Why the mysterious love affair between video games and giant elevators may begin with Akira

1 year 1 month ago

It’s funny how some aspects of game design are so ubiquitous that we stop questioning them, or even noticing them. After decades spent playing video games, I know that if I look behind the waterfall, there’s likely to be some sort of shiny goodie to collect. If I head left rather than right at the start of a level, I’m bound to find a juicy secret. There are conventions. Traditions. I can’t remember a time when games didn’t have giant lifts - and yet, I’m not entirely sure why they’re there. I’m not talking about the regular kind of lifts that you pile into, usually at the end of a level, to transition from one part of the game to another; those ones have historically been used to hide lengthy loading times, like the interminably long lifts of Mass Effect.

What I mean is the lifts that are essentially tennis-court-sized moving platforms, usually with little more than a flimsy guard rail around the edge to stop elevator enjoyers from plunging down the shaft. Even more specifically, I’m talking about the diagonally moving elevators that trundle slowly into the depths, often to some nefarious laboratory. There’s a good example in the Resident Evil 2 remake, where you fight the final boss on an inclined elevator as it slowly, ever so slowly, descends towards the train that will grant your escape. So where did these giant elevators come from? And why do developers keep putting them in their games? I set out to answer both questions, and went somewhere unexpected.

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Author
Lewis Packwood