How GTA3’s predecessor fell out of favour with Nintendo

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About that time someone spilt blood on Shigeru Miyamoto...

While the Nintendo 64 has its legion of fans today, there's no doubt that the all-conquering PlayStation decimated it in terms of sales, with most accounts putting the final figure at a ratio of three to one in favour of the Sony console. Much of this was down to the perception of the respective machines: the PlayStation was cool, appealing to an older demographic with a higher disposable income.

DMA began life in the late 80s, formed by Scottish entrepreneur and programmer David Jones, and initially developed games for chiefly the 16-bit computers such as the Commodore Amiga. Joining it a year later was artist Stacey Jamieson."One day, my mum saw an advert in the newspaper and said, 'you love art, and you love games - why don't you apply for this?' So I did."

In the finished game, the backdrop is substantially different from DMA's opening plans, and there are few sci-fi plots as calamitous as Body Harvest's. A vicious race of aliens has been landing on Earth every 25 years for a century. Beginning in 1916, in Greece, each time the insect-like aliens set up an impenetrable perimeter shield, simultaneously preventing those trapped inside from escaping or help arriving from outside.

"It was a huge culture shock right from the moment we stepped on the plane," he says. Unsurprisingly, Stacey and his colleagues had no previous experience of flying business class and looked suitably incongruous among the rows of suits."I think we looked so out of place that halfway through the flight, the stewardess came over and politely asked if we were in a band! To this day, we regret not saying yes as she looked disappointed when we told her we developed games.

Upon their return to Scotland, Jamieson and his colleagues resumed work on Body Harvest. Yet while the DMA team had gained much valuable knowledge regarding the game's basic design and the idea of an RPG-lite action adventure, a more serious schism continued to evolve on the project's overall theme. The original B-movie schtick had fallen away, replaced with the somewhat more gruesome scenario described above. And the issue wasn't just between DMA and Nintendo.

 

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A wonderful insight into the realities of game development, I quite enjoyed the grey-box description of Nintendo’s offices, quite unexpected!

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