When Neversoft released Spider-Man on the original PlayStation on August 30, 2000, the superhero video game landscape was bleak. Licensed games were churned out as quick cash-ins with clunky controls, uninspired level design, and a general sense that superheroes couldn't have a distinct feel in a medium where plumbers and hedgehogs could be heroes, too. But Neversoft, fresh off the runaway success of Tony Hawk's Pro Skater, had the pedigree, the technology, and the creative freedom to change that perception.
Speaking to VGC, Itsuno explained that he ultimately wasn't that surprised that the game wasn't universally beloved, because he designed it to not be. "I made the game not like a Nintendo one to be liked by all the people, but for a certain type of audience, so it's normal if some people outside that target audience don't like the game," Itsuno said. "However, people who enjoyed the game really loved it, appreciated the details and work. I'm very proud of it."
Fleischer has been working for MTG publisher Wizards of the Coast for 14 years, and for most of that time, he's been trying to make Edge of Eternities. His original concept was inspired by the classic Flash Gordon comics published in the 1930s and '40s, with an Art Deco style to match. "I had a retro sci-fi vision," Fleischer recalls. "People said, 'It's not quite right yet.' But I kept pitching it. I knew eventually we'd get there."
In Time Flies, you have exactly 76.4 seconds to live, at least if you're living in the United States. When the game begins, it asks you to select your country, and its average life expectancy turns into how many seconds you have until your fly avatar perishes.
In Luto, you play a character stuck in an emotional rut and a literal loop. Waking to a smashed bathroom mirror, protagonist Sam exits into an L-shaped hallway, passes some locked doors, heads down the stairs, and out the front door.
"I hate words," she tells me. "I'm so bad at expressing myself through words, and I want to get a lot better at it because I'm making TikToks right now, and I've realised I'm not good at figuring out what to say on the fly consistently. So I think a lot about communicating things in pictures or storyboards."
Overall, we've made a few changes to the game so we could cast skating in a more positive light. Our old Canadian friend is not gone, he has just learned some much-needed bladder control. There is even a pro goal where you can help him hydrate.