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Volume 2, Issue 2 July 2004 Table of Contents 8 24 Reset 4 Communist Letters From Space 5 News Roundup 7 Below the Radar 8 The Road to 300 9 Homebrew Reviews 11 13 MAMEusements: Penguin Kun Wars 12 26 Just for QIX: Double Dragon 13 Professor NES 15 Classic Sports Report 16 Classic Advertisement: Agent USA 18 Classic Advertisement: Metal Gear 19 Welcome to the Next Level 20 Donkey Kong Game Boy: Ten Years Later 21 Bitsmack 21 Classic Import: Pulseman 22 21 34 Music Reviews: Sonic Boom & Smashing Live 23 On the Road to Pinball Pete’s 24 Feature: Games. Bond Games. 26 Spy Games 32 Classic Advertisement: Mafat Conspiracy 35 Ninja Gaiden for Xbox Review 36 Two Screens Are Better Than One? 38 Wario Ware, Inc. for GameCube Review 39 23 43 Karaoke Revolution for PS2 Review 41 Age of Mythology for PC Review 43 “An Inside Joke” 44 Deep Thaw: “Moortified” 46 46 Volume 2, Issue 2 July 2004 Editor-in-Chief Chris Cavanaugh [email protected] Managing Editors Scott Marriott [email protected] here were two times a year a kid could always tures a firsthand account of a meeting held at look forward to: Christmas and the last day of an arcade in Ann Arbor, Michigan and the Skyler Miller school. If you played video games, these days writer's initial apprehension of attending. [email protected] T held special significance since you could usu- Also in this issue you may notice our arti- ally count on getting new games for Christmas, cles take a slight shift to the right in the gaming Writers and Contributors while the last day of school meant three uninter- timeline. -
The Story of Final Fantasy VII and How Squaresoft
STS145 History of Computer Game Design, Final Paper, Winter 2001 Gek Siong Low Coming to America The making of Final Fantasy VII and how Squaresoft conquered the RPG market Gek Siong Low [email protected] Disclaimer: I have tried my best to find sources that are as reliable as possible (press releases, interviews in published magazines, etc) but many times I had to depend on third-party accounts of what happened. Some of these accounts conflict with one another, so I try to present as coherent an account of the history as I can here. I do not claim that everything in this paper is true. With that in mind, let us proceed on with the story… Introduction “[Final Fantasy VII is]…quite possibly the greatest game ever made.” -- GameFan magazine, quote on back of Final Fantasy VII CD case (Greatest Hits edition) The story of Squaresoft’s success in the US video games market appears at first glance to be like a fairy tale. Before Final Fantasy VII, console-based role-playing games (RPGs) were still a niche market, played only by a dedicated few who were willing to endure the long wait for the few games to cross the Pacific and onto American soil. Then came Final Fantasy VII in the September of 1997, wowing everybody with its amazing graphics, story and gameplay. The game single-handedly lifted console-based RPGs out of their little niche into the mainstream, selling millions of copies worldwide, and made Squaresoft a household name in video games. Final Fantasy VII CD cover art Today console-based RPGs are a major industry, with players spoilt-for- choice on which RPG to buy every Christmas. -
Street Fighter Ii
FAZENDO HISTÓRIA: ENTREVISTAMOS FABIO SANTANA, DA CAPCOM REVISTA www.playreplay.com.br O PAU VAI COMER COM STREET FIGHTER II PARA RECORDAR: NO CALOR DA ESTAÇÃO, TROUXEMOS JOGOS DE VERÃO A CASA JAN/FEV15 DO COGUMELO: TOP 5 1/2 MELHORES #01 JOGOS DO NINTENDO 64 EDITORIAL BATERAM UM CONTRA primeira ida ao fliperama a NESTA EDIÇÃO: gente nunca esquece, não é A verdade? A minha foi no co- mecinho da década de 90, beiran- EDITOR-CHEFE do meus 6 anos de idade. Na época, RODRIGO ESTEVAM precisava subir em caixotes pra po- der enxergar a tela inteira! EDITOR / ARTE / REDAÇÃO Duas décadas depois, quem diria, EIDY TASAKA aqui estou eu prestando homena- REVISÃO gens a Street Fighter II, com a mes- PAULA TRAVANCAS ma excitação de uma criança. O tem- po voa, não é verdade? Essa edição da Revista PlayReplay tam- bém celebra o verão e o calor, ao re- cordar os bons tempos de California NOSSO PARCEIRO Games. Além disso, conseguimos uma NESTA EDIÇÃO: baita de uma entrevista com o Fabão Santana, cara rodado nas principais re- vistas de games do Brasil. Tiro meu cha- péu pra ele, principalmente pelo seu trabalho hercúleo nas páginas da revista Gamers! Pra fechar bem, nossos camaradas do A Casa do Cogumelo também entraram na vibe retrô e trouxeram um Top 5 1/2 A CASA DO de jogos que marcaram a trajetória do COGUMELO grandioso Nintendo 64. Essa edição está flamejante! EIDY TASAKA EDITOR E RETRÔ-GAMER COM MUITOS SHORYUKEN NA MENTE 2 SUMÁRIO RETRO-PARADE STREET FIGHTER: BRAZILIAN 04 16 TRIBUTE 05 REVISITAMOS CALIFORNIA GAMES CAPA: ESPECIAL STREET FIGHTER II FAZENDO HISTÓRIA ENTREVISTAMOS FABIO 31 SANTANA, EX-OLD! GAMER, GAMERS, EDGE BRASIL.. -
Paradigm Shift: How the Evolution of Two Generations of Home
PARADIGM SHIFT: HOW THE EVOLUTION OF TWO GENERATIONS OF HOME CONSOLES, ARCADES, AND COMPUTERS INFLUENCED AMERICAN CULTURE, 1985-1995 By Jason Terence Wiley A thesis submitted to the Graduate Faculty in partial fulfillment of the requirements for the degree of MASTER OF ARTS IN HISTORY University of Central Oklahoma Spring, 2016 iii Abstract Author: Jason Terence Wiley Thesis Chair: Dr. Patricia Loughlin Title of Thesis: Paradigm Shift: How the Evolution of Two Generations of Home Consoles, Arcades, and Computers Influenced American Culture, 1985-1995 Abstract: As of 2016, unlike many popular media forms found here in the United States, video games possess a unique influence, one that gained its own a large widespread appeal, but also its own distinct cultural identity created by millions of fans both here stateside and across the planet. Yet, despite its significant contributions, outside of the gaming’s arcade golden age of the early 1980s, the history of gaming post Atari shock goes rather unrepresented as many historians simply refuse to discuss the topic for trivial reasons thus leaving a rather noticeable gap within the overall history. One such important aspect not covered by the majority of the scholarship and the primary focus of thesis argues that the history of early modern video games in the North American market did not originate during the age of Atari in the 1970s and early 1980s. Instead, the real genesis of today’s market and popular gaming culture began with the creation and establishment of the third and fourth generation of video games, which firmly solidified gaming as both a multi-billion dollar industry and as an accepted form of entertainment in the United States. -
Castlevania Symphony of the Night Hd
Castlevania symphony of the night hd Continue Platform-adventure action role-playing video game Castlevania: Symphony NightEuropean packaging art by Ayami Kojima featuring the main character of the game AlucardDeveloper (s)Konami Computer Entertainment TokyoPublisher (s) KonamiDirector (s)Toru HagiharaProducer (s) Toru HagiharaProduser s) Ayami Kojama Nakatoza Koji Igarashiharu FurukawaComposer (s)Michiru YamaneSeriesCastlevaniaPlatform (s) PlayStationSega SaturnXbox 360PlayStation PortablePlayStation 4AndroidiOSRelease March 20, 1997 PlayStationJP: March 20, 1997NA: October 2, October 2, 1997PAL: November 1, 1997 Sega SaturnJP : June 25, 1998 Xbox 360WW: March 21, 2007 PlayStation PortableNA: October 23, 2007JP: November 8, 2007EU: February 18, 2008 PlayStation 4WW: October 26, 2018 Android, iOSWW: March 4, 2020 Genre (s)Platform Adventure (Metroidvania), role-playing GameMode (s)Single-player Castlevania: Symphony of the Night is a role-playing game developed and published by KonStationami in 1997 for PlayStation. Directed and produced by Toru Hagihara, assistant director was Koji Igarashi. This is a direct sequel to Castlevania: Rondo of Blood, the action takes place four years later, and is the 10th entry in the Castlevania series. It shows Dracula Alucard's son Dracula as the main character, rising from a dream to explore Dracula's castle, which reappeared after Richter Belmont disappeared. It marks a break with previous games in the series, re-imagining exploration, non-linear level design and role-playing elements first experimented with in Simon's quest. Initially, the game's commercial performance was mediocre, especially in the United States, where it was scantly publicized, but thanks to the praise of critics, it received sales by word of mouth and became a hit. -
Do Others Understand Us? Fighting Game Community Member
Do Others Understand Us? Fighting Game Community member perceptions of others’ views of the FGC Crystal N. Steltenpohl, Jordan Reed, and Christopher B. Keys Author Biographies: Crystal Steltenpohl, is an assistant professor of psychology at the University of Southern Indiana. She holds an MA in applied psychology from Southern Illinois University Carbondale and a PhD in community psychology from DePaul University. She is a co-founder of the Online Technologies Lab, which studies the way people interact with and through technology. The Online Technologies Lab received a SCRA Community Mini-Grant in 2017 to conduct interviews at a fighting game tournament to explore fighting game community members’ sense of community, social responsibility, and reactions to other fighting game community members’ helpful and harmful behaviors. Jordan Reed, is a graduate student in the community psychology program at DePaul University. He is a founding member of the Online Technologies Lab, receiving a SCRA Community Mini-Grant with Dr. Steltenpohl. He examines metastereotypes and community prototypes held by members of the fighting game community. Christopher Keys, is professor emeritus and former chair of the psychology departments at the University of Illinois at Chicago and DePaul University. He was also the founding associate dean for research and faculty development in the College of Science and Health at DePaul. A fellow of APA, MPA, and SCRA, Chris served as President of the Society for Community Research and Action. He has received the SCRA Distinguished Contribution to Community Psychology Theory and Research. Chris is a co-founder of the Online Technologies Lab. Chris enjoyed playing video games when his sons were growing up. -
On the Cultural Inaccessibility of Gaming: Invading, Creating, and Reclaiming the Cultural
On the Cultural Inaccessibility of Gaming: Invading, Creating, and Reclaiming the Cultural Clubhouse by Emma Vossen A thesis presented to the University of Waterloo in fulfillment of the thesis requirements for the degree of Doctor of Philosophy in English Waterloo, Ontario, Canada 2018 © Emma Vossen 2018 Examining Committee Membership The following served on the Examining Committee for this thesis. The decision of the Examining Committee is by majority vote. External Examiner Dr. Todd Harper Assistant Professor Supervisor(s) Dr. Neil Randall Associate Professor Internal Member Dr. Aimée Morrison Associate Professor Internal-external Member Dr. Shana MacDonald Assistant Professor Other Member(s) Dr. Jennifer R. Whitson Assistant Professor ii Authors Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. iii Abstract This dissertation uses intersectional feminist theory and Autoethnography to develop the concept of “cultural inaccessibility”. Cultural inaccessibility is a concept I’ve created to describe the ways that women are made to feel unwelcome in spaces of game play and games culture, both offline and online. Although there are few formal barriers preventing women from purchasing games, playing games, or acquiring jobs in the games industry, this dissertation explores the formidable cultural barriers which define women as “space invaders” and outsiders in games culture. Women are routinely subjected to gendered harassment while playing games, and in physical spaces of games culture, such as conventions, stores, and tournaments. -
Rewriting History
History of Japanese Video Games John Szczepaniak Abstract The history of Japanese video games is poorly documented outside of Japan. Writings in English often focus exclusively on console history, specifically with a preference for Nintendo. Despite the Japanese game culture being highly influential on games around the world (and vice versa), there is a scarcity of English-language interviews with Japanese developers. It's important to document this history now, since developers age and pass away, and the technology they built decays and ceases to function. Keywords Video game, history, Japan, computers, untold ***** There is a noticeable lack of English language interviews with Japanese video game developers. There is a lot of great interviews with American and European developers, and a lot of history books on the Western side of things; for example, Tristan Donovan's REPLAY, in addition to Steve Kent's The Ultimate History of Video Games. But for a Japanese focus, there is almost only Chris Kohler's book Power Up: How Japanese Video Games Gave the World an Extra Life, or a catalogue of a Famicom exhibition by the Tokyo Metropolitan Museum of Photography. There is also a few magazines, such as GameFAN or Retro Gamer, or websites, such as Gamasutra or other fan sites, which will sometimes run very short interviews. To rebalance the situation, I flew to Japan and interviewed over 70 developers. I published a book, The Untold History of Japanese Game Developers, containing 36 interviews, with a further two volumes planned to make use of the remaining material. _____________________________________________________________ Kinephanos, ISSN 1916-985X Cultural History of Video Games Special Issue, June 2015, www.kinephanos.ca History of Japanese Video Games When Japanese interviews do happen in magazines or on websites, they tend to be prosaic and safe. -
Gamepro Issue 103 February 1998
First Look 1 Worldwide at the New 1 '— for the .Exclusive!, ^ Hidden Character PlayStation! in Tekken 3! i www.gamepro.com PC OamePro How To Beat! Nintei Street Fig^'ter Alpha 2 Gold February 1898 Raider II $4.99 Canada $6.50 ’ ^ AiortSf^ombot Mythoiogies^jJb-Zero Star 0 74470'‘65945 "‘7 Masters of Terds Kd'si lie coolest game <>" earth The only NHL' game on N64 with full 25 man rosters All 26 NHL* teams and over 600 players Proprietary Motion Capture Animations Momentum-based checking and goaltender specific play styles The only NHL game on N64 with create a player mode Assigned name actually appears on player's jersey ACCLAIM Total Team Management Create, trade, develop, sign and release players hhLpa WWW. acclaimsparts.com BREAKAWAY NINTENDO” 98 4i Coming in February Keith Tkachuk 1996-97 NHL* Goal Scoring Champion sweat the details |or why deception, cruelty and hctrayal are your friends^ To start “Tke War of tke Lions/’ you must use bold strokes. Regicides, douLle-crosses, violations of queens, good options all. Wkatever your plan, once kegun, a war of tliis magni- tude is not to ke trifled witk. Tkis is a krutal conflict of epic proportions, wkere eack kallowed victory krings you closer to tke very-keart of darkness. Battle after kattle, you will command your figkting party across magical lands protected ky kostile forces. You will need tke kelp of tke kravest warriors, as well as armor, weapons, intricate kattle plans and magical spells. Be rutkless. Be clever. Or ke dead. TRAJNIN9 w ARcny jor h ow to ensure the higgest, haddcst, meanest SOBs are on your side : In Final Fantasy Tactics,’” you are Ramza, a young squad leader and an ally of Princess Ovelia.