![]() The natural downside, however, is as much as it does to hide it, the world quickly becomes a blur of repeated buildings, foliage and even the well-animated pedestrians milling about become too familiar. The residents bob up and down in that familiar way players are used to since the renaissance of pixel art games. It’s amazing the amount of world-building and sense of place Shakedown: Hawaii manages to create within such a short period of time and with as few pixels it has. Sure, it’s not thousands of kilometres of 3D-generated textures like GTA, but it mimics the ethos of trying to make a world full of character and people. With its 16-bit, top-down style, every pixel is VBlank Entertainment Inc.’s attempt to create its own, ‘lived-in’ world. clearly flaunt their desire to take GTA and boil it down into a more chewable, distilled experience. One of the more recent examples? Shakedown: Hawaii.Īs many have done it’s completely apt comparing Shakedown: Hawaii to one of gaming’s giants as, for better or worse. Its aftershocks are still being felt, rippling through video games of all shapes and sizes. The video game industry has felt wave after wave of its influence over the years: from publishers emulating Rockstar’s business models, to major publishers trying to recreate a ‘lived-in’ world – a phrase synonymous within the open world genre. ![]() It went on to make a fair few quid, totalling more than 11 million copies sold, and that was only the latest in a long-running, genre-defining, cultural phenomenon of a series. In 2013 a somewhat popular game called Grand Theft Auto V released – you may have heard of it.
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