himself in his office and learning how to design and render one of his robots which some might say is where things start to get a bit hairy there's no doubt the team that Sean would make the rise was talented however they were all relatively new to the industry this was going to be a bold foray into the unknown for a team who didn't know entirely what to expect which when you consider the approximately million pounds rise of the robots would cost to make seems just a little bit risky Sean however specifically wanted a team that weren't quote tainted with any of the normal preconceptions attached to games development what he had in mind was people not worried about the physical limitations of Technology at the time think big basically men worry about shoving a massive idea into a tiny space like a watermelon into an egg cup later to be sure he would get some real out of the box thinkers Sean started advertising job vacancies for a graphic artist in gaming magazines rise of the robots would be the first proper game project for one programmer Andy Clark who had worked for Mirage previously as a technical support system for ashes of Empire before clearing back off to Hull so Baki came to work for Sean's project although it probably didn't take much to convince him to leave Hull then college graduate artist Sean naden responded to one of Sean's job postings with a portfolio so impressive Sean hired him on the spot despite the lad not even knowing how to use CAD another job advert respondent was budding programmer Gary Leach who impressed Sean with his hobby arcade ports of galaxian and Defender fenves Quan Lee who didn't have have experience with the engine either but was a professional interior designer in his initial interview Sean apparently wasn't too impressed until Lee pointed out surely level designs needed an interior designer so he was hired as the level designer and that's the entire team who Mirage gave the name of instinct design small But Mighty like a Valium rise of the robots was a fighting game based in a futuristic world where humans rely on robots for their every need the robots are made and controlled by a company called Electro Corp but a computer virus had spread among the metallic ranks making them all eager for human blood the player takes the role of a cyborg called cotton who with his human brain isn't able to be infected by the virus that's making forklifts and microwaves turn on their owners you need to beat up each robot that's kicking off in turn until you finally get to the mighty supervisor the female presenting Mercury like big boss the cyborg character that would make up most of the marketing and all of the game box art was named Cotton after Dave cotton a distribution manager at Mirage why no clue I did try to find out but it seems like it wasn't in joke maybe he's just Hench and blue from Distributing the crap ton of copies sold the robots themselves all started out inspired by actual machines or in the case of a primate obviously a gorilla in early designs he had a cigar for some reason which was then removed probably after bigger investors were brought onto a project Loda was based entirely on a forklift truck and you've got this gun damesque character called the Sentry the so-called military Droid absolutely looks like the stuff of nightmares this wasn't going to be some cutesy kids game this was going to be for a real badass gamer who wanted real badass games the initial plan was to get this game onto the PC and Amiga after all the two developers Sean had hired were focused solely on making it for Amiga and then porting over to PC and those platforms were realistically capable of dealing with the high Loadout demanded by the graphics for Instinct design we're working with but then there was a problem the marketing budget where was vat going to come from in order to get a big marketing budget Mirage would need to project big sales sales bigger than what could be garnered purely from PC and Amiga versions alone which meant all of a sudden Instinct design was about to be tasked with getting the game and comparative Graphics onto just about every Home console of the time the list of which was by the way the then newly announced Amiga cd32 sega's Mega Drive the SNES 3do's poorly named interactive multiplayer the Philips CDI and even the game gear and on top of that there was going to be an arcade version with the cabinet made and distributed by Belle fruit and that's not to mention be originally planned Atari Jaguar version which thankfully never made it to the shelves but all those other ones certainly did although the arcade only got a very limited release and I'll talk more about that later to be fair to Mirage while this was a bit of a blow its Founders did not back down out they went to try and convince some other big publishing companies to try and hand over for cash proudly showing off the beautiful Graphics work already done by their in-house development team of only five people after considerable negotiations spanning months Time Warner agreed to fund Redevelopment and marketing after securing the rights for distribution of the game on all its planned Platforms in April 1993. now it was time to pull out all the proverbial marketing stops print adverts PR articles in progress reviews The Game World was about to get battered with Clips Snippets and pictures of some of the most beautiful Graphics ever to seen to date on a fighting game this rested on Julia Combs who had recently come from micropros Coombs had excellent experience in marketing games across a number of platforms with a very Hands-On approach to promoting the products she was given throughout the development of Rise Combs would invite highly connected journalists to be Mirage office and give them the first hand look at an exciting project being created by the small but tenacious team in October 1993 PC Review magazine published the results of one such visit editor Christina Erskine dropped his special report of the game in progress Keen to point out that Sean is an ex-employee of the acclaimed bitmap Brothers it's clear the hype was already starting to rumble but what's very interesting about erskine's article is that it explains Autodesk 3D Studio and provides an insight into what may have been a turning point in gaming history the rise in game developer interest from 2D to 3D the terms 3D Studio 3D rendering and 3D modeling are being banded about willy-nilly at the moment with regards to PC games where Graphics have hitherto been developed using frame by frame animation 3D modeling and rendering packages enable the programmer to create 3D look smooth edged objects and pre-defined light sources for them which move realistically when animated perhaps be contemporary games using 3D modeling software but hasn't exactly aged well but at the time titles such as 7th Guest and alone in the dark represented an exciting expression of what computers were quickly becoming capable of adverts started to roll out more and more previews started to be published all the big gaming magazines offered up a spot for a preview its futuristic battle action and strategy as never before the print ads and adverts went on about the moves being coded by a martial arts expert programmer Gary Leach rise of the robots features fighting moves conceived by a martial arts expert he was certainly into that kind of thing and was a martial artist as a hobby but saying he was an expert was a bit of a stretch newspapers picked it up and the bad influence dedicated a good chunk of the Xmas 1993 episode to it the Violet Berlin explains how the intro which was visually bloody impressive at the time was storyboarded just like a film would be nowadays make your game can be more like producing a movie than writing a computer program they even used movie style storyboards for example here's the storyboard for the intro sequence you just seen provides of the robots and there's a spaceship going into the buildings and over here's the robot coming through the light this would have been absolutely thrilling for gamers wanting that extra step into that immersion we're all searching for to get away from how boring real life is bad influence would end up using rise of the robots in their intro and transition segments which will be especially embarrassing later but I'll get into that while playing the Amiga version in the first bad influence segment Violet Berlin says that you can't keep pressing the same button again and again because the computer will suss you out and secondly you can't just back the same old buttons again again to win because the computer will suss you out you see the computer controlled robot's opponents will sort of watch the way you fight and remember it and then they'll adjust their tactics to cut through your defenses that was another selling point in order to suss you out the game was coded in using a complicated system of what Sean called data tables it was meant to allow the CPU to tell when a player was just mashing the same button again and again so that it could predict the next move and provide a more challenging game after all this the final element to add to the game is a sample of sound effects and music and then there you have it two years work cut down into three minutes Edge magazine placed the hero of a game on the front page of the 1993 December issue PC review provided a two-part preview CDI magazine jumped in with a multi-page preview and Amiga action had so much to say about it their feature for Rise was split across issues 52 and 53 but while preview after preview where an advert after foul mouth advert was rolled of press Mirage was hitting some real stumbling blocks while there were indeed prototype arcade cabinets the game planned to be made by Bell fruit the issue of the console versions was proving tricky with the conversion for most of the systems being handed over to to data design interactive Mirage was losing grip on quality assurance and quality assurance was what had led the company to make its own internal development team in the first place the original release date of early 1994 was pushed back as Instinct design struggled with fitting decent gameplay on two discs which were already packed with data needed to render and present the graphics on the Amiga 1200 version for less than two minute long intro alone needed one entire disc and on top of that the animated intros for each of the fights in the game needed their own disk too when it was finally released to the Amiga versions of ryze had an utter mad peace amount of discs a move required to accommodate for those super high graphic exciting intros that were going to blow your face away look at this look at all those discs and of course to play through the whole game with the intros you need to flip through every one of them back and forth back and forth with all these discs surely there was room for a good game for your now faceless body to enjoy yes Amiga owning gamers in 1994 were absolutely about to get their Christmas ruined when out came rise of the robots just in time for the holiday season closely followed by the PC version in late December just to make sure PC Gamers had their New Year ruins too reviews for the Amiga and PC versions despite being by far the prettiest of the bunch were brutal review copies hadn't been released through a press in enough time for the bad reviews to get out but the game does indeed control terribly it's all very well if those data tables Sean coded worked and they do seem to the CPU players don't usually throw out the same move again and again but that's all for nothing when the game can easily be won by boxing your enemy into the far right corner and then repeatedly smashing him in the face with the same aerial kick again and again about 15 minutes straight of a high kick and you've completed the game now what are you gonna do with the rest of your Christmas morning the SNES does a great job of transferring impressive Graphics from PC to console although SNES players only got a condensed version of that full cinematic storyboarded intro Amiga and PC Gamers got it made up for this with a nice title screen of the cyborg Looking ready to fight and throwing a punch nice it's actually one of the better looking games on the SNES for the time it's just a shame that it plays like complete and utter Baubles and that's putting it lightly playing it is like wading through vomit the SNES is ssmp Hardware just isn't suited for Brian May's grungy crunchy chords for the intro and it all goes downhill from there the other music not written by Brian May sounds all right but that's the only bearable thing here this kind of gameplay doesn't suit the SNES in my opinion even if it was entirely functional which it isn't this feels more like I don't know lawnmower man in an alternate universe it's a real effort to play the Mega Drive version doesn't even hold a candle graphically to the Amiga versions but considering the limited color palette of the system data design interactive did a good job making it look bold and exciting aside from the intro cinematic which looks like utter crap and God knows why it was kept in the visuals are solid and the loading times are mercifully short but it has the same gameplay problems as the SNES version and it's just as boring and frustrating here's the 3DO version Look at that box art a cyborg standing in front of flames absolute Peak 90s especially with statements like outrageous 3D the visual contouring yeah again it looks nice enough and the load times on this one are pretty decent plus it's mostly responsive and plays smoothly but the AI is really struggling the enemies seem to either copy each one of my moves or just block and do nothing else here I'm fighting against primate and all he's doing is ducking down what an idiot and how about here we have a loader robot is having a little dance with the cyborg this version is the easiest of a lot to beat because the enemies have just as little clue as to what they're doing as I do the fact that rise was ported to a Game Gear just proves how deep in the pr spin the whole project was it's something that did not need to exist this is quite possibly the most clown shoes of them all it's almost unplayable the screen of The Game Gear is not suited for these Graphics well any graphics really and you can barely see what's going on not just because the reduced graphic capacity cutting out the backdrops means you've got what looks like two blobs of catsik battling in front of a stalling Commodore 64 monitor but because you're looking at that on the little washed out hard to see screen of a Game Gear that being said the animations are moderately impressive for the hardware it's just a shame that the sebum you need to appear so ferociously at the screen to kind of even half see I feel like I'm playing a Magic Eye picture the gameplay is awful and can be beaten purely by button mashing no Rhyme or Reason the AI here is almost non-existent it's like a cat without a brain enemies are keen on copying your moves or wildly jumping and kicking in the air I can feel my blood pressure Rising while playing this utter joke of a game perhaps they realized how crap it was and tried to save you an ordeal because the game gears gameplay experience is over in no time the matches are short and you'll spend the whole time panicking because you can't see anything but you can hear yourself getting battered or while a frantic rolling background just flings past it's like the physicalization of a severe anxiety attack so remember how the game was originally meant for the Amiga you think that that version would be the best of a bunch the Pinnacle of rise and to be fair it's technically competent and of course does look pretty nice but the discs on the 1200 version there are six discs just for the intros alone and of course you have to sit there like 11 waiting for it to load up each time thankfully those intros can be turned off in the options and that slashes down the precious weeks of your life you're lobbing down the drain by flipping between discs just to watch a moderately cool animation of some robot rocking up and flexing its hydraulics also considering they made such a big deal about these intros being storyboarded we sure are treated for a lot of pointless shots why do we need to see the cyborg running down a long hallway like he shot himself or a load of shots of the same transporter but add zero context or depth of a whole sequence the real joke comes with the gameplay using a joystick is an utter piece with just one button and frantic waggling throwing any kind of combo is impossible when chucking out basic moves is a baffled struggle against unresponsiveness not that there's many combos to use at all you'll only get to play as the other robots in two-player mode too and all have special moves but they are all very basic consisting of three actions at best even the main guy only has two special moves a turbo headbutt and shoulder barge but you don't use any of that noise if you just box the enemy into a corner hold right and up and mash from buttons and where are all these moves coded by the martial arts expert turbo headbutt is not a martial arts move it's the kind of move you see executed outside of Sheffield weatherspoons on a Saturday night we don't even get any blood just for same little bits of metal scraps chucked around half-heartedly all in all every version can be accurately described as hot shiny garbage and remember how bad influence the UK's Premiere gaming new series had bigged up for game to the point it was included in the intro and transition graphics for all of Series 3 while that makes these kids review of the game more than a bit embarrassing the good thing about this game is a futuristic guitar like look the list of bad things is a bit longer like most people have been looking forward to playing this game but unfortunately it's a real disappointment hearing a bunch of children absolutely tear into rise of the robots on a program that prominently used the game's assets for the entire series will never not be hilarious and they absolutely ripped it to shreds perhaps I spent too much time on the look of the game and not enough time on the playability what a waste of a million pounds stop it it's already dead The Fallout was considerable magazines which had previously sung the game's Praises in previews smashed it up in review in February 1995 age magazine which remember had dedicated to the front page to the game for its third issue just over a year prior made Rises failure into a snarky comment about how Graphics were becoming too important in a world where fundamentally a game needs to play well above anything else as game developers and Publishers attempt to cross over into mass-market media and appeal to a more mature audience the simple qualities and quirks that have characterized good video games for two decades are disappearing the race is on to perfect a new kind of televisual entertainment and all innocence is being lost rise of the robots is one of the most damning examples to date a Triumph of style over content considering ages December 1993 feature braved on and on about the graphics including using Graphics to die for as a headline for lack of self-awareness here is actually quite impressive mirage's development team was certainly capable of making a good game there was far too much pressure on making something that looked amazing then the notes of a special edition it's clear the challenge of using CAD software with the comparatively low space of an Amiga disc was one which the team enjoyed tackling but what's the use of something looking beautiful when it's useless it's like a posh cat yes the Amiga version does look amazing amazing it consisting of about a million discs would probably have been acceptable at the time if the gameplay was worth it and now let's touch upon the Brian May issue yes you've probably noticed that the Box artwork absolutely does not shy away from the fact that Mirage somehow managed to get the curly head guitar God on this project well the game did boast a track from him but it wasn't written for the game maze track the dark was actually recorded originally while Queen were creating music for the film Flash Gordon the story behind how the track ended up as part of Rise really does paint Mirage founder Andy Woods as a little eccentric according to Kieran Brennan in his Memoir about the development of the game him and Mr Woods went to a Brian May performance in Brixton in early 1993. at the time Woods was feeling a little despondent with the progress of Rise after considerable talks it was looking like a mirage might not be able to secure funding for the development of the game to continue you so if anyone needed a stiff drink and some music from the queen guitarist it was Woods woods and Brennan watched while Mae was playing select from his new album and on hearing May's track the dark wood was determined to get that onrise of the robots he also liked another track called Resurrection one can only imagine what the conversation was when he went to Julia Combs the pr manager for Mirage and asked her to get the permission to use two tracks from the new album of one of the busiest and most sought after guitarists in the world while the guy was concentrating on doing a worldwide tour Combs did eventually after many dead ends managed to get the contact for Maze management company but after that seemed to come to a stuttering stop presumably because May was you know incredibly busy sir Andy Wood did the only reasonable thing and absolutely figuratively battered the ex-queen guitarist with parcels and letters containing as much rise of the robot's footage and previews as possible eventually in December 1993 May presumably peaked out from under the mass of videotapes and letters to register his enthusiasm in the project by this point Mirage had managed to convince Time Warner to fund the project so now it was all go and after visiting mirage's offices and having a go on the game himself May wrote a song called cyborg unfortunately due to some problems getting things moving with May's record label none of that was used in Rise of the robots with the exception of the first part of May's piece the dark played on the title screen of the computer versions and some of the console versions and by that I mean literally about three chords thank you [Music] those three chords were apparently more than enough reason to put as many mentions of Brian May onto the packaging as was humanly possible the music and Rise of the robots is the best thing about it it fits precisely with the kind of tone the game was going for and it does actually get you hyped before each battle it sounds good enough on the SNES at least and I mean seriously some of them are bangers but they weren't written by Brian May they were written by Richard Joseph that being said some versions don't bother with backing music at all for example in the Amiga version you'll just hear strange throbbing White Noise May would eventually release that track he wrote cyborg in his 1998 album another world but also it did get used kind of in the game sequel because despite the massive failure of Rise of the robots just over a year later after the first version hit shelves Gamers were treated to more metallic muggery in the form of Rise 2 Resurrection released in early 1996 for the PlayStation Sega Saturn and PC rise 2 Resurrection comes across as an attempt to save face long after the damage had been done Mirage offered up yet another visually appealing title that once again fell flat in the actual gameplay side of things perhaps still a little grumpy from having being burned so badly by the first games the few magazines which did pick it up didn't have anything especially nice to say about it at all maze track cyborg was used for the title screen and it showed up in the special edition CD-ROM more than just a couple of chords this time players were treated to a good 10 bars or so of crunchy guitar sounds not the vat made up for the unremarkable game although yet again that didn't stop Mirage from Plastering Mae's name all over the box art Brian May went above and beyond with the rise project 2 recording a bunch of sound bites of him saying the robot's names with a computerized filter bizarrely these these are all added in the second game special edition just in case you wanted to hear the guitarist shout out a bunch of seemingly random words one after another I mean let's be honest who doesn't you suck dinner time defunct bottom inspector so Belle fruits arcade machine version of Rise does appear to have been released at least in Prototype version however before the design was even finalized the cabinet was offered as a competition prize by games world in 1994. in the October issue two prototypes are revealed one upright version and one sort of top pinball angle version one can assume the winner never got their prize probably for the best in fact that's probably the best prize they could have ever got Belfry didn't even get as far as fairly balancing the gameplay if the ROM which was dropped by main World user or dine in 2018 is anything to go by the whole game can be beaten easily with crusher Droid according to that thread a massive CRT version of the cabinet was actually created but was chucked ironically into a literal Crusher with the rest of it after failure's in location testing there was also a tie in novel somehow written and published which bafflingly attains even higher levels of mediocrity than the game it's included as a text file on the rise 2 director's cut CD-ROM but it literally exists as its own paperback it was commissioned by some blue sky thinker over at Time Warner according to the acknowledgments so there you go in a somewhat adorable but otherwise pointless move the author added nods to the original Mirage team with the inclusion of a hacker called naden obviously after seanaden a wood clearly after Andy Wood makes an appearance as does one clarky based on Andy Clark another character named leech based on Gary Leach pops up which makes it even more weird when you appreciate said character is casual sex partner of one of the main characters not an image I especially required or welcomed but thanks for that the whole thing reads like it's trying very hard to be an Arthur C Clarke novel with a little Flair from Ian M Banks it's packed with absolutely shocking forced Exposition that you won't care about and characters you'll even care less for fair play to all for Jim Murdoch who didn't exactly have much to work with but all in all it's a boring and inconsequential addition to what was already a disastrous franchise which takes me to my final Point despite all those PR swings all that's hyping up going on and on about the graphics what exactly could anyone say about the storyline and the characters compared to Street Fighter 2 for example every character is interesting has their own design quirks while still being recognizable as from the same game although they have tiny Snippets of dialogue the personality of each player is excellently translated to the screen three refleating backstories themed levels and clothing choices the fighters in Rise are unremarkable and not just because them being robots makes them unrelatable all they don't have any recognizable features no little quirks or character to be honest getting rid of the cigar primate had in early designs seems a massive error because that one prop alone changed how memorable and funny he was in the final design he's just a blue gorilla and vova Cyborg cotton is supposed to be part human he's also built like a gym bro that eats nothing but raw steroids and he's depicted with an absolutely enormous crotch pouch on some of the Box Arts you don't know where to look hey my eyes are up here plus while the robots will have the same sort of vibe to them you'd be forgiven for thinking the Sentry Droid for example comes from a different game and the robots are referred to in the game and instructions as droids below the Droid the military Droid Etc names like primate are code names primate by the way is the Builder Droid it's needlessly complicated whilst also being utterly asinine on top of that the marketing C seemed confused exactly who the target was adverts in this magazine slung out swear words but the game was also used for the kid-friendly series Bad Influence so was it for kids or not and if it's for adults only where's the gore the cyborg is half human so at least give him a spurt of blood jetting across the pitch the dinky little shreds of tin would come off both Fighters are pathetic in 2001 Edge magazine did finally address that Graphics to die for cover as part of their special edition of the 100 most significant reviews from the magazine to date describing the Magazine's buying in of a PR spin as an albatross around the neck of edge the mag admits that when review copies actually reached their office it was very clear they had made a huge mistake when ryze eventually appeared a flawed and inspired unfinished non-game the score was Julie dismal years on Rise of the robots and The Saga of mirages Mark getting minded work on it serves as a harsh reminder that the whole point of a video game is that it is fun to play what mirage's Instinct design presented was a piece of artwork something to enjoy looking at and perhaps even setting a precedent in what can be considered high quality Graphics But ultimately you can't play with a pretty piece of art it also taught the industry that if you're going to hyper games so aggressively you better make sure what is finally released to Market is at least possibly good her lesson some would argue the game marketing industry still needs to learn until next time I've been Nostalgia nerd to loo [Music] foreign [Music] foreign [Music]
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Channel: Nostalgia Nerd
Views: 327,036
Rating: undefined out of 5
Keywords: rise of the robots, amiga games, fighting games
Id: hAZCtEU0VDQ
Channel Id: undefined
Length: 38min 57sec (2337 seconds)
Published: Thu Dec 22 2022
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