<<

Contents Contents

WELCOME

Where would video games be without H.R. Giger? Whether the late artist's work appealed to you or not, his fingerprints are all over our favourite medium – this issue of Wireframe alone features two long-running game series that took direct inspiration from his art. It's 44 no coincidence that R-Type and Contra first emerged in 1987 – precisely one year after the release of director James Cameron’s sci-fi movie sequel, Aliens. Giger's dark, biomechanical art style was a key part of the franchise's rising horror, and his work evidently left its mark on the makers of R-Type and Contra.

But while Giger's art has informed everything from Contra to Duke Nukem to Halo, the artist's direct interaction with the games industry was all too brief. In the early nineties, Californian developer Cyberdreams licensed Giger's artwork for their point- and-click horror, Dark Seed. The game was far from perfect, © Granzella Inc. “R-TYPE” is a trademark and/or copyrighted of SOFTWARE ENGINEERING INC 10 56 but there were moments – Contents 6 either in its dream sequences, or where its mullet-and-jacket- wearing hero stepped through a mirror into an alien dimension – Attract mode Interface Toolbox Rated where it really felt as though we were trapped inside one of the artist's disturbing landscapes. 06. R-Type Final 2 18. FMV revived 28. Design Principles 56. Wolfenstein: Youngblood Giger died in 2014, having spent Kazuma Kujo talks exclusively The developers bringing back How scheduling affected ’s New co-op mechanics fail to get the last years of his life setting about his shooter sequel full-motion video games infamous E.T. tie-in the blood pumping up a museum in his native Switzerland. If games like SOMA and the forthcoming Scorn 10. Neo Cab 24. MegaSphere 30. CityCraft 58. Exception are anything to go by, though, A back seat ride through an A gorgeous-looking Planning your own sci-fi city of It’s Tron, set inside an old Giger's work will continue to automated future shooter from Russia the future lady’s computer lurk in the minds of artists for many years to come. 12. Contra: Rogue Corps 44. Making it personal 32.  61. Can Androids Pray Nobuya Nakazato explains why When designers turn real-life A masterclass from veteran artist A minimalist, moving adventure Ryan Lambie Editor Contra’s going twin-stick experiences into games Stoo Cambridge about facing the end

16. Incoming 50.  40. Source Code 62. Church in the Darkness Sentient jelly, soup shenanigans, Inside the mind behind Code your very own top-down This action adventure’s the 18 and fractured worlds and Disney karting epitome of games as a service

04 / wfmag.cc wfmag.cc \ 05