Arcade is dead, but Housemarque kept it alive for three brilliant games

Nex Machina

Nex Machina is an intense arcade style twin-stick shooter from Housemarque. Taking hints from both Robotron and Smash TV, Nex Machina focuses on pure action, voxel destruction and competition in the distant, cablepunk themed future.

In the early weeks of its life, the PS3 was Super Stardust HD. That's how I remember it anyway. And when the PS4 came around, it turned out that the PS4 was Resogun. The news today that low sales have forced Housemarque, who made both these games, to declare that 'Arcade is dead' lends all of these memories a bittersweet tinge. And yet - and I mean this as the highest compliment I can come up with - it's hard to have too many emotions around games like Super Stardust and Resogun, other than panic and excitement - extreme, panoramic excitement. Bittersweet melancholy doesn't stick about for long.

Housemarque has made a lot of great games over the years, but when I think of the developer, I tend to think of a holy trinity: Stardust, Resogun and this year's Nex Machina. All three have Eugene Jarvis in common - the first two are creative reinventions of Jarvis's greatest arcade achievements, Robotron and Defender, while the man himself turned up to help with Nex Machina - but they also have other things that draw them together in my head. Precision controls? Check. A focus on points? Double-check. Most of all, though, they're all about spectacle. These games are just beautiful to behold, glittering with busy light, erupting in tidal roars of voxels, scattering sparks and flames and laser beams in every direction. When you look at a Housemarque game you can't look away.

Much of this beauty is funneled through the mechanics. It's impossible to daydream about Stardust glory without dreaming about perfect control over those weapons that sway back and forth as you race over the globe of each level, flailing death around like a whip, like a leash. It's impossible to think of the sheer style of Resogun without remembering the way that clear robotic voice speaks to you through the controller, reminding you of the three or four different things that are constantly fighting for your attention in a game that is not so much about finding a life amongst tightly choreographed death as it is about juggling priorities as you do so. Beyond all that, though, there is a layer of graphical majesty which initially seems to be simply, joyously gratuitous - beauty for the sake of beauty.

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