It’s fashionable these days to criticize Ubisoft and point out the shortcomings of its games, which adhere to the same template over and over again. But earlier this French company was able to bring a breath of fresh air to the video game industry and stand on the side of good at a time when other developers needed it. True, we are not reconciling now and we are going to tell you something about how Ubisoft really saved Prince of Persia.
Success doesn’t come easy. Jordan Mechner discovered this for himself in the 1980s when, as a high school student, he saved up for an Apple II and began programming with enthusiasm. It didn’t take long and created a clone of the arcade shooter Asteroidsbut publishing company Hayden Software refused to release it due to concerns about legal battles with Atari.
And even after Mechner gradually changed the name and so on. You can, of course, imagine the disappointment and devastation that a sixteen-year-old teenager felt at that time. But this failure did not break him, and, as a student at Yale University, he began working on more challenging abstract arcade shooter Deathbounce. He devoted a lot of time to his dream project, which was also similar to Asteroids, but not as noticeably, neglected school and had poor grades. Working as hard as he could day and night, he responded to numerous reviews from Broderbund, the company that would bring Deathbounce to market, but it was only fair.
Fortunately, Mechner realized that this was not the path, and with the support of his father, he began to concentrate on his first real success. That’s what she was Karateka fighting game, which was released two years later – in 1984 – for the Apple II. Mechner fell in love with this title, and it paid off. Karateka achieved success, was ported to other platforms and opened the way for game designers and programmers.
Source :Indian TV