Documente Academic
Documente Profesional
Documente Cultură
THE
Encyclopedia
vol.01
#-D
copy/paste:
DaddaRuleKonge
2018
DaddaRuleKonge
This is book is made for people who collect for, or are interested
in, the PlayStation 2. I made this book cause` I like to catalogue and
categorize stuff, and to learn more about the system. But I am also a
small time collector of the system (though the original PlayStation
are (was) my primary collection).
If you are annoyed, or the owner of some of the content i used in
this book, send an email to me: sennep@hotmail.com.
Vol.2
E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 685
F . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 740
G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 886
H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1156
Vol.3
I........................................................................ 1268
J........................................................................ 1322
K........................................................................ 1390
L........................................................................ 1536
M....................................................................... 1640
Vol.4
N........................................................................ 1940
O........................................................................ 2080
P........................................................................ 2160
Q........................................................................ 2300
R........................................................................ 2304
Vol.5
S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2496
Vol.6
T........................................................................ 3060
U........................................................................ 3300
V........................................................................ 3332
W....................................................................... 3360
X........................................................................ 3466
Y........................................................................ 3488
Z........................................................................ 3528
Vol.7
Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3544
Bundles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3554
Demo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3584
Beta/Prototypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3764
Cancelled Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3810
Homebrew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4116
Vol.8
PlayStation 2 models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4124
Linux for PlayStation 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4142
Peripherals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4144
Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4170
Reference Guide
http://www.metacritic.com/ http://www.mobygames.com/
https://crimson-ceremony.net/demopals/index.php
http://www.hardcoregaming101.net/
PlayStation
”Wikipedia”
9
2
Soon after the Dreamcast’s North American
launch, Sony unveiled the PlayStation 2 at the Tokyo
Game Show on September 20, 1999. Sony showed
fully playable demos of upcoming PlayStation 2
games including Gran Turismo 2000 (later released
as Gran Turismo 3: A-Spec) and Tekken Tag Tourna-
ment – which showed the console’s graphic abilities
and power.
The PS2 was launched in March 2000 in Ja-
pan, October in North America, and November in
Europe. Sales of the console, games and accessories
pulled in $250 million on the first day, beating the
$97 million made on the first day of the Dreamcast.
Directly after its release, it was difficult to find PS2
units on retailer shelves due to manufacturing delays.
Another option was purchasing the console online
through auction websites such as eBay, where people
paid over a thousand dollars for the console. The PS2
initially sold well partly on the basis of the strength
of the PlayStation brand and the console’s backward
compatibility, selling over 980,000 units in Japan by
March 5, 2000, one day after launch. This allowed
the PS2 to tap the large install base established by
the PlayStation – another major selling point over the
competition. Later, Sony added new development kits
The PlayStation 2 (PS2) is a home video game con- for game developers and more PS2 units for consum-
sole that was developed by Sony Computer Enter- ers. The PS2’s built-in functionality also expanded
tainment. It is the successor to the PlayStation and its audience beyond the gamer, as its debut pricing
is the second installment in the PlayStation lineup of was the same or less than a standalone DVD player.
consoles. It was released on March 4, 2000, in Japan; This made the console a low cost entry into the home
October 26, 2000, in North America; November 24, theater market.
2000, in Europe; and November 17, 2000, in Austral- The success of the PS2 at the end of 2000
ia. It competed with Sega’s Dreamcast, Microsoft’s caused Sega problems both financially and competi-
Xbox, and Nintendo’s GameCube in the sixth genera- tively, and Sega announced the discontinuation of
tion of video game consoles. the Dreamcast in March 2001, just 18 months after
Though Sony has kept details of the PlayStation its successful launch. The PS2 remained as the only
2’s development secret, work on the console began active sixth generation console for over 6 months,
around the time that the original PlayStation was re- before it would face competition from newer rivals;
leased (in late 1994). By 1997 word had leaked to the Nintendo’s GameCube and Microsoft’s Xbox, which
press that the console would have backwards compat- were then released. Many analysts predicted a close
ibility with the original PlayStation, a built-in DVD three-way matchup among the three consoles; the
player, and Internet connectivity. Sony announced the Xbox having the most powerful hardware, while
PS2 on March 1, 1999. The video game console was the GameCube was the least expensive console, and
positioned as a competitor to Sega’s Dreamcast, the Nintendo changed its policy to encourage third-par-
first sixth-generation console to be released, although ty developers. While the PlayStation 2 theoretically
ultimately the main rivals of the PS2 were Nintendo’s had the weakest specification of the three, it had a
GameCube and Microsoft’s Xbox. The Dreamcast it- head start due to its installed base plus strong devel-
self launched very successfully in North America later oper commitment, as well as a built-in DVD player
that year, selling over 500,000 units within two weeks. (the Xbox required an adapter, while the GameCube
PlayStation 2 • 9
lacked support entirely). While the PlayStation 2’s Even with the release of its successor, the PlayStation
initial games lineup was considered mediocre, this 2 remained popular well into the seventh generation
changed during the 2001 holiday season with the re- and continued to be produced until January 4, 2013,
lease of several blockbuster games that maintained when Sony finally announced that the PlayStation 2
the PS2’s sales momentum and held off its newer ri- had been discontinued after 13 years of production
vals. Sony also countered the Xbox by temporarily – one of the longest runs for a video game console.
securing PlayStation 2 exclusives for highly antici- Despite the announcement, new games for the con-
pated games such as the Grand Theft Auto series and sole continued to be produced until the end of 2013,
Metal Gear Solid 2: Sons of Liberty. including Final Fantasy XI: Seekers of Adoulin for
Sony cut the price of the console in May 2002 Japan, Pro Evolution Soccer 2014 for North America
from US$299 to $199 in North America, making it and Europe, and FIFA 14 for Brazil.
the same price as the GameCube and $100 less than The PlayStation 2 has sold over 150 million units
the Xbox. It also planned to cut the price in Japan worldwide as of March 31, 2012. In Europe, it has
around that time. It cut the price twice in Japan in sold 48 million units as of May 6, 2008, according
2003. In 2006, Sony cut the cost of the console in to Sony Computer Entertainment Europe, while in
anticipation of the release of the PlayStation 3. North America, it has sold 50 million units as of De-
Sony, unlike Sega with its Dreamcast, origi- cember 2008. In Japan, the PS2 has sold 21,454,325
nally placed little emphasis on online gaming during units as of October 1, 2008, according to Famitsu/En-
its first few years, although that changed upon the terbrain. In 2005, the PlayStation 2 became the fast-
launch of the online-capable Xbox. Coinciding with est game console to reach 100 million units shipped,
the release of Xbox Live, Sony released the Play- accomplishing the feat within 5 years and 9 months
Station Network Adapter in late 2002, with several from its launch.
online first–party titles released alongside it, such as
SOCOM: U.S. Navy SEALs to demonstrate its ac- Hardware
tive support for Internet play. Sony also advertised PlayStation 2 software is distributed on CD-ROM
heavily, and its online model had the support of Elec- and DVD-ROM. In addition the console can play au-
tronic Arts (EA); EA did not offer online Xbox titles dio CDs and DVD movies, and is backwards compat-
until 2004. Although Sony and Nintendo both started ible with PlayStation games. The PS2 also supports
out late, and although both followed a decentralized PlayStation memory cards and controllers, although
model of online gaming where the responsibility is up original PlayStation memory cards only work with
to the developer to provide the servers, Sony’s moves original PlayStation games and the controllers may
made online gaming a major selling point of the PS2. not support all functions (such as analog buttons) for
In September 2004, in time for the launch PS2 games.
of Grand Theft Auto: San Andreas, Sony revealed a The standard PlayStation 2 memory card has
newer, slimmer PS2. In preparation for the launch of an 8 MB capacity. There are a variety of non-Sony
the new models (SCPH-700xx-9000x), Sony stopped manufactured memory cards available for the Play-
making the older models (SCPH-3000x-500xx) to let Station 2, allowing for a memory capacity larger than
the distribution channel empty its stock of the units. the standard 8 MB.
After an apparent manufacturing issue – Sony report- The console also features USB and IEEE 1394
edly underestimated demand – caused some initial (Firewire) expansion ports. A hard disk drive can be
slowdown in producing the new unit caused in part by installed in an expansion bay on the back of the con-
shortages between the time the old units were cleared sole, and is required to play certain games, notably
out and the new units were ready. The issue was com- the popular Final Fantasy XI. This is only available
pounded in Britain when a Russian oil tanker became on certain models.
stuck in the Suez Canal, blocking a ship from China The hardware uses the Emotion Engine CPU,
carrying PS2s bound for the UK. During one week in a custom-designed processor based on the MIPS ar-
November, British sales totalled 6,000 units – com- chitecture with a floating point performance of 6.2
pared to 70,000 units a few weeks prior. There were GFLOPS, and the custom-designed Graphics Synthe-
shortages in more than 1,700 stores in North America sizer GPU, with a fillrate of 2.4 gigapixels/second,
on the day before Christmas. capable of rendering up to 75 million polygons per
second. When accounting for features such as light-
10 • PlayStation 2
ing, texture mapping, artificial intelligence, and game not finalized until much later.
physics, it has a real-world performance of 3 million The Network Adaptor also provides a Parallel
to 16 million polygons per second. ATA interface and a Molex disk drive power connec-
The PlayStation 2 may natively output video resolu- tor to allow installation of a 3.5 in IDE hard disk drive
tions on SDTV and HDTV from 480i to 480p while in the expansion bay. As the two disk connectors are
other games, such as Gran Turismo 4 and Tourist Tro- on separate circuit boards from the main Network
phy are known to support up-scaled 1080i resolution Adapter one, third party connector replacements in-
using any of the following standards: composite video cluding a SATA connector and SATA to IDE convert-
(480i), S-Video (480i), RGB (480i/p), VGA (for pro- er are available.
gressive scan games and PS2 Linux only), YPBPR Slimline PlayStation 2 models have an ether-
component video (which display most original Play- net port built-in, but no official hard disk drive inter-
Station games in their native 240p mode which most face. However, the first slimline model (SCPH-70000)
HDTV sets do not support), and D-Terminal. Cables has a complete Network Adapter onboard (including
are available for all of these signal types; these cables an analog modem in the earliest North American
also output analog stereo audio. Additionally, an RF models), and may be modified to add an external IDE
modulator is available for the system to connect to connector board. From the SCPH-75000 series on-
older TVs. wards, Ethernet functionality was integrated into the
Digital (S/PDIF) audio may also be output by I/O Processor (which was completely internally rede-
the console via its TOSLINK connector which out- signed), completely removing the disk interface.
puts 5.1 channel sound. The maximum supported rate is 100Mbit/s,
at full duplex. It is also backwards compatible with
PlayStation 2 Expansion Bay 10Mbit/s hardware and configurations.
The PlayStation 2 Expansion Bay is
a 3.5” drive bay introduced with the PlayStation 2 online functionality
model 30000 and 50000 PlayStation Selected games on Sony’s PS2 offer
2 (replacing the PCMCIA slot used in online gaming or other online capa-
the models 10000, 15000, and 18000, bilities. Games that enable the feature
and no longer present as of the model provide free online play through the
70000) designed for the network adap- use of a broadband internet connection
tor and internal hard disk drive (HDD). and a PlayStation 2 Network Adaptor. Since the
These peripherals enhance the capabili- service has no official name, it is sometimes re-
ties of the PS2 to allow online play and ferred as either PS2 Network Play, PS2 Network
other features that were shown at E3 2001. Play, PS2 Network Gaming, or PS2 Online.
The service was launched in July 2001 in Ja-
Network Adaptor pan, August 2002 in North America, and in June 2003
The Network Adaptor was released together with the in Europe. On “slimline” models, a network adapter is
launch of the PlayStation 2 Network Play service. integrated into the hardware. Some games also allowed
Two models of the adapter were available - one with online gameplay using a dial-up connection (not avail-
a dial-up modem and an Ethernet jack for broadband able on all models), or LAN play by connecting two net-
Internet connection (sold in North America), and work adapters/slimline consoles together directly with
one with only an Ethernet interface (sold in Europe an Ethernet cable or through the same router network.
and other regions). A start-up disc
(“Network Access Disc”) is included
with the Network Adaptor and installs
a file on the memory card for connec-
tion settings which are accessible by
all but one Network Adaptor compat-
ible game. Tony Hawk’s Pro Skater 3
was released in November 2001 and
supported the Network Adaptor hard-
ware, but not the software as it was
PlayStation 2 • 11
North American releases with HDD support • SOCOM 3: U.S. Navy SEALs supports additional maps,
• ESPN NFL 2K5, NBA 2K5, ESPN College Hoops 2K5, downloadable via the in game “Socom Store”.
ESPN MLB 2K5, and ESPN NHL 2K5 use the HDD to im- • SOCOM II: U.S. Navy SEALs supports additional maps,
prove replays. (If the HDD is not installed, static screen- however the files must be copied from a magazine demo
shots are shown as replays. With the HDD, full cutscene- disc to the hard drive and cannot be downloaded.
like replays can be displayed). ESPN NHL 2K5 has the • SOCOM: U.S. Navy SEALs Combined Assault supports
ability to save files directly to the hard drive additional maps.
• Final Fantasy XI is the only North American game truly • Street Fighter Alpha Anthology, like its Japanese coun-
dependent on the HDD as it requires various patches and terpart, can install 2 GB to the HDD to reduce loading
upgrades from Square Enix. time.
• Metal Saga installs 1.7 GB to the HDD to decrease load • The Urbz: Sims in the City recognizes when the HDD is
time and uses the HDD to save/load game instead of Mem- installed and allows data to be saved directly to it. Also
ory Card uses a 512 MB “__tmp” Partition to cache Game Files to
• MLB 2K6, 2K7, 2K8, 2K9, 2K10, 2K11 and 2K12 support speed up load times.
saving to the HDD as well as the automatic installation • The Sims 2 recognizes when the HDD is installed and
of data for faster loading.(2K sports titles up to the 2K9 allows data to be saved directly to it. Also uses a 512 MB
versions (except College Hoops, where it only applies to “__tmp” Partition to cache Game Files to speed up load
2K6, 2K7 and 2K8 versions since there is no 2K9), also use times.
the HDD to display recorded replays from game action. • Network Access Disc
Without it, stills are shown in NBA games (during halft-
ime and the end of the game) and no end-of-inning replays Japanese releases with HDD support
are shown in MLB.) • A Ressha de Ikou 2001 Perfect Set (A-Train 2001 +
• NBA 2K6, 2K7, 2K8, 2K9, 2K10, 2K11 and 2K12 support Train-Pack) installs 256 MB to the HDD, and the Train-
saving to the HDD as well as the automatic installation of Pack installs an additional 14 MB.
data for faster loading. • Ace Combat 4 installs 1 GB to speed up load times.
• NHL 2K6, 2K7, 2K8, 2K9 and 2K10 support saving to • Aero Dancing 4 uses the HDD for save games and as a
the HDD. cache for game files to decrease load times.
• RPG Maker 3 installs 3 GB to the HDD to decrease load • Age of Empires II: The Age of Kings installs 128 MB to
times. speed up the game, so it no longer “Freezes” in game to
• Resident Evil Outbreak (both, the original game and File load the needed data from the Game CD-ROM.
#2) installs 1 GB to the HDD for reduced loading times. • AirForce Delta Blue Wing Knights installs 1024 MB to
• SOCOM 3: U.S. Navy SEALs supports additional maps, reduce load times.
downloadable via the in game “Socom Store”. • All Star Pro-Wrestling II installs 128 MB to reduce load
• SOCOM II: U.S. Navy SEALs supports additional maps, times.
however the files must be copied from a magazine demo • Beatmania IIDX 5th Style can cache song files to the
disc to the hard drive and cannot be downloaded. HDD to reduce load times. In addition, using HDD cach-
• SOCOM: U.S. Navy SEALs Combined Assault supports ing will enable a bonus gameplay mode.
additional maps. • Biohazard Outbreak (Both File 1 and File 2) installs 1
• Street Fighter Alpha Anthology, like its Japanese coun- GB to the HDD for reduced loading times.
terpart, can install 2 GB to the HDD to reduce loading • Bomberman Kart, has downloadable content with new
time. tracks to install on HDD.
• The Urbz: Sims in the City recognizes when the HDD is • Capcom vs. SNK 2 installs to the HDD to reduce load
installed and allows data to be saved directly to it. Also times and allows the game to be saved to and loaded from
uses a 512 MB “__tmp” Partition to cache Game Files to the HDD instead of a Memory Card.
speed up load times. • Beni no Umi 2 (Crimson Sea 2) installs 256 MB to re-
• The Sims 2 recognizes when the HDD is installed and duce load times.
allows data to be saved directly to it. Also uses a 512 MB • Dark Chronicle (aka Dark Cloud 2) installs a 1,536 MB
“__tmp” Partition to cache Game Files to speed up load file to the HDD to reduce load times. The Asia version
times. also supports the HDD (most Asia versions of games have
• Network Access Disc HDD support removed).
• Vampire: Darkstalkers Collection installs 1 GB to speed
up load times.
• Dirge of Cerberus: Final Fantasy VII requires the hard
drive for online play. The game uses Square-Enix’s Play-
Online service, which needs the hard drive so users can
install the online interface.
• Final Fantasy X (and Final Fantasy X International) in-
PlayStation 2 • 13
stalls a 1,664 MB file to the HDD to reduce load times • Jikkyo Powerful Pro Yakyuu 13 Ketteiban installs 512
• Final Fantasy XI (and the Final Fantasy XI: Rise of MB to reduce load times.
the Zilart, Final Fantasy XI: Chains of Promathia, Final • Jikkyo Powerful Pro Yakyuu 14 installs 512 MB to re-
Fantasy XI: Treasures of Aht Urhgan, and Final Fantasy duce load times.
XI:Wings of the Goddess expansions) fully installs to the • Jikkyo Powerful Pro Yakyuu 14 Ketteiban installs 512
HDD so that it can be patched/updated. Uses 8,192 MB, MB to reduce load times.
with both expansions installed, as of March 7, 2005 (Note: • Jikkyo Powerful Pro Yakyuu 15 installs 512 MB to re-
This does not include the Treasures of Aht Urgahn and duce load times.
Wings of the Goddess expansions as they were released • Kessen III installs 2048 MB to reduce load times.
after). • Kidou Senshi Gundam - Renpou vs. Zeon DX (Mobile
• G1 Jockey 3 2003 installs 512 MB to reduce load times. Suit Gundam - Federation vs. Zeon Deluxe) uses the HDD
• G1 Jockey 3 2005 Nendoban installs 512 MB to reduce for saving/loading.
load times. • King of Colosseum Green/Red each install 512 MB to
• G1 Jockey 4 2006 installs 1024 MB to reduce load times. reduce load times. If users have both Green and Red in-
• G1 Jockey 4 2007 & Winning Post 7 Maximum 2007 stalled, the Green version will use the installed files of the
each install 1 GB to decrease load times. Red version as an “Expansion pack”.
• G1 Jockey 4 2008 installs 1 GB to speed up load times. • Kingdom Hearts (and Kingdom Hearts Final Mix) in-
• G1 Jockey 4 installs 1024 MB to reduce load times. stalls a 1,280 MB file to the HDD to reduce load times.
• Guitar Freaks 4th Mix & DrumMania 3rd Mix installs to • Lilie no Atelier Plus Salburg no Renkinjutsushi 3 installs
the HDD to reduce load times. 128 MB to reduce load times.
• Gundam Musou 2 installs 512 MB to speed up load times • Let’s Bravo Music let players download extra music and
• Gundam Musou Special installs 512 MB to speed up load adventures to the HDD.
times. • Metal Saga installs 1.7 GB to the HDD to decrease load
• Taishou Mononoke Ibunroku installs 128 MB to reduce time and uses the HDD to save and load game instead of
load times. a Memory Card.
• Tamamayu Monogatari 2 (Jade Cocoon 2) installs to the • Mina no Golf Online requires the HDD for play.
HDD to reduce load times. • Tetra Master fully installs to the HDD so that it can be
• Jikkyo Powerful Major League 2 installs 512 MB to re- patched/updated, currently using 128 MB. It comes with
duce load times. Final Fantasy XI.
• Jikkyo Powerful Major League 3 installs 512 MB to re-
duce load times.
• Jikkyō Powerful Major League 2009 Installs 1 GB to re-
duce load times.
• Jikkyo Powerful Pro Yakyuu 12 Ketteiban installs 512
MB to reduce load times.
• Jikkyo Powerful Pro Yakyuu 13 installs 512 MB to re-
duce load times.
Technical”Wikipedia”
Specifications
9
The PlayStation 2 technical specifications describe • Instruction set: MIPS III, MIPS IV subset with Sony’s
the various components of the PS2 console. proprietary 107 vector SIMD multimedia instructions
(MMI). The custom instruction set was implemented by
The sixth-generation hardware of the PlayStation 2
grouping the two 64-bit integer ALUs.
video game console consists of various components. • 32-bit FPU coprocessor (COP1) with 6 stage long pipe-
At the heart of the console’s configuration is its cen- line (floating point multiply accumulator × 1, floating
tral processing unit (CPU), a custom RISC processor point divider × 1). FPU is not IEEE compliant.
known as the Emotion Engine which operates at 294 • 32-bit VLIW-SIMD vector units at 147.456 MHz: VPU0
MHz (299 MHz in later consoles). The CPU heavily and VPU1 (floating point multiply accumulator × 9, float-
relies on its integration with two vector processing ing point divider × 1) each VPU contains a vector unit
units, known as VPU0 and VPU1, the Graphics Syn- (VU), instruction cache, data cache and interface unit.
thesizer, and a floating-point unit (FPU) in order to Each vector unit also has upper execution unit containing
render 3D graphics. Other components, such as the 4xfMAC and lower execution unit containing fDIV, integer
system’s DVD-ROM optical drive and DualShock 2 ALU, load-store unit, branch logic, 16 16-bit integer reg-
isters and 32 128-bit floating point registers. VPU1 has an
controller, provide the software and user control in-
additional EFU unit.
put. • VPU0 (COP2) (FMAC x 4, FDIV x 1) is tightly coupled
The PlayStation 1 backwards compatibility is accom- with the main CPU and is typically used for polygon and
plished through the inclusion of the original PlaySta- geometry transformations (under parallel or serial con-
tion’s CPU which also serves as the PS2’s I/O proces- nection), physics and other gameplay related tasks
sor. The PS2 also supports limited functionality with • VPU1 (Elementary Functional Unit-EFU) (FMAC x 5,
the original PlayStation memory cards and control- FDIV x 2) operates independently controlled by microco-
lers. de, parallel to the CPU core, is typically used for polygon
The console also features USB and IEEE and geometry transformations, clipping, culling, lighting
1394 expansion ports. Compatibility with USB and and other visual based calculations (texture matrix able
IEEE 1394 devices is dependent on the software sup- for 2 coordinates (UV/ST)
• Parallel: results of VU0/FPU sent as another display list
porting the device. For example, the PS2 BIOS will
via MFIFO (E.G. complex characters/vehicles/etc.)
not boot an ISO image from a USB flash drive or op- • Serial: results of VU0/FPU sent to VU1 (via 3 methods)
erate a USB printer, as the machine’s operating sys- and can act as an optional geometry pre-processor that
tem does not include this functionality. By contrast, does all base work to update the scene every frame (E.G.
Gran Turismo 4 and Tourist Trophy are programmed camera, perspective, boning and laws of movement such
to save screenshots to a USB mass storage device and as animations or physics)
print images on certain USB printers. A PlayStation • Image Processing Unit (IPU): MPEG-2 compressed im-
2 HDD can be installed via the expansion bay in the age macroblock layer decoder allowing playback of DVDs
back of the console, and was required to play certain and game FMV. It also allowed vector quantization for 2D
games, notably the popular Final Fantasy XI. graphics data.
• Memory management unit (MMU), RDRAM controller
and DMA controller: handle memory access within the
Central processing unit
system
• CPU: MIPS III R5900-based “Emotion Engine”, clocked
• Cache memory: 16 KB instruction cache, 8 KB + 16 KB
at 294.912 MHz (299 MHz on newer versions), with 128-
scratchpad (ScrP) data cache
bit SIMD capabilities.
• Scratchpad (SPR) is extended area of memory visible
• 250 nm CMOS manufacturing (ending with 65 nm CMOS),
to the EE CPU. This extended memory provides 16 kilo-
13.5 million transistors, 225 mm² die size, 15 W dissipa-
bytes of fast RAM available to be used by the application.
tion (combined EE+GS in SCPH-7500x: 86 mm², 53.5
Scratchpad memory can be used to store temporary data
million transistors) (combined EE+GS+RDRAM+DRAM
that is waiting to be sent via DMA or for any other tempo-
in SCPH-7900x ended with 65nm CMOS design).
rary storage that the programmer can define.
• CPU core: MIPS R5900 (COP0), 64-bit, little endian
(mipsel). CPU is a superscalar, in-order 2-issue design
with 6-stage long integer pipelines, four 32 bit GPR reg- Interfaces
isters, 32 128-bit SIMD linear scalar registers, two 64-bit • I/O processor interconnection: remote procedure call
integer ALUs, 128-bit load-store unit (LSU) and a branch over a serial link, DMA controller for bulk transfer
execution unit (BXU). • Main RDRAM memory bus. Bandwidth: 3.2 GB/s
16 • Technical Specifications
• 3 rendering paths (path 1, 2 and 3) I/O processor Disk Drive (SCPH-10000, SCPH-
GS effects include: Read-Write tex- • Input Output Processor (IOP) 15000, SCPH-18000 models)
tures, Emboss Bump Mapping, Dot3 • I/O Memory: 2 MB EDO DRAM • Emotion Engine (EE) includes an
Bump Mapping (Normal Mapping), • CPU Core: Original PlaySta- on-chip Serial I/O port(SIO) used in-
multiple-light sources, per-vertex tion CPU (MIPS R3000A clocked at ternally by the EE’s kernel to output
lighting, Volumetric Fog, Mipmap- 33.8688 MHz or 37.5 MHz+PS1 GTE debugging and messages and to start
ping, LOD, Spherical Harmonic and MDEC for backwards compatibil- the kernel debugger.
Lighting, High Dynamic Range(HDR) ity with PS1 games) • Ethernet port (Slim only)
Rendering, Motion Blur, Heat Haze, • Automatically underclocked to • i.LINK (also known as FireWire)
Bloom, Depth of Field, Shadow Vol- 33.8688 MHz to achieve hardware (SCPH-10000 to 3900x only)
umes, Shadow Mapping, Lightmap- backwards compatibility with original • Infrared remote control port (SCPH-
ping, Environment Mapping, Render PlayStation format games. 500xx and newer)
to Texture, Alpha Blending, Alpha Test, • Sub Bus: 32-bit ^† VGA connector is only avail-
Destination Alpha Test, Depth Test, • Connection to: SPU and CD/DVD able for progressive-scan supporting
Scissor Test, Transparency effects, controller. games, homebrew-enabled systems,
framebuffer effects, post-processing Replaced with PowerPC-based and Linux for PlayStation 2, and re-
effects, Perspective-Correct Texture “Deckard” IOP with 4 MB SDRAM quires a monitor that supports RGsB,
Mapping, Edge-AAx2 (poly sorting re- starting with SCPH-7500x. or “sync on green,” signals.
quired),[8] Bilinear, Trilinear texture
filtering, Multi-pass, Palletizing (4- Optical disc drive
bit = 6:1 ratio, 8-bit = 3:1), NURBS, • Disc Drive type: proprietary inter-
Bezier Curves, Bezier Surfaces, B- face through a custom micro-control-
Splines, Offscreen Drawing, Frame- ler + DSP chip. 24x speed CD-ROM
buffer Mask, Flat Shading, Gouraud [3.6 MB/s], 4x speed DVD-ROM [5.28
Shading, Cel Shading, Dithering, Tex- MB/s] — region-locked with copy pro-
ture Swizzling. tection.
• Multi-pass rendering ability • Supported Disc Media: PlayStation 2
• Four passes = 300 Mpixel/s (300 format CD-ROM, PlayStation format
Mpixels/s divided by 32 pixels = CD-ROM, CD-DA, PlayStation 2 for-
9,375,000 triangles/s lost every four mat DVD-ROM, DVD Video. DVD5
passes). (Single-layer, 4.7 GB) and DVD9
Emotion Engine CPU
(Dual-layer, 8.5 GB) supported. Later
Audio (SCPH-7000x)
models starting with SCPH-500xx are
• Audio: “SPU1+SPU2” (SPU1 is ac- DVD+RW and DVD-RW compatible.
tually the CPU clocked at 8 MHz and
SPU2 is PS1 SPU) Connectivity
• Sound Memory: 2 MB • 2 proprietary PlayStation controller
• Number of voices: 48 hardware ports (250 kHz clock for PS1 and 500
channels of ADPCM on SPU2 plus kHz for PS2 controllers)
software-mixed definable, program- • 2 proprietary Memory Card slots
mable channels using MagicGate encryption (250
• Sampling Frequency: 44.1 kHz or 48 kHz for PS1 cards. Up to 2 MHz for
kHz (selectable) PS2 cards with an average sequential
• PCM audio source read/write speed of 130KB/s)
• Digital effects include: • 2 USB 1.1 ports with an OHCI-com-
• Pitch Modulation patible controller
• Envelope • AV Multi Out (Composite video, S-
• Looping Video, RGBS (SCART), RGsB (VGA
• Digital Reverb connector†), YPBPR(component), and
• Load up to 512K of sampled wave- D-Terminal) The combined
forms • RFU DC Out EE+GS+RDRAM+DRAM
• Supports MIDI Instruments • S/PDIF Digital Out (the SCPH-7900x and
• Output: Dolby Digital 5.1 Surround • Expansion Bay for 3.5” HDD and SCPH-9000x series)
sound, DTS (Full motion video only), Network Adaptor (required for HDD,
later games achieved analog 5.1 sur- SCPH-300xx to 500xx only)
round during gameplay through Dolby • PC Card slot for Network Adaptor
Pro Logic II (PC Card type) and External Hard
18 • Emotion Engine
Emotion Engine
”Wikipedia”
9
To feed the execution units with instructions dedicated path between VPU1 and GIF. At 150 MHz,
and data, there is a 16 KB two-way set associative the internal data bus provides a maximum theoretical
instruction cache, an 8 KB two-way set associative bandwidth of 2.4 GB/s.
non blocking data cache and a 16 KB scratchpad Communication between the Emotion Engine and
RAM. Both the instruction and data caches are virtu- RAM occurs through two channels of DRDRAM
ally indexed and physically tagged while the scratch- (Direct Rambus Dynamic Random Access Memory)
pad RAM exists in a separate memory space. A com- and the memory controller, which interfaces to the in-
bined 48 double entry instruction and data translation ternal data bus. Each channel is 16 bits wide and op-
lookaside buffer is provided for translating virtual erates at 400 MHz DDR. Combined, the two channels
addresses. Branch prediction is achieved by a 64-en- of DRDRAM have a maximum theoretical bandwidth
try branch target address cache and a branch history of 25.6 Gbit/s (3.2 GB/s), about 33% more bandwidth
table that is integrated into the instruction cache. The than the internal data bus. Because of this, the memory
branch mispredict penalty is three cycles due to the controller buffers data sent from the DRDRAM chan-
short six stage pipeline. nels so the extra bandwidth can be utilised by the CPU.
The majority of the Emotion Engine’s floating point per- The Emotion Engine interfaces directly to the
formance is provided by two VPU, designated VPU0 Graphics Synthesizer via the GIF with a dedicated
and VPU1. These were essentially DSPs tailored for 3D 64-bit, 150 MHz bus that has a maximum theoretical
maths, and the forerunner to hardware vertex shader pipe- bandwidth of 1.2 GB/s.
lines. Each VPU features 32 128-bit vector SIMD registers
To provide communications between the
(holding 4D vector data), 16 16-bit fixed-point registers,
Emotion Engine and the Input Output Processor
four FMAC units, a FDIV unit and a local data memory.
The data memory for VPU0 is 4 KB in size, while VPU1 (IOP), the input output interface interfaces a 32-bit
features a 16 KB data memory. wide, 37.5 MHz input output bus with a maximum
To achieve high bandwidth, the VPU’s data theoretical bandwidth of 150 MB/s to the internal
memory is connected directly to the GIF, and both of data bus. The interface provides enough bandwidth
the data memories can be read directly by the DMA for the PCMCIA extension connector which was used
unit. A single vector instruction consists of four 32-bit for the network adapter with built-in P-ATA interface
single-precision floating-point values which are dis- for faster data access and online functionality. An ad-
tributed to the four single-precision (32-bit) FMAC vantage of the high bandwidth was that it could be
units for processing. Contrary to popular belief, the easily used to introduce hardware extensions like the
Emotion Engine is not a 128-bit processor as it does Network Adapter with built-in IDE HDD support or
not process a single 128-bit value, but a group of four other extensions to extend functionality and product
32-bit values that are stored in one 128-bit register. lifecycle which can be seen as a competitive advan-
This scheme is similar to the SSEx extensions by Intel. tage. In newer variants (like the slim edition), the in-
The FMAC units take four cycles to execute terface would however offer vastly more bandwidth
one instruction, but as the units have a six-stage pipe- than what is required by the PlayStation’s input out-
line, they have a throughput of one instruction per cy- put devices as the HDD support was removed and the
cle. The FDIV unit has a nine-stage pipeline and can PCMCIA connector design was abandoned in favor
execute one instruction every seven cycles. of a slimmer design.
The IPU allowed MPEG-2 compressed image decod- The Emotion Engine contained 10.5 million transis-
ing, allowing playback of DVDs and game FMV. It tors on a die measuring 240 mm2. It was fabricated
also allowed vector quantization for 2D graphics data. by Sony and Toshiba in a 0.25 µm (0.18 µm effec-
tive LG) complementary metal–oxide–semiconduc-
The memory management unit, RDRAM controller
tor (CMOS) process with four levels of interconnect.
and DMA controller handle memory access within
the system. The Emotion Engine was packaged in a 540-contact
plastic ball grid array (PBGA).
Communications between the MIPS core, the two
VPUs, GIF, memory controller and other units is han- The primary use of the Emotion Engine was to serve
dled by a 128-bit wide internal data bus running at as the PlayStation 2’s CPU. The first SKUs of the
half the clock frequency of the Emotion Engine but, PlayStation 3 also featured an Emotion Engine on
to offer greater bandwidth, there is also a 128-bit ded- the motherboard to achieve backwards compatibility
icated path between the CPU and VPU0 and a 128-bit with PlayStation 2 games. However, the second revi-
20 • Emotion Engine
Games!
We don’t know a whole lot about these early
place until sometime in 2001, at least a Play-Station 2 games, but we had a bunch
year after the machine’s Japanese launch. of screens, so here you go. One thing’s for
Players will then be able to upgrade their sure, Sony isn’t going to have any trouble
PS2s with a hard drive add-on, which will getting together enough games to make a
be used, among other things, to down- good launch!
load new games directly from Sony’s serv-
ers over the internet. One of the holdups
Grand Prix action heads to
in Sony’s plan is figuring out how to make PlayStation 2 in a big way
purchasing games this way safe and se- from Video System, who
cure. Hopefully, they can get it all figured are the masters of F-1 sim
out sooner than expected. games in Japan. No game-
But the question for now is, will the play screens yet, though.
PS2 hook up to the internet at launch? At F-1
this point, even Sony doesn’t seen to know Video System • Racing
the answer. They’re counting on third-par- Magical Sports
ty companies to provide browser software, With the power of the PS2, Catch Bass Club
and seem uninterested in what the internet the original vision of a Magical Comp. • Sports
full-on bass fishing game
can currently offer PS2. When Sony’s full
can now be fully realized.
online plan goes into effect in 2001, it will Or not. Who cares? It’s just
use a broadband network such as Cable fishing.
Modems and DSL, so the faster connection
speed will allow them to realize their more
ambitious plans.
Unison
PS2: An Unusual Looking Console Tecmo • Action This quirky dancing/sing-
So far, reaction to the look of the console ing game actually looked
seems to be split. It resembles a PC tower pretty interesting during the
as much as it does a videogame system. demo, but no one could tell
One thing that everyone agrees on how- us exactly how it plays! The
ever, is that it does look different. Most video demonstration looked
consoles are short and boxy, but the PS2 cool, though.
is very flat and thin. It comes packaged
Baki the Grappler
with a base to lay it horizontally, but a sec-
The first PS2 wrestling Tomy • Action
ond base can be purchased separately to
game wasn’t on show,
stand it vertically on end. Apparently, a lot but judging by these in-
of thought went into all aspects of the de- tricate character models,
sign, even the colors. Sony stated that the this could be one to watch
unit’s black color symbolizes the vastness for when it lays the smack
of space, while the blue stand represent the down next year.
Earth. Brilliant concept or crazy Japanese
wackiness? You decide.
I.Q. Remix
Sony CEI• Puzzle This looks to be a simple
make-over of the original
action/puzzle game. We’re
big fans of the series, but
c’mon, it should look much
better than this on PS2.
24 • Magazine Article
Blown Away
by: PlayStation Official (NZ) 2000 October
THE HARDWARE:
SONY’S WEAPON
When Sony released the first much larger worlds and great- past E3 show, “The PlaySta-
specs for its next generation er detailed characters than tion2 is not the future of vid-
console, most people were have been seen on past con- eogames. It is the future of
blown away. No one expected sole or PCs. entertainment.” With that fo-
that the PlayStation2 would be cus in mind, Sony designed
DVD Support
so powerful. It appeared to be the PlayStation2 to be able to
Including DVD support was
an unstoppable force that no grow beyond being a typical
a brilliant move on Sony’s
company, whether it be Sega, console. The inclusion of sev-
part. It not only helps to jus-
Nintendo or Microsoft, could eral connectivity ports (two
tify the higher retail cost of
ever hope to overcome. How- USB and one i.Link) will allow
the PS2, but also ensure that
ever, over time, the limitations the PS2 to connect to a myriad
the console will become the
of the console revealed them- of components and peripher-
centerpiece of the living room.
selves. Developers became vo- als, ranging from keyboards
When you’re not in the mood
cal about some of their frus- to digital cameras. Imagine
to play games, you can pop in
trations with the hardware. being able to download a pho-
that copy of The Matrix and
Did Sony make some major to into the PS2 and editing it
enjoy the adventures of Neo
mistakes when developing the with a keyboard and a mouse.
and Morpehus. Of course, the
PS2? There is that chance. In Then, you could email that ed-
PS2’s ability to support DVDs
this section, we break down ited picture to all your friends.
doesn’t mean that it can play
the strengths and weaknesses That’s just one of the many
movies. Thanks to the addi-
of the console and discuss what possible scenarios that Sony
tional storage space available
Sony is doing to make life easi- imagines happening in the
on a DVD, developers can use
er for developers. near future.
a greater number of higher
Hidden Potential
resolution textures in their
THE STRENGTHS
games. This would allow forWith the design of the PS2,
Polygonal Horsepower
larger and more detailed en-
Sony has gone in an entirely
Far and above anything else,
vironments for players to ex-
different direction than Sega,
the PS2’s strongest aspect
plore. Also, games that would
Nintendo or Microsoft has.
is its ability to render an ex-
normally fill up multiple CDs,
Not only did the company ba-
tremely larger number of pol-
like a Final Fantasy game, sically create the entire con-
ygons on-screen at any given
can now be released on a sin-
sole from scratch, using an
time. Already, some develop-
gle DVD. innovative CPU and graphic
ers have stated that their cur-
processor (that it helped to
rent game engines push in the Expansion Ports
develop), but it also designed
upwards of 10-20 millions As Kaz Huai, the President of
the console to be very open
polygons per second and that SCEA, elegantly put it at this
in its architecture. This open-
we can expect that number to
ness allows developers to
be much larger with future ti-
come up with their own way
tles. When you consider the
fact that the current PlaySta-
tion can only push around
360,000 polys per second, Ken Kuturagi,
one can begin to see the po- President and CEO of SCEI
tential and power in Sony’s
new console. This “polygon The format of today’s PlayStation 2 can achieve
horsepower”, as the develop- what PCs will only realise in another two or
ers of Munch’s Oddysee like three year’s time.
to describe it, will allow for
28 • Magazine Article
of doing things. There is no not visually far and beyond reason that the early Japa-
“right way” to do something the current crop of Dream- nese titles and some Ameri-
on the PS2, which means de- cast games, some of them ac- can ones didn’t know how to
velopers will constantly be tually looked slightly worse. do it properly. Only recently
discovering new and better This was mainly due to the has Sony made info available
ways to get the most out of the lack of anti-aliasing (a tech- to developers that allow them
console. Stuart Denman, the nique used to blur the edges to implement AA in a more ef-
Technical Director for Surreal of polygons), which caused ficient manner. Still, includ-
Software feels that the open the games to look very rough ing true AA tends to put a bit
design of the console “will and jaggy. Since Dreamcast of a burden on the PS2, which
allow the PS2 to have more titles didn’t really suffer from means that corners have to be
long-term potential. Games this problem, a lot of gam- cut elsewhere, at least until
in three years will be leap ers and journalists started to developers become more fa-
and bounds beyond today’s doubt the abilities of the PS2. miliar with the hardware. For
games.” Ken Levine, of Irra- Did Sony forget to include to some games, the drop from
tional Games, echoes those include a feature that both the 60fps to 30 is the way to go,
statements with his own, “The N64 and Dreamcast had and for others; a reduction in tex-
interesting thing about the that the Dolphin and X-Box ture resolution is a necessity.
design of the PS2 is that you’ll will have? Fortunately, the an- There are ways to give the il-
see the games get better and swer to that question is “no”. lusion of AA, without having
better through the life of the The PlayStation2 does have to take cuts in performance,
console. This is because de- that feature and developers and some developers taking
velopers will always be learn- are able to implement in sev- advantage of them. However,
ing new tricks. There’s a lot of eral different ways. This main until Sony comes up with a
secrets tucked away in there.” specific and easy ways to im-
Backward Compatibility plement true AA that
The only console in re- don’t take major hits on
cent history to include performance, you proba-
backwards compatibility, bly won’t be seeing a huge
the PlayStation2 will al- number of games take ad-
low you to play all those vantage of it.
PlayStation games you Limited Video Memory
currently own. Not only If you talk to any devel-
that, but it will speed up oper and ask them what
loading times and im- single aspect they would
prove the look of most of have wanted improved
those games. Sony will on the PlayStation2, they
also release updates to the would probably say, “In-
PS2 PlayStation drivers crease the amount of
so that games can be fur- VRAM.” Since its release,
ther enhanced in different the PS2 has gotten a lot
ways, such as increased of negative criticism from
resolution. developers because of the
limited amount of video
THE WEAKNESSES ram (VRAM) that’s em-
Anti-aliasing Difficulties bedded on the Graphics
On the day of the Japa- Synthesizer (GS). Since
nese launch, however, the it’s so small (4MBs),
first dent in the PS2’s ar- games must be designed
mor was discovered. Not in a way that’s very differ-
only were the first games ent from other consoles. A
Magazine Article • 29
THE GAMES
When the Dreamcast
THAT WILL launched, NFL 2K was its
LAUNCH THE best-selling title. We expect
SYSTEM the same for PS2’s Madden.
THE COMPANIES; Sony also gave develop- market, the PlayStation has not
SONY’S ARMY ers plenty of help in making their received the rabid support of
games. This resulted in a flood of hardcore gamers. Yes, most hard-
When it comes to the console
companies abandoning both the core gamers own a PlayStation,
wars, a company brand name
Sega Saturn and the Nintendo 64 but they have not embraced the
is of greatest importance. Just
to create games for the PlaySta- console with a much fervor as
look how Nintendo built its
tion. Sega or Nintendo’s rabid fans.
videogame mascots into char-
When Sony introduced However, this is rapidly
acters that are, by recent tests,
the PlayStation2, it had an ex- changing. Because of its phe-
better known than even Dis-
tremely tough contender: its nomenal success, the PlayStation
ney’s characters.
own reputation. However, Sony is the home of many games that
A company’s name
stepped up to the plate and of- appeal to the hardest of the hard-
can either give it a head start
fered developers even cheaper core. In fact, within a few years,
against the competition, or
production costs, and set up shop the number of fans that grew up
become a handicap from day
to help developers with their first playing PlayStation games will
one. Let’s see how the big play-
PS2 games. outnumber those raised on Sega
ers match up in terms of com-
While some develop- and Nintendo. This generation of
pany reputation in three areas
ers have complained about the hardcore gamers will be loyal to
that really matter: developers,
complexity of the PS2, the over- the PS2.
hardcore gamers, and casual
whelming mood in the develop- As the PlayStation2
gamers..
ment community is support for launches with game support in all
PLAYSTATION2 Sony’s console. This is readily the classic hardcore gaming gen-
Developers apparent in the sheer number of res, it will begin to enjoy the sup-
When Sony first launched the games in development for the port of the hardcore more than
PlayStation, it made an unprec- PS2. Very few, if any, develop- the PlayStation ever did.
edented effort to woo new de- ers are using the traditional ‘wait
SCORE: 3/5
velopers. Before that time, game and see’ approach to PS2 devel-
makers had been forced to pay opment. This is because they’ve Casual Gamers
huge licensing fees to produced developed a bound of trust in Since the launch of the original
expensive game cartridges. Sony Sony. PlayStation, Sony has made no
offered the low cost alternative secrets about its plans to target
SCORE: 5/5
of PlayStation CDs. Developers casual gamers. And looking at
who made games for the Play- Hardcore Gamers the unprecedented installed base
Station enjoyed bigger profits Perhaps because of its rela- of the PlayStation, its plans suc-
than ever before. tive youth, or perhaps because ceeded beyond anyone’s wildest
of Sony’s targeting of the mass expectations.
Magazine Article • 35
THE COMPETITION
THE FUTURE:
SONY’S BATTLE PLAN If Sony can make itself the lead THE COMPETITION
One major key to success in console right from the start, the
the videogame wars is a clear, others may always seem like sec- Microsoft’s X-Box
aggressive battle plan. A look ondary consoles. So far the plan Short Term
back at past console wars show looks like it’s working well. Microsoft’s short term goal for
us the strategies that guaran- Long-Term the X-Box is to establish the
teed victory and the ones that Sony wants nothing less than console as a contender in both
insured failure. total domination of the vid- the minds of gamers and devel-
Remember how well eogame market, and it has a opers, and to find exclusive ti-
Sega ambushed Nintendo with long term plan to get it. Basi- tles to bolster its growing list of
aggressive marketing for Gen- cally, it’s simple: give the three PC ports. The jury is still out on
esis and a lineup of killer sports most important sectors of the both counts.
titles? Look at how things shook videogame industry what they Long Term
out in the last generation. Sony want. Developers want a huge Microsoft want to build on its
conquered with the strong sup- installed base, technical sup- success in the PC market and
port of developers and casual port, and a powerful machine take over the living room as
gamers, Sega turned develop- to work with. Retailers want well. This means that Micro-
ers off with the Saturn, and big profit margins and games soft must establish the X-Box
Nintendo was stuck in the past that will sell. Gamers want not only as a PC game port ma-
with its cartridge-based N64. lots of games at affordable chine, but also a home for tradi-
While it’s easy to see prices. Sony is on track to do tional console genres.
battle plans hindsight, it’s all three.
more difficult to recognize
where a company is headed in
Nintendo’s Dolphin
the present. Let’s take a look at Short Term
what we know about the plans Sega’s Dreamcast Nintendo seems disinterested in
for each platform... the short term in its plans for the
Short Term Dolphin. Right now the com-
PLAYSTATION2 Sega is desperately struggling to pany has targeted its focus on
Short-Term salvage the future of Dreamcast. the wildly successful Game Boy
Sony’s short-term plan is essen- Sega has already tried price and its successor, and also the
tially a land grab. The company drops, rebate offers, and every- company is trying to squeeze
has already made an impact with thing else under the sun to make as much as it can get out of the
developers, which is evident in the Dreamcast catch on global- N64. Nintendo and Rare are al-
the consoles unbelievable launch ly. Unfortunately, it isn’t work- ready working on blockbuster
support. ing very well. Dolphin launch titles, however.
Sony is predicting that Long Term
we may see as many as 100 PS2 Long Term
Sega must decide wheter it can Some feel that Nintendo is con-
games as early as March 2001. continue to fight with the big
The company also plans to ship tent with its current position, and
boys in the console market, or is happy to control a small, but
10 million PS2 units worldwide instead, pull up shop and be-
by the end of the year. Judging by still lucrative section of the vid-
come a game maker. A follow eogame market. The company
current sales momentum, Sony up to the Dreamcast is already
will sell every unit it can pro- must, however, deliver games
in development, but Sega will that will hold on to the kids that
duce. be hard pressed to absorb more
The short term plan is to graduated the Nintendo 64. To
losses after so many years of do this, the company needs to
become the established market rought water.
leader before Nintendo or Micro- woo back third party develeop-
soft even launch their consoles. ers who’ve left for more reward-
ing consoles.
38 • Magazine Article
THE CONCLUSION
After spending time talking with
countless developers and writing
this feature, we can only come to With the strong buzz and sup-
one conclusion. This is Sony’s port behind the PS2, Sega is go-
war to lose. If the company con- ing to have a hard time pushing
tinues with its plans and delivers the Dreamcast. Hardcore gamers X-BOX is still a wild card in this
what it promises to the gamers, have already adopted the system, whole thing. Microsoft, despite
then there should be no reason but it’s the casual gamers that being the new kid on the block,
why the PlayStation2 should fail. Sega needs to entice. That’s go- has plenty of clout and a ton of
Despite its apparent limitations, ing to be hard considering that money. It’s also managed to de-
the hardware still has plenty of third-party support is slowing sign a console that’s both power-
untapped power and potential down. Sega, like Nintendo, will ful and extremely easy to develop
within it. Games will continue have to rely on its own develop- for. Practically every PC devel-
to improve, in all aspects, over ment teams to keep the console oper will end up doing some-
the next few years and the prob- alive. Sadly, it’s starting to look thing for the system, and several
lems that are present today will like the Saturn all over again. console-exclusive companies
soon be distant memories. Also, Still, the company’s plans to take have also expressed interest. The
Sony’s proposed broadband net- gaming online are very exciting, one thing working against it,
work should be up in the next and should peak a lot of interest though, is the fact that the X-Box
year or so, allowing millions once the network is actually up will probably be the last con-
of gamers to communicate and and running. If it doesn’t work sole released. The PlayStation2
compete against each other on- out, though, Sega is doomed. will have a good year head start
line. It truly will be a future to and the Dolphin should have at
look forward to. Now, what of Nintendo will launch the Dol- least a few months. Dreamcast,
Sony’s competition? phin to much success, with the if it’s still around, will have a
help of Mario and Pokemon, but well-rounded and robust library
the third party support won’t be of game, as well as an extremely
there in full force. Companies low retail price. It’s going to be
are more eager to develop for the an uphill battle for Microsoft, but
sure thing (PlayStation2) and the we’re sure they’re prepared.
more powerful console (X-Box),
leaving Nintendo to once again While the facts and opinions ex-
drive sales of it console alone. If pressed in this feature seen to
Dolphin sales do soar however, predict the success of the PS2,
then companies may shift a bit nothing is certain in this indus-
of focus from PS2 and X-Box try. No company has ever really
development and release titles dominated two generations in
for it. Despite this, the Dolphin a row. Sony has definitely got
is looking to end up like the N64 a tough fight ahead of it, but
- profitable, but not number one. it’s not one to back down from
strong cometition. Neither are
Sega, Nintendo and Microsoft.
Magazine Article • 39
HOW IT WORKS:
DIGITAL VIDEO
CAMERAS
The digital video (DV) cam-
era connects to PS2 via the i-
Link port. Home movies can
be stored on the hard disk
drive and software will allow
you to use PS2 as an editing
suite. You can then email
completed home movies to a
friend.
42 • Magazine Article
The launch of PlayStation2 on November 30 President of SCE Europe, said, “the perform-
is just a few weeks away. And Sony has finally ance of PlayStation2 continues to exceed
confirmed the price - $749. Sony also expects even the most optimistic forecasts in Japan.
over 20 PlayStation2 titles will be available at In fact, we will be shipping many times the
the lauch of PS2 - a new record. It’s expected number of PlayStaion units when it was re-
around 40 games will be released by Christ- leased in September 1995 [November 1995 in
mas. Australia]. We belive that our recommended
The New Zealand launch is also No- retail price point represents great value for
vember 30, with the price NZ$899. money for consumers offering interactive
Many gamers will be disappointed by entertainment, DVD-video and future-proof
the release date, as it was expected the con- technology poised to lead the broadband rev-
sole would launch worldwide on October 26. olution.”
The US release date is still October 26, but Since its debut on March 2 this year,
Europe is now November 24 and Australia PlayStation has shipped over three million
and NZ on November 30. The delay was be- units in Japan, making it the most success-
cause of the unprecedented demand for PS2 ful electronic entertainment product launch
in Japan, where Sony has already sold over ever. Ken Kutaragi, President and CEO of
3.5 million consoles. And Sony says it needs Sony Computer Entertainment, said “SCEI
an extra week beyond the European launch has shipped its three-million unit in Japan,
due to DVD zoning requirements. this record-breaking strong demand sup-
Demand for the PS2 has far out- ported by an impressive range of software
stripped Sony’s own projections and the con- titles allows us to look to the future with
sole is commercially out-performing its pred- great confidence. Just as PlayStation brought
ecessor. The original PlayStation sold around interactive gaming to an unprecedented
400.000 units in a month in Japan and it mass market, PlayStation2’s combination of
took six months to sell a million, indicating breathtaking digital graphics, superb sound
PS2 is almost four times as popular. and DVD video will open the doors to a new
Sony Australia says the delay was nec- computer entertainment experience in the
essary to ensure there was plenty of stock home.”
when PS2 is launched. “Our objective is to Sony expects to sell 10 million Play-
have as much stock as possible available be- Station2 units by March 2001, including over
fore we launch PlayStation2 in Australia, as three million in the PAL territories of Europe,
feedback from consumers indicates there will Australia and NZ.
be strong demand for the new computer en- Meanwhile, Sony Australia expects
tertainment system,” said Michael Ephraim, that the tiny PSone will be available from ear-
Managing Director of Sony Computer Enter- ly to mid-November. The PSone will totally
tainment Australia. In announcing the price replace stocks of the original PlayStation con-
and adjusted release date, Chris Deering, sole and be exactly the same price - bargain!
Magazine Article • 43
Gamers look likely to be spoiled for choice spectacular slopes is hilarious. There are sev-
when the PlayStation2 is launched in this en courses and loads of tricks.
country. Along with expected giants like, Summoner - spectacular role-playing
Ridge Racer V and Tekken Tag Tourna- game that should have a mass-market ap-
ment, big games like FIFA 2001, Fantavi- peal. You control a character with the ability
sion, Timesplitters, Kessen and Summoner to summon creatures. There are over 20 crea-
have been confirmed for launch day. Here tures that join your party and include mas-
are PSM’s thoughts on some of the biggest sive dragons. But it’s the incredible 3D envi-
launch games. ronments that really impress.
Tekken Tag Tournament - the fighting Midnight Club - fun racing game based
king returns to the ring. Features outstand- on illegal Japanese road racing. You can race
ing graphics, loads of characters, the ability through the streets of London, New York and
to swap between characters during fight, and many other cities, and there’s a Driver-like
a hilarious and fun Tekken Bowl mini-game. story mode to plough through. The sense of
Ridge Racer V - the arcade racer that’s atmosphere is fantastic. There’s a slew of cars
so fast it gives nosebleeds. The gameplay available, and the graphical detail is stun-
mightn’t be revolutionary, but this fast-paced ning.
racing action that is great fun whether alone Smuggler’s Run - Rockstar’s second
or with a mate. launch title. As the eponymous smuggler, you
Fantavision - quirky firework puzzler. burn across the American countryside to col-
A bizarre title, but a wonderfully engaging lect and offload illicit goods. You’ll be bounc-
experience. It’s a dazzling firework simulator, ing over hills, tearing through vales, and
but plays like a puzzle game. The PAL release ploughing through Mexican border towns.
will offer a simultaneous two-player mode. You can use the roads, but you’ll only attract
FIFA 2001 - the soccer giant kicks an- the police.
other goal. A gob-smackingly spectacular soc- Kessen - the epic Japanese strategy
cer sim, complete with frighteningly realistic game that was one of the first PS2 titles un-
player facial animations. veiled. We thought this would never get a
Timesplitters - chaotic blasterama PAL release, but EA is giving local gamers the
from the makers of Goldeneye. Playing modes chance to control those epic horse and war-
include a co-operative story mode where you rior battle scenes.
and a mate can blast your way through hoar- Wetrix 2 - the sequel to the addic-
dies of enemies and loads of multiplayer ac- tive puzzler that involved building up walls
tion. to keep water from spilling out of the play-
SSX - snowboarding with a twist. Jos- er area. Solid, addictive puzzling, and with
tling other boarders as you hurtle down the PS2’s water rendering abilities, it should look
an play utterly dreamy.
44 • Magazine Article
How many years has Sony been working on The Creators behind PS2 have deliberately made it hard
for developers to produce games to ensure the console
the project? “The project really began five
has a minimum lifespan of six years.
years ago, but it was about four years ago that
the plan began to take definite shape and a
substantial number of engineers began work- age, we need to think about who is going to
ing on the project.” buy the game and where they’ll be using it. In
Many developers have said that it is diffi- this case, we envisage a range of people and
cult to develop on the system. What is your situations, such as the family enjoying TV and
opinion? “At this moment in time, I certainly PS2 in their living room, or the person living
think it’s correct to say PS2 is a difficult game in a room in an apartment complex who plays
to master. We who are involved in design and the games for several hours at a time.”
development challenge our game designers. Of the games that have been released so far,
We tell them, “We’re making very difficult how much of the PS2’s power do you think
hardware, so try to master it!” This is what they are using? “I imagine it’s about 50 to 60
they have in their minds as they design the percent. I think it would be extremely dif-
games, so at the moment it certainly should ficult to completely use 100 percent, but in
be a difficult process. But at some point they about two years I expect that we will have
definitely will master the hardware. That’s game software that can use 80 to 90 percent
when I think it will be time for us to come out of capacity.”
with PS3.”
Have you started thinking about the next Play-
When you were creating PS2, where you de- Station? “ When we’re making something,
signing your ideal machine or did you design to a certain extent we’re already visualising
it with a specific consumer profile or devel- what we’re going to make next. In particular,
oper in mind? “That actually changes de- around the time when a certain generation of
pending on the phase. When we are still at game machines or computers goes on sale,
the planning or survey stage, we start off with naturally we’re thinking ahead about what’s
our own image of the ideal game machine. As going to happen with the next generation, or
we progress, the focus changes to what the perhaps even the generation after that. For
creators, game programmers and game plan- that reason, we’re probably always thinking
ners visualises as the ideal game machine. about the kind of machines we’ll have up to
Then when it comes to the actual design of 10 years in the future.
the game box, colour, and overall product im-
Magazine Article • 45
HIGH FLYER
by: PlayStation Official (NZ) 2001 Jan/Feb
2K Games 2K Czech
Type Subsidiary Formerly Illusion Softworks, a.s. (1997–2008)
Founded January 25, 2005 Type Subsidiary
Parent Take-Two Interactive Parent 2K Games (2008–2017)
Headquarters Novato, California, U.S. Founded 12 August 1997
Key people David Ismailer (President) Founder Petr Vochozka
Website 2k.com Defunct 2017
Headquarters Brno, Czech Republic
2K Games, Inc. is an American video game publish- 2K Czech, s.r.o. (formerly Illusion Softworks, a.s.)
er based in Novato, California. The company and its was a Czech video game developer based in Brno.
2K Sports division were founded in January 2005 Founded as Illusion Softworks, by Petr Vochozka in
by Christoph Hartmann, David Ismailer, Jason Ar- August 1997, the company was acquired by Take-
gent and Greg Thomas, as a subsidiary of Take-Two Two Interactive in January 2008 and subsequently
Interactive. 2K Games is Take-Two Interactive’s organized under the 2K Games label, becoming 2K
second publishing label, after Rockstar Games, and Czech. The company was merged into Hangar 13 in
houses all of Take-Two Interactive’s development 2017.
studios, apart from Social Point and those suborgan- Illusion Softworks was established by Petr
ized under Rockstar Games. Vochozka on 12 August 1997. In September 2007,
On January 24, 2005, Take-Two Interactive several Illusions Softworks employees left the studio
acquired Visual Concepts and its Kush Games sub- to found The Easy Company, which went on to pro-
sidiary, as well as the intellectual property of the 2K duce MotorM4X (2008). On 8 January 2008, Take-
sports game series, from Sega for US$24 million. Two Interactive announced that they acquired Illu-
The following day, Take-Two Interactive announced sion Softworks for an undisclosed sum. As a result
that they had established 2K Games, making use of of the acquisition, Illusion Softworks became part
the 2K trademark for the name of the new publishing of Take-Two Interactive’s 2K Games label under the
label. 2K Sports, a division dedicated to 2K Games’ name 2K Czech. According to Take-Two Interac-
sports titles, was established alongside. The new tive’s chief executive officer, Ben Feder, the agree-
company would from then on manage Take-Two ment was made to expand the company’s “strategic
Interactive’s development studios, Visual Concepts, focus on owning high-value intellectual property”.
Kush Games, Indie Built, Venom Games, PopTop In July 2011, several people formerly of 2K Czech
Software and Frog City Software, which were split and Bohemia Interactive opened Warhorse Studios,
between 2K Games and 2K Sports depending on the which would produce Kingdom Come: Deliverance.
developer’s primary genre. In September 2011, 40 staff members were
In a five-alarm fire on January 21, 2006, the laid off from the company’s Brno studio, with an-
administrative and marketing portion of 2K Games’ other few personnel made redundant in its Prague
offices was heavily damaged. On June 15, 2007, 2K studio. Both studios previoulsy housed a total of 200
Games announced that they had closed their offices staff, wherefore around 25% of them had been cut
in New York City and would move to a new loca- in the layoffs. On 10 January 2014, 2K Games an-
tion on the West Coast, namely Novato, California, nounced that 2K Czech’s Prague office was to close,
together with 2K Sports. On September 10, 2007 and that 10 staff as well as the development of Mafia
Take-Two Interactive opened 2K Play as a new divi- III would be relocated to 2K Games’ headquarters in
sion of 2K Games. 2K Play would henceforth focus Novato, California, with the most other staff moved
on family-friendly titles. to 2K Czech’s remaining Brno studio. In 2017, the
studio was quietly merged into Hangar 13.
Developers • 47
2K Los Angeles (formerly Kush Games, Inc.) was an The 3DO Company (formerly THDO on the NAS-
American video game developer based in Camaril- DAQ stock exchange), also known as 3DO, was an
lo, California. Founded by Umaro Mayer in Janu- American video game company. It was founded in
ary 2002, the company was part of Visual Concepts, 1991 by Electronic Arts founder Trip Hawkins, in
which itself was a part of Sega. Both Kush Games a partnership with seven companies including LG,
and Visual Concepts were sold to Take-Two Interac- Matsushita (now Panasonic), AT&T Corporation,
tive and subsequently became part of their new 2K MCA, Time Warner, and Electronic Arts itself.
Sports label. Kush Games was renamed 2K Los An- Trip Hawkins wanted to get into the hard-
geles in February 2007 before being shut down in ware market after the software market exploded with
2008. interest thanks to his involvement at Electronic Arts.
Kush Games was founded by Umaro Mayer When the company was first founded, its original
in January 2002 to develop video games with a focus objective was to create a next-generation CD-based
on non-violence. Kush Games exclusively devel- video game system called the 3DO Interactive Mul-
oped sports games together with its parent company, tiplayer, which would be manufactured by various
Visual Concepts, and for Sega, Visual Concepts’ par- partners and licensees; 3DO would collect a royalty
ent. On January 24, 2005, Visual Concepts and Kush on each console sold and on each game manufac-
Games were acquired by Take-Two Interactive for tured. The 3DO console launched in October 1993
US$24 million. The publisher’s 2006 Form 10-K fil- at the price of $699. Poor console and game sales
ing later showed that a total of US$32.2 million had trumped the enticingly low royalty rate and proved a
been paid to Sega for the acquisition of Visual Con- fatal flaw. While initially attracted by low royalties,
cepts and affiliate properties by January 2006. On dropped support for the console as its games failed
January 25, 2005, the day following the acquisition, to sell. Though the company’s financial figures dra-
Take-Two Interactive announced their new publish- matically improved in the fiscal year ending March
ing label, 2K Games, and its 2K Sports division, 1995, with revenues nearly triple that of the previous
the latter of which would henceforth manage Visual fiscal year, they were still operating at a loss. In Jan-
Concepts and Kush Games. uary 1996, The 3DO Company sold exclusive rights
In February 2007, Kush Games was rebrand- to its next generation console, M2, to Matsushita for
ed 2K Los Angeles. The company’s founder and un- $100 million. Thanks in part to revenues from the
til-then President, Mayer, left the company and was sale of M2 technology to Matsushita and other licen-
succeeded by Graeme Bayless. Mayer, together with sees, in the first quarter of 1996 the 3DO Company
partner George Simmons, went on to found Zindagi turned a profit for the first time since it was founded,
Games in July 2007. 2K Los Angeles was shut down with a net income of $1.2 million. Over the second
in 2008. half of 1996, the company restructured to focus on
software development and online gaming,
It went bankrupt in 2003 due to poor sales of
its games.
48 • Developers
505 Games S.r.l. is an Italian video game publisher 989 Studios was a division of SCEA that developed
founded in 2006, and is a subsidiary of Italian com- games for the PlayStation consoles and Windows
pany Digital Bros. S.p.A. The company publishes computers. Their games include EverQuest, Twisted
games globally for leading platforms along with Metal III, Twisted Metal 4, Syphon Filter, Syphon
console and handheld systems such as Nintendo, Mi- Filter 2, Jet Moto 3, Bust a Groove, and others. It
crosoft, and Sony, as well as for mobile devices and now exists as the 989 Sports brand owned by SCEA
social networks. 505 Games headquarters is located that produces sports games.
in the city of Milan, Italy. The company also main- The 989 Sports name developed from a long
tains divisions in Milton Keynes, United Kingdom; history of name changes and corporate shuffling with-
Los Angeles, United States; Lyon, France; Munich, in Sony centered around operations in Foster City,
Germany; Madrid, Spain and a network of distribu- California. In August 1995, the video game business
tion partners. of Sony Imagesoft was merged with the product de-
The company transitioned from being an velopment branch of SCEA, becoming Sony Interac-
Italian games distributor to a global games pub- tive Studios America (SISA). On April 1998, SISA
lisher, offering a broad selection of titles for players was renamed 989 Studios, after the street address of
of all ages and levels. In March 2015, Digital Bros, the building they worked in at the time (989 E. Hills-
through subsidiary 505 Games, purchased 2.67% dale Boulevard, Foster City, California). The part of
stock of Swedish game developer Starbreeze Stu- 989 developing EverQuest (and other online and PC
dios. games) broke off to become an independent studio
Since its founding in E3 2006, the company named Verant Interactive in early 1999. On April 1,
has published several major titles such as Sniper 2000, 989 Studios was merged back into SCEA as a
Elite III, Payday 2, Assetto Corsa, Brothers: A Tale first party development group, in order to prepare for
of Two Sons, Terraria, How to Survive, Defense Grid the then-upcoming PlayStation 2. SCEA continues
2, Deep Black, Rocket League, ABZU, ADR1FT, to release sports games under the 989 Sports brand.
and Virginia. The company found its early success Subsequent reissues and sequels to 989’s games are
through its video games such as Cooking Mama and published under the SCEA name instead of the 989
Zumba Fitness. name.
In October 2016, 505 Games has announced 989 Studios was also working on many unre-
through Koji Igarashi, their collaboration in publish- leased video games that were cancelled before com-
ing Bloodstained: Ritual of the Night from Igarashi’s pletion, including Dark Guns, Sorcery, Warhawk
own ArtPlay, DICO and Inti Creates, though Inti’s 2, Barnstormers and The Diabolical Adventures of
involvement has been reduced. Tobu.
In April 2015, 505 Games was awarded the
title of Best Indie Games Label at the MCV Awards.
Developers • 49
Atari, Inc. was an American video game developer Atlus Co., Ltd. is a Japanese video game developer,
and home computer company founded in 1972 by publisher and distribution company based in Tokyo,
Nolan Bushnell and Ted Dabney. Primarily responsi- and a subsidiary of Sega. It is best known for devel-
ble for the formation of the video arcade and modern oping the Megami Tensei, Persona, Etrian Odyssey
video game industries, the company was closed and and Trauma Center series.
its assets split in 1984 as a direct result of the North Atlus began in April 7, 1986 as a video game
American video game crash of 1983. developer of computer games for other companies.
Atari was named after Japan’s centuries old In January 1987, Atlus started selling amusement
classic, Go. The term “atari” is used by Go players to equipment. It expanded into the sale of karaoke
politely inform their opponent that they are about to equipment in March 1989. Atlus released the first
be overrun. The company was created in 1972 with video game under its own name in 1989: Puzzle Boy
money earned by Bushnell’s first game Computer for the Game Boy.
Space. While this initial game was not considered Atlus started in the arcade industry in the
to be a success financially, it seeded the ideas for 1990s by manufacturing its first arcade video game,
the game Pong, which would become the first gam- BlaZeon, in 1992. In 1995, Atlus launched Print
ing classic the gaming industry would see. By most Club Arcades in partnership with Sega. In its goal
gaming historians, this is considered to be the true to further increase its presence in the amusement in-
birth of the gaming industry. dustry, Atlus acquired the manufacturer Apies from
Several financial problems would eventually Yubis Corporation in 1999. Atlus suffered from defi-
lead to the sale of Atari to Warner Communications cit financial results in both 1999 and 2000. To ad-
in 1976 for $28 - $32 Million (est .). dress the issue, Atlus established a management re-
In 1977 Atari was able to release what would form plan in 2001. In its restructuring efforts, Atlus
become their lasting legacy, the Atari 2600. sold two subsidiaries (one of them being Apies) to
In July of 1984, a $240 million deal was their respective employees as part of a management
struck between Atari and ex-head of Commodore, buyout.
Jack Tramiel, and all of Atari was sold except for the On 30 August 2010, Index Holdings an-
small coin-operated arcade business, Ataritel. Warn- nounced its merger with Atlus. Although fans were
er retained the arcade division, continuing it under concerned about the company’s future, CEO Shinichi
the name Atari Games and eventually selling it to Suzuki said that Atlus would continue to provide the
Namco in 1985. Warner also sold Ataritel to Mit- “finest quality game experiences possible” and the
subishi. merger “further strengthens the foundation of Atlus,
Atari would eventually be renamed Atari both in Japan and here in the United States.” After
Corporation and would never be able to regain con- the dissolution, the name Atlus continued as a brand
trol of the console market, or have the same amount used by Index Corporation for video game publish-
of clout that they had during the peak of the 2600’s ing until 2013. Atlus in its current incarnation was
popularity. founded as Sega Dream Corporation in September
“giantbomb.com” 2013, a new shell corporation established by Sega.
50 • Developers
Avalanche Software, LLC is an American video Bandai Co., Ltd. is a Japanese toy maker and a pro-
game developer based in Salt Lake City, Utah. ducer of a large number of plastic model kits as well
Avalanche Software was incorporated on as a former video game company. Bandai considers
October 3, 1995, by John Blackburn, Todd Black- character merchandising as their core business mod-
burn, James Michael Henn and Gary Penacho, four el. The developed characters are promoted through
programmers that previously worked at Sculptured server entertainment vetures such as toys, card
Software. products, plastic models, game software, animated
On April 19, 2005, Buena Vista Games (lat- TV-series and confectionery. Main product lines are
er renamed Disney Interactive Studios), the video Mobile Suit Gundam, Digimon, Power Rangers and
game publishing arm of The Walt Disney Company, Tamagotchi.
announced that they had acquired Avalanche Soft- Bandai Co., Ltd. was established in July
ware for an undisclosed sum. In November 2006, 1950 and sold celluloid, metallic toys and rubber
Buena Vista Games formed a sister studio, Fall Line swimming rings. Astro Boy was their first toy that is
Studio, that would create Disney titles for Nintendo based on a TV-character.
DS and Wii platforms. Disney Interactive Studios In 1980 they launched the Gundam plastic
(DIS) merged Fall Line Studio into its sister studio, model toy series which became a huge success and
Avalanche Software, in January 2009. surpassed 100 million units in cumulative sales in
In October 2012, Disney Interactive Studios 1984 and 300 million in 1999.
announced “Toy Box”, a cross platform gaming initi- Not only has Bandai provided intellectual
ative where Pixar and Disney characters will interact property that would be used in video games and de-
from a console game to multiple mobile and online veloped its own video game titles, but Bandai has
applications. In January 2013, Avalanche Software also attempted to make a couple of forays into the
unveiled the toys-to-life cross-platform game Disney video game console space over their history. In 1994
Infinity based on Toy Story 3: The Video Game’s the company introduced the Playdia a video game
“Toy Box” mode crossed with a toy line. console that was only released in Japan. This con-
On May 10, 2016, with a lack of growth sole’s titles mainly consisted of quiz games, anime
in toys-to-life market and increasing developmen- based video games and multimedia edutainment ti-
tal costs, Disney discontinued Disney Infinity and tles from Bandai properties such as Sailor Moon or
closed down Avalanche Software, and Disney Inter- Dragon Ball.
active Studios as a whole. Many former Avalanche In 1999, Bandai would introduce the Won-
Software workers were employed by castAR to cre- derSwan portable gaming device to compete with
ate a new studio in Salt Lake City. Nintendo’s Game Boy handheld.
On January 24, 2017, Warner Bros. Interac- In 2005 Bandai spun off their computer
tive Entertainment announced it had acquired the games division and established Bandai Games Inc.
studio from Disney, including its Octane engine “giantbomb.com”
software, and re-opened the studio.
Developers • 51
Banpresto Co., Ltd. is a Japanese toy com- Beautiful Game Studios is a British video game
pany, and a former game developer and publishing, developer based within the Wimbledon district of
headquartered in the Shinagawa Seaside West Build- London, England. Founded in 2003, the studio was
ing in Shinagawa, Tokyo. The current iteration of the announced on 30 January 2004, as internal devel-
company was formed on April 1, 2008, with the fo- opment team of Eidos Interactive (later renamed
cus on the toy consumer business. Square Enix Europe), that would focus on the devel-
The original company was founded April opment of Championship Manager, after the original
1977 as Hoei Sangyo, Co. Ltd.. During the 1980s developer of the series, Sports Interactive, departed
it worked mainly as a subcontractor for Sega and from Eidos Interactive in 2003.
its arcade division, and the company was renamed On 25 November 2009, after Eidos Inter-
Coreland in 1982. It started to be partially owned by active was acquired by Square Enix and renamed
Bandai in 1989, when it gained its current name. It Square Enix Europe, the company announced that
became a wholly owned subsidiary of Bandai Nam- Beautiful Game Studios would undergo restructur-
co Holdings in March 2006. ing “to build a successful commercial future for the
Banpresto has created a variety of Japan- Championship Manager brand”. Within that restruc-
only video games, most notably the Super Robot turing, around 80% of jobs were cut or relocated to
Wars series. Other projects include anime tie-in Eidos Shanghai in a cost-cutting exercise, while Roy
games such as the Slam Dunk basketball games and Meredith was kept as general manager.
Tenchi Muyou! Game Hen. Banpresto also made On 7 September 2010, Beautiful Game Stu-
the Another Century’s Episode series, a collabora- dios announced that they had entered into a strategic
tion with FromSoftware, and the Compati Hero se- partnership with Chinese publisher Shanda Games,
ries of games which crosses over the Ultraman, Ka- which granted them distribution of upcoming Cham-
men Rider and Gundam franchises. Banpresto also pionship Manager games in China. The partnership
makes several varieties of mechanical prize-winning grew largely from the then-enlarged Eidos Shanghai
games. As Coreland, the company has produced a studio’s previous work with Shanda Games, as well
number of games for Sega, including Pengo, 4-D as long-term communications between Beautiful
Warriors and I’m Sorry. Game Studios, Eidos Shanghai and Shanda Games.
Banpresto’s video game operations were ab- The resulting project, Championship Manager:
sorbed into Bandai Namco Games on April 1, 2008. World of Football, was announced on 19 July 2011.
As part of the merger, two of Banpresto’s subsidiar- The game was set to be a free-to-play massively mul-
ies, Pleasure Cast Co. Ltd and Hanayashiki Co. Ltd, tiplayer online game, however the game was never
became Namco subsidiaries. Banpresto itself now released, making Championship Manager 2010, re-
focuses on its prize machines business. leased on 11 September 2009, the latest game to be
developed by Beautiful Game Studios.
52 • Developers
Beenox is a video game developer established in The Behemoth is a video game development com-
2000 in Quebec City, Canada. The studio became a pany located in San Diego, California. The company
wholly owned subsidiary of Activision on May 25, is known for producing simple games with Paladin’s
2005. signature 2D style.
Between 2002 and 2006, the developer was During August 2002, Tom Fulp and Dan Pal-
essentially a porting house. They completed approx- adin collaborated in creating the Flash game Alien
imately 30 projects for Windows and Mac OS, based Hominid for Newgrounds. The game has since be-
on popular franchises such as X-Men, Spider-Man come extremely popular and generated over twenty
and Shrek. million hits and rising. Later in the year, Paladin was
In 2006, they returned to original game de- working on developing a console video game when
velopment, with Bee Movie Game, inspired by the co-worker Baez approached him. He was a fan of
feature film from DreamWorks Animation. As part Alien Hominid and asked Paladin if he was inter-
of Activision’s E3 2007 media blitz, it was an- ested in developing the game for consoles. When
nounced that Beenox was the developer behind the Baez offered to produce the game, Fulp and Paladin
Windows version of Activision’s Spider-Man game eventually agreed, recruited LaCava and Dryburgh,
Spider-Man: Friend or Foe which was released in and formed The Behemoth in 2003.
October 2007. Beenox employs about 150 employ- Their first console game, Alien Hominid,
ees who are developing games for consoles such as gained critical acclaim by the media and the mem-
PlayStation 3, Xbox 360 and Wii. They released the bers of The Behemoth quickly gained status as indie
Xbox 360, PS2, PS3, Wii and PC versions of Mon- developers focused on bringing old-school styles of
sters vs. Aliens and console versions of Guitar Hero video games back into mainstream gaming. Some of
Smash Hits. Beenox later created the Spider-Man the minigames from Alien Hominid were ported to
games Spider-Man: Shattered Dimensions, Spider- iOS in 2011.
Man: Edge of Time, The Amazing Spider-Man and The Behemoth’s second game, Castle Crash-
The Amazing Spider-Man 2. ers, was released August 27, 2008, originally for the
After founder Dominique Brown’s depar- Xbox Live Arcade service, eventually re-releasing
ture in December 2012, the studio’s focus shifted for the PlayStation 3 on August 31, 2010, and Micro-
from leading original game development to doing a soft Windows/OS X on September 26, 2012. Since
number of B-level support tasks on Activision’s su- its release on Xbox Live Arcade, Castle Crashers has
perbrands Skylanders and Call of Duty. become one of the most downloaded games, with
In 2015, Activision announced that Beenox over 2.6 million copies sold as of year-end 2011.
is working in conjunction with Mercenary Technol- A third title, BattleBlock Theater, was re-
ogy on bringing Call of Duty: Black Ops III to the leased on April 3, 2013. The Windows, Linux, and
Xbox 360 and PlayStation 3 and working on bring- macOS versions of BattleBlock Theater were re-
ing Skylanders: SuperChargers to the Wii and Nin- leased on Steam on May 15, 2014.
tendo 3DS.
Developers • 53
Bethesda Softworks LLC is an American video game Blue Tongue Entertainment Pty Ltd was an Austral-
publisher based in Rockville, Maryland. ian video game developer founded in 1995. It was
Bethesda Softworks was founded by Weaver acquired by THQ on 17 November 2004, and re-
in Bethesda, Maryland in 1986 as a division of Me- mained an internal development studio of THQ until
dia Technology Limited, an engineering research and its closure in August 2011. In addition to THQ, Blue
development firm of which Weaver was founder and Tongue had worked with the publishers Hasbro In-
CEO. He created Bethesda “to see if the PC market teractive and Vivendi Universal Games.
was a viable place to develop games”. Blue Tongue originally provided web de-
Vlatko Andonov, who serves as President of velopment services, and moved into video games
Bethesda, recalls that Weaver had originally want- in 1995 with their first release, AFL Finals Fever. It
ed to call the company “Softworks”, but found the was released on 9 June 1996 and reached number
name taken. “So, our founder, sitting at his kitchen 3 on the Australian software sales charts. Another
table in Bethesda decided after laborious thought to game, Riding Star, was their first international re-
add Bethesda to Softworks and there you have it!” lease. It was ported to multiple platforms, including
Bethesda Softworks is credited with the the PlayStation and the Game Boy. Blue Tongue de-
creation of the first physics-based sports simulation, veloped the TOSHI game engine used internally for
Gridiron!, in 1986 for the Atari ST, Commodore many of its projects.
Amiga and Commodore 64/128. Early games scored In 2008, Blue Tongue finished de Blob, its
respectably in the gaming press. first original game since Riding Star, for the Wii sys-
In 1997 and 1998, Bethesda released two tem. de Blob was met with critical acclaim from var-
The Elder Scrolls expansions based on Daggerfall’s ious gaming websites, including Official Nintendo
code—Battlespire and Redguard—neither of which Magazine, which awarded the game a rating of 92%
enjoyed the success of Daggerfall and Arena. The and a Gold Award, and IGN.com, which awarded the
downturn in sales was not limited just to The Elder game several Wii-specific awards in its 2008 video
Scrolls franchise, and the company considered filing game awards, including Best Platform Game, Best
for bankruptcy as a result. Graphics Technology, and Best Use of Sound. In ad-
In 1999 it became a subsidiary of ZeniMax dition to the awards won, IGN also nominated de
Media. In its first fifteen years, it was a video game Blob for several other Wii-specific awards, includ-
developer and self-published its titles. In 2001, ing Best New IP, Best Original Score, Most Innova-
Bethesda spun off its own in-house development tive Design, and Game of the Year.
team into Bethesda Game Studios, and Bethesda In 2011, Blue Tongue was announced to be
Softworks became a publisher only. It currently also closed down under a restructuring and realignment
publishes games by ZeniMax Online Studios, id plan by parent company, THQ.
Software, Arkane Studios, MachineGames, Tango
Gameworks and Bethesda Game Studios Austin.
54 • Developers
Capcom CAVE
Founded May 30, 1979 Founded June 15, 1994
Founder Kenzo Tsujimoto Headquarters Shinjuku, Tokyo, Japan
Owner Tsujimoto family Total assets JP¥ 874,251,193 (2012)
Headquarters Chūō-ku, Osaka, Japan Employees 158 (2012)
Revenue Increase $239.6 million (2014) Subsidiaries
Employees 2,811 (2017) Beads Mania (merged on June 1, 2008)
Mini4WD Networks Co., Ltd. (44.8% stake)
Capcom Co., Ltd. is a Japanese video game develop- CAVE Interactive CO., acronym for “Computer Art
er and publisher known for creating multi-million- Visual Entertainment”, is a Japanese video game
selling franchises such as Mega Man, Street Fighter, company founded in 1994 by former employees of
Resident Evil, Devil May Cry, Ace Attorney, and Toaplan following its bankruptcy. They are known
Monster Hunter as well as games based on the Dis- primarily for their “bullet hell” shoot ‘em ups; from
ney animated properties. Established in 1979, it has 1995 up to 2010, CAVE was one of the most pro-
become an international enterprise with subsidiaries lific shoot ‘em up developers in the Japanese mar-
in North America, Europe, and East Asia. ket. Alongside this, CAVE has produced a variety of
The original companies that spawned Cap- other types games for arcades, home consoles, PCs,
com’s Japanese branch were I.R.M Corporation as and smartphones, also dating back to 1995.
well as its subsidiary Japan Capsule Computers Co., Key staff members include Tsuneki Ikeda
Ltd., both of which were devoted to the manufac- (director and COO) and Makoto Asada (game de-
turing and distribution of electronic game machines. velopment department head) who left the company
The name Capcom is a clipped compound of “Cap- in 2013. On January 24, 2014, community manager
sule Computers”, a term coined by the company to “Masa-King” announced that the Cave-World Twit-
describe the arcade machines it solely manufactured ter and blog were shutting down on February 28,
in its early years, designed to set themselves apart 2014, terminating all existing English social media
from personal computers that were becoming wide- presence in the west.
spread at that time. The word capsule alludes to how CAVE’s arcade titles have used various ar-
Capcom likened its game software to “a capsule cade boards over the years. Earlier titles used a
packed to the brim with gaming fun”, as well as to CAVE-designed board based on a Motorola 68000
the company’s desire to protect its intellectual prop- CPU, with later releases moving over to the PGM
erty with a hard outer shell, preventing illegal copies (Poly Game Master) hardware, and then, starting
and inferior imitations. with Mushihimesama, onto boards based on the Hi-
In the first few years after its establishment, tachi SH-3 CPU. CAVE dabbled in PC-based hard-
the Japanese branch of Capcom had three develop- ware for Deathsmiles II, but switched back to SH-3
ment groups referred to as “Planning Rooms”, led for later titles.
by Tokuro Fujiwara, Takashi Nishiyama and Yoshiki Since 2006, CAVE has hosted CAVE Mat-
Okamoto, respectively. Later, games developed suri, a yearly festival in which several announce-
internally used to be created by several numbered ments regarding company affairs are made. Also,
“Production Studios”, each assigned to different some titles are offered exclusively at this event such
games. Starting in 2002, the development process as Mushihimesama Cave Matsuri ver 1.5.
was reformed to better share technologies and exper- Within the Guinness World Records, Cave
tise, and all of the individual studios were gradually holds the record for the “most prolific developer of
restructured into bigger departments responsible for danmaku shooters”, having released 48 games in the
different tasks. genre since 1995 as of October 2010.
Developers • 55
The Codemasters Software Company Limited (for- Criterion Software Limited, doing business as Crite-
merly Electric Games Company Limited), doing rion Games, is a British video game developer based
business as Codemasters, is one of the oldest British in Guildford, England. They are best known for their
game studios, and in 2005 was named the top inde- work on the racing video game series Burnout and
pendent games developer by Develop magazine. various Need for Speed games.
Established on 6 August 1986 by Richard Criterion Software Ltd was created in 1993
Darling and David Darling (who worked previously to commercialise 3D graphics rendering technology.
for Mastertronic), Codemasters established them- It was set up by David Lau-Kee and Adam Billyard
selves in the growing ZX Spectrum market, mostly within Canon’s European Research Lab, before be-
with action games that required the player to solve ing spun out as a majority Canon-owned startup. Cri-
simple puzzles by combining different objects, such terion Software was a technology company special-
as the Dizzy series. While rooted in the ZX Spec- ising in the development of the RenderWare family
trum, Codemasters did not write exclusively for this of middleware technology, including graphics, AI,
computer. They also released software (including audio and physics components. Originally Criterion
the Dizzy series) for the Commodore 64, Commo- Games was a division within Criterion Software, set
dore 16, BBC Micro, Acorn Electron, Amstrad CPC, up to develop games, using the Renderware engine,
Atari 8-bit, Commodore Amiga and Atari ST. which would act as showcases as to what was pos-
Between 1998 and 2003, Codemasters domi- sible with the platform. RenderWare is used in such
nated one area of game console entertainment when games as Grand Theft Auto III, Grand Theft Auto:
they teamed up with Jester Interactive Limited to Vice City and Grand Theft Auto: San Andreas, which
publish their range of music creation software, for are developed by Rockstar North, and the success-
PlayStation, PlayStation 2 and PC, namely MU- ful Burnout series, developed in-house by Criterion
SICtm, Music 2000, MTV Music Generator and Games.
MTV Music Generator 2. In 2003 this partnership In August 2004, Electronic Arts announced
was dissolved, with Jester releasing their own Music they had acquired Criterion Games and Criterion
3000 product. Codemasters released their final mu- Software for a rumored GB£40 million, taking into
sic based product called MTV Music Generator 3 in account the purchase price and existing debt. This
2004. was followed by the release of Black, a first-person
On 5 April 2010, Reliance Big Entertain- shooter set in Eastern Europe, to which they applied
ment, an Indian company acquired a 50% stake in the action movie sensibilities characteristic of the
the company. Burnout series.
In April 2015 Codemasters CEO Rod Cous- On 3 January 2014, it was announced that
ens left to join Jagex, leaving COO Frank Sagnier as co-founders Alex Ward and Fiona Sperry have left
the new Temporary CEO. Criterion to found a new studio, Three Fields Enter-
tainment.
56 • Developers
Dark Energy Digital, was a privately owned video Disney Interactive Studios, Inc. (originally estab-
game developer and publisher based in the United lished as Walt Disney Computer Software, Disney
Kingdom. Interactive, Buena Vista Interactive, and Buena Vis-
Blade Interactive was founded in 1998 and ta Games) was an American video game developer
are largely known as a developer of pool and snooker and publisher owned by The Walt Disney Company
games. Three years developing HydroEngine, their through Disney Interactive. Prior to its closure in
dynamic fluid game engine used in Hydrophobia. 2016, it developed and distributed multi-platform
As part of a major expansion, Blade Interactive has video games and interactive entertainment world-
a new mobile game development division based at wide.
Blade Interactive’s new office complex in Manches- Most of the games released by Disney In-
ter, known as ‘BIG’ (Blade Interactive Games). One teractive Studios were typically tie-in products to
of the founding Directors of Blade Interactive, Peter existing character franchises. On May 10, 2016, as
Jones, was formally Managing Director of Mirage a result of the discontinuation of its Disney Infinity
Technologies Multimedia Ltd, the studio behind series, Disney shut down Disney Interactive Studios,
Rise of the Robots and Rise 2: Resurrection and the and exited the first party home console game devel-
PlayStation/PC title Bedlam. opment business in order to focus on third-party de-
The company created a new video game en- velopment of home console video games through
gine / game creation system to create a new genera- other developers such as Electronic Arts (Star Wars
tion of download games called Infinite Worlds. It games), WB Games (owned by rival company Warn-
also created the world’s first fluid dynamics engine, er Bros., which handles the publishing of Disney-re-
known as HydroEngine, which allows dynamic lated Lego video games and Cars 3: Driven to Win),
modeling of flowing water and other liquids. Fluids Bandai Namco Entertainment, and Capcom (several
are completely dynamic, which means the effect is Disney games and Marvel vs. Capcom). However,
not repeated and thus allowing different effects each it continues to release games for iOS and Android
time. The engine also interfaces with solid body devices under its own label, Disney Mobile.
physics engines such as Havok, which allows ob- Disney Interactive Studios is credited in all
jects and debris to be carried with the flow. entries to the Kingdom Hearts franchise, with the
On March 19, 2012, the company suffered original release box art of each entry to the series
due to not having enough money, went broke and having different logos and name of the company see-
was ultimately put into administrative control. It is ing as coincidentally, the company is re-branded in
in the process of selling IP and assets, most notably between the releases. Notably however, the compa-
the Hydrophobia series and the Hydroengine.3 ny is not credited to actually developing the game.
Developers • 57
Double Helix Games LLC, now Amazon Game Stu- Empire Interactive was a British video game devel-
dios, Orange County, is an American video game de- oper and publisher founded in 1987. It went out of
veloper based in Irvine, California. business in 2009.
Double Helix Games was formed in 2007 Empire Interactive was a publisher of inter-
via a merger between two Foundation 9 studios, an active entertainment software for 22 years. Head-
American entertainment media company that de- quartered in the UK, they also had offices in the
veloped video games, comic books, film and televi- U.S., Germany, France, Spain and Italy. The com-
sion series, The Collective, an American video game pany developed and published a varied range of ti-
development company located in Newport Beach, tles for all contemporary platforms in the U.S., Eu-
California, and Shiny Entertainment, creator of titles rope and Asia. Games such as Starsky & Hutch, Big
including Earthworm Jim, MDK and Enter the Ma- Mutha Truckers, the Ford Racing series and FlatOut
trix. Double Helix Games cites on their website that were some of their major successes. They also oper-
the combined development experience totals 20+ ated the “Xplosiv” and “eJay” imprints, focusing on
years and that it is one of the largest and most expe- budget titles and music creation tools respectively.
rienced game developers in the world. Double Helix Xplosiv, established in January 2000, was
Games also states on their website that they are a Empire Interactive’s publishing label for budget or
developer for all the major home consoles and that rerelease games by Empire themselves or contracted
they have worked with numerous notable IPs such as third parties. Empire positioned the published titles
Star Wars, The Matrix, Indiana Jones and Buffy the with price points of £9.99 and £4.99 in 2001, and in
Vampire Slayer. late 2002 added PlayStation 2 titles into the range, at
Double Helix Games began using the HEX £9.99 and £19.99.
Engine for their upcoming titles on the Xbox One, Xplosiv planned to enter the U.S. market in
PlayStation 4, and PC. The studio’s first release was 2005.
Silent Hill: Homecoming for the PlayStation 3 and After struggling financially for several years,
the Xbox 360. The third entry in the Killer Instinct they were purchased by Silverstar Holdings in 2006
series was the first of these titles released that uses and became a wholly owned subsidiary. On 4 May
their new engine. 2009 it was announced that the company had gone
In February 2014, the company was acquired into administration (bankruptcy) and would be shut-
by Amazon.com. In a statement released to Polygon, ting down permanently. Their intellectual properties
Microsoft stated that they’d be working with a “new were sold to New World IP of the United States and
development partner” on Double Helix’s Killer In- all 49 staff were laid off. New World IP then leased
stinct title going forward. the rights to publish Empire’s entire catalogue to
Zoo Games.
58 • Developers
Electronic Arts Inc. (EA) is an American video game EA Black Box (formerly Black Box Games) was a
company headquartered in Redwood City, Califor- video game developer based in Burnaby, British Co-
nia. lumbia, Canada, founded in 1998 by former employ-
Founded and incorporated on May 28, 1982 ees of Radical Entertainment and later acquired by
by Trip Hawkins, the company was a pioneer of Electronic Arts. The developers are primarily known
the early home computer games industry and was for the Need for Speed and Skate series. It was re-
notable for promoting the designers and program- named Quicklime Games during the development of
mers responsible for its games. EA later grew via Need for Speed: World.
acquisition of several successful developers. By Black Box Games had previously developed
the early 2000s, EA had become one of the world’s for game publishers such as Sega, Midway Games,
largest third-party publishers. On May 4, 2011, EA and EA. In June 2002, during the development of
reported $3.8 billion in revenues for the fiscal year Need for Speed: Hot Pursuit 2, the firm was acquired
ending March 2011, and on January 13, 2012, EA by EA and became an entirely owned subsidiary of
announced that it had exceeded $1 billion in digital EA Canada. As a result of the acquisition the studio’s
revenue during the previous calendar year. In June name was changed to EA Black Box. In March 2003,
2011, EA launched Origin, an online service to sell the firm lacked space for their current projects and
downloadable games directly to consumers. as a solution the top four floors of an office tower in
As of September 2017, Electronic Arts is the downtown Vancouver were used for expansion. In
second-largest gaming company in the Americas and March 2005, EA Black Box became an independent
Europe by revenue and market capitalization after studio from EA Canada, but still owned by EA.
Activision Blizzard and ahead of Take-Two Interac- In February 2012, EA confirmed a number
tive, and Ubisoft. off lay-offs at EA Canada and EA Black Box, and
Currently, EA develops and publishes games that they were transforming the studios towards
under several labels including EA Sports titles FIFA, “high-growth digital formats, including online, so-
Madden NFL, NHL, NCAA Football, NBA Live, cial gaming and free-to-play”. EA declined to com-
and SSX. Other EA labels produce established fran- ment on whether EA Black Box’s brand would re-
chises such as Battlefield, Need for Speed, The Sims, main.
Medal of Honor, Command & Conquer, as well as In July 2012, EA Black Box was renamed
newer franchises such as Crysis, Dead Space, Mass Quicklime Games during the development of PC
Effect, Dragon Age, Army of Two, Titanfall and Star game Need for Speed: World, under which name it
Wars: Knights of the Old Republic, produced in operated until its closure in April 2013.
partnership with LucasArts. EA also owns and oper- The former employees of EA Black Box have
ates major gaming studios, EA Tiburon in Orlando, spread around other game developers making racing
EA Vancouver in Burnaby, BioWare in Edmonton as games such as Ubisoft’s The Crew and Slightly Mad
well as Austin, and DICE in Sweden and Los Ange- Studios’ World of Speed.
les.
Developers • 59
EA DICE EA Sports
Formerly Digital Illusions HB (1992–1993) Founded Electronic Arts Sports Network (1991–1993)
Digital Illusions CE AB (1993–2006) Type Division
Type Subsidiary Founded 1991
Founded May 1992 Parent Electronic Arts
Headquarters Stockholm, Sweden Key people David Rutter (general manager)
Parent Electronic Arts (2006–present) Website easports.com
Website dice.se
EA Digital Illusions CE AB (EA DICE; formerly EA Sports is a division of Electronic Arts that devel-
Digital Illusions HB and later Digital Illusions CE ops and publishes sports video games. Formerly a
AB) is a Swedish video game developer based in marketing gimmick of Electronic Arts, in which they
Stockholm. The company was founded in 1992 and tried to imitate real-life sports networks by calling
has been a subsidiary of Electronic Arts since 2006. themselves the “EA Sports Network” (EASN) with
Its releases include the Battlefield series, Mirror’s pictures or endorsements with real commentators
Edge, Star Wars Battlefront, and Star Wars Battle- such as John Madden, it soon grew up to become a
front II, and it is also the main developer behind sub-label on its own, releasing game series such as
EA’s Frostbite engine. FIFA, NHL, NBA Live and Madden NFL.
DICE was founded as Digital Illusions in Most games under this brand are developed
May 1992 in Växjö, Sweden by four people, Ulf by EA Vancouver, the studio of Electronic Arts in
Mandorff, Olof Gustafsson, Fredrik Liliegren, and Burnaby, British Columbia, as well as EA Black-
Andreas Axelsson, members of the former demo- box in Vancouver, British Columbia as well as EA
group The Silents. The Silents’ work is visible in Tiburon in Maitland, Florida. The main rival to EA
some DICE games. For example, The Silents used Sports is 2K Sports. Notably, both companies com-
the acronym TSL; this acronym is visible in Motor- pete over the realm of NBA games. Konami is its
head on banners and signs. According to the Motor- rival in association football games.
head manual, TSL is said to stand for “Trans-atlantic Unlike some other sports game companies,
Speed League”, a case of a backronym. EA Sports has no special ties to a single platform,
For an extended period of time, while the em- which means that all games are released for the best-
ployees were also students at Växjö University, the selling active platforms, sometimes long after most
company’s office consisted of a small dorm room. of the other companies abandon them. For example,
During those days the company developed popular FIFA 98, Madden NFL 98, NBA Live 98, and NHL
pinball games for the Amiga computers, such as Pin- 98 were released for the Sega Genesis and the Super
ball Dreams, Pinball Fantasies and Pinball Illusions. NES throughout 1997; Madden NFL 2005 and FIFA
In November 2004, Electronic Arts an- 2005 had PlayStation released in 2004 (FIFA 2005
nounced their intent to purchase all outstanding was also the last PlayStation title to be released);
shares in DICE at a price of 61 kr per share. The and NCAA Football 08 had an Xbox released in
board of directors of DICE recommended that the 2007. Madden NFL 08 also had Xbox and Nintendo
company’s shareholders accept the offer. Electronic GameCube releases in 2007, and was the final title
Arts owned 62% of DICE on 31 March 2005. released for the GameCube, with Madden NFL 09
In May 2013, DICE Los Angeles was opened following as the final Xbox title. Additionally, NAS-
as an additional location to DICE. DICE Los Ange- CAR Thunder 2003 and NASCAR Thunder 2004
les had co-operated with DICE Stockholm in the de- were released not only for the PlayStation 2, but for
velopment of Battlefield 4. the original PlayStation as well.
60 • Developers
Enix Eutechnyx
Type Kabushiki gaisha Type Private
Founded September 22, 1975 Founded 30 September 1987
Founder Yasuhiro Fukushima (Active CEO) Headquarters Newcastle upon Tyne, England
Fate Merged with Square Key people Darren Jobling (CEO)
Successor Square Enix Employees 200 (2009)
Headquarters Shibuya, Tokyo, Japan Website eutechnyx.com
Employees 134 (2002)
Enix Corporation was a Japanese video game pub- Eutechnyx Limited (formerly Zeppelin Games Lim-
lisher that produced video games, anime and manga. ited, until 1994, and Merit Studios (Europe) Limited,
Enix is known for publishing the Dragon Quest se- until 1997) is a British video game developer based
ries of role-playing video games. in Newcastle upon Tyne, England. Since 1997, the
Enix was founded on September 22, 1975 as company has focused on racing games. They are
Eidansha Boshu Service Center by Japanese archi- known for their largely-panned video game, Ride
tect-turned-entrepreneur Yasuhiro Fukushima. The to Hell: Retribution, work with the NASCAR The
company initially published tabloids that advertised Game franchise, and as a developer on various other
real estate. racing titles and games.
In February 1980, Eidansha Boshu Service The company founder, Brian Jobling, started
created a wholly owned subsidiary for the purpose creating games for the Atari 800, ZX Spectrum and
of specializing in real estate trading and brokerage. Commodore 64 personal computers at home in the
This new subsidiary would take on the name of Ei- early 1980s as a 14-year-old. With the money that he
dansha Systems in August 1981. The following year, made, he started the company, Zeppelin Games, in
in August 1982, Eidansha Systems was renamed November 1987 when he was 17. Zeppelin Games
Enix Corporation. The name “Enix” is a play on the produced a large number of games for various home
words “phoenix”, a mythical bird that is reborn from computer systems including Atari 8-bit family,
its own ashes, and “ENIAC”, the world’s first digital Commodore 64, ZX Spectrum, Atari ST and Amiga
computer. and by the early 90s were also making games for PC
After a failed attempt of Eidansha Boshu and consoles such as the Mega Drive/Genesis and
Service to go nationwide in 1982, its newly estab- SNES.
lished Enix subsidiary began a foray into the gam- The company was acquired by American
ing market by holding a personal computer game company Merit Studios, Inc. in 1994 and became
programming contest. One of the winners was Love known as Merit Studios Europe. As well as develop-
Match Tennis, created by Yuji Horii. It would go ing their own games, the company was also respon-
to become one of the company’s first PC releases. sible for the marketing and distribution of Merit’s
Another winner was the puzzle game Door Door by US games in Europe.
Koichi Nakamura, which would become one of the The company became Eutechnyx in 1996.
company’s better known home computer titles. Na- After gaining registered developer and publisher
kamura would stay on board as one Enix’s key pro- status for the Sony PlayStation, the directors bought
grammers. back the company from Merit with help from French
The company merged with its competitor publishers Infogrames.
Square in 2003 to form Square Enix, in order to mu- In October 2013 Darren Jobling replaced his
tually decrease development costs and to compete brother Brian as CEO, to take on a more active role
with foreign developers. in development, with Brian becoming Executive
Chairman.
Developers • 61
Evolution Studios Ltd. was a British video game Crytek UK Limited (formerly Free Radical Design
developer headquartered in Runcorn, Cheshire. The Ltd.) was a British video game developer based in
company was founded in 1999 by Martin Kenwright Nottingham, England.
and Ian Hetherington, following the purchase of Most of Free Radical Design’s employees
their studio Digital Image Design’s publisher Ocean previously worked for the game developer Rare.
Software by Infogrames. Kenwright then left Dig- While at Rare, they (David Doak, Steve Ellis, Karl
ital Image Design with six members of staff to form Hilton, Graeme Norgate and Lee Ray) worked on the
Evolution Studios. Nintendo 64 first-person shooters GoldenEye 007
Then based in Frodsham, Cheshire, it devel- and Perfect Dark. From late 1998 to early 1999, this
oped a racing demo on PC, depicting multiple rally team left Rare to form Free Radical Design, which
cars racing on a circuit with cockpit views, which was established in April 1999, their first release
was subsequently picked up by Sony as it was in- being TimeSplitters for the PlayStation 2 in 2000.
terested in a PlayStation 2 game based on the World TimeSplitters attracted attention at the time because
Rally Championship licence. of the former Rare employees’ work on the critically
Both Evolution and their satellite studio, acclaimed GoldenEye 007. Its sequel, TimeSplitters
Bigbig Studios, in Warwickshire were acquired by 2, became the highest-ranked first-person shooter for
Sony Computer Entertainment in September 2007. PlayStation 2 on GameRankings.
At this point, Kenwright and Hetherington left the Free Radical Design was working on Star
company, with its co-founder Mick Hocking taking Wars: Battlefront III from 2006 to 2008, but it be-
over, running Evolution, Bigbig and SCE Studio came cancelled when it was supposedly “99 per-
Liverpool as Group Studio Director. Hocking was cent” complete. The cancellation of this title, and the
subsequently promoted to Vice President of the Stu- poorly received release of Haze, contributed to Free
dio Group in April 2011. Radical Design going into bankruptcy.
The developer’s last game was Driveclub. It was announced on 4 February 2009 that
It was scheduled as a PlayStation 4 launch title, the studio had been acquired by German video game
although it was ultimately delayed, until October developer Crytek and would be renamed Crytek UK.
2014. They claim they had trademarked the name of Crytek had a good relationship with the city of Not-
the game almost 10 years ago, but were waiting for tingham due in part to its sponsorship of the Gamec-
the technology to create their vision of the game. ity festival and its recruitment drives with Notting-
On 23 March 2015, 55 staff members were ham Trent University.
cut from Evolution Studio, which sources say is ap- In 2014, the studio was shut down and the
proximately half the studio. The redundancies have majority of the staff transferred to the newly formed
been described by Sony as a way to focus the studio Dambuster Studios, where they afterwards worked
on developing Driveclub as a service. On 22 March on Homefront: The Revolution.
2016, Sony announced that Evolution Studios was
closed.
62 • Developers
FromSoftware, Inc. is a Japanese video game devel- Frontier Developments plc is a British video game
opment company founded in November 1986. The developer based in Cambridge, England. David
company is known primarily outside Japan for be- Braben is the founder and chief executive officer of
ing the developers of the Armored Core and Souls the company. It has produced several games in the
series, as well as Bloodborne. Elite series, including 2014’s Elite: Dangerous.
FromSoftware was founded on November Frontier Developments’ first game was the
1, 1986, and developed productivity software for 1993 Amiga CD32 port of the largely successful
the first several years of their existence. They re- Frontier: Elite II followed by Frontier: First Encoun-
leased their first video game, titled King’s Field, as ters, second sequel to the seminal 1984 game Elite
a launch title for the PlayStation in 1994. The initial by Acornsoft. The company describes the original
King’s Field did not see a release in North America, Elite as a “Game by Frontier”, in its back catalogue
although a 1996 sequel would later be released in during the company’s 2013 sale of shares to the pub-
North America bearing the same title, which was lic, with David Braben owning all rights to the game
released as King’s Field II in Japan. After releasing assigned to the company in 2008.
a third title in that series, FromSoftware moved on Between 2005 and 2011, the company ex-
to release Echo Night as well as Shadow Tower in perienced a turmoil while developing its next gen-
1998. Also during this time FromSoftware would re- eration title The Outsider. Its feature list was ambi-
lease Armored Core, the first in a mech game series tious from its initial announcement, although little
which would go on to spawn many sequels. was seen of the game in public following this. The
When the PlayStation 2 was launched in project was initially self-funded by the developer but
2000, FromSoftware supported the system with two failed to maintain publisher backing. When Code-
RPGs Eternal Ring, which like the King’s Field se- masters withdrew from the deal the studio was also
ries is a first person RPG, and Evergrace, a more forced to make 17 staff members redundant.
conventional action RPG viewed from a third per- . A second studio, Frontier Developments
son perspective. The company also released a pair of Inc., was opened in Halifax, Nova Scotia, Canada
sequels to their PlayStation 1 offerings with King’s in August 2012, headed by David Walsh as its presi-
Field IV and Shadow Tower Abyss. dent, and closed in January 2015. In 2013, the com-
In April 2014, Kadokawa Corporation an- pany reincorporated as a public limited company,
nounced its intention to purchase the company from and entered the stock market.
former shareholder Transcosmos. The deal was fi- On January 3, 2017, TMZ reported that the
nalized on May 21, 2014. FromSoftware expanded company sued Atari, Inc. for not paying the compa-
into a new studio in Fukuoka in October 2015, which ny enough for royalties for their game RollerCoaster
began operations in January 2016. Tycoon 3; Frontier reported that they only received
In December 2015, FromSoftware was nom- $1.17 million when they needed $3.37 million.
inated for developer of the year at The Game Awards
2015, but lost to CD Projekt Red.
Developers • 63
Gearbox Software, L.L.C. is an American video Genki Co., Ltd. is a Japanese developer of computer
game development company based in Frisco, Texas. and video games. It was founded in October 1990 by
Gearbox Software was founded on Febru- Hiroshi Hamagaki and Tomo Kimura, who left Sega
ary 16, 1999 by five members of the content team to form the company. The company is best known
from the defunct developer Rebel Boat Rocker: for its racing game titles. According to MobyGames,
Randy Pitchford, Brian Martel, Stephen Bahl, Lan- the company logo is a picture of Hiroshi Hamagaki,
don Montgomery, and Rob Heironimus. Before drawn by his son when he was 3 years old.
Rebel Boat Rocker, Pitchford and Martel previously In its early years, Genki dabbled in a few dif-
worked together at 3D Realms, and Montgomery ferent genres, looking for its niche. On one end of
previously worked at Bethesda Softworks. the spectrum, there was Devilish, a game similar to
They started with developing expansions Arkanoid that was released for Sega’s Game Gear
to Valve Software’s Half-Life. Porting Half-Life to and Mega Drive systems in 1991. On the other end,
console platforms (each with new game content) fol- there was Kileak: The DNA Imperative, a first-per-
lowed, building the company’s experience in console son mecha shooting game for the PlayStation which
game-making, in addition to enhancing and building was released in 1995.
upon the successful Counter-Strike branch of the Genki found its niche in 1994 with the re-
Half-Life franchise. Prior to Half-Life 2, they had lease of Shutokō Battle ‘94 Keichii Tsuchiya Drift
developed or helped develop every Half-Life expan- King for the SNES—the first in a long-running se-
sion game or port, including Opposing Force, Blue ries of racing games. Shutokou Battle 2 followed
Shift, Counter-Strike: Condition Zero, Half-Life for one year later, in 1995, and was also for the SNES.
the Sony PlayStation 2 (including Half-Life Decay), Within the same year, Genki shifted towards
and Half-Life for the Sega Dreamcast (including developing 3D games, continuing the Shutokou Bat-
Blue Shift). tle series with Highway 2000 on the Sega Saturn.
In 2005 Gearbox launched its first independ- Genki also produced major titles for both the Play-
ent set of games, Brothers in Arms, on console and Station and Nintendo 64 consoles in the following
mobile devices. It became their flagship franchise two years.
and spun off a comic book series, television docu- In 2010, Genki created an alternate reality
mentary, books, and action figures. Their second game division called Genki ARG, to replace the cur-
original game series Borderlands was released in rently discontinued Genki Racing Project. This divi-
2009, and by 2015 had sold over 26 million copies. sion was closed in late of March 2012.
The company also owns the intellectual property of The Shutokou Battle series was recently re-
Duke Nukem and Homeworld. vived with a Mobage version for mobile phones re-
In February 2014, Gearbox filed a lawsuit leased in 2017. This is the first Shutokou Battle game
against 3D Realms for attempting to make another after GRP was discontinued. The same year, however,
Duke Nukem game without the consent of the com- Genki announced that they were discontinuing the
pany. service, to be shut down in late of that year.
64 • Developers
Grasshopper Manufacture Inc. is a Japanese video Harmonix Music Systems, Inc., doing business as
game developer founded on 30 March 1998 in Sugi- Harmonix, is an American video game development
nami, Japan. Grasshopper gained mainstream atten- company based in Boston, Massachusetts, perhaps
tion in 2005 for the GameCube and PlayStation 2 best known as being the developer of Dance Central,
game Killer7. In addition to Killer7, they have de- Rock Band and Fantasia: Music Evolved, as well
veloped Michigan: Report from Hell (released in as being the original developer of the Guitar Hero
Japan, Europe) and a number of Japan-only titles. series before development moved to Neversoft and
Grasshopper Manufacture was also responsible for Vicarious Visions.
the Nintendo DS game Contact, the Wii game No Harmonix was founded on May 10, 1995 by
More Heroes and its sequel No More Heroes 2: Des- Alex Rigopulos and Eran Egozy, who met while at-
perate Struggle, and Shadows of the Damned. The tending MIT. Egozy was an electrical/computer en-
company is headed by Goichi Suda, also known as gineer with an interest in music, while Rigopulos
Suda51, and is noted for its original and imaginative was a music composition major with an interest in
titles - ones that are also fraught with financial risk. programming; both met while working in the MIT
Potential losses are often made up by the develop- Media Lab. After building a computer music genera-
ment of games based on popular anime franchises, tion system that could algorithmically create music
such as Samurai Champloo: Sidetracked, Blood+: on the fly, the two considered how one could use a
One Night Kiss, and Rebuild of Evangelion: Sound joystick to control the system, and set up a demon-
Impact. stration of the unit for the Lab, which gained interest
Grasshopper was said to be working on an from others in the Lab. The two realized that after
Xbox 360 title, and have presented a concept for a graduation that they probably couldn’t pursue such
PlayStation 3 game called Kurayami, a non-linear ideas working at any existing companies, so they
action adventure inspired by the worrying and con- chose to start their own. The company was built on
fused universe of the Czech writer Franz Kafka, the premise that the experience of performing music
whom Goichi Suda admires. This was later can- could become accessible to those who would other-
celled and reincorporated ideas were put into the wise have trouble learning a traditional instrument.
game Shadows of the Damned. Harmonix’ first major video game was Fre-
Employee count doubled in the span of 18 quency, with its development funded by Sony Com-
months to 140 by 2011. puter Entertainment along with about $2 million in
On 30 January 2013, Grasshopper Manufac- investments in the company.
ture was acquired by GungHo Online Entertainment, In the early part of 2006, Activision acquired
primarily known for hosting the Japanese server of RedOctane, and several publishers became inter-
Ragnarok Online, as well as their development of ested in acquiring Harmonix. In September 2006,
Ragnarok DS. They have since released Let It Die. MTV Networks, a division of media conglomerate
Viacom, announced that it was acquiring Harmonix
on behalf of MTV Networks for $175 million.
Developers • 65
HB Studios is a Canadian video game developer High Moon Studios (formerly Sammy Studios) is an
founded in 2000 and located in Nova Scotia, Cana- American video game developer that used to be a
da. They are best known for their rugby and cricket part of Sierra Entertainment. It has developed mul-
games, published by EA Sports. tiple Transformers video games as well as assisting
HB Studios was founded in 2000 by Jeremy in the development of both Call of Duty: Advanced
Wellard in Lunenburg, Nova Scotia. The company Warfare and Destiny.
started with nine employees, and developed Cricket Originally owned and operated by the Japa-
2002 for Electronic Arts’ Asia Pacific studio. nese publisher Sammy, the former Sammy Studios,
In 2004, HB Studios entered a multi-project Inc. established itself as an independent developer
deal with EA Canada to continue developing sports following Sammy’s pull-out of American develop-
games for the EA Sports label, including further ment in efforts to focus on its Japanese productions.
games in the Rugby and Cricket series, FIFA Street In March 2005, the company announced that it had
2 for the PlayStation Portable as well as co-devel- completed a management buyout from Sammy Cor-
opment on Madden 07 for the Wii. This exclusivity poration, and had changed its name to High Moon
deal ended in 2007, after which the company was Studios, Inc., with CEO John Rowe heading the de-
hired by THQ to create Big Beach Sports for the veloper’s continuing North American efforts on pre-
Wii. This was HB Studios’ first non-sports simula- vious games from Sammy Studios and other titles
tion game as well as the first game not developed for (including the shooter Darkwatch.) In January 2006,
the EA Sports label. it was announced that Vivendi Universal Games had
In 2008, HB Studios opened a second stu- acquired High Moon Studios. John Rowe, president
dio in Halifax, Nova Scotia as well as now operating and CEO of High Moon, continues to manage the
with 130 employees. The Halifax studio was closed studio from Carlsbad, CA. After the merger of Viv-
at the end of July 2012 with all development moved endi and Activision, the studio became a subsidiary
to their headquarters in Lunenberg. of Activision Blizzard. Following the completion of
A second label, HB Arcade, was formed in Deadpool, Activision fired 40 full-time employees
2009, with the goal of self-publishing downloadable from High Moon Studios that worked on the project.
titles on WiiWare, PSN and Xbox Live Arcade. Activision made this statement: “Activision Pub-
In February 2015, HB Studios’ founder, Jer- lishing consistently works to align its costs with its
emy Wellard, announced he was stepping down as revenues – this is an ongoing process, with the com-
President of the company with COO Alan Bunker pletion of development on Deadpool, we are taking
announced as his replacement. a reduction in staff at High Moon Studios to better
The release of their VR title, The Golf Club align our development talent against our slate.”
VR was released in February 2017 to rave reviews.
HB Studios also released their next golf title, The
Golf Club 2, in June 2017.
66 • Developers
Hudson Soft Co., Ltd, commonly known by its brand Humongous Entertainment, Inc. was an American
name Hudson, was a Japanese video game company video game developer based in Bothell, Washington.
that released numerous games for video game con- The company is best known for developing multiple
soles, home computers and mobile phones, mainly edutainment franchises, of which most prominently,
from the 1980s to the 2000s. It was headquartered Freddi Fish, Pajama Sam and Spy Fox, which, com-
in the Midtown Tower in Tokyo Midtown, Akasaka, bined, sold over 15 million copies and earned more
Minato, Tokyo, Japan, with an additional office in than 400 awards of excellence.
the Hudson Building in Sapporo. Humongous Entertainment was formed on
Hudson Soft was founded in Toyohira-ku, March 2, 1992, by Shelley Day and Ron Gilbert.
Sapporo, Japan on May 18, 1973 by brothers Yuji The name Humongous Entertainment was suggested
and Hiroshi Kudo. The founders grew up admiring by Gilbert’s ex-LucasArts colleague, Tim Schafer. It
trains, and named the business after their favorite, became known for point-and-click adventure games
the Hudson locomotives (called the “4-6-4”, and es- intended for young children, such as the Putt-Putt
pecially Japanese C62). Initially, it dealt with per- series, the Freddi Fish series, the Pajama Sam series
sonal computer products, but later expanded to the and the Spy Fox series, all released in the “Junior
development and publishing of video games, mobile Adventure” series. The company got the reputation
content, video game peripherals and music record- as the “third largest children’s educational-software
ing. Primarily a video game publisher, it internally company”.
developed many of the video games it published, Humongous Entertainment was acquired by
as well as a few published by other companies. It GT Interactive (later renamed Infogrames, Inc., then
is known for series such as Bomberman, Adventure Atari, Inc.) in July 1996. By October 2000, sales of
Island, Bloody Roar, and Bonk. Humongous games had surpassed 16 million copies.
Hudson Soft made the TurboGrafx-16 in as- GT sold Humongous to its parent company, Info-
sociation with NEC, to compete against Nintendo, grames (later renamed Atari, SA), in August 2005,
Sega, and SNK, while continuing making games on as a result of which the company was shut down a
other platforms, as a second-party developer. few months after. Infogrames transitioned the label
Hudson Soft ceased to exist as a company to a new company, Humongous, Inc., which contin-
on March 1, 2012, and merged with Konami Digital ued publishing games under the Humongous label
Entertainment who was the surviving entity. Despite until 2009, when it faced bankruptcy. As part of the
the demise of Hudson Soft, Konami had intended for bankruptcy agreement of the Atari, SA subsidiary
products and services to continue being developed Atari, Inc., Humongous, Inc. and Atari Interactive,
and offered under the Hudson brand. The Hudson Tommo acquired the Humongous brand and all of its
website was even initially retained and maintained assets, and went on to re-release some of its games
by Konami. In practice, however, there was no sig- into digital distribution channels in conjunction with
nificant action from Konami with the Hudson brand, Night Dive Studios.
save for some re-releases on the Virtual Console.
Developers • 67
Insomniac Games, Inc. is an American video game Interactive Television Entertainment (ITE) was a
developer whose corporate headquarters is located Copenhagen-based Danish company. It was best
in Burbank, California. It was founded in 1994 by known for developing and producing the Hugo me-
Ted Price as Xtreme Software, and was renamed In- dia franchise.
somniac Games a year later. The company is most The company was founded by Ivan Sølva-
known for developing several early PlayStation mas- son in 1988. It was renamed as Interactive Televi-
cots, Spyro the Dragon, Ratchet, and Clank, as well sion Entertainment in 1992, following the launch
as the Resistance franchise, 2014’s Sunset Overdrive of the first Hugo TV show in 1990, which was cre-
and 2018’s Spider-Man. ated together with Niels Krogh Mortensen. In 1998,
The company’s first project was Disruptor, ITE Media game development and publishing com-
for the first PlayStation console, whose poor sales al- pany was founded for the Hugo video game series.
most led to the company’s bankruptcy. Insomniac’s Besides its successful Hugo shows, the company’s
next project was Spyro the Dragon, a successful vid- television products included the motion capture
eo game that spawned two sequels within two years. system Animation Mask System (AMS) developed
Insomniac closely collaborated with Sony Compu- in 1993 and the programs Crazy Cartoon Soccer
ter Entertainment and created two game franchises, (1995), Stinky & Stomper, Sporty, and Tush Tush.
Ratchet & Clank, and Resistance. Both franchises ITE opened overseas offices in Los Angeles in 1997,
are both critical and financial success for the com- in Tokyo in 1998, and in London in 1999. By 2005,
pany. The company also worked on its first multi- ITE was regarded as one of Denmark’s five largest
platform game Fuse in 2013 with Electronic Arts as video game developers. In 2000, ITE had net sales
its publisher, but the game turned out to become one of DKK 66 million. The company released over 190
of Insomniac’s worst-reviewed games. video games, selling more than six million copies.
Since 2014, Insomniac has actively expand- In 2002, Sølvason was forced to sell all of
ed its portfolio of games. The company worked ITE to the venture capital company Olicom A/S for
with Microsoft Studios on 2014’s Sunset Overdrive, only DKK 5 million, having lost an earlier offer of
partnered with GameTrust to release the underwater DKK 80 million in 2000 due to a 10-minute fax de-
Metroidvania game called Song of the Deep, released lay by adviser Arthur Andersen corporate finance
several mobile games and virtual reality projects, division; Olicom had already owned 50% shares in
and introduced a reimagining of the first Ratchet & ITE since 2001 (acquired for DKK10 million). Ol-
Clank. The company is working on its first licensed icom then invested $22 million into the company,
title, Marvel’s Spider-Man for PlayStation 4, set to reduced the staff of ITE by a third to 60 employees
be released in 2018. and attempted to expand more into the U.S., UK,
Despite being Sony’s frequent collaborator and Asian markets. Olicom in turn sold ITE in 2006,
and having previously located in the same building by then staffed by only 35 employees, ITE was pur-
as Naughty Dog, Insomniac had never been part of chased by NDS Group and became NDS Denmark;
the SIE Worldwide Studios. NDS Denmark closed down in 2010.
68 • Developers
Interplay Entertainment Corp. was an American vid- IO Interactive A/S (IOI) is a Danish video game de-
eo game distributor. As a developer, Interplay is best veloper based in Copenhagen, best known for devel-
known as the original creator of the Fallout series oping the Hitman series.
and as a publisher for the Baldur’s Gate and Descent In 1997, Reto-Moto was founded as a video
series. They are also known for their contributions game developer in Copenhagen. Before the studio
to major developers such as Blizzard Entertainment, finished any games, they struck a partnership with
BioWare, and Treyarch. Danish film studio Nordisk Film in 1998 that would
The company was founded in October 1983 lead to the creation of a developer jointly owned by
as Interplay Productions in southern California with the two companies. The resulting company, IO In-
Brian Fargo as CEO, and programmers Jay Patel, teractive, was founded on 16 September 1998, with
Troy Worrell, and Rebecca Heineman all of whom Reto-Moto’s seven employees, Jesper Vorsholt Jør-
had previously worked with Fargo at a small video gensen, Rasmus Guldberg-Kjær, Martin Munk Pol-
game developer called Boone Corporation. The first las, Karsten Lemann Hvidberg, Jacob Andersen,
projects were non-original and consisted of software Janos Flösser and David Guldbrandsen, serving as
conversions and even some military work for Lo- the founders and initial staff of IO Interactive. Nor-
ral Corporation. After negotiations with Activision, disk Film held a 40.3% stake in the venture, while
Interplay entered a $100,000 contract to produce all other shares were owned by the seven founders
three illustrated text adventures for them. Published through Reto-Moto.
in 1984, Mindshadow is loosely based on Robert Early on, IO Interactive conceptualised a
Ludlum’s Bourne Identity while The Tracer Sanc- fantasy MMO entitled Rex Dominus, however, Nor-
tion puts the player in the role of an interplanetary disk Film staff asked the development team to cease
secret agent. Borrowed Time which features a script production on Rex Dominus and “test [themselves]”
by Arnie Katz’ Subway Software followed in 1985. by developing a “simple shooter” instead. As such,
These adventures built upon work previously done the team opted for a run and gun action game, which
by Fargo: his first game was the 1981-published De- would later become Hitman: Codename 47.
mon’s Forge. The company was acquired by publisher Ei-
In 1997, Interplay developed and released dos Interactive for GB£23 million in March 2004,
Fallout, a successful and critically acclaimed role- which saw itself acquired by Square Enix in 2009
playing video game set in a retro-futuristic post- and became known as Square Enix Europe. In May
apocalyptic setting. Black Isle Studios, a newly cre- 2017, Square Enix announced that they had ceased
ated in-house developer, followed with the sequel, funding for IO Interactive and started seeking a
Fallout 2, in 1998. buyer for the studio. Subsequently, the company
By the early 2000s, the company went bank- completed a management buyout in June 2017, be-
rupt, and after Hervé Caen became CEO of the com- coming independent and regaining the rights to their
pany, the company discontinued developing and Hitman and Freedom Fighters franchises.
publishing games.
Developers • 69
Irem Jaleco
Type Public Type Corporation
Founded 1974 (Irem Corporation) Founded October 3, 1974
1997 (Irem Software Engineering) July 3, 2006
Headquarters Chiyoda, Tokyo, Japan Defunct May 21, 2014
Key people Masaki Ono (President) Fate Dissolved
Employees 259 (March 2016) Headquarters Shinagawa-ku, Tokyo 141-0031
Parent Eizo
Irem is a Japanese video game console developer Jaleco was founded on October 3, 1974 as the Ja-
and publisher, and formerly a developer and manu- pan Leisure Co., Ltd., a manufacturer of amusement
facturer of arcade games as well. equipment; its headquarters was in Setagaya-ku, To-
Irem’s ancestor was founded in 1969 by kyo, Japan. In 1982, the company started developing
Kenzo Tsujimoto in Osaka Prefecture. Tsujimoto and manufacturing arcade video games. That year,
opened his store in Osaka to sell machines for cot- the company shortened its brand name to Jaleco and
ton candy stores. At the time, Tsujimoto was already formally changed its name to Jaleco Ltd. in 1983.
confident in the potential of the game entertainment Jaleco was a video game company whose fo-
and started including the manufacturing of pachinko cus lay in arcade titles, as well as titles for the NES
machines to his business as early as 1970. and other popular computer and video game con-
The success of the store led to the creation in soles of the 1980s and 1990s, most notably the Bases
1974 of IPM Co Ltd, with Tsujimoto as its president. Loaded series and Carrier.
“IPM” stood for International Playing Machine. In 2006, it decided to become a pure holding
With Breakout and its various clones dominating the company by renaming itself Jaleco Holding and split-
video game scene, IPM started to manufacture, sell, ting its video game operations into a newly created
and rent arcade hardware cabinets. In 1977, IPM subsidiary that took its former name of Jaleco Ltd.
partnered with Nanao Corporation of Ishikawa Pre- By 2000, Jaleco, still active in the develop-
fecture to produce CRT monitors for its arcade cabi- ment of arcade and console video games, hadn’t pro-
nets. duced any hit title in years and was in a struggling
Irem is probably mostly known internation- state. Its American division Jaleco USA had already
ally for three 1980s arcade games: Moon Patrol left the arcade industry in 1993. In 2000, Jaleco was
(1982), Kung-Fu Master (1984), and R-Type (1987). acquired by Hong Kong company PCCW. Jaleco,
Irem has been popular in Japan with games like Pho- renamed PCCW Japan, gave the PCCW Group a
toboy for the PC Engine and In the Hunt for the ar- foothold in Japan. PCCW heavily restructured the
cades. company, shutting down Jaleco’s arcade division
As a result of the 2011 Tōhoku earthquake and other non-profitable departments to focus on
and tsunami, Irem canceled the majority of its re- video games for consoles of the sixth generation era.
maining video game projects, including Zettai Zet- PCCW Japan itself acquired on April 2001 the VR-1
sumei Toshi 4: Summer Memories and Poncotsu Group which included VR-1 Entertainment, a U.S.
Roman Daikatsugeki Bumpy Trot 2. Irem refocused developer of massively multiplayer online role play-
to become primarily a slot-machine and pachinko ing games, to bring a more global focus to its cur-
developer, the industry it was in before turning to rent and future software endeavors. In 2009, Jaleco
video games. Many Irem designers, including pro- Holding sold Jaleco Ltd to Game Yarou. On May
ducer Kazuma Kujo, gathered to form a new com- 21, 2014, Game Yarou was declared bankrupt by the
pany called Granzella to continue creating video Tokyo District Court. Since then, Jaleco has disap-
games. peared and its website is no longer active.
70 • Developers
Jester Interactive is a video game developer based in Key is a Japanese visual novel studio which formed
North Wales in the United Kingdom. on July 21, 1998 as a brand under the publisher Visu-
Jester Interactive Limited was formed as part alArt’s and is located in Kita, Osaka. Key’s debut
of, and through funding from Morgan Computing visual novel Kanon (1999) combined an elaborate
Limited - a Database Software company based in storyline, up-to-date anime-style art, and a musical
North Wales. Key staff who kicked off this venture score which helped to set the mood for the game.
were Lee Wright, Tim Wright and Gavin Morgan, Key’s second game Air (2000) had a similar if not
Managing Director of Morgan Computing Limited. more complex storyline to Kanon and a more thor-
Jester Interactive initially consisted of a ough gameplay. Both Kanon and Air were originally
small team of five people working in offices based produced as adult games, but Key broke this trend
at Liverpool’s Port of Liverpool Building where a with their third title Clannad (2004) released for all
custom made studio was constructed to develop the ages. Key has worked in the past with Interchan-
company’s first title NoiseToys. NoiseToys was later nel and Prototype for the consumer port releases
re-titled MUSIC Station, and then shortened to sim- of the brand’s games. Key collaborated with P.A.
ply MUSIC with the strap line Music Creation for Works and Aniplex to produce the anime series An-
the PlayStation Generation. This line of software gel Beats! (2010) and Charlotte (2015). Key has re-
also featured a DJ Character known affectionately leased 13 games, the latest being the visual novel
as ‘Scratchy’ which usually appeared on all Jester’s Summer Pockets in 2018.
MUSICtm products. Co-founder Jun Maeda is a prominent fig-
After a very quick development of roughly ure in the brand, having contributed to the planning,
9 months, Jester launched its first title MUSICtm scenario, and music composition in the majority of
through Codemasters to critical acclaim. Winners Key’s visual novels. Na-Ga, Key’s main artist, main-
of the Official PlayStation Magazine award for the ly worked with background art in earlier games, but
Most Innovative Game 1999 and Sony Computer with Key’s sixth game Little Busters! (2007) was
Entertainment America’s award for Most Innovative given the position of co-art director with former Key
Game 2000, Jester also twice reached final nomina- artist Itaru Hinoue. Shinji Orito, Key’s main com-
tion for the highly acclaimed BAFTA awards in the poser and another co-founder, has composed music
category of user interface. for the majority of Key’s titles.
Jester Interactive has been first in many are- Key has been an active participant at the
as; It was the first software development house to be Comiket convention since Comiket 57 in 1999,
given permission by Sony to launch a non-game util- where they sold Kanon-related products; Key’s lat-
ity on its PlayStation console, likewise by Nintendo est appearance at Comiket was at Comiket 93 in
on its Game Boy handheld consoles. It was also the 2017. In 2001, VisualArt’s created the record label
first new media company to benefit from the assem- Key Sounds Label to release music albums and sin-
bly government’s £7m Wales Creative IP Fund. gles with music related to Key’s visual novels.
Developers • 71
Koei Konami
Type Kabushiki gaisha Type Kabushiki gaisha
Division Founded March 21, 1969
Founded 25 July 1978 Founders Kagemasa Kōzuki
Fate Merged with Tecmo Headquarters Tokyo Midtown, Minato, Tokyo, Japan
Successor Koei Tecmo Games Owner Kozuki family (29%)
Headquarters Yokohama, Japan Employees 5,048 (2017)
Parent Koei Tecmo Subsidiaries 4K Media Inc.
Koei Co., Ltd. was a Japanese video game publisher, Konami Holdings Corporation, commonly referred
developer, and distributor. The company is known to as Konami, is a Japanese entertainment company.
for its historical simulation games based on the nov- It operates as a product distributor (which produces
el Romance of the Three Kingdoms, as well as simu- and distributes trading cards, anime, tokusatsu, slot
lation games based on pseudo-historical events. machines and arcade cabinets), video game devel-
Koei was established in July 1978 by Yōichi oper and publisher company. It also operates health
Erikawa (also known as Kou Shibusawa) and Keiko and physical fitness clubs across Japan.
Erikawa. Yoichi was a student at Keio University, Konami is famous for popular video game
and when his family’s rural dyestuffs business failed series such as Suikoden, Castlevania, Contra, Dance
he decided to pursue his interest in programming. Dance Revolution, Metal Gear, Pro Evolution Soc-
The company to this day is located in the Hiyoshi cer, Silent Hill and Yu-Gi-Oh!. Konami is the twen-
area of Yokohama along with Erikawa’s alma mater. tieth-largest game company in the world by revenue.
The company initially focused on personal The company’s founder and current chair-
computer sales and made-to-order business soft- man, Kagemasa Kozuki, previously ran a jukebox
ware. In 1983 it released Nobunaga’s Ambition, a rental and repair business in Toyonaka, Osaka before
historical strategy game set during the Sengoku peri- transforming the business into a manufacturer of
od of Japanese history. The game went on to receive amusement machines for video arcades. Their first
numerous awards, and Koei produced several more coin-operated video game was released in 1978, and
such games set against the backdrop of world his- they began exporting products to the United States
tory, including Romance of the Three Kingdoms, set the following year. Konami began to achieve suc-
during the Three Kingdoms period of Chinese his- cess with hit arcade games such as 1981’s Frogger,
tory, and Uncharted Waters, set in Portugal during Scramble, and Super Cobra, many of which were
the Age of Exploration. licensed to other companies for stateside release, in-
The company found mainstream success in a cluding Stern Electronics and Gremlin Industries.
series of loosely historical action games, the flagship The name “Konami” (/koʊˈnɑːmi/; Japanese
titles of which are the Dynasty Warriors and Samurai pronunciation: [koꜜnami]) is a conjunction of the
Warriors series, also known as the Musō series. Koei names Kagemasa Kozuki, Yoshinobu Nakama, and
also owns a division known as Ruby Party, which Tatsuo Miyasako.
focuses on otome games. On March 3, 2015, Konami announced they
On April 1, 2009, Koei merged with Tecmo would be shifting focus away from individual stu-
to form the Tecmo Koei Holdings holding company. dios, notably Kojima Productions. Internal sources
Koei changed its name to Tecmo Koei Games on claimed the restructure was due to a clash between
April 1, 2010 by absorbing Tecmo, and again on July Hideo Kojima and Konami. Kojima left Konami
1, 2014 to Koei Tecmo Games. As of 2017, Koei several days afterwards, re-opening Kojima Produc-
Tecmo Games continues to use the Koei brand. tions as an independent company.
72 • Developers
Krome Studios Pty Ltd. is an Australian video game Kuju Ltd is an international video game developer.
company. Its headquarters were in Brisbane and it Kuju was formed in 1998 in Shalford, Surrey, Eng-
previously had offices in Adelaide and Melbourne. land, after a management buyout of Simis from Eidos
Krome Studios is best known for their Ty the Tasma- Interactive. Kuju has released titles across different
nian Tiger games and for their reboot of the Spyro devices, ranging from Art Academy on the Nintendo
the Dragon franchise. The company was founded in DS, The Lord of the Rings: Aragorn’s Quest for the
1999 by Robert Walsh, who is the current CEO, Ste- Wii, and an Xbox One title, Powerstar Golf.
ve Stamatiadis, the creative director and John Pass- The name “Kuju” originates from the ini-
field, the design director who left the company in tials of the founders’ first names: Ian Baverstock
2005. Krome has created games for the Xbox, Nin- and Jonathan Newth. Jonathan was leafing through
tendo GameCube, Wii, Game Boy Advance, Dream- a Japanese dictionary when he found the numbers
cast, PlayStation, PlayStation 2, Macintosh and PC. nine and ten – “ku” and “ju” – corresponding to the
Krome has also developed for Xbox 360, PlaySta- positions of “I” and “J” in the English alphabet. The
tion 3, Wii, PlayStation Portable, Windows Phone 7, combined result was Kuju.
iOS and Windows 8. In 1998, Ian Baverstock and Jonathan Newth
In 2010, Krome Studios was awarded the were running Simis, an in-house development studio
number 52 spot in the Develop 100 list, placing owned by Eidos. In the same year, Ian and Jonathan
them alongside developers such as Sierra Entertain- led a management buyout of the studio from Eidos
ment, LucasArts, Epic Games, Activision, Blizzard Interactive, forming Kuju Ltd. Their first game was
Entertainment and Electronic Arts. Also in this year Tank Racer – a 3D action racer for PC, PlayStation
Krome Studios entered into a technology sharing and Mobile.
agreement with Emergent Game Technologies, mak- By 2001, Kuju was employing a team of 80
ing them a leader in 3D video game engines. developers, in three separate offices around the UK
On 18 August 2010, it was reported that in London, Surrey and Brighton. Their most notable
Krome had closed down their Adelaide studios and project at the time was Microsoft Train Simulator.
made significant staff cuts to their Melbourne and In 2002, Kuju floated on the Alternative In-
Brisbane offices, with as many as 100 staff let go. vestments Market (AIM) of the London Stock Ex-
On 18 October 2010, it was reported that all remain- change. Shortly thereafter the company signed its
ing staff were let go; however, on 1 November CEO first game with THQ based on the Games Workshop
Robert Walsh responded to an email sent by IGN franchise – Warhammer 40,000: Fire Warrior.
stating that Krome Studios had not closed down. In 2007, Kuju Ltd. was acquired by a German
In July 2012, Krome Studios re-opened their media investment firm, Catalis SE. Soon after, Kuju
website which remained dormant since their fall in Brighton was rebranded to Zoë Mode, and in 2008,
2010, announcing that Ty the Tasmanian Tiger would Kuju London rebranded to Headstrong Games.
return. Since then Krome have developed two games In 2012, Dominic Wheatley of Domark was
based on Ty the Tasmanian Tiger for iOS and PC. appointed as CEO.
Developers • 73
Level-5 LucasArts
Type Kabushiki gaisha Type Subsidiary
Founded October 1998 Founded May 1, 1982
Headquarters Fukuoka, Japan Founder George Lucas
Employees 300 Headquarters San Francisco, California, U.S.
Divisions Level-5 abby Parent Lucasfilm (The Walt Disney Company)
Level-5 Motion Capture Studio Employees <10
Website level5ia.com Website lucasfilm.com/games
Level-5 Inc. is a Japanese video game developer and LucasArts Entertainment Company, LLC is an
publisher based in Fukuoka, who are best known for American video game publisher and licensor. Until
their Professor Layton, Inazuma Eleven, Ni no Kuni, 2013, it was also a video game developer. LucasArts
and Yo-kai Watch franchises. is best known for its graphic adventure games, as
Level-5 was established in October 1998 by well as games based on the Star Wars and Indiana
Akihiro Hino and his development team at River- Jones franchises. Its headquarters are in San Fran-
hillsoft, following the release of OverBlood 2. Since cisco, California.
Hino did not originally believe that his team could In 1979, George Lucas wanted to explore
become an independent developer, he formed a part- other areas of entertainment, and created the Lucas-
nership with Sony Computer Entertainment, who film Computer Division in 1979, which included a
would allow him to develop for their upcoming Play- department for computer games (the Games Group)
Station 2 under the condition that he set up his own and another for graphics. The graphics department
company. The name, “Level-5”, was a reference to was spun off into its own corporation in 1982, ulti-
Japanese school report cards, where “Level-5” is the mately becoming Pixar.
highest possible mark. Soon after being created, the Lucas initially served as the company’s
company had eleven employees. chairman. During a 1990 reorganization of Lucas
In just four years, Level-5 went from small companies, the Lucasfilm Games division was re-
startup studio to one of the premier RPG developers named LucasArts.
in Japan, and have since enjoyed immense critical LucasArts was acquired by The Walt Disney
and commercial success. In early 2007, the company Company through the acquisition of its parent com-
released its first fully self-funded and self-published pany Lucasfilm in 2012. On April 3, 2013, Disney
title in Japan, Professor Layton and the Curious Vil- halted all internal development at LucasArts and laid
lage, which has since enjoyed incredible commercial off most of its staff. However, LucasArts remained
success, shipping more than 840,000 copies to re- open so that it could retain its function as a licensor.
tail, and has officially transitioned Level-5 into both Development of games based on the Star
a developer and publisher of interactive video game Wars license is carried out by Electronic Arts,
entertainment in Japan. through an exclusive license, for the core gaming
By the early 2010s, Level-5 was one of the market. Disney Interactive Studios retained the abil-
ten largest video game companies in Japan, holding ity to develop, and LucasArts retained the ability to
a market share of 3.2%. license the franchise for the casual gaming market.
In October 2015, Level-5 founded a spin- Development of video games based upon other Lu-
off company in Santa Monica, in cooperation with casfilm properties is now assumed by Disney Inter-
Dentsu, called Level-5 abby. Its purpose is to de- active Studios or licensed to third parties.
velop multimedia entertainment for Western demo-
graphics.
74 • Developers
EA Maxis is a subsidiary of Electronic Arts. The Midas Interactive Entertainment is a European pub-
company was founded in 1987 as Maxis Software, lisher of computer, PDA, mobile phone and video
an American independent video game development games. Midas Interactive Entertainment is based on
company, and later became known as Maxis. the outskirts of Braintree in Essex, England .
Maxis was founded in 1987 by Will Wright Most of the console games published by Mi-
and Jeff Braun to help publish SimCity on home das are “budget” releases sold at a lower price than
computers. Before then, the game was only available the majority of new titles, and are often localised
on a limited basis on the Commodore 64 due to few Japanese titles - many of which were also released at
publishers showing any interest in porting it. The rea- a budget price in Japan.
son for this is because SimCity was not a traditional Midas was originally founded as a Nether-
game that had definite “win” and “lose” conditions. lands-based company called Midas Interactive En-
The title went on to become one of the most popular tertainment BV in 1998 by Paul Share. Unlike with
and successful video games of all time. other budget publishers, King wanted his company
In 1997 Maxis agreed to be acquired by Elec- to offer original titles and sell them inexpensively
tronic Arts by means of a stock swap which valued worldwide instead of buying games from other pub-
Maxis at $125 million. The transaction completed on lishers and selling them cheaply. The company in-
July 28, 1997. troduced their first labels: Reality and Arena Games.
Over 1998 Maxis was allowed to finish Sim- Midas during this time focused exclusively on pub-
City 3000 on its own time; following this, Wright’s lishing games for Windows and Macintosh.
efforts were thrown into The Sims, at the time seen A UK subsidiary known as Midas Interactive
as a major gamble for the company, as the dollhouse Entertainment Ltd. was founded in February 1999.
game was not seen as a match for the video game Midas also acquired the Greenwich based game
market’s demographics. developer Interactive Entertainment Ltd. the same
Maxis is the creator of one of the best-selling year, who would became a fully owned subsidiary of
computer games of all time, The Sims (2000), its Midas.
first major sequel The Sims 2 (2004), and the major- In 2001, Midas Interactive Entertainment
ity of their later expansions. After much restructur- Ltd. became the Corporate Headquarters for the Mi-
ing of The Sims series development after The Sims das Interactive Entertainment Group. The original
2, which saw development relegated to the new Netherlands-based office remains in operation for
The Sims Studio (which later became absorbed into the bulk of International sales plus central European
Maxis), the company released The Sims 4 in Sep- manufacturing, warehousing & distribution.
tember 2014. In 2005, Midas formed a sister company
Maxis’ Emeryville studio was closed in called Ghostlight, who would take control of localis-
March 2015, moving development of Maxis titles to ing Japanese titles for the European market.
other EA studio locations. As of 2012, Midas no longer releases new
titles.
Developers • 75
Midway Games Inc. (formerly Midway Manufactur- Monolith Soft, Inc. is a Japanese video game de-
ing and Midway) was an American video game de- velopment company. It was originally owned by
veloper and publisher. Midway’s franchises included Namco (later Bandai Namco) and currently owned
Mortal Kombat, Rampage, NBA Jam and NFL Blitz. by Nintendo. The company was founded in 1999 by
Midway also acquired the rights to video games that Tetsuya Takahashi with the support and cooperation
were originally developed by Williams Electronics of Masaya Nakamura, the founder of Namco. Their
and Atari Games, such as Defender, Joust, Robotron first project was the Xenosaga series, a spiritual suc-
2084, Gauntlet, and the Rush series. cessor to the Square-developed Xenogears. Multiple
The company’s predecessor Midway Manu- Square staff would join Takahashi at Monolith Soft
facturing was founded in 1958, as an amusement including Hirohide Sugiura and Yasuyuki Honne.
game manufacturer. In 1973 it moved into the inter- In addition to the Xenosaga series, Monolith
active entertainment industry, developing and pub- Soft worked on other projects including Baten Kai-
lishing arcade video games. The company scored tos: Eternal Wings and the Lost Ocean and Namco
its first mainstream hit with the U.S. distribution of × Capcom (the precursor to the Project X Zone se-
Space Invaders in 1978. Midway was purchased and ries), along with assisting on projects from other
re-incorporated in 1988 by WMS Industries Inc. Af- developers. While several of its titles have released
ter years as a leader in the arcade segment, Midway on the PlayStation 2, the majority of its games have
moved into the growing home video game market released on Nintendo platforms. Monolith Soft oc-
beginning in 1996, the same year that it made its ini- cupies four studios; its main studio in Tokyo that
tial public offering of stock. Midway was ranked the produces the company’s original video game proper-
fourth largest-selling video game publisher in 2000. ties, the Nakameguro GS Studio and Iidabashi Stu-
After 2000, Midway continued to develop dio, also in Tokyo, and a studio in Kyoto that acts as
and publish video games for home and handheld a supplementary developer for both the main studio
video game machines, but it experienced large an- and Nintendo.
nual net losses and engaged in a series of stock and The design approaches of Monolith Soft have
debt offerings and other financings and borrowings. shifted over its lifetime, with early games such as
Sumner Redstone, the head of Viacom/CBS Corpo- Xenosaga and Baten Kaitos being distinguished by
ration, increased his stake in Midway from about a narrative-heavy approach, while later titles have
15%, in 1998, to about 87% by the end of 2007. In focused more on gameplay. The company’s stated
December 2008, Redstone sold all his stock and $70 goals are to create projects with wide creative free-
million of Midway debt to Mark Thomas, a private dom and to allow younger developers to contribute
investor, for $100,000. to these projects. The company is also notable for its
In 2009, Midway Games filed in Delaware focus on promoting a comfortable working environ-
for bankruptcy. Warner Bros. purchased most of ment with little to no overtime in contrast to the ma-
Midway’s assets, and Midway settled with Mark jority of other Japanese game developers, alongside
Thomas to relinquish his Midway stock and debt. collaborating with other studios and companies.
76 • Developers
Namco Limited is a Japanese corporation that oper- Naughty Dog, LLC (formerly JAM Software, Inc.)
ates game centers and theme parks, but is best known is an American first-party video game developer
for its previous identity as a video game developer based in Santa Monica, California. Founded by
and publisher. Namco was a front-runner during the Andy Gavin and Jason Rubin in 1984 as an inde-
golden age of arcade video games. Pac-Man went pendent developer, the studio was acquired by Sony
on to become the best-selling arcade game in history Computer Entertainment in 2001. Gavin and Rubin
and an international popular culture icon. Namco is produced a sequence of progressively more success-
also known for creating successful franchises such ful games, including Rings of Power and Way of the
as Galaxian, Dig Dug, Xevious, Ridge Racer, Ace Warrior in the early 1990s. The latter—a very low-
Combat, Tekken, Soul and Tales. budget but still plausible offering—prompted Uni-
Based in Tokyo, the company started out by versal Interactive Studios to sign the duo to a three-
running children’s rides on the roof of a department title contract and fund the expansion of the company.
store in Yokohama. The business eventually expand- Longtime American game designer and pro-
ed throughout the Tokyo area. Nakamura Seisakusho ducer Mark Cerny convinced Naughty Dog to fo-
underwent in 1959 a name change to Nakamura cus its new resources on creating a character-based
Manufacturing Co, Ltd. Nakamura Manufacturing platform game that would fully exploit the 3D ca-
Company would later be used to form the acronym pabilities of the new systems. Ultimately, this led
“NAMCO” as a brand name in 1971 which eventu- to the release of Crash Bandicoot for the PlaySta-
ally became the company’s own corporate name. tion in 1996. Naughty Dog developed three Crash
Namco was the industry’s first manufacturer Bandicoot games over the next several years. After
to develop and release a multi-player, multi-cabinet developing Crash Team Racing, the company began
competitive game, Final Lap, in 1987. This game al- working on Jak and Daxter: The Precursor Legacy
lowed up to eight players to compete when four two- for the PlayStation 2.
player cabinets were linked in a simple network. By In 2004, Rubin, who had become the com-
1989, games for the Nintendo Entertainment System pany’s president, left the company to work on a
accounted for 40% of Namco’s sales. new project named Iron and the Maiden. In addi-
In 2005, Namco merged with Bandai to form tion to their inhouse game team, Naughty Dog is
the holding company Namco Bandai Holdings, the also home to the ICE Team, one of SIE Worldwide
third largest video game entity in Japan. In 2006, Studios’s central technology groups. The company’s
Namco’s video game operations absorbed that of first PlayStation 3 title, Uncharted: Drake’s Fortune,
Bandai’s, and the two companies’ game production was released in 2007, with the series tetralogy being
assets were spun off into Namco Bandai Games. completed by 2016. Naughty Dog was previously
From then on, the part of the company that was most known for having a history of developing one game
closely associated with the Namco label would be- at a time, and also one franchise per console. This
come Bandai Namco Games (now Bandai Namco lasted until Naughty Dog announced a new intellec-
Entertainment). tual property for the PlayStation 3, The Last of Us.
Developers • 77
Neversoft Entertainment was an American video Nihon Falcom Corporation is a Japanese video game
game developer. It is known for the Tony Hawk’s developer founded in 1981. Falcom has played a
and Guitar Hero video game franchises. definite role in the growth and development of the
Neversoft was founded in July 1994 by three Japanese personal computer software industry. They
employees of Malibu Interactive (previously Acme remain one of the oldest role-playing game develop-
Interactive), a division of Malibu Comics based in ers still in existence today.
Westlake Village, California. They initially found Falcom was one of the three most prominent
work for Playmates Interactive Entertainment, a and influential Japanese role-playing video game de-
then-division of Playmates Toys who were about to velopers in the 1980s, alongside Enix and Square,
release a line of toys called Skeleton Warriors and both of which were influenced by Falcom. They are
wanted a video game to go along with the toys and credited with laying the foundations for the Japanese
the cartoon series. role-playing game industry.
Neversoft continued to expand during 1996, Falcom’s first role-playing game was Pano-
expanding to over twenty employees. They worked rama Toh (Panorama Island), released for the NEC
for six months on a game based on Ghost Rider for PC-88 in 1983 and created by Yoshio Kiya, who
Crystal Dynamics, which was cancelled due to fi- would go on to create the Dragon Slayer and Bran-
nancial problems with the publisher. With some ex- dish franchises. While its RPG elements were lim-
cess capacity Neversoft started to develop a game ited, lacking traditional statistical or leveling sys-
of their own design, initially called Big Guns. The tems, the game featured real-time combat with a
technology developed there was used in their next gun, bringing it close to the action RPG formula that
project, a conversion of the PC game MDK. Falcom would later be known for.
In January 1998, just as Neversoft was about Falcom eventually went on to create their
to run out of money, they had a fortunate meeting flagship franchises, including the Dragon Slayer,
with Activision who were looking for someone to The Legend of Heroes and Ys series. The original
re-develop Apocalypse, a failed internal project fea- Dragon Slayer was responsible for setting the tem-
turing the voice of Bruce Willis. Apocalypse was go- plate for the action role-playing game genre. Dragon
ing very well, and Activision signed up Neversoft to Slayer II: Xanadu (1985) had more than 400,000
develop a prototype for a skateboarding game. copies sold, making it the best-selling PC game up
In 2006, Activision acquired the Guitar Hero until that time.
series, as well as RedOctane, and chose Neversoft as Falcom was also a pioneer in video game
the developer. music, with their early soundtracks mostly com-
In May 2014 it was reported that Neversoft posed by chiptune musicians Yuzo Koshiro and Mie-
had been merged with Call of Duty creators Infin- ko Ishikawa, and some arranged by Ryo Yonemitsu.
ity Ward to create what was internally referred to as They were the first company to produce game music
a “super-studio”. Neversoft was officially made de- CDs and one of the very first to apply vocals to game
funct on July 10, 2014. music.
78 • Developers
Nippon Ichi Software, Inc., known as Prism Kikaku Pandemic Studios was an independent developer
Ltd. from July 1993 to July 1995, is a Japanese video founded in 1998. Between 2007 and 2009 it became
game developer and publisher. They are responsible an Electronic Arts-owned developer, and shortly
for such titles as the Disgaea and Marl Kingdom tac- afterwards closed. Notable titles include Full Spec-
tical role-playing series, as well as Phantom Brave trum Warrior, Star Wars: Battlefront, Dark Reign 2,
and La Pucelle: Tactics. More recently, particularly Destroy All Humans!, Mercenaries: Playground of
through their North American branch, NIS America, Destruction, Mercenaries 2: World in Flames, Star
they have also published anime titles. Its corporate Wars: Battlefront II and The Saboteur.
mascot is the Disgaea demon Prinny. The company’s president was Josh Resnick
Nippon Ichi Software was founded in Sep- and its CEO was Andrew Goldman — both formerly
tember 1991 in Gifu Prefecture, Japan, as an enter- worked at Activision, and Pandemic was founded
tainment software company. It was relocated and with an equity investment by Activision in 1998.
reincorporated on July 12, 1993. Since then Nippon Pandemic’s first two games, Battlezone II and Dark
Ichi Software, Inc. has grown into an international Reign 2, were both sequels to Activision games.
company focused on creating video game products In 2000, Pandemic opened a development
across modern console platforms. NIS America, studio in the Brisbane suburb of Fortitude Valley.
Inc., the North American branch of Nippon Ichi The first project was Army Men: RTS, a console
Software was established on December 24, 2003. RTS game using the Dark Reign 2 engine. The stu-
Based in Santa Ana, California, NIS America, Inc. dio later developed Destroy All Humans!.
handles the localization, marketing, and publishing In November 2005, it was announced that
of Nippon Ichi and other company’s titles. The first Pandemic and BioWare would be joining forces,
game to be released in North America by NIS Amer- with private equity fund Elevation Partners invest-
ica was Phantom Brave. ing in the partnership. Both companies retained their
NIS America was the result of the compa- brands and identities. On October 11, 2007, it was
ny’s wish to focus on international publication of announced that VG Holding Corp., the owners of
their works in the United States, given the increased BioWare and Pandemic Studios, would be acquired
popularity of their titles in this territory. Prior to the by Electronic Arts as of January 2008, subject to
creation of this subsidiary, NIS software titles that FTC approval.
appeared in the U.S. were localized and distributed In February 2009, their office in Brisbane,
by outside publishers. Notable examples are Dis- Australia was shut down. In November 2009, Elec-
gaea: Hour of Darkness, published in North America tronic Arts cut a total of 1,500 jobs which affected
by Atlus and in Europe by Koei, La Pucelle: Tactics, various studios, including shutting down of Pandem-
published in North America by Mastiff, and Rhapso- ic. On November 17, 2009, EA officially confirmed
dy: A Musical Adventure which was also published Pandemic Studios’ closure, laying off 228 employ-
in North America by Atlus. ees.
Developers • 79
Paradigm Entertainment (previously part of Para- Founded in 2003 by Will Horden and Paul and Steve
digm Simulation) was an American video game Share, Phoenix Games B.V. were a self-described
development company. Paradigm is perhaps best “Super Budget Publisher” that aimed to release a
known for its vehicle simulation games. deluge of low-priced titles for the PlayStation 2,
Paradigm Simulation was founded in 1990 NintendoDS, PC and Wii, presumably in an attempt
as a company based in Addison, Texas. It initially fo- to get as much of a return on tiny investments as
cused on creating commercial products for graphics possible. Most of the games are rated 3+ by PEGI,
developers, including military training simulations for which probably was to the benefit of their target de-
pilots and ship captains and a lengthy client list that mographic: everyone. They claim to have distributed
included the United States Department of Defense, to less “mainstream game” outlets like convenience
The Walt Disney Company, NASA, Lockheed Mar- stores and newsagents to increase exposure on their
tin, Boeing, and McDonnell Douglas. Paradigm acted releases. At one point, they had a UK subsidiary
as a proponent of 3D computer graphics and virtual based in Leicester.
reality in the mid-1990s with its applications includ- The company’s titles took only around 3-5
ing the IRIS GL-based VisionWorks and the Perform- months to develop. Phoenix Games often made in-
er-based Vega, which were used on Silicon Graphics teractive versions of cartoons produced by Dingo
workstations. Project sales for the company were $7 Pictures with mini-game collections that typically
million in 1995, up from $3.5 million in 1994. During included card games, arcade games, jigsaw puzzles,
that time, the company frequented the annual Con- and others, using titles and themes similar to Disney
sumer Electronics Show, SIGGRAPH, and E3 con- franchises. They were able to get around copyright
ferences with its 3D technological demonstrations. infringement, most probably due to their relative ob-
The company got its start in game develop- scurity in comparison to more high-profile intellec-
ment when it was contacted by Nintendo in 1994 to tual property infringement cases.
aid in the creation of one of the Nintendo 64’s launch In addition, they would release their games
titles, Pilotwings 64. The game was a critical and to other consoles with the same features, and create
commercial success for the developer, causing the “sequels” for newer consoles (e.g. Iron Chef for the
simulation and entertainment divisions of Paradigm PlayStation 2 had a “sequel” called Iron Chef II on
to separate and focus on their respective products. the Wii).
The newly independent Paradigm Entertainment Little is known about how exactly things
continued to develop for Nintendo’s 64-bit console. turned out, but Phoenix Games appear to have sud-
After a short partnership with Video System, Para- denly declared bankruptcy in 2009. The ultimate fate
digm was acquired as a wholly owned subsidiary of of their six man team, and whether they went on to
Infogrames in 2000 and began developing games for new ventures in the game industry, is unknown...
sixth-generation video game consoles. Paradigm was
sold to THQ in 2006 and was ultimately closed in “giantbomb.com”
2008.
80 • Developers
Pivotal Games Limited was a British video game Pyro Mobile is a video game developer based in Ma-
developer based in Corston, England, founded drid, Spain, established in 2012 as a merger between
in March 2000, by fifteen employees formerly of Play Wireless and Pyro Studios, most known for its
Pumpkin Studios (the developer of Warzone 2100). real-time tactics games series, Commandos.
Pumpkin Studio, founded by Jim Bambra and Nick Pyro Studios was founded in 1996 with the
Cook in August 1996, had previously been closed purpose of developing quality video games. The
down by its parent company, Eidos Interactive. Led result of this commitment was the development of
by Bambra, Cook and Alex McLean, Pivotal Games Commandos: Behind Enemy Lines, which was re-
was formed under the Kaboom Studios umbrella, leased in 1998. The success of this title led to the
in order to establish a publishing relationship with release of a disk containing new missions entitled
Sales Curve Interactive (SCi, later renamed SCi Commandos: Beyond the Call of Duty.
Games). Between 2002 and 2008, Pivotal Games In October 2001, the Windows version of
developed all five instalments in the Conflict series, Commandos 2: Men of Courage was launched, fol-
as well as The Great Escape, based on the film of the lowed by its release on Xbox and PlayStation 2, in
same name. September 2002. Commandos 3: Destination Berlin
In September 2003, after financial strug- was released in October 2003. In total, the Comman-
gles of parent company Kaboom Studios, who had dos series has sold more than 5 million copies world-
at that point had already closed down sister studios wide.
Attention to Detail and Silicon Dreams Studio, SCi Imperial Glory was released at the beginning
showed interest in acquiring the company. Kaboom of 2005 and its latest offering, Commandos: Strike
Studios went into receivership on 9 September 2003, Force released during the first months of 2006, is far
with all remaining assets, including still-active Piv- more similar to the Medal of Honor or Call of Duty
otal Games, being transferred to Ernst & Young for games than to earlier entries of the series. The game
sale. On 29 September 2003, SCi acquired Pivotal was heavily criticized and sold poorly; this led to the
Games from Ernst & Young for a total of £2.36 mil- split with the publisher Eidos.
lion. In May 2005, SCi Games finalised its acquisi- In late 2008, the studio cancelled an Xbox
tion and merger with Eidos Interactive, the parent of 360 and PS3 game named Cops, laying off 30 em-
Eidos Interactive, which would become in charge of ployees. For its sister company’s film Planet 51, Pyro
SCi Games’ subsidiaries. In March 2008, SCi Games developed the console version of a game, released in
closed down fourteen operating projects to counter a November 2009.
£81.4 million net loss from the preceding fiscal year, In 2012, Pyro Studios merged with Play
leading to rumours that Pivotal Games was also to be Wireless, establishing Pyro Mobile, a company to
closed. On 14 July 2008, it was officially announced develop applications for smartphones, tablets and
that the studio was to shut its doors, and 99 staff had social media. Its first mobile game, The Moleys, was
already been made redundant, leaving only a team of released in December 2012.
10–12 specialist personnel.
Developers • 81
Rage Games (formerly Rage Software) was a British Raven Software (or Raven Entertainment Software,
video game developer. Formed in Liverpool in 1992, Inc.) is an American video game developer based in
its games were marked by an emphasis on graphical Wisconsin.
effects with arcade gameplay. Raven Software was founded in 1990 by
Rage’s first title Striker sold more than one brothers Brian and Steve Raffel. The company was
million copies throughout its two-year life cycle and independent until 1997, when Raven made an exclu-
established Rage as a major creative force in the in- sive publishing deal with Activision and was sub-
teractive entertainment industry. The company went sequently acquired by them. After the acquisition,
through rapid expansion in the 1990s and partnered many of the studio’s original developers left to form
with multiple third party software publishers for dis- Human Head Studios.
tribution of its titles. Raven has a history of working with id Soft-
Rage Games Limited was floated on the ware, who were briefly located on the same street.
stock exchange in 1996 as Rage Software plc. Rage They used id’s engines for many of their games, such
continued to form commercial partnerships with as Heretic in 1994. They took over development of
major publishing houses, including Microsoft, Intel, id’s Quake franchise for Quake 4 and the 2009 itera-
Dell, Compaq, Nintendo, Sony and Sega, and re- tion of id’s Wolfenstein series.
registered as a private company as Rage Software The company started with three development
Limited in 1999. teams. In August 2009 following poor performance
In 2000, Rage began to expand into publish- and possible over-budget of Wolfenstein, the com-
ing. However, the costs of publishing and a run of pany made a major layoff of 30-35 staff, leaving two
games that did not sell as expected (most notably development teams. This was reduced to one after
the David Beckham franchise) eventually led to the more layoffs in October 2010, after delays with Sin-
company closing in January 2003 due to bankruptcy. gularity; as many as 40 staff were released. Follow-
At that time, it was one of the oldest game develop- ing the layoffs, Raven has been focused on assisting
ers in the UK and at its peak had offices in Liverpool, with the Call of Duty series ever since.
Birmingham, Sheffield, Newcastle, Bristol, Dundee In 2012, Raven began hiring employees for
and Warrington. a game, and were announced as collaborating with
Some of the former development staff have Infinity Ward on Call of Duty: Ghosts in May 2013.
formed other game development companies such as On 3 April 2013 following the closure of Lu-
Swordfish Studios in Birmingham, Juice Games in casArts, Raven Software released the source code
Warrington and Venom Games in Newcastle. for Star Wars Jedi Knight II: Jedi Outcast and Star
Wars Jedi Knight: Jedi Academy on Sourceforge.
As of April 2014, the company is the lead
developer of the free-to-play Chinese Call of Duty
title, Call of Duty: Online.
82 • Developers
Rebellion Developments Limited is a British video RedOctane was an American electronic entertain-
game developer based in Oxford, England, known ment company best known for producing the Guitar
for its Sniper Elite series and multiple games in the Hero series beginning in November 2005.
Alien vs. Predator series. Rebellion has published RedOctane was founded in 1999 by the
comic books since the year 2000, in which it pur- brothers Kai Huang and Charles Huang. They got
chased 2000 AD (publisher of characters such as their beginnings operating the world’s first online
Judge Dredd and Rogue Trooper). The company video game rental service, called WebGameZone.
launched its own book imprint, Abaddon Books, in They soon began to create game accessories such as
2006. the Red Octane Ignition dance mat, joysticks, and
In 1992, brothers Jason and Chris Kingsley other accessories to build upon already existent mu-
founded Rebellion. The pair had just finished aca- sical games. After soon realizing that their game ac-
demic degrees at the University of Oxford, and had cessories were tied to the launch dates of the games
ambitions of starting doctorates. In their spare time, they were producing for, Red Octane began pro-
they did freelance work in the games industry. When ducing games. Their first original game was In The
their freelance jobs roles began to expand and they Groove developed by Roxor Games for the PlaySta-
were taking on more management responsibilities, tion 2 and Arcade platforms.
they decided to establish Rebellion in Oxford. The RedOctane is known for its Guitar Hero
foundation of the studio was laid when the brothers games, Ignition dance pads, and other video game
secured a deal with video game publisher Atari UK. accessories, including arcade joysticks, drums, and
They presented a 3D dragon flight game demo to guitars for existing music games. RedOctane teamed
directors at the publisher, who were seeking games with developer Harmonix Music Systems to release
for the upcoming Atari Jaguar system. They were Guitar Hero in November 2005 for the PlayStation
commissioned by Atari to work on two titles for the 2. The game was successful and RedOctane had Jack
Jaguar, Checkered Flag and Alien vs Predator, which McCauley design more sophisticated hardware for a
both released in 1994. sequel, which they released in 2006 for the PlaySta-
In 2006, following the demise of Elixir Stu- tion 2 and Xbox 360.
dios, Rebellion purchased all IP related to the studio, In May 2006, video game publisher Activi-
including Evil Genius and Republic: The Revolu- sion announced plans to acquire RedOctane, com-
tion. pleting the deal on June 6, 2006. Activision report-
In 2006, Rebellion purchased Tomb Raider edly paid RedOctane $99.9 million in cash and
developers Core Design from Eidos Interactive, as common stock in the acquisition. Activision acquired
well as Strangelite from Empire Interactive, making McCauleys’s consulting company, R0R3 Devices, at
the company the largest independent European de- the same time.
velopment studio. On February 11, 2010, Activision announced
In January 2018, Rebellion acquired Radiant the closure of their RedOctane division.
Worlds for an undisclosed sum.
Developers • 83
Relentless Software was a British video game com- Revolution Software Ltd is a British video game de-
pany based in Brighton. The company was best veloper, based in York, United Kingdom.
known for developing 12 games in the BAFTA The company was founded in 1990 by
award winning and multi-million selling Buzz! fran- Charles Cecil, Tony Warriner, David Sykes and Noi-
chise from 2005 to 2010. rin Carmody. Until 6 December 1990, the company
Relentless Software was founded in 2003 by was named Turnvale Limited after the location in
David Amor & Andrew Eades, who had previously their first game Lure of the Temptress. The compa-
worked together at the Brighton office of Computer ny was started with a view to creating Lure of the
Artworks. Temptress – which incorporated the Virtual Theatre
Computer Artworks had been in the process Engine. This virtual engine was subsequently used
of creating a DJ simulation game for SCEE, but the to develop the first two games in the Broken Sword
company went into receivership in October 2003 be- series.
fore the title could be completed. Amor and Eades Released in 1992 for the Amiga, Atari ST,
persuaded SCEE that they could set up a company and DOS platforms, Lure of the Temptress was both
and complete the DJ project for them. Much to their critically and commercially a success, which helped
shock, SCEE agreed and Relentless was set up just set the company up for their future game releases.
36 hours after their meeting with SCEE. Revolution released the game as freeware on 1 April
The company name arose from Amor & 2003.
Eades ambition to develop video games in a dif- Their next game was released in 1994; Be-
ferent way to the perceived norms of the industry. neath a Steel Sky became a hit on the Amiga and
They wanted development to be a steady flow of DOS. In that period they also ported Sierra’s King’s
work rather than the more normal cycle of a slow Quest VI: Heir Today, Gone Tomorrow to the Com-
start leading to a project ending with long “crunch” modore Amiga. Virtual Theatre system was used in-
periods. They typed unstoppable into an online the- stead of Sierra’s Creative Interpreter due to its much
saurus and of the synonyms returned they chose Re- better performance.
lentless as the company name. Despite the success of Beneath a Steel Sky,
Relentless released its first self-published ti- it was the company’s next game that they would be-
tle, Blue Toad Murder Files on PC and PSN in 2009 come best known for, and which would have both
and Quiz Climber Rivals, for iPhone in 2011. Re- the biggest critical and commercial success. Broken
lentless has also developed Air Band and Mutation Sword: The Shadow of the Templars was released
Station, for the Kinect Fun Labs series. In 2012 it for PC and PlayStation in 1996 and was later ported
released Kinect Nat Geo TV, after which co-founder to the Game Boy Advance in 2002.
David Amor left the studio. In 2014 the studio re- In 2012, Broken Sword 5: The Serpent’s
leased Murder Files: The Enigma Express on iOS, Curse was announced as a Kickstarter campaign.
Google Play, Google Chrome and Kindle Fire. In The campaign was successful and the game was re-
2016 the studio was shut down. leased for retail 20 June 2014.
84 • Developers
Rockstar Games, Inc. is an American video game Rockstar Leeds Limited (formerly Möbius Enter-
publisher based in New York City. The company tainment Limited) is a British video game developer
was established in December 1998 as a publishing based in Leeds, England. The company was found-
subsidiary of Take-Two Interactive, and as successor ed as Möbius Entertainment in December 1997, by
to BMG Interactive, a dormant video game publish- Gordon Hall, Jason McGann, Dave Box and Ian J.
er Take-Two Interactive had previously acquired the Bowden. The company developed numerous titles
assets of. Founding members of the company were for Game Boy Advance, including an adaptation of
Sam and Dan Houser, Terry Donovan and Jamie Remedy Entertainment’s Max Payne (2001), which
King, who worked for Take-Two Interactive at the was published by Rockstar Games in late 2003. In
time, and of which the Houser brothers were pre- April 2004, Rockstar Games’ parent company, Take-
viously executives at BMG Interactive. Since 1999, Two Interactive, announced that they had acquired
several companies acquired by or established un- Möbious Entertainment. As part of the agreement,
der Take-Two Interactive became part of Rockstar the company became part of the Rockstar Games
Games, such as Rockstar Canada (later renamed umbrella, and was renamed Rockstar Leeds.
Rockstar Toronto) becoming the first one in 1999, As part of Rockstar Games, Rockstar Leeds
and Rockstar India the most recent in 2016. All com- primarily focused on game development for Play-
panies organized under Rockstar Games bear the Station Portable, developing Grand Theft Auto: Lib-
“Rockstar” name and logo; in that context, Rockstar erty City Stories, Vice City Stories and Chinatown
Games is sometimes also referred to as Rockstar Wars.
New York or Rockstar NYC. By August 2007, Rockstar Leeds had an-
Rockstar Games predominantly publishes nounced their intentions to switch from handheld
games in the action-adventure genre, while rac- game development to next-generation games, where
ing games also saw success for the company. One their first such project was the Windows port for
of such action-adventure game franchises is Grand Team Bondi’s L.A. Noire (2011). Formerly the stu-
Theft Auto, which Rockstar Games took over from dio’s president, Hall resigned from Rockstar Leeds
BMG Interactive, which published the series’ origi- to join Activision’s The Blast Furnace studio in Au-
nal 1997 entry. The most recent game in the series, gust 2012, while art director Bowden left for Game-
Grand Theft Auto V, has shipped over 90 million Duell in August 2014.
copies since its release in September 2013, marking Rockstar Leeds has most recently collabo-
it one of the bestselling video games of all time. Oth- rated with all other Rockstar Games subsidiaries to
er popular franchises published by Rockstar Games develop Max Payne 3 (2012) as part of the Rock-
are Red Dead, Midnight Club, Max Payne and Man- star Studios collective, and assist Rockstar North
hunt. with the development on their Grand Theft Auto V
The company has been involved with chari- (2013).
table work ranging from supporting Movember and
charity live streams.
Developers • 85
Rockstar London Limited is a British video game Rockstar New England, Inc. (formerly Mad Doc
developer based in London, England. The company Software, LLC) is an American video game develop-
was established through Mark Washbrook in No- er based in the Ballardvale village within Andover,
vember 2005, as a subsidiary of Rockstar Games Massachusetts. The company was founded as Mad
and based within the latter’s European publishing of- Doc Software in November 1999, by Ian Lane Dav-
fices on King’s Road in Chelsea, London. The new is, formerly of Activision. The company started out
studio’s first project became finishing Manhunt 2, assisting Activision with the finalization of their Star
a game that was formerly developed by defuncted Trek: Armada and Call to Power II games, and went
Rockstar Vienna in May 2006, but completed and on to lead the development on Star Trek: Armada II.
released in October 2007. Alongside multiple smaller projects, such as com-
Rockstar London’s second game, Midnight pleting the canceled Jane’s Attack Squadron from
Club: L.A. Remix, was an adaptation of Rockstar defunct Looking Glass Studios, Mad Doc Software
San Diego’s Midnight Club: Los Angeles for Play- achieved international recognition through the Em-
Station Portable. Both games released alongside in pire Earth series, which it took over from Stainless
October 2008. Steel Studios, and the 2006 game Star Trek: Legacy.
In January 2011, founder and long-time stu- Empire Earth III was critically panned, leading both
dio head of Rockstar London, Mark Washbrook, an- Mad Doc Software and the series’ publisher, Sierra
nounced that he had resigned from the company. His Entertainment, to retreat from the franchise.
leaving coincided with that of Mark Lloyd, former Mad Doc Software teamed up with Rockstar
studio head of Rockstar Lincoln. Rockstar Games Games to develop a remaster of Rockstar Vancou-
reassured that neither departure would affect projects ver’s Bully, Bully: Scholarship Edition, which saw
in development at their studios at the time. In May widespread success. Following the release, in April
2012, both Washbrook and Lloyd signed with Ac- 2008, Rockstar Games’ parent company, Take-Two
tivision to work for their mobile-focused Activision Interactive, announced that they had acquired Mad
Leeds studio. Doc Software. As part of the agreement, Mad Doc
For the 2012 game Max Payne 3, Rockstar Software became part of the Rockstar Games studio
London was announced to lead the development umbrella, and was renamed Rockstar New England.
alongside Rockstar Vancouver, Rockstar Toronto The new company has since acted out minor roles,
and Rockstar New England, with the project later taking over a part of the porting duties for Grand
turning into Rockstar Studios, a collaboration span- Theft Auto IV’s Windows version, alongside Rock-
ning all Rockstar Games subsidiaries. Rockstar star Toronto, and assisting other studios on the de-
London has most recently contributed to Rockstar velopment of Rockstar Games-published titles, such
North’s Grand Theft Auto V, which was released in as Red Dead Redemption (2010), L.A. Noire (2011),
2013. Max Payne 3 (2012) and Grand Theft Auto V (2013).
86 • Developers
Rockstar North Limited (formerly DMA Design Rockstar San Diego, Inc. (formerly Angel Studios,
Limited) is a British video game developer based in Inc.) is an American video game developer based in
Edinburgh, Scotland. The company was founded as Carlsbad, California. Founded by Colombian artist
Acme Software, in Dundee in 1984, by classmates Diego Angel in 1984, the initial focus of the com-
David Jones, Russell Kay, Steve Hammond, and pany was on creating animations and visual effects
Mike Dailly, and was renamed DMA Design in 1987. for various multimedia productions, including films
During its early years, DMA Design was backed by and music videos. Following Angel’s business strat-
its publisher Psygnosis, primarily focusing on Ami- egy of not focusing on high-risk business sectors, it
ga, Atari ST and Commodore 64 games. During this started out working in the video game industry in
time, they created successful shooters such as Men- the mid-1990s. Their first such project was contract
ace, and Blood Money, but it soon turned to plat- work for done for Mr. Bones (1996).
form games after the release of Lemmings in 1991, Angel Studios proceeded to develop their
which was an international success and led to sev- own games in association with Nintendo (Major
eral sequels and spin-offs. After developing Unirally League Baseball Featuring Ken Griffey Jr. and Ken
for Nintendo, DMA Design was set to become one Griffey Jr.’s Slugfest) and Microsoft (Midtown Mad-
of their main second-party developers, but this part- ness and Midtown Madness 2), and produced a tech-
nership ended after Nintendo’s disapproval of Body nically impressive port of Capcom’s Resident Evil
Harvest. 2 to Nintendo 64. Impressed with the studio’s work
In 1997, DMA released Grand Theft Auto, on Midtown Madness, Rockstar Games approached
which was a huge success; the game sparked a suc- Angel Studios with a long-term partnership in 1999,
cessful series. The company was soon acquired by out of which resulted the successful video game se-
Gremlin Interactive. Following the release of Grand ries Midnight Club and Smuggler’s Run.
Theft Auto 2, Gremlin was acquired by Infogrames. In November 2002, Rockstar Games’ par-
DMA Design was sold to Take-Two Interactive, ent company, Take-Two Interactive, announced that
the owner of Grand Theft Auto publisher Rockstar they had acquired Angel Studios. As part of the deal,
Games. In 2001, after the release of Grand Theft Auto Angel Studio was renamed Rockstar San Diego
III, DMA Design was ultimately renamed Rockstar and became part of the Rockstar Games umbrella.
North and became part of the Rockstar Games um- Since 2004, Rockstar San Diego houses its inter-
brella. After the shift, the company worked on new nal game engine team, RAGE Technology Group,
titles, including Manhunt, provided support to oth- which develops the Rockstar Advanced Game En-
er Rockstar games such as Red Dead Redemption gine (RAGE), Rockstar Games’ proprietary engine
and Max Payne 3, and continued the Grand Theft that has been used in most titles developed for PC
Auto franchise with Grand Theft Auto IV (2008) and and consoles by Rockstar Games’ studios.
Grand Theft Auto V (2013). Leslie Benzies headed
the studio since Take-Two acquisition until his de-
parture in 2016.
Developers • 87
Rockstar Games Toronto ULC (formerly Imagexcel, Rockstar Vancouver Inc. (formerly Barking Dog
GameTek Canada and Rockstar Canada Inc.), doing Studios Ltd.) was a Canadian video game devel-
business as Rockstar Toronto, is a Canadian video oper based in Vancouver, British Columbia. The
game developer based in Oakville, Ontario. The company was founded as Barking Dog Studios in
company was established in 1988 as Imagexcel, and May 1998, by six developers formerly of Radical
became part of GameTek’s Alternative Reality Tech- Entertainment. The company started out with devel-
nology (ART) subsidiary in March 1995. The studio oping the Beta 5 version of Counter-Strike, which
was acquired by Take-Two Interactive in July 1997, released in December 1999, together with designer
as part of ART being sold off, which lead it to be split Minh Le. Its following projects included Home-
independent from ART, and becoming part of Take- world: Cataclysm (2000), a stand-alone expansion
Two Interactive’s Rockstar Games umbrella in 1999. for Homeworld, Global Operations (2002), a tactical
In August 2002, the company was renamed Rockstar first-person shooter, and Treasure Planet: Battle at
Toronto to avoid confusion with the newly-acquired Procyon (2002), a real-time strategy game based on
Rockstar Vancouver. the Treasure Planet film.
Rockstar Toronto has primarily been a port- In August 2002, Barking Dog Studios was ac-
ing house for games developed by other subsidiar- quired by Take-Two Interactive, became part of the
ies of Rockstar Games, but also developed the 2005 Rockstar Games umbrella, and was renamed Rock-
game The Warriors and co-developed Max Payne 3, star Vancouver. Under its new title, the company
as part of Rockstar Studios, in 2011. Following the went on to develop Bully (2006), and lead develop-
release of Max Payne 3, Rockstar Vancouver was ment on the Rockstar Studios-developed Max Payne
folded and merged into Rockstar Toronto, with the 3 (2012). Both games were critically acclaimed.
resulting company moving into new, bigger offices. Following the release of Max Payne 3, on 9
By July 2013, job postings started teasing July 2012, Rockstar Vancouver was closed as part of
next-generation development at Rockstar Toron- a merger with sister studio Rockstar Toronto, which
to. The studio has most recently assisted Rockstar would receive new, larger offices. All 35 employees
North on developing Grand Theft Auto V, which first working for Rockstar Vancouver at the time were
released in September 2013, as well as handling its given the choice to move to the relocated Rockstar
Windows port, which released in April 2015. For Toronto, or another Rockstar Games studio. The ex-
the Windows versions of Grand Theft Auto IV and pansion and move was partially financed by the Gov-
Grand Theft Auto V, respectively, Rockstar Toronto ernment of Ontario. Jennifer Kolbe, vice-president
developed a built-in video editor for footage capu- of publishing and operations at Rockstar Games,
tred in-game. Journalists remarked Grand Theft stated that the move intended to make a single Ca-
Auto V’s Windows version as its “ultimate version”. nadian team that “will make for a powerful creative
force on future projects”, and aimed at making room
for 50 new positions at the company.
88 • Developers
Sammy Corporation is a leading developer and re- Sega Games Co., Ltd., originally short for Service
tailer of pachinko and pachislot systems in Japan. It Games and officially styled as SEGA, is a Japanese
is also known for publishing a small number of vid- multinational video game developer and publisher
eo games such as the Guilty Gear, The Rumble Fish headquartered in Tokyo, Japan, with offices around
and Survival Arts series of fighting games. In 2004, the world. Sega is known for its multi-million selling
it merged with Sega to form a new holding compa- game franchises, such as Sonic the Hedgehog, Vir-
ny called Sega Sammy Holdings Inc.. All the video tua Fighter, Phantasy Star, Yakuza, and Total War.
game businesses were transferred over to Sega. The story of Sega start in 1940, where Ameri-
Sammy Corporation started in 1975 as Sam- can businessmen Martin Bromley, Irving Bromberg,
my Industry Co., Ltd. from the spilt of Satomi Cor- and James Humpert formed a company called Stand-
poration’s manufacturing and marketing divisions ard Games in Honolulu, Hawaii, to provide coin-op-
for amusement arcade machines. In 1978, Sammy erated amusement machines to military bases. They
Industry built a factory in Itabashi-ku, Tokyo in or- saw that the onset of World War II, and the conse-
der to take advantage of the growing popularity of quent increase in the number of military personnel,
video games, specifically Invader games. During would mean there would be demand for something
this year, it began game machine development. for those stationed at military bases to do in their lei-
In 1982, Sammy Industry started to market sure time. After the war, the founders sold that com-
and sell pachislot machines. During this time, its pany and established a new distributor called Serv-
launched the Empire pachislot machine. In 1988, an ice Games, named for the military focus. In 1951,
American subsidiary of Sammy Industry was estab- the government of the United States outlawed slot
lished in California, USA. In this year, Sammy In- machines in US territories, so Bromley sent two of
dustry expanded its market by venturing into sales his employees, Richard Stewart and Ray LeMaire, to
and marketing of video game software. Tokyo, Japan, in 1952 to establish a new distributor.
During 2003, Sammy was in talks with gam- The company provided coin-operated slot machines
ing conglomerate Sega to be part of the Sammy to U.S. bases in Japan and changed its name again to
company. Despite Sega publicly declining the offer Service Games of Japan by 1953.
because the two companies lacked synergies, a take- Sega developed and manufactured numer-
over occurred in which Sammy purchased a 22.4 ous home video game consoles from 1983 to 2001,
per cent stake in Sega from the company’s one-time but after financial losses incurred from its Dream-
parent company, CSK. Since then, Sega and Sammy cast console, the company restructured to focus on
became subsidiaries of the aforementioned holding providing software as a third-party developer. Sega
company, with both companies operating independ- remains the world’s most prolific arcade producer,
ently, while the executive departments merged. Both with over 500 games in over 70 franchises on more
companies are involved in the amusement business than 20 different arcade system boards since 1981.
(Sega with arcade games, Sammy with pachinko
machines).
Developers • 89
Sonic Team, currently Sega CS Research and De- Shiny Entertainment, Inc. was an American video
velopment #2 (CS2), is a Japanese video game de- game developer based in Laguna Beach, Southern
velopment division of Sega. The initial team was California, and the creator of titles including Earth-
composed of developers from Sega’s Consumer worm Jim, MDK and Enter the Matrix.
Development division, including programmer Yuji In 1991, video game developer David Perry
Naka, artist Naoto Ohshima, and level designer was working for Probe Software in London on the
Hirokazu Yasuhara. The team took the name Sonic movie license based video game The Terminator for
Team in 1991 with the release of Sonic the Hedge- the Sega Genesis/Mega Drive. The game was to be
hog for the Sega Genesis. The game was a major published by Virgin Games in Irvine, California. Af-
success, and started the long-running Sonic the ter a proposal was made, Perry agreed to complete
Hedgehog franchise. The next several games were the work in the United States and moved over to join
developed by Naka and Yasuhara in America at Sega the Virgin Games USA development team. While in
Technical Institute, while Ohshima worked on Sonic the states he developed McDonald’s Global Gladi-
CD in Japan. Naka returned to Japan in late 1994 to ators and 7-Up’s Cool Spot, did early development
become the head of CS3, later renamed R&D #8. work on Disney’s The Jungle Book and worked on
During this time, the division was branded with the Disney’s Aladdin in a joint venture of Virgin Games
Sonic Team name but also developed games that do USA with Sega of America which was commercial
not feature Sonic, such as Nights into Dreams (1996) successful.
and Burning Rangers (1998). At this time Perry got a US green card, and
Following the release of Sonic Adventure in formed the new company. To fund it, he signed a
1998, some Sonic Team staff moved to the United three-game distribution deal with Playmates Inter-
States to form Sonic Team USA and develop Sonic active Entertainment and Shiny Entertainment Inc.
Adventure 2 (2001). With Sega’s diversification of was formed in October 1993.
its studios into separate companies, R&D #8 became The company’s first release was Earthworm
SONICTEAM Ltd. in 2000, with Naka as CEO and Jim for the Sega Genesis/Mega Drive.
Sonic Team USA as its subsidiary. Sega’s financial In 1995 the company was acquired by Inter-
troubles led to several major structural changes in play Entertainment, and half of the original eight-
the early 2000s; the United Game Artists studio was man team, including Perry’s right-hand man Doug
absorbed by Sonic Team in 2003, and Sonic Team TenNapel, left to form the gaming company The
USA became Sega Studios USA in 2004. After Sam- Neverhood, Inc. Sega and Nintendo had also made
my Corporation purchased Sega in 2004, Sonic Team offers to acquire Shiny Entertainment but were
was reincorporated to become Sega’s GE1 research turned down because, according to Perry, “we’ve al-
and development department, and later, CS2. Sega ways wanted to cover the whole gaming field.”
Studios USA was merged back into Sonic Team in In 2007, Shiny Entertainment merged with
2008. The Collective to create Double Helix Games.
90 • Developers
SNK Sony
Type Kabushiki gaisha Type Public kabushiki gaisha conglomerate
Subsidiary Founded 7 May 1946
Founded 1978 (Shin Nihon Kikaku Corp.) Founders Masaru Ibuka
(defunct on October 22, 2001) Akio Morita
2001 (as Playmore Corporation) Headquarters Minato, Tokyo, Japan
Headquarters Suita, Osaka, Japan Employees 128,400 (2017)
Owner Orient Securities Co., Ltd.
SNK Corporation is a Japanese video game hard- Sony Corporation (often referred to simply as Sony)
ware and software company, successor to the Shin is a Japanese multinational conglomerate corpora-
Nihon Kikaku and current owner of the SNK video tion. Its diversified business includes consumer and
game brand and Neo Geo video game platform. The professional electronics, gaming, entertainment and
Shin Nihon Kikaku Corporation was founded in financial services. The company is one of the lead-
1978 by Eikichi Kawasaki. Initially called Shin Ni- ing manufacturers of electronic products for the con-
hon Kikaku (New Japan Project), the name was in- sumer and professional markets. Sony was ranked
formally shortened to SNK Corporation in 1981 be- 105th on the 2017 list of Fortune Global 500.
fore becoming the company’s official name in 1986. Sony Corporation is the electronics business
SNK is most notable as creator of the Neo unit and the parent company of the Sony Group,
Geo family of arcade, home, and handheld game which is engaged in business through its four op-
consoles, beginning in 1990. The Neo Geo line was erating components: electronics (AV, IT & commu-
halted in 2001, when financial troubles forced SNK nication products, semiconductors, video games,
Corporation to close on October 22, 2001. Antici- network services and medical business), motion
pating the end of the company, Kawasaki founded pictures (movies and TV shows), music (record la-
Playmore Corporation on August 1, 2001. By Oc- bels and music publishing) and financial services
tober, Playmore had acquired all of the intellectual (banking and insurance). These make Sony one of
property of the former SNK Corporation. In 2003, the most comprehensive entertainment companies in
Playmore Corporation was renamed to SNK Play- the world. The group consists of Sony Corporation,
more Corporation, to more firmly establish itself as Sony Pictures, Sony Mobile, Sony Interactive Enter-
the successor to the SNK brand and legacy. tainment, Sony Music, Sony Financial Holdings and
Traditionally, SNK operated primarily as others.
a video game developer, publisher, and hardware Sony began in the wake of World War II. In
manufacturer, focusing on arcade games but also 1946, Masaru Ibuka started an electronics shop in a
working on console and PC games. In 2004, the department store building in Tokyo. The company
company started manufacturing pachislot machines, started with a capital of ¥190,000 and a total of eight
which the company leaned heavily into before with- employees. In May 1946, Ibuka was joined by Akio
drawing from the market in 2015. In 2009, the com- Morita to found a company called Tokyo Tsushin
pany also entered an active wave of mobile game de- Kogyo (Tokyo Telecommunications Engineering
velopment. Classic SNK franchises like Metal Slug, Corporation). The company built Japan’s first tape
Samurai Shodown and The King of Fighters feature recorder, called the Type-G. In 1958, the company
heavily in its recent offerings. changed its name to “Sony”.
In 2016, SNK dropped the “Playmore” name Sony has a weak tie to the Sumitomo Mitsui
from its logo and reintroduced its original slogan, Financial Group (SMFG) keiretsu, the successor to
“The Future Is Now”, as a means to signify “a return the Mitsui keiretsu.
to SNK’s rich gaming history.”
Developers • 91
SIE London Studio is an in-house Sony Interactive Snowblind Studios was a video game developer lo-
Entertainment developer located in London. Estab- cated in Kirkland, Washington. They were founded
lished in 1993, London Studio is Sony Interactive in 1997, specializing in role-playing video games.
Entertainment Europe’s largest internal development In 2009, Snowblind Studios was acquired by
studio, with staff working in a purpose designed Time Warner, through its Warner Bros. Interactive
7-story building located in London’s Soho district. Entertainment division. In 2010, the studio (along
The first games developed was the PlaySta- with studio Surreal Software) was physically relo-
tion titles; NBA Shootout ‘97, Porsche Challenge, cated to Monolith. After the release of The Lord of
Rapid Racer, Spice World, This Is Football and Team the Rings: War in the North, the team was merged in
Buddies. with Monolith Productions to develop Middle-earth:
The development group includes the R&D Shadow of Mordor, which was released in Septem-
group responsible for EyeToy, and various other re- ber 30, 2014.
search and development groups dedicated to the pro- The Snowblind engine, also referred to as the
duction of PlayStation games and development tools Dark Alliance game engine, is a game engine cre-
across all of SIE’s gaming platforms. SIE London ated by Snowblind Studios for perspective correct
Studio operates as part of Sony Interactive Enter- overhead third person view role-playing games. It
tainment Worldwide Studios. The studio was formed was first used by Snowblind Studios to create Bal-
in 2002 by the merger of Studio Camden and Team dur’s Gate: Dark Alliance. The previous Baldur’s
Soho. Gate games used the Infinity Engine which was cre-
The original development staff had little to ated by BioWare for isometric role-playing games.
no experience in the video game industry, with most Baldur’s Gate: Dark Alliance was a joint collabo-
of them being recent college graduates. ration between Interplay Entertainment and Snow-
SIE London Studio developed a VR render- blind Studios. Interplay then used the engine for all
ing technology, called the LSSDK engine, which their ports of the game except the Game Boy ver-
supports PlayStation 4 and PC. This engine was first sion, which used its own game engine. These ports
used in PlayStation VR Worlds, which contained of the game greatly expanded on how much content
five virtual reality experiences: “The London He- the game was able to use and the amount of saving
ist”, “Into The Deep”, “VR Luge”, “Danger Ball” slots present in the game.
and “Scavenger’s Odyssey”. Their upcoming game Snowblind also used the engine in 2006
Blood and Truth, which expands upon VR Worlds’ when they created Justice League Heroes. The game
The London Heist, is using an updated version of the was released around the time the next gen of video
same technology. game consoles was out, but due to it being created
for the previous gen, it was released for Xbox and
PlayStation 2. A portable version of the engine was
used for the PlayStation Portable, but the Game Boy
and Nintendo DS versions used their own engine.
92 • Developers
Square Sunsoft
Former type Public Type Division
Founded September 1986 Founded 1978
Founder Masafumi Miyamoto Headquarters Kōnan, Aichi, Japan
Defunct April 1, 2003 Parent Sun Corporation
Fate Merged with Enix Website sunsoft.jp/en
Successor Square Enix
Employees 888 (2002)
Square Co., Ltd. was a Japanese video game com- Sunsoft, stylized as SUNSOFT, is a Japanese video
pany founded in September 1986 by Masafumi Mi- game developer and publisher. Sunsoft in itself is
yamoto. It merged with Enix in 2003 and became not a company, but instead the brand name of Japa-
Square Enix. The company also used SquareSoft as nese electronic manufacturer Sun Corporation for
a brand name to refer to their games, and the term is its video games operations. Its U.S. subsidiary oper-
occasionally used to refer to the company itself. ated under the name Sun Corporation of America,
Square originated in October 1983 as a com- though, as in Japan, games published there showed a
puter game software division of Den-Yu-Sha, a logo that read only Sunsoft.
power line construction company owned by the fa- In April 1971, Sun Electronics Corporation
ther of Masafumi Miyamoto, the eventual founder (alternatively called Sun Denshi) was founded in
of Square Co Ltd in 1986. While at the time game Kōnan, Aichi as a manufacturer and vendor of elec-
development was usually conducted by only one tronics equipment.
programmer, Masafumi Miyamoto believed that it Sun Corporation’s history in video games
would be more efficient to have graphic designers, began in October 1978 in arcades with two titles:
programmers and professional story writers work- Block Challenger and Block Perfect. Sun Corpora-
ing together on common projects. Square’s first two tion had several arcade hits in the early 1980s such
titles were The Death Trap and its sequel Will: The as Arabian, Ikki and Kangaroo. At the time, its ar-
Death Trap II, both designed by part-time employee cade video games were released under its own cor-
Hironobu Sakaguchi and released on the NEC PC- porate name of Sun Electronics Corporation.
8801. Despite an initial reluctance to develop for The brand Sunsoft first appeared in the lat-
video game consoles, Square entered the Nintendo ter of the 1980s when Sun Corporation began devel-
Famicom market in December 1985 with the porting oping original games and technology for the home
of Thexder. video game console market, with emphasis mostly
A merger between Square and its competitor on the Famicom. Sunsoft had gone international at
Enix was in consideration since at least 2000; how- that time, and it had the publishing might to secure
ever, the financial failure of their first movie, Final major licenses of the day (such as Batman and The
Fantasy: The Spirits Within made Enix hesitant to Addams Family). In the 1990s, Sun Corporation of
join with a company which was losing money. With America joined forces with Acclaim Entertainment
the company in its second year of financial loss, to handle ad sales rights to Sunsoft’s video games for
Square approached Sony for a capital injection and game consoles.
on October, 8th 2001, Sony Corp purchased 18.6% Finally, in 1995, Sun Corporation of Amer-
stake in Square to bandage their loss. Following ica heavily restructured in the face of bankruptcy,
the success of both Final Fantasy X and Kingdom and all the company’s pending projects were either
Hearts, the company recovered its stability. It was sold to other companies or cancelled. On September
announced in 2002 that Square and Enix’s previous 14, 2006, Nintendo announced that Sunsoft was a
plans to merge were to officially proceed. partner on the Wii’s Virtual Console.
Developers • 93
Surreal Software was a video game developer based Taito Corporation is a Japanese video game devel-
in Kirkland, Washington, USA, and a subsidiary of oper and publisher of arcade hardware and mobile
Warner Bros. Interactive Entertainment, known for phones, and an operator of video arcades. It is also
The Lord of the Rings: The Fellowship of the Ring, a former publisher of home video games. Taito is
The Suffering and Drakan series. Surreal Software known for producing hit arcade games, such as Space
employed over 130 designers, artists, and program- Invaders, Bubble Bobble, and Arkanoid. It has pro-
mers. duced arcade games all around the world, while also
Surreal Software was founded in 1995 as importing and distributing American coin-op video
an independent video game development studio by games in Japan. Taito owns several arcades in Japan
Alan Patmore, Stuart Denman, Nick Radovich and known as Taito Stations or Game Taito Stations.
Mike Nichols. Patmore, Nichols and Radovich at- The company was founded in 1953 by a Rus-
tended Eastside Catholic High School in Bellevue, sian Jewish businessman named Michael Kogan as
Washington together. They found Stuart Denman, Taito Trading Company. Taito started out importing
a University of Washington grad, through an on- and distributing vending machines. It was also the
line message board. The group began operating in first company to distill and sell vodka in Japan. Lat-
1995 in an office in Seattle’s Queen Anne neighbor- er, it began leasing jukeboxes and eventually started
hood. Previously, Radovich sold real estate, Patmore to manufacture its own. Taito began producing elec-
worked at a wireless company, Nichols was working tro-mechanical arcade games in the 1960s.
at local game company Boss Studios, and Denman On August 22, 2005, it was announced that
had just interned at Microsoft on the Excel team. the gaming conglomerate Square Enix would pur-
Their first contract was with Bothell-based chase 247,900 Taito shares worth ¥45.16 billion
children’s game developer Humongous, which ($409.1 million), to make Taito Corporation a sub-
found Denman’s website and called to recruit pro- sidiary of Square Enix. The purpose of the takeover
grammers for Humongous. Surreal instead offered to by Square Enix was to both increase Taito’s profit
do contract work. Surreal developed the Riot Engine margin exponentially as well as begin its company’s
for its games in 1996. expansion into new forms of gaming (most notably,
In April 2004, Midway Games acquired Sur- the arcade scene), and various other entertainment
real Software as an in-house game studio. This was venues. The takeover bid from Square Enix was ac-
the only studio that kept its original name following cepted by previous stockholder Kyocera, making
its acquisition by Midway in 2004 In 2006. Taito an official Square Enix subsidiary. By March,
Surreal was acquired by Warner Bros. Games 2006 Taito became a subsidiary wholly owned by
during the bankruptcy of Midway Games in July Square Enix and was delisted from the First Section
2009. After a significant layoff in January 2011, the of the Tokyo Stock Exchange. Despite being a sub-
remaining employees were integrated into WBG’s sidiary to Square Enix Holdings, the parent company
Kirkland offices, along with developers Monolith has kept the branding of Taito distinct from Square
and Snowblind. Enix.
94 • Developers
Take-Two Interactive Software, Inc. is an American Team17 Group plc is a British video game developer
video game holding company based in New York based in Wakefield, England. The venture was cre-
City. The company wholly owns video game pub- ated in December 1990 through the merger of British
lishers Rockstar Games, 2K Games and Private Di- publisher 17-Bit Software and Swedish developer
vision, including their respective subsidiaries, and Team 7. At the time, the two companies consisted of
developer Social Point, as well as a 50% stake in the and were led by Michael Robinson, Martyn Brown
esports-centric joint venture NBA 2K League. No- and Debbie Bestwick, and Andreas Tadic, Rico Hol-
table franchises owned by Take-Two Interactive in- mes and Peter Tuleby, respectively. Bestwick later
clude Grand Theft Auto, Civilization, NBA 2K and became and presently serves as Team17’s chief
BioShock. As of September 2017, it is the third larg- executive officer. After their first game, Full Con-
est publicly traded game company in the Americas tact (1991) for Amiga, the studio followed up with
and Europe, after Activision Blizzard and Electronic multiple number-one releases on that platform, and
Arts. saw major success with Andy Davidson’s Worms in
Take-Two Interactive was founded on Sep- 1995, the resulting franchise of which still remains
tember 30, 1993, by Ryan Brant, the son of Inter- as the company’s primary development output, hav-
view co-owner Peter Brant. The company completed ing developed over 20 new entries in it.
its initial public offering on April 25, 1997, being Through a management buyout performed by
listed as TTWO on the NASDAQ stock exchange. Bestwick, both Robinson and Brown departed from
In March 1998, Take-Two acquired BMG Interac- Team17 in 2010, leaving Bestwick as the sole man-
tive, the video game publishing division of BMG ager. In 2013, Team17 initiated a publishing venture
Entertainment, for 1.85 million shares, about 16% of focusing on indie games, which since occupies its
Take-Two’s common stock. own office in Nottingham. The first game to release
In 2004, Take-Two paid US$22.3 million to of this venture was Light (2013). Following a large
Infogrames for the rights to the Civilization series. investment from Lloyds Development Capital in
In 2005, Take-Two began a host of acquisi- September 2016, Team17 sought corporate expan-
tions, spending more than $80 million buying game sion through various actions, including the acquisi-
developers. It bought for$32 million the develop- tion of Mouldy Toof Studios, the developer behind
ment studios Visual Concepts and Kush Games, for Team17-published The Escapists (2015), and the
$11.4 million Gaia Capital Group and for around hiring of multiple new key staff. In May 2018, the
$11.8 million the studio Irrational Games, which de- company published their initial public offering and
veloped Freedom Force vs the 3rd Reich. became a public company listed on the Alternative
On March 9, 2018, S&P Global announced Investment Market, valued around £230 million.
the addition of Take-Two Interactive to the S&P 500; Team17 presently employs 140 people in its two of-
this makes the company the third video game com- fices.
pany in history to achieve that, also the youngest of
the three.
Developers • 95
Tecmo Co., Ltd. , was a Japanese video game cor- Terminal Reality was a video game development
poration founded in 1967. Tecmo is known for the and production company based in Lewisville, Texas.
Star Force, Dead or Alive, Ninja Gaiden, Deception, Terminal Reality developed a variety of games in-
Monster Rancher, Rygar, Tecmo Bowl, Fatal Frame cluding racing games, 3D action games, and more.
and Gallop Racer video game series. When it was Mark Randel began programming commer-
still called Tehkan, the company released arcade cial software at age 15, but it was not until 1991 that
games such as Bomb Jack and Tehkan World Cup. Mark entered the computer game industry when he
The company was founded on July 31, 1967 as a teamed with game programmer Bruce Artwick to
supplier of cleaning equipment. By 1969, it started write add-on products for the just released Microsoft
to sell amusement equipment. Flight Simulator 4.0. This led to Mark becoming the
The origins of Tecmo dates as a company co-designer and lead programmer for Flight Simula-
specialized in the management of building main- tor 5.0 and designing the next generation flight tech-
tenance including the supplying of cleaning equip- nology standard.
ment. It was founded on July 31, 1967 as Tehkan After leaving the Bruce Artwick Organiza-
Ltd. with roots dating three years earlier as the Em- tion in mid-1994, Mark and Brett founded Terminal
pire Administration Co., Ltd founded in September Reality in October 1994, which required Mark leave
1964. The company was renamed Tecmo in 1986. Chicago where he had just finished up on his BSE
Tecmo’s first internally developed home video game and MS in electrical engineering from University of
Mighty Bomb Jack was released for the Family Illinois. The goal of Terminal Reality was to exploit
Computer in April 1986. texture mapped 3D game engines, with only $1000,
By the turn of the decade, Tecmo was firmly and working out of Brett Combs’ home. During that
in the camp of video game consoles. Though still time they were developing their first release, Termi-
involved in the arcade industry, much of the success nal Velocity, and pulled together $120,000, received
was achieved on the Nintendo Entertainment Sys- advances on the game and were basically able to
tem with titles such as Ninja Gaiden, Tecmo Bowl avoid giving up ownership and primary decision
and the Japan-only Tsuppari Ōzumō. When Sony re- rights to venture capitalists. After that first year the
leased its PlayStation in the 1990s, Tecmo joined the company generated $1.2 Million and nearly doubled
endeavor which set the tone for series such as Dead it the second year with $2.1 Million.
or Alive, Monster Rancher, Deception and Gallop By January 1998, Terminal Reality became
Racer. an equity partner and founding developer of Gather-
In 2009, Tecmo merged with Koei to form ing of Developers, a Dallas, Texas based publisher in
the holding company Tecmo Koei Holdings and was which Brett Combs sits on the Board of Directors.
operated as a subsidiary until its disbandment in ear- In December 2013, Terminal Reality closed
ly 2010. In April 2010, Tecmo was dissolved and its down and liquidated its office outside Dallas, TX.
video game franchises are now published by Koei
Tecmo Games.
96 • Developers
THQ Tomy
Formerly Toy Headquarters Type Public kabushiki gaisha
Former type Public Predecessor Tomy
Founded 1989 (as Trinity Acquisition Corporation) Takara
Fate Chapter 11 bankruptcy Founded 1924 (Tomy)
Defunct January 23, 2013 1955 (Takara)
Headquarters Agoura Hills, California, U.S. March 1, 2006
Website thqnordic.com Headquarters Tateishi, Katsushika, Tokyo, Japan
THQ Inc. was an American video game developer Tomy Company, Ltd. is a Japanese entertainment
and publisher. The company published both inter- company that makes children’s toys and merchan-
nally created and externally licensed content in its dise. It was created from a merger on 1 March 2006
product portfolio. THQ’s internally created games of two companies: Tomy (founded in 1924 as Tomi-
included Darksiders, De Blob, Destroy All Hu- yama, changing the name to Tomy in 1963) and
mans!, MX vs. ATV, Red Faction and Saints Row se- long-time rival Takara (founded in 1955). The com-
ries among others. The company also held exclusive, pany has its headquarters in Katsushika, Tokyo.
long-term licensing agreements with leading sports The company made a pragmatic decision of
and entertainment content creators such as Disney, which name to use after the merger, deciding to use
DreamWorks Animation, Nickelodeon, Pixar and “Tomy” in international subsidiaries and “Takara-
WWE. Tomy” in Japan. They came to this decision because
In 1989, Trinity Acquisition Corporation Tomy had built considerable brand recognition in-
was founded in New York as a shell corporation to ternationally, with the majority of Takara’s interna-
raise money for a future venture in an unspecified tional hit products (Microman, Transformers, Battle
field of activity. One year later in April 1990, former Beasts, Beyblade, B-Daman etc.) having been sold
LJN co-founder Jack Friedman established the toy and branded by other toy companies such as Hasbro.
company, THQ, Inc., in Calabasas, California with They also considered the financial cost of changing
a personal investment of $1 million. “THQ” was an the name to be too much.
abbreviation for Toy Headquarters. THQ acquired One of the editorial policies of many Western
Brøderbund’s video game division in September business publications is to ignore merger declara-
1990 and released its first video game, Peter Pan and tions and declare that one company is being bought
the Pirates, in January 1991. In 1991, THQ agreed to by another. Therefore, in much of the Western me-
be acquired by Trinity Acquisition Corp. in a stock dia, the Takara-Tomy merger was characterised as
swap valued at about $33 million with THQ’s share- a ‘take-over’ of Takara by Tomy. This assumption
holders owning 51.7% of the new entity. may have been made because several years of losses
After years of financial struggles, stock value had put Takara in a financially weakened state at the
drop, and debt, THQ declared Chapter 11 bankrupt- time of the merger, although Takara did have signifi-
cy in December 2012 and began liquidation of its cantly higher sales than Tomy. However, the man-
assets the following month, with several properties agement of Takara and Tomy had discussed merging
either being acquired or auctioned to other develop- several times, including at times when Takara ap-
ers. In addition, most of the remaining staff were laid peared stronger. Under Japanese corporate law, the
off. move was a merger of both companies on an equal
In 2014, the THQ trademark was acquired by basis.
Nordic Games, which had acquired some of THQ’s
properties in the auction. The company renamed it-
self THQ Nordic in August 2016.
Developers • 97
Torus Games is an Australian video game developer Treasure Co., Ltd. is a Japanese video game devel-
founded in 1994 by ex-Beam Software employees oper, founded by former employees of Konami on
including Bill McIntosh. June 19, 1992. Treasure is best known for classic-
Torus Games began developing their first style action games that employ innovative gameplay
game in 1994, a Game Boy and Game Gear game systems. Their greatest commercial successes have
based on the film Stargate, published by Acclaim been games like Wario World and Mischief Mak-
Entertainment. Torus has released over 120 titles. ers, but they are better known for their critical suc-
Torus Games has a single, scalable cross- cesses, such as Sin and Punishment, Gunstar Heroes,
platform game engine that actively supports the Bangai-O, and Ikaruga. Their first released game
Xbox 360, PlayStation 3, PC, Wii, Wii U, Nintendo was Gunstar Heroes, although McDonald’s Treasure
DS, Nintendo 3DS, iOS, Nintendo DSi and PlaySta- Land Adventure was developed first.
tion Vita. The Torus game engine runs on consoles, Treasure is a small, privately held company,
handhelds (including those without floating point consisting of around 30-40 members, though this
support) and mobile phones, and their unified as- number is somewhat misleading as they also employ
set pipeline allows Torus to deliver the same game independent contractors to assist development and
from the same common code-base across all hard- sometimes partner with other companies like Sega,
ware platforms. Torus Games also use the Unreal G.rev and Nintendo to increase the size of their
and Unity engines, depending on the type of project teams. They have worked on many titles based on
they’re developing. licenses, including Astro Boy, McDonald’s, Bleach
Torus Games is located in Bayswater, Victo- and Tiny Toon Adventures, as well as partnering
ria. The Managing Director is Bill McIntosh. Torus with companies like Sega, Enix and Nintendo to pro-
Games is a family business. duce original properties.
The company is most commonly known for Treasure does not have a rigid hierarchy.
its family action/adventure games based on well- There are not designated “directors” from project to
known licenses. Some of Torus Games’ most re- project; all directors also work as programmers, art-
cent releases include Barbie and her Sisters: Puppy ists, or composers, and may work on other projects
Rescue and Monster High: New Ghoul in School that they are not directing.
on PlayStation 3, Xbox 360, Wii, Wii U, Steam and For the first five years of Treasure, the com-
3DS, both published by Little Orbit. pany produced games exclusively for Sega consoles.
In 2015, Torus Games were awarded the According to a Treasure representative, their first
Disney Developer of the Year Award for their ef- game (Gunstar Heroes) was developed on the Sega
forts on Disney’s Imagicademy initiative. They also Genesis for hardware performance reasons, and af-
launched their first original iOS and Android game, ter that they continued developing for Sega consoles
Crystal Crusade, followed by Flipper Fox and Heidi since their fan base consisted of owners of those
Price and the Orient Express in 2016. consoles.
98 • Developers
tri-Ace TT Games
Type Subsidiary of Nepro Japan Formerly Bealaw(Man)4 Limited (2005)
Founded March 1995 Type Subsidiary
Headquarters Tokyo, Japan Founded 24 January 2005
Key people Yoshiharu Gotanda (President) Headquarters Bolton, England
Employees 130 Key people David Philip Dootson (studio manager)
Owner Nepro Japan (2015–) Parent Warner Bros. Int. Ent. (2007–present)
Parent Nepro Japan Website ttgames.com
tri-Ace, Inc. is a Japanese video game development TT Games Limited is a British holding company and
company formed in March 1995 by former Telenet a subsidiary of Warner Bros. Interactive Entertain-
Japan employees Yoshiharu Gotanda (programmer, ment. The company was established in 2005 through
current tri-Ace President), Masaki Norimoto (game the merger of developer Traveller’s Tales and pub-
designer) and Joe Asanuma (director). The name lisher Giant Interactive Entertainment, subsequently
is a play on words regarding the “three aces” who TT Games Publishing. Its other branches include
formed the company. Most of tri-Ace’s games have developer TT Fusion, animation studio TT Anima-
been published by Square Enix (formerly Enix). tion and mobile games companies Playdemic. The
The group exclusively makes role-playing company is known for the Lego video game series.
video games, and is known for giving their games Designer Jon Burton founded Traveller’s
action-packed battle systems and deep skill sys- Tales in 1989. He had worked with graphic artist
tems. This trademark style began when the found- Andy Ingram on a short game demo for the Com-
ers of tri-Ace originally worked for Telenet Japan’s modore Amiga, and took it to publishing company
Wolfteam, and had created Tales of Phantasia. This Psygnosis for advice; unexpectedly, Psygnosis was
game, published by Namco, is a precursor to tri- impressed and offered to publish the game. As Trav-
Ace’s own Star Ocean games in several ways; e.g., eller’s Tales, Burton and Ingram completed the
an action battle system where the player controls one game, a hack and slash adventure titled Leander,
character and AI controls others in the party and spe- which was released in 1991. Leander was a success
cial battle skills that the player can assign to differ- and established Traveller’s Tales as an up and com-
ent buttons. Besides the Star Ocean series, they also ing British developer.
released Valkyrie Profile in 1999. Their 2010 release In 2003, The Lego Group’s video game di-
of Resonance of Fate, was taken to Sega publishing. vision Lego Interactive commenced plans to devel-
tri-Ace games have sold over 3.8 million cop- op Lego Star Wars: The Video Game, based on the
ies worldwide as of September 2005. The company’s company’s licensed Star Wars figures. They hired
sound programmer Hiroya Hatsushiba formed tri- Traveller’s Tales to develop the game.
Crescendo in 1999 which has since developed sev- TT Games continued producing Lego games
eral games independently of tri-Ace. over the years to considerable success.
Japanese mobile company Nepro Japan ac- On 8 November 2007, Warner Bros. Interac-
quired tri-Ace in February 2015. Despite being ac- tive Entertainment purchased TT Games in a deal es-
quired by a company focusing on mobile gaming, timated at £100 million. The company shifted exclu-
tri-Ace will continue developing video games for sively to making Lego games. In 2015, TT Games
consoles. released Lego Dimensions, an elaborate toys-to-life
game.
On 8 February 2017, TT Games acquired
Playdemic to make Lego games for mobile devices.
Developers • 99
Ubisoft Entertainment SA (formerly Ubi Soft En- Ubisoft Leamington (formerly FreeStyleGames
tertainment SA) is a French video game publisher Limited) is a British video game developer located
headquartered in Montreuil. It is known for publish- in Leamington Spa, Warwickshire, England.
ing games for several acclaimed video game fran- FreeStyleGames was founded on 29 No-
chises including Assassin’s Creed, Far Cry, Just vember 2002 by Alex Darby, David Obsourn, Phil
Dance, Prince of Persia, Rayman, Raving Rabbids, Hindle, and Jamie Jackson, formerly of Codemas-
and Tom Clancy’s. It is the fourth largest publicly- ters, and Alex Zoro and Jonny Ambrose, formerly
traded game company in the Americas and Europe of Rare. Their first title, B-Boy, a game of competi-
after Activision Blizzard, Electronic Arts, and Take- tive break-dancing, was published and distributed
Two Interactive in terms of revenue and market capi- by Sony Computer Entertainment Europe in Europe
talisation. in 2006, and published by Evolved Games and dis-
On 12 March 1986, Christian, Claude, tributed by SouthPeak Games in North America in
Gérard, Michel and Yves Guillemot, five brothers of 2008.
the Guillemot family, founded Ubi Soft in Carentoir, On 12 September 2008, FreeStyleGames was
a small village located in the Morbihan department purchased for an undisclosed sum by Activision fol-
of France’s Brittany region. Yves Guillemot soon lowing a period of commercial cooperation, mainly
made deals with Electronic Arts, Sierra On-Line involving localised downloadable content for the
and MicroProse to distribute their games in France. Guitar Hero series.
By the end of the decade, Ubi Soft began expand- The first game the company developed un-
ing to other markets, including the United States, der Activision’s ownership was DJ Hero (2009), a
the United Kingdom and Germany. They entered the spin-off of the Guitar Hero series, in which players
video game distribution and wholesale markets, and used a turntable-based controller to mimic the ac-
by 1993 they had become the largest distributor of tions of a disc jockey across numerous songs. The
video games in France. In the early 1990s, Ubi Soft title was considered successful, and they completed
initiated its in-house game development program, DJ Hero 2 the following year, though around that
which led to the 1994 opening of a studio in Mon- time, the rhythm game genre was suffering from a
treuil, which later became their primary operating glut of releases and was in decline, and Activision
offices. Ubi Soft became a publicly traded compa- had decided to end further production of any Guitar
ny in 1996 and continued its expansion around the Hero title.
globe, opening locations in Annecy (1996), Shang- On 18 January 2017, French publisher
hai (1996), Montreal (1997), and Milan (1998). Ubisoft acquired the studio from Activision, and
In December 2004, rival gaming corporation renamed it Ubisoft Leamington. Under this new
Electronic Arts purchased a 19.9% stake in the firm, owner, Ubisoft Leamington will work on AAA titles
an action Ubisoft referred to as “hostile” on EA’s closely with Newcastle-upon-Tyne-based partner
part. studio Ubisoft Reflections, referencing its Leaming-
ton Spa location.
100 • Developers
Vivendi Games, formerly known as Vivendi Univer- Warthog Games Limited was a UK-based video
sal Interactive Publishing or Vivendi Universal Pub- game developer, located in Cheadle Hulme, Stock-
lishing then Vivendi Universal Games or VU Games, port, with studios in Sweden and the USA.
was a wholly owned subsidiary of Vivendi responsi- Warthog was founded in April 1997, the core
ble for video game developers inherited after acquir- of the development team composed of ex-Electronic
ing Havas and Universal Interactive Studios. Arts personnel responsible for, amongst other titles,
The direct predecessor of Vivendi Games the hit Privateer 2: The Darkening. With this as the
was Universal Interactive, the game publishing divi- basis, Warthog began to develop something of a
sion of Universal Studios. Founded in 1993, it was speciality in space-flight sims, with follow-up titles
best known for publishing the Crash Bandicoot and Starlancer (which sold over 330,000 units, mainly on
Spyro the Dragon series, along with games based on PC) and Star Trek: Invasion (achieving over 230,000
Universal properties. units on PlayStation). Since 1999, the company also
Headed by Bruce Hack, it was headquartered developed expertise in children’s titles, with releases
in Los Angeles, California and employed over 3,400 based upon well known franchises such as Tom and
people at four separate development divisions. Viv- Jerry, Looney Tunes, Harry Potter and Asterix.
endi Games owned the rights to franchises such as In later years, Warthog purchased several
Warcraft, StarCraft, Diablo and World of Warcraft other companies. First, in 2002, they purchased Atod,
(all games developed by Blizzard Entertainment), which became Warthog Sweden. Also in 2002, they
as well as others like Empire Earth, Ground Con- purchased Zed Two. Then in 2003, they purchased
trol, Tribes, Crash Bandicoot and Spyro the Dragon U.S.-based Fever Pitch, which became Warthog
owned by Sierra Entertainment. Texas. In 2004, Warthog itself was acquired by Tiger
In June 2000, Vivendi acquired Seagram Telematics and became a part of Gizmondo Studios.
(owner of Universal Studios) to become Vivendi Collectively, the Cheadle and newly acquired Swe-
Universal, and Universal Interactive joined Viven- den studios became known as Gizmondo Europe,
di’s acquired studios under the new division Vivendi with the recently acquired Warthog Texas becoming
Universal Interactive Publishing in 2000. In 2004, Gizmondo Texas. Their focus from then on would be
Vivendi Universal Games sold one of its divisions, on the Gizmondo handheld console.
Knowledge Adventure to a group of private inves- After Gizmondo went bankrupt, key staff
tors. from the original team established a new develop-
In December 2007, it was announced that ment company, Embryonic Studios. This company
Vivendi Games would merge with games publish- was then acquired by TT Games in 2006, and re-
er Activision, forming Activision Blizzard. In July named TT Fusion, where the team continued to de-
2008, the merger went active and Vivendi Games veloped console and handheld titles.
dissolved.
Developers • 101
Namco Tales Studio Ltd. , formerly known as Wolf ZeniMax Media Inc. is an American video game
Team, was a Japanese video game development holding company based in Rockville, Maryland.
company. The company is known for owning Arkane Stu-
Originally headed by Masahiro Akishino, dios (developer of Dishonored and Prey), id Soft-
Wolf Team became independent from Telenet in ware (developer of the Doom and Quake series, and
1987, was reintegrated in 1990 and got merged with Rage), MachineGames (developer of Wolfenstein:
another Telenet subsidiary called Lasersoft, then was The New Order), Tango Gameworks (developer of
completely absorbed in an internal restructuring at The Evil Within), publisher Bethesda Softworks
Telenet in 1993 at which point most of the staff left with its Bethesda Game Studios (developer of The
together with Akishino. Elder Scrolls and Fallout series, and Starfield (video
The remaining staff were the then-very- game)) and ZeniMax Online Studios (developer of
young programmer Yoshiharu Gotanda, designer The Elder Scrolls Online).
Masaki Norimoto, director Joe Asanuma, graphic ZeniMax was founded in May 1999 by
artist Yoshiaki Inagaki, sound composer Motoi Bethesda Softworks founder Christopher Weaver
Sakuraba, and sound effect designer Ryota Furuya. and Robert A. Altman. It was established as a suc-
Wolf Team went on to create games such as Sol- cessor to Media Technology Limited, Bethesda’s
Feace and Hiouden: Mamono-tachi tono Chikai, parent company at the time.
which faced weak sales. For Tale Phantasia, a game Weaver brought Altman on board as CEO,
concept by Gotanda, they looked for an outside pub- contributing his stock in Bethesda Softworks so that
lisher with a better reputation. After approaching the new shell company, named ZeniMax Media,
Enix, Telenet struck a contract with Namco. would be able to obtain funding. Weaver served ini-
Namco, however, insisted upon many chang- tially as Chief Technology Officer of the company
es to the game, including renaming the title to Tales from 1999–2002, then moved to a non-operational
of Phantasia. The conflict over these changes pushed role in 2002. Weaver filed a lawsuit against Zeni-
the game’s release from 1994 into late 1995. Most of Max in 2002 for breach of contract, claiming he was
the initial staff left during this dispute and founded owed $1.2 million in severance pay. In the end the
tri-Ace in early 1995. case was resolved out of court. Although still the
The company was renamed in 2003 when largest shareholder, Weaver no longer had any day-
Telenet Japan sold part of its stake and made Namco to-day responsibilities with Zenimax.
the majority shareholder. Namco Tales Studio was On March 3, 2011, ZeniMax announced a
originally the primary developer of the Tales RPG partnership with the University of Southern Califor-
series, as it had been since the series’ beginning. In nia School of Cinematic Arts to support its Interac-
November 2011, it was announced that the current tive Media Division with a comprehensive educa-
Tales Studio would be dissolved and would merge tional program of guest lectures and internships.
with their publisher, Bandai Namco Games.
102 • PS2 Games
PlayStation 2 Games
This is the main portion of the book. A collection of (hopefully) every PlayStation 2 game with cover art,
screen-shots and some information about the game.
Page Break-Down
C E B A
D F
A. Cover-Art
This represent the cover art. If the game had a NTSC (North American) release, then I would
priorities that version. Next, the PAL (European) release, and lastly the NTSC-J (Japanese/
Asian) release. I mainly used GameFAQs for most of the pictures.
B. Info
This is the Info box. I used mainly wiki.pcsx2.net for help for information on the Developers
and Publishers. I suspect some of the information is wrong, as often the developer credited is
actually the makers of the original game, e.g. arcades, and not the one who did the home con-
sole port for example. Also, information often differ from different sources. “Mode” indicate
what the maximum players the game support. I used the information found on the back of the
game box. I do not take maximum players over LAN /Link cable into consideration. In the info or
trivia section, I wanted some content that would reflect on what the game is about, or an interest
part of trivia. If I did a direct transcript on another site other than Wikipedia, I would try to
credit the source material. The credit is in italic.
I have dedicated more space to some games that I found interesting or important. These pages
get more text, more cover art and more screen-shots.
C. Title/Screen Screen
This is (if I could find it) a screenshot of the title screen from the game. I mostly used a print-
screen from a random youtube video if I could not find one another place.
D. Screen-shot
This is a random screenshot from the game. I used different sources to find screenshots from
games. I mainly used youtube, emuparadise, gamefaq, mobygames, and psxdatacenter.
PS2 Games • 103
E. Web Reviews
The review score SHOULD and MUST be taken with a grain of salt. These are not my own
personal opinion of the games, and I often find the scores absurd when compared to other
games. But alas, If a yellow ring is around the review score, then the review comes from
GameFAQs (they can sometimes be seen as fair, as they usually are reviews by several users.
Though, some of the more obscure games often had few reviews, and could be seen as bi-
ased.) If the score has a green circle around it, then the score would come from Metacritic
(a more balanced score compared to GameFAQs.) If either of the sites did not have a review,
i would not include one.
F. Release
These three circles indicate the release a game had:
(J) - Japan/Asia - NTSC-J
(N) - North America - NTSC
(P) - Europe - PAL
.hack//Infection
8.1 Release date (jp) June 20, 2002
.hack//Mutation
7.7 Release date (jp) June 20, 2002
.hack//Outbreak
Release date (jp) December 12, 2002
7.8
.hack//Quarantine
Release date (jp) April 10, 2003
8.0
its secrets. .hack//G.U. is a series of video Many reviewers cited the game’s unu-
games also released in multiple parts that sual setting as the counterbalance to the me-
forms the centerpiece of .hack Conglomerate, diocre gameplay, repetitive environments
a new project set seven years after the events and poor camera control. Overall, the first
of Project .hack with a new version of The game was moderately well received, with re-
World. viewers overlooking gameplay flaws because
of a compelling story. Christian
The games’ soundtrack, ti-
Nutt of GameSpy awarded if four
tled .hack//Game Music Per-
stars out of five and commended
fect Collection, was released
Bandai for breaking new ground
as a double album in Japan
and Cyber Connect 2 for provid-
on April 23, 2003. It features
ing an engrossing RPG experi-
68 compositions by Chikayo
ence. Gary Steinman of Official
Fukuda, Seizo Nakata, and
U.S. PlayStation Magazine wrote,
Norikatsu Fukuda. A special
“[a]t its core, .hack is not a good
edition of this soundtrack in-
game”, calling the battle systems
cludes a third disc featuring
“wildly unbalanced” and the graph-
sound effects and clips used in the games.
The album was released with fewer tracks in ics “spectacularly underwhelming”, but said
North America as .hack//Game Music Best the “mind-bending” story allowed him to look
Collection. past its obvious flaws and anticipate future
games in the series. Greg Kasavin of GameS-
By March 2004, sales of the .hack games pot was less forgiving, deriding .hack//Infec-
exceeded 1.73 million, with 780,000 copies tion as a sub-par version of Kingdom Hearts.
sold in Japan. Critics gave the series mixed .hack//Mutation also received mixed
reviews. .hack//Infection received the most reviews, and many critics complained that
positive reviews of the series; critics were in- little was done to address the problems of its
trigued by the games’ unique premise. Jer- predecessor.
emy Dunham of IGN was impressed by the .hack//Outbreak represented a shift in
game’s commitment to preserve the illusion the critical reception of the series as review-
of online and praised the character designs ers grew tired of the incremental or nonexist-
and the inclusion of the Japanese voice track, ent improvements between titles.
but criticized the camera manipulation and Some critics called the final game,
the game’s shortness and lack of difficulty. A .hack//Quarantine, a satisfying conclusion
Game Informer reviewer praised the way it to a mediocre series, while others said it is a
captures the sense of community that a real confusing mess of poor pacing and plot holes.
MMORPG offers.
7.2
.hack//frägment
Developer CyberConnect2
Publisher Bandai
Release date (jp) November 23, 2005
Genre MMO Role-playing
Mode 1 Player
Developer Bandai
Publisher Bandai
Genre Action role-playing
Mode 1 Player
disaster resurface in the new version, at- handles debugging of The World. Yata, who
tached to certain players of interest. played a key role in the events of .hack un-
The main playable character of .hack//G.U. der the name Wiseman, leads Project G.U.,
is Haseo, a player of The World whose friend while other Epitaph PCs including Kuhn and
Shino fell into a coma after being attacked by Pi comprise the rest of the group. Haseo’s
a PK named “Tri-Edge” within the game. As hostile nature attracts the attention of Atoli,
a result, Haseo becomes obsessed with be- a member of the peace-loving Moon Tree
coming strong enough to defeat Tri-Edge and guild, who resolves to befriend him. Haseo is
save Shino—he earns the nickname “Terror also searching for Ovan, Haseo’s and Shino’s
of Death” for his relentless hunting of PKs. former guildmaster who disappeared dur-
As an Epitaph PC, Haseo is recruited into the ing .hack//Roots under mysterious circum-
new incarnation of Project G.U., which now stances.
.hack//G.U.vol.1//Rebirth
Release date (jp) May 18, 2006
8.4
.hack//G.U.vol.2//Reminisce
8.5 Release date (us) May 8, 2007
.hack//G.U.vol.3//Redemption
8.7 Release date (us) September 8, 2007
Ø Story 7.5
Developer General Entertainment
Publisher Enix
Release date April 27, 2000
Genre Interactive movie
Mode 1 Player
10,000 Bullets
6.2
Developer Blue Moon
Publisher (jp) Taito, (eu) 505 Game Street
Release date (eu) October 6, 2005
Genre Third-person shooter
Mode 1 Player
6.4
12Riven:
The Psi-Climinal of Integral
Developer KID, CyberFront
Publisher CyberFront
Release date (jp) March 13, 2008
Genre Visual novel
Mode 1 Player
“mobygames.com”
122 • 2003-Toshi Kaimaku - Ganbare Kyuukaiou
25 to Life
4.6
Developer Avalanche Software
Publisher Eidos Interactive
Release date (us) January 17, 2006
Genre Third-person shooter
Mode 1-16 Players
24: The
The Game
Gameisisa third-person
a third-person shooter video game, based on the
shooter, based on
FOX television the Fox
series, 24. televi-
The player controls many characters
sion
fromseries 24. Likeseries
the television the series, the
at different points in the game. The mis-
game
sions intakes place involve
the game over 24elements
hours ofandthird-person shooter,by
be less detectable driv-
sound.
and has puzzle
ing and the same startThe
games. andevents
end contained in the game are
A character can sneak up behindset
clocks for each between
in Los Angeles hour, marking the and
the second third seasons
an enemy of the show.
using stealth mode and
start and end of each part of the perform a silent “stealth take-
game. The hours are broken down down” by breaking his neck.
into 58 separate missions, of A variety of weapons are
which there are three broad types. available including handguns, au-
Some missions are objective tomatic weapons and shotguns,
based, while others have a time- with various ammunition types
restricted element. Each mis- also in existence. Ammunition is
sion is graded out of 100 points, limited in the game and weapons
based on the quality of perform- must be reloaded, although ad-
ance, number of objectives com- ditional ammunition can be col-
pleted, shooting accuracy and so lected. Players can also call out to
on. A grade of 90 points or higher enemies who will sometimes sur-
rewards the player by unlocking render and can then be captured
some form of bonus feature, in- (put in handcuffs) with their am-
cluding three movies (interviews munition also collected. There are
with cast about the game, TV pro- also civilians in the game who can
Steelbook Version (eu) mos), 98 images (wallpaper-like also be called out to and then res-
images of main characters) and cued by the player.
23 characters (3D models that the Some missions involve
player can view). sniping using first-person shooter
Most of the game’s mis- gameplay.
sions take place in third-person There are several missions
shooting format, combined with in which the player controls a mo-
the use of a cover system. When tor vehicle. They usually involve
a character is behind a low object getting to a certain location in a
like a crate, or at the edge of a cor- certain time period, often while
ner or doorframe, they can press a avoiding pursuers while heading
button to use the object or edge as to the end point.
cover. Another button will allow
24: The Game takes place between
the character to peer around and
the events of the second and third
enter a targeting mode, while re-
seasons. In a similar way to the TV
leasing the button will quickly re-
series, it can be split up into three
turn them to cover. There is also a
sections or chapters. Section one
stealth mode which has the char-
revolves around an attack on Vice
acter stoop, walk silently (unless
President Jim Prescott, while sec-
running), duck behind any low
tion two covers an attack on the
obstacles they can hide behind
CTU. Section three covers a ma-
24: The Game • 125
jor terrorist attack and attempt to gain ac- Eduardo Vasconcellos of GameSpy
cess to nuclear weapons. A large number of praised the game’s storyline and high-quality
characters from seasons two and three fea- voice work, but criticized the “jagged” visuals
ture in 24: The Game, with each using the that caused character renderings to look “off”.
original actor’s likeness and voice acting. He also complained of the lack of responsive-
Main characters returning include Jack Bau- ness in the controls, the “disjointed and awk-
er, Kimberly Bauer, Tony Almeida, Michelle ward” camera angles, and the slowness with
Dessler, Chase Edmunds, David Palmer, which some enemies react to the player.
Max, Kate Warner, Chloe O’Brian, and Ryan The Sydney Morning Herald gave it
Chappelle, with Peter Madsen being voiced three-and-a-half stars out of five, stating,
by Christian Kane. “Newcomers to the trials and tribulations
In an interview, Mark Green stated that the of Jack Bauer are unlikely to be impressed
game style was influenced by the way Lord by this game’s generic shooting and driv-
of the Rings: The Two Towers and Enter the ing action. But fans of 24 will be quaking,
Matrix, while gameplay influences were de- thanks to the authentic atmosphere and
scribed as James Bond 007: Everything or gripping story, set between season two and
Nothing and Alias. three of the TV series.”
Although the game received a mixed
The game received “mixed” reviews accord-
reception from critics, it received a BAFTA
ing to video game review aggregator Met-
award nomination for its screenplay ele-
acritic.
ments.
126 • 7 Blades
7 Blades 6.5
Developer Konami
Publisher Konami
Release date (eu) September 28, 2001
Genre Action-adventure
Mode 1 Player
5.6
50 Cent: Bulletproof
Developer Genuine Games
Publisher Vivendi Universal Games
Release date (us) November 17, 2005
Genre Action
Mode 1 Player
7 Sins 4.6
Developer Monte Cristo Multimedia
Publisher Digital Jesters
Release date (eu) May 20, 2005
Genre Life simulation
Mode 1 Player
A-Train 6 7.7
Developer Artdink
Publisher Artdink
Release date (jp) March 4, 2000
Genre Simulation, Strategy
Mode 1 Player
7.7
A.C.E.: Another Century’s
Episode
Developer From Software
Publisher Banpresto
Release date (jp) January 27, 2005
Genre Action
Mode 1-2 Players
Much like Super Robot Wars, the story in each game in the series
is a mashup of multiple Humongous Mecha series (mostly of the
Real Robot variety), and revolves around a piece of Applied Phle-
botinum which happens to fall into the hands of an Original Gen-
eration character. In this game, Motocross racer Sho Zama is sud-
denly transported to the mysterious world of Byston Well located
in another dimension, where he is forcefully drafted into the mili-
tary under the ambitious lord Drake Luft. Drake seeks to unify the
entire land under his rule, even if it means shedding the blood of
most of the population.
The games are lauded for managing to keep (nearly) each and eve-
ry playable mecha completely true to their counterparts without
sacrificing gameplay or fun in the process.
Another Century’s Episode was the first game in the series. How-
ever, it’s not officially counted as part of the series’ timeline. No-
table for the fact the two playable Original Generation units, the
Gespenst and the Cloud Breaker (from the Xbox game Murakumo,
also by From Software), don’t have pilots acknowledged by the sto-
ryline.
“tvtropes.org”
A.C.E.: Another Century’s Episode • 133
8.4
A.C.E.: Another Century’s
Episode 3: The Final
Developer From Software
Publisher Banpresto
Release date (jp) September 6, 2007
Genre Action
Mode 1-2 Players
7.0
Aa Megami-sama
Developer Marvelous Entertainment
Publisher Marvelous Entertainment
Release date (jp) February 22, 2007
Genre Adventure
Mode 1 Player
Game list:
Six Activision-produced Atari 2600 titles were
•not included in Activision
Atlantis Anthology, likely due to
• Freeway • Pressure Cooker
outside
• Barnstorming ownership of their respective
• Frostbite licenses. The• Private Eye
•excludedBeamrider games are Commando,
• Grand Prix Double Dragon, • River Raid
•Ghostbusters,
Boxing Ghostbusters II, Kung Fu Master,
• H.E.R.O. • River Raid II
and
• Bridge Rampage, although Capcom
• Ice Hockey did give Activi-
• Robot Tank
•sion rights to put Commando
Checkers • Kabobberin the PlayStation • Seaquest
2, Windows,
• Chopper Command and Mac OS X versions
(previously of Activision
unreleased) • Skiing
CommandoGhostbusters• Kaboom!
•Anthology. II was cancelled before • Sky Jinks
•Activision • Keystone Kapers
could release it, but Salu released it
Cosmic Commuter • Space Shuttle
in Europe
• Crackpots under their •
nameLaserinBlast
1992. The Abso-
• Spider Fighter
•lute Entertainment title• Pete
Decathlon Moonsweeper
Rose Baseball was • Stampede
renamed Baseball,
(The Activision Decathlon) • Megamania
presumably due to licensing • Starmaster
•rights
Demon Attack Pete Rose’s
regarding • Oink!name, as well. • Tennis
• Dolphin • Pitfall! • Thwocker
• Dragster • Pitfall II: Lost Caverns (previously unreleased)
• Enduro • Plaque Attack
• Fishing Derby
140 • ADK Tamashii
“psxdatacenter.com”
AFL Live 2003 are part of the AFL video game se-
ries of Australian rules football based on the AFL.
Released originally by Beam Software, it has since
been developed by several other game developers.
AFL Live 2003 is based on the 2002 AFL sea-
son with team rosters. It was the first game in the
series to feature a live action intro of AFL games
in the 2003 season with the song Lost Control by
Grinspoon as the intro song.
“mobygames.com”
“ign.com”
Aikagi • 149
“mobygames.com”
7.4 Aikagi
Developer NEC Interchannel
Publisher NEC Interchannel
Release date (jp) September 25, 2003
Genre Visual novel
Mode 1 Player
“mobygames.com”
Air 7.3
Developer NEC Interchannel
Publisher NEC Interchannel, Interchannel
Release date (jp) August 8, 2002
Genre Visual novel
Mode 1 Player
7.0 AirBlade
Developer Criterion Games
Publisher SCEE, (us) Namco
Release date (eu) November 9, 2001
Genre Sports
Mode 1-8 Players
7.0 Akudaikan
Developer Global A
Publisher Global A
Release date (jp) August 8, 2002
Genre Action, Strategy
Mode 1 Player
“psxdatacenter.com”
6.5 Akudaikan 3
Developer Global A
Publisher Global A
Release date (jp) March 1, 2007
Genre Action, Strategy
Mode 1 Player
6.4
Alias
Developer Acclaim Studios Cheltenham
Publisher Acclaim
Release date (us) April 5, 2004
Genre Action-adventure
Mode 1 Player
The player soon comes under attack originally developed for Nocturne, a 1999 sur-
from Creatures of Darkness that appear out of vival horror game.
nowhere and seem to be living shadows. These Outside of Europe, the game was re-
Creatures of Darkness are eventually revealed leased in North America by Infogrames in the
to be reptilian, silicon-based life forms from the same platforms which was released in Europe
center of the Earth, an enormous world of dark except for the PlayStation 2 version, which was
caverns known as the World of Darkness. Shad- only released in Europe. In Japan, the PlaySta-
ow Island apparently contains one of the many tion and PlayStation 2 versions were planned to
portals to this underground world. True to their be released by Capcom, but these Japanese re-
name, the game’s enemies are averse to light leases were cancelled. The game was eventually
(which apparently turns them into ash), and released in Japan for Windows in 2002 by Cy-
this figures heavily in gameplay. Players can use berFront, featuring English voices and Japanese
their flashlight to repel certain creatures, and subtitles unlike the Japanese versions of the
killing them is accomplished with such light- previous Alone in the Dark games which were
producing ammunition as “magnesium bullets” fully dubbed to Japanese.
and “phosphorus shells.” As of October 29, 2013, the Windows ver-
Light plays a significant role in this game. sion was released on Steam.
One of the game’s main features is the flashlight Alone in the Dark: The New Nightmare was well
that can be used to light up the game’s darkened received. The PlayStation and Dreamcast ver-
scenes, revealing hidden details and uncover- sions received “generally favorable reviews”,
ing items. To this end, the developers crafted an while the PC version received “average” reviews,
unusual graphics engine which allowed the 3D according to the review aggregation website
player character’s flashlight to properly illumi- Metacritic.
nate and cast shadows on the 2D, pre-rendered AllGame gave the PlayStation version
backdrops. This was accomplished by rendering three stars out of five, saying, “This game should
the backdrops at various levels of illumination have been in development longer and more pol-
and including information on the distribution of ished (there are numerous graphical glitches
objects in the scene. The graphics engine could and clipping that occurs). A good game, but it
then properly use brighter versions of the back- could’ve been great. As with all survival horror
drop where the flashlight was expected to be games, play this game in the dark, and only at
casting light, and leave shadowed areas dark. night. It’s vital that you do, and it accents the
For the first time in the series, the game was game.” Edge gave the same console version sev-
based on console development and released as en out of ten.
a multiplatform title. Darkworks handled the The editors of Computer Games Maga-
development of the PlayStation and Dreamcast zine nominated The New Nightmare as the best
versions, the latter being released one month af- adventure game of 2001, but ultimately gave the
ter the PlayStation version and featuring major award to Myst III: Exile.
graphic improvements instead of being a direct In 2005 a film adaptation was released called
port. Spiral House ported the Dreamcast version Alone in the Dark loosely based on the fourth in-
to Windows and it was released at the same time stallment. It was directed by Uwe Boll and was
of the Dreamcast version, but the Windows ver- a box office flop costing $20,000,000, which
sion suffers from sound conversion issues which was not recovered, and poorly received by crit-
turn the overall soundtrack of the game into no- ics, although it made a profit on the DVD mar-
ticeable worse quality renditions. Spiral House ket. Guinness World Records named the film the
also ported the Dreamcast version to the Play- “Lowest-Grossing Game Based Movie” in the
Station 2 and released it several months after, Guinness World Records: Gamer’s Edition 2008
with the added improvement of lip synchroni- edition. An Unrated Director’s Cut was released
zation for the polygon models during cutscenes. in Germany, France and Australia and was #1 on
The game uses the Nocturne Engine, which was the German DVD market for three weeks.
164 • Alone in the Dark
A tech demo was released on February 16, 2008 After several European websites had given the
showing the inventory system and how items game average or low ratings, publisher Atari
and environmental objects can be manipulated, threatened the responsible websites with law-
as well as how items may be used together. For suits, claiming the reviews could not have been
example, double-sided adhesive tape can be based on the final version since it was not avail-
used to attach a glow stick to a wall, creating a able by the time they were published; Atari
source of light. Another example is the player themselves had not delivered review versions to
using a knife to puncture a blood pack, then them. The publisher suspected the reviewers to
throwing the blood pack creating a blood trail to have used illegally downloaded versions of the
lure enemies from one spot to another. A second title. However, review website Gamer.nl claimed
tech demo was released on February 26, 2008 that it was in fact sent a legitimate copy of the
showing the realistic use of fire with various ob- game prior to its release by Atari executives and,
jects in the game. after the review was published, “They explicitly
It also shows how objects are affected told [Gamer.nl] that they only let high scoring
when shot. The player is seen shooting a table reviews break the post-release embargo date.”
and subsequently one of the tables legs breaks (Gamer.nl still has the offending review posted
off, and shatters. The player then picks this up, on the website, despite Atari’s wishes.) In addi-
and lights it in a fire for a spontaneous torch. A tion Atari claimed that reviews were not done as
third tech demo was released on April 18, 2008 demanded by the official product-review stand-
displaying the attributes and game play me- ards at all and should be deleted immediately.
chanics of fire in the game. A fourth tech demo Most other websites defended their re-
was released on June 3, 2008 highlighting the views and refused to delete their articles. So far
enemies and their characteristics including it is unclear whether or not Atari would decide
what they look like and how to kill them. The to sue these websites. In the meantime other
inventory is limited to what it’s possible to fit in editors of magazines specialized in gaming state
the jacket. Everything in the environment can be that it was possibly provoked to get attention
used as a weapon. The game’s working title was and clicks on their websites, due to the predict-
Alone in the Dark: Near Death Investigation. ability of Atari’s reaction.
166 • Alpine Ski Racing 2007
8.1 Amagami
Developer Enterbrain
Publisher Enterbrain, Kadokawa
Release date (jp) March 19, 2009
Genre Dating sim
Mode 1 Player
“mobygames.com”
American Idol • 169
8.6 Amplitude
Developer Harmonix Music Systems
Publisher SCEA, (eu) SCEE
Release date (us) March 24, 2003
Genre Music
Mode 1-2 Players
Amplitude is a music
music game
video devel-
game developed by
oped by Harmonix for the PlaySta- Amplitude offers four different
tion 2. It is the sequel to the previ- modes of play: single player game,
ous game, Frequency. remix, multiplayer and online.
In Amplitude, the player controls a In single player, the object
ship (referred to as a “Beat Blast- is to unlock and complete all of
er”) moving down a path of vary- the songs. There are four levels of
ing shapes and lengths, containing gameplay difficulty: Mellow, Nor-
up to six tracks. Each color-coded mal, Brutal, and Insane. Certain
track corresponds to a different songs are only available to play on
aspect of the song, such as percus- harder difficulty settings. Often
sion, synth, bass, or vocals, and the player is rewarded with pieces
contains a sequence of notes. As to construct and customize their
the player hits buttons correspond- “FreQ” avatar.
ing to the note placement on the The remix mode in Ampli-
track, the notes activate a small tude is much like the one in Fre-
portion of the track. If the player quency. The player may place notes
successfully activates enough notes to every section of the song (except
in sequence, the track is “captured” the vocal section) in whatever pat-
and the section will play automati- terns they so choose, creating a
cally for a number of bars, freeing unique version of the song. The ef-
the player to capture another sec- fects (chorus, delay, etc.) and tem-
tion. po of the song are also controllable.
The object of the game is to Finished remixes are available for
capture a sufficient number of sec- gameplay in both single player and
tions to reach the end of the song. multiplayer modes.
If the player continually misses Multiplayer mode offers
notes, an energy meter empties un- three distinct modes: a typical
til the game is over. gameplay mode, a head-to-head
There are several different mode and a remix mode. The main
powerups available to the player to multiplayer mode offers up to four
make gameplay easier. Powerups players simultaneous gameplay
are gained by activating a series of through any of the unlocked songs.
specially shaped and colored notes. The head-to-head mode features
Such powerups allow immediate Simon says-esque gameplay be-
capturing of tracks, doubling of tween two players, in which the
points scored, slowing down the players alternate creating riffs and
speed of play, and jumping into then attempting to play them back.
freestyle mode (which allows the The remix mode is identical to the
player to riff to the music, gain- single player remix mode, but with
ing points without the difficulty of the participation of more players.
playing predefined tracks).
Amplitude • 171
“anamericantail.wikia.com”
“TheOmikronNomadSoul@theisozone.com”
Angel’s Feather • 173
Angelique (“Anjerīku”) is a Japanese by the current Queen and her aide Dia
media franchise based on the video as one of two candidates from the Royal
game series. Currently, the series has Smallney Girls’ Academy to become the
only been released in Japan, with the next Queen. She is transported to the
exception of a Chinese PC version of the Flying City to begin her final examina-
first game in the series. It is somewhat tion.
popular with overseas import gamers, Each of the candidates is given a
who have started petitions in the hopes land to populate. Whoever finishes pop-
of English-translated releases of various ulating their land first wins and becomes
games in the series. KOEI mentioned in the next Queen. It is done with the help
an issue of Newtype USA that it is a pos- of nine Guardians who use their powers
sibility if enough demand is shown. to make the people of the candidate’s
The basic lore of the series is built land happy, or to devastate their rival’s
around a Queen who fairly and wisely lands. Along the way, the candidates
rules a Cosmos. By balancing elemental become friends with the Guardians and
forces with the help of nine Guardians, can fall in love. If they choose love, they
she keeps the various planets in her do- forfeit their chance to become Queen,
main stable and her people content. but will live happily ever after.
However, the powers of the Queen and The story expands in later titles,
the Guardians fade over time, and suc- but most entries in the series feature one
cessors must be appointed. In the first of a succession of girls named Angelique
game, released in 1994 on Super Fami- as the protagonist, with ever larger casts
com, and its various remakes, the pro- of characters. The roster of potential
tagonist is a 17-year-old girl named An- love interests swells to 19 characters in
gelique Limoges who has been chosen later titles.
Angelique • 175
“psxdatacenter.com”
176 • Animaniacs: The Great Edgar Hunt
Animaniacs: 5.2
The Great Edgar Hunt
Developer Warthog
Publisher Ignition Entertainment
Release date (eu) June 24, 2005
Genre Action-platformer
Mode 1-2 Players
Th3 Plan
5.0
Developer Eko Softwares
Publisher Ghostlight, (us) Crave
Release date (eu) March 31, 2006
Genre Action
Mode 1-3 Players
The Adventures of
7.8
Cookie & Cream
Developer From Software
Publisher Agetec, SCEA, (jp) From Software, (eu) Empire Int.
Release date (jp) December 7, 2000
Genre Puzzle, Action-adventure
Mode 1-4 Players
The Arcade
Developer Aqua Pacific
Publisher Oxygen Interactive
Release date (eu) 2006
Genre Compilation
Mode 1-2 Players
2.6 Anubis II
Developer Data Design Interactive
Publisher Metro3D
Release date (eu) July 14, 2005
Genre Action-platformer
Mode 1 Player
Aoishiro 6.7
Developer Success
Publisher Success
Release date (jp) May 15, 2008
Genre Visual novel
Mode 1 Player
6.0 Apocripha/0
Developer Stack Software
Publisher GN Software
Release date (jp) October 28, 2004
Genre Adventure, Visual novel
Mode 1 Player
Appleseed EX 5.3
Developer DreamFactory
Publisher Sega
Release date (jp) February 15, 2007
Genre Action-adventure
Mode 1 Player
party by using Song Magic. Her MP will decrease and as such European copies of the game are
as long as she is singing, and stopping the Song rare and the very existence of the PAL version
will cause her MP to recover over time. Red remained widely unnoticed.
Magic can be charged for any length of time be- Ar tonelico has been criticized by some reviewi-
fore being released onto the enemy as an attack, ers for being too easy and not presenting much
whereas Blue Magic immediately takes effect of a challenge. GameSpot opined “there’s no chal-
and continues to remain in effect as long as the lenge whatsoever to the battles, constant use of
singing continues. Both kinds of magic become overt sexual innuendo isn’t the least bit clever or
progressively stronger as the Reyvateil continues entertaining, and the courtship aspect of the game
to sing the same Song, and power up faster with makes very little sense.” On the other hand, it has
each incremental level of Harmonics. Stopping been looked upon kindly by other members of the
or changing the Song will cause the next spell to press, with VGRC stating “if you’re looking for the
begin powering up from its basic level. The Rey- next epic RPG, you will not find it here. However,
vateils practice magic by “singing it”. Hymns and if you want something fresh in this tired and stale
Song Magic are powerful, they can be used for genre, Ar tonelico will most certainly deliver.”
killing and healing. Therefore,
unlike many other games, the
songs form an integral part of
the gameplay and story.
Diving is a unique aspect of Ar
tonelico’s gameplay experience.
By visiting a Dive Shop, the play-
er can enter a Reyvateil’s mind,
also called a Cosmosphere or a
Soulspace. The Diving experi-
ence shares many similarities
with Japanese visual novels,
which puts great emphasis on
dialogue and character develop-
ment. The player spends Dive
Points to enter different loca-
tions within the Cosmosphere.
In order to enter deeper levels
of the Cosmosphere, the player
must improve their relationship
with the Reyvateil by gaining
Dive Points from combat and
having conversations with her
while resting at inns and camps.
Despite being similar to
a visual novel, the objective is
not to date the Reyvateils, but
to help them resolve their inner
doubts and concerns. Doing so
will allow the Reyvateils to craft
new Song Magic as well as un-
lock new outfits, which act like
improved equipment in battle.
The European version was re-
leased in very limited quantities
only in France, Italy, and Spain
192 • Ar tonelico II: Melody of Metafalica
“mobygames.com”
Arc the Lad: End of Darkness • 197
Arcobaleno! 5.5
Developer Idea Factory
Publisher Idea Factory
Release date (jp) May 14, 2009
Genre Visual novel
Mode 1 Player
7.5 Area 51
Developer Midway Studios - Austin
Publisher Midway, (jp) Success
Release date (us) April 25, 2005
Genre First-person shooter
Mode 1-2 Players
Developer 3DO
Publisher Midas Interactive Entertainment, (us) 3DO
Release date (eu) January 3, 2001
Genre Action, Shooter
Mode 1-2 Players
Astro Boy
5.4
Developer Sonic Team
Publisher Sega
Release date (jp) March 18, 2004
Genre Action
Mode 1 Player
Atelier Elie: The Alchemist of Salburg The more popular she becomes, the
2 is the second game to be released in more likely that high-leveled adven-
the official Atelier series, and is the turers will want to accompany her
second game in the Salburg trilogy. outside of town. It is also vital to un-
It is a direct sequel of Atelier lock friendship events and to earn
Marie: The Alchemist of Salburg, and money. There are two types of tasks:
takes place 6 years after the events of one where the player has to turn in a
the first game. set amount of a specific item (offered
After the main protagonist by Dio and Flea, just as in Marie),
Elie was saved by Marie, Elie decides and one type where the player has to
to follow in Marie’s footsteps. She en- turn in items that fit a certain cate-
rolls herself into the very same acad- gory. Kugel’s tasks present the player
emy that Marie was once a student with several choices of what to turn
at in hopes of becoming a great al- in, and choosing poorly will have an
chemist. Because of the nature of the effect on Elie’s reputation. Elie’s al-
game, the player can pursue different lies may also request items from her
directions for Elie’s life. when she is in the workshop.
The game follows an “open Fairies can be hired to help
world” type style, which allows the with gathering or synthesizing. Fair-
player to make a variety of choices on ies of different color rank have differ-
how the game will progress. In total, ent abilities and hiring costs. By do-
there are 10 regular endings and 2 ing work, they will earn experience
bad endings that are achievable. and can level up to a higher color
In total, there are 200 items to col- rank. The hiring costs will remain
lect and synthesize in Atelier Elie. constant and not be affected when a
This is double the number that Atel- fairy levels up.
ier Marie had. There are three ways There are also fairies who
to synthesize: recipe synthesis, blend aren’t hireable, but will offer to clean
synthesis, and original synthesis. Elie’s workshop or sell items.
These become available gradually as The game features many char-
the player improves their alchemy. acters from Atelier Marie, but also
Recipe synthesis is synthesis com- has a list of new characters to the
pletely according to the item’s recipe franchise.
and blend synthesis allows the player Since 2008, Atelier Marie and Atel-
to tweak the formula to their own lik- ier Elie have been available through
ing. This can have both positive and the PlayStation Store for PlayStation
negative effects. Vita, PlayStation Portable, and Play-
Just like in Atelier Marie, Elie Station 3.
will be able to adventure to areas out- atelier.wikia.com
atelier.wikia.com
Atelier Iris 2: The Azoth of Destiny • 233
5.3 B-Boy
Developer FreeStyleGames
Publisher SCEE, (au) SCE Australia, (us) Evolved Games
Release date (eu) September 29, 2006
Genre Rhythm
Mode 1-2 Players
Babe 6.0
Developer Aqua Pacific
Publisher Blast! Entertainment Ltd
Release date (eu) October 13, 2006
Genre Adventure
Mode 1 Player
Barbarian 6.3
Developer Saffire
Publisher Titus Software, (jp) Taito Corporation
Release date (us) June 27, 2002
Genre Fighting
Mode 1-4 Players
Barbie in 7.3
The 12 Dancing Princesses
Developer Blue Monkey Studios
Publisher Activision
Release date (jp) November 28, 2006
Genre Action
Mode 1 Player
Baldur’s Gate: Dark Alliance is to spend on one of the six core at-
a 2001 action role-playing/hack tributes (strength, intelligence,
and slash video game set in the wisdom, dexterity, constitution,
Forgotten Realms campaign set- charisma).
ting of Dungeons & Dragons. The Each of the three charac-
gameplay is based on the rules of ters have their own unique fighting
Dungeons & Dragons 3rd Edition, style and their own specific set of
which were released in 2000. It is spells and feats. Gameplay strategy
the first video game to implement is thus different for each character.
the real time application of the new As Kromlech is a fighter, his spells
rules. It is also the first game in the and feats tend to focus on increas-
Baldur’s Gate series released on ing his brute strength and ability
consoles as opposed to a PC and/ to resist damage, as well as grant-
or Mac. ing him powerful abilities to aid in
The game takes place in the Sword melee combat, such as the ability
Coast and the Western Heartlands, to swing his weapon in a circle or
areas in the Faerûn continent of slam it into the ground to damage
the Forgotten Realms. Each act of groups of nearby enemies. As Vahn
the game takes place in a different relies on ranged attacks, his spells
region: Act I takes place in the city and feats tend to focus on increas-
of Baldur’s Gate itself; Act II in the ing the power of his bow and grant-
Sunset Mountains; and Act III in ing him the ability to fire special
the Marsh of Chelimber. types of arrows, such as exploding
arrows, ice arrows or multiple ar-
The game is presented in a 3D per-
rows. As Adrianna is a sorceress,
spective, with a rotatable isometric
her spells and feats tend to focus on
three-quarter top-down view.
increasing the power of her magic
At the beginning of the
and granting her numerous new
game, character stats are preset,
spells, such as the ability to shoot
with the player able to choose from
ice or fire from her fingers, shoot a
three race/class combinations; a
ball of thunder or call down mete-
dwarven fighter (Kromlech), a hu-
ors on her enemies.
man archer (Vahn) or an elven
Gameplay is linear, and
sorceress (Adrianna). The player
each main quest must be complet-
can customize their character’s
ed in sequence before the story can
stats through gaining experience
proceed, although there are some
points from defeating enemies.
optional side-quests, which do not
Every time the character increases
have to be completed immediately.
in level, points are awarded corre-
However, all side-quests must be
sponding to that level; i.e. if a char-
completed within the act in which
acter increases to level twelve, the
they are assigned. There are rela-
player will gain twelve experience
tively few NPCs in the game, with
points to spend on the character’s
whom only those who are part of a
spells and feats. For every four lev-
quest or side-quests must be com-
els which the character increases,
pleted within the act in which they
the player is given one ability point
are assigned. There are relatively
Baldur’s Gate: Dark Alliance • 259
er can interact with many of them. game. The game also contains two
Depending on which character the secret characters; Drizzt Do’Urden
player is using, these NPCs may or and Artemis Entreri. Drizzt becomes
may not provide information and as- available to use in the main game
sistance. Weapons, armor and items upon beating any difficulty level. Ar-
are only available for purchase from temis is unlocked upon defeating Ex-
one location throughout the game, a treme.
shop in Baldur’s Gate, although the Dark Alliance II was first mentioned
stock changes at the commencement as early as April 17, 2001, when In-
of each act, with the weapons in- terplay Entertainment confirmed
creasing in expense and power. that if the first game was successful, a
The game also features coop- sequel would enter development im-
erative gameplay with another player. mediately. However, the game was
Both players share the same screen, not officially announced until March
and are thus limited in how far they 24, 2003, when Interplay revealed
can move away from one another. In they were working on a sequel for the
co-op mode, both players get 50% of PlayStation 2 and Xbox. The only in-
the experience for each kill, no mat- formation available at the time was
ter which player makes the kill. Addi- that the game would introduce item
tionally, unlike in the original game, crafting, have five playable charac-
all treasure is shared 50/50 between ters and was slated for a simultane-
both players, irrespective of which ous PlayStation/Xbox release in the
player collects it. winter of 2003. On May 6, IGN pub-
A new feature in Dark Alliance lished an interview with Kevin Os-
II gives players the ability to create burn, head of the development team
custom weapons and armor. Players at Black Isle Studios and the game’s
can improve items by using rune- producer. Osburn revealed the devel-
stones and gems. To increase the opers had taken on-board criticisms
strength of an item, at least one rune- of the first game, and addressed
stone must be used. Gems are option- those problems in the sequel, as well
al, although adding gems increases as making everything bigger, with
the strength further and enhances more enemies, characters, weapons,
certain of the items’ attributes. Each locations and quests.
item can have two different types of In July 2003, demos for both
gem attached at any one time, in ad- the PlayStation 2 and Xbox versions
dition to the required runestones. were released. Both IGN and Game-
There are several different kinds of Spot were impressed with the demo,
gem and each has a different effect although both expressed some con-
on different types of item. For ex- cern that the graphics were essential-
ample, a pearl attached to a piece of ly the same as the first game.
armor gives +1 additional treasure However, on September 29,
drop, attached to a weapon gives +1 Interplay announced it had can-
“Improved Critical”, and attached to celed its distribution deal with Viv-
a trinket gives +1 Wisdom. endi Universal Games, due to alleged
The game contains four diffi- breaches of the working agreement
culty levels; “Easy”, “Normal”, “Hard” and failure of payment. Herve Caen,
and “Extreme”. Extreme is unlocked CEO of Interplay, stated;
once the player has completed any of “In the interest of our compa-
the other three levels. Extreme mode ny and its shareholders, we had no
takes the form of a New Game Plus, choice but to terminate this agree-
and can only be played by import- ment. After several notifications to
ing a saved character from another Vivendi of its failure to perform in
262 • Baldur’s Gate: Dark Alliance II
accordance with the terms of our agreement firmed to IGN that the studio had been closed,
and, in particular, in refusing to pay Interplay and that although Dark Alliance II would still
certain monies due following our latest release, be released, Fallout 3 and Dark Alliance III had
Lionheart, we still did not receive the payments been officially cancelled.
owed to us. We are currently evaluating several On January 5, 2004 Interplay announced
other distribution options. We fully expect to re- that Dark Alliance II was complete and would be
lease two of our strongest titles, Baldur’s Gate: released for both PlayStation and Xbox on Janu-
Dark Alliance II and Fallout: Brotherhood of ary 20. Interplay published the game, with Viv-
Steel for Xbox and PlayStation 2 in the fourth endi distributing in North America, and Avalon
quarter.” Interactive distributing in Europe.
Interplay initially denied the delay, stat- In November 2003, Snowblind Studios, devel-
ing it was still aiming for a fourth quarter re- opers of the original Dark Alliance and crea-
lease, and would distribute the game themselves tors of the Dark Alliance engine, filed a lawsuit
if need be. On November 6, Interplay announced against Interplay. Snowblind alleged that Inter-
it had resolved its legal dispute with Vivendi, and play had used the game engine in several games
had returned to their prior distribution agree- without their permission and withheld royalties
ment. due from the sale of those games. These games
On December 8, reports surfaced that were the GameCube version of the first Dark
Interplay had shut down Black Isle Studios, al- Alliance game, which was developed by High
though Interplay itself made no formal state- Voltage Software, Fallout: Brotherhood of Steel,
ment. On December 16, IGN reported that Black and Dark Alliance II. The lawsuit was settled on
Isle Studios had definitely been closed, and now April 19, 2005, and determined that while Inter-
existed only as a brand under the Interplay la- play could continue to publish materials already
bel. They reported that when Black Isle’s direc- using the Dark Alliance engine, they could not
tor had quit, the studio was placed under the use the engine in any future projects. The law-
management of Digital Mayhem, but with the suit also saw Interplay transfer the Baldur’s Gate
agreement that Interplay would adopt a more trademark to Atari and temporarily transfer the
hands-off approach. By this stage, Black Isle had Dark Alliance trademark to Snowblind; “Inter-
already begun work on Dark Alliance III. How- play hereby grants to Snowblind a security in-
ever, the title was cancelled after Interplay failed terest in the Dark Alliance Trademark to secure
to retain the license to use the Dungeons & Drag- the investment and expected return of Snow-
ons label from Wizards of the Coast, so Black Isle blind and its licensees in the event of bankrupt-
shifted focus to Fallout 3. They handed in a 95% cy of Interplay.”
complete demo, including all game functional-
Baldur’s Gate: Dark Alliance II received “gener-
ity. The next day, however, Interplay, who were
ally favorable reviews”.
several million dollars in debt, with just over $1
Game Informer’s Andrew Reiner scored
million in the bank, began to fire people from
the PlayStation 2 version 8.5 out of 10, calling
Digital Mayhem. Two weeks later, all but two
it “role-playing bliss.” He praised the range of
members of the Fallout team were fired. This
characters, missions and weaponry, the item
effectively meant Black Isle Studios no longer
customization, the non-linear structure and the
existed as anything other than a brand. Appar-
range of environments. Comparing the game to
ently, staff were told by Interplay that “we will
the original, he called it “a much deeper play
continue to produce titles. If we feel that a ti-
with a higher level of interaction.”
tle is worth of [sic] the Black Isle Studios’ name
GameSpot’s Ryan Davis scored the game
then it will be released under that brand.”
8 out of 10, writing “Though not as impressive
However, on December 18, Interplay de-
as the original game, Dark Alliance II will sure-
nied shutting the studio, claiming “Black Isle
ly satisfy players looking for a well-crafted, ac-
Studios remains open with projects pending,
cessible action RPG experience.” He praised the
the status of Fallout 3 is under review, and Fall-
range of missions, and the ability to craft new
out: Brotherhood of Steel will ship on January
weaponry, but was critical of the graphics, which
13.” However, the very next day, December 19,
he felt hadn’t really advanced.
an anonymous former Black Isle employee con-
Band Hero • 263
6.0 Baroque
Developer Sting
Publisher Sting, (us) Atlus, (eu) Rising Star Games
Release date (jp) June 28, 2007
Genre Action role-playing
Mode 1 Player
Baskelian 6.0
Developer Jorudan
Publisher Jorudan
Release date (jp) August 7, 2003
Genre Sports
Mode 1-2 Players
6.2 Barnyard
Developer Blue Tongue Entertainment
Publisher THQ
Release date (us) August 1, 2006
Genre Party, adventure
Mode 1 Player
BCV: 5.6
Battle Construction Vehicles
Developer Artdink
Publisher Artdink, (eu) Midas Interactive Entertainment
Release date Fighting
Genre (jp) June 1, 2000
Mode 1-2 Players
Beatmania is a rhythm game developed and distrib- Two major styles of the Beatmania cabinet were
uted by Konami and first released in December 1997. originally created, the standard cabinet, and the
It contributed largely to the boom of music games in mini-style cabinet.
1998, and the series expanded not only with arcade The Beatmania series has been released on mul-
sequels, but also moved to home consoles and other tiple platforms in addition to its arcade releases.
portable devices, achieving a million unit sales. The The majority of the games have been featured on
Bemani line of music games from Konami is named the PlayStation and have also been featured on
after the series, and was first adopted in the arcade the Game Boy Color, and the WonderSwan. The
release of Beatmania 3rdMix and kept ever since. The North American Beatmania on the PS2 also fea-
series came to an end with the last game being Beat- tures Beatmania play.
mania The Final, released in 2002. Several key mixes were never ported to
Beatmania gave birth to several spinoffs, such home or portable consoles, including Beatmania
as the Beatmania IIDX series (a more advanced ver- 7thMix and Beatmania The Final. Also there are
sion featuring 7 keys and higher difficulty levels) and many console exclusive songs that were never in-
the other being Beatmania III, a remake of the 5-key troduced on the Arcade releases, in mixes such as
series which featured a more modern hardware plat- Gottamix and The Sound Of Tokyo. Many songs
form, a pedal for optional effects and a 3.5” floppy were also released on one mix at the arcades but
disk drive to save play records. released on another style for the consumer ver-
While the series was never ported to home sions. The best example of this was Gottamix 2,
computers, there have been unlicensed hard-drive which contained consumer exclusive songs in
copies which made it playable on a computer’s key- addition to the “Complete Mix 2 Anothers” that
board, or even with a modded PlayStation controller. were released months earlier as an arcade exclu-
Its popularity led to non-official simulators, with one sive.
of the most popular being BM98.
Beatmania IIDX, first introduced in Japan on
Beatmania and its variants have a follow-
February 26, 1999, has since spawned 25 arcade
ing in Japan and all around the world. The password
releases and 14 console releases on the PS2. It
based Internet Ranking service allowed competition
is the sequel to the beatmania game series, and
wherever a machine is available. Today in the United
part of the Bemani line of music games.
States, many of the original beatmania cabinets are
in the hands of arcade collectors and Bemani enthu- In IIDX games, players recreate the musical
siasts, and consequently are a rare sight at many ar- score of songs available to them through the use
cades. of a DJ simulating controller. The player must
coordinate their hands in order to hit the cor-
The player takes the role of a club DJ who must
rect keyboard buttons, spin the turntable, or a
manipulate the controls according to the instruc-
combination of both in correspondence to color-
tions on screen to win the praise of the audience.
coded notes that approach the judgement bar
Each game consists of a set number of songs of
displayed on screen. Notes are divided on screen
various difficulties, and each song must attain a
by columns which separate them accordingly to
certain degree of satisfaction from the audience
match the seven buttons and the turntable on
in order to progress to the next.
the DJ simulating controller. As a result of hit-
The arcade game controls consist of five
ting notes, different sounds are then produced
plastic vertical rectangular keys that are ar-
throughout a songs duration. Correctly hitting
ranged in a zigzag pattern like the letter “M” or
notes will produce an accurate musical score,
in vibraphone type arranged. They resemble the
while incorrectly hitting notes will produce inac-
layout of the keys of a piano (e.g. C, C#, D, D#,
curacies and mistakes in the music.
and E) and are color-coded in the same fashion,
Starting from beatmania IIDX 17 SIRIUS,
with the lower row white and top row black. A
two new note types are added. Charge Notes is
turntable is to the right of the five keys, and is
a note that must be pressed and released on the
turned, or “scratched”.
right time, while Backspin Scratch is a scratch
note which require the player to spin the disc in
a direction, then spinning it in the opposite di- on AC styles that do not yet have corresponding
rection at the end. Both are valued two combos; CS styles, and “CS exclusive” songs that appear
one for the beginning note and one for the end- only on CS styles.
ing note. beatmania IIDX 23 copula introduced Music is an integral part of the beatmania IIDX
a variation called Hell Charge Notes, which refill series. Featuring a wide selection of genres and
the gauge when held down but rapidly deplete it artists, both licensed and in-house, the Beatma-
when not. Unlike regular Charge Notes, they can nia IIDX series is well known for its original mu-
be pressed at any time, though missing the tim- sic. Konami produces an original soundtrack of
ing window will still break the player’s combo. each game, usually a few months after release,
From beatmania IIDX to beatmania IIDX due to the appeal of the music. Konami also re-
4th Style, song difficulty ranged from Level 1 to leases original albums by Beatmania IIDX artists
Level 7. beatmania IIDX 5th Style introduced through its online store, Konamistyle. It’s also
flashing Level 7s as the new top difficulty. Flash- a tradition that Konami crossovers some songs
ing 7s gave way to Level 8 difficulty in beatma- from other Bemani games such as Pop’n Music
nia IIDX 10th Style, and Level 8+ was added in or Dance Dance Revolution.
beatmania IIDX 11 IIDXRED. The version im- Songs often include music videos when
mediately after, beatmania IIDX 12 HAPPY SKY, played, although only some songs contain dedi-
introduced a new difficulty scale, from Level 1 to cated videos. Some songs contain generic vid-
Level 12, which has remained the standard. eos shared by multiple songs, and some of these
Konami also released home versions of IIDX for have additional animated graphics overlaid atop
the PS2 console in Japan. The home versions them.
are known as CS (consumer software or con- To date, the only video game system to have seen
sole) styles, while the arcade versions are known a IIDX game is the Sony PlayStation 2.
as AC (arcade cabinet or arcade) styles. The CS
games can be played with a DualShock control-
ler or with a special controller from Konami that
recreates the arcade experience. Konami manu-
factures two forms of home controllers, which
are known as Konami Official Controllers (KOC)
and Arcade Style Controllers (ASC). The KOC is
much cheaper than the ASC, but is smaller than
the ASC. In addition, KOCs look very different
from ASCs and have a smaller space between
the turntable and the keys. Konami purports the
ASCs to be “arcade-accurate,” in that they both
resemble and feel like a controller on an arcade
machine. For example, the controller itself is
much larger and has the turntable further away
from the keys. Both styles have a detachable key
panel that can be placed to the left or the right of
the turntable as the player desires. Aftermarket
controllers are also readily available, often con-
taining lit turntables and keys.
Each CS style corresponds to an AC style
of the game and usually contains every song that
debuted on its respective AC style, with the ex-
ception of certain licensed songs on 1st-3rd AC
(released collectively as 3rd CS) that Konami
was unable to secure the rights to again. In ad-
dition, CS styles may feature a selection of “re-
vivals” - songs that appeared on previous AC or
CS styles, “preview songs” - songs that appear
284 • BeatMania Da Da Da!!
6.7 Beatmania
Developer Konami
Publisher Konami
Release date (us) March 28, 2006
Genre Music
Mode 1-2 Players
3rd Style was the first of the PS2 games in the IIDX
series. This version contains a selection of tracks
from the first four arcade IIDX games - beatma-
nia IIDX, IIDX Substream, IIDX 2nd style, and
IIDX 3rd style - for a total of more than 80 songs,
though it does not feature a complete selection of
songs from any specific arcade version.
“mobygames.com”
“mobygames.com”
8.0 Berserk
Developer Sammy Studios
Publisher Sammy Studios
Release date (jp) October 7, 2004
Genre Beat-’em-up
Mode 1 Player
“wiki.selectbutton.net”
“psxdatacenter.com”
Bionicle 5.1
Developer Argonaut Games
Publisher EA Games
Release date (eu) October 10, 2003
Genre Action-platformer
Mode 1 Player
7.9 Black
Developer Criterion Games
Publisher EA Games
Release date (eu) February 24, 2006
Genre First-person shooter
Mode 1 Player
initial idea for relating the plot in- video game review aggregator Met-
game came from Black’s director, acritic.
Alex Ward, who wanted to have a ra- In Japan, Famitsu gave the
dio-play-style voiceover spoken over PS2 version all four eights, for a total
a ‘black’ screen. of 32 out of 40. The Times also gave
Emphasising the game’s action film the game four stars out of five and
heritage, sound effects for the weap- stated, “As the entire game is played
ons in the game were based on vari- at fever-pitch, you soon find yourself
ous sounds from films. For example, looking forward to the next mission
Bruce Willis’ Heckler & Koch MP5 in briefing, if only for a chance to catch
Die Hard, Jack Bauer’s pistol in 24, your breath. The only mystery to
and Arnold Schwarzenegger’s Uzi in Black is why there is no multiplayer
True Lies. mode, since such intense battle set-
Realising in the chaos of a tings would make for great com-
heavy gun battle the heavy mix of petitive bouts.” The Sydney Morning
sound and music would produce a Herald similarly gave it four stars out
cacophony of noise, the sound de- of five, saying, “Little strategy is re-
signers developed the “choir of guns” quired for each stage, with abundant
concept. Whereas, traditionally in a health packs and aggressive oppo-
shooter game, each weapon model nents of little intelligence. But there
would be assigned a different sound, are many strategies and the use of
Black assigns each enemy their own cover is vital.” The A.V. Club gave
“voice”, similar to the way in which the game a C+, stating that it was
each member of a choir would have worth playing for “Six hours. Pretty
their own distinct voice. For exam- good hours, but still, The A.V. Club
ple, there are three enemies firing, can’t stress that number enough”;
one would be assigned a low voice, and added that “That was awesome
another a medium voice, and the for Doom, a free download with 16
third a high voice. This allows all the extra maps available after registra-
weapons being fired in any particu- tion. But 40 bucks for Black’s eight
lar scene to harmonise and deliver a levels, with no multiplayer mode,
distinct sound for the game. Black’s and unlockable difficulty settings the
sound was nominated for Best Au- only incentive to replay? The ques-
dio at the 2006 BAFTA Video Games tion is really whether renting this
Awards, and won Best Art & Sound lovely oversized tech demo is worth
jointly with Burnout Revenge at the a whole weekend.”
2006 Develop Industry Excellence In 2013, IGN listed the game
Awards. at 99 in the list of “Top 100 Shoot-
The music for Black was com- ers”.
posed by Chris Tilton, using a theme In an interview, co-creator and de-
co-authored with Oscar-winning signer Stuart Black revealed that
composer Michael Giacchino. It was plans for Black 2 were underway, but
recorded at the Newman Scoring are now scrapped due to differences
Stage. with Electronic Arts. Stuart Black
Black’s PlayStation 2 version re- and many of the developers of Black
ceived a “Gold” sales award from the worked on the now released Body-
ELSPA, indicating sales of at least count; a spiritual successor to the
200,000 copies in the United King- game which, developed by Codemas-
dom. ters, was released on the Xbox 360
Black received “favorable” re- and PlayStation 3 during Q3 2011.
views on both platforms according to
306 • Black Market Bowling
7.7 Black/Matrix II
Developer Flight-Plan
Publisher NEC Interchannel
Release date (jp) March 28, 2002
Genre Turn-based strategy
Mode 1 Player
4.9 Blade II
Developer Mucky Foot Productions
Publisher Activision
Release date (us) September 2, 2002
Genre Action, beat ‘em up
Mode 1 Player
game. Even down to the fact that IGN published another preview on
when the bad guys get killed they ac- July 26. By this stage, the combat
tually disintegrate. You don’t have system had been finalized, but writer
corpses lying around. There are so Hilary Goldstein was unconvinced
many aspects of it that fit perfectly by it. He criticized the fact that the
as a computer game.” player couldn’t control what type of
Mike Diskett; director: attack Blade did at any given time
The game was officially un- (punch, kick, elbow etc.). Instead all
veiled on November 20, when Ac- that the player could do was control
tivision announced it was not going the direction in which he attacked.
to be a direct adaptation of the film, He also criticized the lack of a lock-
but a stand-alone story which takes on during melee combat, and felt the
place after the events of the film. The system in general seemed unfinished;
360° combat system was also dem- “it sounds simple, but somehow it
onstrated for the first time. The game doesn’t translate properly to game-
was next shown at E3 in May 2002, play as most combat looks more
where the Rage system was revealed. chaotic than it needs to be. With no
On May 23, IGN published a full pre- way to lock onto specific targets in
view. Writer Jeremy Dunham liked hand-to-hand combat, it can get
the idea of the 360° combat system confusing whom you’re attacking.
but found it difficult to get used to, The combat-style, while different, is
and especially difficult to switch from counter-intuitive to the way gamers
one target to another. He also found are used to enjoying action games.
the camera system to have faults, of- That could mean a whole new style
ten getting caught behind walls and of gameplay for one person, but may
doors. However, he praised the game be incredibly frustrating for a stub-
for capturing the spirit of the film born old-school gamer like myself.”
well (something which he felt the The developers championed the
first game had failed to do) and ad- game as introducing a new type of
mitted he was looking forward to the never-before-seen melee combat
final build. into video gaming. However, most
On June 20, IGN published reviewers disliked the system, and
an interview with lead artist Fin the game as a whole was met with
McGechie. He went into detail about mainly negative reviews on both the
the origins of the 360° combat sys- PlayStation 2 and the Xbox.
tem, which was born from the devel- The game was also a commer-
opers’ frustrations with games that cial failure, selling less than half a
allow players to lock onto only one million units across both platforms.
target at a time and force them to Its failure was indirectly responsi-
manually switch when they want to ble for the closure of Mucky Foot
attack something else. Productions. When Mucky Foot ac-
“Taking our cue from both of the quired the Blade franchise, they had
films, we have successfully recre- already developed two commercial
ated all of the elements that people failures; Urban Chaos and Startopia,
will associate with the films. We’ve both of which had been published by
managed to incorporate the unique Eidos. Mucky Foot wanted to make
styling and the films’ fast-paced ac- Urban Chaos 2, but Eidos were not
tion while still maintaining solid especially interested.
playability.”
— Fin McGechie; lead artist
310 • Bleach: Blade Battlers 2nd
“mobygames.com”
The two games brings Saya and her hunt for Chi-
ropterans to Tokyo in 2000. There she meets a
seventeen year old boy who begins wondering
about Saya and the history of “Blood”. The games
features a musical score by Yuki Kajiura with
Youki Kudoh reprising her role as the voice of
Saya, and over two hours of animation.
316 • Blood Will Tell
7.5 BloodRayne
Developer Terminal Reality
Publisher Majesco, SCEA, (eu) UI (EU), (jp) EA (JP)
Release date (us) October 15, 2002
Genre Action, Hack and slash
Mode 1 Player
BloodRayne 2
Developer Terminal Reality 7.0
Publisher Majesco, SCEA, (eu) THQ
Release date (us) October 12, 2004
Genre Action, Hack and slash
Mode 1 Player
5.8 BlowOut
Developer Terminal Reality
Publisher Majesco, SCEA, (eu) Zoo Digital Publishing
Release date (us) November 10, 2003
Genre Run and gun
Mode 1 Player
7.2 Bombastic
Developer Shift
Publisher Capcom, (jp) SCEI
Release date (jp) December 19, 2002
Genre Puzzle
Mode 1-5 Players
Bolt 5.1
Developer Avalanche Software
Publisher Disney Interactive Studios
Release date (us) November 18, 2008
Genre Action-adventure
Mode 1 Player
5.2 Boogie
Developer Pipeworks Software, Inc.
Publisher Electronic Arts
Release date (us) November 12, 2007
Genre Music
Mode 1-2 Players
pend their game as many times as tories earning the player experience
they wish by creating a temporary points that allow characters to gain
save at certain areas in the game, levels and become stronger, along
which are deleted as soon as they are bonus Party Experience awarded
loaded. based on combat performance.
When a player reaches a cer- Breath of Fire: Dragon Quarter was
tain point in the game, they obtain first announced by Capcom at the
the ability to use powerful dragon 2002 Electronic Entertainment
abilities and receive a D-Counter at Expo in Los Angeles as the first game
the top of the screen represented as in the series to appear on the PS2
a percentage. When the D-Counter console. The project was headed by
reaches 100 percent, the game ends series veteran Makoto Ikehara, who
and the player is sent back to their served as director, and was inspired
last permanent save. The meter to create the game’s dystopian set-
raises continually as the player uses ting after reading the 1994 alter-
these abilities in or out of battle and nate history novel Gofungo no Sekai
can only be lowered by restarting us- (lit. The World Five Minutes From
ing SOL: Restore. Now) by Ryū Murakami. The game’s
Battles in Dragon Quarter use unique gameplay elements and high
the Positive Encounter and Tactics challenge were added to differentiate
System (PETS), which is described it from previous entries in the series,
by Capcom as a “combined real-time which Ikehara felt were “too easy”
and turn-based combat”. A battle when compared to other role-play-
begins when a character comes in ing titles, with the level of difficulty
contact with an on-screen enemy gradually increasing as development
creature, with the player gaining a went on.
pre-emptive strike advantage if they A number of intended fea-
strike the enemy with their weapon tures were cut from the final ver-
beforehand. Players may also avoid sion of the game, including an online
combat by setting traps to slow down mode which was dropped early in
or stop enemies from approaching, or development that would have made
by leaving food to attract them to it. use of the PS2’s internet capabilities,
While in the battle screen, each char- as well as a fishing minigame similar
acter and enemy present take action to earlier titles in the series. Certain
by order of their “agility” statistic, story points that the development
with each participant allowed free team deemed too “shocking” were
movement around the battle area also removed before the game was
during their turn. Characters are giv- completed, including a locked room
en an allocation of Active Points (AP) in the Biocorp Labs that contained
at the start of each turn, with the headless duplicate bodies of Nina,
number decreasing with each step and the scientist who performed
and attack they make. Attacks are Nina’s operation resembling Adolf
divided into three levels, with higher Hitler. Ikehara noted that he also
level attacks costing more AP to use originally wanted to include a cut-
but dealing more damage, and may scene in the game showing how the
be strung together into combination surface world became uninhabitable,
attacks. A character may learn new but was ultimately unable to do so.
attacks by equipping new weapons
Breath of Fire: Dragon Quarter was
and by finding Attack Skills scattered
the top-selling game in Japan during
throughout the game. A battle is won
the week of its release in November
either when all enemies are defeated
2002 at 80,059 copies.
or have fled the battle area, with vic-
338 • Brian Lara International Cricket 2007
Brothers in Arms: Road to Hill 30 find cover, and charge the enemy.
is the first game in the Brothers in The game stresses at multiple points
Arms series. The game takes place the effectiveness of fire and maneu-
during World War II and focuses ver tactics, known as the Four Fs
on tactics. actually used by the military dur-
Brothers in Arms is based on the ing World War II, expressed in the
true story of the 502nd Parachute game tutorial as “Find, Fix, Flank,
Infantry Regiment (PIR) of the Finish” describing the steps in sup-
famed 101st Airborne Division who pressing and flanking an enemy.
were dropped behind German lines The focus on team com-
on D-Day. The game is based on the mand is emphasized by providing
historical Mission Albany, in which the player with an inaccurate aim.
the player has to complete missions Instead of having almost perfect ac-
based on real actions of the 101st in curacy with weapons in games like
Normandy. Call of Duty and Medal of Honor,
Brothers in Arms models weapons
In most levels of Brothers in Arms,
with erratic accuracy, and enemy
the player is in command of one or
fire can interfere with a player’s
two separate 1-3 man teams, with
aim to simulate the effects of sup-
the exception of several sections in
pressive fire. The relative lack of
which the player is not in command
accuracy is designed to simulate
of any unit. There are two types of
the difficulty in hitting targets in a
teams, which are automatically
combat situation as well as forcing
provided before each mission:
the player to use team members to
• Fire team: Made up of soldiers
engage enemy units and provide
with the M1 Garand and the Brown-
better tactical opportunities.
ing Automatic Rifle and used to fix
the enemy with suppressive fire. Brothers in Arms uses a modified
• Assault team: Made up of soldiers version of the Unreal Engine 2.0
usually with the M1A1 Carbine and with various effects such as motion
the Thompson submachine gun blur, colored and lighting, aniso-
and is good for flanking the enemy tropic filtering, rag-doll physics,
while they are pinned down by the realistic ballistics, surround sound
player’s fire team. and dampening. The story behind
Additionally, some levels Brothers in Arms was based on the
provide the player with a tank in missions that were conducted by
lieu of a team, providing players the 502nd Parachute Infantry Reg-
with heavy firepower and mobile iment, of the famed 101st Airborne
cover. The player can also man the Division, behind enemy lines dur-
pintle-mounted M1919 Browning ing D-Day. Randy Pitchford, the de-
machine gun on the tank for addi- veloper of the game, described it as
tional suppression. “ the best game [he’s] ever worked
Brothers in Arms is notable on.” He and his development team
for its intuitive command system. tried to recreate the actual look of
Teams and tanks can be ordered 1944 Normandy and its buildings,
to move, lay suppressive fire, rally, landmarks, streets and battlefields.
Brothers in Arms: Road to Hill 30 • 343
They also researched about the real was released on March 15, 2005 for
soldiers who fought there, the his- Xbox, PS2 and PC. Ubisoft Shanghai
torical reconnaissance photographs, assisted in porting and releasing the
and operations and battles such as game for the PS2. Brothers in Arms:
Operation XYZ, Utah Beach and Pur- Road to Hill 30 was Gearbox Soft-
ple Heart Lane. Their research also ware’s first independently owned
included interviewing various veter- game, and Pitchford made sure to
ans and shooting the actual weapons protect its license from other pub-
from the game’s timeline. lishers who want to buy it. Pitchford
Retired Colonel of the US also gave credit to Ubisoft in tak-
Army John Antal was the consult- ing the risk, giving them freedom to
ant of the development team in cre- develop the game as their own and
ating the game’s innovative tactical helping them in its marketing.
gameplay. He was tasked in making Brothers in Arms: Road to Hill 30
sure that the action and the com- was also used to recreate scenarios in
mands were accurate and authentic a 2005 History Channel special, also
as possible, and he taught the devel- titled Brothers in Arms.
opment team both in the classroom
The game was a commercial success,
and the field about real-combat de-
selling 1.7 million copies by the end
cision making and firefights. The
of March 2005. Philip Morton of
development team also researched
Thunderbolt gave the game a perfect
and analyzed other tactical and strat-
10/10 rating and called it as “exactly
egy shooters in order to create their
what the genre needed.” He praised
own unique gameplay in Brothers in
the gameplay that he described as
Arms. They designed the characters
“honed to near-perfection.”
to behave like real trained soldiers
However, the game’s repeti-
that were fully capable of engaging
tive gameplay have also garnered
the enemy, covering each other, and
negative feedback from other critics.
getting good firing positions to en-
Maxim gave the PS2 version a score
gage from. Pitchford also described
of 8/10 and stated that “Gamers with
the development of the game as “ex-
short attention spans will likely find
pensive and time consuming”, and
all the squad management tedious,
the process in making the game took
but we think it adds a much-needed
several prototypes and attempts that
dimension to a very stale genre.”
cost them time, resources and ideas.
These attempts were made in order Brothers in Arms: Road to Hill 30 is
to make the tactical combat as fun considered by many to be one of the
and engaging as possible, without best World War II video games and
making it look like other standard tactical shooters today. Gaming sites
shooters in the market. Pitchford and critics praised the innovation
also had a problem in making the in gameplay that Brothers in Arms
story due to the fact that World War brought into the World War II video
II shooters were as “scripted as a Dis- game genre, which was already be-
neyland ride and not as interactive” coming stale and unpopular at that
in the current video game industry. time.
So the development team made sure As a historical game, Philip
that the story was not as cliched and Morton of Thunderbolt praised the
scripted as other World War II sto- game for accurately and realistically
ries, and make the game as dynamic capturing the time period than other
and plausible with players actually games before it.
caring for their character’s lives and
the combat they’re into. The game
344 • Brothers in Arms: Earned in Blood
8.7 Bully
Developer Rockstar Vancouver
Publisher Rockstar Games, (jp) Bethesda, (us) SCEA
Release date (us) October 17, 2006
Genre Action-adventure
Mode 1 Player
7.9 Burnout
Developer Criterion Games
Publisher Acclaim
Release date (us) November 1, 2001
Genre Racing
Mode 1-2 Players
either one or two sets of buzz- Junior: Robo Jam uses robots
ers allowing up to eight players as players. Then, a third, Buzz!
in certain games. The games are Junior: Monster Rumble has 25
usually marketed in two ver- mini games. The fourth game in
sions, a pack containing both the series, Buzz! Junior: Dino
game and buzzers for new pur- Den, is based around dinosaurs
chasers or a game only version and was the second Buzz game
for players who already own a to be developed by Cohort Stu-
set of buzzers. dios. The fifth Buzz! Junior
The series was launched in Oc- game, Buzz! Junior: Ace Racers,
Buzz! is a series of video games
tober 2005 with Buzz!: The Mu- again developed by Cohort Stu-
originated by Sleepydog Ltd.,
sic Quiz, which was followed dios. Buzz! Junior: Ace Racers
developed by Relentless Soft-
by a general knowledge ver- is a racing game where players
ware and published by Sony
sion Buzz!: The BIG Quiz. The race cars, boats and planes us-
Computer Entertainment Eu-
alternation between specialist ing their Buzz! buzzer. All the
rope for the PlayStation 2, Play-
subject and general knowledge games in the Buzz! Junior series
Station 3 and PlayStation Port-
continued for the next three have been developed by Magen-
able consoles. They are quiz
games in the series; the sports ta Software, FreeStyleGames,
games that see the players an-
based Buzz!: The Sports Quiz and Cohort Studios.
swering trivia questions while
competing in the fictional game was followed by another general In 2006 the second game in
show, Buzz!. Created specifically knowledge edition, Buzz!: The the Buzz series, Buzz!: The BIG
with multi-player party gaming Mega Quiz, and then another Quiz, won the BAFTA award for
in mind, the series launched in single subject edition based Best Casual and Social game.
October 2005 and to date com- around films, Buzz!: The Hol- Buzz!: Quiz TV has been nomi-
prises 18 games; including 13 in lywood Quiz. The sequence was nated in the Best Social Game
the Buzz! series and five Buzz! broken with the release of Buzz!: and Best Multiplayer Game
Junior titles. The series made The Pop Quiz. Buzz!: Quiz TV is categories for the 2009 BAFTA
the transition to the PlayStation a general knowledge quiz but al- video game awards. The series
3 with Buzz!: Quiz TV in 2008. lows players the option of quiz- has sold over 10 million copies.
zes on a single specific subject. In January 2008 California-
As with most TV quiz shows the
Buzz!: Master Quiz is a general based Buzztime Entertainment
winner of the game is the player
knowledge quiz with the addi- filed a legal suit, in the Southern
with the most points. The show
tion of single subject rounds. District of California, against
uses a multi-round format with
Buzz!: Quiz World, expanded Sony Computer Entertainment
most games in the series featur-
on Quiz TV by adding profiles to Europe alleging that Sony had
ing eight individual rounds. The
remember player’s character & violated several of its trade-
exact rounds vary from game-
buzzer sounds, if players won or marks. The suit accused Sony of
to-game and more information
lost the previous game and call a “malicious, fraudulent, know-
about the rounds can be found
them by name. ing, wilful, and deliberate” vio-
in the individual articles. Each
In October 2006 a spin- lation of its trademarks. In the
game is hosted by the titular
off series of games designed for suit Buzztime is seeking the
Buzz (voiced by Jason Donovan
children started with the release recall and destruction of all in-
in the English versions)
of Buzz! Junior: Jungle Party fringing products and is asking
The games are played
with 40 mini games (but 25 in the court for actual damages,
with buzzers - a set of four sim-
The United States version). The punitive damages, legal fees and
ple controllers that consist of
second game, Buzz! Junior: an order to the US Patent and
four coloured answer buttons
Robo Jam was the first game to Trademark Office not to regis-
and a red buzzer. These are in-
be created by Cohort Studios for ter Sony’s pending Buzz trade-
tended to replicate the buzzers
both PlayStation 2 & PlayStation marks. The case was eventually
often seen on TV quiz shows.
3, and has 25 mini games (but settled out of court in favour of
The buzzers plug into a USB
24 in North America). Buzz! Sony.
port and the game allows use of
353
354
Buzz! De Slimste van Nederland • 355
C@M-Station
Developer Arduc
Publisher Arduc
Release date (jp) April 28, 2005
Genre Miscellaneous
Mode 1 (-4) Players
“ign.com”
6.8 Canaria
Developer Front Wing, Hunex
Publisher NEC Interchannel
Release date (jp) April 10, 2003
Genre Visual novel
Mode 1 Player
6.4 Canvas
Developer Cocktail Soft
Publisher NEC Interchannel
Release date (jp) April 10, 2003
Genre Visual novel
Mode 1 Player
Canvas 2 7.6
Developer Kadokawa
Publisher Kadokawa
Release date (jp) January 26, 2006
Genre Visual novel
Mode 1 Player
“mobygames.com”
Carmen Sandiego: The Secret of the Stolen Drums • 375
7.1 Cars
Developer Rainbow Studios
Publisher THQ, (us) SCEA
Release date (us) June 6, 2006
Genre Racing
Mode 1-2 Players
Cartagra 7.4
Developer Kid, Innocent Grey
Publisher Kid
Release date (jp) December 15, 2005
Genre Visual novel
Mode 1 Player
“Mobygames.com”
“mobygames.com”
Cart Kings
Developer Gameshastra Inc.
Publisher SCEE
Release date (as) August 3, 2011
Genre Racing
Mode 1 Player
Castleween 6.6
Developer Kalisto
Publisher Wanadoo, (jp) MTO
Release date (eu) November 29, 2002
Genre Action
Mode 1 Player
“mobygames.com”
Check-i-TV 5.0
Developer SCEI
Publisher SCEI
Release date (jp) April 26, 2001
Genre Miscellaneous
Mode 1 Player
“pcworld.idg.com”
388
389
390 • Castlevania: Lament of Innocence
7.9 Castlevania:
Lament of Innocence
Developer KCET
Publisher Konami, (us) SCEA
Release date (jp) November 27, 2003
Genre Action-adventure
Mode 1 Player more destructive Vampire Killer.
Belonging to Konami’s Castlevania
xxx In addition, Leon can combine one
series, it is the first installment of of five sub-weapons—a knife, an
the series on the PlayStation 2 and axe, a cross, a crystal, and holy wa-
the third to make use of a 3D style ter—with one of seven orbs to form
of gameplay. It is also the first in- a special attack. Over the course of
stallment in the series to feature the game, he will learn special tech-
the franchise’s modern logo. niques and magic attacks as well.
Two additional player char-
Lament of Innocence takes place in
acters can be unlocked: the new
the Castlevania series. Set in 1094,
character Pumpkin and Joachim,
it focuses on the origins of the se-
a vampire who appeared earlier in
ries’ premise—the eternal conflict
the game as a boss. Pumpkin makes
between the vampire hunters of
use of Leon’s whip as the primary
the Belmont clan and the immor-
weapon and only one sub-weapon,
tal vampire Dracula. Lament of In-
has all whip and defensive skills
nocence follows Leon Belmont as
prelearned, and does more damage
he searches a vampire’s castle in
than Leon. In contrast, Joachim
search of his kidnapped betrothed.
uses five flying swords as his pri-
The objective of Lament of Inno- mary weapons; he lacks an inven-
cence is to lead the protagonist tory and the ability to use relics
Leon Belmont through the mon- and purchase items from Rinaldo’s
ster-filled castle as he searches for shop. However, Joachim has access
his kidnapped beloved. Exploring to two magic attacks in the place of
the castle is an open-ended task, sub-weapons.
with puzzles, concealed items and
Directed by Koji Igarashi, Lament
rooms, and bosses. A room near the
of Innocence was unveiled at the
castle’s entrance contains portals
2003 Electronic Entertainment
to the five main areas, all of which
Expo. The game’s title in Japan,
are accessible from the beginning.
simply Castlevania, was meant to
After Leon defeats each area’s boss,
reflect the fact that Igarashi in-
the final area becomes unlocked.
tended Lament of Innocence to
Health restoratives and items to
be a new starting point for the se-
improve gaming statistics such as
ries. Envisioning the concept of the
strength and defense can be pur-
game as possessing “fully connect-
chased with in-game money from a
ed rooms,” Igarashi found that this
shop on the castle grounds.
hindered the map’s accessibility
For his primary weapon,
and made the puzzles more difficult
Leon makes use of the Whip of Al-
to solve. He then divided the map
chemy given to him by the shop-
into separate ones for each area
keeper Rinaldo. Later on, Leon can
and “[kept] the puzzles contained
acquire three more whips, each
within each area.”
guarded by an elemental boss: the
While Igarashi “extended
Ice, Lightning, and Fire Elemental
a 2D game style into 3D”, the 3D
Whips. Near the end of the game,
environment proved to be quite
his Whip of Alchemy turns into the
Castlevania: Lament of Innocence • 391
different, possessing less precision. The game mostly had generally favo-
According to Igarashi, the 2D games rable reviews. Edge stated: “While it’s
proved easier to create, as the player not as cleverly structured as the pin-
could easily understand all elements nacle of the series, ‘Symphony of the
of the 2D game, such as the location Night,’ it resurrects that game’s hall-
of the monster and where the player marks of seductive exploration and
character should run or attack. De- satisfying topographical progress.
spite these trade-offs, he enjoyed It breathes new life back into one of
that the 3D graphics contributed to videogaming’s oldest franchises.”
creating a “reality-based environ- Play wrote: “A bold success as an in-
ment” in gaming. The cendiary action game,
team completed La- brilliantly nuanced
ment of Innocence, in its mechanics and
with time left over to full of atmospheric
further refine the bal- appeal. And it’s also
ance of the game’s el- a fantastic version
ements; as a result, of Castlevania... My
the game became pro- criticism comes, most-
gressively difficult as ly, from imagining
the team grew accus- the triumphant pos-
tomed to it, according sibilities a Castleva-
to Igarashi. Promotion nia adventure holds.”
for the game in Japan According to Game
included pop singer Informer, the game
Sonim dressed as its “[a]lmost feels like
protagonist. an exercise (albeit a
Lament of In- beautiful-looking one)
nocence continues the exploring many of
style begun in Sym- the franchise’s classic
phony of the Night components. But the
(PlayStation, 1997), end result just proves
with Ayami Kojima as that Castlevania is
illustrator and Michiru more than a set of ide-
Yamane as composer. as, it’s a gameplay ex-
Although Castlevania perience that remains
installments typically not fully realized.”
feature many arrange- Conversely, Jeremy
ments of music that Jastrzab of PALGN
had appeared in ear- wrote in an unfavo-
lier games, Igarashi rable review: “If you
limited the number of want to walk around
arrangements that could appear in a large repetitive castle, Castleva-
Lament of Innocence to one or two, nia: Lament of Innocence will do the
because the game served as the ori- job for you.” Game Informer’s Tim
gins of the series. Yamane made use Turi felt that it was a “decent action
of a wide range of styles, including game for its time” though he also felt
dance music, solos on the piano, in- it was too linear and wasn’t worthy
strumental arias, and industrial rock. enough to be a Castlevania game.
The Japanese limited edition con-
tained bonus content: a painting by
Kojima, a calendar, and a music CD.
392 • Castlevania: Curse of Darkness
7.0 Castlevania:
Curse of Darkness
Developer Konami
Publisher Konami
Release date (jp) November 24, 2005
Genre Action-adventure
Mode 1 Player knuckles and an extra type called
Curse of Darkness is set in the year
xxx special weapons (which varies from
1479, three years after the events tonfas to gatling guns). However,
of Castlevania III: Dracula’s Curse. there is an extra gameplay mode
Though defeated by vampire hunt- after finishing the game that allows
er Trevor Belmont, Dracula’s curse players to play as Trevor Belmont,
continues to ravage the European equipped with the “Vampire Killer”
countryside, spreading disease, and the subweapons which are the
mob violence, and heresy in its knife, axe, holy water, cross, and
wake. Amidst all this devastation stopwatch. The battle system is
is Hector, a Devil Forgemaster who somewhat similar to that of Dynas-
had formerly worked under the ty Warriors, whereas one button is
employ of Dracula but betrayed used for standard combo attacks,
him sometime during the events of and a secondary button is used for
Castlevania III. Eventually grow- stronger “finishing attacks” after a
ing disgusted with Dracula’s bru- singular standard attack or a com-
tal methods, Hector leaves Castl- bo of standard attacks. As the play-
evania and relinquishes his powers er acquires progressively stronger
to live amongst humans, settling weapons throughout the game, the
down to live a peaceful life. When number of standard and finishing
Hector’s fiancée Rosaly is accused attacks the player can perform in-
of witchcraft and burned at the creases accordingly. Each different
stake, Hector learns that her mur- weapon type has a different set of
der was directed by his rivalrous combos that can be performed.
Devil Forgemaster, Isaac. Seeking Departing from the central
revenge, Hector chases his former hub level layout of Lament of Inno-
colleague back to his old home, and cence, wherein the player chooses
back to the demonic life he believed from a number of distinct stages all
he had left behind him. accessible from a central hallway,
Curse of Darkness features a more
Being a 3D game like Lament of In-
complete game world with a com-
nocence before it, Curse of Dark-
plete castle map as in Symphony of
ness differs from its predecessor
the Night. However, the game still
in a number of ways. It includes a
uses the same map engine as La-
more complex, action/adventure
ment of Innocence, rather than the
style of gameplay, much like Sym-
square-based grid of 2D Castleva-
phony of the Night and Aria of Sor-
nias. Furthermore, a noticeable dif-
row. Hector is not a member of the
ference in level design is that much
Belmont clan, so he does not use the
of the game does not take place in
“Vampire Killer” whip; instead he
Dracula’s castle, but rather explor-
has the ability (much like Alucard
ing forests, mountains, temples,
and Soma Cruz) to equip a variety
aqueducts, ruins, and villages in
of different weapons ranging from
Europe. The player will be also aid-
swords (both one handed and two
ed by “Innocent Devils”, which are
handed), spears, axes (also both
demonic creatures made by Hector
one handed and two handed), brass
himself through the Devil Forgery
Castlevania: Curse of Darkness • 393
4.6 Catwoman
Developer Argonaut Games
Publisher EA Games, (eu) Electronic Arts
Release date (us) July 20, 2004
Genre Action-adventure
Mode 1 Player
Charlie’s Angels
Developer Neko Entertainment 2.4
Publisher Ubisoft
Release date (eu) July 4, 2003
Genre Beat-’em-up
Mode 1 Player
7.5 ChainDive
Developer Alvion
Publisher SCEI
Release date (jp) October 16, 2003
Genre Action-platformer
Mode 1 Player
8.0 Chanter#:
Kimi no Uta ga Todoitara
Developer Interchannel
Publisher Interchannel
Release date (jp) August 30, 2007
Genre Visual novel
Mode 1 Player
“mobygames.com”
“mobygames.com”
7.9 Chessmaster
Developer Ubisoft Romania
Publisher Ubisoft
Release date (eu) April 25, 2003
Genre Board
Mode 1-2 Players
ChoroQ 4.8
Developer Barnhouse Effect
Publisher Takara, (us) Atlus, (eu) Zoo Digital Publishing
Release date (jp) November 27, 2003
Genre Racing
Mode 1-2 Players
Chou-Saisoku!
Zokusha King BU
Developer Tamsoft
Publisher D3Publisher
Release date (jp) April 28, 2004
Genre Racing
Mode 1-2 Players
Choukousoku Igo
Developer Success
Publisher Success
Release date (jp) February 15, 2001
Genre Board
Mode 1-2 Players
Choukousoku Reversi
Developer Success
Publisher Success
Release date (jp) December 21, 2000
Genre Board
Mode 1-2 Players
Choukousoku Shogi
Developer Success
Publisher Success
Release date (jp) February 15, 2001
Genre Board
Mode 1-2 Players
5.7 Chulip
Developer Punchline
Publisher Victor, Marvelous Ent., (us) Natsume, SCEA
Release date (jp) October 3, 2002
Genre Adventure
Mode 1 Player
Kimura valued his team members’ tronic Entertainment Expo that year.
opinions and ideas while working on Natsume realized early on that it
it. “It was challenging and interest- would be an extremely obscure ti-
ing at the same time to program a tle and thus planned on releasing it
game for a new console,” he stated. at a low retail price. The game was
“We were definitely eager to see delayed, and Natsume assured that
what we could do with it.” The origi- it would be released sometime in
nal idea for Chulip came when Kimu- 2005. After more delays, Chulip was
ra visited Western countries and saw ultimately released in North America
couples kissing in public, a custom on February 13, 2007, the day be-
not often performed among Japa- fore Valentine’s Day, exclusively to
nese people. Kimura came up with GameStop stores. The North Ameri-
game’s title after attending a party can version was supposed to feature
in Tokyo. As the intoxicated partygo- updated graphics and an “accurately
ers talked about video games, they meticulous” translation of Japanese
began to humorously say “chu-shite” text. Natsume claimed that Punch-
(lit. “kiss me”). The title Chulip is a line’s busy schedule resulted in such
play on words: a cross between chu a long delay for the localization and
(the Japanese onomatopoeia for the that it also prevented them from
sound of a kiss) and the English word making any graphical changes.
lip, as well as the Japanese rendering Chulip received mostly average criti-
of the word tulip. cal scores upon its release in North
Kimura eventually spoke with America. The ambitious gameplay of
Marvelous Entertainment’s Yoshiro Chulip has been almost universally
Wada about creating a game mixing criticized. Ray Barnholt of 1UP.com,
a “flare of Moon and Japan a little Ryan Davis of GameSpot, Micah Seff
while ago (say about 40 years ago)”. of IGN, and Gus Mastrapa of X-Play
Kimura wanted Chulip to be local- all labeled the often-unclear pro-
ized to show the world certain as- gression presented to the player as
pects of Japanese culture and “all the “frustrating” and “tedious”, requir-
kind of interesting stuff that you can ing an excessive amount of patience.
see every day”. He also wanted to Mastrapa summarized, “Since the
display a real, modern truancy prob- game is on 24-hour clock a missed
lem for Japanese students with the opportunity means having to wait
game’s cast of underground dwellers. until the next day to take another
Norikazu Yasunaga designed many crack. Add the fact that your inexpe-
of the game’s mechanics. According rienced, young avatar can die from
to Kimura, “for efficient procedure, heartbreak, resulting in a ‘game
[Yasunaga] set it up so that the per- over’ screen and the loss of unsaved
sonality and the characteristics for progress and you’ve got a recipe for
each NPC had to be one-by-one”. annoyance.” Barnholt, Davis, and
The character designs were done Seff did positively credit Natsume
by Ryuji Nouguchi, who used items for the inclusion of the mini-strategy
from Kimura’s personal scrapbook guide. Despite faulting the “indistinct
and “made them funny”. The musi- objectives”, Davis found gratification
cal score to Chulip was composed by in successful kisses. “The whole kiss-
Hirofumi Taniguchi, another former ing thing is absolutely fantastic in
member of Love-de-Lic. concept,” Davis stated, “And there’s
Publisher Natsume licensed something unsettling about your
the game for a projected North character’s encouraged promiscu-
American release in early 2004. The ity.”
game was then shown at the Elec-
412 • Cinderella
Cinderella 4.0
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) October 13, 2006
Genre Mini-games
Mode 1 Player
7.3 Clannad
Developer Visual Arts
Publisher Interchannel
Release date (jp) February 23, 2006
Genre Visual novel
Mode 1 Player
until a choice is made. To view all ty’. Maeda noted that he exceeded his
plot lines in their entirety, the player writing ability when writing most of
must replay the game multiple times the scenarios in Clannad, and equates
and make different choices to change Clannad’s writing process as a “wall
the plot progression. that I will never be able to get over
When first playing the game, again.” While at the beginning Mae-
the scenarios for all five heroines da felt he was prepared, the entire
and additional smaller scenarios are game’s story started to increase to a
available in what is called the School level Maeda never predicted, and Su-
Life story arc. When players com- zumoto noted that it approximately
pletes a character’s scenario, they re- doubled in size from the original pro-
ceives an orb of light. When eight of jected length. Suzumoto attributed
these lights are obtained, the game’s the increase due to the lengthening
second story arc, called After Story, is structure of the game’s base scenario
made available. One of the lights dis- which caused the ‘branch’ scenarios
appears during School Life, but reap- to increase as well.
pears in After Story. To view the true The first consumer console port of
ending of Clannad, all 13 lights must the game was released for the PS2 by
be obtained. Originally, the lights Interchannel. The PS2 version was
were meant to be items that players re-released as a “Best” in 2009. The
could use in the game, but since this PS2 version was bundled in a “Key
increased the game’s complexity, 3-Part Work Premium Box” pack-
and detracted from the storyline, the age together with the PS2 versions of
function of the lights was simplified Kanon and Air also released in 2009.
and made less intrusive.
The game was ranked as the best-
The executive producer for Clannad selling PC game sold in Japan for the
was Takahiro Baba from VisualArt’s, time of its release, and charted in the
the publishing company which con- national top 50 several more times
trols Key. Jun Maeda, who was one afterwards. Key went on to produce
of three main scenario writers with an adult spin-off titled Tomoyo Af-
Kai, and Yūichi Suzumoto, led the ter: It’s a Wonderful Life in Novem-
planning for Clannad and wrote the ber 2005, which expanded on the
majority of the scenarios. scenario of Tomoyo Sakagami, one of
For Key’s second visual novel the five heroines from Clannad.
Air, Maeda admitted he felt he was Clannad has made several
able to write what he wanted to for transitions to other media. There
the game’s scenario, but he later have been four manga adaptations
discovered that Air was difficult for published by ASCII Media Works,
players to receive and experience. Flex Comix, Fujimi Shobo and Jive.
Due to this, Maeda felt that for Key’s Comic anthologies, light novels and
next work Clannad, he had a sense of art books have also been published,
duty to make the game easier to re- as have audio dramas and several
ceive for as many users as possible. albums of music. An animated film
In any case, he wanted to make it an by Toei Animation was released in
entertaining game, and started plan- 2007, followed by two anime se-
ning on Clannad almost immediately ries including two OVA episodes by
after Air’s completion. From the start Kyoto Animation produced between
of Clannad’s planning, Maeda did 2007 and 2009. Both anime series
not want to write a story like in Air, and their accompanying OVAs were
but instead wanted to focus on writ- released in North America in 2009.
ing a deep connection between the
‘people and the town’, and ‘humani-
416 • Classic British Motor Racing
“mobygames.com”
Developer Codemasters
Publisher Codemasters
Release date (eu) October 10, 2003
Genre Sports
Mode 1-2 Players
Conan 5.3
Developer Cauldron Ltd.
Publisher TDK Mediactive
Release date (eu) May 7, 2004
Genre Action,-adventure
Mode 1-2 Players
“mobygames.com”
Conspiracy: 5.6
Weapons of Mass Destruction
Developer Kuju Entertainment
Publisher Oxygen Interactive
Release date (eu) June 17, 2005
Genre First-person shooter
Mode 1 Player
5.8 Constantine
Developer Bits Studios
Publisher THQ, (eu) SCi, (jp) Marvelous Entertainment
Release date (us) February 14, 2005
Genre Action-adventure
Mode 1 Player
Coraline
Developer Papaya Studios 3.9
Publisher D3Publisher
Release date (us) January 27, 2009
Genre Adventure
Mode 1 Player
Corvette 5.7
Developer Steel Monkeys
Publisher Global Star Software, (eu) TDK Mediactive
Release date (eu) April 30, 2004
Genre Racing
Mode 1-2 Players
Crashed 7.4
Developer Rage Software
Publisher Rage Software, (us) Majesco
Release date (eu) September 27, 2002
Genre Racing, Action
Mode 1-2 Players
CR Pachinko Dokaben:
Pachitte Chonmage Tatsujin 7
Developer Hack Berry
Publisher Hack Berry
Release date (jp) October 7, 2004
Genre Gambling
Mode 1 Player
opment team behind the game, they Cortex and Uka Uka to resume their
produced a 3-D rendered demo of world domination bids.
Crash running through a volcanic Compared to the PS2 version, the
level. Development of the game’s en- Xbox version features reduced load-
gine began in mid-2000. It was origi- ing times and improved graphics.
nally titled Crash Bandicoot Worlds. Commercially, the PS2 version sold
On September 21, 2000, Universal over 1.95 million units in North
Interactive Studios and Konami an- America, and around 170,000 cop-
nounced that they had entered an ies in Japan. The PS2 version also
agreement that would enable Kon- received a “Double Platinum” sales
ami to publish a Crash Bandicoot award from the ELSPA, indicating
game for next-generation game sys- sales of at least 600,000 copies in
tems, with Universal Interactive han- the United Kingdom. As a result, the
dling the production of the games. game was re-released for the Plati-
The agreement served to break the num Range on October 11, 2002, for
Crash Bandicoot franchise’s exclu- the Sony Greatest Hits line-up on Oc-
sivity to Sony-produced consoles tober 15, 2002, and for the Best line-
and effectively made Crash Bandi- up on October 17, 2002. The “Great-
coot a mascot character for Universal est Hits” version of the game features
rather than Sony. After Universal fell quicker load times than those of the
out with Cerny and Sony, Traveller’s original version.
Tales was forced to alter the game Crash Bandicoot: The Wrath
from a free-roaming title to a stand- of Cortex received mixed reviews.
ard Crash title. Traveller’s Tales had Critics from GameZone, GamePro,
to begin development of the game IGN, Game Informer, Electronic
from scratch and were given only Gaming Monthly, and Official Xbox
twelve months to complete the game. Magazine felt it repeated the for-
The character Crunch Bandi- mula established by its predecessors.
coot was designed by Craig Whittle Louis Bedigian of GameZone wrote a
of Traveller’s Tales and Sean Krankel positive review, saying that he spent
of Universal. The concept of battling a lot of time playing the game. Doug
mini-bosses within the game’s levels Perry of IGN described the game as
was dropped to uphold the fast and “decent-playing and pretty-looking”
frantic pace of the series’ gameplay. although nothing special. Official
Multiplayer capability was also con- US PlayStation Magazine felt that
sidered before being dropped. An the previous game was much better.
earlier draft of the story featured Game Informer criticized the load
an alternate version of the game’s times, saying that the contribute to
climax and ending, which involved a making it a below average game.
Crash battling Crunch in a mechani- Star Dingo of GamePro criticised the
cal robot suit. At the end of the fight, new management system. Electronic
Crunch would destroy Crash’s suit Gaming Monthly criticised the trial-
with a bolt of electricity. The result- and-error gameplay, describing it as
ing debris would render Cortex un- “cheating.” Play Magazine noted that
conscious, destroy the remote control the music had improved, the bosses
device controlling Crunch and start were more challenging, and it great
an electrical fire in the space station. replayable value. Hilary Goldstein
As the Bandicoots escape to resume felt that while Crash Bandicoot: The
their beach-going vacation, the ruins Wrath of Cortex was “a fun game” its
of the space station would crash-land game balance and sound let it down.
onto the island of Cortex’s original
settlement, conveniently allowing
458 • Crash Twinsanity
the use of time trail relics as the icon PSM Magazine praised the
is found on the pause menu. graphics and controls but criticized
Crash Twinsanity received mixed or the level design, saying that it was
average reviews from critics upon “designed to kill the player in as
release. Play Magazine declared that many cheap ways as possible”.
“Traveller’s Tales has delivered a 60
frame/s cartoon epic without sac- According to Keith Webb, one of the
rificing expanse, dwarfing boss en- main artists for Crash Twinsanity,
counters or vivid effects by skillfully after the development of the game,
balancing model and environment Traveller’s Tales Oxford studio had
integrity with performance.” James plans for a sequel, which was inti-
B. Pringle of IGN said that “Publish- mately not accepted by Vivend Uni-
er Vivendi Universal and developer versal. The plot would have centered
Traveller’s Tales have infused so around Crash getting sucked into
much humor and likeability into the various TV shows (such as a wild
game that you will literally laugh west show, or an old black-and-white
out loud. You’ll look forward to de- cartoon) by an invention created by
feating each boss not just because Dr. Cortex, similar to the Gex series.
you’re that much closer to beating The game was going to have over 25
the game, but to witness some of the levels, one of them being a hospi-
best in-game dialogue and funniest tal drama level that would have had
voice acting around.” enemies holding needles and Crash
Andrew Wooldridge of 1UP. would ride through the hospital halls
com said the game “is funny, fun to on a stretcher. Webb also mentioned
play, and is a definite improvement a level with Rusty Walrus hosting
on the claustrophobic linear levels a cooking show, ending up with a
of games past”. Nick Valentino of chase sequence, similar to Crash’s
GameZone said that the game “rises last encounter with him. This idea for
above the game’s original roots to a sequel was cancelled alongside the
bring a game that’s both refreshing- studio’s closure, and development of
ly humorous as well as downright further Crash Bandicoot games was
enjoyable”. transferred to Radical Entertain-
However, Louis Bedigian of ment, leading to Crash of the Titans.
the same site described the game as Webb would later state in an inter-
“double the insanity for all you psy- view in 2012 that given his own game
chopath-loving gamers out there, studio, Tanukii Studios Limited!, be-
but it’s half the fun for gamers”. Ryan comes larger, he would approach Ac-
Davis of GameSpot concluded that tivision and seek the rights towards
“it’s a little rough around the edges, creating a proper sequel.
and it doesn’t break new ground for On August 3, 2017, following
3D platformers, but it gives the se- the release of N. Sane Trilogy, Webb
ries the shot in the arm that Wrath sent an open letter to Vicarious Vi-
of Cortex failed to, and what it does, sions, congratulating them on the
it does pretty well”. Kristan Reed of large success of the game. In the let-
Eurogamer said that “the gameplay ter, Webb stated that if they would
variation is there for all to see, and ever be interested in developing a
when it hits the mark it — believe it Twinsanity remake, he and a handful
or not — is every bit as enjoyable as of previous developers would gladly
the very best the genre has to offer, return to work on it. As a bonus, he
with some true high points to look added a heartfelt piece of artwork
back on.” containing all the characters within
the Crash Bandicoot series.
460 • Crash of the Titans
only a single combo attack for Crash action becomes too intense, such as
to defeat, larger enemies, known as when jumping over a chasm.
“Titans”, require more effort to sub- Development on Crash of the Titans
due. Each of the fifteen unique Titans began after the completion of Crash
in the game possess a star meter that Tag Team Racing. The graphics of the
indicates how close they are to be- Wii version of the game was one of
ing stunned. The meter rises when Radical Entertainment’s main focus-
Crash starts attacking a Titan, and es in the game’s development, with
depletes when he stops. When it is Radical stating that the Wii has “a lot
full, the Titan is stunned and sus- of horsepower under the hood” and
ceptible to “jacking”, meaning Crash expressing their desire to make full
can mount the creature and control use of it. They also considered imple-
it. While controlled by the player, the menting a feature to connect the Wii
Titan possesses a similar moveset to DS during gameplay, but stopped
to Crash, although some jacked Ti- due to technical issues and time. The
tans can shoot projectiles. Besides a Xbox 360 and PS2 version got a few
greater health, the Titans controlled extra months of development time to
by Crash have a purple Titan Meter. improve its graphics before setting a
When this meter is full, players can final release date.
make the Titan unleash a special at- While the game was being
tack, which fully drains the meter in developed, the title’s main charac-
the process. ter, Crash Bandicoot, became the
A Titan’s durability depends new mascot of the Leukemia & Lym-
on its size; larger Titans will take phoma Society’s “School and Youth”
more effort to defeat than others and programs in an effort to promote the
a few are immune to Crash’s attacks. battle against blood cancer. In a bid
To defeat them, Crash has to jack a to further promote the game, a Hum-
smaller Titan to fight them. On de- mer (with a Wii inside) was painted
feating the larger Titan, he can dis- with imagery from the game and dis-
mount the Titan he previously jacked played at the Annual Balloon Fiesta
and directly jack the larger Titan. in Bristol, United Kingdom. A “Mon-
The dismounted Titan will then be ster Edition” of the game was released
destroyed. exclusively in Europe on October 12,
A player using a second control- 2007 for the PS2. This special edition
ler can join the game at any time in of the game features “Making-of”
the form of a white-furred version of videos, water-on tattoos, game hints,
Crash known as “Carbon Crash”. The a cheat code list, and the game’s E3
second player appears in the first and theatrical trailers in multiple
player’s backpack, and can usually languages. Due to its “mild cartoon
enter or exit the pack. However, the violence and language”, the game re-
second player has to stay in the back- ceived a PG rating from the BBFC.
pack if the first player is in mid-air or The game received mixed reviews
climbing a wall. This method of play upon its release; critics disparaged
is useful for overpowering enemies the game’s short length, and although
and collecting Mojo faster. There are the game’s variety was generally seen
two modes of co-op play; in “Leap- positively, reviewers noted little out-
frog Mode”, the players swap control standing in the game. Despite this
each time the front player jumps, mediocre reception, the game was
swings, or slides, while in “Piggyback nominated for two awards.
Mode”, each player is equipped with
their own backpack and can hide in
the other player’s backpack if the
462 • Crash: Mind over Mutant
Coco Bandicoot, fills in the role of the cooperation mode. Online gameplay
second player, while a white-furred was also considered as a feature in
version of Crash known as “Carbon the finished game, but was omitted
Crash” takes on this role in the PS2 due to the brief development sched-
version. Coco is not available for ule. Coco Bandicoot as a playable
play until she is defeated in a boss character was omitted from the PS2
fight, after which she is fully play- version of the game due to her dis-
able (though the player can choose tinct animations taking up much of
to continue with Carbon Crash). This the console’s memory. The Wii ver-
method of play is useful for overpow- sion of Crash: Mind over Mutant
ering enemies and collecting Mojo was created first, with the graph-
faster. ics scaled up for the Xbox 360, and
scaled down for the PS2. A PS3 ver-
The game is played in a free-roaming
sion of the game was rumored, but
format rarely seen in previous games.
was promptly debunked by Radical
The opening events of the game take
Entertainment as a mistake on many
place on Wumpa Island. Crash’s
press sites’ behalf.
house is accessible here, and can be
There was an open call for fan
used by the player to access skins,
art of Crash Bandicoot to be submit-
concept art, enemy bios and cut-
ted as part of a contest. The contest
scenes. Surrounding environments
was hosted at Kidzworld as part of a
consist of societies inhabited by
preview page and was aimed at fans
friendly Titans, including the Ratci-
under the age of 18. Selected artwork
cle Kingdom, the Rhinoroller Desert
is included in the final build of the
and the Sludge Junkyard. Other ar-
game either inside of a comic book
eas include the Evil Public School,
in Crash’s house or on a wall in the
attended by the main antagonist’s
school attended by Nina Cortex. In
niece, and Mount Grimly, where the
addition, winners had their names
evil mask Uka Uka is held. The final
appear in the game’s credits and re-
events of the game take place in the
ceived a free copy of the game when
Space Head, a space station recycled
it was released.
from junkyard parts that is operated
To ensure that the audio does
by Doctor Neo Cortex.
not become repetitive, Crash: Mind
Development on Crash: Mind over over Mutant features more than
Mutant began immediately after the 8,500 lines of dialogue. Many of the
completion of Crash of the Titans. voice actors from the previous Crash
The idea of preserving a titan for of the Titans also reprised their roles.
later use came from the play testing
Reviews for the PS2 and Wii versions
sessions of Crash of the Titans, in
of the game were generally positive.
which the testers were found to be
Dakota Grabowski of GameZone
reluctant to leave the titans behind
considered the game “slightly bet-
after an epic battle was won. Fans of
ter” than Crash of the Titans, noting
the series were also a source of inspi-
improvements in controls, game-
ration for Crash: Mind over Mutant,
play and storyline from its predeces-
having such wishes as a free-roaming
sor, but lamented that “the camera
environment, Coco Bandicoot being
almost ruins the whole package.”
a playable character and the return
Neal Ronaghan of Nintendo World
of the character Doctor Nitrus Brio.
Report, meanwhile, felt that “the
Full camera control was considered
charming story and genuine humor”
for the game, but was rejected for
of the game were “overshadowed by
graphical reasons and to avoid hav-
the shallow gameplay.”
ing to insert a split-screen view in the
464 • Crash Nitro Kart
three laps in the fastest time possi- The actual animation phase was to
ble. be completed in 15 weeks, breaking
The “Race Time Trial” is a sin- down to almost five shots a day or
gle-player mode where the player at- 15 seconds of animation per day for
tempts to set the best time on any of each artist. The in-game versions of
the tracks in the game. There are no the character models were built using
other racers to hinder the player, but 3ds Max and were outfitted with full
no item-bearing crates are present to inverse kinematic setups, morph tar-
aid the player. gets and UV texture maps by Vicari-
The “Lap Time Trial” plays ous Visions. These models could not
like the Race Time Trial except that be ported directly into the cinematics
the player races to get the best time due to their lower resolution for op-
for a single lap around the track. timal real-time interactivity. Instead,
In the “Quick Race”, the player the artists of Red Eye Studios worked
selects a character, a track and races. from concept sketches provided by
The player can adjust the computer’s Vicarious Visions and used Alias Sys-
skill level and the number of laps. tems’ Maya (with which the artists
In the “Team Race”, the player were more familiar) to enhance the
joins forces with a computer-control- detail of the 27 character models in
led partner to win a race. the game, including the Crash Ban-
In the battle modes, instead dicoot character.
of racing on tracks, the player speeds Given the task of forming the
around battle arenas while collecting personalities of the Crash Nitro Kart
weapons and attacking opponents. cast through the full-motion videos,
There are five battle modes in Crash the Red Eye Studio artists set certain
Nitro Kart. Each mode can be played rules for how each character would
by two to four players. carry itself by default. As animator
The game was tentatively titled Crash Thomas Happ noted, “N. Gin, for
Team Racing 2 during its pre-pro- example, would always default to
duction phase. The characters of the twitchy, side-to-side glances, while
game were designed by series veter- Tiny would often scratch his head in
an Charles Zembillas, while the envi- confusion. There were a lot of scenes
ronments were designed by Joe Pear- where the characters are just stand-
son (another veteran of the series), ing around listening to Emperor
John Nevarez, Alan Simmons and Di Velo talk, and we had to invent ways
Davies. The karts were designed by to personalize their mannerisms and
Perry Zombolis Jr. and Andy Lom- create a uniquely ‘thinking charac-
erson. Recognizing that full motion ter’.” To achieve the bold and deeply
video sequences have become the saturated colors and textures for the
new norm in state-of-the-art video characters and environments, the
games, Universal Interactive decided artists used Maya as well as Adobe
that Crash Nitro Kart would be the Photoshop and Corel Painter. While
first game in the Crash Bandicoot se- the artists adapted many of the sets
ries to feature such cinematics. The and props in the cinematics from in-
cutscenes of Crash Nitro Kart were game counterparts, they recreated
created by Red Eye Studios; pre- the majority of these objects from
production of the cutscenes was han- scratch in order to add surrealism to
dled by Epoch Ink. The screenplay the scenery.
of the cutscenes was written by Dan Reviewers dismissed the game as a
Tanguay. The studio’s eight artists generic kart racer, but commented
were given four months to create 32 positively on its “power slide” sys-
minutes of pre-rendered cinematics. tem.
466 • Crash Tag Team Racing
“mobygames.com”
performing well in the game. In ad- 300,000 copies in the United King-
dition to providing a game that could dom.
be played in short sessions, Kanno The Dreamcast version of
wanted a game to explore the “daily Crazy Taxi was critically acclaimed,
life and routine” of a taxi driver. In averaging 90.19% at GameRankings
the development of the Dreamcast based on 37 reviews. Subsequent
version of the original arcade game, ports of the game have also received
the developers included a larger map generally positive reviews, but had
in addition to the arcade one, as to a trend of declining average scores.
create a feeling of “being lost” and al- The PS2 port averaged 78.72% at
lowing home console players to have GameRankings and 80/100 at Met-
fun “learning the town”. Mini-games acritic, respectively. The next port
were developed for this version as for the GameCube scored lower, and
to “let the player play longer if he the PC port was the poorest rated of
improve[d] skill” by offering chal- the ports.
lenges that were both fun and edu- Critics generally praised the
cational. Over one hundred different overall gameplay. Brandon Justice of
ideas for mini-games were developed IGN said, “I can’t stress enough how
by the team but then pared down for addictive this game is.” GameSpot
the Crazy Box mini-game challenges reviewer Jeff Gerstmann felt that the
for the game. soundtrack was subjective to person-
Crazy Taxi is also notable for al preference, stating “you’ll either
its soundtrack featuring the bands want to crank the volume up or turn
Bad Religion and The Offspring, who the music all the way down.”
provided all of the tracks for the ar- Crazy Taxi and its sequels prompted
cade and the early ports. several games which clone its core
In addition to generic destina- gameplay. The Simpsons: Road Rage
tions such as the city’s police station, was the first of these titles. In 2003,
rail terminal and lookout point, pas- Sega filed a lawsuit against Fox In-
sengers may also request to be tak- teractive, Electronic Arts, and Radi-
en to Pizza Hut, Tower Records, the cal Entertainment. Sega claimed
FILA sportswear store, Levi’s store or that the game was a patent infringe-
KFC. Crazy Taxi also featured vans on ment of Crazy Taxi. The case, Sega
the roads with the WOW! logo on the of America, Inc. v. Fox Interactive,
side. Each of these chains are mod- et al., was settled in private for an
eled as a location in the game. This undisclosed amount. The poorly re-
is considered one of the most promi- ceived Emergency Mayhem for the
nent examples of product placement Wii utilizes the same core gameplay
in video gaming history. These estab- of the Crazy Taxi series, but adds ad-
lishments have been replaced with ditional elements in regards to driv-
generic businesses in later versions ing emergency response vehicles.
due to licensing difficulties.
Richard Donner was attached to a
Sales for the game were generally live-action version of Crazy Taxi, but
high, with the Dreamcast version be- eventually bailed out on the project.
ing the second largest selling Dream- However, talk of a big or small screen
cast game in the United States in version of Crazy Taxi has been re-
2000, selling nearly 750,000 units, newed, as Sega optioned the film and
and both the Dreamcast and PS2 ver- TV rights to its library.
sions selling in excess of one million
units overall. The PS2 version re-
ceived a “Platinum” sales award from
the ELSPA, indicating sales of at least
472 • Cricket 2004
“mobygames.com”
Cricket 07 6.7
Developer HB Studios
Publisher EA Sports
Release date (eu) November 16, 2006
Genre Sports
Mode 1-2 (4) Players
5.0 Crossword
Developer Nikoli Inc.
Publisher Success
Release date (jp) January 22, 2004
Genre Puzzle
Mode 1 Player
“midasinteractive.com”
7.8 Culdcept
Developer NEC Interchannel
Publisher Sega, (us) NEC Interchannel
Release date (jp) September 26, 2002
Genre Board, Card game
Mode 1-4 Players
Cy Girls 5.3
Developer KCEJ
Publisher Konami
Release date (jp) February 19, 2004
Genre Action-adventure
Mode 1 Player
“mobygames.com”
Cyber Jansou
Developer Konami
Publisher Konami
Release date (jp) March 28, 2002
Genre Board
Mode 1 Player
D→A:BLACK
Developer Tonkin House
Publisher Tonkin House
Release date (jp) December 25, 2003
Genre Visual novel
Mode 1 Player
D→A: White
Developer Tonkin House
Publisher Tonkin House
Release date (jp) December 2, 2004
Genre Visual novel
Mode 1 Player
“mobygames.com”
Daemon Summoner • 489
“mobygames.com”
Dalmatians 3 1.8
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) 2006
Genre Miscellaneous
Mode 1 Player
7.6 D. C. F. S.
~Da Capo Four Seasons~
Developer Kadokawa
Publisher Kadokawa
Release date (jp) December 15, 2005
Genre Visual novel
Mode 1 Player
D.C.I.F.: Da Capo
Innocent Finale 8.2
Developer Sweets
Publisher Sweets
Release date (jp) April 29, 2009
Genre Visual novel
Mode 1 Player
D.C.P.S. 8.5
Developer Circus
Publisher ESP Software
Release date (jp) October 30, 2003
Genre Visual novel
Mode 1 Player
“psxdatacenter.com”
492 • D.N.Angel: Kurenai no Tsubasa
D1 Professional Drift
Grand Prix Series 2005
Developer Yuke’s
Publisher Yuke’s
Release date (jp) October 20, 2005
Genre Racing
Mode 1-2 Players
“psxdatacenter.com”
Dai-2-Ji Super Robot Taisen Alpha • 495
6.9 Dakar 2
Developer Acclaim
Publisher Acclaim
Release date (eu) March 7, 2003
Genre Racing
Mode 1-2 Players
Dance Dance Revolution, abbreviated DDR and also cabinet. A metal safety bar in the shape of an upside-
known as Dancing Stage in earlier games in Europe, down “U” is mounted to the dance stage behind each
Central Asia, Middle East, Africa, South Asia and player. Some players make use of this safety bar to
Oceania, and also some other games in Japan, is a help maintain proper balance, and to relieve weight
music video game series produced by Konami. Intro- from the legs so that arrows can be pressed with
duced in Japan in 1998 as part of the Bemani series, greater speed and accuracy.
and released in North America and Europe in 1999, Some DDR cabinets are equipped with Sony
Dance Dance Revolution is the pioneering series of PlayStation memory card slots, allowing the player
the rhythm and dance genre in video games. to insert a compatible memory card before starting
Players stand on a “dance platform” or stage and hit a game and save their high scores to the card. Addi-
colored arrows laid out in a cross with their feet to tionally, the equivalent home versions of DDR allow
musical and visual cues. Players are judged by how players to create and save custom step patterns (edits)
well they time their dance to the patterns presented to to their memory card — the player can then play those
them and are allowed to choose more music to play to steps on the arcade machine if the same song exists
if they receive a passing score. on that machine. This feature is supported in 2ndMix
Aside from play style Single, Dance Dance through Extreme. SuperNova didn’t support memory
Revolution provides two other play styles: Versus, card slots. However, it introduced Konami’s internet
where two players can play Single simultaneously, based link system e-Amusement to the series, which
and Double, where one player uses all eight panels. can save stats and unlocks for individual players (but
Prior to the 2013 release of Dance Dance Revolution, cannot store edits). This functionality however, could
some games offer additional modes, such as Course only be used in Japan. During the North American
mode (players must play a set of songs back-to-back) release of Dance Dance Revolution SuperNOVA 2,
and Battle mode (two players compete with a tug- an e-Amuse capable machine was made available at a
of-war life bar by sending distracting modifiers to Brunswick Zone Arcade in Naperville, Illinois. This
each other). Earlier versions also have Couple/Uni- machine was hosted on a different network than the
son Mode, where two players must cooperate to play Japanese version, and the only other machine on the
the song. This mode later become the basis for “TAG network was located in Konami’s American branch in
Play” in newer games. El Segundo, California. e-Amusement functionality
would later be made available in North America with
A standard Dance Dance Revolution arcade machine
the release of Dance Dance Revolution A.
consists of two parts, the cabinet and the dance plat-
The Solo arcade cabinet is smaller and con-
form. The cabinet has a wide bottom section, which
tains only one dance pad, modified to include six ar-
houses large floor speakers and glowing neon lamps
row panels instead of four (the additional panels are
(led on X cabinets and hide lights on white cabinets).
“upper-left” and “upper-right”). These pads generally
Above this sits a narrower section that contains the
don’t come with a safety bar, but include the option
monitor, and on top is a lighted marquee graphic,
for one to be installed at a later date. The Solo pad
with two small speakers and flashing lights on either
also lacks some of the metal plating that the standard
side. Below the monitor are two sets of buttons (one
pad has, which can make stepping difficult for play-
for each player), each consisting of two triangular se-
ers who are used to playing on standard machines. An
lection buttons (four on X and white cabinets) and a
upgrade was available for Solo machines called the
center rectangular button, used mainly to confirm a
“Deluxe pad”, which was closer to the standard cabi-
selection or start the game.
net’s pad. Additionally Solo machines only incorpo-
The dance stage is a raised metal platform di-
rate two sensors, located horizontally in the center of
vided into two sides. Each side houses a set of four
the arrow, instead of four sensors (one on each edge).
acrylic glass pads arranged and pointing in the or-
thogonal directions (left, up, down and right), sepa- Dance Dance Revolution has been released in many
rated by metal squares. Each pad sits atop four pres- different countries on many different platforms. Orig-
sure activated switches, one at each edge of each pad, inally released in Japan as an arcade game and then a
and a software-controlled cold cathode lamp illumi- Sony PlayStation game, which was a bestseller. DDR
nating the translucent pad, not available on the white was later released in North American, Europe, Ko-
rea, the whole of Asia, Australia, New Zealand, South Due to the success of the Dance Dance Revolution
America and Mexico on multiple platforms including franchise, many other games with similar or identical
the PS2, Xbox, Wii, and many others. Due to demand, gameplay have been created.
Japanese versions of the game, which are usually dif- Commercial competitors of DDR include the
ferent from the games released in other countries, are popular Korean series Pump It Up and the Ameri-
often imported or bootlegged. DDR fansites make an can series In the Groove by Roxor Games, as well
attempt to keep track of the locations of arcade ma- as TechnoMotion by F2 Systems, EZ2Dancer by
chines throughout the major regions. Amuseworld, and MC Groovz Dance Craze by Mad
Home versions often contain new songs, Catz.
songs from the arcade version, and additional features In the Groove was met with legal action by
that take advantage of the capabilities of the console Konami and resulted in Konami’s acquisition of the
(e.g.; Xbox 360 versions such as the Dance Dance game’s intellectual property.
Revolution Universe series include support for online A Christian version of DDR, named Dance
multiplayer and downloadable songs over Xbox Live, Praise, has been made by Digital Praise. Ubisoft pro-
and high definition graphics). DDR has even reached duced a dance game based on Disney’s The Jungle
Nintendo’s Game Boy Color, with five versions of Book titled The Jungle Book Groove Party.
Dance Dance Revolution GB released in Japan; these Fan-made versions of DDR have also been
included a series of three mainstream DDR games, a created, many freely available to the public under
Disney Mix, and an Oha Star. The games come with a open source licenses. The most popular of these is
small thumb pad that fits over the Game Boy Color’s StepMania, upon which the game In the Groove is
controls to simulate the dance pad. based. These simulators allow for players to create
Home versions are commonly bundled with and play their own songs to their own programmed
soft plastic dance pads that are similar in appearance steps. As a result, many DDR fans have held contests
and function to the Nintendo Power Pad. Some third- and released “mixes” of custom songs and steps for
party manufacturers produce hard metal pads at a these simulators. Notably the Japanese Foonmix se-
higher price. ries and the DDR East Invasion Tournamix competi-
A version of DDR was also produced for the tions.
PC in North America. It uses the interface of Dance
Dance Revolution 4thMix, and contains around 40
songs from the first six mainstream arcade releases. It
has not been as well received as the console versions.
Tournaments are held worldwide, with participants
usually competing for higher scores or number of
Perfects (referred to as “Perfect Attack” tourna-
ments). Less common are “freestyle” tournaments,
where players develop actual dance routines to per-
form while following the steps in the game.
In 2004, Dance Dance Revolution became
an official sporting event in Norway. The first offi-
cial club DDR Oslo was founded in 2004. The tour-
naments in Norway was divided into two parts, first
there was a group play where the 2 or 3 best players
from each group went to the final rounds. Elimination
of the player with the lowest game score was used
for each round in the finals. The scoring system used
was based on people dancing to 2 or 3 songs. Some
of the songs were selected randomly and had to be
played by everyone. The others were player-chosen,
which introduced some strategy into the game, as
some songs had higher possible scoring than others.
Dancing Stage EuroMix 2 was officially used for the
Norwegian tournaments.
504 • Dance Dance Revolution Extreme
DDRMAX: 8.5
Dance Dance Revolution
Developer KCET
Publisher Konami
Release date (jp) May 16, 2002
Genre Music, Rhythm
Mode 1-2 Players
8.2 DDRMAX2
Dance Dance Revolution
Developer KCET
Publisher Konami
Release date (jp) April 24, 2003
Genre Music, Rhythm
Mode 1-2 Players
Dance: UK 6.1
Developer Broadsword Interactive
Publisher Bigben Interactive
Release date (eu) October 3, 2003
Genre Music, Rhythm
Mode 1-2 Players
Dance: UK XL 5.5
Developer Broadsword Interactive
Publisher Bigben Interactive
Release date (eu) October 29, 2004
Genre Music, Rhythm
Mode 1-2 Players
removed from the player’s inventory who must return a floating piece of
and cannot be retrieved or repaired. land back to where it originally came
To upgrade a weapon, the player can from. However, this original location
attach stat-increasing items (attack has been usurped by an evil kingdom.
power, speed, ability to kill differ- Georama mode was a major compo-
ent types of monsters, elemental at- nent of the demo, with both IGN and
tributes, etc.), but a single weapon GameSpot comparing it to Legend of
can only carry a limited number of Mana’s “Land Make” system. At E3 in
attachments. These attachments May 2000, a 30% complete playable
are absorbed into the weapon when demo was shown. IGN’s Dave Zdyrko
it is leveled up, freeing up space for praised the graphics, especially the
more attachments. When a weapon water and lighting effects. The demo
reaches level five, it can be trans- was mainly centered in Norune Vil-
formed into a “SynthSphere,” which lage, and although it did feature one
carries 60% of the weapon’s power accessible dungeon, the camerawork
and attributes. This sphere can then for the dungeon portions of the game
be attached to another weapon, and had yet to be finalized.
absorbed into it when it levels up, At the Tokyo Game Show in
just like a regular attachment. The September 2000, a more complete
characters themselves can only grow demo was available, similar to the
stronger with the consumption of final version. In December, GameS-
particular items, which can increase pot previewed the game, calling Toan
their health points, water meter and “Link with an Ali Baba twist.” They
defense. compared the combat system to The
Dark Cloud features six main Legend of Zelda: Ocarina of Time
characters; three melee fighters and and the duels to Shenmue, and they
three ranged fighters, with each us- the graphics, water effects and tran-
ing a different weapon. Each char- sitions from day to night. IGN wrote
acter also has a unique ability that that “without fully playing through
helps them to move through the dun- the game, it’s very hard to determine
geons; for example, Xiao can jump whether or not this title will prove to
across chasms that other characters be revolutionary or just a gimmicky
can not. way to show off the real-time ren-
Dark Cloud was the first game from dering powers of the new console.”
developer Level-5, led by president The English language release
and CEO Akihiro Hino, who also of Dark Cloud in May 2001 had ad-
wrote, produced and designed the ditional gameplay features, includ-
game. Development began immedi- ing new weapons and monsters, im-
ately when the company was founded proved AI, extra duels and an extra
in October 1998 with a projected de- dungeon after completing the game,
velopment time of two years. When the Demon Shaft; this location does
the PlayStation 2 was announced not appear in the Japanese version.
on March 2, 1999, Sony president The game was met with mainly posi-
and CEO Ken Kutaragi used an early tive reviews by critics, who praised
demo of Dark Cloud to show the ca- its blend of gameplay types, although
pabilities of the platform. The demo some did criticize its combat as re-
showed a magic carpet flying through petitive. The game was a commer-
a valley, and some waterfall effects. cial success. Although it initially sold
In September 1999, Sony poorly in Japan, it eventually went
showed an early playable version of on to sell over 800,000 units world-
the game at the Tokyo Game Show. wide.
This version featured a character
518 • Dark Cloud 2
Dead to Rights II
Developer WideScreen Games 5.1
Publisher Namco
Release date (us) April 12, 2005
Genre Action, Beat-em’ up
Mode 1 Player
“mobygames.com”
526 • Darkwatch
7.4 Darkwatch
Developer High Moon Studios
Publisher Capcom, (eu) Ubisoft
Release date (us) August 16, 2005
Genre First-person shooter
Mode 1-2 Players
Playboy:
“Gaming Grows Up.”
528 • Dawn of Mana
where Keldric can fight timed battles gameplay. Ishii had previously want-
against powerful foes. Keldric can ed to make the 1999 PlayStation
fight alongside AI-controlled pets game Legend of Mana a 3D game,
in these challenges, found in eggs but the console had been unable to
throughout the game. The challenge handle his vision of the player inter-
arena also contains a shop, which acting with natural shaped objects
contains emblems, eggs, and bonus- in a full 3D world. He wanted to cre-
es like extra music or higher game ate a Mana title that could explore
difficulties, which can be bought with “the feeling of touch” in a game. Af-
money dropped by enemies through- ter seeing the Havok physics engine
out the game. in a demo of Half-Life 2 at E3 in
In 2003, Square Enix began a drive 2004, Ishii decided to use the sys-
to begin developing “polymorphic tem in Dawn to give players a visual
content”, a marketing and sales link between environments, objects,
strategy to “[provide] well-known and characters. He hoped the phys-
properties on several platforms, al- ics engine and 3D graphics would
lowing exposure of the products to allow him “to create a world where
as wide an audience as possible”. players utilize a variety of actions to
The first of these was the Compila- alter the world and the objects con-
tion of Final Fantasy VII, and Square tained within”. Although Ishii has
Enix intended to have campaigns for said that the games in the series are
other series whereby multiple games only thematically connected, he has
in different genres would be devel- also asserted in an interview that
oped simultaneously. In early 2005, Dawn is set ten years before Children
Square Enix announced a “World of of Mana, which depicts the aftermath
Mana” project, the application of this of the “cataclysm” of Dawn.
“polymorphic content” idea to the Dawn of Mana sold over 229,000
Mana franchise, which would include copies in Japan by the end of 2006,
several games across different gen- ten days after release, and was the
res and platforms. These games, as top-selling PlayStation 2 title in Ja-
with the rest of the series, would not pan during its release week. As of
be direct sequels or prequels to one November 2008 it had sold over
another, even if appearing so at first 340,000 copies in Japan. The game
glance, but would instead share the- sold 70,000 copies in North America
matic connections. The third release by November 2007.
in this project and the eighth release Upon its release, Dawn of
in the Mana series was announced in Mana received generally poor re-
September 2005 as Seiken Densetsu views over a wide range, with nu-
4, the first 3D game in the series, merical scores that range from 30
though no other details were given to 80 out of 100. Reviewers praised
in favor of promoting the first game, Dawn of Mana’s graphics and char-
Children of Mana. acter design, but the gameplay was
Dawn of Mana was designed, heavily criticized by reviewers such
directed, and produced by series cre- as Fitch of 1UP.com, who disliked
ator Koichi Ishii. The script was writ- both the way the character abilities
ten by Ryo Akagi, based on a story reset with every new area and the
created by Masato Kato. The main “inane” and “mundane” system for
objective of the development team collecting emblems. The game’s story
was to convert the entire Mana world was also not seen as a highlight with
into a 3D environment, rather than Gabe Graziani of GameSpy calling it
just starting from scratch graphi- “trite” and “fan service”.
cally and adding new elements to the
530 • Dear My Friend: Love Like Powdery Snow
“psxdatacenter.com”
Dear My Sun!!
Musk * Ikusei * Capriccio
Developer HuneX
Publisher D3Publisher
Release date (jp) September 6, 2007
Genre Visual novel, Simulation
Mode 1 Player
7.6 DearS
Developer Media Works
Publisher Media Works
Release date (jp) June 24, 2004
Genre Visual novel, Simulation
Mode 1 Player
7.3 Defender
Developer 7 Studios
Publisher Midway
Release date (us) October 22, 2002
Genre Shoot ‘em up
Mode 1-2 Players
8.4 Desire
Developer NEC Interchannel
Publisher Interchannel
Release date (jp) September 30, 2004
Genre Visual novel
Mode 1 Player
Despicable Me 7.0
Developer Monkey Bar Games
Publisher D3Publisher
Release date (us) July 6, 2010
Genre Action-adventure
Mode 1-2 Players
“psxdatacenter.com”
Detonator 4.5
Developer Kaze
Publisher Kadokawa, (eu) Midas Interactive
Release date (jp) March 20, 2002
Genre Puzzle
Mode 1-2 Players
Warren Spector
by: Dean Evans@PlayStation 2 Official Magazine (AU) 2002 April #01
More than simply ‘the bloke behind Deus Ex’, Ion Storm’s Warren Spector
is one of the games industry’s leading lights.
What Warren Spector doesn’t know Is there anything that you are re-
about videogames is probably not ally pleased with in Deus Ex?
worth knowing. From his ‘paper’ The interface is one of the high
RPG days at Steve Jackson Games points for me. But, really, the thing
and TSR Inc, to the e-RPG stints at I’m most happy about is that we
Origin Systems and LookingGlass, were able to bring the entire Deus there - all of our character differ-
he has built up a wealth of design Ex experience to PS2 owners. entiation stuff worked great in a
experience. All of this knowledge We made very few compromises. multiplayer setting. Realistically,
coalesces in Deus Ex, 2001’s PC The game isn’t ‘dumbed down’ though, the challenge of learning
game of the Year and now mak- or ‘more action oriented’ as many a new platform and preserving and
ing its appearance on Sony’s black pundits told us it would have to enhancing the single-player experi-
box. This month, Warren Spector be. Bringing multiple game-of-the- ence on the PS2 just didn’t allow us
talks to OPS2 about the challenges year-award gameplay to an entirely the luxury of including multiplayer.
in bringing his free-form, cinemat- new audience was our primary goal Do you think that the PS2 version
ic 3D adventure to PS2. and the team worked very hard to of Deus Ex is a better, all-round
make that happen. As far I’m con- game than the PC incarnation?
Deus Ex has been described in cerned, they succeeded admirably. In many ways, the PS2 version of
various quarters as a revolution- Deus Ex is the better version. I’m
What, if anything, did you have
ary FPS. Do you think so? And if really happy with the more stream-
to leave out of the game?
so, in what ways? lined control scheme and interface.
The only thing I can think of that
Well, first of all, I don’t think of And we got a change to go back
we left out of the PS2 version is the
Deus Ex as a first-person shooter. and fix some maps that didn’t quite
laser sight weapon modification.
It’s a first-person game, sure, and play the way we hoped they would.
And, frankly, we pulled that out
you can shoot, yes, but it’s not We were able to do some addition-
because it newer worked the way
about shooting. It’s about letting al balancing on the weapons, so
we wanted it to in the PC version
players decide who their charac- the combat is more satisfying. It’s
and we should have cut it there,
ter is and how he interacts with the just a bit more refined in a lot of
too! Oh, and we left out a bunch
game world. It’s as much a role- ways than the PC version was. No
of interface screens - you can now
playing game as it is an RPG. And big surprise - we knew what game
access most of the game’s critical
as much an adventure game as it is we were making this time around.
functions right from the main game
a strategy game... With the PC version of Deus Ex, a
instead of having to wade through
What we have done is to lot of time went into figuring out
a bunch of menus.
combine elements of a variety of what the heck we were doing!
game styles in ways no-one has Is there anything that you wish
done before. Deus Ex allows play- you could have added to the How long did the PlayStation
ers to pick their play style in a game? 2 version take the team to com-
world rich enough to allow them to I almost hesitate to say this, be- plete and what have you all
craft their own unique experience. cause it’ll probably ignite a fire- learned during the PS2 develop-
It isn’t a game about how clever storm, but I wish we could have ment process of Deus Ex?
we are as designers but about how gotten Multiplayer mode into the The PS2 version of Deus Ex took
clever you are as a player. That PS2 version. We did an experi- a little more than a year. We didn’t
shouldn’t be revolutionary but a lot mental Deathmatch mode for the just slap it on a new platform and
of people clearly think it is. DX Game of the Year edition on hope it all worked. We upped the
PC and it really didn’t feel like any redesigned the interface from
other multiplayer experience out scratch. We upped the quality of
Deus Ex: The Conspiracy - Magazine Article • 549
the characters and animations. we No way would I say game devel- What games have you been im-
redid all the cinematics. We re- opers are lazy! Making games ressed by on PS2 so far?
worked the geometry, NPC/item is insanely hard. No-one I know Well, I think i tipped my hand a
placement and lighting on every sets out to make a bad or unorigi- bit already in my previous answer!
single map to address player input nal game. It’s just that the risks GTA3 rocks . it’s actually not un-
and the needs of the new platform. associated with development are like Deus Ex in that it emphasises
What did we learn? I think so great these days, the amount unique player experience above
we learned how rigorous you need of money you spend is so astro- everything else. Freedom game-
to be when you work on a console nomic (relative to what it used to play is great stuff... And Frequency
game. PC developers haven’t had to cost...) there’s a tendency to want has occupied a lot of PS2 time re-
worry about a couple of K or RAM to do stuff that you already know cently. I have a strange fondness
in a decade or more. On the PS2, works. That’s not laziness. That’s for Rez, too.
every bit of memory is precious. self-preservation. Having said that,
You mentioned in a recent in-
And dealing with saved games I do wish developers would take
terview with this magazine that
when you don’t have a hard drive more chances - and that publish-
John Romero said to you: Make
was a challenge, too. We learned a ers would fund the risk-takers a
the game of your dreams. Deus
ton that’ll stand us in good stead inlittle more freely. And having said
Ex is the result. If someone said
the multiplatform future! that, I think you just have to look
the same thing to you now, what
to games like Grand Theft Auto III
Do you think that game design- sort of game would you like to
and the Tony Hawk series or titles
ers are becoming lazy, in that make?
like Frequency to see that there’s
there’s a lack of originality in the Hey, just wait and see!
plenty of innovation going on out
industry at the moment?
there.
550 • Deus Ex: The Conspiracy
tings and hoped to make a game jestic 12, and a Masonic bunker espionage toys”. The team de-
set in the real world. In his 1994 beneath Denver International signed a skill system that fea-
proposal, he described the con- Airport. The team designed tured “special powers” derived
cept as “Underworld-style first- over 200 characters without as- from nanotechnological aug-
person action” in a real world sociated in-game roles, which mentation and avoided the in-
setting with “big-budget, non- was both helpful when design- clusion of die rolling and skills
stop action”. Spector later com- ing missions and unhelpful as that required micromanage-
mented that Origin did not have they attempted to reduce their ment. Augmentations were
the interest, nor Looking Glass scope. Later in 1997, Spector unique to the player character.
the funding, to produce the wrote a “manifesto” on his ideal By March 1998, preproduction
game. He eventually left Origin game and the structure of role- had generated 300 pages of
for Looking Glass and contin- playing video games. His prin- documentation. The document
ued to develop the game’s con- ciples included “problems, not grew to 500 pages, with “radi-
cept, but his project Junction puzzles”, “no forced failure”, cally different” content, by the
Point, which was inspired by “players do; NPCs watch”, and game’s April 1999 Alpha 1 dead-
ideas from Troubleshooter, was “areas with multiple entrance line. Of Spector’s original de-
canceled. After Spector and his and exit points”. In retrospect, sign document, the marketing
team were laid off from Look- Spector believed that Deus Ex section was the only part left
ing Glass, John Romero of Ion accomplished the intent of his unedited.
Storm offered him the chance to manifesto. In early 1998, the Deus
make his “dream game” with- The Shooter design doc- Ex team grew to 20 people and
out any restrictions. Spector ument cast the player as an aug- the game entered a 28-month
quickly joined the company. mented agent working against production phase. Spector hired
Preproduction for Deus an elite cabal in the “danger- new staff for his Austin studio
Ex began around August 1997 ous and chaotic” 2050s. It cited and was assigned an art team
and lasted roughly six months. Half-Life, Fallout, Thief: The from Ion Storm’s Dallas branch.
The six-person team came from Dark Project, and GoldenEye The development team con-
Looking Glass’s Austin studio. 007 as game design influences, sisted of three programmers,
Spector, the team’s director and and used the stories and set- six designers, seven artists, a
producer, saw their work as im- tings of Colossus: The Forbin writer, an associate producer,
proving upon the game design Project, The Manchurian Can- a “tech”, and Warren Spector,
ideas of Origin, Looking Glass, didate, Robocop, The X-Files the producer, and director. Two
and Valve Corporation by doing and Men in Black as reference writers and four testers were
what those companies did not. points. According to the docu- hired as contractors. Chris Nor-
The game’s “ironic” working ti- ment, the game would engage den was the lead programmer
tle was Shooter: Majestic Rev- with “the millennial madness and assistant director, Harvey
elations, and it was scheduled that’s gripping the world ... Smith the lead designer, Jay Lee
for release on Christmas 1998. and a general fascination with the lead artist, and Sheldon Pa-
The team developed the setting conspiracy theories and the cotti the lead writer. However,
before the game mechanics. desire to play with high-tech Spector’s initial management
Noticing his wife’s fascination
with The X-Files, Spector con-
nected the “real world, mil-
lennial weirdness, [and] con-
spiracy” topics on his mind and
decided to make a game about
them that would appeal to a
wide audience. Shooter’s fiction
was based in part on conspiracy
theories related to Area 51, CIA
drug trafficking, the John F.
Kennedy assassination, the Ma- Deus Ex director Warren Spector and designer Harvey Smith
Deus Ex: The Conspiracy • 553
structure, which involved two of proto-missions, and weak- Awards, and it was nominat-
competing design teams and ened morale from bad press. ed for “Game of the Year”. At
the matrix management of He referred to that period the Interactive Achievement
the Dallas art team, was a fail- of Ion Storm as “Sturm und Awards, it won in the “Compu-
ure. According to Spector, the Drang”, because of the degree ter Innovation” and “Computer
team was interested in multiple of hype and the vitriol follow- Action/Adventure” categories
video game genres, and it con- ing Daikatana’s trash talk mar- and received nominations for
tained both design maximal- keting, alongside negative press “Sound Design”, “PC Role-
ists who wanted to “do every- in 1998 and 1999. He said that Playing”, and “Game of the
thing” and design minimalists his Austin team had “frequent” Year” in both the PC and overall
who wanted to do a few things slumps in morale from taking categories. The British Acad-
well. Close friends of the team the company’s coverage per- emy of Film and Television
who understood the intentions sonally and seeing their private Arts named it “PC Game of the
behind the game were invited emails posted online. Eventu- Year”. The game also collected
to playtest and give feedback. ally, the Deus Ex Austin team several “Best Story” accolades,
The wide range of input led developed a “’we’ll show them’ including first prize in Gamas-
to debates in the office and utra’s 2006 “Quantum Leap”
changes to the game. Spector awards for storytelling in a
later concluded that the team video game.
was “blinded by promises of Since its release, Deus
complete creative freedom”, Ex has appeared in a number
and by their belief that the of “Greatest Games of All
game would have no budget, Time” lists and Hall of Fame
marketing or time restraints. features. It was included in
By mid-1998, the game’s title IGN’s “100 Greatest Games
had become Deus Ex, derived of All Time” (#40, #21 and
from the Latin literary device #34 in 2003, 2005 and 2007,
deus ex machina (“god from respectively), “Top 25 Mod-
the machine”) in which a plot ern PC Games” (4th place in
is resolved by an unpredict- 2010) and “Top 25 PC Games
able intervention. Spector ac- of All Time” (#20 and #21 in
knowledged its grammatical 2007 and 2009 respectively)
faults as a title, but he liked lists. GameSpy featured the
it because of its relevance to game in its “Top 50 Games
the in-game struggle for pow- of All Time” (18th place in
er, to the medium’s storytelling mentality” to distinguish their 2001) and “25 Most Memorable
difficulties, to the game being work and reputation from those Games of the Past 5 Years” (15th
played on a computer, and to of the Dallas branch. Deus Ex place in 2004) lists, and in the
the “self-referential” accept- was released on June 23, 2000 site’s “Hall of Fame”. PC Gamer
ance of trying one’s best to re- and published by Eidos Inter- placed Deus Ex on its “Top 100
solve affairs. active for Microsoft Windows. PC Games of All Time” (#2, #2,
Spector felt that the The team planned third-party #1 by staff and #4 by readers in
best aspects of Deus Ex’s de- ports for Mac OS 9 and Linux. 2007, 2008, 2010 and 2010 re-
velopment were the “high-lev- Deus Ex received over 30 “best spectively) and “50 Best Games
el vision” and length of pre- of” awards in 2001, from out- of All Time” (#10 and #27 in
production, flexibility within lets such as IGN, GameSpy, 2001 and 2005) lists, and it was
the project, testable “proto- PC Gamer, Computer Gam- awarded 1st place in PC Zone’s
missions”, and Unreal En- ing World, and The Adrena- “101 Best PC Games Ever” fea-
gine license. The team’s pit- line Vault. It won “Excellence ture. It was also included in
falls included the management in Game Design” and “Game Yahoo! UK Video Games’ “100
structure, unrealistic goals, un- Innovation Spotlight” at the Greatest Computer Games of
derestimating risks with artifi- 2001 Game Developers Choice All Time” (28th place) list.
554 • Devil Kings
Dust off your giant sword! Break out the shotguns! Bullet-juggle
marionettes to a rawk soundtrack! Yes, Devil May Cry is back with
new weapons, new characters and a new city to explore. OPS2 talked
to Devil May Cry 2 Producer Tsuyoshi Tanaka about the return of
Danter ad his all-new ‘bad-ass attitude’.
who is full of bad-ass attitude,” en- although, as Tanaka reveals: “De- The game’s skyscrapers and
sures an excited Tanaka. “We ex- pending on which weapon you use, buildings aren’t just pretty back-
pect gamers all over the world to you will be able to attack more drops either - Dante will actually
challenge his cool new game with than two enemies at once this time be able to fight on top of them, al-
their even cooler techniques con- around.” The team also plans to let though whether he’ll get to explore
trolling his renewed Dante charac- players switch weapons on the fly, any of them remains secret (we’d
ter.” without the pace-deadening use of have to guess that you will!). Also,
What techniques is Tanaka a sub-menu as in the first game. given Dante’s ‘super jump’ abili-
talking about? The Producer and Will the orb system used to ties of the first game, we can only
his comrades are keeping the new open doors and purchase items in the hope that DMC2 has him actually
abilities under wraps, though, re- original Devil May Cry game return? leaping from rooftop, maybe intro-
vealing only that we can expect “We haven’t determined that yet,” ducing a more platformy slant to
Dante to have more than just a admits Tanaka. “Even if we do de- the gameplay. Can we expect more
couple - and they’ll have us just cide to incorporate the same feature, new gameplay styles, too? “We are
as gobsmacked as the first time we we will do so in such a way that it considering all kinds of cool ideas
saw him ‘juggle’ bad guys with the won’t hurt the game’s core elements to make this game even more styl-
bullets from his twin Ebony and of style and ‘action’. We consider ish. All we can say for now is that
ivory guns. “Dante will have some this to be an action game rather than you won’t be disappointed. Stay
new abilities and the game system a puzzle-solving game. Devil May tuned!”
will be modified around these.” Cry is all about enjoying action!”
THE BEST IS YET TO COME
Tanaka does reveal that
At its world premier at E3, Devil
Dante’s demon form will be “more
May Cry 2 is only about 30 percent
fierce and more flashy” this time
complete, but it’s already looking
out, and that the game system will
incredible. It’s a bigger adventure
be tailored to suit this, so expect
in every conceivable way - and
much more than a mere cosmetic
who knows, maybe this time we
tweak.
will actually get to see our devilish
“We won’t make too many
friend cry. One thing’s for sure: if it
changes to the combat system,”
all comes together as Tanaka plans,
he continues. “However, we will
action gamers won’t be the ones
tweak the camera placement to
shedding tears this winter.
make the gameplay even more
stress-free. You will be able to con-
trol Dante as you wish and will be
able to execute his moves exactly
as you want.!
Again, good news and proof
of the new team’s intent to eradicate
the few things - the glitchy camera,
the iffy game length - that marred
the original game. But enough of
the past, what about the oh-so-cool
arsenal? “There will, of course, be
new weapons, plus a couple will be
there from the original,” according
to Tanaka. “These new weapons
will add a new dimension to the
gameplay,” he adds mysteriously.
Using more than two weapons si-
multaneously [beyond Dantes’s
trademark Ebony and Ivory pis-
tols] is still under consideration,
Devil May Cry 2 - Magazine Article • 565
RESIDENT (D)EVIL
This could have been a differ-
ent game with Raccoon City’s
Leon and Claire rather than cast and the lackluster gun game
Dante... Resident Evil Survivor 2 and now
that Resident Evil has surpris-
It’s hard to imagine Dante trail- ingly been signed to Nintendo’s
ing his foppish velvet trench coat GameCube, it looks like we’ll
Just one example of the new uglies in a puddle of zombie brains, but newer know - unless the forth-
Dante has to take out in DMC2. that could easily have been the coming Resident Evil Zero for
case if DMC creator Shinji Mi- GameCube is that game. Sadly,
kami had got his way. an exclusive deal means PS2
Before Devil May Cry’s owners will never get to play it.
debut in 2000, the game started However, as regular read-
development back in 1999 as ers of Spy will know, Mikami’s
Resident Evil 4. Capcom’s long- original survival horror series is
running survival horror series on its way back to PS2 - and it’s
had debuted on PSone, and, un- coming online. Announced last
der Mikami’s watchful eye, had March, Resident Evil Online is
matured into a series ideal for coming to PS2 soon, with a pro-
Dante dishes out justice with gun and the older PlayStation audience. mo trailer showing all-new char-
sword but expect all-new weapons in Now consider the PS2’s capabili- acters running around a recog-
the finished game. ties and a similarly film-friendly, nisable Raccoon City. What will
mature gaming audience, and it’s it be like? A minimum of visuals
no surprise that Mikami’s quest means a minimum of details but
to reinvent Resident Evil for PS2 speaking to OPS2 back in Febru-
started to look something like ary 2001, Mikami mused, “[On-
Devil May Cry - a horrific, but line horror games] would have
far more accessible game that much more freedom. Let’s say
the puzzle-based atmospherics several people join a game. Some
that so define Resi. may be skilled, some not, but the
A year in development pattern will always be different.
later and the game had moved so That’s the kind of world I want
far away from the Resi template to provide. It’d be great to incor-
Can we expect platform-style leaping that Mikami and his team decid- porate a headset so you can call
from roof to roof in DMC2? ed to transform their project lock, for backup - and also hear other
stock and two smoking .45s into players’ screams when they die!
Devil May Cry - new gameplay, Players might also lie, calling for
new characters, new setting. No help when they’re actually okay.
zombies. Just marionettes and They could trap others that come
giant scissors. along, letting them take care of
So what happened to the the problem!”
plot, characters and indeed game And until then? Until
that was to have been Resident then we’ll have to ‘suffer’ the
Evil 4 on PlayStation 2? Well, escapades of Dante, his mysteri-
the last Resi games to appear on ous new partner and some of the
Expect some beautiful environments in PS2 were an enhanced port of most frenetic gameplay ever to
DMC2. Code: Veronica from the Dream- grace a console.
566 • Devil May Cry 2
Despite the success of the original The game received mixed reviews,
Devil May Cry, the sequel was not with significantly lower scores than
created by Hideki Kamiya or Team its predecessor. Chief among the
Little Devils. complaints was that the difficulty
Though initially an unidenti- was lower than in the first game. The
fied director was placed in charge of combat system was also criticized as
the project, Capcom was dissatisfied being less refined, with individual
with their work and assigned Hide- weapons being weaker or stronger
aki Itsuno in the tail end of develop- variants of the same weapon instead
ment (with only 4 months of devel- of different weapons with their own
opment time left) to help steer the advantages and disadvantages. Boss
project back on course. Despite Itsu- battles were criticized for requiring
no’s limited time on the project as di- less strategy than the original. The
rector, he is the only person credited environment was also considered
as director in the final version of the less detailed than the environments
game. According to producer Tsuy- of the first game, trading detail for
oshi Tanaka, the thrust of the design open space. Furthermore, Dante re-
was to make Devil May Cry 2 bigger ceived a change in his personality
than its predecessor; Tanaka esti- which did not sit well with reviewers;
mated that the game’s environments his cockiness was considerably toned
were approximately nine times as down, and he rarely spoke during the
large as the first. The emphasis on game. The addition of a second disc
puzzles was also downplayed, with was seen as a cheap way for the devel-
the camera system revamped to al- opers to increase replay value since
low for better action scenes. Changes Lucia’s missions are simply recycled
from the first game were influenced material from Dante’s own missions,
by surveys distributed by the devel- with only minor variations. Game-
opment team, allowing them to patch Spot chose Devil May Cry 2 as the
any areas identified as weak by those Most Disappointing Game of 2003.
surveyed. The addition of Lucia as a UGO Networks ranked Devil May
playable character was a response to Cry 2 19th on its list of “The Biggest
player complaints that Trish was not Disappointments in Video Games”,
playable in the first Devil May Cry. adding “Devil May Cry was so good
Due to the focus of Devil May Cry 2 [...] There was no way Devil May
on style, Capcom decided to partner Cry 2 could’ve lived up to the hype,
with the Diesel clothing company, but it didn’t have to fail so spectacu-
which has a history of working with larly.”
game developers. Dante and Lu- However, the game also re-
cia were modeled with specially de- ceived some positive reviews. PSX-
signed costumes featuring the Diesel extreme, for example, countered ar-
brand name and were featured in guments by many critics, stating that
promotional material in Diesel stores the environments only looked worse
across Japan. due to their range, and that the only
Within the game, Dante has reason Devil May Cry 2 failed to sur-
one unlockable costume with the pass its origins was due to the lack of
Diesel brand name, while Lucia has challenge. Play called Lucia’s side of
two separate outfits. The Diesel logo the story “a cruel sonnet of self-reali-
is also featured in several screens zation wrapped in a story steeped in
during the game, and a special edi- religious overtones”, stating that the
tion Devil May Cry 2 bullet featuring story alone was reason to purchase
the Diesel name was planned for in- the game.
clusion.
568 • Devil May Cry 3: Dante’s Awakening
tional styles: Quicksilver (slowing Capcom promoted Devil May Cry 3’s
enemies, while the character attacks release with a multimillion-dollar
at normal speed) and Doppelgänger television campaign and extensive
(creating a shadow double who fights advertising in video-game maga-
alongside Dante). A second player zines; both emphasized the game’s
may control the shadow double by plot and number of fighting styles.
pressing “Start” on a second con- The Devil Trigger versions of Dante
troller. A two-player mode, similar and Vergil were designed by Atlus’
to the Doppelgänger style, is acces- Kazuma Kaneko, who previously col-
sible while Dante and Vergil battle laborated on Zone of the Enders: The
Arkham. In the special edition Vergil 2nd Runner, Shin Megami Tensei:
has another style, Dark Slayer, which Nocturne and Persona.
is similar to Trickster. Devil May Cry 3 was praised by crit-
After the mixed reception of Devil ics. It was included on Game Inform-
May Cry 2, Capcom developed Dev- er’s list of the top 50 games of 2005.
il May Cry 3 in a similar manner to In 2010 IGN ranked it 18th on its list
the series’ more critically acclaimed of the top 100 PlayStation 2 games,
first game, Devil May Cry; its game- and a GamePro retrospective that
play elements, such as environment year rated it the 28th-best game for
size and battle engine, were reexam- the PS2.
ined. Other aspects of Devil May Cry Reviews typically praised the
2, such as the toning-down of Dan- game for avoiding its predecessor’s
te’s cockiness and the game’s lack of mistakes and for its storyline, cus-
difficulty, were brought back in line tomization options, gameplay and
with Devil May Cry. combat engine. The style-based com-
According to a pre-release in- bat engine was considered to produce
terview with the game’s producer, fighting sequences superior to games
Tsuyoshi Tanaka, the focus of the such as Ninja Gaiden and Prince of
game’s design was a battle system Persia: The Two Thrones, and the
which allowed a player to control camera and controls were praised.
weapons in new, “stylish” ways. This Devil May Cry 3 was included in the
coincided with the design of a new 2010 book, 1001 Video Games You
type of in-game camera which kept Must Play Before You Die.
the character in focus, avoiding diso- The North American difficulty
rientation in crowded battle scenes. was criticized in otherwise-positive
Devil May Cry 2’s difficulty was re- reviews. Critics disagreed with Cap-
duced for greater acceptance in the com’s decision to make the Japanese
Japanese market, but this move version’s “hard” mode the North
cost the game support elsewhere. To American “normal” mode, and Devil
remedy this, the Japanese release of May Cry 3 has been cited as one of the
Devil May Cry 3 had a lower degree all-time most-difficult video games
of difficulty than the North American by a number of websites. The Euro-
and European releases and Dante pean version of Devil May Cry 3 had
was a younger, more arrogant char- the same normal mode as the Japa-
acter than he was in the previous nese version, but the maintained the
games. Reuben Langdon provided yellow orb continue system of the
the character’s voice and motion North American version.
capture. Although he was directed After Devil May Cry 3’s release Cap-
in Dante’s portrayal, Langdon (con- com introduced merchandise based
fused by staff suggestions) played his on the game, including a manga And
own version of the character. a Dante action figure.
570 • Devil May Cry 3: Special Edition
Diet Channel
Developer Konami
Publisher Konami
Release date (jp) March 4, 2004
Genre Action
Mode 1 Player
Digimon World 4
Developer Bandai 4.8
Publisher Bandai, (eu) Atari
Release date (jp) January 6, 2005
Genre Action role-playing game
Mode 1-2 (4) Players
Sable, who leads Deepground in the VII. The fact that his main weapon
field. Other members of the Tsviets was a gun also worked into the team’s
include Rosso the Crimson, Shelke desire to create a more action-orient-
the Transparent and Azul the Cer- ed game. Prior to the solidification
ulean. of the Compilation of Final Fantasy
The online mode of the game, VII, the development team originally
which is only available in the Japa- considered using other gunfighter
nese version, also introduces a group characters from the Final Fantasy
called the Restrictors, the former series, such as Final Fantasy VII’s
leaders of Deepground before Weiss Barret Wallace, Final Fantasy VIII’s
took over. The Restrictors’ leader had Irvine Kinneas or Final Fantasy X-2’s
implanted microchips into the brain- Yuna. However, after the release of
stems of all Deepground soldiers so Before Crisis and Advent Children,
as to ensure they never turn against and with the expansion of the Final
the group. However, Weiss was able Fantasy VII mythos, they settled on
to overcome this control method, Vincent.
and the Tsviets wrenched control The main character designer
from the Restrictors. Although Weiss for the game, Tetsuya Nomura, had
was successful in overthrowing the also worked on both Final Fantasy VII
Restrictors, however, the leader of and Final Fantasy VII: Advent Chil-
the Restrictors was able to implant a dren. The Tsviets were designed with
virus into Weiss’ bloodstream. the idea of creating a sense of balance
When Final Fantasy VII: Advent Chil- for the warriors with which players
dren began development, the Square would already be familiar; primarily
Enix staff agreed that one title from Vincent, Cloud Strife and Sephiroth.
Compilation of Final Fantasy VII was Nomura initially had doubts when
not enough to cover the entire world, designing Shelke’s ordinary clothes
and so Before Crisis: Final Fantasy for the end of the game, but he felt
VII, Dirge of Cerberus and Crisis it was important for her to appear
Core: Final Fantasy VII were con- out of uniform so as to indicate she
ceived so as to embrace more aspects. was truly free from Deepground. The
With no official word from Square on character of G was based on the Jap-
the genre of the game, many publica- anese singer and actor Gackt, who
tions and gamers speculated that it wrote and performed the two theme
would be an action game similar to songs of the game, and voiced G in
the Devil May Cry series. In 2004, the Japanese-language version of the
however, character designer Tetsuya game. Hideki Imaizumi, the produc-
Nomura denied this, and stated that er of Crisis Core, liked the mysterious
the genre would surprise gamers. role of G so much, he decided to ex-
Producer Yoshinori Kitase decided pand his character in that game. The
the title to be a shooting game based character of Lucrecia Crescent, who
on his love for first-person shooters features briefly in an optional quest
and the challenge provided for the in the original game, was redesigned
developers that would eventually im- so as to give her a similar appearance
prove their skills. He said that role- to her son, Sephiroth, based on por-
playing elements were added as the traits from guidebooks and in fan-art.
design work on pure action games Reeve Tuesti was also redesigned, as
was less appealing to developers. he only appears briefly in the original
Vincent was chosen as the game as himself rather than through
game’s protagonist due to the scope Cait Sith.
for expanding his backstory, which Dirge of Cerberus was first
was left very vague in Final Fantasy announced in September 2004, and
578 • Dirge of Cerberus: Final Fantasy VII
was scheduled for release in Japan of top selling video games (the Gold
in 2005. The game’s official site went category includes games which have
online in April 2005. In May, Nomu- sold anything from 500,000 units to
ra stated that several snippets from 1 million).
the game would be revealed during Upon its release in Japan, the
that year’s E3. However, no demo game received mixed reviews. Gam-
was shown at E3, as the staff were ing magazine Dengeki PS2 reward-
still trying to fix some issues with the ed the game with a 313/400, while
controls in the game. In September, Famitsu scored it a lower 28/40.
the beta test program was postponed The game received similarly
indefinitely. Listed as 60% complete, mixed reviews from English critics.
the company stated if the beta test GameSpot stated that Dirge of Cer-
started with the game’s current state, berus “does have a few interesting
they would not be able to fully utilize and even entertaining moments, but
the beta testers. will ultimately leave action game
The North American and Eu- fans and Final Fantasy fans feeling
ropean releases of Dirge of Cerberus unfulfilled.” Despite stating Dirge of
received a major overhaul as the de- Cerberus is not “the best use of the
velopers were not completely satis- Final Fantasy VII universe,” IGN
fied with the final Japanese version called it “a decent game with a strong
of the game. They also wanted to story and occasionally-engaging ri-
make the game more single-player fle blasting.” 1UP.com gave the game
oriented, and as such, they removed a D+, criticizing the enemies’ intel-
Online Multiplayer support, prima- ligence and weak scenarios, and la-
rily due to the lack of popularity of beling the story “boring.” Reviewers
PlayOnline outside Japan, and lack from Electronic Gaming Monthly
of PS2 HDD support in the U.S. Mis- gave it a C, with Shane Bettenhausen
sions from the Multiplayer Mode stating that he found all of the titles
were reworked into unlockable secret in the Compilation of Final Fantasy
missions in the English-language VII to be unappealing. Eurogamer
versions of the game, although none found that Dirge of Cerberus was a
of the additional storyline presented “risky gamble” by Square Enix, as
in the Japanese Multiplayer Mode their first shooter, and he criticized
featured in the English versions. The the fact that most of the main charac-
Easy Mode, which was originally fea- ters in the game were either option-
tured in the Japanese version to as- al in Final Fantasy VII or had only
sist gamers not overly familiar with small roles. GameSpy awarded the
shooter games, was also removed. game a “fair” score of three stars out
On September 11, 2008, the Eng- of five, calling its gameplay and plot
lish-language version was released interesting, but finding other aspects
in Japan as Dirge of Cerberus: Final generic. GameTrailers praised the
Fantasy VII International, as part of game’s storyline, calling it “convolut-
Square’s Ultimate Hits lineup. ed, but incredibly impressive in its
The game shipped 392,000 units scope.” They also praised the chang-
in its first week. On August 2008, es Square had made to the Western
Square Enix announced that 460,000 versions, but found the game to be
units were sold in North America and very similar to Devil May Cry, and
270,000 units in Europe. As of No- felt that it didn’t make good enough
vember 2008, over 513,000 copies use of Vincent’s abilities. While the
of the game have been sold in Japan CGI cutscenes and designs also re-
alone. In July 2006, Dirge of Cer- ceived positive comments, the lack of
berus was in Sony’s Gold category variety in enemy types was criticized.
580 • Disaster Report
DogStation 3.0
Developer Konami
Publisher Konami
Release date (jp) February 6, 2003
Genre Simulation
Mode 1-2 Players
8.7 DJ Hero
Developer FreeStyleGames
Publisher Activision Blizzard
Release date (us) October 27, 2009
Genre Music
Mode 1-2 Players
help produce localized download- The turntable controller includes a rotatable turn-
able content for Guitar Hero games table and three “stream” buttons, a crossfader,
and develop another yet-to-be an- effects dial, and Euphoria button.
nounced music game. This game was
later revealed to be DJ Hero. Activi-
sion CEO Robert Kotick confirmed
the existence of DJ Hero in an in-
terview with CNBC on January 20,
2009, revealing a release “later this
year”. Activision CFO Thomas Tippl
stated that DJ Hero would be aimed
at a broader audience than the Gui-
tar Hero games primarily through
the use of more contemporary mu-
sic in its soundtrack. Producer Will though this did occur late in the de-
Townsend stated they opted for a velopment process. Mixing with ce-
wide variety of music to “make sure lebrity DJ’s was performed either
that everybody has something in though electronic communications,
there that they want.” DJ Hero was or at FreeStyleGames’ studios or the
designed as a party game and to make homes or studios of the DJ’s them-
the player “the life of the party”, giv- selves; the team outlined the goals of
ing ways for them to be “in control of the game and requested mixes that
the music”, according to Townsend. emphasized the gameplay featured,
FreeStyleGames teamed up but avoided hampering the creativity
with London based music production of the artists.
company Crossfade Cartel owned by DJ Shadow was brought in
Ofei Sakyi and Dan Neil to ensure by Activision during November and
the overall quality of the soundtrack. December 2008 to help select indi-
The 16 man music production team vidual songs, help with creating the
used a combination of MIDI soft- mixes, and provide additional input
ware along with the music sequencer for the game. He was able to identify
program, Ableton Live; the MIDI in- old effects samples that were used in
formation was used to construct the the past for scratching for the devel-
gameplay elements such as crossfad- opers to include the game. To create
ing and scratching with additional the mixes, DJ Shadow first created a
custom export software. Because of “dry version” of each mix which did
this nature, Neil stated that it was not include any embellishments. DJ
much easier to alter a mix to meet Shadow then proceeded to build off
certain gameplay goals, taking only a that to create the “wet version” with
few minutes to complete, compared added effects that was used as the
with the development of songs for base for the gameplay’s mixes. Art-
Guitar Hero. ists Eminem and Jay-Z have also
The team worked alongside served as consultants for the game.
artists and DJ’s for incorporation of Jay-Z stated that he “[loved] the
songs into the game. Neil stated they freedom” that the game gives him,
brought to artists and DJ’s working and was able to work closely with Ac-
prototypes of the game and hard- tivision to put in new mixes that he
ware to show them what the sam- envisioned, and considered the game
pled music and final mixes sounded “a DJ’s universe”, while Eminem be-
like, garnering interest from these lieved DJ Hero was a game that he
groups. This led to securing of rights could “see [himself] actually play-
from several groups for their songs, ing”. DJ’s Z-Trip and DJ AM both
600 • DJ Hero
DJbox
Developer SCEI
Publisher SCEI
Release date (jp) July 29, 2004
Genre Miscellaneous, Music
Mode 1 Player
Downforce 6.9
Developer SmartDog
Publisher Titus Software, (jp) MTO, (eu) Avalon Interactive
Release date (us) June 14, 2002
Genre Racing
Mode 1-2 Players
“psxdatacenter.com”
Budokaiseries
The Budokai seriesplaysplayslikelike a of3-D
a typical a character’s
fight- moves and abilities
typical
ing game. 3-DAsfighting
well as game.
including As well at once
the regular at the cost of every slot in
punch
as including
and kick buttons,the regular
there punch and the
is the ability skill tray.
to shoot Ki
kick buttons,
blasts, which therecan also is the abilityintospecific
be used The game specialfollows the Dragon Ball
shoot KiThe
moves. blasts,
specialwhichmoves canare also be Ztaken
mainly timelinefromstarting with Goku and
used in specific
individual specialown
characters’ moves.
special The moves
Piccolo’sthe
from fight with Raditz up to
specialincluding,
show; moves are but notmainly
limited taken
to, Goku’s Kame-
Gohan’s final battle with Cell with a
from individual
hameha, characters’
Vegeta’s Galick Gun and ownFrieza’s
total of Death
23 playable characters. Fea-
specialAlthough
Beam. moves from thesethe show; in-
mechanics havetures
stuckincluded
with in the game were a
cluding,
the series, but not ideas
other limited to, as
such Goku’s
the “Hyper
story Mode”
mode, a versus mode, a tour-
Kamehameha,
the ability to move Vegeta’s Galick Gun
at incredible speeds, fly freely,
nament stage, a practice mode, and
and Frieza’s
“Beam Death Beam.
Struggles” Although
between two an characters’
items shop which allowed the
these mechanics
beam attacks. were have laterstuck with in
replaced favour
player of
to purchase various custom-
the series,
other other ideas such as the ization abilities using money that
techniques.
“Hyper Mode”
Dragon Ball Z: the abilityreleased
Budokai, to moveas Dragon
was gained Ball through the various
at incredible speeds, fly
Z in Japan, was the first Budokai gamefreely, and challenges
of the se-in the story mode and
“Beam Struggles” between
ries but also the first Dragon Ball Z tournament two game to be victories to customize
characters’
released beam
in all attacks.
Europe andwere
asidelat-fromand make
specific re-the most powerful war-
er replaced in favour of other
leases in France, Spain and Portugalriors. tech- like it was
niques.
with the earlier games. The Story Mode consists of
Each game
The character
follows canthe be Dragon
optionally Ball 3D cutscenes adapted from the se-
Z timeline
customized
starting withby Gokuusinganda Piccolo’s
7-slot skill fight ries. Unlike later Budokai games,
with Raditz
tray; players may choose up to
up to Gohan’s final battle with Cell with a total of 7 the story mode is similar to most
skills
23 and assign
playable them toFeatures
characters. the fighter other infighting
included the games (in which
of their choice. Some skills can
game is a story mode, a versus mode, a tourna- take cutscenes occur between battles).
up multiple
ment stage, slots. Skills mode,
a practice may beand pur-an The itemsstoryshopmode covers 3 Sagas:
chasedallow
which from the Mr.player
Popo in to the Edit various
purchase Saiyan, cus- Namekian, Android Sagas.
tomization abilities using money that was gained automatically collects
Skills mode using the prize money The player
from the the
through World Tournament
various challenges mode.
in thecapsules
story mode (or sometimes Dragon
and tournament
There arevictories three to types of Balls
customize and make and characters) at the end of
askills:
more powerful warrior. Story Modeeach battle. Also, more levels are
is divided
into Special
special Moves,initially
chapters, which havingin- unlocked
the playerduring a second play-
clude skills such as the Kamehame-
fight predominantly as Goku and Gohan through through. At the end of every saga
ha and
the the ability
Saiyan, Namektoand become
Android SuperSagasthere
before areun-bonus “what if” episodes,
locking bonus chapters from different perspec- as the main villain of
Saiyan. and one plays
tives Physical,
like Piccolo and whichVegeta. includes
The story thatmode saga;
alsoVegeta, Frieza and Cell
such skillsa as
included fewZanku“whatFist.if” episodes to play respectively.
with the
villainsEquipment, which includes
of each saga, retelling iconic events inDespite
the only including the
skills such
Dragon Ballashistory
the Senzu withBean.
a few twists. story up to the Cell Saga, the game
One can also purchase Drag- has some elements from later parts
The North American versions feature English
on Balls, and when all of them are of the series: the Great Saiyaman is
voice acting from the North American Funima-
collected, Oolong appears and sum- a playable character, Tien has the
tion dub, while the European versions feature the
mons Shenron, giving the player a blue outfit he wore when he faced
original Japanese voice acting and several Euro-
choice of three Breakthrough Cap- Super Buu (minus the cape) as an
pean languages text translations.
sules; these allow a player to use all alternate costume, Vegeta has his
Dragon Ball Z: Budokai • 611
outfit from the episodes before the charging and even then is easy to fall
28th World Martial Arts Tourna- to lesser forms).
ment at the end of Dragon Ball Z, An- Originally, the European version
droid 17’s alternate costume has the of the game called Mr. Satan by his
coat he wore in the Super 17 Saga in original name, but this was changed
Dragon Ball GT, and Mr. Satan uses to Hercule in later releases.
the Game Boy bombs he attempted
The North American versions feature
to attack Majin Buu with in both of
English voice acting from the North
his ultimate attacks.
American Funimation dub, while the
The World Tournament al-
European versions feature the origi-
lows players to compete against a
nal Japanese voice acting and several
computer-controlled character in a
European languages text transla-
Martial Arts Tournament.
tions.
Dueling mode allows a player
to fight a computer-controlled char- A cel-shading effect was added to the
acter at a preset skill level, or two hu- graphics in the GameCube version.
man players to fight each other using The game received “mixed or aver-
any custom skills. A player may also age” reviews on both platforms ac-
watch a fight between two computer- cording to Metacritic. Entertain-
controlled fighters. ment Weekly gave the game a C and
Legend of Hercule (Legend of said that its characters, “while lack-
Mr. Satan in the European and Japa- ing artistic detail, still yell, grunt,
nese versions) is an optional mode and move almost exactly like their
unlocked through capsules. In this broadcast counterparts.”
mode, players control Hercule as he Many critics complained
defeats several opponents, arcade- about the GameCube version’s sim-
style. Some fights have special condi- ple interface and the fact that combos
tions, such as only using Ki to attack, weren’t worth the payoff. However,
or defeating the opponent within a more complex combos were possible
time limit. The final opponent is Per- due to an oversight in the move can-
fect Cell. celing feature but were rarely known
Unlike later games in which trans- at the time.
forming gave a slight percentage of These oversights were turned
attack increasement, each transfor- into an important part of the system
mation in Budokai gives each char- in the later games and were what high
acter a 10% attack increase, mak- level play tended to revolve around.
ing characters who can transform The game had shipped 3.5
the most powerful characters in the million copies on PS2 by June 2003.
game, though the ki consumption It sold a total of 543,000 copies on
rate was incredibly high as char- PS2 in Japan according to Famitsu’s
acters transformed. Later Budokai 2003 year end chart. In the United
games gives characters smaller in- States it sold 2.04 million copies.
creases or fixed increases depending The game was re-rendered in HD for
on transformations, being no more the 2012 Dragon Ball Z: Budokai HD
than 10% extra for each transforma- Collection for the PlayStation 3 and
tion (this makes Goku theoretically Xbox 360, though anything outside
the strongest character in terms of of battle gameplay is displayed in 4:3
sheer attack power since he has the instead of 16:9.
most transformations, though the ki
consumption at the point of his Su- “dragonball.wikia.com”
Kid Buu Saga. While the first game uses a chap- Dragon Ball Z 2V
ter interface to guide the player through the sa-
gas, Budokai 2 uses a much different interactive
game board. Each game board represents a dif-
ferent saga of the series.
Since the game covers events up to the
Kid Buu Saga, it includes characters and trans-
formations seen after the Cell Games Saga. For
example, Goku and Vegeta can now transform
into their highest levels of Super Saiyan seen in
Dragon Ball Z. Characters such as Adult Gohan
and Majin Buu are also playable. However, the
game also removes certain characters, such as
Kid Gohan, Zarbon, Dodoria and Android 19.
Characters like Frieza and Cell also no longer
have the ability to transform and are in their fi- Dragon Ball Z 2 V is a Japanese-exclusive, re-
nal forms by default. vamped version of Dragon Ball Z: Budokai 2.
Another new feature of the game is the in- Only 2,000 lucky V-Jump readers in Japan had
troduction of fusion characters such as Vegito and the chance to own the game.
Gotenks. These characters are not convention-
Around the time of the release of Dragon Ball
ally selected from an in-game character roster.
Z: Budokai 2, V-Jump announced their limited
Rather, actual fusions are performed mid-fight
edition version of the game entitled Dragon Ball
either through the Potara or the Fusion Dance.
Z 2 V (The “V” standing for V-Jump). V-Jump
Furthermore, is the addition of “What-if” char-
announced only 2,000 readers would receive
acters such as Tiencha (Yamuhan in the Japa-
the game. Apart from keeping the same bonuses
nese version) and Gokule (Gotan in the Japanese
from the Japanese version of the game, one of
version), as well as new absorption forms for Su-
this special edition’s most talked-about features
per Buu such as Vegeta absorbed, Cell absorbed,
was the ability to use as Cooler as an alternate
Frieza absorbed, and Tien & Yamcha absorbed.
costume for Frieza. This was featured in the
In story mode, brand new enemies such as Majin
magazine, and even in the game cover where a
Frieza and Majin Cell can now be fought.
purple silhouette of Cooler appears next to the
As in Budokai 1, each character is able to be cus- “D” of the Dragon Ball Z logo. The introduction
tomized by using a 7-slot skill tray. Players may of a movie character to the game served as an
choose up to 7 skills and give them to a fighter. precedent for Dragon Ball Z: Budokai 3.
Skills can take from one to seven slots. There are One of the game’s most interesting fea-
three types of skills: “Special Moves” which in- tures is the 100% completion at start. All cap-
cludes skills such as the Kamehameha and Super sules, characters, and stages are unlocked from
Saiyan, “Physical” which includes such skills as the beginning. Another interesting difference
Super Dragon Fist and Zanku Fist, and “Equip- from Budokai 2 is the game’s manual: the manu-
ment” which includes skills such as Senzu Bean al’s art is similar to the boxart but in a style which
and Bulma’s Wish. resembles the 2002-2005 Kanzenban covers of
In the Japanese version of Budokai 2 there are the Dragon Ball
references to Akira Toriyama’s Nekomajin man- manga.
ga. This includes an extra level in Dragon World This is obviously
and Frieza’s son Kuriza as one of Frieza’s alter- considered the
nate costumes. Also included are the Cell Games rarest Dragon
Tournament and the Z difficulty level, both of Ball video game,
which were added to the GameCube version of since only 2,000
Budokai 2, and later to all versions of Dragon people own an
Ball Z: Budokai 3. original copy of The V-Jump article announcing
“dragonball.wikia.com” it. the details of Dragon Ball Z 2 V
614 • Dragon Ball Z: Budokai 3
“dragonball.wikia.com”
Dragon Ball Z: Budokai Tenkaichi 3 • 617
and Cell sagas. On October 15, Atari single by King Records on Christmas
released a press statement announc- Day 2008.
ing that the game was completed. A Following the game’s release, Infi-
few days later the game was unveiled nite World went on to become the
at the Tokyo Game Show. second top-selling game in Japan,
According to producer Riyo selling 76,452 units the first week in
Mito, the game’s title Infinite World the country right behind Professor
implies the immense gameplay of the Layton and the Unwound Future. It
epic Dragon Ball universe within the was reported that the game, along
scope of the game’s Dragon Mission with Backyard Baseball and Alone
mode, he also said that this is the in the Dark, helped Atari out of their
fourth installment of the “Budokai” financial slump with a net 44.5 per-
series. The game was specifically cent increase.
chosen for the PlayStation 2 to target Despite its sales, the game
fans that did not have access to the received mixed reviews and earned
PlayStation 3 and Xbox 360 consoles aggregated scores of 48/100 on Met-
to play the previous title, Burst Lim- acritic and 50.80% on GameRank-
it, at the time. ings. Greg Miller of IGN called the
Composer Kenji Yamamo- gameplay repetitive and concluded
to returns to provide music for the his review stating “Do not play Drag-
game along with Kanon Yamamoto, on Ball Z: Infinite World.” McKinley
with both credited as Kenz and Can- Noble of GamePro called the Drag-
on respectively. There are twenty- on Mission mode too daunting and
two pieces created exclusively for the compared the game’s time rings to
game, with the rest carried over from those of Superman 64. Yet it was
the previous three Budokai games. still called a satisfying game for true
The game’s theme songs “Hikari no “hardcore” fans of the show. Dakota
Sasu Mirai e!” and “Dragon Ball Par- Grabowski of GameZone stated that
ty” were written by Yuriko Mori and the game “couldn’t be anymore in-
performed by Hironobu Kageyama. sipid even if it tried”. Robert Work-
However, the game’s North Ameri- man of GameDaily called the quests
can packaging only features Kageya- lame, the mini-games ridiculously
ma as a contributor, and the game’s bad, and the game itself boring. He
instruction manual does not list any went on to suggest that players look-
music credits, causing people in the ing for a Dragon Ball Z game buy an
gaming community, not familiar with earlier title.
the material, to be-
lieve that Kageyama
was the game’s com-
poser. Some game
critics have gone on
to record in their re-
views citing the music
as the superior part
of the game. The new
music was released
as Dragon Ball Z: In-
finite World Original
Soundtrack by Lantis
on January 7, 2009,
while the theme songs
were released as a
620 • Dragon Ball Z: Sagas
and during battle. ber 15, 2005 and shipped with a play-
Through the traditional ex- able Final Fantasy XII demo disc.
perience point system, characters Additions and changes to the North
advance through experience levels American version of Dragon Quest
and develop their abilities, similar VIII included voice acting, new ani-
to previous games in the series. De- mations, enhanced music and sound
feating enemies grants experience effects, additional spells and attacks,
points and gold to the party, which and a new menu interface. In a Nin-
allows the player to purchase items tendo Direct in November 2015, it
and weapons at in-game shops. In was shown that the game would be
addition to this, Level-5 incorpo- releasing for the 3DS in 2016.
rated a secondary skill development Dragon Quest VIII was the
system to allow players a chance to first game in the series to bear the
customize each character to their lik- Dragon Quest name (rather than
ing. After characters gain an experi- Dragon Warrior) in North Amer-
ence level past level four, they accrue ica. Dragon Quest’s North Ameri-
skill points distributed as the player can name had been changed due to
chooses among five different skills— a trademark conflict with the pen-
three different weapon skills (which and-paper role-playing game Drag-
vary from character to character), onQuest, published by wargame
“fisticuffs”, and a character-specific publisher Simulation Publications in
special attribute. Gaining enough the 1980s, until the company’s bank-
points in a skill can allow the charac- ruptcy in 1982 and purchase by TSR,
ter to gain strength in weapons and Inc., which then published it as an al-
learn new abilities and magic spells. ternate line to Dungeons & Dragons
Like the other games in the series, until 1987. In 2003, Square Enix reg-
Yuji Horii was staffed as the sce- istered the Dragon Quest trademark
nario director. Critics praised the in the US, making the Dragon War-
colorful designs done by art designer rior name obsolete. As this install-
Akira Toriyama of Dragon Ball fame. ment of the series was the first after
Koichi Sugiyama composed the mu- 2003 to be released outside Japan, it
sic for the game. Dragon Quest VIII was the first to receive the Quest in
was released in Japan on the morn- its title.
ing of November 27, 2004 with a Unlike the original Japanese
celebration at Starbucks in Shibuya, version, the North American and
Tokyo, starting at 6:30 am. Horii and European localizations of the game
Square Enix President Yoichi Wada mark a departure from previous
both made appearances at the event, Dragon Quest titles due to the inclu-
and several of the first buyers in line sion of voice acting in certain parts
received a toy Slime. of the adventure pertaining to the
From August through Octo- advancement of the storyline. The
ber before the game’s US release, the game retains the series’ tradition of
“Simon dTOUR Live” Mall Tour fea- allowing the player to name the lead
tured playable demos at participat- character, reconciling the two by
ing malls across the US. These free having the voice acting script skip
events gave away Dragon Quest mer- incidences of the Hero’s name, (e.g.
chandise and also featured live en- the line “Okay, Hero, my boy...” ap-
tertainment. A demo disc for Dragon pears on-screen, while the voice act-
Quest VIII was also released dur- ing says, “Okay, my boy...”) and oc-
ing the fall of 2005 through Shonen casionally replacing the name with
Jump magazine. The game was re- Yangus’ nickname for him, “’guv”
leased in North America on Novem- (as in “governor”, pronounced with
624 • Dragon Quest VIII: Journey of the Cursed King
a Cockney accent). Unlike some mostly positive reviews. Critics developer Nippon Ichi Software,
earlier games in the series, were quick to praise the 3D cel which he finds to be too compli-
which were censored during shaded visuals, noting that it cated. Bethany Massimilla of
localization for North America, was the first game in the series GameSpot wrote that the lack
Dragon Quest VIII had no such to be fully three-dimensional. A of “dozens of characters of all
censorship. The English trans- staple of the Dragon Quest se- types” allows the game to re-
lation is credited to Plus Alpha ries is the simplicity of its game- main simple, letting the player
Translations and AltJapan Co., play, a factor which has been become very familiar with the
Ltd. Richard Honeywood, of criticized in the past. However, main characters. Edge maga-
Square Enix’s localization office several critics pointed out that zine, however, commented that
and famous for his work with the simple gameplay works for the game’s substance seemed
Final Fantasy VIII and Chocobo Dragon Quest VIII. Simon Par- out of place for 2005.
Racing, was the main force be- kin of Eurogamer called the A majority of reviewers
hind the game’s English locali- game “refreshing”, comparing cited the English localization of
zation. it to the contemporaneous Final the game as one of its best quali-
In an interview with Fantasy series and games from ties.
Horii in London, he men-
tioned that the 2003 merger
between Squaresoft and Enix
(creating Square Enix) al-
lowed the company to release
more games in more locali-
ties, with producer Ryutaro
Ichimura adding that “Eu-
ropean tastes have changed
because of the influence of
anime and cartoons, so Eu-
ropeans are more willing to
receive this type of artwork.”
Dragon Quest VIII went on
to ship over three million
copies within its first week,
making it the fastest selling
Japanese PlayStation 2 title
upon release. By September,
2008, total worldwide ship-
ments of Dragon Quest VIII
surpassed 4.9 million copies,
of which over 430,000 were
from the North American re-
lease. Dragon Quest VIII is
the biggest selling game ever
for the PlayStation 2 in Ja-
pan. It was the first Dragon
Quest game to receive a score
of 39 out of 40 from Famitsu.
It won both 1UP.com’s and
GameSpy’s “Best RPG of E3
2005” award, ahead of run-
ner-up Kingdom Hearts.
The US release of
Dragon Quest VIII received
Dragon Quest V • 625
6.3 Drakengard
Developer Cavia Inc.
Publisher Square Enix, (eu) Gathering
Release date (jp) September 11, 2003
Genre Action role-playing
Mode 1 Player
combat. Boss battles are all located Combat. The four-year development
in these aerial stages. Angelus has was Shiba’s first project as a produc-
access to two types of standard fire er. The team developing the game
attacks: a free-aim blast that caus- went under the moniker of “Project
es high damage, and homing bolts Dragonsphere”. As development
that can hit multiple targets but do progressed, ground-based battles
less damage. Homing shots can be were also incorporated after the suc-
dodged or countered by some enemy cess in Japan of Dynasty Warriors 2.
types later in the game. Angelus can Creating the change from ground to
also perform a special area-affecting aerial gameplay was exceptionally
magical attack that damages or kills difficult for the team as they encoun-
multiple enemy units. She can be tered problems with the PlayStation
used to quickly traverse battle areas 2 hardware. Jun Iwasaki, president
during primarily ground-based mis- and chief executive officer of Square
sions. Players can summon Angelus Enix USA, described Drakengard as
during certain ground-based mis- a “perfect hybrid of genres”, citing
sions and play her in Strafe Mode. its story and gameplay as reasons
Controls are identical to ground- why it would be enjoyed by players
based combat. Pressing the select who wanted a “deeper action game”.
button causes Caim to dismount Speaking in 2013, Shiba commented
Angelus. Caim and Angelus level up that Cavia had been inexperienced in
during combat in different ways: as creating action games, and as such
Caim levels up, their shared health it was not up to the standards of its
meter grows, while Angelus’ leveling contemporaries. The game’s battle
increases the damage her attacks do scenes were inspired by films such
to enemy units. as the 1999 version of The Mummy
Players can navigate the game and its spin-off The Scorpion King,
world and select missions via a world as well as films like Dragonheart and
map accessed between levels. While epic films from Asia. Iwasaki was un-
playing, a mini-map allows the play- able to take up the position of direc-
er to see enemy locations, and a full- tor because of other projects he was
screen map can be switched to that involved with: the position instead
covers the entire area and shows mis- went to Yoko Taro. Cavia staff mem-
sion objectives. Drakengard’s levels ber Yosuke Saito acted as the game’s
are called verses, and the verses are programmer—Saito would go on to
grouped across thirteen chapters. work on later entries in the series.
Each level has a time limit of one During production, the team
hour for players to complete them. were asked to make multiple adjust-
Normal levels are numbered, while ments and changes to its content by
additional levels are marked by Ro- Drakengard’s advisory board. It was
man numerals. The game features annoying enough for Yoko that he
five endings: the normal ending and decided at the time not to make an-
four additional endings which are other Drakengard. Drakengard was
unlocked when certain conditions first shown off to the western public
are met, such as completing option- at E3 2003. It underwent multiple
al chapters or obtaining powerful changes for its western release. The
weapons. original title, Drag-On Dragoon, was
The original idea for Drakengard chosen for its sound, but was not
originated between Takamasa Shiba considered right for the western mar-
and Takuya Iwasaki when they were ket. Because of this, it was changed
working at Cavia. It was conceived as to Drakengard. In addition, some
an aerial battle game similar to Ace of the more mature themes, such as
630 • Drakengard
references to incest and sexual tagonist, was meant to be an his personality was intended to
taboos, were censored in the examination of the typical ac- be both ineffectual and bossy,
western localization. It also un- tion game hero, which Yoko felt even in the face of catastrophe.
derwent major debugging and should not have a happy ending Manah’s role in Drakengard
an alteration in the angle of the in a story focused on violence. was designed to represent un-
in-game camera before its Eu- The nature of Caim and An- loved children. The fifth end-
ropean release. gelus’ relationship underwent ing, a boss battle in modern-day
The setting, mythos and land- changes during development: Tokyo, was created as a joke
scape were primarily inspired Yoko had conceived their rela- ending in the same vein as the
by the folklore of Northern Eu- tionship as a parasitic one, but Silent Hill series and an unex-
rope, while other elements drew Iwasaki wanted to create a dif- pected twist for players who
from Japanese-style revision- ferent type of romance, and so were expecting an upbeat tone
ism. According to Shiba, mul- wrote the love story for the two after the previous endings. Ti-
tiple elements of the story and of them. The actor who por- tled the End of dragon sphere,
world were created to be dark, trayed the two was Shinnosuke this ending served as a tribute
sad and serious in tone, in con- Ikehata: though originally cast to The End of Evangelion.
trast to the likes of Dragon Quest for the role of Caim, his versatil- Character designs were
and Final Fantasy. One of the ity also got him the role of An- done by Kimihiko Fujisaka.
core narrative threads, involv- gelus. Furiae was designed by Drakengard was his first job as
ing romantic feelings between Yoko as both an explanation for a character designer: his de-
siblings, was inspired in Yoko’s Caim and Inuart’s rivalry, and signs were firmly seated within
mind by the anime series Sister as a representation of his dis- the Medieval European aes-
Princess. Another series that in- taste for the kind of forgettable thetic. To achieve this, he imag-
spired the team was Neon Gen- character she represented. The ined that he had been sent back
esis Evangelion, with a compar- relationship between Caim and to that historical period. His
ison being drawn between them Furiae, as well as their ultimate designs were inspired by the
due to a shared trait: while hav- fates, was Yoko’s response to the character designs of Final Fan-
ing standard premises, darker standard happy ending found in tasy and Dragon Quest. Caim
narrative elements were hidden most role-playing games at the was one of the earliest charac-
in its content. The central nar- time, which he felt did not fit ters created for Drakengard.
rative theme was “Immoral- in with a protagonist who had In Inuart’s design, Fujisaka in-
ity”, which was mostly demon- killed hundreds during their corporated heavy armor into
strated by writer Sawako Natori quest. The second ending was his design to give a more force-
through the characters. Multi- principally inspired by this and ful impression for players. His
ple endings were made because his dislike for Sister Princess. ultimate role and final design
Yoko was told that the game Caim and Furiae were respec- were based around the idea of
would not have a sequel. The tively based around Guts from him being Caim’s rival. The de-
characters’ stories were created Berserk and Rei Ayanami from sign of the black dragon, which
by Yoko and Iwasaki, who inde- Neon Genesis Evangelion, with acted as Inuart’s pact beast, did
pendently created the character Caim being codenamed “Guts” not impress Shiba, who con-
backgrounds: Yoko took charge during development. sidered cutting it from the final
of Seere, Leonard and Arioch, Inuart was originally de- product. Manah’s red clothing
while Iwasaki was involved in signed as the main protagonist was designed to evoke both its
developing Verdelet, Inuart and of Drakengard, with him being a status as the game’s key color,
Caim. In an interview concern- “useless hero”. A pivotal scene in and her status as the leader of
ing her role in the game, Natori the game, where he first clashes the Cult of the Watchers. Shiba
admitted to feeling embarrassed with Caim, became one of the approved of the design, feeling
by her writing when hearing ways Yoko was able to properly that it contrasted nicely with
Sota Murakami and Natsuki Ya- project his vision of the game’s Furiae’s predominantly white
mashita, who voiced Seere and world. Verdelet was portrayed design. Fujisaka also helped
Manah, speak their lines. as the “despicable elder”, who design Furiae’s monster form
Caim, the main pro- cared for no-one except himself: for the game’s second ending.
Drakengard • 631
In hindsight, Fujisaka was dis- other Square Enix RPGs of the poorer parts of the game.
satisfied with his work on Drak- time. VideoGamer.com’s Adam Kasavin praised the voice act-
engard, particularly his work Jarvis praised the game’s sto- ing and called the music “the
on Caim. The game’s monsters rytelling style, saying that while most nerve-racking and most
were designed by Taro Haseg- it became “a little bogged down intense aspect of the game.”
awa. at various points, it is deep Jarvis was also positive, prais-
Drakengard sold more than enough to keep your interest ing the sound design for battles,
122,000 units in its first week throughout the game.” Game- most of the voice acting and the
of release in Japan, taking Mo- Spot’s Greg Kasavin said that music, which “[helped] create a
bile Suit Gundam: Encounters “though the story itself is awk- suitably dark atmosphere.”
in Space’s place at the top of the wardly paced and is sometimes Reception of the game-
sales charts. By the end of 2003, difficult to keep up with, it be- play was mixed to negative,
it had sold 241,014 copies. Gam- comes one of the main motivat- with Dunham saying it suffered
ing magazine Famitsu ranked ing factors for wanting to get the same problems as its deriva-
it as the 50th best-selling title all the way through to the end tive games despite its easy en-
of 2003, and sold well enough of the game.” tertainment value, while Jarvis
that it was made part of Square The graphics received called the options in gameplay
Enix’s Ultimate Hits series, re- mixed responses. Kasavin said “fairly limited”. The CVG re-
releases of popular titles. Its the game “looks decent but, ul- viewer praised the aerial seg-
strong sales were attributed by timately, not all that good”. ments of gameplay, calling
the team to its cinematic story He criticized the bland envi- them the most entertaining, and
and similarity to the popular ronments and awkward move- found that the standard combat
Dynasty Warriors series. In ments for enemy units and the served to embellish the protag-
Europe, the game sold 110,000 playable character, but praised onist’s “kick-ass persona, mak-
units by November 2004. the design of the dragon. Game ing him more than just another
According to GameSpot, Informer was more positive, anonymous dragon rider”. The
Drakengard received favorable praising the graphical detail and main criticism was repetition
reviews in Japan. Famitsu gave cutscenes and the look of enemy in the gameplay. Kasavin was
it an overall score of 29/40. Af- units, despite finding pop-up is- exceptionally critical, saying
ter the game’s reveal at E3, mul- sues and framerate dips. Jarvis that the gameplay both made
tiple video game publications, praised the design of the main the process of playing laborious
including Official PlayStation cast, but cited the repetitive en- and detracted from the main
Magazine, IGN and Game In- emy design and dark environ- story. Game Informer called the
former, praised its promising ments as detracting elements. gameplay “fun, but [lacking]
story and mixture of gameplay Dunham praised the character any semblance of depth.”
genres. The game received “av- and monster designs as well as Drakengard received two novel-
erage” reviews, according to the full-motion cutscenes, but izations by Emi Nagashima
Metacritic. was less impressed by the re- (writing as Jun Eishima) and
The story received the petitive human enemy designs, Takashi Aizawa. The game’s
highest amount of praise. IGN’s bland environments and low events were retold again in a
Jeremy Dunham called it the draw distance. The full-motion special story titled Drakengard
game’s “biggest strength”, videos were also praised by the 1.3, which followed on from the
praising the edgy themes ex- CVG reviewer. spin-off manga Drag-On Dra-
plored and the balance between Reaction to the sound goon: Shi ni Itaru Aka. In March
fantasy and realism. He also design was mixed to positive. 2014, Hardcore Gamer’s Jahan-
praised the multiple parallels Dunham praised the majority zeb Khan favorably referred to
with Neon Genesis Evangelion. of the British-style voice act- the game as a precursor to the
The reviewer for Computer and ing, but called the music “disap- TV adaptation of the book se-
Video Games (CVG) praised pointing”. Game Informer cited ries A Song of Ice and Fire in its
“the maturity and wit of the the low number of background handling of taboo themes and
dialogue and unfolding plot”, tracks and voice acting “straight violence.
noting that they stood alongside out of a renaissance festival” as
632 • Drakengard 2
5.8 Drakengard 2
Developer Cavia Inc.
Publisher Ubisoft, (jp) Square Enix
Release date (jp) June 16, 2005
Genre Action role-playing
Mode 1 Player
Driven 3.8
Developer Bam Entertainment
Publisher Bam Entertainment
Release date (us) November 6, 2001
Genre Racing
Mode 1-2 Players
DrumMania 8.1
Developer Konami
Publisher Konami
Release date (jp) March 4, 2000
Genre Music, Rhythm
Mode 1-3 Players
DRIVER 3 INTERVIEW
by: PSW (AU) #17
and as will probably True Crime cult. I think it was - well, definite- and the way they’d all react to each
- because it involves elements of ly it was too difficult - I don’t re- other and tables actually hitting
cars (and getting out of them), but ally have any complaints about the into chairs - it’s been optimised
none of those games - including structure of the game. Stuntman re- so that we can have a lot more of
Getaway and True Crime are actual ally split people: they either thought that stuff without slowing the game
simulation of car chases. it was the greatest thing ever, or down. It’ll have the same kind of
they thought it was the worst things themes, but to a greater extent - so
Stuntman - great but flawed
ever. And I think it has to do with a lot more destruction. It’s also a
game. What did you learn during
your mentality. The people that en- lot more realistic in that the pan-
development and how has that
joyed it, enjoyed how absolutely in els on the cars now crumple before
affected Driver 3?
your face - bang! bang! bang! - all they fall off. They used to fall off
We learned a lot. The development
the action was, and then you got to on Stuntman - and so we’d model
of Stuntman was actually a learn-
see the theatrical trailer, and the ac- the chassis and the subframe, then
ing process with the PlayStation
tion, and how the trailer were. The we’d have the shell of the car on top
2. Rather than just sit and mess
replays just looked so filmic, and of it, and in Stuntman the car would
around with the machines and the
probably some of the best replays tumble and these pieces would fall
development of the game - techni-
you ever seen, because they were off. They now crumple properly
cally we learned a heck of a lot. The
designed to be like that. The peo- and it actually buckles the car, so if
PlayStation 2 turned out to be a far
ple that hated the game didn’t like you hit something at an angle, you
more complicated machine to get
how rigid it was, and the fact they get this angled crumple that never
much out of than we thought - well
had to do exactly as they were told happened in Driver or Driver 2 or
that anybody thought. I think that
- so it depends on your mentality Stuntman. The feel is very similar
anybody that tells you that it was
really. And it did split people: we to Driver - so anybody who’s used
a breeze isn’t telling you the truth.
had so many 9s and 10s out of 10 to Driver or Stuntman - you know,
It’s a very complicated machine.
and so many 2s and 3s out of 10 the feeling of the cars, the way they
We’re starting to now see some in-
- I’ve never seen anything like it. slide, the handbrake, the burnouts,
credibly special stuff coming out
But we’re okay with it because I’d the donuts - it’s all there.
on the PS2, but it’s taken a long
rather get that than everyobody say
time. We’ve got now to the stage As far the driving engine, the
‘it’s okay...’. But we’ve certainly
that when you look at a PS2 game physics - how realistic is it? Any
learnt not to make the game so dif-
at one of the many trade shows, anecdotes from development of
ficult. It was a bit like the garage/
you have to look at the controller the driving engine?
carpark thing in Driver 1. We put
to check whether it’s PS2 or Xbox
it in there, we could do it in 23/24
because the resolution is starting to
seconds, so we thought ‘that’s
become very high and at 60 Hz and
fine’. The problem was, we played
so on.
it a thousand times, and you give
We developed Stuntman
it to somebody else and it’s far too
and we developed the physics en-
difficult, and Stuntman was just too
gine for Stuntman over many years,
difficult.
and what it taught us was when we
came to Driver 3 from a technical Driver 3 - okay, focus on driving.
point of view we had to scrap the What’s the new physics engine
rendering engine from Stuntman, like - what did you go for? What
because the performance analysers can Driver 2 fans expect from
came out from Sony, so we were Driver 3?
able to look at Stuntman and see all Well, the physics engine was taken
the things we had done wrong - but across [from Stuntman] as I said
that we didn’t know we were doing before, but it’s also been enhanced
wrong, because you can’t really see and optimised, in terms of - it can
inside the machine properly. handle a lot more stuff. One of the
From a gameplay point of problems with Stuntman was fram-
view what it taught us was that erate at certain times. You’d go
Stuntman was basically too diffi- smashing through tables and chairs
DRIV3R - Magazine Article • 645
It’s very accurate simulation/phys- and you’re flinging the car around set. You can ultimately learn how
ics model, but what we then do is doing donuts. The thing that we’re to handle a car, no matter how bad
tweak out some of the realism to after - as I said the main thrust of the handling is in the game because
give you effects that are desirable the game - is the most realistic car you get used to it.
rather than realistic. For example, chases from movies possible, and
Good Shit.
the car will naturally under-steer, you have to get it looking like that,
Fucken A, it’s good shit right here.
but what we want is we want to be and you look at it. It’s very easy to
Tell that Jackson muthafu**a that
able to get ‘round the bend without tell, on a game when the handling
he owes me big time for that party
having to use the handbrake, so model is an arcade-style handling
wid all those bitches and hos and
what we do is we’ll artificially play model - it just doesn’t look quite
all that crystal meth. And that PSW
with the co-efficient to friction on right, it has a strange twist to the
mag, yeah. Candy digs it, aiiight?
the rear wheels, so that when you cars, the way they rotate. That’s
Sure thing, niggah.
go ‘round the bend, depending on obviously not what we want.
Peace.
how hard you turn it and how long We worked really hard on
Peace.
you turn it for, the back-end will the physics; so that the handling
start coming ‘round to give you is predictable, and you don’t re-
that real back-end out sort of slide. ally think about it, and you’re not
It’s not like an arcade model, like struggling with the car from the on-
Ridge Racer for
example - where
car has a pole in
the middle of it
and you go ‘round
the bend and it
slides artificially,
and then in back
again. It’s nothing
like that, but we
tweak real physics
to get that kind of
effect. The advan-
tage that gives us
is that it still looks
and feels right be-
cause it’s based on
real physics model
rather than being
something that the
program is say-
ing ‘just rotate the
car’.
How tricky is it to
implement a good
physics model?
We spend a lot of
time on it, yeah.
We spend a lot of
time tweaking it so
that it feels right,
but so it also looks
right if you have an
external camera,
DRIV3R - Magazine Article • 647
The original gangster’s back and he’s packing heat. Ladies and
gentlemen, we give you... Driver 3.
5.7 DRIV3R
Developer Reflections Interactive
Publisher Atari
Release date (us) June 21, 2004
Genre Racing, shooter
Mode 1 Player
xxx
Driver 3 (stylized as DRIV3R) is a sequently framed for the murder of
2004 open world action-adventure. Dubois. Tanner continues to work
It is the third installment in the against South Beach operations. As
Driver series and was developed he does, he learns Jericho is the real
by Reflections Interactive and pub- leader of the crime ring. Jericho
lished by Atari, Inc.. Driver 3 was is involved in a car chase with the
originally released for the PlaySta- Turkish police, and Tanner catches
tion 2 and Xbox. Due to the way up to Jericho.
Atari shipped the title across the The game does not state a certain
continent, it made its way into in- year, but it cannot be traced to a
dependent UK retailers before the certain time period either. The ve-
release date, reaching sixth place in hicles suggest the 1980’s or the Ear-
the ELSPA chart for that week. ly 1990’s, but in a cutscene a laptop
The game begins with a shootout is seen and other modern technol-
in Istanbul, Turkey between the ogy that did not exist in either time
protagonist, Agent John Tanner of period is present as well. The game
the FBI, a South Beach cartel agent in reality take place in 2005, some
named Jericho, and the police. cars from Nice were built from the
Tanner and Jericho have shot each 90’s to the 2000’s like the Citroen
other, and the game flashes back six ZX.
months to Miami. Tanner is tasked The vehicles are modeled after real
by the Miami Police Department to life vehicles and are designated to
infiltrate a crime syndicate called behave as such. For example, bullet
South Beach, headed by a woman holes appear when a car is shot, ve-
named Calita. He works undercover hicles only take significant damage
as a getaway driver in South Beach, when the engine is hit, rims of blown
catching a man named Baccus and tires screech against the curb, and
is involved with the apparent death individual pieces of the car can be
of a man called The Gator. shot out or can fall out after taking
Tanner leaves for Nice, damage. If the engine is shot once
France with South Beach. There he it is overheated, the smoke turns
meets two Interpol agents, Henri black, the engine catches fire, and
Vauban and Didier Dubois, who are eventually explodes.
also working against South Beach. The weapons in the game
Tanner decides to pursue his case are fictious. Each weapons’ firing
on his own terms. The Interpol range and rate vary depending on
agents accidentally spoil Tanner’s their type. When the game starts in
cover, and he is ambushed by Jeri- Take A Ride mode, Tanner is only
cho. Tanner escapes with his part- equipped with one weapon. Other
ner, Tobias Jones, but Jericho kills weapons can be claimed by seizing
Dubois. them from police and armed civil-
The game moves to Istan- ians who have been killed, or from
bul, where Tanner is now working hideouts or safehouses. Pedestri-
as a rogue agent due to the inci- ans will flee if they see a gun or hear
dent with Interpol and being sub- a gunshot and even runs out of the
DRIV3R • 649
way if they almost been run over by ner’s lack of hand-to-hand combat
vehicles. Weapons vary from pistols skills and melee weapons. There
to grenade launchers. were also criticisms for the poor im-
The PC version of the game plementation of the ‘on foot’ mis-
has an extra mission called “The Hit”. sions. This was also a criticism lev-
The Xbox version allows for custom eled at Driver 2.
soundtracks within the game, al- Police AI vehicles were criti-
though the player cannot change the cized for the use of “doublespeed”, a
song track. way of cheating in which a pursuing
The game was in development for cop would suddenly double its speed
around three and a half years. Spe- making it hard (if not impossible) for
cial attention was paid in rendering the player to escape. The AI can eas-
the cities of Miami, Nice, and Istan- ily stem from the series’ long use of
bul. The in-game music was com- rubberband AI. No matter what ve-
posed by Marc Canham, Rich Aitken, hicles players can pick (either fast or
and Narco. slow or even a police car), the police
Atari also shot a short pro- AI seems to always catch up and stay
motional video about Driver 3 called with the player. There are some ways
called Run the Gauntlet. to escape the police, such as forcing
them on to a sidewalk and crashing
The PlayStation 2 version of Driver
into a post, trees, or even vehicles.
3 received a “Platinum” sales award
The game won the MegaG-
from the ELSPA, indicating sales of
ames.com award for Worst Game of
at least 300,000 copies in the United
2005.
Kingdom.
After an extensive and inten- While Driver 3 received mostly mixed
sive promotional campaign, Driver 3 reviews, two outlets operated by Fu-
received “mixed” reviews on all plat- ture plc, PSM2 and Xbox World, gave
forms except the PC version, which the game 9/10 scores. This disparity
received “generally unfavorable re- led some gamers and journalists to
views”, according to Metacritic. claim that the early access Atari gave
The Times gave it all five stars, Future was contingent on receiving
saying, “The graphics are divine, favorable ratings, but Atari and Fu-
with vast urban locales and spectac- ture denied any wrongdoing. The in-
ular crashes. The cars handle well, cident was dubbed “Driv3rgate”.
and each vehicle has its own char- After the accusations of re-
acteristics. Yet this is no easy driv- view fixing arose, the GamesRadar
ing game — one of the reasons why, forums (also operated by Future)
subject matter aside, it carries a 16+ were filled with critical posts, many
rating.” Playboy gave it an 88% and of which were deleted by modera-
stated: “Your investigation jump- tors. Although the comments were
starts reckless car chases through said to be removed for being libel-
more than 150 miles of highways ous, some users suspected a cov-
and city streets in detailed re-crea- er-up. Some comments defending
tions of Miami, Nice and Istanbul. Driver 3 and Future were traced by
Slam into any of the 30,000 build- forum moderators to Babel Media, a
ings and your car crumbles realisti- marketing company that made use of
cally.” However, The Cincinnati En- astroturfing. The users admitted they
quirer gave it three stars out of five worked for Babel, but said that they
and called its controls and animation were posting on their own behalf, not
“unresponsive and stiff”. for Babel. The thread was eventually
Driv3r was criticized for Tan- deleted in its entirety.
650 • DRIV3R - Magazine Article
DRIV3R
by: Narayan Pattison@ PlayStation 2 Official Magazine (AU) August 2004 #30
cover out of the way, then make a MISSION IMPOSSIBLE Driv3r. What’s best around these
lead salad out of him. As we mentioned before, Driv3r’s missions is the number of ways
The crims you face off car-based mission punish you cru- in which you can approach them.
against are smarter than the aver- elly for the slightest error. To call Most of the time you will have ar-
age collection of polygons too. them unforgiving would be the rived at a location by car, which
As well as ducking behind cover understatement of the year. To the you must then shoot your way into.
when they need to reload, they will game’s credit, no matter how many Towards the end of one mission we
dodge when you are shooting them times you have to retry a mission, needed to escape from a dock area.
and hide in new places on different you always feel to fight back and After dodging a number of enemy
mission attempts. refuse to let the game beat you. vans trying to block our path, a
Pedestrians show a surpris- And to make the chases feel that huge truck pulled across the nar-
ing amount of intelligence too. little bit more realistic and less row road, cutting out path off com-
Wimpier citizens will abandon scripted, the cars you pursue of- pletely. The first time we played
their cars and flee the moment they ten head down different streets to through the mission we jumped out
see you walking around a corner throw you off. of the car, hammered the truck’s
with an assault rifle, while others As well as the standard pur- cab with bullets, then tried to blow
will stand their ground and pull suit missions, you’ll sometimes it up by giving it another volley of
their own gun if you try and touch have a buddy in the passenger seat bullets. While this is entirely pos-
their car. who will lean out the window and sible with normal cars, trucks are
The third-person shooting fire a machinegun at the car you’re too solid and cannot be blown up.
in Driv3r feels nice and easy thanks chasing. Although the most driving Using a bit of lateral thinking we
to a dual stick control method that missions involve a variation of the drove our car alongside it, jumped
lets you run and strafe with one two above, there are plenty of oth- on top of our car, then we jumped
stick while aiming with the other. ers involving speedboats, smashing on top of the truck’s cab and made
This allows you to peek around through roadblocks with semi trail- good our escape. During the next
corners and aim where you want ers. losing police tails and stealing run through the mission one of the
from third-person. And for those cars. There are also occasional on- enemy vans got lucky and rammed
who fancy a first-person view, all rails missions that see you playing our car into the water. To our sur-
weapons can be fired from this gunner as you shoot enemy cars prise Tanner splashed to the sur-
perspective. Even better, your feet trying to ram your buddy’s car off face and we realised we were able
aren’t nailed to the ground while the road. to simply swim across the narrow
using the first-person view, giving On-foot missions while bay to the other side and escape.
you the choice to play the entire not as prominent as the driving A later mission in which we
game from this perspective. missions, still play a large part in had to sneak into a seaside car yard
652 • DRIV3R - Magazine Article
———————————
09
miles of main roads. On top of this
there’s also a wealth of back alleys, I SOLD
MY
SOUL
and 2006. Not only does T.K.’s ap- (Miami, Nice, and Istanbul) found
pearance change from his 70’s look in Driv3r. The game’s New York City
to a more modern appearance in is also more “lifelike” compared to
2006, so too do the weapons, pedes- previous games in the series - play-
trians and vehicles. Vehicles stored ers can watch vendors sell donuts,
in the garage from 1978 can be used hear NPC pedestrians talk rather
in the 2006 era and vice versa, while than simply grunting and screaming,
modifications are more expensive in and take part in numerous side jobs
the modern era than in 1978. New such as cab driving and car towing.
York’s scenery changes quite signifi- Several things are notably different
cantly in places, with Times Square’s in the game compared to that of real-
lights and commercial posts chang- life New York. One example of this
ing to reflect the era they are in. is that the New York Police Depart-
While the 1978 World Trade Center ment is simply renamed and referred
appears, in 2006 it’s a cleared and to as “City Police” within the game.
closed site. In addition, the New All of New York City’s major
York of 1978 has a rather sepia tone bridges feature within the game, ex-
to it, whereas in 2006 the sky has cept the Verrazano-Narrows Bridge,
been blue-tinted. The game’s HUD, the Whitestone Bridge, the Hell Gate
which is updated from that of Driv3r Bridge, and the Throgs Neck Bridge,
featuring a speedometer, a nitrous with the player capable of travers-
oxide meter, and an odometer dis- ing them freely from the start unlike
playing how many miles the player some Grand Theft Auto games.
has driven in-game also changes in The game received “mixed or aver-
appearance, from a chrome style to age reviews” according to Metacritic.
an LED look. While the players can Praise went towards the story, fixes
change between eras manually, it can and improvements over the previous
only be done after completing the 32 title, but criticism went to the cleav-
missions of the story mode and un- age of some elements in the new for-
locking the “Era Change” option. mula and the unbalanced difficulty.
While the game completely lacks any IGN gave the game 7.2 out of
kind of weather, it does retain a day- 10, praising the return of the series
to-night cycle that provides notable to its roots, and mentioned that “It’s
atmospheric changes. still not perfect, but it’s not broken
The interpretation of New York City either.” GameSpot gave the game 6.5
in Parallel Lines is not GPS street- out of 10 and called it a competent
accurate like True Crime: New York GTA clone, but far from being recom-
City’s Manhattan. Instead, it’s a mendable.Eurogamer gave the PS2
smaller and condensed version of version 6 out of 10, while stating that
the city with creative liberties taken “There’s not too much shame in try-
that includes all the boroughs except ing to do what GTA does, of course
Staten Island, as well as Coney Island (and at least it’s not about bloody
and parts of the New Jersey shore. gang warfare for once), but while
For example, Downtown Brooklyn is this is definitely a solid improve-
present but is not accurate to its real- ment on its dreadful predecessor,
life counterpart. The total amount of it needed to achieve a basic level of
roadways used for the game’s ver- competence and build upon it, and it
sions of Manhattan, Brooklyn, New only does that to a very limited ex-
Jersey, Queens, and The Bronx comes tent.” 1UP.com gave it a C+ and stat-
to around 222.5 miles (358.1 km), ed, “Sure, it’s derivative as hell, but
making the game world larger than there’s nothing getting in the way of
the combined total of all three cities actually enjoying the game now.”
Drome Racers • 657
DT Carnage 7.8
Developer Axis Entertainment
Publisher Agetec
Release date (us) September 6, 2008
Genre Racing
Mode 1-4 Players
3.2 DT Racer
Developer Axis Entertainment
Publisher XS Games
Release date (us) September 26, 2005
Genre Racing
Mode 1-2 Players
gression for Cao Cao, Liu Bei and for a fair battle, relying more on the
Sun Jian and officers from their re- player’s skill rather than who has the
spective kingdoms have the closest stronger character. In co-operative
relation to the Romance of the Three play the characters retain their saved
Kingdoms story. statistics, there are no alterations to
Initially there are 15 available the stage and the players gain the
characters to play as and new charac- ability to perform a more powerful
ters can be unlocked by performing version of their Musou attack (Spe-
special events during battle or sim- cial Attack). If the players perform
ply meeting them during battle. Each their Musou attack at the same time
playable character has their own within range of each other, the attack
unique weapon that can be upgraded gains a lightning element and deals
and allows for a maximum of 4 lev- extra damage to enemies that are hit.
els of weapon. When the next level The game was highly anticipated af-
of weapon is obtained, its strength ter its release being announced be-
is greater than the level below it and cause of its numerous new features
adds one extra attack to the player’s and improvements of the last in the
maximum number of attacks. series. Afterwards, it was met with
Items are also hidden through- positive to average reception upon
out stages and can also be obtained release; GameRankings and Met-
by defeating officers. There are three acritic gave it a score of 77% and 78
types of items in game, normal items, out of 100.
red items and weapons which can be In just under four months,
equipped before the stage begins and over 1 million copies of Dynasty War-
will increase the player’s statistics. riors 3 had been sold in North Amer-
Red items are specialised items than ica and Japan combined and made it
cause a special effect, such as starting the first of Koei’s games to pass one
the stage mounted on a horse or giv- million sales on a single platform and
ing the player the ability to shoot fire making it a platinum title. Not only
arrows. that but it topped the sales charts for
Dynasty Warriors 3 has an five consecutive weeks and, accord-
RPG element to it where the player ing to Famitsu, it was ranked the 9th
can increase the attack, defence, life best selling game of 2001.
bar or Musou bar of the characters. Dynasty Warriors 3 still re-
This can be achieved by defeating en- tains a number of the bad features
emy officers and gate captains who that were in the previous game such
will drop items that will increase the as fogging and low quality English
aforementioned statistics. Although voice actors. Although the English
it is not necessary to collect these voices were poor (they have gained
items, it is helpful to the player as a cult-like status among fans of the
in later stages as enemies grow in series), the player has the choice to
strength. turn on Japanese voices and they are
New to Dynasty Warriors 3 is considered to be of a much higher
the two player mode. It allows play- quality. IGN strongly criticized the
ers to either go head-to-head in one- Xbox version over the sound, both
on-one fights or play co-operatively music and the voice acting. Despite
in any of the stages. The screen is a number of negative points coming
split horizontally with player one on up throughout the review it scored
top and the second below. In one-on- 6.8/10 and the reviewer saw it had
one fights the characters statistics potential to become a very good
are reduced to their default to allow game.
Dynasty Warriors 3: Xtreme Legends
Dun, Xiahou Yuan, and Cao Cao for have a number of effects on the play-
the Wei Kingdom; and Sun Shang er such as increasing attack power,
Xiang, Huang Gai, and Sun Jian for defense, and movement speed. Play-
the Wu Kingdom. It is possible to un- ers can also retrieve their health level
lock new characters from other king- to avoid getting killed and having
doms as well as use a player created “Game Over” by obtaining “Chinese
character in any of the campaigns. Meatbuns” that at first, look like on-
The new ‘Edit Mode’ allows players ions like in any other game in the so
to create an officer from sets of dif- far successful Dynasty Warriors fran-
ferent features, motions, and weap- chise. Players can also obtain item
ons to use in ‘Kaiba Mode.’ The char- boost that increase a certain skill by
acters stance and motion are affected 2 for limited time only.
by their gender and the weapon the ‘Musou Mode,’ the main
player has selected them to carry and campaign mode, has separate cam-
use. The motions for the weapons are paigns for each kingdom rather than
taken from pre-existing officers as a separate ‘Musou Mode’ for each
well as from two characters removed character, as was featured in Dynas-
from Dynasty Warriors 4 that were ty Warriors 3, which made it more
in Dynasty Warriors 3: Fu Xi and Nu frustrating for the player to unlock
Wa. Some characters are unlocked their favorite characters. So, Dynasty
by fulfilling optional side-goals; most Warriors 4 Mosou Modes are easier
are unlocked by completing certain for the player to unlock their favorite
battles during gameplay. The maxi- characters. While the storyline is still
mum number of playable characters linear, ‘Musou Mode’ is rather open-
is 42, 46 with created characters. ended in the sense that depend-
Each playable character in the ing on the user’s actions, different
game has the ability to equip items. events will occur, such as unlocking
Weapons in the game, unlike its pred- new characters for use or new king-
ecessors, are gained in levels. Some doms. The unlockable kingdoms in
items are only found in certain stag- the game include the Wu, Shu, and
es, but is only obtainable if complet- Wei Kingdoms, and unlockable char-
ing a goal. Sometimes the goal may acters include warlords who were
be very simple, but some may be not defeated in the book that the game
that easy to figure out how to obtain series is based on, Romance of the
the certain item. By defeating gener- Three Kingdoms.
als and lieutenants, the player’s char- Before its main release, Dynasty
acter is awarded experience scaled Warriors 4 was already looking
by the difficulty of each officer, and promising after GameSpot UK’s pre-
the amount of them defeated. This view two months before the game
experience is allocated at the end of was released. Although still very
the level and allows the player to in- similar to previous titles in the se-
crease their attributes or obtain new ries, the graphics engine had been
forms. Each playable officer has 9 tweaked and the gameplay been ex-
levels to achieve with their standard panded, featuring more characters
weapon, while a 10th level is accessi- and stages.
ble through special in-game require- After its release, it had high
ments, and on the “Hard” difficulty, sales rates in Japan, selling over one
which is found to be frustrating like million copies a short time after re-
most games, the harder the difficulty lease. Its release in the US did not
the more eager the gain. Items can create as much hype as in Japan.
Pang Tong
Dynasty Warriors 4: Xtreme Legends • 675
Unlike previous games, horses can part of scenarios such as the Battle of
be found by obtaining saddles ran- Fan Castle.
domly dropped from boxes or beaten The game features a total of 41 play-
officers. These horses can gain levels, able characters, a step-down from
skills, and some can even change into previous installment in the series,
the legendary Red Hare, although which featured 48 playable charac-
this is very rare. ters. The seven removed characters
Bases are now bigger and where, be- are Da Qiao, Jiang Wei, Meng Huo,
fore, in order to open the outer gate Pang De, Xing Cai, Zhu Rong, and
to a base, the player had to defeat a Zuo Ci. Other than brief mentions in
defense captain, now they must sim- cutscenes and character biographies
ply break it down with attacks. in-game, they otherwise do not make
Two new ‘innovations’ to the series appearance in the game at all. Un-
are the abilities to swim and climb like previous games which featured
ladders. The ladder means that the Musou Modes for all characters, only
player can now climb onto castle seventeen of the playable characters
battlements in scenarios such as the received stories, while the others are
Battle of Hu Lao Gate, and dispose of playable only in Free Mode and Chal-
enemy ballistas and the new ‘guard’ lenge Mode.
unit. The first ties in with the im- The Xbox 360 and PlayStation 3 ver-
provements to enemy AI, allowing sions of the game received “mixed”
them to travel across rivers and other reviews and the PlayStation 2 ver-
bodies of water in order to attack you sion received “unfavorable” reviews,
or allied bases. Swimming is now a according to Metacritic.