Domain: mobygames.com
Stories and comments across the archive that link to mobygames.com.
Stories · 300
-
Sony Shows Wireless Multiplayer, Talkman, New Games For PSP
Thanks to GameSpot for its article discussing Sony's showcase of new features/software for its forthcoming PSP handheld, including confirmation that "up to 16 PSPs can connect together using the device's wireless LAN... without the need of a central hub device", as well as "several new PSP games, including a version of the anime-inspired PlayStation 2 shooter Ghost in the Shell: Stand Alone Complex... [and Harvest Moon and Need for Speed conversions.]" 1UP has further information and pictures, including the unveiling of Talkman, new PSP software which "accepts voice input from a microphone peripheral.. [and lets] a multi-lingual cartoon bird named Max... translate comments in one language into another." -
Sony Shows Wireless Multiplayer, Talkman, New Games For PSP
Thanks to GameSpot for its article discussing Sony's showcase of new features/software for its forthcoming PSP handheld, including confirmation that "up to 16 PSPs can connect together using the device's wireless LAN... without the need of a central hub device", as well as "several new PSP games, including a version of the anime-inspired PlayStation 2 shooter Ghost in the Shell: Stand Alone Complex... [and Harvest Moon and Need for Speed conversions.]" 1UP has further information and pictures, including the unveiling of Talkman, new PSP software which "accepts voice input from a microphone peripheral.. [and lets] a multi-lingual cartoon bird named Max... translate comments in one language into another." -
Bethesda Licenses Fallout Franchise, To Make Fallout 3
An anonymous reader writes "According to an official press release, Bethesda will now develop and publish a brand-new version of Fallout 3, after the company 'licensed the rights to the Fallout [videogame] franchise from Interplay... with the option to develop and publish additional sequels.' Interplay, who is presumably licensing out its IP due to recent financial difficulties, is keeping the rights to its theoretical Fallout MMO concept, however, and this new attempt at Fallout 3 from the Morrowind developers doesn't look to be using code/assets from the previously half-completed Black Isle version." -
More Classic NES Titles For GBA Announced
Thanks to Nintendojo for its list of the latest NES titles to be re-released on the Game Boy Advance in Japan. Though "it remains to be seen if any of these particular games will make it to North America", highlights include "Super Mario Bros. 2 [Japanese version], Zelda II: The Adventure of Link, Metroid, Kid Icarus, [and] Castlevania." We've previously covered earlier NES Classic iterations - in a similar vein to a recent GameSpy article, how many dollars would you actually spend on these NES re-releases for GBA? -
More Classic NES Titles For GBA Announced
Thanks to Nintendojo for its list of the latest NES titles to be re-released on the Game Boy Advance in Japan. Though "it remains to be seen if any of these particular games will make it to North America", highlights include "Super Mario Bros. 2 [Japanese version], Zelda II: The Adventure of Link, Metroid, Kid Icarus, [and] Castlevania." We've previously covered earlier NES Classic iterations - in a similar vein to a recent GameSpy article, how many dollars would you actually spend on these NES re-releases for GBA? -
More Classic NES Titles For GBA Announced
Thanks to Nintendojo for its list of the latest NES titles to be re-released on the Game Boy Advance in Japan. Though "it remains to be seen if any of these particular games will make it to North America", highlights include "Super Mario Bros. 2 [Japanese version], Zelda II: The Adventure of Link, Metroid, Kid Icarus, [and] Castlevania." We've previously covered earlier NES Classic iterations - in a similar vein to a recent GameSpy article, how many dollars would you actually spend on these NES re-releases for GBA? -
More Classic NES Titles For GBA Announced
Thanks to Nintendojo for its list of the latest NES titles to be re-released on the Game Boy Advance in Japan. Though "it remains to be seen if any of these particular games will make it to North America", highlights include "Super Mario Bros. 2 [Japanese version], Zelda II: The Adventure of Link, Metroid, Kid Icarus, [and] Castlevania." We've previously covered earlier NES Classic iterations - in a similar vein to a recent GameSpy article, how many dollars would you actually spend on these NES re-releases for GBA? -
World Of Pirates Creators Interviewed As Open Beta Approaches
Thanks to GamersWithJobs for its interview with the creators of PC MMO title World Of Pirates, a 2D game (not to be confused with forthcoming 3D MMO Pirates Of The Burning Sea) in which "the basic idea was to recreate the gameplay and feel of Pirates! and put it into an online environment." Topics discussed include PvP ("...one of the basic design premises behind the game. And features such as a bounty being put on someone's head certainly help the competition among the players"), and post-launch plans ("We're going to increase the strategy portion of the game, lending it a Civilization-style touch. We're hoping that this part will become more appealing to those players who want to take a break from or are tired of their pirate career.") In related news, the official World Of Pirates website reveals an imminent change: "After 2 years of closed beta testing... from Monday 5th July 2004, everyone can join the Beta test." -
Acclaim Reports Large Loss, May Face Bankruptcy
Thanks to Yahoo!/Reuters for its story revealing videogame publisher Acclaim Entertainment has announced a quarterly loss of $25.4 million, and warned of possible bankruptcy, since "needs new cash to replace a financing agreement... that expires on Aug. 4." Apparently the company "has signed a letter of intent with a different lender to borrow up to $30 million but the deal has not yet been completed." The long-standing publisher has also recently been sued by the Olsen Twins, although it still lists upcoming titles as including 100 Bullets, The Red Star, Worms Forts: Under Siege!, and Interview With A Made Man. Update: 07/03 01:34 GMT by S : Acclaim's 10-K financial statement reveals "notification from The Major League Baseball Player's Association (MLBPA) that we were late in making certain royalty payments and our license was terminated", and "due to failure to make certain royalty payments relating to the videogame title Turok: Evolution... our [Turok intellectual property] license agreement with Classic Media was terminated." -
John Deere American Farmer - The Game
Thanks to GameSpot for its story discussing the new release of agriculture-themed PC videogame John Deere American Farmer, "the first game to be licensed by agricultural equipment manufacturer Deere & Company", which "charges players with establishing and maintaining a successful farm." The official videogame site has much more information on this Harvest Moon-esque value-price PC title with a great box cover, noting the player must "overcome bug infestations, unpredictable weather and disgruntled employees", all the while "purchasing and controlling authentic John Deere branded equipment - tractors, combines, planters, cultivators and more." -
Beyond Castle Wolfenstein Re-Compiled
hypethetica writes "In memory of game developer Silas Warner, a fan-based port of the original PC boot-diskette version of the 1985 classic, Beyond Castle Wolfenstein, has been disassembled, CPU speed fixed, and Soundblaster support has been added. The new game executable, blessed by Silas' widow, runs in DOS, Windows, and DOSBox emulators. Both the executables and source code (x86 assembly) are available for download." -
U.S. Marine Corps Enters Videogame Arena
Thanks to GameSpot for its initial impressions of squad-based Xbox/PC FPS Close Combat: First To Fight, as it's explained: "The United States Marine Corps is looking to get into the [game licensing/development] action with Close Combat: First to Fight, a project it is working on with Destineer, a company formed by several ex-Bungie employees [and who also own MacSoft]." Apparently, in this Gathering-published title, a reboot of the Close Combat strategy game series: "You'll command a four-man fireteam of marines engaged in intense urban combat in a yet-to-be-named city in the Middle East", and the article author muses: "It may sound a lot like Full Spectrum Warrior... [but] instead of commanding the fireteam from third person, you'll actually play in first person as the fireteam leader." -
Mac Gaming History Remembered
Thanks to 1UP/Ogamo for its feature discussing the early importance of the Apple Macintosh as a videogaming platform. The author argues: "The Mac definitely left its mark on gaming. Though it never became a gaming powerhouse, it played host to a few legitimate classics, and their ideas went on to influence developers to this day", before referencing titles such as ICOM's Deja Vu ("...has some of the wry sense of humor that [also] brightened up the best of Infocom's games") and Silicon Beach's Dark Castle ("One of the first successful action games to use a mouse for shooting things.") -
Mac Gaming History Remembered
Thanks to 1UP/Ogamo for its feature discussing the early importance of the Apple Macintosh as a videogaming platform. The author argues: "The Mac definitely left its mark on gaming. Though it never became a gaming powerhouse, it played host to a few legitimate classics, and their ideas went on to influence developers to this day", before referencing titles such as ICOM's Deja Vu ("...has some of the wry sense of humor that [also] brightened up the best of Infocom's games") and Silicon Beach's Dark Castle ("One of the first successful action games to use a mouse for shooting things.") -
On The Making Of Cannon Fodder
Thanks to Games Radar for its Edge-reprinted piece discussing the making of the classic Amiga action-strategy title Cannon Fodder. The piece rhapsodizes of the cult title, later converted to the Game Boy in very limited amounts: "It stirred the British Legion into a fury, was immediately hailed as a classic by Amiga magazines, and abides as one of the 16-bit generation's most memorable games. Though best known for the eponymous Soccer, Cannon Fodder was the third hit of Sensible Software's golden age: a period between 1989 and 1994 when the UK codeshop could do little wrong, enjoying universal critical acclaim and validation, in retail form, to the tune of cash registers ringing up millions of sales." -
On The Making Of Cannon Fodder
Thanks to Games Radar for its Edge-reprinted piece discussing the making of the classic Amiga action-strategy title Cannon Fodder. The piece rhapsodizes of the cult title, later converted to the Game Boy in very limited amounts: "It stirred the British Legion into a fury, was immediately hailed as a classic by Amiga magazines, and abides as one of the 16-bit generation's most memorable games. Though best known for the eponymous Soccer, Cannon Fodder was the third hit of Sensible Software's golden age: a period between 1989 and 1994 when the UK codeshop could do little wrong, enjoying universal critical acclaim and validation, in retail form, to the tune of cash registers ringing up millions of sales." -
Vivendi Games Lays Off 350, To Close Sierra Offices
An anonymous reader writes "Vivendi Universal Games has laid off 350 people and closed its Bellevue, Wa. office (formerly Sierra), according to a report on CNN/Money. In addition to the shuttering of Sierra, say goodbye to the Hoyle card games, which may not have been popular with hardcore gamers, but were beloved by mothers and other casual players." The article also notes: "The job cuts follow the May shutdown of a pair of longtime [Vivendi-owned] development studios... Papyrus Studios (makers of the company's 'NASCAR' games for years) and Impressions Games (makers of strategy titles, such as 'Zeus', 'Cleopatra' and 'Lords of the Realm III'.)", However: "Blizzard Entertainment, VU Games' top earning developer, was not affected by the restructuring." -
Vivendi Games Lays Off 350, To Close Sierra Offices
An anonymous reader writes "Vivendi Universal Games has laid off 350 people and closed its Bellevue, Wa. office (formerly Sierra), according to a report on CNN/Money. In addition to the shuttering of Sierra, say goodbye to the Hoyle card games, which may not have been popular with hardcore gamers, but were beloved by mothers and other casual players." The article also notes: "The job cuts follow the May shutdown of a pair of longtime [Vivendi-owned] development studios... Papyrus Studios (makers of the company's 'NASCAR' games for years) and Impressions Games (makers of strategy titles, such as 'Zeus', 'Cleopatra' and 'Lords of the Realm III'.)", However: "Blizzard Entertainment, VU Games' top earning developer, was not affected by the restructuring." -
When Lack Of Pixelation Leads To Consternation
Thanks to GameSpy for its 'Pixel' column discussing the problems inherent in translating classic remakes to modern consoles. The author argues plaintively: "For reasons both technical and probably cultural, most video game companies not giving their reissued classics the polished, flawless presentations that they deserve." He explains of Mega Man 2 from the forthcoming Mega Man Anniversary Collection for PlayStation 2: "The low-res, 256x224 graphics of the original NES game have been line-doubled for display on the PS2, are run in an interlaced (flickery) screen mode." He also laments: "Believe it or not, things were a good deal better back on the original PlayStation and Saturn... Looking back, the 32-bit era was a golden age of classic game reissues, with great products like Irem's R-Types, the Namco Museum line and the Capcom Generations series offering 99% accurate renditions of dozens upon dozens of classic video games", although it's suggested "the 32-bit renaissance was more likely due to technical limitations than actual care on the part of the developers." -
When Lack Of Pixelation Leads To Consternation
Thanks to GameSpy for its 'Pixel' column discussing the problems inherent in translating classic remakes to modern consoles. The author argues plaintively: "For reasons both technical and probably cultural, most video game companies not giving their reissued classics the polished, flawless presentations that they deserve." He explains of Mega Man 2 from the forthcoming Mega Man Anniversary Collection for PlayStation 2: "The low-res, 256x224 graphics of the original NES game have been line-doubled for display on the PS2, are run in an interlaced (flickery) screen mode." He also laments: "Believe it or not, things were a good deal better back on the original PlayStation and Saturn... Looking back, the 32-bit era was a golden age of classic game reissues, with great products like Irem's R-Types, the Namco Museum line and the Capcom Generations series offering 99% accurate renditions of dozens upon dozens of classic video games", although it's suggested "the 32-bit renaissance was more likely due to technical limitations than actual care on the part of the developers." -
When Lack Of Pixelation Leads To Consternation
Thanks to GameSpy for its 'Pixel' column discussing the problems inherent in translating classic remakes to modern consoles. The author argues plaintively: "For reasons both technical and probably cultural, most video game companies not giving their reissued classics the polished, flawless presentations that they deserve." He explains of Mega Man 2 from the forthcoming Mega Man Anniversary Collection for PlayStation 2: "The low-res, 256x224 graphics of the original NES game have been line-doubled for display on the PS2, are run in an interlaced (flickery) screen mode." He also laments: "Believe it or not, things were a good deal better back on the original PlayStation and Saturn... Looking back, the 32-bit era was a golden age of classic game reissues, with great products like Irem's R-Types, the Namco Museum line and the Capcom Generations series offering 99% accurate renditions of dozens upon dozens of classic video games", although it's suggested "the 32-bit renaissance was more likely due to technical limitations than actual care on the part of the developers." -
Skools Out Creator Interviewed, Game Released
An anonymous reader writes "The full download version of PC indie game Skools Out is now available from the official Mucky Baby site - there's also a bunch of new screenshots and a playable demo available." There's an interview with Mucky Baby's Simon Keating, himself an ex-Mucky Foot developer, over at DIY Games, describing the "PC action adventure title", influenced by classic Spectrum title Skool Daze. The article notes this as another example of "the world of independent game development... becoming populated with more and more developers that have left the business of big name game development and struck out on their own." -
Yuji Naka Talks Sonic, GTA, Emulators
Thanks to The Next Level for its newly published interview with Sega's head of Sonic Team, Yuji Naka. Naka discusses the games that impressed him most in 2003 ("probably GTA3 in the West and Shin Sangoku Musou [Koei's Dynasty Warriors series] in Asia"), his programming of a not-intended-for-release NES emulator for the Genesis/Megadrive ("I did it primarily for [private] study purposes. It ran things like Dr. Mario, although it did not work perfectly, actually."), and the whereabouts of the Sonic-sponsored Williams Formula 1 racing car from the '90s ("It's supposed to be in our offices or warehouses somewhere. We just can't seem to locate it anymore; we don't know where we put it!") -
Yuji Naka Talks Sonic, GTA, Emulators
Thanks to The Next Level for its newly published interview with Sega's head of Sonic Team, Yuji Naka. Naka discusses the games that impressed him most in 2003 ("probably GTA3 in the West and Shin Sangoku Musou [Koei's Dynasty Warriors series] in Asia"), his programming of a not-intended-for-release NES emulator for the Genesis/Megadrive ("I did it primarily for [private] study purposes. It ran things like Dr. Mario, although it did not work perfectly, actually."), and the whereabouts of the Sonic-sponsored Williams Formula 1 racing car from the '90s ("It's supposed to be in our offices or warehouses somewhere. We just can't seem to locate it anymore; we don't know where we put it!") -
Casual Online Gamers Thrill to Pajitnov Puzzle Games
Thanks to Wired for its article discussing the rise of casual, Web-based online gaming from websites such as EA's Pogo.com and Microsoft's Zone.com. Particularly interesting is confirmation of post-Pandora's Box projects for an extremely famous game designer: "Today, Tetris is the model for how to reach the increasing number of middle-aged and elderly Americans online. The creator, Alexey Pajitnov, is a designer at Microsoft, where Gates & Co. are hoping he can repeat his magic." The piece names Zone.com games Mozaki Blocks and Hexic as Pajitnov creations, although they're not heavily promoted as such, and explains of Mozaki Blocks: "MSN's marketing team took Pajitnov's Atari 2600-style lo-res math game and sexed it up with an Eastern flair: smooth, rounded tiles, Chinese letters... [and] a gong-shaped progress bar." -
Casual Online Gamers Thrill to Pajitnov Puzzle Games
Thanks to Wired for its article discussing the rise of casual, Web-based online gaming from websites such as EA's Pogo.com and Microsoft's Zone.com. Particularly interesting is confirmation of post-Pandora's Box projects for an extremely famous game designer: "Today, Tetris is the model for how to reach the increasing number of middle-aged and elderly Americans online. The creator, Alexey Pajitnov, is a designer at Microsoft, where Gates & Co. are hoping he can repeat his magic." The piece names Zone.com games Mozaki Blocks and Hexic as Pajitnov creations, although they're not heavily promoted as such, and explains of Mozaki Blocks: "MSN's marketing team took Pajitnov's Atari 2600-style lo-res math game and sexed it up with an Eastern flair: smooth, rounded tiles, Chinese letters... [and] a gong-shaped progress bar." -
Miller, Wright, Mechner Discuss Videogame Graphics
Thanks to GameSpot for its article covering a panel discussing videogame graphics at the Computer History Museum in Silicon Valley. According to the article: "The panel of designers--The Sims and SimCity architect Will Wright; The Manhole, Myst, and Riven-creator Rand Miller... and Prince of Persia and Karateka designer Jordan Mechner--presented ideas which simultaneously praised the progress made in the past decade and cautioned against relying solely on the bells and whistles those faster GPUs provide." Interestingly, opinions on graphical fidelity differ, with Miller arguing: "We draw every little blade of grass, because we can", but Wright "reiterated his overall recipe to making great games--a less-is-more approach to leveraging and relying on graphics to drive the user experience." -
Miller, Wright, Mechner Discuss Videogame Graphics
Thanks to GameSpot for its article covering a panel discussing videogame graphics at the Computer History Museum in Silicon Valley. According to the article: "The panel of designers--The Sims and SimCity architect Will Wright; The Manhole, Myst, and Riven-creator Rand Miller... and Prince of Persia and Karateka designer Jordan Mechner--presented ideas which simultaneously praised the progress made in the past decade and cautioned against relying solely on the bells and whistles those faster GPUs provide." Interestingly, opinions on graphical fidelity differ, with Miller arguing: "We draw every little blade of grass, because we can", but Wright "reiterated his overall recipe to making great games--a less-is-more approach to leveraging and relying on graphics to drive the user experience." -
Miller, Wright, Mechner Discuss Videogame Graphics
Thanks to GameSpot for its article covering a panel discussing videogame graphics at the Computer History Museum in Silicon Valley. According to the article: "The panel of designers--The Sims and SimCity architect Will Wright; The Manhole, Myst, and Riven-creator Rand Miller... and Prince of Persia and Karateka designer Jordan Mechner--presented ideas which simultaneously praised the progress made in the past decade and cautioned against relying solely on the bells and whistles those faster GPUs provide." Interestingly, opinions on graphical fidelity differ, with Miller arguing: "We draw every little blade of grass, because we can", but Wright "reiterated his overall recipe to making great games--a less-is-more approach to leveraging and relying on graphics to drive the user experience." -
Best Strategy RPGs Of All Time Rated
Thanks to eToychest for its round-up of the favorite console strategy RPGs of all time. The piece argues: "a strategy RPG is (generally) a console game in which battles take place over a grid", and highlights include Vandal Hearts ("This is where everyone interested in the genre should start"), the Tactics Ogre series ("the replay value here is unmatched, due to multiple endings in each game"), and Disgaea/La Pucelle Tactics both on the top spot ("If you don't know why these two titles are sharing number 1, go play them.") -
Best Strategy RPGs Of All Time Rated
Thanks to eToychest for its round-up of the favorite console strategy RPGs of all time. The piece argues: "a strategy RPG is (generally) a console game in which battles take place over a grid", and highlights include Vandal Hearts ("This is where everyone interested in the genre should start"), the Tactics Ogre series ("the replay value here is unmatched, due to multiple endings in each game"), and Disgaea/La Pucelle Tactics both on the top spot ("If you don't know why these two titles are sharing number 1, go play them.") -
Best Strategy RPGs Of All Time Rated
Thanks to eToychest for its round-up of the favorite console strategy RPGs of all time. The piece argues: "a strategy RPG is (generally) a console game in which battles take place over a grid", and highlights include Vandal Hearts ("This is where everyone interested in the genre should start"), the Tactics Ogre series ("the replay value here is unmatched, due to multiple endings in each game"), and Disgaea/La Pucelle Tactics both on the top spot ("If you don't know why these two titles are sharing number 1, go play them.") -
Best Strategy RPGs Of All Time Rated
Thanks to eToychest for its round-up of the favorite console strategy RPGs of all time. The piece argues: "a strategy RPG is (generally) a console game in which battles take place over a grid", and highlights include Vandal Hearts ("This is where everyone interested in the genre should start"), the Tactics Ogre series ("the replay value here is unmatched, due to multiple endings in each game"), and Disgaea/La Pucelle Tactics both on the top spot ("If you don't know why these two titles are sharing number 1, go play them.") -
Myth III Gets Fan-Improved Levelbuilding Tools
BladesP9 writes "A group of Myth fanatics have made good on their pledge to create a cross platform tool for the Myth III RTS game engine. FlyingFlip Studios has completed its first stage in the creation of a tool for the Mac/PC game Myth III. The tool, named Ballistic, is based on the old Vengeance code which was released to the public by the game's original publisher back in 2003. The update is native to Macintosh OS X, yet works well on Classic Mac OS, and there's also a version for Windows - many will remember the Myth III game shipped with a very basic tool that was Windows only. This same group is making updates to the Myth III game as well and plan an update to be released shortly." -
Oddworld Announces Artbook Retrospective
mibus writes "Oddworld Inhabitants (makers of 'Abe's Oddysee' and the other games in the Oddworld series) and Ballistic Publishing (makers of the EXPOSE' series of CG art books) have announced a joint deal to publish a book with a compilation of Oddworld's artwork, collected over the last ten years. The book is expected to land in Fall 2004." Although Western-developer artbooks seem few and far between, what game title/series would you like to see artbooks for? -
Oddworld Announces Artbook Retrospective
mibus writes "Oddworld Inhabitants (makers of 'Abe's Oddysee' and the other games in the Oddworld series) and Ballistic Publishing (makers of the EXPOSE' series of CG art books) have announced a joint deal to publish a book with a compilation of Oddworld's artwork, collected over the last ten years. The book is expected to land in Fall 2004." Although Western-developer artbooks seem few and far between, what game title/series would you like to see artbooks for? -
Ultima V Lazarus Mod Gets Enhanced Demo Release
Ian "Tiberius" Frazier writes "Team Lazarus, a volunteer-run 'mod' organization, has released a second playable demo of the unofficial Ultima V: Lazarus mod to the public. Ultima V: Lazarus is a complete recreation of ORIGIN Systems' classic 1987 role-playing game Ultima V: Warriors of Destiny, utilizing the modding capabilities of Gas-Powered Games' Dungeon Siege. In addition to all the features found in its previous release, this Lazarus demo includes a host of new quests, locations, and an all-new frontend." We previously covered this mod back in February. -
Ultima V Lazarus Mod Gets Enhanced Demo Release
Ian "Tiberius" Frazier writes "Team Lazarus, a volunteer-run 'mod' organization, has released a second playable demo of the unofficial Ultima V: Lazarus mod to the public. Ultima V: Lazarus is a complete recreation of ORIGIN Systems' classic 1987 role-playing game Ultima V: Warriors of Destiny, utilizing the modding capabilities of Gas-Powered Games' Dungeon Siege. In addition to all the features found in its previous release, this Lazarus demo includes a host of new quests, locations, and an all-new frontend." We previously covered this mod back in February. -
Whither The 7th Guest-Style Puzzle Adventure?
Deunan writes "While poking around on the Internet, I discovered a DirectX front end for the classic The 7th Guest CD-ROM puzzle adventure. After some further searching, I stumbled across a more recent pitch for 7th Guest III: The Collector [apparently the game was in development in 2002/3, and there's an interview with designer Rob Landeros about it, but it seems to be stalled.] I was wondering what killed interest in it - are 'thinking' games just not popular anymore?" -
Chris Avellone On Interplay, Obsidian, KOTOR2
Thanks to Winterwind Productions for its two-part interview with Chris Avellone, former RPG designer for Interplay's Black Isle division, discussing the continued turmoil at that company ("Projects getting cancelled just happens, but the reasons that projects were getting cancelled at Interplay never felt like good reasons"), his new home at Obsidian Entertainment ("I think our starting line of titles are going to be a good foundation to build Obsidian on... and should help when pitching new ideas to publishers"), and his work on Star Wars: Knights Of The Old Republic 2, including more specific endings compared to KOTOR ("The current game mechanic we're playing around for the endings with is something similar to Fallout, but it will be presented a little differently.") -
Chris Avellone On Interplay, Obsidian, KOTOR2
Thanks to Winterwind Productions for its two-part interview with Chris Avellone, former RPG designer for Interplay's Black Isle division, discussing the continued turmoil at that company ("Projects getting cancelled just happens, but the reasons that projects were getting cancelled at Interplay never felt like good reasons"), his new home at Obsidian Entertainment ("I think our starting line of titles are going to be a good foundation to build Obsidian on... and should help when pitching new ideas to publishers"), and his work on Star Wars: Knights Of The Old Republic 2, including more specific endings compared to KOTOR ("The current game mechanic we're playing around for the endings with is something similar to Fallout, but it will be presented a little differently.") -
Is The 32-Bit Gaming Era The New Retro?
Thanks to GameSpy for its 'Pixel' column discussing whether the early days of the PlayStation and Saturn are a newer, but nevertheless interesting stage of 'retro'. The author points out: "Moving to 3D brought a lot of challenges along with it, not the least of which involved graphics. The 32-bit generation differs greatly from its 16-bit predecessor in that a lot of 32-bit games' visuals have not aged well." But he nevertheless highlights the fact "there were so many vibrantly original games released for these machines, some obscure, some blockbusters... Motor Toon Grand Prix brought cartoonish designs to 3D life. King's Field put you in a truly non-linear, 3D dungeon. WipeOut married futuristic racing with high-caliber visual design. Panzer Dragoon gave flight to every kid's 'Neverending Story' fantasies." What were your favorite titles from the early days of 32-bit? -
Is The 32-Bit Gaming Era The New Retro?
Thanks to GameSpy for its 'Pixel' column discussing whether the early days of the PlayStation and Saturn are a newer, but nevertheless interesting stage of 'retro'. The author points out: "Moving to 3D brought a lot of challenges along with it, not the least of which involved graphics. The 32-bit generation differs greatly from its 16-bit predecessor in that a lot of 32-bit games' visuals have not aged well." But he nevertheless highlights the fact "there were so many vibrantly original games released for these machines, some obscure, some blockbusters... Motor Toon Grand Prix brought cartoonish designs to 3D life. King's Field put you in a truly non-linear, 3D dungeon. WipeOut married futuristic racing with high-caliber visual design. Panzer Dragoon gave flight to every kid's 'Neverending Story' fantasies." What were your favorite titles from the early days of 32-bit? -
Is The 32-Bit Gaming Era The New Retro?
Thanks to GameSpy for its 'Pixel' column discussing whether the early days of the PlayStation and Saturn are a newer, but nevertheless interesting stage of 'retro'. The author points out: "Moving to 3D brought a lot of challenges along with it, not the least of which involved graphics. The 32-bit generation differs greatly from its 16-bit predecessor in that a lot of 32-bit games' visuals have not aged well." But he nevertheless highlights the fact "there were so many vibrantly original games released for these machines, some obscure, some blockbusters... Motor Toon Grand Prix brought cartoonish designs to 3D life. King's Field put you in a truly non-linear, 3D dungeon. WipeOut married futuristic racing with high-caliber visual design. Panzer Dragoon gave flight to every kid's 'Neverending Story' fantasies." What were your favorite titles from the early days of 32-bit? -
Is The 32-Bit Gaming Era The New Retro?
Thanks to GameSpy for its 'Pixel' column discussing whether the early days of the PlayStation and Saturn are a newer, but nevertheless interesting stage of 'retro'. The author points out: "Moving to 3D brought a lot of challenges along with it, not the least of which involved graphics. The 32-bit generation differs greatly from its 16-bit predecessor in that a lot of 32-bit games' visuals have not aged well." But he nevertheless highlights the fact "there were so many vibrantly original games released for these machines, some obscure, some blockbusters... Motor Toon Grand Prix brought cartoonish designs to 3D life. King's Field put you in a truly non-linear, 3D dungeon. WipeOut married futuristic racing with high-caliber visual design. Panzer Dragoon gave flight to every kid's 'Neverending Story' fantasies." What were your favorite titles from the early days of 32-bit? -
Unofficial Tabletop X-Com Game Given Away
eebe writes "It's a common complaint that modern games are never as good as the games we all played when we were younger. Sequels never seem to do the original justice, and remakes never get finished. What Paul and myself have done is take one of the best games of all time, X-Com: Enemy Unknown (UFO Defense for the Americans) and turned it into an unofficial, freely downloadable / printable tabletop war game, 'X-Com: Tactical'. What better way to spend an evening sending your Chrysalids against your friend whose troops are only just walking out of the Skyranger?" -
Unreal Gets Annihilated, Community Bonus
heXXXen writes "The first release of Unreal Annihilation is out now - it's a total conversion for Unreal Tournament 2K3/4 that mimics classic PC RTS title Total Annihilation. However, the first release only supports UT2K3, with 2004 support coming June 6." Elsewhere, an anonymous reader writes "Part two of the Community Bonus Pack for UT2004 has been released, featuring a whole host of new maps, skins, and mutators for the game, with information and screenshots available at FPSCentral. Torrents can be found at PlanetUnreal (UMOD version and ZIP version.) The 'official' CBP2 channel can be found at #cbp on irc.enterthegame.com." -
Planet Moon Blazes Trail Onto PSP For Smaller Developers?
Thanks to GameSpot for its interview with Aaron Loeb of developers Planet Moon Studios, the quirky developer that "was founded in 1997 by the Shiny Entertainment team that created MDK", has gone on to make console/PC titles Giants: Citizen Kabuto and Armed & Dangerous, and is now "devoting itself to the [Sony] PSP exclusively." Loeb justifies this arguably risky move to the "unproven terrain of PSP development" by suggesting: "The PSP will enable a developer like us to make cutting edge games quickly, alleviating the challenge all small developers currently face", and argues the kind of games that will be successful on the PSP are "Games that focus on opportunity game play. Games that are really fun to play right away. You get them immediately, they're cool, you play them for 15 minutes and you've got a very satisfying experience." -
Evil Dead Game Sequel Confirmed By Bruce Campbell
An anonymous reader writes "Bruce Campbell mentions a new Evil Dead videogame due out in spring 2005 in a recent interview over at AICN. Asked whether there's going to be an Evil Dead 4 movie or not, he concludes 'So, I don't know. I mean, no one's gonna weep if there isn't... I mean, look! We've got these Evil Dead games coming out left and right. The new one's coming out next year, next Spring. I did the voice for it for Cranky Pants.' Looks like Cranky Pants Games are internal developers for THQ, working on an 'unannounced third-person action game shipping on the PlayStation 2 and Xbox consoles in early 2005', probably the Evil Dead game - I hope they do a better job than developers Vis Entertainment did on Evil Dead: Fistful of Boomstick!" THQ's first Evil Dead title, Evil Dead: Hail To The King, wasn't rated too positively either, so hopefully this new game should be an improvement. -
Ion Storm Austin Studio Under 'Transition'?
madhatter256 writes "According to Shacknews, around 20-25 more employees, allegedly including noted designer Warren Spector, have left the Eidos-owned Ion Storm studio in Austin." There's an official Eidos response at GameSpot, where a spokesperson "denied Spector had exited the organization", but IGN has further official Eidos reports confirming "Both Ion games have been completed and those who were hires specifically for those titles are now finished", and noting that Spector himself, though he could theoretically be exiting by other means, "certainly has not been laid off." This news comes in the context of earlier personnel turmoil, Thief III's fairly well-received release (there's now a playable PC demo available), and a mixed reception for Deus Ex: Invisible War.