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In From Pixels to Polygons, we examine classic game franchises that have survived the long transition from the 8- or 16-bit era to the current console generation.

After months of looking at the evolution of gaming’s biggest franchises, it’s time to end this year’s run of From Pixels to Polygons by looking at the game (and series) that helped put Nintendo on the map: Donkey Kong. It may not be as popular as Mario or as well-received as Zelda, but Donkey Kong has a long and storied history and is still going strong today.
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There is far more that can be done with video games than simply challenging reflexes. One of the best examples of this realm of possibility is Capcom’s Ace Attorney, a series that, now going into its third generation on Nintendo handhelds, brings with it a legacy of brain-bending mysteries and colorful characters. By offering something so different from the standard fare, Ace Attorney has been able to carve out a viable niche and ensure its place as a landmark of the adventure genre. READ MORE

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Nippon Ichi Software has been releasing niche anime games to the masses for the last several years. The company is constantly trying to put new spins on various RPG subgenres to challenge us with every title it releases. Z.H.P.: Unlosing Ranger vs. Darkdeath Evilman, a PSP title released back in 2010, marked its first  foray into the roguelike. While it had its fair share of issues, it sets enough in place for The Guided Fate Paradox to improve upon the formula. READ MORE

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Whether or not you actually like the current movement of more narrative-focused games, such as the critically acclaimed Gone Home, it’s clear that it’s not going anywhere. Look at Quantic Dream, a team Sony has put a ton of weight (and money) behind, delivering experiences with high budgets and minimal gameplay. There is a place for these experiences in the industry, and they deserve our attention, yet certain games only highlight the fault of their stories when it becomes so much of the focus.

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Most games include some inherent element of randomness, typically either the draw of a card or tile, the roll of a die or both. There are some exceptions, notably abstracts or cat-and-mouse deduction games, but even pillars of strategic gaming like Agricola have variables that change from game to game to mix things up. In Canterbury, designer Andrew Parks has offered up an experience with no randomness (other than determining start player) that still manages to play out differently each time. READ MORE