I haven’t played much of Dyad, outside of a quick level or two. Its Tempest style gameplay is something I should enjoy, but generally don’t. It isn’t the first game to riff off of Tempest with a psychedelic style (that’s Jeff Minter’s wheelhouse), but it was the first one available on the PlayStation 3. Controlling a particle, players slingshot through a tunnel taking inspiration from the Large Hadron Collider. Slingshotting and lancing through other particles extends one’s combo, and thereby score, which, at its core, is the name of the game. I’ll likely play this more, at some point.
Dyad was developed by Shawn McGrath and published by Right Square Bracket Left Square Bracket. It was first available on PlayStation Network July 17, 2012, with a PC release following on April 24, 2013. Perhaps best of all though, is the PC commercial.
Arguably, video games had their strongest hold on me when I was in high school. It was the middle of the 2000s before the disappearance of practically all video game magazines in the United States. My friends and I were glued to them almost more than the games themselves. For us, it was hard to ignore Advent Rising, even if none of us had an Xbox, nor had the ability or the desire to get one. Particularly, Game Informer’s cover story comes to mind, along with EGM and Play’s coverage. When I finally played it a couple of years ago, I was able to experience the lackluster sci-fi epic myself. The story was undoubtedly the high point, and I did eke some enjoyment out of the combat, but it was a mediocre affair overall. I’m glad to have played it but feel no need to return to it.
Advent Rising was the sole game GlyphX Games developed. It wasn’t their sole output however. Curiously, it appears they also designed many box arts in the late 1990s/early 2000s. When the studio floundered, key personnel went on to form Chair Entertainment and they’ve produced many noteworthy titles since. The game was published by Majesco and is perhaps most infamously known for the million dollar contest that never materialized. It was released on the Xbox and PC in North America on May 31, 2005.
When I think of Sam’s Club, I tend to look back fondly on my middle school/high school gaming habits. With the plethora of $13 games I added to my collection, I experienced some of the best low sellers of that period. One of those titles was P.N. 03 – a futuristic character-action game from Shinji Mikami. It was set in a clean science-fiction environment, looked stunning, but played tepidly. Much of the game is lost to me now, but I do remember it being poorly received. In fact, I remember not being that big of a fan, although I played through the entirety of it, and played more to unlock additional costumes for Vanessa Z. Schneider. I’m willing to pop it in again, but I’m afraid I’ll be greeted with stilted combat that hasn’t aged well.
P.N. 03 was developed by Capcom Production Studio 4, and naturally, published by Capcom. It was spearheaded by Shinji Mikami and was one of the “Capcom Five.” In fact, this was the sole game of the lot that remained exclusive to the GameCube. Thankfully, this game turned out to be more of a testing ground for Mikami’s ideas; ideas that went on to create the brilliant Vanquish. P.N. 03 was originally released in Japan on March 27, 2003 and was released in North America on September 9, 2003.
Now here’s a genre that has subsided as the cost of video game development has risen. Thinking back to the period that this game was released, both Microsoft and Nintendo had first party snowboarding games, while Sony had the original SSX exclusively, not to mention a few other third-party snowboarding games. This period also saw the bubble of extreme sports video games, which we don’t see as often anymore. I haven’t played Amped: Freestyle Snowboarding, but I recall it (and its predecessors) being well received. A quick scan of its Wikipedia page reveals that it made use of the Xbox’s built-in hard drive. It allowed for entire mountains to be played on (instead of single courses as in SSX or 1080°) and the ability to create custom soundtracks. I’ve always enjoyed this style of game and look forward to playing Microsoft’s answer to the genre.
Amped: Freestyle Snowboarding was developed by Indie Built. The studio had a long history dating back to the early days of commercial PC video games (then known as Access Software), and are perhaps most known for their Tex Murphy or Links series’ of games. This was a launch title for the Xbox, releasing November 19, 2001 in the U.S. Microsoft purchased the studio in 1999, and thus published this game under their Microsoft Game Studios label.