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Worse still, the gamers who loved the original race out to buy the sequel only to be disappointed, almost without fail. Then a sequel becomes a series, a series a franchise, until suddenly we're off to the store to dead buy Sword of Destruction 9 even though we didn't care for the last seven. Max Payne was years behind schedule when it dead was finally released in 2001, and a dead chorus of voices expected it to be little more than a sloppy and bug-ridden kludge from the largely untried developers at Remedy Entertainment in Finland. Instead, it was an enormous success and deserved the vast critical and audience acclaim that it got, so no one can be surprised that a sequel was inevitable. But where so many developers hurry to make a game that capitalizes on the name of a predecessor, Remedy instead made a game that expands the creative horizons of the mediumjust as the first did.
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