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You can bet that this war will only heat up as these developers including Zynga issue even more addictive and impressive social and mobile games this year.

Start exercising those clicking fingers. Are you psyched for what's to come in in social games? Who will come out on top this year?

Sound off in the comments. View the original article here. There seems to be different opinions about use of kickstarter. Kickstarter is much not in all projects, but for many about selling ideas or early projects.

Nobody is forcing anything. Everybody has freedom of choise to do as they want. People have the right to buy expensive plastic junk in giftwrapped boxes once per year and they sure have the right to support ideas.

Or pay for ideas. He has the right to do so within commonly agreed laws. Nuclear power can be used for good stuff think Mars rover: Or it can be done bad recent nuclear plant issue at Japan, remember?

I had a problem naming my decks and explaining what they do. Sometimes your brain just goes its own way.

You give some shitty name to something can be function, can be attribute and six months later you realize that you really gotta do some refactoring.

The reason is pretty simple. For a lot of software providers, customer support is an afterthought and usually outsourced to an offshore call centre.

We have a different philosophy here. I genuinely love interacting with customers and spend at least an hour every morning reading every single interaction between our customers and our support team.

And, as he describes, he loves interacting with customers and hearing what they want and need. One of the best pieces of advice I ever got, back when I was 23 and newly out of school, is this: Figure out the people around you that you want to work with for the rest of your life.

And treat them right, always. Look for ways to help, to work together, to learn. Reflecting on the irony that, just a few days before, my 9 year old asked me: What it means to create an honest to goodness community — generally, and specifically regarding entrepreneurs.

It came up so, so many times. In part because this is an important driver for me in my new venture.

But also just randomly. If you have any thoughts about the ingredients that make communities really work please let me know! How to make more users participants.

Publishing platforms of all types — Twitter, WordPress, Tumblr, etc. Saw some interesting attempts this week to do that. Those of you who know me well know I can have strong feelings.

Usually it is manifested in being really passionate about something. But sometimes I can have a strong reaction when I feel someone I am dealing with is not behaving well.

Letting your reaction be fueled by emotion is rarely the right thing to do from a business perspective. And finally, creating the vision for my very own venture.

There have been several different methods for scripting plays in the NFL over the years. Some teams script their opening drives of each half, some script a set number of plays most common is 15 [Bill Walsh was known to up it to 25 on occasion] , and some teams may script the entire first quarter this is mostly during the preseason.

However, one must ask why are they doing this? The answer is quite simple if you think about it. If you go into a game knowing exactly what you are going to do beforehand, it allows offensive players and coordinators to focus on what the defense is doing in response to your personnel groupings, formations and concepts.

This allows offense to key in on the defense's tendencies to defend in various situations, which leads to game-breaking adjustments.

In Madden, especially in the shorter quarters that affect most online games, this is a rare practice. Personally, I've been scripting my opening drive, and sometimes two of my drives, for well over three years now and I feel it lets me really get a feel for the other player, which leads to getting into the right play call in important situations.

Many Madden players use different methods for doing this, but when you are running a scheme as multiple as mine, I feel its best to at least script your first possession of the game.

Lately, I've been playing full minute games against the CPU and, because of that, my scripts have been fleshed out to a full 15, so I thought I'd share them:.

Where this type of planning can be especially useful is in online leagues where you are going to be playing certain opponents multiple times in a single season and hopefully over many years.

In these situations its expected to adjust the script to fit your opponent based on what you have had success in the past with as well as what you think will make him show his hand early to allow you to win in this violent game of chess.

This article was researched and written by Madden-School. In the game, you can wait or do grinding, or you can buy your way out of these situations.

Is it really that different from feature-locking, or level locking? A decade ago, there was plenty of discussion about shareware locking.

Some said that 30 day trial is a good, while others recommended 60 minutes trials. And then there were many other, like locked features and whatnot.

Is it a nice way to allow people to play the game free infinitely, while also allowing those who have less time but more money to focus on different aspects of the game?

From a player perspective, is pay-to-save-time locking a better or worse alternative than for example demo vs full versions, where demo version shows only a little bit of the game?

This glitz not only attracts droves of young men—potential gamers—like moths to a light, but also reflects the rich fortunes of hardcore online games in China.

Despite the carnival atmosphere at the ChinaJoy expo, there were sober concerns on the business conference side that growth is slowing.

Stocks for all virtually of the major Chinese gaming companies are down for the year-to-date. Bill Bishop, formerly chief executive of a Beijing-based developer and operator of online games and a blogger at Digicha, states: Though decelerating, growth is still strong.

It may just be a matter of investors tempering sky-high expectations for the domestic Chinese market. There are fewer barriers to entry for newcomers today, prompting more developers to strike out on their own.

I have personally met 6 or 7 startup studios that came out of Kingsoft alone. Recognizing this shift, the top firms have started publishing games and making acquisitions.

Shanda has launched Fund 18, which will invest in, publish, and distribute games. In the case of overseas publishing, Shanda retains 60 percent of revenues.

Giant Interactive has set up a similar fund, called Win with Giant. In addition, there have been a number of acquisitions of smaller developers at a price to earnings ratio of five to six, according to Ng.

With government encouragement, Chinese companies are also headed overseas in search of new markets. Chinese gaming firms are also starting to purchase abroad: At the same time, severe regulatory issues cripple foreign firms attempting to enter China.

Blizzard Entertainment, one of the few major foreign exhibitors at ChinaJoy sharing a booth with its partner NetEase , exemplifies the travails facing foreign firms in China.

The company had difficulties getting its content approved for World of Warcraft when it changed operators in China from The9 to NetEase.

Follow Kai on Twitter klukoff. Jens has built several successful gaming companies in Europe amongst them Turtle Entertainment GmbH, a global leading online platform for competitive computer gamers which he still oversees as chairman of the board today.

Leading the pack of this year's releases, Legends of Chima: Speedorz is a racing game that will launch on iOS on January 3 that's this week, folks.

The game will see players racing against famous characters within the world of Chima, collecting studs and other rewards along the way. As players make progress and win races, they'll unlock new customization options for their characters and Speedorz vehicles.

The ultimate goal in Legends of Chima: Speedorz is to collect the Golden Chi, which unlocks new races, among other boosts.

As for the other handheld game in the trio, Legends of Chima: The game sees players teaming with the lion Laval and his animal friends as they fight for "justice" in a world gone bad.

The game will allow players to build a Kingdom of their very own within the safety of Chima's online world, while interacting with characters from the show and traveling to various themed locations to complete quests.

All along the way, LEGO bricks will allow players to build their own weapons, gadgets and much more. What makes this trio especially unique is The Chima Vault, a rewards system that combines player progress across all three games and allows them to earn points that can be redeemed for other items within Legends of Chima Online.

Stay tuned for more. Will you be one of the first to download Legends of Chima: Speedorz when it launches on iOS this week? Sound off in the comments!

The celebration, which comes just months after the initial explosive growth of Minecraft, serves as the beginning of a weak frame device that gives us a look into the development of Minecraft and the beginning of his company, Mojang.

We watch as the game's popularity has allowed Mojang to grow from Notch operating alone with the support of his lovely fiance to a batch of new hires amongst friends, complete with a brand new office.

This alone could have been an incredible documentary, the bulk of which was represented in 2 Player Production's initial pitch to investors, but somehow they get everything wrong.

The movie follows Notch and the Mojang crew through the year , including the first Minecon in Las Vegas, but these are not fine cuts of meat we're provided.

Within half an hour, I was bored of Notch and crew sitting around at awards dinners, sitting at tables in restaurants, or welcoming the latest hire.

There's no arc here, there's no exciting reveal or fantastic conclusion. There's very little footage demonstrating how the game came to be, aside from a brief glimpse of an early prototype or a blurry image on a distant laptop.

There's no breakdown on why they made specific design choices. Subsequent content, like the massive Adventure add-on that released during the scope of the film, appears out of nowhere with none of the nuts and bolts that went into its development.

The movie reminds me a lot of the documentary Startup. If we watch it and understand it, that's our own reward. The Story of Mojang isn't quite as dry, but it's underwhelming if you were trying to get a look into what makes Minecraft what it is.

So if most of the narrative was shot before the investors came in, what makes up the rest of the movie? Lots of interviews and conventions.

We even see Minecraft used as an education tool in the classroom, one I would've loved to have been in, which teases at Minecraft's permanence and value in society, a theme the documentary skirts.

It makes the threadbare narrative more palatable, but not by much. At minutes, the film drags worse than leveling out a mountain in the game with a single pickaxe.

The film's editor takes no chances with voiceovers as we're given a lot of talking head time followed by rolling Minecraft footage and amateurish on-screen graphics that make the post-scripts almost unreadable.

We see a snippet of the YouTube video that shows off a full bit computer built in the game, then we fade away to an interview with the same guy and more footage of the calculator.

They could have cut half an hour out of this film easily. I'm not sure how 2 Player Productions made such a boring documentary out of such a landmark game, but they did.

The Story of Mojang, despite some clever insight, is a mess. There's an interesting story buried in here somewhere, but we only get the coattails.

They had every opportunity to learn from the fantastic Indie Game: The Movie and maybe they just didn't have the footage to pull it off. Enthusiasts only need apply, so for the rest of you, just keep playing Minecraft.

Then we can all go home and start a Groupon clone instead. A consensus did emerge that more social games will target niche audiences.

It does not have huge usage, but the game kicks butt because the ARPU average revenue per user is very high. First, they have to develop for a foreign audience, as revenues in China are still insufficient.

Most Chinese developers see Japan, Korea, Brazil, and Russia as easier markets than Facebook and head-to-head competition with the like of Zynga , although the Chinese-language Facebook communities in Hong Kong and Taiwan are still good bets.

Second, capturing a niche often requires an unfamiliar game design and appeals. In China all the massive multiplayer online game developers all know that social games are big.

They all know that women are playing games now. We talked to 11 listed game companies in New York and Hong Kong and most of them suck at making games for women.

The growth market in vertical social games is a worldwide trend that will require still greater innovation on the part of Chinese and foreign developers alike.

But the rewards could be rich: The Holiday season proved to be a major success for both Disney Mobile and Storm8, as both developers revealed they saw a huge surge in mobile downloads and installations.

Disney Mobile revealed that downloads during the holiday period Dec. During the five-day period, Disney mobile reports it had more than 15 million downloads.

The developer also reported its peak level of daily active users saw a year-over-year increase of almost percent, reaching more than 7.

As we noted back in December, Disney Mobile was providing some major updates to its flagship games and also rolled out new titles like Monster, Inc.

The company tells us that it saw downloads increase fourfold on that day compared to the numbers it usually sees on Tuesdays.

Storm8 also says it had 2. The week before Christmas, Storm8 launched its newest social casino title, Bingo! What the Web has done to documents it is doing to just about every institution it touches.

Rather, the Web is changing our understanding of what puts things together in the first place. We live in a world that works well if the pieces are stable and have predictable effects on one another.

We think of complex institutions and organizations as being like well-oiled machines that work reliably and almost serenely so long as their subordinate pieces perform their designated tasks.

And, most important, the Web is binding not just pages but us human beings in new ways. The app recently became the most popular app overall on the Facebook platform.

Titles on our list gained the most MAU of any non-game apps on the platform, growing from between , and 2. And navigation app Waze had a 9 percent increase to close our list at No.

Earlier today it was reported that Apple could be looking to acquire Waze to help with its Maps application. While not specific to gaming, we'd like to recommend a great upcoming conference in Beijing: I had a chance to attend in and was very impressed with the level of speakers.

This year they seem to be taking it to an even higher level. This is a great way to get an overview of the hottest trends in the Chinese internet and the views of top global entrepreneurs.

Farm games are a craze on social networks worldwide, but its origins are mistaken. The story of farm games is a reflection of the young social games industry: Hs fast, sly and lethal as yuu.

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Since the reorganization of Sierra, Dynamix is a new company, with a new focus — and judging from its latest game, Starsiege Tribes, it may very well have created its best game to date.

Tribes takes multiplayer gaming into an entirely untraversed direction, with gameplay that is both immediately familiar and completely original.

Although the control will be familiar to anyone who has played Quake, gone are most of the limitations of an enclosed environment, instead, players can explore cavernous buildings as well as vast exteriors that stretch for miles, Format: Additionally, the game can be played in either first-person Quake style or third-person, a la Tomb Raider.

Tribes is played from two selectable perspectives: Depending on which weapon you use, the effects are multiplied it is expected that the game will support up to 32 simultaneous players over the internet or LAN, and a complex chat system that utilizes custom speech is also planned.

But how can Tribes possibly overtake the Quake -style juggernauts? Now imagine all of that happens in real time, with troop transports, fast land vehicles, recon planes, and mounted gun turrets.

Also imagine being able to use any of these objects at any time. That is exactly what Tribes will provide. Some battles may feature a player at the wheel of a troop transport while teammates hop in and shoot at pursuing enemies, if the action gets too intense, players can jump out of the vehicle and starting running on foot.

This is no Quake clone. Dynamix did its homework, seeking to go far beyond current games while featuring the most popular game mechanics of the last few years.

For instance, every weapon has a sniping mode with selectable ranges and various abilities. That's important since the game takes players into tight hallways as well as large valleys, where sniping weapons are crucial.

Each player has a particular armor type, ranging from light to heavy. Of course this has an effect on the player's speed Two flag bearers duke It out for passage to home base, but unfortunately for the blue team, their flag bearer takes a direct hit Tribes will feature the most popular game mechanics of the last few years and agility.

Also, small jump jets are placed on the backs of all players, giving them limited flying abilities.

It is completely normal to see players sniped out of the sky as they try to fly up to a ledge or structure.

Tribes was conceived as a multiplayer game, and squad-level tactics are crucial for every mission. There is a definite hierarchy that forms when playing a game, and each squad has a definite leader, it is the only way to succeed.

There are moments during the game, for example, when explosions erupt in every direction and a squad leader is yelling for his troops to forge ahead, which create intense emotional feelings in players — this is rarely found in other games.

The version shown to Next Generation had yet to implement the single-player game, but with the weight of the project on its multiplayer mode, it is unlikely that too many consumers will purchase the game for its solitary play.

Dynamix seems to be following an otherwise typical recipe for success, providing gamers with level editing, true terrain landscapes, motion captured animation, and seamless transitions from exteriors to interiors.

The system requirements are only a fraction of those needed to run games like unreal, yet the game offers so much more diversity. Just about every preferred rendering method will be included in the final product, from openGL to a quick and impressive software version.

Everything in the game has some amount of customization. From skins to actual logos, groups of players will have more control over their clan presence than in any other game.

By digitizing their speech, players can also personalize the combat dialogue. Now players can recognize their friends' voices during games to prevent friendly fire amid chaos.

Dynamix is indeed making a well- deserved comeback. Gamers not so long in the tooth will remember that the company used to be a leader in 3D gaming during the mid-'80s, with its groundbreaking tank game Stellar 7 for the Commodore 64 and Apple II, as well as a series of successful 3D follow-ups.

And unless Dynamix manages to seriously disturb the delicate balance of the game's current design, the company should introduce players to the next level of multiplayer gaming.

The ratings icon a registered trademark of the Microsoft Corporation. Recoil is is a trademark of the Interactive Digital Software Association.

Morph Into- four different vehMe tjp. Payable demo- available at: LucasArts' multitalented Renaissance man stares out at the world over the rim of his glasses with a laserlike glare, fielding questions from journalists as if swatting flies.

Barwood has, at one time or another, been a programmer, a screenwriter, a movie producer, a director, and a team leader. He scripted the screenplay for Steven Spielberg's first feature film, Sugarland Express, as well as produced and wrote the '80s fantasy hit Dragonslayer.

During that time, though, he bought an Apple II and wrote an RPG — indulging his writing talents as well as getting a taste of the harsher realities of videogame publishing just as he put the finishing touches on his game, the Apple II market tanked.

He still has the game somewhere — a reminder of what might have been had it sold, as well as a neat summation of who Hal Barwood is — a storyteller, a technician, and a dreamer.

But now, Barwood has returned to his first love, holed up in the northeast corner of the unmarked LucasArts building in San Rafael, California, midway through his third Indiana Jones game.

Indiana Jones and the infernal Machine obeys the first law of Hollywood — give the people what they want — in the form of a hero that's been begging for Talented individuals from top: Barwood is reveling in the opportunity to finally bring all the movie elements into a game.

Though there are some 8, lines of dialogue in infernal Machine, players will find much of their time divided between fighting the Communists with whip, revolver, and explosives, and solving complex, environment-based puzzles.

Knowing this, and knowing Barwood's own background, you might expect him to spout endless radio-friendly quotes on how videogames are snuggling up to movies, but you'd be wrong.

The version seen by Next Generation was still early, but the smooth frame rate and superbly rendered Indy capture perfectly the atmosphere of the movies, a digital update since Core blazed the trail with the eponymous Lara Croft, it may be a little late, arriving after no less than three Tomb Raider titles have already laid the groundwork, but Barwood is confident that he and his team can offer the world something new with the first 3D appearance of the original swashbuckling archaeologist.

The "liberation" of 3D that he's talking about will allow Indiana Jones and the infernal Machine to be more than Tomb Raider with a Y chromosome, it will allow for the seemingly opposed genres of action and adventure to meet on equal terms.

Set in , at the dawn of the Cold war era, indy must save the world from the Soviets, who are seeking to harness the secrets of the mythical Tower of Babel to produce a devastating weapon that could tip the delicate balance of power.

Teaming up once more with Sophia Hapgood last seen in Fate of Atlantis , the player embarks on an epic adventure, drawing a web of red lines across the map as indy makes his way through some 17 levels that include 34 The mine-cart level Is a big cliche, but at least It's indy's cliche with the environments more tightly mapped than Tomb Raider to avoid the dreaded specter of players running aimlessly around in search of a single switch.

Players will be expected to help one-another through the specially created scenarios, in the guise of Indy avatars.

The game is due for completion by the holidays, but it could slip until Qi Maintaining that attitude in the increasingly complex and competitive technical arena is the responsibility of a man who has been in videogames for as long as he, or anyone at LucasArts, can remember.

The company has always been technically innovative, but it's a tribute to the power of its games that technology has rarely overshadowed the end result.

As the rest of the world laps up frame rates and polygon power, the corridors of LucasArts are filled instead with impassioned talk of plot, of character, and of most importantly — fun.

Technology matters, but it's On it are some seriously old games from the days when merely having any graphics at all was considered state of the art.

But he didn't pick them up at a garage sale, he helped make them. And back in the day, he designed, wrote, programmed, and produced the art for the games — he even wrote the music While Hal Barwood was writing scripts for Spielberg, wilmunder was desperately trying to coax meaningful graphics and sound from the first Z80 processors — he succeeded enough to be scooped up by Atari in Sixteen years later he's the director of technology at LucasArts Congenial and soft-spoken, Wilmunder is the opposite of the in-your- face 3D evangelists that pop up at trade shows.

He worked for Atari with Lucasfilm claiming that, if anything, games are moving in the opposite direction.

With technical help from Factor 5, Rogue Squadron could reap both critical acclaim and commercial success when it is released this month.

The idea for the game came from many of the criticisms leveled at Shadows. Everyone, it seemed, loved the first level, which had the playei For wilmunder, technology goes in cycles, or, as he describes them, "battles.

It's no accident that the company has chosen as the year to finally bring Indiana Jones into 3D — until now, it wouldn't have been able to do the character, or the richly detailed period environments, justice.

And Wilmunder remembers how Ballblazer relied on a particular quirk of the Atari chipset to produce the simulated 3D play area, it left the team in a sweat trying to think of a way to port the game to the Commodore 64 and Apple Though ultimately secondary to the design considerations, technology has both helped and hindered the company, it took seven years for the technology Old games: Wilmunder still has the original game design document for Maniac Mansion on the original Koronis Rift and Rescue on Fractalus the first game to use voxel technology , and he was part of the team that invented the SCUMM engine, first seen in the Lucas point-and-click adventure, Maniac Mansion, in one way or another, wilmunder has been involved in just about all of LucasArts' landmark titles, working on the fast 3D technology that allowed X-Wing to storm the charts; overseeing the difficult transition from art- lead adventures to polygon-hungry first- person games in the form of Dark Forces and Jedi Knight ; and developing tools that allow artists and designers to work closely with programmers to fulfill their vision.

In Rogue, players fly as Luke over 16 levels that feature many of the more familiar moons and planets from the movies, including a battle over Taloran, the cloud city.

The gameplay is straight shooter, but the level designs require Luke to be a team player and wisely use his wingman, the erstwhile Wedge. Then there were the sound card battles that came with stereo sound and the embracing of bit technology, and more recently, the battle for 3D.

His job is, he believes, to help LucasArts win those battles as quickly as possible to allow the artists to utilize more advanced technologies for their art.

When that day comes, LucasArts, if Wilmunder has anything to say about it, will be ideally poised to reap the benefits.

Despite some notable critical failures, the company has a willingness to experiment with and broaden its technical and creative capabilities, as demonstrated by its recent history.

Already regarded as the very best storyteller in the business with its point-and-click heritage, Lucas has had notable success with the x-wing and TIE-Fighter space combat sims, and following the release of Dark Forces in , instant credibility in the then-emerging first-person arena.

The company even tried its hand at strategy games, though with limited success Afterlife fell flat, and the recent Rebellion — which relied on outside help — was weighed down with a clumsy interface and a sluggish realtime engine.

Needless to say, LucasArts is already well into the development cycle with the prequel games. Before the prequel titles appear, however, there are two Star wars games on the near horizon, currently under the watchful eye of LucasArts' director of development, Steve Dauterman.

He's the guy who picks the winners and occasionally, the losers from the game designs proposed every year internally, either from teams who have just finished a project or new teams looking to produce their next game.

Every concept of recent years has passed through Dauterman's "in" box, and he routinely rejects as many as he approves, if wilmunder is the technical watchdog of LucasArts, then Dauterman is his opposite number on the creative side.

Steve is looking a little stressed these days, and well he might. When the game is eventually released, players can expect 3D environments and the option to play as either the rag-tag armies of the Rebel Alliance or the technologically superior Galactic Empire.

The missions take place over a time period that stretches stage. There are also a number of other projects with unfamiliar names scribbled on a whiteboard that hangs on his wall.

And therein lies the challenge for Dauterman. LucasArts' diversity is his responsibility — it's up to him to ensure that the company doesn't rely solely on the golden Star Wars franchise but instead takes the calculated creative and commercial risks needed to maintain an edge in an increasingly conservative market.

Masters ofTeras Kasi and Rebellion, seemed to have slipped through the net. The problem with the Star Wars license in particular is that it has limitations in terms of plot and characters, and it has a very rigid universe that really doesn't allow for much innovation, in fact, LucasArts' biggest disappointments stem from being perhaps a little too safe.

It's George's baby, after all, and nobody wants to drop it. Like Masters ofTeras Kasi, Rebellion drew strong fire from the press for essentially wasting the license, burying the Star wars appeal beneath a hardcore strategy engine that would have looked more at home at interactive Magic or SSI.

Far from ditching what had seemed to be a tree largely without fruit, Dauterman has hired the company once again for what is certain to be the next Star wars blockbuster title — Rogue Squadron for N They cover diverse terrains, from the equatorial forests of Yavin 4 to the Jawa- infested deserts of Tatooine, as well as the less familiar spice fields of Kessel and the arctic Coruscant.

Voir re going to have similar experiences to ilie original movie, and we wanted the experience internally of all these people who are capable of reproducing that.

LucasArts realized that combining first- person shooter, racing, and flight sims into one game may have been a stretch considering its lack of experience with the then brand new Nintendo hardware, but the feedback was pretty consistent: Everybody loved the first level, and they wanted more.

For the sixth time in the history of the company, LucasArts is allowing you to play as Luke the others were the Star wars console trilogy, the original Star Wars Arcade, and Masters ofTeras Kasi , piloting a number of different craft over various planets and moons from the Star wars universe.

Though the engine is courtesy of Factor 5, the plot and much of the art comes from LucasArts. And although the environments are at this point fairly spartan, it's easy to see why Dauterman gave Factor 5 another shot.

The textures are highly detailed, as are the models, and there's little of the telltale fogging and blurring that seemed to dog many of the first generation N64 titles.

It certainly bodes well for the game that will act as a stand-in between now and the imminent release of the prequels.

And what of those games? Though he can't reveal anything at all about them right now, Dauterman admits that the experience gained from creating so many different genres over the past five years will certainly bear upon the content of the prequel titles.

By the time you read this. Rogue Squadron will be complete. Grim Fandango will have single-handedly revived the point-and-click adventure game, and LucasArts will be looking forward to a bumper Hal Barwood will be even more intense as he prepares to ship Infernal Machine, Aric Wilmunder will be feverishly working to make himself redundant by creating tools that even a wookie could use, and Steve Dauterman will have nailed an extra whiteboard to his wall to accommodate the next round of games — many of which will delight, some of which may frustrate, and all of which will be, above all, unquestionably, unmistakably Lucas.

Cut scenes add to the atmosphere, hut they can't replace gameplay "Factor 5 has a great working relationship with us.

They love the Nc-t as well. Going back to when they were working on Ealtlazeis all they could talk about was how they wanted to work with the Nintendo machine.

Mysteriously, the evening's sole survivor is Lieutenant Aya Brea, N. A concert goes horribly wrong when the audience suddenly bursts into flame.

But can it sell Dreamcast? At this point, the gameplay begins. Players must see Laura through a series of mutant battles in an attempt to help her find her way back to civilization.

Players can explore the terrain in a movement mode, which enables them to walk in the environment or use a vehicle.

Currently, only a snowmobile that seats two characters has been revealed, but more are expected. Also available to Laura will be a Global Positioning System, used to navigate the expansive and snowy terrain of D2.

This action mode is more like the gameplay of Time Crisis, where quick, noninteractive sequences introduce a set of creatures before enabling the player to blast them in classic shooting-gallery style.

During the shooting sequences, players will be introduced to a variety of mutants, all in-game cut scenes above left, center Introduce the mutants before seamlessly switching to the shooting right The fmv opening presents terrorists, mutants, and downed airlines — and no, this Isn't the "X-Flles" game Format: As one of few officially announced titles for Dreamcast, and as the project of Japan's creatively boisterous Kenji Eno, the circumstances surrounding the game have practically overshadowed the game itself.

That is, until now. The original D was a prerendered, puzzle-based adventure, but the sequel takes place in real time, with some prerendered and in-game cut scenes to advance the plot.

Laura returns as D's main character; however, her vampire father is no longer the antagonist, in fact, the story is more akin to an "X-Files" episode.

On a commercial flight, Laura's plane crash- lands in the snowy Canadian mountains after being struck by a meteorite. Laura is rescued from the crash and wakes in the hut, only to be confronted by two mutant beings.

The varying mutants may be easier to destroy with particular weapons, and D2 will boast a range of weapons, including a flamethrower and shotgun.

And when exposed to the extreme cold for a period of time, Laura will begin to lose health. Eno is the first to admit that the team is just scratching the surface of the system's capabilities, but D2 will certainly take advantage of the Dreamcast hardware.

Players should expect a high frame rate probably 60fps, although it has not yet been set , and the game will run at x The weather in this harsh winter environment is intended to be as deadly as the enemies resolution.

Yet the real advances will be seen in the character models. Backgrounds will also be more elaborate — for instance, a snowfall effect renders 3, snowflakes simultaneously.

As the game is still early in development, it's too soon to tell if D2 will deliver the little intangibles that together made up the gothic atmosphere that resonated from the first game.

Considering the early elements of the action gameplay resemble an uninspired update of Area 57 more than the revolutionary nature of Enemy Zero, Next Generation believes Eno and his crew at warp have their work cut out for them.

But with the seemingly limitless capabilities of Dreamcast and no immediate release date set, anything is possible. Outrage and the Outrage logo are trademark ol Outrage bitertainment.

Interplay the lnteiplay logo. Yet another example of the swish lighting effects and further evidence of the variety of alien life-forms awaiting termination The game's alternating levels require players to switch between the main three characters, thus exploiting their individual attributes nnounced just prior to the E3 show and shown only as a brief segment of Nintendo's looping promotional video sequence on its substantial projection screen, Jet Force Gemini passed an awful lot of people by.

Yet Rare's potential-packed title warrants attention, promising to take all the elements of a classic shoot-'em-up and place them within a 3D polygonal world, with players viewing the action via a third-person perspective.

To succeed at this formidable and seemingly impossible not to mention foolish task, players can swap control between the three main characters — Juno, vela, and E3 The seemingly unstoppable Rare looks set to continue the company's recent run of successful titles for Nintendo 64 Lupus the dog — and each of their individual skills must be fully exploited in order to ensure progression through the various levels.

Of course, secret areas revealing bonus items are to be found within the vast, freely explorable levels, with puzzle elements requiring some brain activity.

Furthermore, having not forgotten the importance of weaponry in a shoot-'em-up, plenty of power-ups are obtainable to amplify the already-impressive artillery.

The landscapes are In 3D, allowing players free exploration of the vast environments populated by disposable, buglike, alien baddies 46 Some of the more impressive effects in Jet Force Gemini can be found in the ambitious lighting used throughout particularly for the game's many weapons impressive aspect is its graphical quality.

The E3 video footage revealed several excellently varied locations featuring highly detailed textures and impressively complex light sourcing — particularly noticeable in the game's fire effects.

The designers have created a rich, colorful, lunarlike landscape, together with a series of space-age building interiors more akin to Rare's usual cartoonish look rather than the grave realism found in Goldeneye.

Given the game's nature, this works particularly well. Moving the plot along is a series of cinematic cut scenes, and an orchestral score further enhances the game's overall filmlike feel.

Rare remains typically silent about other facets of the narrative. E3 is fast becoming a platform for the U. From what Next Generation has seen of Jet Force Gemini so far, plenty of destruction is assured, and, as usual, Rare has complemented the onscreen action with some truly impressive visuals.

Moreover, it provides weight to the argument that, in visual terms at least, the U. Sadly, so many other N64 licensees still seem unable to even come close to the standards set by the premier duo.

Another interesting feature is the inclusion of dynamic weather conditions, forcing players to adapt their combat strategy depending on the climate's wildly unpredictable nature.

November i Origin: Expect to see plenty of mountainous topography above a ccording to Producer Dave Georgson, the objective of the first Heavy Gear "was to make sure that the Mechwarrior fans that we had created over the course of three games didn't abandon ship.

But with Heavy Gear 2, Georgson insists his team is even more committed to the license. And since the lead talent, the director, and Georgson himself are fresh in from other projects, they can concentrate on addressing the criticisms of the first game, with a wider variety of environments and a better storyline.

Essentially, the game takes the plot of the film Dirty Dozen and sets it within the Heavy Gear universe. Players lead a disposable squad of Gears on a diversionary mission to support rebels on another colony called Caprice.

And you're not just fighting Gears because now we have Caprician and Earth technology, and it's all Once a thinly veiled replacement for the Mechwarrior franchise, the Heavy Gear series is starting to show characteristics all its own radically different.

With 30 animations per Gear, movement for those characters has become even more organic, as they can now crawl and lie down.

The Al has also been vastly improved — squads will now break up into fire teams and support each other across open fields. They can also ambush and counterambush.

With more and more mech games hitting the scene, Activision knows that it needs to deliver tighter gameplay and a more varied experience than it did with its last effort.

To its credit, Heavy Gear 2 looks well on its way to accomplishing that. But keep in mind — if your ears start bleeding, you should probably turn the thing down.

At 19 pounds, Intensor is designed for quick evacuation in the event things get ugly. Shaky hands will appreciate the built-in molded carrying handle.

So also feel them. Artis fs conception of Sensory Gamings effect on the human heart. Those with heart conditions should proceed at their own risk.

Players attempting to negotiate Intensor on anything less than a good, stiff spine may he reduced to a vegetative state.

After this, nothing will ever be the same. It may also do the same to you. In the event of nervous breakdown, seek help at Fig.

Intensor has been known to induce shock. In such cases, place victim flat on hack, elevate legs 8 to 12 inches and call for help. If victim begins vomiting, place him or her on one side to allow fluid drainage.

Can his karate-chopping tiger transcend the typical PlayStation beat-'em-up? Subsequently, Hall's elaborate world of T'ai-Fu visually captures a look and tone not unlike that of Disney's Lion King, but with a plot and style more akin to the classic kung fu films.

Once a harmonious land populated with numerous animal clans cranes, leopards, pandas, etc. There was a cast of characters, a place, a world, a conflict, a good guy, and a bad guy.

Hall explains that the leopard, monkey, and preying mantis styles are just several new moves T'ai can combine to perform wild combinations.

The game's animation engine enables the character to smoothly morph from one move to the next, and Hall suggests that by the end of the game, players will be able to link moves for some pretty wild plus hit combos.

However, as Lost world was restricted to 2D gameplay, the team had to build out a 3D terrain system and 3D collision system.

The new tools created for this system have enabled the designers to build in weather effects like heavy wind. And, of course, the game will feature the now prerequisite software z-buffering for water effects, and dynamic and colored lighting.

Hall and his team of 15 think the timing is just right for T'ai. He concedes that the look of the game will draw in the younger crowd first, but he hopes the quality of the gameplay will hook a broad audience.

And Hall definitely has the best answer for anyone who may question his martial arts mascot. Revenge of the Brethren is a delight to play.

Revenge at the Brethren logo. The game's main conceit — reversing the usual game perspective by putting players in charge of a deep, dark dungeon filled with evil critters, where they fend off the assaults of noble heroes — was good for a blackly humorous laugh.

The careful balance of battle strategy and resource management also made it eminently playable. But that didn't make the game perfect — its 3D engine was clearly yesterday's technology, and a host of small bugs kept it from being the instant classic it should have been.

The departure of Molyneux seems to have left the design team in a mild quandary over the sequel, but the approach the team has come up with is simple: Fix what was broken without mucking up the original formula.

The most notable upgrade, then, is in the game's 3D engine, which is completely state of the art and supports Direct3D right out of the box.

Gone are the indistinct Format: Other changes are mostly in the bells and whistles department: Last year's self-consciously kiddy Croc propelled the company back into the spotlight, and Argonaut's latest project, Buck Bumble, marks a welcome return to the 3D shooter genre for one of Britain's most famous outfits.

If Croc was overly cute, then Buck, the cyborg-bee, is more of a compromise, walking the fine line between potential children's toy and bona fide game hero.

The plot is as with ail games in that genre largely irrelevant — what is relevant is the smoothness and ease with which Buck can be maneuvered around the environments and the constant attacks from enemy wasps and other insects that keep the pace from dropping.

Producer Nick Clarke describes Buck Bumble as an attempt to re-create the once eponymous 2D shooter in a 3D environment.

Accordingly, players are "steered" in the right direction with The third-person perspective is quite useful in preventing Buck from being attacked from behind Next Generation visits Argonaut's London HQ as the Buck Bumble team enters the home stretch carefully placed power-ups as they logically progress through the 20 garden- themed levels in charge of the project is Carl Graham.

Having worked on the original 3D engine for StarFox with Shigeru Miyamoto, he's strictly old school, and like Nintendo's star designer, believes in the "fair play" principal — no inexplicable or unavoidable deaths for Buck.

The third-person perspective allows the player to avoid attacks from the rear as well as maneuver to pick up power-ups in the form of extra weapons and life from honey droplets The two-player, split-screen mode allows for deathmatch play but was in need of some tweaking when Next Generation tried it out, with overly simplistic maps and a little too much dead time thanks to the close fogging.

However, with recent access to Nintendo's own N64 microcode, optimization may provide the solution. Buck Bumble is unlikely to become a classic, but it should fill a gap in the spartan N64 library.

Of perhaps more interest is Argonaut's admission that it's already well into its first Dreamcast project, until then, Buck may satiate those who feel it's about time the creators of StarFox came home to Nintendo.

Then why does it look more like Tomb Raider than another dungeon crawler? No motion capture data was used to create any movement Raven sucks the last of the marrow out of the Quake 2 engine, but don't start snoring yet — the game ain't no first-person shooter Format: While many third- person games are uninspired, Heretic ll certainly isn't one of them.

Nor is Heretic ll a Tomb Raider rip-off with elves. The player again assumes the role of Corvus, and the early levels of this level game already serve up heavy doses of action.

But Stringer explains the style of action is inherently different. You know, the payoff is just nailing a guy as he's leaping through the air.

The Heretic II team wants nothing but very organic environments and simple puzzles pinpoint control because "you're surrounded by enemies and you're pulling off moves.

Corvus is doing flips and pole vaults, you've got your fire spells going, and you're using your Rings of Repulsion spell. Players must also find the cause of and cure for a plague that has cursed Corvus' hometown.

This is especially important because players themselves become infected, although from a graphical standpoint, that's a positive thing.

Throughout the player's journey, levels will vary from canyon areas to swamp areas to a strange lair of amphibious creatures.

The art team and the level design team have been working to convey that sense of expansiveness and realism to the world. And even a month before alpha, the character, the camera, and the environment are already working so well together it's difficult to conceive the project is this early.

Raven might just have taught an old engine some new tricks. The Great Escape Despite his lack of arms and legs, Rayman takes the big step into 3D From left to right, the main members of the Rayman team: Nathalie Paccard, Frederic Houde, Michel Ancel, Gregoire Gobbi, and Serge Hascoet The creators at Ubi Soft say that the cartoon aspects of the game are partially inspired by Tex Avery [7T1 hen it comes to the topic of LU Rayman, the creators of this limbless little hero are like proud parents boasting about their first child — with a combination of infectious enthusiasm and overwhelming pride.

This is especially true of Michel Ancel, who created the character in and describes his hero as having the sense of humor of Indiana Jones and the sense of purpose of Robin Hood.

But as all parents must do, Ancel and the rest of the team must help their baby grow up. So what they plan to do is hold onto all the aspects that made the original Rayman sell almost two million units while evolving their hero to the next level: And yet all the humor and fast pacing of the original Rayman is still there.

In fact, they're even better. But perhaps more important is his ability to interact with any object or character — a definite throwback to the original game.

For instance, Rayman can pick up a random plum and use it as a platform or even throw it on a wall of branches to make a bridge. But in order for Rayman the character to mature, Rayman's universe must develop as well.

And here, the team has incorporated a storyline albeit typical save-your-friends-conquer-the-enemyfare There are 80 people working on Rayman 2 — a sign of the team's commitment to making quality games for all systems — PC shown here , Nintendo 64, Playstation, and although unconfirmed, Dreamcast Format: France 60 The team bringing Rayman 2 into 3D is the same group that worked on the original Rayman, as well as Tonic Trouble — appropos, considering the game is using an optimized version of the Tonic Trouble engine Since 3D action games are known for difficulties in camera movement the team has developed very flexible directional tools for the camera and used the power of 3D to "give players very high-speed sensations that they couldn't achieve in 2D games.

Tbree-D acceleration either DirectXS, DirectX6, or Glide is required to make the game run at either x or x resolution at between 30 and 60 frames per second.

So just how immersive is the game? How about 10 worlds, 20 levels, and a number of friends-turned-nefarious-pirate- robot enemies?

At the end of each map, the player should be out of breath but satisfied. The original Rayman was notorious for trying the patience of even the most well-tempered gamer.

But the development team has set its sights on making the game playable by a wide range of people — hardcore gamers and dabblers alike.

Meanwhile, the PlayStation version will feature smaller worlds, but there will be a greater number of them. These days, it's not hard to find developers who sound excited about their games, but somehow ubi Soft's enthusiasm seems genuine.

Perhaps it's in the devotion they show to making the product perfect, or perhaps it's in the way they talk about their hero with such earnest affection.

Whatever the reasons, one thing is clear: Rayman has grown up — and that's reason enough for Ubi Soft to feel proud. A Time Warner Company. As groundbreaking and interesting as Myth was, though, it had a few problems, including a complicated control scheme and a steep learning curve.

The most immediately noticeable upgrade is to the game's interface, with the addition of a menu bar to the bottom of the screen which can be turned off for the more "professional" players , enabling quick selection of Format: Myth ll features a much greater variety of The game that showed how realtime strategy and 3D could mix is coming back better than ever improvements to the Interface have made controlling the troops easier terrain, including a castle to storm, as well as a few indoor missions.

The design team has also added more animated objects to the map, including some "ambient" creatures like birds, deer, and possibly wolves, to bring the environment more to life.

In the case of the wolves, this also adds a new environmental hazard. Furthermore, each character has been re-rendered with twice the number of frames of animation and now comes with multiple attack sequences, which subtly bring the battlefield alive with a more realistically random hubbub of motion.

Best of all, Bungie is committing itself to releasing, in some form, the Myth level editors at press time it's unclear whether these will be ready in time to be included with the game itself.

The Terrain Editor enables consumers to alter existing landscapes or create their own, while the so-called "Tag Editor" controls the scripting and behavior of every in-game character, from wizards to peasants to, well, chickens.

Plus, the suspension, shock absorbers, and tires will move more realistically, based on new computation methods.

The chassis itself will also pitch and roll more accurately. Also, tape can be applied to the grill in order to Increase downforce Format: At that time, some team members had already moved on to work on the third installment of the company's flagship product line — NASCAR.

The pre-alpha build of NASCAR Racing 3 featured several test cars and a test track, and the consensus in the Papyrus office was that it already felt unbelievable.

You'll certainly be able to get airborne in these cars, but it's not the way to win a race. Daytona will be missing once again, as Sega holds the exclusive license to that course.

Designer Dave Mattson has been studying races religiously to get the most realistic racing strategies simulated in the game, ultimately, he is trying to figure out every reason and situation for a pit stop, and then model it.

Cars will stay out for an extra lap to try and lead a lap, where they get five bonus points for that. Which they do all the time in real life.

For instance, there are now two qualifying sessions, as well as two practice sessions and a happy hour final practice. Visual enhancements for the series include bit textures and new light sourcing techniques, for instance, specular highlights on cars.

Particle systems are also in place to provide fantastic sparking and smoke effects, as well as dirt clumps, which will stick to vehicles that stray from the track.

Papyrus isn't being specific as to how, but it may be a similar method to the one GT is using for Trans-Am Racing, whereby damage is shown by warping textures at vertices on the car models.

However, considering how remarkable Grand Prix Legends is looking, it's not unwarranted to be curious about the company's next project, even at this early stage.

The character HIRO is copyright. Prince of Persia is one of many games this month that take 3D gaming to the next level.

Almost equally impressive is the number of sports titles that raise the bar in both gameplay and 3D design. While EA smiles smuggly from its throne, developers Radical Entertainment and Psygnosis plot to overthrow the dictator's grasp on consumer dollars.

Any other developer would have discarded the whip and other 2D traits of the original series, just to make life easier in 3D. That is not the case with Konami.

Conquer your game faster. Don't limit your creativity. But what makes a great game character? And what was the thinking behind the design of our favorite game heroes?

A Next Generation report O n Up until that point, there were no game characters - players simply piloted crude spaceships, drove blocky cars, or batted a ball back and forth.

This was largely because the graphics technology of the time prohibited anything more complex than basic shapes made out of a handful of square pixels.

But as graphics technology continued to improve and game designers became more inventive, companies stumbled upon the idea of offering gamers characters with personality.

Namco was the first company to do this, although it helped that Pac-Man was a great game. But what turned a gaming fad into a cultural phenomenon was the fact that for the first time, a videogame had character.

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Again, no details were available as of press time, but Argonaut's heritage suggests an action-packed, 3D, character-based game.

Kalisto, the French developer of Ultimate Race, which has in the past partnered with NEC, will be producing several Dreamcast titles, including a racing game.

Also in France, No Clichf: Since No ClichE is largely made up of the team responsible for the acclaimed Little Big Adventure, the results should be astonishing.

Frankly, almost everyone we spoke to is planning to develop for Dreamcast, but few are willing to state publicly which games they're developing.

With the Japanese launch right around the corner, there are few big-name games and a lack of information regarding big- name RPGs Square and Enix, specifically.

Sonic Adventures had better be good. Mechagodzilla makes an appearance In Godzilla Generations omes 50 billion operations per second.

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Microsoft and Urban Assault are either registered trademarks or trademarks of Microsoft Corporation in the U. So use that gray matter. Think yourself over to www.

A 3D X- Men fighting game for PlayStation is already planned for the spring of '99, but Marvel President Joseph Calamari hints in a press release that "Marvel is looking forward to a long and prosperous alliance with Activision.

Although not confirmed, Next Generation predicts Activision will have the ever- popular Spiderman swinging his way onto PlayStation by the end of ' The sequences were shot at Westwood's own sound stage and on location in the Nevada desert.

The game is set for a November release. The party was hosted by John Romero, founder of ion Storm. And although many of the guests are heroes to the gamers and designers of today, wozniak is a hero to them.

Spending most of the evening in a corner, away from the crowd, Wozniak played host to a small, ever-changing group eager to hear stories from the old days — including woz's many practical jokes which often featured Steve Jobs as the victim — and about wozniak's take on technology and programming today.

Although today he teaches students and teachers about computers, wozniak has a serious game background — the Apple ll was designed mainly because wozniak wanted to do Breakout in software — and he still enjoys videogames.

Guests arguing about self-modifying code, the quality of various Apple ll assemblers, or copy-protection schemes, or our favorite , game designer Doug Smith lode Runner and Broderbund founder Doug Carlston standing in a corner joking about how Carlston rejected Lode Runner the first time he saw it.

That was when l got a contract signed with Broderbund. Carlston recently sold Broderbund to The Learning Company and is now investing in internet products.

Of the many guests attending the party, the most surprising may have been the reclusive Nasir Gebelli of Sirius Software fame, whose work spans from the early days of the Apple ll Space Eggs to the later days of the Super NES.

I always thought they were unfinished. I can't finish a project unless somebody tells me, 'OK, you've got to stop now. I can always do more.

So what is Gebelli doing today? I'm just looking for that special project that makes me motivated. He began kicking the machine and yelling so loudly that a cop around the comer heard him and came into the arcade.

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ARCADIA by Marcus Webb, editor of RePlay magazine Politicians praise game industry Senator Herb Kohl, at a press conference last July, thanked and praised game manufacturers and arcades alike for implementing a voluntary parental advisory system, which posts ratings on games.

Kohl also urged the industry to reduce violence in games and to find ways to limit children's access to age- inappropriate games. Kohl said the industry's goodwill efforts to date make it apparent that no new laws will be necessary, also admitting that passing restrictive legislation would be an uphill battle at best.

Yet Kohl also warned that the senators may call for a boycott of nonparticipating locations by this fall, if ratings are not implemented.

Senator Joe Lieberman normally spearheads the federal "jawboning campaign" on this issue but was unable to attend the press conference. They also stated pointedly that it is the primary responsibility of parents to monitor their children's media intake and that their content-based game ratings system is designed to provide information that will enable parents to do just that.

By all accounts, the overall tone was game-friendly. But have we seen the end of this issue? States and localities are still likely to consider banning violent games or restricting arcade access, even if Congress doesn't.

But for now, videogames have dodged a bullet, avoiding the sort of horrible, negative PR that Lieberman and his colleagues have heaped on them in the past.

New games are on the way Sega's Daytona 2 has been sighted in Japan and Australia, and we can probably expect it along with its "Naomi" universal videogame system, based on technology from Dreamcast to make its official U.

Other titles surfacing there: Atari has been dropping heavy hints about forthcoming video titles, including Site 4 sounds a bit like Area 51, doesn't it?

Konami is definitely calling it a "system," at least in Japan, and plans to ship three software kit upgrades by March , according to overseas sources.

Charles Babbage passes away in poverty, having funded his own work after the government discontinued support. Next Generation online and Don Thomas' l.

But, I have to say that I have never been more jazzed. Don't expect him to retire anytime soon, either.

Bring on the future! Odds of fathering children afterwards: The system features Altec Lansing's proprietary technology to deliver digital audio from the USB system.

This allows streaming of digital data directly from the sound source to the subwoofer, where the digital-to- audio conversion occurs, enabling the conversion to take place with little to no distortion.

The rugged design includes foot pedals and a fake-leather-covered steering wheel. The wheel lacks digitally controlled force-feedback, but the effect of pull created by the mechanism is very convincing.

A set of two plug-ins, Biped and Physique for Kinetix's own 3D Studio MAX, it enabled animators to create lifelike character animation using the highly specialized inverse kinematics of Biped, it then used the Physique modifier — a kind things still deform in odd ways every once in a while , but overall, the process is much less hit-or-miss.

Biped, as well, is more flexible, in addition to CStudio's own native ". Here's the real reason to crow about Character Studio R2 — "deformation envelopes" make the process of skinning a Biped armature a whole lot easier of specialized Bones — to bend and deform a 3D character realistically.

Unfortunately, both components had drawbacks: Biped was practically locked into a footstep-driven animation system, which was often useful but could also get in the way.

Meanwhile, properly binding a polygon mesh to a Physique skeleton was a nightmarish, time-consuming process of chasing down individual stray vertices and manually reassigning them to the underlying structure.

Fortunately, many of these problems have been rectified in Character Studio R2. To begin with, Physique has dumped its old, neo-Bones approach in favor of a system of relatively intuitive "deformation envelopes.

There are even tools for interpolating body positions in between animation segments. All in all, Character Studio R2 is a major improvement, adding a lot of utility to an already groundbreaking product.

It's no substitute for good animation skills, of course, but it is a big help. Earphones connect to a PC sound card or TV.

Brave Fencer Mushashiden Square 2. F-Zero X Nintendo 3. Deep Fear Sega 5. Dekotora no Densetsu Human 6. Tokimeki Quiz Konami 7.

Jikkyo Winning Eleven 3 Konami 8. IQ Intelligent Cube Sony 9. Double Cast Sony Yusokyoku Pack-In Soft Next: Square's archenemy Enix recently released the first batch of screens for its eagerly awaited sequel.

At first sight, the RPG looks rather underwhelming, but there are some hidden surprises. Beneath the distinctly bit appearance lies a realtime 3D environment, fully rotatable, offering multiple camera views and polygonal cut scenes.

Though in some respects already looking somewhat dated next to Square's seminal Final Fantasy Vll, Dragonquest has an appeal that lies more in its retro-traditional feel the music, for example, is coded rather than streamed rather than in the sheer weight of its text or special effects.

There's an emphasis on exploration too, which is something that is not necessarily missed but certainly missing from Square's more linear effort.

There's no word yet on the U. Whether western gamers will take to the old-school feel after sampling the cinematic delights of Square's Final Fantasy Vlil remains to be seen.

Aired just days after the official Dreamcast announcement, the ad stars Yukawa Hidekazu, Sega's senior director, who has a tough time coming to terms with the demise of his company's aging black box.

The ad begins with Hidekazu catching the tail-end of a conversation between two schoolchildren who claim Sega is out of date and praise the competition — the "Playsta" — a rather thinly veiled reference to Sony's own PlayStation nickname, Plasta.

Next Hidekazu rushes to Sega HQ and asks his employees if this could possibly be true. They bow their heads in shame.

Depressed and apparently in shock, Hidekazu takes a taxi to Kabukicho in Shinjuku a recreation area and enters a baseball batting center, hoping to swing his troubles away.

But he can't forget the cutting remarks of the children. Later he is to be found wandering the streets, seemingly drunk, where he accidentally bumps into a member of the Japanese mafia, who chins him.

Returning home, his wife runs to his aid as a voice-over commands, "Senior Director Yukawa Hidekazu, stand up!!

Tentatively called Godzilla Generations, the game allows the player to stomp Japanese cities to rubble, with resistance from the amusingly underarmed Japan Armed Self Defense Forces and, of course, the rogues gallery of Godzilla enemies taken from the Japanese movies.

Let's hope the game is better than the movie Pocket Monsters continue to invade the Japanese consciousness and the high street.

Nintendo released the first of its three Pocket Monsters N64 titles, Pokemon Stadium, simultaneously with the opening of a dedicated Pokemon store in Tokyo and the release of an anime movie titled Pocket Monster Myushi's Counter-Attack.

The release date for the game was carefully timed to keep Japanese children from skipping school to claim their digital devils, and the store was standing room only from the minute it opened, containing such sought-after items as the rare Pikachu edition of Game Boy Light adorned with the tiny yellow monster.

Details of the exact nature of the gameplay are under wraps, but it is known that the game will be compatible with the VMS title, Atsumete Godzilla — Kaijuu Daishugoh, which has been on sale at select movie theaters since July Players can grow and train their Godzilla monster on the VMS, Tamagotchi-styie, and link them up for fights.

The creatures can then be uploaded to Dreamcast, presumably for multiplayer as well as single-player games. The VMS Godzilla sold out the day it went on sale in Japan and has already become something of a collector's item among the otaku — despite the lukewarm reception to the Hollywood movie, which the Japanese have dubbed "unconventional.

All rights reserved Vigilance. All other logos are the property of their respective owners ihere feasible, and report home. LUhere the enemy is scum.

Hs fast, sly and lethal as yuu. LUhere stealth is as important as firepoujer. LUhere you can actually look the enemy in the eye.

Find match him look back. This is the real undermorld. Aligner nadenuiks are the piopeiiy ot then lespective companies. Available Halloween at vour local retailer.

Order direct at store, gtinteractiuacom or call GTIS. Take bloodshed to the next level with new 3D engine and fully modeled 3D characters.

Four customizable, playable characters: Caleb, Ophelia, Gabriella and Ishmael. Presenting the Age of Empires Expansion: The Rise of Rome.

In addition to the Roman Empire, this official Expansion Pack also includes the legendary civilizations of Palmyra.

Test your mettle with new units like the crafty Camel Rider, powerful Scythe Chariot, fearless Slinger, and punishing Fire Galley—all on new and challenging maps.

Since the reorganization of Sierra, Dynamix is a new company, with a new focus — and judging from its latest game, Starsiege Tribes, it may very well have created its best game to date.

Tribes takes multiplayer gaming into an entirely untraversed direction, with gameplay that is both immediately familiar and completely original.

Although the control will be familiar to anyone who has played Quake, gone are most of the limitations of an enclosed environment, instead, players can explore cavernous buildings as well as vast exteriors that stretch for miles, Format: Additionally, the game can be played in either first-person Quake style or third-person, a la Tomb Raider.

Tribes is played from two selectable perspectives: Depending on which weapon you use, the effects are multiplied it is expected that the game will support up to 32 simultaneous players over the internet or LAN, and a complex chat system that utilizes custom speech is also planned.

But how can Tribes possibly overtake the Quake -style juggernauts? Now imagine all of that happens in real time, with troop transports, fast land vehicles, recon planes, and mounted gun turrets.

Also imagine being able to use any of these objects at any time. That is exactly what Tribes will provide. Some battles may feature a player at the wheel of a troop transport while teammates hop in and shoot at pursuing enemies, if the action gets too intense, players can jump out of the vehicle and starting running on foot.

This is no Quake clone. Dynamix did its homework, seeking to go far beyond current games while featuring the most popular game mechanics of the last few years.

For instance, every weapon has a sniping mode with selectable ranges and various abilities. That's important since the game takes players into tight hallways as well as large valleys, where sniping weapons are crucial.

Each player has a particular armor type, ranging from light to heavy. Of course this has an effect on the player's speed Two flag bearers duke It out for passage to home base, but unfortunately for the blue team, their flag bearer takes a direct hit Tribes will feature the most popular game mechanics of the last few years and agility.

Also, small jump jets are placed on the backs of all players, giving them limited flying abilities. It is completely normal to see players sniped out of the sky as they try to fly up to a ledge or structure.

Tribes was conceived as a multiplayer game, and squad-level tactics are crucial for every mission. There is a definite hierarchy that forms when playing a game, and each squad has a definite leader, it is the only way to succeed.

There are moments during the game, for example, when explosions erupt in every direction and a squad leader is yelling for his troops to forge ahead, which create intense emotional feelings in players — this is rarely found in other games.

The version shown to Next Generation had yet to implement the single-player game, but with the weight of the project on its multiplayer mode, it is unlikely that too many consumers will purchase the game for its solitary play.

Dynamix seems to be following an otherwise typical recipe for success, providing gamers with level editing, true terrain landscapes, motion captured animation, and seamless transitions from exteriors to interiors.

The system requirements are only a fraction of those needed to run games like unreal, yet the game offers so much more diversity.

Just about every preferred rendering method will be included in the final product, from openGL to a quick and impressive software version.

Everything in the game has some amount of customization. From skins to actual logos, groups of players will have more control over their clan presence than in any other game.

By digitizing their speech, players can also personalize the combat dialogue. Now players can recognize their friends' voices during games to prevent friendly fire amid chaos.

Dynamix is indeed making a well- deserved comeback. Gamers not so long in the tooth will remember that the company used to be a leader in 3D gaming during the mid-'80s, with its groundbreaking tank game Stellar 7 for the Commodore 64 and Apple II, as well as a series of successful 3D follow-ups.

And unless Dynamix manages to seriously disturb the delicate balance of the game's current design, the company should introduce players to the next level of multiplayer gaming.

The ratings icon a registered trademark of the Microsoft Corporation. Recoil is is a trademark of the Interactive Digital Software Association.

Morph Into- four different vehMe tjp. Payable demo- available at: LucasArts' multitalented Renaissance man stares out at the world over the rim of his glasses with a laserlike glare, fielding questions from journalists as if swatting flies.

Barwood has, at one time or another, been a programmer, a screenwriter, a movie producer, a director, and a team leader. He scripted the screenplay for Steven Spielberg's first feature film, Sugarland Express, as well as produced and wrote the '80s fantasy hit Dragonslayer.

During that time, though, he bought an Apple II and wrote an RPG — indulging his writing talents as well as getting a taste of the harsher realities of videogame publishing just as he put the finishing touches on his game, the Apple II market tanked.

He still has the game somewhere — a reminder of what might have been had it sold, as well as a neat summation of who Hal Barwood is — a storyteller, a technician, and a dreamer.

But now, Barwood has returned to his first love, holed up in the northeast corner of the unmarked LucasArts building in San Rafael, California, midway through his third Indiana Jones game.

Indiana Jones and the infernal Machine obeys the first law of Hollywood — give the people what they want — in the form of a hero that's been begging for Talented individuals from top: Barwood is reveling in the opportunity to finally bring all the movie elements into a game.

Though there are some 8, lines of dialogue in infernal Machine, players will find much of their time divided between fighting the Communists with whip, revolver, and explosives, and solving complex, environment-based puzzles.

Knowing this, and knowing Barwood's own background, you might expect him to spout endless radio-friendly quotes on how videogames are snuggling up to movies, but you'd be wrong.

The version seen by Next Generation was still early, but the smooth frame rate and superbly rendered Indy capture perfectly the atmosphere of the movies, a digital update since Core blazed the trail with the eponymous Lara Croft, it may be a little late, arriving after no less than three Tomb Raider titles have already laid the groundwork, but Barwood is confident that he and his team can offer the world something new with the first 3D appearance of the original swashbuckling archaeologist.

The "liberation" of 3D that he's talking about will allow Indiana Jones and the infernal Machine to be more than Tomb Raider with a Y chromosome, it will allow for the seemingly opposed genres of action and adventure to meet on equal terms.

Set in , at the dawn of the Cold war era, indy must save the world from the Soviets, who are seeking to harness the secrets of the mythical Tower of Babel to produce a devastating weapon that could tip the delicate balance of power.

Teaming up once more with Sophia Hapgood last seen in Fate of Atlantis , the player embarks on an epic adventure, drawing a web of red lines across the map as indy makes his way through some 17 levels that include 34 The mine-cart level Is a big cliche, but at least It's indy's cliche with the environments more tightly mapped than Tomb Raider to avoid the dreaded specter of players running aimlessly around in search of a single switch.

Players will be expected to help one-another through the specially created scenarios, in the guise of Indy avatars.

The game is due for completion by the holidays, but it could slip until Qi Maintaining that attitude in the increasingly complex and competitive technical arena is the responsibility of a man who has been in videogames for as long as he, or anyone at LucasArts, can remember.

The company has always been technically innovative, but it's a tribute to the power of its games that technology has rarely overshadowed the end result.

As the rest of the world laps up frame rates and polygon power, the corridors of LucasArts are filled instead with impassioned talk of plot, of character, and of most importantly — fun.

Technology matters, but it's On it are some seriously old games from the days when merely having any graphics at all was considered state of the art.

But he didn't pick them up at a garage sale, he helped make them. And back in the day, he designed, wrote, programmed, and produced the art for the games — he even wrote the music While Hal Barwood was writing scripts for Spielberg, wilmunder was desperately trying to coax meaningful graphics and sound from the first Z80 processors — he succeeded enough to be scooped up by Atari in Sixteen years later he's the director of technology at LucasArts Congenial and soft-spoken, Wilmunder is the opposite of the in-your- face 3D evangelists that pop up at trade shows.

He worked for Atari with Lucasfilm claiming that, if anything, games are moving in the opposite direction. With technical help from Factor 5, Rogue Squadron could reap both critical acclaim and commercial success when it is released this month.

The idea for the game came from many of the criticisms leveled at Shadows. Everyone, it seemed, loved the first level, which had the playei For wilmunder, technology goes in cycles, or, as he describes them, "battles.

It's no accident that the company has chosen as the year to finally bring Indiana Jones into 3D — until now, it wouldn't have been able to do the character, or the richly detailed period environments, justice.

And Wilmunder remembers how Ballblazer relied on a particular quirk of the Atari chipset to produce the simulated 3D play area, it left the team in a sweat trying to think of a way to port the game to the Commodore 64 and Apple Though ultimately secondary to the design considerations, technology has both helped and hindered the company, it took seven years for the technology Old games: Wilmunder still has the original game design document for Maniac Mansion on the original Koronis Rift and Rescue on Fractalus the first game to use voxel technology , and he was part of the team that invented the SCUMM engine, first seen in the Lucas point-and-click adventure, Maniac Mansion, in one way or another, wilmunder has been involved in just about all of LucasArts' landmark titles, working on the fast 3D technology that allowed X-Wing to storm the charts; overseeing the difficult transition from art- lead adventures to polygon-hungry first- person games in the form of Dark Forces and Jedi Knight ; and developing tools that allow artists and designers to work closely with programmers to fulfill their vision.

In Rogue, players fly as Luke over 16 levels that feature many of the more familiar moons and planets from the movies, including a battle over Taloran, the cloud city.

The gameplay is straight shooter, but the level designs require Luke to be a team player and wisely use his wingman, the erstwhile Wedge.

Then there were the sound card battles that came with stereo sound and the embracing of bit technology, and more recently, the battle for 3D.

His job is, he believes, to help LucasArts win those battles as quickly as possible to allow the artists to utilize more advanced technologies for their art.

When that day comes, LucasArts, if Wilmunder has anything to say about it, will be ideally poised to reap the benefits. Despite some notable critical failures, the company has a willingness to experiment with and broaden its technical and creative capabilities, as demonstrated by its recent history.

Already regarded as the very best storyteller in the business with its point-and-click heritage, Lucas has had notable success with the x-wing and TIE-Fighter space combat sims, and following the release of Dark Forces in , instant credibility in the then-emerging first-person arena.

The company even tried its hand at strategy games, though with limited success Afterlife fell flat, and the recent Rebellion — which relied on outside help — was weighed down with a clumsy interface and a sluggish realtime engine.

Needless to say, LucasArts is already well into the development cycle with the prequel games. Before the prequel titles appear, however, there are two Star wars games on the near horizon, currently under the watchful eye of LucasArts' director of development, Steve Dauterman.

He's the guy who picks the winners and occasionally, the losers from the game designs proposed every year internally, either from teams who have just finished a project or new teams looking to produce their next game.

Every concept of recent years has passed through Dauterman's "in" box, and he routinely rejects as many as he approves, if wilmunder is the technical watchdog of LucasArts, then Dauterman is his opposite number on the creative side.

Steve is looking a little stressed these days, and well he might. When the game is eventually released, players can expect 3D environments and the option to play as either the rag-tag armies of the Rebel Alliance or the technologically superior Galactic Empire.

The missions take place over a time period that stretches stage. There are also a number of other projects with unfamiliar names scribbled on a whiteboard that hangs on his wall.

And therein lies the challenge for Dauterman. LucasArts' diversity is his responsibility — it's up to him to ensure that the company doesn't rely solely on the golden Star Wars franchise but instead takes the calculated creative and commercial risks needed to maintain an edge in an increasingly conservative market.

Masters ofTeras Kasi and Rebellion, seemed to have slipped through the net. The problem with the Star Wars license in particular is that it has limitations in terms of plot and characters, and it has a very rigid universe that really doesn't allow for much innovation, in fact, LucasArts' biggest disappointments stem from being perhaps a little too safe.

It's George's baby, after all, and nobody wants to drop it. Like Masters ofTeras Kasi, Rebellion drew strong fire from the press for essentially wasting the license, burying the Star wars appeal beneath a hardcore strategy engine that would have looked more at home at interactive Magic or SSI.

Far from ditching what had seemed to be a tree largely without fruit, Dauterman has hired the company once again for what is certain to be the next Star wars blockbuster title — Rogue Squadron for N They cover diverse terrains, from the equatorial forests of Yavin 4 to the Jawa- infested deserts of Tatooine, as well as the less familiar spice fields of Kessel and the arctic Coruscant.

Voir re going to have similar experiences to ilie original movie, and we wanted the experience internally of all these people who are capable of reproducing that.

LucasArts realized that combining first- person shooter, racing, and flight sims into one game may have been a stretch considering its lack of experience with the then brand new Nintendo hardware, but the feedback was pretty consistent: Everybody loved the first level, and they wanted more.

For the sixth time in the history of the company, LucasArts is allowing you to play as Luke the others were the Star wars console trilogy, the original Star Wars Arcade, and Masters ofTeras Kasi , piloting a number of different craft over various planets and moons from the Star wars universe.

Though the engine is courtesy of Factor 5, the plot and much of the art comes from LucasArts. And although the environments are at this point fairly spartan, it's easy to see why Dauterman gave Factor 5 another shot.

The textures are highly detailed, as are the models, and there's little of the telltale fogging and blurring that seemed to dog many of the first generation N64 titles.

It certainly bodes well for the game that will act as a stand-in between now and the imminent release of the prequels. And what of those games?

Though he can't reveal anything at all about them right now, Dauterman admits that the experience gained from creating so many different genres over the past five years will certainly bear upon the content of the prequel titles.

By the time you read this. Rogue Squadron will be complete. Grim Fandango will have single-handedly revived the point-and-click adventure game, and LucasArts will be looking forward to a bumper Hal Barwood will be even more intense as he prepares to ship Infernal Machine, Aric Wilmunder will be feverishly working to make himself redundant by creating tools that even a wookie could use, and Steve Dauterman will have nailed an extra whiteboard to his wall to accommodate the next round of games — many of which will delight, some of which may frustrate, and all of which will be, above all, unquestionably, unmistakably Lucas.

Cut scenes add to the atmosphere, hut they can't replace gameplay "Factor 5 has a great working relationship with us. They love the Nc-t as well.

Going back to when they were working on Ealtlazeis all they could talk about was how they wanted to work with the Nintendo machine.

Mysteriously, the evening's sole survivor is Lieutenant Aya Brea, N. A concert goes horribly wrong when the audience suddenly bursts into flame.

But can it sell Dreamcast? At this point, the gameplay begins. Players must see Laura through a series of mutant battles in an attempt to help her find her way back to civilization.

Players can explore the terrain in a movement mode, which enables them to walk in the environment or use a vehicle. Currently, only a snowmobile that seats two characters has been revealed, but more are expected.

Also available to Laura will be a Global Positioning System, used to navigate the expansive and snowy terrain of D2. This action mode is more like the gameplay of Time Crisis, where quick, noninteractive sequences introduce a set of creatures before enabling the player to blast them in classic shooting-gallery style.

During the shooting sequences, players will be introduced to a variety of mutants, all in-game cut scenes above left, center Introduce the mutants before seamlessly switching to the shooting right The fmv opening presents terrorists, mutants, and downed airlines — and no, this Isn't the "X-Flles" game Format: As one of few officially announced titles for Dreamcast, and as the project of Japan's creatively boisterous Kenji Eno, the circumstances surrounding the game have practically overshadowed the game itself.

That is, until now. The original D was a prerendered, puzzle-based adventure, but the sequel takes place in real time, with some prerendered and in-game cut scenes to advance the plot.

Laura returns as D's main character; however, her vampire father is no longer the antagonist, in fact, the story is more akin to an "X-Files" episode.

On a commercial flight, Laura's plane crash- lands in the snowy Canadian mountains after being struck by a meteorite. Laura is rescued from the crash and wakes in the hut, only to be confronted by two mutant beings.

The varying mutants may be easier to destroy with particular weapons, and D2 will boast a range of weapons, including a flamethrower and shotgun.

And when exposed to the extreme cold for a period of time, Laura will begin to lose health. Eno is the first to admit that the team is just scratching the surface of the system's capabilities, but D2 will certainly take advantage of the Dreamcast hardware.

Players should expect a high frame rate probably 60fps, although it has not yet been set , and the game will run at x The weather in this harsh winter environment is intended to be as deadly as the enemies resolution.

Yet the real advances will be seen in the character models. Backgrounds will also be more elaborate — for instance, a snowfall effect renders 3, snowflakes simultaneously.

As the game is still early in development, it's too soon to tell if D2 will deliver the little intangibles that together made up the gothic atmosphere that resonated from the first game.

Considering the early elements of the action gameplay resemble an uninspired update of Area 57 more than the revolutionary nature of Enemy Zero, Next Generation believes Eno and his crew at warp have their work cut out for them.

But with the seemingly limitless capabilities of Dreamcast and no immediate release date set, anything is possible. Outrage and the Outrage logo are trademark ol Outrage bitertainment.

Interplay the lnteiplay logo. Yet another example of the swish lighting effects and further evidence of the variety of alien life-forms awaiting termination The game's alternating levels require players to switch between the main three characters, thus exploiting their individual attributes nnounced just prior to the E3 show and shown only as a brief segment of Nintendo's looping promotional video sequence on its substantial projection screen, Jet Force Gemini passed an awful lot of people by.

Yet Rare's potential-packed title warrants attention, promising to take all the elements of a classic shoot-'em-up and place them within a 3D polygonal world, with players viewing the action via a third-person perspective.

To succeed at this formidable and seemingly impossible not to mention foolish task, players can swap control between the three main characters — Juno, vela, and E3 The seemingly unstoppable Rare looks set to continue the company's recent run of successful titles for Nintendo 64 Lupus the dog — and each of their individual skills must be fully exploited in order to ensure progression through the various levels.

Of course, secret areas revealing bonus items are to be found within the vast, freely explorable levels, with puzzle elements requiring some brain activity.

Furthermore, having not forgotten the importance of weaponry in a shoot-'em-up, plenty of power-ups are obtainable to amplify the already-impressive artillery.

The landscapes are In 3D, allowing players free exploration of the vast environments populated by disposable, buglike, alien baddies 46 Some of the more impressive effects in Jet Force Gemini can be found in the ambitious lighting used throughout particularly for the game's many weapons impressive aspect is its graphical quality.

The E3 video footage revealed several excellently varied locations featuring highly detailed textures and impressively complex light sourcing — particularly noticeable in the game's fire effects.

The designers have created a rich, colorful, lunarlike landscape, together with a series of space-age building interiors more akin to Rare's usual cartoonish look rather than the grave realism found in Goldeneye.

Given the game's nature, this works particularly well. Moving the plot along is a series of cinematic cut scenes, and an orchestral score further enhances the game's overall filmlike feel.

Rare remains typically silent about other facets of the narrative. E3 is fast becoming a platform for the U. From what Next Generation has seen of Jet Force Gemini so far, plenty of destruction is assured, and, as usual, Rare has complemented the onscreen action with some truly impressive visuals.

Moreover, it provides weight to the argument that, in visual terms at least, the U. Sadly, so many other N64 licensees still seem unable to even come close to the standards set by the premier duo.

Another interesting feature is the inclusion of dynamic weather conditions, forcing players to adapt their combat strategy depending on the climate's wildly unpredictable nature.

November i Origin: Expect to see plenty of mountainous topography above a ccording to Producer Dave Georgson, the objective of the first Heavy Gear "was to make sure that the Mechwarrior fans that we had created over the course of three games didn't abandon ship.

But with Heavy Gear 2, Georgson insists his team is even more committed to the license. And since the lead talent, the director, and Georgson himself are fresh in from other projects, they can concentrate on addressing the criticisms of the first game, with a wider variety of environments and a better storyline.

Essentially, the game takes the plot of the film Dirty Dozen and sets it within the Heavy Gear universe. Players lead a disposable squad of Gears on a diversionary mission to support rebels on another colony called Caprice.

And you're not just fighting Gears because now we have Caprician and Earth technology, and it's all Once a thinly veiled replacement for the Mechwarrior franchise, the Heavy Gear series is starting to show characteristics all its own radically different.

With 30 animations per Gear, movement for those characters has become even more organic, as they can now crawl and lie down. The Al has also been vastly improved — squads will now break up into fire teams and support each other across open fields.

They can also ambush and counterambush. With more and more mech games hitting the scene, Activision knows that it needs to deliver tighter gameplay and a more varied experience than it did with its last effort.

To its credit, Heavy Gear 2 looks well on its way to accomplishing that. But keep in mind — if your ears start bleeding, you should probably turn the thing down.

At 19 pounds, Intensor is designed for quick evacuation in the event things get ugly. Shaky hands will appreciate the built-in molded carrying handle.

So also feel them. Artis fs conception of Sensory Gamings effect on the human heart. Those with heart conditions should proceed at their own risk. Players attempting to negotiate Intensor on anything less than a good, stiff spine may he reduced to a vegetative state.

After this, nothing will ever be the same. It may also do the same to you. In the event of nervous breakdown, seek help at Fig.

Between the 16th and 20th centuries, European powers controlled at times the Americas, most of Africa, Oceania.

The Industrial Revolution, which began in Great Britain at the end of the 18th century, gave rise to economic, cultural, and social change in Western Europe.

Further European integration by some states led to the formation of the European Union, the EU originated in Western Europe but has been expanding eastward since the fall of the Soviet Union in The European Anthem is Ode to Joy and states celebrate peace, in classical Greek mythology, Europa is the name of either a Phoenician princess or of a queen of Crete.

For the second part also the divine attributes of grey-eyed Athena or ox-eyed Hera. Video game — A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor.

The word video in video game referred to a raster display device. Some theorists categorize video games as an art form, but this designation is controversial, the electronic systems used to play video games are known as platforms, examples of these are personal computers and video game consoles.

These platforms range from large mainframe computers to small handheld computing devices, the input device used for games, the game controller, varies across platforms.

Common controllers include gamepads, joysticks, mouse devices, keyboards, the touchscreens of mobile devices, and buttons, or even, with the Kinect sensor, a persons hands and body.

Players typically view the game on a screen or television or computer monitor, or sometimes on virtual reality head-mounted display goggles.

There are often game sound effects, music and, in the s, some games in the s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets.

In the s, the game industry is of increasing commercial importance, with growth driven particularly by the emerging Asian markets and mobile games. As of , video games generated sales of USD74 billion annually worldwide, early games used interactive electronic devices with various display formats.

The earliest example is from —a Cathode ray tube Amusement Device was filed for a patent on 25 January , by Thomas T. In , Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold and it used a black-and-white television for its display, and the computer system was made of 74 series TTL chips.

The game was featured in the science fiction film Soylent Green, Computer Space was followed in by the Magnavox Odyssey, the first home console.

Modeled after a late s prototype console developed by Ralph H. Baer called the Brown Box and these were followed by two versions of Ataris Pong, an arcade version in and a home version in that dramatically increased video game popularity.

The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants, and convenience stores.

The game also became the subject of articles and stories on television and in newspapers and magazines. Space Invaders was soon licensed for the Atari VCS, becoming the first killer app, the term platform refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate.

The term system is commonly used. Video game console — A video game console is an electronic, digital or computer device that outputs a video signal or visual image to display a video game that one or more people can play.

The term video game console is used to distinguish a console machine primarily designed for consumers to use for playing video games. An arcade machine consists of a video game computer, display, game controller, a home computer is a personal computer designed for home use for a variety of purposes, such as bookkeeping, accessing the Internet and playing video games.

There are various types of game consoles, including home video game consoles, handheld game consoles, microconsoles.

Although Ralph Baer had built working game consoles by , it was nearly a decade before the Pong game made them commonplace in regular peoples living rooms.

Through evolution over the s and s, game consoles have expanded to additional functions such as CD players, DVD players, Blu-ray disc players, web browsers, set-top boxes.

The first video appeared in the s. They were played on massive computers connected to vector displays, not analog televisions, Ralph H.

Baer conceived the idea of a home video game in In the late s, while working for Sanders Associates, Baer created a series of game console designs.

In , Magnavox released the Magnavox Odyssey, the first home game console which could be connected to a TV set. Magnavox replaced the switch design with separate cartridges for each game, by autumn , Magnavox, bowing to the popularity of Pong, cancelled the Odyssey and released a scaled-down version that played only Pong and hockey, the Odyssey A second, higher end console, the Odyssey , was released with the and added on-screen scoring, up to four players, almost simultaneously released with Ataris own home Pong console through Sears, these consoles jump-started the consumer market.

All three of the new consoles used simpler designs than the original Odyssey did with no board game pieces or extra cartridges, in the years that followed, the market saw many companies rushing similar consoles to market.

Most of the consoles from this era were dedicated consoles playing only the games came with the console. These video game consoles were often just called video games, because there was reason to distinguish the two yet.

While a few companies like Atari, Magnavox, and newcomer Coleco pushed the envelope, Fairchild released the Fairchild Video Entertainment System in The first handheld console with interchangeable cartridges was the Microvision designed by Smith Engineering.

James Bond in film — The James Bond film series is a British series of spy films based on the fictional character of MI6 agent James Bond,, who originally appeared in a series of books by Ian Fleming.

It is one of the longest continually-running film series in history, in that time Eon Productions has produced 24 films, most of them at Pinewood Studios.

Broccoli and Harry Saltzman co-produced most of the Eon films until , when Broccoli became the sole producer. The single exception during this period was Thunderball, on which Broccoli, from Broccoli was joined by his stepson Michael G.

Wilson as producer and in Broccoli stepped aside from Eon and was replaced by his daughter Barbara, who has co-produced with Wilson since. Broccolis family company, Danjaq, has ownership of the series through Eon.

The Eon series has seen continuity both in the actors and in the production crews, with directors, writers, composers, production designers.

MGM solely distributed three films from to after United Artists was retired as a mainstream studio, Feldman, and a remake of Thunderball entitled Never Say Never Again, produced by Jack Schwartzman, who had obtained the rights to the film from McClory.

Due to the restriction of a play, the adapted version lost many of the details found in the book, although it retained its violence. Cubby Broccoli at Warwick Films expressed interest in adapting the Bond novels, but his colleague Irving Allen was unenthusiastic.

Towards the end of Saltzmans option period, screenwriter Wolf Mankowitz introduced him to Broccoli, a number of Hollywood studios did not want to fund the films, finding them too British or too blatantly sexual.

Eventually the two signed a deal with United Artists for per cent financial backing and distribution of seven films, Saltzman and Broccoli also created the company Danjaq, which was to hold the rights to the films which Eon Productions was to produce.

Nos screenplay, partly because of Mankowitzs help in brokering the deal between Broccoli and Saltzman. An initial draft of the screenplay was rejected because the scriptwriters had made the villain, Dr.

No, a monkey, and Mankowitz left the film. It was the last major home console to use the cartridge as its primary storage format until Nintendos seventh console, while the Nintendo 64 was succeeded by Nintendos MiniDVD-based GameCube in September , the consoles remained available until the system was retired in late Codenamed Project Reality, the the N64 design was complete by mid, but its launch was delayed until In , IGN named it the 9th greatest video game console of all time, as of , the system remains a popular retro console in North America.

At the beginning of the s, Nintendo led the game industry with its Nintendo Entertainment System. Further complicating matters, Nintendo also faced a backlash from third-party developers unhappy with Nintendos strict licensing policies, the company created a design proposal for a video game system, seeking an already well established partner in that market.

Clark, founder of SGI, initially offered the proposal to Tom Kalinske, the historical details of these preliminary negotiations were controversial between the two competing suitors.

Tom Kalinske said that he and Joe Miller of Sega of America were quite impressed with SGIs prototype, the engineers from Sega Enterprises claimed that their evaluation of the early prototype had uncovered several unresolved hardware issues and deficiencies.

Those were subsequently resolved, but Sega had already decided against SGIs design, Nintendo resisted that summary conclusion, arguing that the reason for SGIs ultimate choice of partner is due to Nintendo having been a more appealing business partner than Sega.

While Sega demanded exclusive rights to the chip, Nintendo was willing to license the technology on a non-exclusive basis, michael Slater, publisher of Microprocessor Report said, The mere fact of a business relationship there is significant because of Nintendos phenomenal ability to drive volume.

This announcement coincided with Nintendos August Shoshinkai trade show, as with most of the computing industry, Nintendo had limited experience with 3D graphics, and worked with several outside companies to develop the technology comprising the console.

SGI and its subsidiary MIPS Technologies were responsible for the Ri microprocessor and that software-based console prototype platform was later supplanted by a workstation-hosted console simulation board, representing the finalized console hardware.

SGIs performance estimates based upon their RealityEngine supercomputing platform were ultimately reported to be accurate to the final consumer console product.

It was released for the Nintendo 64 video game console in August , the game includes a split-screen multiplayer mode in which two, three, or four players can compete in different types of deathmatch games.

GoldenEye was developed over a period of two and a half years by an inexperienced team and it was originally conceived as an on-rails shooter inspired by Segas Virtua Cop, before being redesigned as a free-roaming shooter.

The game was acclaimed by the gaming media and sold over eight million copies worldwide. It pioneered features such as atmospheric single-player missions, stealth elements, the game is frequently cited as one of the greatest video games of all time.

A spiritual successor, Perfect Dark, was released in , while a reimagining of the game, GoldenEye is a first-person shooter that features both single and multiplayer modes.

In the single-player mode, the player takes the role of James Bond through a series of free-roaming 3D levels, the arsenal of weapons includes pistols, submachine guns, assault rifles, grenades, and throwing knives, among others.

Guns have a magazine and must be reloaded after a certain number of shots. The players initial weapon in most missions is James Bonds Walther PPK, Most of the games firearms are modelled on real-life counterparts, while others are based on fictitious devices featured in the Bond films, such as the Golden Gun and Moonraker laser.

The weapons vary in such as rate of fire, degree of penetration, and type of ammunition used. Stealth is a significant element of the gameplay, frequent gunfire can alert distant guards, therefore, to avoid gunfights with numerous opponents, it is advantageous to eliminate soldiers and security cameras before they spot or hear the player.

Certain weapons incorporate suppressor or telescopic sight attachments to aid the player in killing enemies discreetly, there are no health-recovery items in the game, although armour vests can be acquired to provide a secondary health bar.

Four save files are available to track the players progress through the games twenty missions, each of which may be played on Agent, Secret Agent, once a mission is completed, the player may either continue progressing through the story or choose to replay a previously completed level.

Completing certain missions within particular target times enables the player to unlock bonus cheat options which make various changes to the gameplay, normal is a basic deathmatch mode in which the main objective is to kill opponents as many times as possible.

It can be played as a game or in teams. In You Only Live Twice, players only have two lives before they are eliminated from the game, and Licence to Kill is a mode in which players die from a hit with any weapon.

The player with the Golden Gun is unable to pick up body armour while opponents can, in The Living Daylights, a flag is placed in a fixed location on the map, and the player who holds it the longest wins.

The flag-carrier cannot use weapons but can collect them to keep opponents from stocking ammunition. From Wikipedia, the free encyclopedia.

This article is about the video game. For other uses, see Goldeneye disambiguation. James Bond portal s portal Video games portal.

Archived from the original on 23 August Retrieved 27 July Retrieved 26 October Retrieved 29 November Retrieved 29 May Retrieved 16 June Retrieved 15 June Reloaded Hands On Preview".

Retrieved 24 October Retrieved 18 December Retrieved 2 November Retrieved 19 September Archived from the original on 29 June Retrieved 10 November Retrieved 26 April Bringing Bond to Games".

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