Monday, April 7, 2008

Duas To Write In Marriage Card

LA STORIA DELLE RIVISTE DI VIDEOGIOCHI /3

LA STORIA DELLE RIVISTE DI VIDEOGIOCHI - PARTE III
di Andrea Pachetti

Testata: K
Publisher: Glénat Italy / RCS


In previous articles we talked about the Studio Vit on several occasions. With K we face the third incarnation of the idea of \u200b\u200bpublishing the second video game Albini, Rossetti and Associates: always starting with a format of the existing Anglo-Saxon, so as to have a base of information for reviews and previews, it adapts to the needs and the demands of the Italian public, enriching the whole with original content.

In this case the primary source was the British magazine giant's English ACE and Future, as is normal, the gap between written and translated articles Italians went thinning over the years to make a magazine of 99% K "made in Italy".
Again, the structural model and the sections follow the de facto standard for this kind of publications, with the alternation of previews and reviews (this time defined "screen tests") without giving up the inevitable fixed appointments, such as section devoted to tips and solutions for mail and address book, the K-Box.

The difference from past experience, which is known since the early numbers, but that becomes apparent with each passing month, a trend is not only addressed the critical depth review of each game, but the analysis of themes and genres understood in a global sense, recognizing for the first time this media qualcosa di più interessante e profondo del semplice intrattenimento. In questo senso è possibile affermare che K fu la prima rivista del settore ad affrontare in modo adulto gli stessi temi dei concorrenti, nella sostanza ma anche nella forma, rinunciando spesso ai colori sgargianti e ai fondini psichedelici in voga in quel periodo in favore di un'impaginazione sobria su fondo bianco.
E' bene ricordare che gli anni d'oro di K (1989-1994) furono un periodo di grandi rivoluzioni per quanto riguarda l'hardware: alla fine degli anni '80 terminava lo strapotere degli 8-bit e del Commodore 64 in particolare, in favore dei più potenti Amiga e Atari ST. La scesa in campo di Sega e Nintendo con le loro corazzate Megadrive e Super NES fece da contraltare al definivo affermarsi del Personal Computer come seria alternativa di gioco, grazie alla scoperta di una vocazione multimediale che aveva tra i principali attori l'introduzione delle prime schede VGA e il sonoro delle Adlib e delle Soundblaster, che diventarono i sogni proibiti di molti.

In tutto questo vortice di nuove macchine e interrogativi, K si mosse dilatando spazi e tempi delle recensioni e rendendo il K-Box quasi una palestra di discussioni filosofiche sull'argomento, grazie soprattutto alle gestioni MBF e Toniutti di questo angolo.
Ben presto l'argomento console venne bandito dalla rivista tastando dapprima il mercato con due speciali a tema, che preparavano il terreno all'uscita del nuovo mensile complementare Game Power, opposto non only by subject but also the attitude, the calm and "clean" to K, as gleefully demented and insane to GP It was going so well that first posting to delineate between two audiences, the "hardcore" and the "casual", long before classes were to be explicitly defined.

The only limit that you can find in all this is precisely the lack of immediacy of certain texts and the feeling of wanting to take too seriously, feeling that may sound strange when you consider that the main topic of discussion, however, must remain the 'entertainment. This type of analysis can be also verified by comparing K with other publications of the period, For example, the crazy C + VG maintained by Fabio Rossi to whom we shall speak below, or the TGM at the time, especially on the lever that was light-hearted spirit of drafting. In its 67 numbers

K has also been a training ground for many new writers, including you immediately notice the group of people (Minini Saldini, Paglianti, Beretta and others) who will then give you life in recent years to leap GMC , even make a journal reference of the PC world.
A journey that started back in 1988 with the number 1 in December and I tend to consider that ended with the end of 1994, when a grinning and disturbing of Kyrandia Malcolm 3 shows the latest editorial Albini with the announcement of the passage of the management of EDI. Progress Zinsenheim. While the study

Vit rushed into the new adventure ZETA editorial, the magazine K went on for many years, until the last incarnation of "K PC GAMES 'with a game CD that came attached to the goal of the XXI century: But I prefer to remember the golden era, that of the votes cast at thousandths heinous and disturbing Curve Expected interest (CIP & CIOP), the Yellow Pages and cartoons of APEC.

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