Trigger Happy

Shigeru Miyamoto’s wonderfully curious herding game Pikmin (both on Nintendo’s GameCube), plus the long- awaited release of Hideo Kojima’s extraordinary Metal Gear Solid 2: Sons of Liberty, which enhanced all the anti-realistic tricks of its precursor while pushing the visual design into a breathtakingly stylized, quasi- cinematic style, and expanding the player’s tactical freedom even further.

But the relative rarity of such aesthetic invention by the end of 2001 only served to emphasize that the innovators and artists in this creative industry need to find their own paths. And so this book’s challenge remains the same. Videogames can only continue to thrive and evolve into a truly revolutionary entertainment medium as long as they concentrate on what they do best: build us ever more coherent constructions of ever more aesthetically wondrous worlds.

London, November 2001

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Magnavox Videogames and the Entertainment Revolution Trigger Happy manual