• she/they

silly little perfect angel princess sweetheart. i am your favorite mutual and your best friend :)


gosokkyu
@gosokkyu

Arsys Software's 1988 first-person space adventure game Star Cruiser wasn't the first noteworthy game to reinterpret the omni-circulated 1971 text-based space strategy game Star Trek through the lens of first-person action (Star Raiders!), nor was it the first or most widely-played take on this specific format to be produced by a Japanese developer (Namco's Famicom game Star Luster being the most prominent mainstream example), but as the representative culmination of various technical and aesthetic feats, it might have been the most impactful. Kotori Yoshimura, the prodigious programmer behind earlier space adventure games like Technosoft's Star Trek clone Starfleet B and the first Japanese-made polygonal game Plazma Line, threw everything they had, and then some, into a grand space opera that conveyed the feeling of travelling vast distances through space, investigating the surface of various planets and engaging in real-time first-person shooting combat, all rendered in true 3D—and not just props-for-effort showpiece 3D but credible, functional polygonal 3D with genuine aesthetic appeal beyond the wow factor, bolstered by Yoshimura's goofy but very earnest story and characters and an early fusion-inspired soundtrack from future Treasure composer Toshiya Yamanaka. Put simply, it was a foundational step towards tangibly realising the sense of scale and grandeur that other space sims had presented in the abstract, presented on hardware suited to most anything else.

Star Cruiser made its way to higher-spec computers like the PC-98 and X68000 without much issue, and it eventually turned heads once again when it was remixed for Mega Drive; that version formed the basis for the eventual PC-98 sequel Star Cruiser II, but due to the dissolution of the company formerly known as Arsys and the convoluted legality about precisely which rights can be exercised by which parties, the universe has only been able to continue in non-game form in the decades since: a what-if soundtrack here, a novel there, etc. Apparently Yoshimura themselves only has the moral rights to the series, ie they can push to cease distribution of reissues or any new games that might bear the name, but can't actually go forward with any themselves, nor do they make anything from reissues like these...


dog
@dog

Kotori Yoshimura, incidentally, is a trans gamedev icon. She's a very cool person; I followed her on twitter back when I was still over there.


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