1 - Commodore Is Awesome
1 - Commodore Is Awesome
1 - Commodore Is Awesome
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WORK I N P R O G R E S S<br />
(Below) Vivid<br />
Image's Mev<br />
Dinc has a cosy<br />
chat about royalties<br />
with a<br />
Mirrorsott<br />
employee earlier<br />
this year.<br />
PROJECT: The Second Samurai<br />
PUBLISHER: To Be Decided<br />
DEVELOPER: Vivid Image Design -<br />
Mev Dins (Design)<br />
Raffaele Gesso (Programming, design)<br />
Teoman Irmak (Graphics)<br />
INITIATED: Autumn 1991<br />
RELEASE: December 1992<br />
4:4\_1<br />
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deserve to. Others are destined<br />
S ome for greatness games fail but because fail due they to<br />
nothing more than good old-fashioned<br />
rotten bad luck - and there can<br />
be no doubt that Vivid Image<br />
Design's The First Samurai falls<br />
squarely into the latter category. Noone<br />
would dispute that it's one of the<br />
classiest arcade adventures in recent<br />
times - and it might well have been<br />
one of the most successful too, had<br />
a certain portly newspaper magnate<br />
not taken an unexpected nose-dive<br />
off his luxury yacht earlier this year.<br />
Cap'n Bob's untimely demise led<br />
to the collapse of The First Samurai<br />
publisher Mirrorsoft shortly after and<br />
sadly the game was only on the software<br />
shelves for a single week, Since<br />
then it's eked out a reasonable living<br />
as half of a UbiSoft double-pack with<br />
fellow Mirrorsoft casualty Mega-lo-<br />
Mania, but for the team that spent<br />
nearly two years creating the awardwinning<br />
arcade opus, it's scant recompense.<br />
"Even if you ignore the financial<br />
aspect, it was very, very disappointing<br />
for us," comments Vivid Image<br />
Design's director Mev Dinc.<br />
"After all the coverage and<br />
After the critical triumph - and undeserved<br />
commercial disaster - that was The First Samurai,<br />
creators Vivid Image Design are bouncing back with<br />
a sequel that they hope will earn them the success<br />
they missed the first time round. Gary Whitta<br />
braved the perils of an underground journey to<br />
North Narrow to investigate...<br />
response the game received, it was<br />
very sad not to see it on the shelves.<br />
The product literally died."<br />
Mov admits that it's partly the feeling<br />
of being short-changed with The<br />
First Samurai that has led to VID producing<br />
a sequel - the first they've<br />
ever done. "That's definitely got<br />
something to do with it. Hopefully<br />
it'll make up for the disappointment<br />
of the first one, I think we would<br />
have done a sequel anyway, but<br />
maybe not quite so soon." Mev goes<br />
further still, suggesting that The Second<br />
Samurai, despite the obvious<br />
title reference, isn't really a sequel at<br />
all. "The main character looks and<br />
controls pretty much the same but<br />
the rest of the game is completely<br />
different, The only real similarity is<br />
the name. We're still trying to use the<br />
good elements of the first game but<br />
from the outset we were determined<br />
that this one wouldn't be just the<br />
same game with new graphics, as so<br />
many sequels seem to be these<br />
days."<br />
As all game developers do when<br />
thinking about a follow-up, the boys<br />
at VID have spent a lot of time<br />
reflecting on the first game and trying<br />
to pin-point areas where it can be