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Meet the new James Bond: how 007 First Light earned its licence to thrill
Meet the new James Bond: how 007 First Light earned its licence to thrill

Yahoo

timea day ago

  • Entertainment
  • Yahoo

Meet the new James Bond: how 007 First Light earned its licence to thrill

Four years after No Time to Die – the 25th 007 film and the final outing for Daniel Craig's version of the world's most famous spy – there is still no named successor to put on the tux, order a martini, or get behind the wheel of an Aston Martin. At least, not in cinemas. However, for the first time in Bond history, the world will meet a new James Bond in a video game, before a new 007 makes their debut on film. As developed by Danish studio IO Interactive for next year's 007 First Light, the new Bond is blandly handsome in a doll-like way. He is fresh-faced, with blue eyes that appear more cocksure than piercing, in contrast to the refined older Bond of most films or Craig's ruggedness – although he is clearly inspired by Craig's man-of-action approach. The implication is not that this Bond will eschew these traits but acquire them. First Light is an origin story intended to define one of the most durable protagonists in entertainment for a new generation of game-literate fans. 'The way we went about it was to start with the origin. Because then we get to play with questions such as, 'Who is James Bond the young man, and what does it mean to be a 00 Agent?'' says IO Interactive co-owner and First Light creative director Christian Elverdam. 'What does it mean to become 007?' Most James Bond video games to date have been shooters, in the mould of 1997's wildly popular Nintendo 64 game GoldenEye 007. Despite the continued success of the first-person shooter genre that GoldenEye helped popularise, subsequent 007 games saw diminishing returns. The tepid reviews and poor sales of 2012's 007 Legends put Bond's video-game career on hiatus, until IO approached Eon Productions with a deceptively straightforward pitch: a game that is less about shooting things and more about recreating the experience of a Bond film. 'There are great shootouts in the movies – but, if you think about it, it's not that many, right?' says Elverdam. Correcting this discrepancy between the movies and games became 'the nucleus' of IO's pitch to Eon: to do Bond right in a video game, Elverdam says, meant letting players inhabit a character who is 'not always shooting'. This was an easy case for IO to make, because it had done it before. Between 2016 and 2021, the studio released an impressive three-part reboot of Hitman, its series about an elite contract killer. With an admirable lack of self-consciousness, IO kept what worked about older Hitman games (prioritising elegant planning and problem-solving over wanton violence) and jettisoned what didn't (a sometimes lurid tone and confounding story). The result was remarkable: a series of endlessly replayable puzzles whose solutions involved the untimely deaths of the worst of the global elite with little collateral damage and allowed the assassin to escape entirely unnoticed. Satirical, witty and clever, Hitman: World of Assassination was a compelling calling card for IO to leave in Eon's hands. 'All this stuff [in Hitman] feels like spycraft already,' Elverdam says, 'So if we take that, and we take some leaps' – these leaps being the things a Bond game ought to include, such as driving, fisticuffs and, yes, shootouts – 'that becomes the pitch for what would eventually be First Light.' The title is apt, as this game is the first glimmer of promising news for an entertainment property in a precarious position. Initially announced as Project 007 in November 2020, the game has survived a tumultuous period for Bond, which began with the $8.45bn (£6.3bn) merger of the character's studio home MGM with the e-commerce giant Amazon in March 2022. While the newly christened Amazon MGM would control the lucrative existing Bond catalog, the idea was that creative decisions on future films – including who would play the MI6 agent – would remain with Eon, with producers Barbara Broccoli and Michael G Wilson steering the family business. Then, this February, Broccoli and Wilson handed creative control over to Amazon in an undisclosed but allegedly massive deal that ended the Broccoli family's 63-year tenure as the stewards of James Bond's cinematic exploits. In the months since, Amazon has begun to announce its plans, and selected Denis Villeneuve to direct the next film. But everyone with a passing or professional interest in Bond is still waiting with bated breath for a casting decision, and what it may mean for one of the most lucrative film franchises in the world. With the next cinematic Bond in limbo, however, a new video game Bond can make a stronger impression. The first trailer for 007 First Light isn't terribly specific but it exudes confidence. It's a montage affirming that everything fans love about 007 will be present. The death traps and gadgets from the Roger Moore era are there, as is the muscular physicality of Craig's Bond, and the devil-may-care attitude consistent across all onscreen depictions of the character. 'If you want to really do this with high ambition, you have to look at the different Bond instalments and figure out what each of them tried to do, and then let that inform your own take,' Elverdam says. While the creative director of First Light has much to say about 007 in general, he is not quite ready to talk specifics in relation to his version. The name of the voice actor playing Bond, for example, remains classified. But Elverdam is aware that, for all Bond's enduring popularity, he is not a character who can just be dropped thoughtlessly into the modern world. 'Every Bond is a Bond of their time, no matter how intentional you are. It's unavoidable,' he says. 'There is a zeitgeist in what you perceive as a threat, what you perceive as aspirational qualities – all that changes over time.' Elverdam rattles off some questions that IO's version of Bond will consequently contemplate: when do you do your duty? When do you improvise? What does it mean to serve King and Country? Why do it in the first place? If Elverdam and IO are clever enough in answering these questions, they may give the next film-star Bond a run for his money. Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data

Meet the new James Bond: how 007 First Light earned its licence to thrill
Meet the new James Bond: how 007 First Light earned its licence to thrill

Yahoo

timea day ago

  • Entertainment
  • Yahoo

Meet the new James Bond: how 007 First Light earned its licence to thrill

Four years after No Time to Die – the 25th 007 film and the final outing for Daniel Craig's version of the world's most famous spy – there is still no named successor to put on the tux, order a martini, or get behind the wheel of an Aston Martin. At least, not in cinemas. However, for the first time in Bond history, the world will meet a new James Bond in a video game, before a new 007 makes their debut on film. As developed by Danish studio IO Interactive for next year's 007 First Light, the new Bond is blandly handsome in a doll-like way. He is fresh-faced, with blue eyes that appear more cocksure than piercing, in contrast to the refined older Bond of most films or Craig's ruggedness – although he is clearly inspired by Craig's man-of-action approach. The implication is not that this Bond will eschew these traits but acquire them. First Light is an origin story intended to define one of the most durable protagonists in entertainment for a new generation of game-literate fans. 'The way we went about it was to start with the origin. Because then we get to play with questions such as, 'Who is James Bond the young man, and what does it mean to be a 00 Agent?'' says IO Interactive co-owner and First Light creative director Christian Elverdam. 'What does it mean to become 007?' Most James Bond video games to date have been shooters, in the mould of 1997's wildly popular Nintendo 64 game GoldenEye 007. Despite the continued success of the first-person shooter genre that GoldenEye helped popularise, subsequent 007 games saw diminishing returns. The tepid reviews and poor sales of 2012's 007 Legends put Bond's video-game career on hiatus, until IO approached Eon Productions with a deceptively straightforward pitch: a game that is less about shooting things and more about recreating the experience of a Bond film. 'There are great shootouts in the movies – but, if you think about it, it's not that many, right?' says Elverdam. Correcting this discrepancy between the movies and games became 'the nucleus' of IO's pitch to Eon: to do Bond right in a video game, Elverdam says, meant letting players inhabit a character who is 'not always shooting'. This was an easy case for IO to make, because it had done it before. Between 2016 and 2021, the studio released an impressive three-part reboot of Hitman, its series about an elite contract killer. With an admirable lack of self-consciousness, IO kept what worked about older Hitman games (prioritising elegant planning and problem-solving over wanton violence) and jettisoned what didn't (a sometimes lurid tone and confounding story). The result was remarkable: a series of endlessly replayable puzzles whose solutions involved the untimely deaths of the worst of the global elite with little collateral damage and allowed the assassin to escape entirely unnoticed. Satirical, witty and clever, Hitman: World of Assassination was a compelling calling card for IO to leave in Eon's hands. 'All this stuff [in Hitman] feels like spycraft already,' Elverdam says, 'So if we take that, and we take some leaps' – these leaps being the things a Bond game ought to include, such as driving, fisticuffs and, yes, shootouts – 'that becomes the pitch for what would eventually be First Light.' The title is apt, as this game is the first glimmer of promising news for an entertainment property in a precarious position. Initially announced as Project 007 in November 2020, the game has survived a tumultuous period for Bond, which began with the $8.45bn (£6.3bn) merger of the character's studio home MGM with the e-commerce giant Amazon in March 2022. While the newly christened Amazon MGM would control the lucrative existing Bond catalog, the idea was that creative decisions on future films – including who would play the MI6 agent – would remain with Eon, with producers Barbara Broccoli and Michael G Wilson steering the family business. Then, this February, Broccoli and Wilson handed creative control over to Amazon in an undisclosed but allegedly massive deal that ended the Broccoli family's 63-year tenure as the stewards of James Bond's cinematic exploits. In the months since, Amazon has begun to announce its plans, and selected Denis Villeneuve to direct the next film. But everyone with a passing or professional interest in Bond is still waiting with bated breath for a casting decision, and what it may mean for one of the most lucrative film franchises in the world. With the next cinematic Bond in limbo, however, a new video game Bond can make a stronger impression. The first trailer for 007 First Light isn't terribly specific but it exudes confidence. It's a montage affirming that everything fans love about 007 will be present. The death traps and gadgets from the Roger Moore era are there, as is the muscular physicality of Craig's Bond, and the devil-may-care attitude consistent across all onscreen depictions of the character. 'If you want to really do this with high ambition, you have to look at the different Bond instalments and figure out what each of them tried to do, and then let that inform your own take,' Elverdam says. While the creative director of First Light has much to say about 007 in general, he is not quite ready to talk specifics in relation to his version. The name of the voice actor playing Bond, for example, remains classified. But Elverdam is aware that, for all Bond's enduring popularity, he is not a character who can just be dropped thoughtlessly into the modern world. 'Every Bond is a Bond of their time, no matter how intentional you are. It's unavoidable,' he says. 'There is a zeitgeist in what you perceive as a threat, what you perceive as aspirational qualities – all that changes over time.' Elverdam rattles off some questions that IO's version of Bond will consequently contemplate: when do you do your duty? When do you improvise? What does it mean to serve King and Country? Why do it in the first place? If Elverdam and IO are clever enough in answering these questions, they may give the next film-star Bond a run for his money. Sign in to access your portfolio

007 First Light interview - discussing the women, the music, and the cars
007 First Light interview - discussing the women, the music, and the cars

Metro

time22-07-2025

  • Entertainment
  • Metro

007 First Light interview - discussing the women, the music, and the cars

007 First Light – Bond is back (IO Interactive) GameCentral speaks to Hitman makers IO Interactive about their upcoming new James Bond game and exactly how similar it'll be to the movies. Project 007 was announced almost five years ago now and despite a debut trailer in June we still know very little about it, other than it's by Hitman developer IO Interactive and that it stars a young version of Bond, long before he became a 00 agent. IO has promised to reveal more this summer, but the lack of information isn't as worrying as it might be. Given how much Hitman has referenced and paid homage to Bond over the years, IO already seem like a safe pair of hands. It's a long time since they've done anything action-packed though, and storytelling has never been their strong point, but we were very encouraged after our recent talk with franchise director Jonathan Lacaille. We still haven't seen or played the game ourselves but so far he's saying all the right things, in what will hopefully be a Bond game to rival GoldenEye 007 itself. GC: There have been a lot of Bond games over the year but the only of any real note could've easily featured any character and been just as good. So how have you approached the adaptation and how do you handle the very significant differences between video game and movie action and storytelling? JL: I think we're leaning a lot on the pedigree of the studio and having worked on Hitman as a franchise for 20 years means that we've mastered that by now. [laughs] The spy fantasy, especially. It's not a secret that Bond has been an inspiration for Hitman. When we created a spy fantasy, we of course looked at the best out there and we have a lot of Bond fans in the studio, obviously. After 20 years of working on that, we felt maybe we had a shot at pitching it. And the pitch, originally, was leaning a lot on what we do best. So the freedom of approach that you have when you approach a problem, the gadgets, blending in, trespassing, the stealth aspect as well… Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. But that's not enough, because James Bond is not Agent 47 and we had to complete that fantasy and add a few more elements. When you're looking at a Hitman level, we expect the player to be quite patient, to count the seconds between the rounds of guards passing by, until they get their lunch, and then you can get past… It's a bit more slow paced. We knew we could not do that with Bond, so we had a lot of work to do in terms of action, whether it's melee combat, ranged – shooting is not something we've really done in Hitman before. Because in Hitman, when you get to shooting you've basically failed the level; you've been discovered and that's it. In Bond it's very different, you want to have a lot of forward momentum. We want always to keep the player quick on their feet and to think fast under pressure and to choose between different avenues very quickly. And that's how we've approached the design of the game. To answer your question about cinematic action, the way we're approaching this is that the structure of the game… so you'll have moments that are inevitably more linear than others, because there is a specific time where we want to have some very cinematic action – a mix of gameplay, mix of cinematics – so there will be those moments that are very crafted. There'll be some chases, where you have to run after someone, for instance, or a car chase. Things like that, that are a bit more linear. And then you have other moments in the game where you need to infiltrate an area and you have different options, different ways to make your way in. Whether it's charming a character, whether it's stealing a keycard, or jumping on a window or bluffing – it's too early to tell you how that works but it's something that we felt you had to have in a Bond game. GC: Are the majority of action scenes linear and prescribed? Or are some of those more sandbox-y? JL: When I talk about the linear action pieces you also have moments where you have what I would call an arena where you have a room, for instance, that you can approach in different ways, whether it's stealth or all guns blazing or you take down people one by one. There is some of that more open action as well. That definitely looks like Q branch (IO Interactive) GC: How do you approach the character of Bond? I feel if he's not a sexist, misogynist dinosaur there's really no point in doing a James Bond film or game. Because that is the character. But then again you don't want him to be mistaken for some awful manosphere type person. So how do you thread that needle? Because the more you shave off the rough edges, of any character, the blander and less interesting they become. JL: It's a good question. It's rare to be able to work on a franchise that's being going for so long. That's been good for ages and adapted with its time. Whether you're talking about Sean Connery or Pierce Brosnan they were dealing with things that felt very topical at those times, for the audience watching it. And that's the same thing we're gonna do in our game. GC: I remember asking my mum about the sexism in the Connery films and she pointed out it was considered outrageous even at the time. Whereas I think nowadays a lot of people just assume that's how everyone carried on in the 60s. JL: It's the Bond of the past that was made around a different time. And I think the Bond that we have today… he's still going to have interactions with women. [laughs] GC: You laugh but that's quite unusual for a mainstream video game… to deal with sex in anything but the most oblique way. Does he seduce women and use his sex appeal? JL: A big difference with our Bond is his age. He's 26. He's starting out, he's not even a 00, he's barely a recruit at MI6, so he doesn't have that confidence that you would have… he has some but he's not there yet, he's not the character that we know. He's still very different, he's a diamond in the rough. There are some elements that you find, that lead to him become the character you know, for instance charm. He's a charming guy, he has charm in spades. He just doesn't really know how to weaponise it yet. Bluffing: he's trying, sometimes he's failing. But he will have romance, even though all that will be very new to him. But will it be funny? (IO Interactive) GC: For me the most important element of the films to get right is the sense of humour and the irreverence. Th British sense of humour is very different to to the Danish or French, and definitely from Americans. With Bond, it's not just one-liners, it's the whole tone of the films. JL: I agree and, honestly, it's one of the pillars of the pitch. The characters need to be quintessentially British and there's a few things that help us get there. First of all, our narrative and cinematic director has always had a great relationship with MGM [the film studio that has always handled Bond and which Amazon bought in 2023 – GC] and one of the reasons that we landed the project is because they were seduced by his understanding of the franchise. But to come to your point about the smaller things – which are big [laughs] – like banter and puns… jokes. I'm French, I can't come up with that stuff. [laughs] But I know exactly what you mean and we have English writers on the team, I mean we're based in Brighton! But even before we had IOI Brighton we had consultant writers based in the UK, to review all that content. And, of course, MGM are working very closely with us on the project. GC: It's such a pleasure to play a game made in a different country, rather than the vast majority that are made by or for the US. I think of Clair Obscure: Expedition 33 just recently. It's not like Bond is vastly different from a stock American action film but there's those few degrees of difference that are all important. JL: I completely understand your point and I think it's a very valid one and it's been in the minds of everyone here. The studio is European, we have a studio in the UK, so we are trying to be authentic. Hitman doesn't get into car chases (IO Interactive) GC: The other issue, and this is a more general one when adapting movies, is that even for a very action heavy film it's the still the character and dialogue that you remember the most. You can see it with the very formulaic Marvel films, where the script and actors are what makes the difference between a good or bad entry. JL: The game is narrative driven. Its design is we're following the story very much. Every decision we make needs to bring the story forward. So whether you're playing in an arena or it's linear or driving or its shootout it's because of the story. So this is how the game is built. In terms of characters, they are the heart of everything, from Bond… there's a character arc, character development, from his first day to MI6 and his shot at being a 00. It's the same for every character. They have a character arc as well. We had to think about what stage of life M would be, when Bond is just starting. We are introducing his mentor and they have a… cold relationship at first. I would say he's a father figure and he's a teenage son, a little bit. To describe it quickly. Moneypenny… he often has Moneypenny in his ear, and they have a lot of chatter and they're building their relationship as they go. It starts formal and then gets more informal along the course of the game, as they build a friendship. This looks a very Bond-esque location (IO Interactive) GC: Of course, Bond didn't start in movies, he's a literary character. What can a game do with the character that the movies can't? JL: A few things! One of the first things I would say is where we shoot! We're building everything digitally, so there are areas where recording a movie would be too dangerous and we may decide to bring you there in the game, because we can. But, quite simply, based on the medium, we're putting the player in control and making them feel like Bond. And we need to make players feel as smart and as quick on their feet as James Bond would be. And it's a balance, not making it too easy and not making it too hard, but at the same time making them feel they are doing cool stuff and turning the odds in their favour. Because that's what Bond does, right? GC: How close do you skew to the films? Will you have a theme tune and opening scene? Will there be an Austin Martin in it? Are you even allowed to do that stuff? JL: The package needs to be like a Bond product, right? It's an original game, it's an original story, it's a young character… there's a lot of novelty in that sense. But there are pillars of this IP that you can't do without and it's been a while since Aston Martin was something that was attached to the IP, but we took a twist on it and… it may not be the DB5 that everyone is used to. As songs go, you have the sonic branding, which is such a big pillar of Bond and we're working on music with our very talented audio director and there'll be some great things that we're cooking and are going to be revealed later. GC: What's your favourite Bond film? JL: I don't have one specifically, but I would say I love what they have done with the Daniel Craig saga – the character development over time. GC: That's a funny way to say From Russia with Love, but okay! JL: [laugh] GC: OK, that's great. Thank you very much for your time. JL: No problem at all, speak to you again soon. Formats: Xbox Series X/S, PlayStation 5, Nintendo Switch 2, and PC Price: TBA Publisher: IO Interactive Developer: IO Interactive Release Date: 2026 Nobody does it better? (IO Interactive) Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. Arrow MORE: New Nintendo Switch 2 bundle announced as console breaks another sales record Arrow MORE: Le Mans Ultimate review – the real endurance driving simulator Arrow MORE: Fallout 1 remade via Doom mod in this incredible looking fan game

GoldenEye 007, Tamagotchi and Quake Blast Into Video Game Hall of Fame for 2025
GoldenEye 007, Tamagotchi and Quake Blast Into Video Game Hall of Fame for 2025

CNET

time10-05-2025

  • Entertainment
  • CNET

GoldenEye 007, Tamagotchi and Quake Blast Into Video Game Hall of Fame for 2025

If you grew up blasting aliens at the arcade, there's a good chance you're familiar with at least one of this year's Video Game Hall of Fame inductees. The World Video Game Hall of Fame announced its 2025 class this week, celebrating four games that helped define an era: GoldenEye 007, Tamagotchi, Quake and Defender. These titles were selected for their cultural influence, staying power and contributions to the evolution of gaming. From a pioneering multiplayer shooter (GoldenEye 007) to the game that sparked the virtual pet craze (Tamagotchi), these titles have an influence that reaches beyond the gaming industry. The Hall of Fame, which is housed at The Strong National Museum of Play in Rochester, New York, recognizes games that shaped the gaming industry and permeated pop culture. This year's inductees join a roster of classics, including Tetris, Pac-Man, Minecraft and The Legend of Zelda, cementing their place in gaming history. "This quartet of games represent leaps in technology and how people played when they arrived in the 1980s and 1990s," CNET senior reporter and video games expert David Lumb said. "With respect to the other nominees, these four earned their spots in the Hall of Fame, each being so popular that they were practically inescapable in their day. First-person shooters, side-scrollers, couch co-op shooters and digital pocket pals -- all of these are iconic entries in video gaming history." GoldenEye 007 (1997) GoldenEye 007 revolutionized first-person shooters on consoles. First-person shooters were largely seen as a PC genre, dominated by games like Doom and Quake. GoldenEye 007's use of four-player split-screen multiplayer mode was legendary, cementing local multiplayer as a staple of console gaming. The video game, based on the James Bond film, became the third best-selling title for the Nintendo 64, trailing only Super Mario 64 and Mario. Tamagotchi (1996) Tamagotchi introduced the world to virtual pet care, blurring the line between gaming and real life. The keychain-size device let players feed, clean and care for a digital pet, turning everyday moments into interactive gameplay. It became a global craze, especially among girls and younger kids, a demographic often overlooked by game developers in the '90s. Defender (1981) Defender challenged players with its intense gameplay and complex controls, setting a new standard for arcade difficulty. It pioneered the side-scrolling shooter while introducing complex, multibutton controls, including thrust, reverse, fire, smart bomb and hyperspace, making it one of the most demanding and skill-based arcade games of its era. It really helped separate casual players from hardcore gamers. Quake (1996) Quake raised the bar for 3D gaming with its fully real-time 3D graphics and gritty, atmospheric design. It didn't just change how games looked, it changed how we played, thanks to its groundbreaking online multiplayer. On top of that, its modding tools helped kick-start a vibrant community, letting players create everything from new levels to entirely new games. These four titles were selected from a list of 12 finalists, which included notable games like Call of Duty 4: Modern Warfare, Frogger and NBA 2K. Since its inception in 2015, the Hall of Fame has recognized nearly 50 games that have shaped the gaming landscape.

GoldenEye 007, Tamagotchi, Quake Blast Into Video Game Hall of Fame For 2025
GoldenEye 007, Tamagotchi, Quake Blast Into Video Game Hall of Fame For 2025

CNET

time09-05-2025

  • Entertainment
  • CNET

GoldenEye 007, Tamagotchi, Quake Blast Into Video Game Hall of Fame For 2025

If you grew up blasting aliens at the arcade, there's a good chance that you're familiar with at least one of this year's Video Game Hall of Fame World Video Game Hall of Fame announced its 2025 class this week, celebrating four games that helped define an era: GoldenEye 007, Tamagotchi, Quake and Defender. These titles were selected for their cultural influence, staying power and contributions to the evolution of gaming. From a pioneering multiplayer shooter (GoldenEye 007) to the game that sparked the virtual pet craze (Tamagotchi), these titles have an influence that reaches beyond the gaming industry. The Hall of Fame, which is housed at The Strong National Museum of Play in Rochester, New York, recognizes games that shaped the gaming industry and permeated pop culture. This year's inductees join a roster of classics, including Tetris, Pac-Man, Minecraft and The Legend of Zelda, cementing their place in gaming history. "This quartet of games represent leaps in technology and how people played when they arrived in the 1980s and 1990s," CNET senior reporter and video games expert David Lumb says. "With respect to the other nominees, these four earned their spots in the Hall of Fame, each being so popular that they were practically inescapable in their day. First-person shooters, side-scrollers, couch co-op shooters and digital pocket pals -- all of these are iconic entries in video gaming history." GoldenEye 007 (1997) GoldenEye 007 revolutionized first-person shooters on consoles, which were largely seen as a PC genre, dominated by games like Doom and Quake. Its use of four-player split-screen multiplayer mode was legendary, cementing local multiplayer as a staple of console gaming. The video game, based on the James Bond film, became the third best-selling title for the Nintendo 64, trailing only Super Mario 64 and Mario. Tamagotchi (1996) Tamagotchi introduced the world to virtual pet care, blurring the line between gaming and real life. The keychain-sized device let players feed, clean and care for a digital pet, turning everyday moments into interactive gameplay. It became a global craze, especially among girls and younger kids, a demographic often overlooked by game developers in the '90s. Defender (1981) Defender challenged players with its intense gameplay and complex controls, setting a new standard for arcade difficulty. It pioneered the side-scrolling shooter while introducing complex, multi-button controls, including thrust, reverse, fire, smart bomb and hyperspace, making it one of the most demanding and skill-based arcade games of its era. It really helped separate casual players from hardcore gamers. Quake (1996) Quake raised the bar for 3D gaming with its fully real-time 3D graphics and gritty, atmospheric design. It didn't just change how games looked, it changed how we played, thanks to its groundbreaking online multiplayer. On top of that, its modding tools helped kickstart a vibrant community, letting players create everything from new levels to entirely new games. These four titles were selected from a list of 12 finalists, which included notable games like Call of Duty 4: Modern Warfare, Frogger and NBA 2K. Since its inception in 2015, the Hall of Fame has recognized nearly half 50 games that have shaped the gaming landscape.

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