Gaming History, One Month at a Time

GTM-2009-08

August 2009

August 2009: Batman: Arkham Asylum launches and surprises almost everyone.

MinecraftPS3 SlimMW2Demon's Souls

Gallery 01

News

Five researched month markers or context notes.

01

August 2009

Batman: Arkham Asylum launches and surprises almost everyone.

A period-context note for the month, written cautiously where the evidence is broader than one exact day.

release calendar card

02

August 2009

PS3 Slim is announced with a lower price.

A period-context note for the month, written cautiously where the evidence is broader than one exact day.

platform notice

03

August 2009

The licensed game stigma takes a serious hit.

A period-context note for the month, written cautiously where the evidence is broader than one exact day.

shop-window label

04

Across 2009

PS3 Slim and a price cut improve Sony's position late in the generation.

A year-level context marker included to frame the month without claiming a new event happened on a specific day.

community clipping

05

Across 2009

Minecraft begins quietly before becoming one of the defining games of the next decade.

A year-level context marker included to frame the month without claiming a new event happened on a specific day.

context plaque

Gallery 02

Releases

Eight notable releases, led by month-specific anchors where evidence supports them.

August 2009PC / PS3 / Xbox 360

action adventure

Batman: Arkham Asylum

Rocksteady makes licensed superhero games respectable overnight.

February 2009Arcade / consoles

fighting

Street Fighter IV

Capcom brings fighting games back to the front of the shop.

February 2009PlayStation 3

action RPG

Demon's Souls

FromSoftware's bleak RPG begins in Japan before word of mouth travels west.

March 2009PC / PS3 / Xbox 360

action horror

Resident Evil 5

Co-op action moves Resident Evil further from horror and closer to spectacle.

May 2009Windows / Mac

tower defence

Plants vs. Zombies

PopCap turns lane defence into a desktop comfort object.

May 17, 2009PC

sandbox

Minecraft public development release

A rough building toy quietly begins one of gaming's largest cultural stories.

May 2009PlayStation 3

open-world action

inFamous

Sucker Punch gives PS3 a comic-book city and a morality meter.

June/July 2009Wii

sports party

Wii Sports Resort

MotionPlus sells a more precise version of the Wii dream.

Gallery 03

Hardware

Platform, buying and industry context for the month and its wider year.

PS3 Slim launches

Sony's smaller, cheaper PS3 helps the machine feel less forbidding.

Motion control's next wave is previewed

Microsoft's Project Natal and Sony's motion prototype show every platform chasing Wii's audience.

Wii MotionPlus arrives

Nintendo sells a more precise version of Wii control through Wii Sports Resort.

Digital PC culture keeps growing

Steam, mods, indie games and early Minecraft communities make PC feel increasingly account-and-community based.

Gallery 04

Magazine Covers

Reconstructed shelf markers for print, demo discs and late high-street culture.

2009

Edge

A reconstructed marker for Arkham, Uncharted 2, Demon's Souls and the first public Minecraft spark.

2009

PC Gamer UK

A PC marker for Minecraft's beginning, Dragon Age, Borderlands and digital communities.

2009

Official PlayStation Magazine UK

A PlayStation marker for PS3 Slim, Uncharted 2, Killzone 2 and Demon's Souls import fascination.

2009

Official Xbox Magazine UK

An Xbox marker for Modern Warfare 2, Forza 3, Left 4 Dead 2 and Xbox Live routine.

Gallery 05

Online Life

How the network felt around the edges of play.

Services and servers

Modern Warfare 2 makes party chat, prestige, killstreaks and online identity ordinary language.

Friends and parties

Minecraft starts as a small public build shared through forums and word of mouth.

Downloads and stores

Demon's Souls uses messages, ghosts and invasions to make online play feel mysterious rather than merely social.

Everyday connection

Digital stores, DLC and patches are now part of the purchase, not the aftercare.

Gallery 06

What It Felt Like

A curator's narrative sketch of the month as lived culture.

01

The room

It felt like online identity had become ordinary. Friends lists, parties, ranks, patches and downloadable extras were no longer surprising.

02

The shelf

Modern Warfare 2 owned the noise, but Minecraft and Demon's Souls were quieter signals from the future.

03

The conversation

PS3 Slim changed the mood around Sony's console: less luxury object, more plausible purchase.

04

The afterimage

The decade ended with three different futures visible at once: blockbuster online shooters, strange connected cult games and worlds players would build themselves.