Investigating the history of videogames, an in-depth look into their obscure, untold and often troubled development story, trivia and everything else interesting.

Interview with Larry Ahern – Part 2 of 2 – Following up Full Throttle, Insecticide and Disney

In the second part of the interview with former Lucasarts graphic and designer Larry Ahern, we discuss his work on the failed Full Throttle follow-up, his decision (and subsequent regret) to work with Microsoft, the indie experience with Insecticide and, finally, his time at Disney. Click here for the first part of the interview. Following up a…

The History of Light Shock Software – Putting the Q in QA

In the 90s, Italian software houses struggled: from Simulmondo to Trecision, everyone was trying their hardest to stay afloat. The Italian market, despite the overall okay sales numbers, was always small, providing little funds and visibility to those that tried their hand at developing games. Also, even after 1993, piracy was still very much a…

The history of Trecision – Part III : big money, small hopes

After its first steps in a difficult industry plagued by piracy, as observed in the second part of the retrospective, Trecision managed to release two titles internationally, Nightlong and The Watchmaker, but crisis seemed to strike the studio between 1999 and 2000. With the overall idea of making a fully 3D adventure taking a long time to…

The history of Trecision – Part I – Let the games do the talking

Liguria, on the western part of Italy and resting close to France, is home to several immensely popular culinary specialties, like pesto, and wordly-celebrated landmarks the likes of Cinque Terre and, naturally, Portofino. Along with being home to Dynabyte software and, years later, Artematica, the coastal region was also the birthplace of another important software…

Once we were giants: the history of Simulmondo – Italy’s first software house – Part II

From its humble beginnings in Francesco Carlà’s private home, seen in Part I, Simulmondo managed to merge talent and business into a successful company which grew almost bigger than the size of a developer like Electronic Arts at the time. From 1992 on, because of the CEO’s stubbornness in continuing to pursue the selling on…