The controller’s signature “M” shape looked radically different than anything Nintendo had tried before. But it’s also worth playing through to see what Treasure saw in the N64-its controller. It’s worth playing the game’s ‘90s-minimalist tutorial, if just to remember how games of this era play. The group has a lot of shooting to do to get through both the Ruffians and the Armed Volunteers. Luckily there is a rag-tag group fighting back, composed of mysterious leader Achi and two disciples Saki and Airan, who are the game’s protagonists. A peacekeeping mission called the Armed Volunteers have been sent to Japan to keep the population safe, but it sure seems like they’re actually partnering with the Ruffians. Attempts to genetically engineer new animals called Ruffians to eat have backfired, as the Ruffians are now attacking people. The game takes place in the far-off dystopia of 2007 amidst a global famine. Sin and Punishment, a rail shooter which would develop a cult following, is an absolute blast. In 2000, Treasure released its first truly 3D game, finding inspiration in the N64’s unique controller. Treasure had hit its own rough patch, with a series of games that were canceled and met with middling reviews.īut once again, they found inspiration in a new system: the N64. Sega, in fact, was struggling under the botched release of its Saturn system. Neither Treasure or Sega was an upstart anymore. The system had the technical specifications they were looking for, and the Genesis had the mentality of an upstart just like Treasure.įlash-forward a few years and the video game industry had changed dramatically. Maegawa wanted to move away from Konami’s bread-and-butter, the Super NES, and the Genesis was a perfect fit. They found quick success, both in their commercial tie-in games for McDonald’s and in their first original concept, Gunstar Heroes for the Sega Genesis. He and a few other employees decided to forge their own path. The company had its roots in creative freedom, when founder Masato Maegawa grew tired of creating endless sequels to mega-franchises like Teenage Mutant Ninja Turtles, Contra, and Castlevania. In the early 1990s, Treasure was an upstart game developer doing its best to play with, and even one-up, the big boys.
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