Either way, Snake's incongruous vice-virtues and Eastwood-ian equanimity ripple through so much that's emerged since Kojima's seminal 1998 PlayStation masterpiece. Snake is pensive and prurient, surly and sardonic, paradoxically antiwar yet military-minded, an eccentric, identity-scrambled mercenary genius whose strengths and foibles make him one of gaming's most enthralling antiheroes.
What’s it like to play God? You get a sense of that awesome power with The Sims, a series of games in which you’re largely responsible for the fates of the computer characters you create. Unlike most video games, but just as in real life, nobody ever "beats" The Sims — the point lies in the social relationships forged during the journey itself. Original designer Will Wright's wildly popular series birthed the life simulation genre, whose offshoots include everything from simulated reality precursor Second Life to virtual reality experiences like AltspaceVR.
If Microsoft hadn't snapped up games studio Bungie, its first games console — the Xbox — would have probably flopped. Why? With Bungie came 2001 sci-fi shooter Halo: Combat Evolved and its instantly simpatico protagonist, Master Chief. While Halo had top-notch voice acting for the time, "Chief" stayed mum, his reticence a blank slate into which players could pour themselves. And so they have, as evidenced by all the Master Chief cosplayers you’ll encounter any games convention. All spacefaring shooters since, Destiny to Mass Effect, owe Master Chief a debt (as does Microsoft, whose Xbox brand banks heavily on the Chief’s celebrity to sell games and consoles).
A revista Time escolheu aquelas que considera serem as quinze personagens mais influentes no mundo dos videojogos. Pac-Man, Lara Croft, Solid Snake, Pikachu ou Master Chief. Da lista fica de fora Mario, da saga Super Mario
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