![]() It added a layer of strategy to combat, as players would need to communicate with each other during gameplay to avoid striking each other. The decision to include friendly fire or notįriendly fire was a relatively new concept back in the 1980s. For the first time, the series’ story was altered to include a third brother for the third title. The result was the first Double Dragon.Īt a later date and in similar fashion, the team proposed a title that’d use a three-player cabinet, resulting in 1990’s Double Dragon 3. As such, Technos Japan’s in-house sales team – which was very powerful at the time – made a strong proposal to the development team that it should consider creating a game for a two-player cabinet. In this way, the number of players for any given game would be determined before development would commence, so the game would fit the cabinet type that needed to be sold. In the 1980s, the video game business’s strategy was focused in the arcade sector, chiefly sales of arcade cabinets. The origins of the original’s co-op mechanics ![]() ![]() When PlayStation asked me to reflect on the series as it marks its 35 th anniversary this year, I decided to interweave stories I personally heard from the game’s creator and then director (1988) Yoshihisa Kishimoto as well as WayForward’s Tomm Hulett. ![]() In the past, I worked on the River City series and Double Dragon 4 as a producer, illustrator, etc. My name is Takaomi Kaneko from Arc System Works. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |