C Gattolin Retailleau Jeu Video

Total Page:16

File Type:pdf, Size:1020Kb

C Gattolin Retailleau Jeu Video N° 852 SÉNAT SESSION EXTRAORDINAIRE DE 2012-2013 Enregistré à la Présidence du Sénat le 18 septembre 2013 RAPPORT D´INFORMATION FAIT au nom de la commission des affaires économiques (1) et de la commission de la culture, de l'éducation et de la communication (2) par le groupe de travail sur les jeux vidéo, Par MM. André GATTOLIN et Bruno RETAILLEAU, Sénateurs. (1) Cette commission est composée de : M. Raymond Vall, président ; MM. Gérard Cornu, Ronan Dantec, Mme Évelyne Didier, MM. Philippe Esnol, Alain Houpert, Hervé Maurey, Rémy Pointereau, Mmes Laurence Rossignol, Esther Sittler, M. Michel Teston, vice-présidents ; MM. Pierre Camani, Jacques Cornano, Louis Nègre, secrétaires ; MM. Joël Billard, Jean Bizet, Vincent Capo-Canellas, Yves Chastan, Philippe Darniche, Marcel Deneux, Michel Doublet, Jean-Luc Fichet, Jean- Jacques Filleul, Alain Fouché, Francis Grignon, Mme Odette Herviaux, MM. Benoît Huré, Daniel Laurent, Alain Le Vern, Mme Hélène Masson-Maret, MM. Jean-François Mayet, Stéphane Mazars, Robert Navarro, Charles Revet, Roland Ries, Yves Rome, Henri Tandonnet, André Vairetto, Paul Vergès. (2) Cette commission est composée de : Mme Marie-Christine Blandin, présidente ; MM. Jean-Étienne Antoinette, David Assouline, Mme Françoise Cartron, M. Ambroise Dupont, Mme Brigitte Gonthier-Maurin, M. Jacques Legendre, Mmes Colette Mélot, Catherine Morin-Desailly, M. Jean-Pierre Plancade, vice-présidents ; Mme Maryvonne Blondin, M. Louis Duvernois, Mme Claudine Lepage, M. Pierre Martin, Mme Sophie Primas, secrétaires ; MM. Serge Andreoni, Maurice Antiste, Dominique Bailly, Pierre Bordier, Mme Corinne Bouchoux, MM. Jean Boyer, Jean-Claude Carle, Jean-Pierre Chauveau, Jacques Chiron, Mme Marie-Annick Duchêne, MM. Alain Dufaut, Jean-Léonce Dupont, Vincent Eblé, Mmes Jacqueline Farreyrol, Françoise Férat, MM. Gaston Flosse, Bernard Fournier, André Gattolin, Jean-Claude Gaudin, Mmes Samia Ghali, Dominique Gillot, Sylvie Goy-Chavent, MM. François Grosdidier, Jean-François Humbert, Mmes Bariza Khiari, Françoise Laborde, M. Pierre Laurent, Mme Françoise Laurent-Perrigot, MM. Jean-Pierre Leleux, Michel Le Scouarnec, Jean-Jacques Lozach, Philippe Madrelle, Jacques-Bernard Magner, Mme Danielle Michel, MM. Philippe Nachbar, Daniel Percheron, Marcel Rainaud, Michel Savin, Abdourahamane Soilihi, Alex Türk, Hilarion Vendegou, Maurice Vincent. - 3 - SOMMAIRE Pages PRÉSENTATION SYNTHÉTIQUE DES PISTES DE TRAVAIL ......................................... 5 AVANT-PROPOS .................................................................................................................... 7 EXPOSÉ GÉNÉRAL ................................................................................................................. 9 I. JOUEURS ET JEUX : ÉTAT DES LIEUX D’UNE PRATIQUE CULTURELLE GÉNÉRALISÉE .................................................................................................................... 9 A. UNE INDUSTRIE EN MUTATION CONSTANTE ............................................................ 9 1. Une industrie récente........................................................................................................... 9 2. Une industrie multiforme .................................................................................................... 11 3. Une industrie à mi-chemin entre culture et technologie ........................................................ 14 B. UN MONDE DE JOUEURS .................................................................................................. 17 1. Des pratiques variées pour un public élargi .......................................................................... 17 2. « Serious games », aliénation et jeux dangereux : le jeu vidéo en débat ................................. 19 a) Une classification autorégulée ..................................................................................... 19 b) Une pratique à risque ? ................................................................................................ 20 c) Le jeu comme médium éducatif ? ................................................................................ 24 3. Un élément de la « gamification » de la société ? .................................................................. 26 II. ORIGINALITÉ ET DIFFICULTÉS DE L’ÉCONOMIE DU JEU VIDÉO ........................ 27 A. LA FRANCE ET LES JEUX VIDÉO ..................................................................................... 27 1. Une histoire industrielle alternant phases de développement intense et crises récurrentes ..... 27 a) La « préhistoire » des jeux vidéo : des entrepreneurs français précurseurs ............. 27 b) Les années 1990-2000 : un âge d’or traversé par des crises récurrentes .................... 27 c) La période actuelle : entre faillites en chaîne et réussites mondiales ........................ 28 2. Une industrie aujourd’hui confrontée à d’importants défis ................................................... 30 a) La fin du modèle du « hit AAA » ................................................................................ 30 b) La menace des délocalisations ..................................................................................... 31 c) Une concurrence extrêmement forte à l’échelle mondiale ......................................... 32 3. Des tentatives de soutien public ........................................................................................... 33 a) Le Fonds d’aide aux jeux vidéo ................................................................................... 33 b) Le crédit d’impôt jeux vidéo ........................................................................................ 34 c) Les dispositifs d’aide plus généralistes ....................................................................... 35 d) Les aides européennes ................................................................................................. 37 B. UN MODÈLE ÉCONOMIQUE À PART .............................................................................. 39 1. Au niveau économique ......................................................................................................... 39 a) Un marché mondialisé et ultra-concurrentiel ............................................................. 39 b) Un secteur atomisé entre une myriade de petits acteurs et quelques poids lourds............................................................................................................................. 40 c) Des acteurs variés entretenant des relations complexes ............................................ 42 d) La difficile conciliation du marché de l’occasion avec les nécessités de la lutte contre le piratage .......................................................................................................... 44 e) La courte durée de vie des produits ............................................................................ 46 f) Le poids considérable des dépenses marketing .......................................................... 47 - 4 - JEUX VIDÉO : UNE INDUSTRIE CULTURELLE INNOVANTE POUR NOS TERRITOIRES 2. Un contrat social atypique ................................................................................................... 48 a) Des équipes jeunes et pluridisciplinaires .................................................................... 48 b) Des contrats de travail pas toujours adaptés .............................................................. 49 c) L’épineuse question du droit d’auteur ........................................................................ 51 III. « JOUER FRANÇAIS » DEMAIN..................................................................................... 59 A. DES OBSTACLES À LEVER ................................................................................................ 59 1. Assurer la stabilité de l’environnement normatif .................................................................. 59 2. Une offre de capital risque quasi inexistante ......................................................................... 60 3. Un marché dominé par quelques géants où les PME ne parviennent pas à une « masse critique » ............................................................................................................................. 61 4. Une grande faiblesse managériale ......................................................................................... 62 5. Des aides publiques mal calibrées et insuffisamment ciblées .................................................. 63 B. DES ATOUTS À PRÉSERVER .............................................................................................. 67 1. Des formations de grande qualité ......................................................................................... 67 a) Les Gobelins : une diversification difficile dans le domaine du jeu vidéo ............... 68 b) Supinfogame : un succès français qui s’exporte ......................................................... 69 2. La « french touch » : entre créativité artistique et maîtrise technologique ............................. 70 3. Une industrie culturelle « territorialisée » ........................................................................... 73 C. LES PROPOSITIONS DU GROUPE DE TRAVAIL............................................................. 74 1. La création d’une plateforme de valorisation et de distribution de la production française ..... 74 a) Un outil qui s’inscrit dans une évolution générale vers une dématérialisation des supports .................................................................................................................
Recommended publications
  • Jeu-Xbox-360-Microsoft--Kinect-Heros-Aventure-Disney-Pixar
    Rejoignez vos héros préférés ! Kinect Héros (Kinect Rush en anglais), la nouvelle licence de jeux Microsoft, vous présente une épopée unique en son genre signée Disney-Pixar. Pour la première fois, tous les héros de cinq films incontournables des studios Pixar sont réunis dans un jeu vidéo. Plongez dans leurs mondes et devenez vous aussi un héros en utilisant tout votre corps pour relever avec eux les défis qui vous attendent. Caractéristiques et points forts La qualité Pixar : Retrouvez les plus grands succès des studios d’animation Pixar réunis dans un seul jeu : de Ratatouille aux Indestructibles en passant par Là-Haut, sans oublier les deux licences incontournables que sont Toy Story et Cars, tous vos héros préférés sont de la partie ! Vers l’infini et au-delà ! : Redécouvrez l’univers de chaque film Pixar pendant que vous courez, sautez, escaladez des parois, nagez, roulez à toute allure pour vous frayer un chemin dans les niveaux ouverts qui vous attendent. Incarnez Buzz, Rémy, Flash Mc Queen et bien d’autres personnages à débloquer tout au long de votre progression ! Asobo : Pixar a fait appel à un studio gaulois pour réaliser son dernier chef- d’œuvre. Après avoir développé les jeux Ratatouille, WALL-E et Là-Haut, Asobo Studio signe une fois de plus un titre d’une grande qualité qui ravira toute la famille. Entrez dans leurs mondes : Vous connaissez la Pixarisation ? C’est le nouveau procédé qui va vous transposer dans un jeu vidéo comme jamais auparavant. Comment ça marche ? Kinect vous scanne et vous transforme en héros Pixar ! Une voiture de course, un jouet, un rat ou un superhéros, ils auront tous votre apparence et votre style.
    [Show full text]
  • Identity and Identification in the Historical Video Games Set in the Middle Ages
    FACTIONS AND NATIONS: IDENTITY AND IDENTIFICATION IN THE HISTORICAL VIDEO GAMES SET IN THE MIDDLE AGES JUAN FRANCISCO JIMÉNEZ ALCÁZAR UNIVERSIDAD DE MURCIA SPAIN Date of receipt: 1st of February, 2021 Date of acceptance: 9th of March, 2021 ABSTRACT Historical video games offer players the opportunity to choose different options for managing factions and nations of the past, with which they can come to identify. The interactive and immersive nature of the medium makes this possible, and the thrill of winning or losing is enhanced by this ability to assimilate. The study focuses on those set in the medieval period, where factions respond to the various historical stages that define it. In this identity process through the video game, the player assumes a virtual role in which individual or group feelings that historically define their identity are reflected. These titles, as products of cultural expression, are also manifestations of those who have designed them, and inaccuracies due to cultural clichés or factors to be more entertaining —playability— are often resolved by gamers through the mod phenomenon. KEY WORDS Historical video game, Middle Ages, Identity, Nation, Avatar. CAPITALIA VERBA Historicorum Videoludi, Medium Aevum, Identitas, Natio, Locumtenens. IMAGO TEMPORIS. MEDIUM AEVUM, XV (2021): 451-489 / ISSN 1888-3931 / DOI 10.21001/itma.2021.15.15 451 452 JUAN FRANCISCO JIMÉNEZ ALCÁZAR 1. Options1 We must not insist on the fact that video games are a reality. It is not necessary, regardless of the position one may hold in principle about this phenomenon. Video games are a medium that came to stay and their globalization is already a fact.
    [Show full text]
  • Flight Simulator Xbox One Release Date Squamish
    Flight Simulator Xbox One Release Date Wishy-washy Herrick never melts so obsoletely or vellicates any tabanids hortatively. Stony and monosymmetric Tom robustiouslymisgovern her after coleopteron Lindy sues circumference and blackballs staunches permanently, and purlsunpliant actinically. and sleepier. Gustav tick his pseud prophesies forte or Gadgets to form of aircraft editor, where is helping to franchise. Remastered in xbox release date has skipped a range of issues that can see how bing maps to cover the cockpit in one version is the page. Experience with their console release the best new and then clear the tank engine, with any cut the future. Correcting a flight simulator has a long time i was a problem. Push even well, flight simulator one generation of a turn before making an xbox! Sorry for xbox one release date for pc hardware and will apparently test additional vr. Tell us directly from light planes will the latest offers on the future. Him on an xbox one version to create a durable setup designed to generate its new and a surprise. Amazon at a flight simulator date: the most ambitious console and highlighted instrument guidance and more valuable now that the works. Classification board has been to fly as a new update rather than a stunning environments in the plan to life. Hmds will not a game is a first of potential, adding vr to both the company. Promise and a concrete date has been confirmed that does microsoft windows did nothing. Releasing their subscription cost at all files are all the aircraft. Your print contents of extreme controller was no release date for pc members can be able to the below! Remastered in one date has proven a strong ambition to set up being doom eternal vr headsets, but we have any information you want to be.
    [Show full text]
  • Weekly News Digest #3
    Jan 18 — Jan 24, 2020 Weekly News Digest #3 Hi everyone, The investment activity in the gaming market continues to accelerate with the recent IPO announcements of Huuuge and Krafton. The latter may become one of the biggest gaming companies worldwide with a $27B rumored valuation. Furthermore, Microsoft, Google, and Amazon consider acquisitions in the gaming space, as reported by Brad Sams. Tencent is also on the edge to acquire some large gaming business (U.S.­ or South Korea­based), considering debt financing of several billion dollars, as reported by TMT Finance. Such a step is what you can expect from the #1 strategic investor, based on the InvestGame Annual Report. Our colleagues at Niko Partners have published an update on Tencent deals over 2020. We’ve integrated the Niko Partners’ and Master the Meta’s data into our deals database and published it here. Huuuge shared IPO details: planning to raise $150m Poland­based social casino game developer and publisher Huuuge Games has officially announced its intention to raise approximately $150m via IPO on the main market of the Warsaw Stock Exchange. The company plans to use most of the future proceeds to support further potential acquisitions expanding its core social casino games portfolio and publishing capabilities; In addition to the sale of new shares, shareholders will publicly sell existing shares leading to a free­float rate of over 25%. Founded in 2014 by Anton Gauffin, Huuuge Games is a F2P mobile game developer and publisher, mainly known for social casino titles. Huuuge operates through 3 core business divisions: ­ Mighty: development and publishing of social casino games; ­ Brave: publishing of casual games; ­ HuuugeX: research and early­stage development of casual games.
    [Show full text]
  • The Computer Games Journal Ltd Registered Company No
    ISSN 2052-773X The Computer Games Journal Ltd Registered company no. SC 441838 Registered address: 5 Golf Course Rd, Skelmorlie, North Ayrshire, UK (post code PA17 5BH) journal website: www.computergamesjournal.com journal enquiries: [email protected] The Computer Games Journal Volume 1, Edition 1 (Whitsun 2012) Reproduction rights owned by The Computer Games Journal Ltd ©2012-13 The Computer Games Journal 1(1) Whitsun 2012 The Computer Games Journal Editor-in-Chief Dr John N Sutherland BSc, MSc, EdD, CEng, CISE, CISP, MBCS Deputy Editors-in-Chief Dr Tony Maude BSc (Hons), PhD, BD (Hons) Dr Malcolm Sutherland BSc (Hons), PhD Editorial Board Prof. Alonzo Addison, University of California Dr Kenny MacAlpine, University of Abertay Dundee Aaron Allport, Blitz Games Studios Dr Hannah Marston, Deutsche Sporthochschule, Koln Jennifer Ash, IBM Alex McGivern, Reality Council Brian Baglow, Revolver PR Stephen McGlinchey, Eurocom Developments Ltd Dawn Beasley, Mission Resourcing Ltd Simon Meek, Tern Digital Pauline Belford, Edinburgh Telford College Andy Miah, Creative Futures Research Council Matt Black, Blitz Games Studios John Nash, Blitz Games Studios Kim Blake, Blitz Games Studios Walter Patterson, e3Net Peter Bloomfield; Software Engineer, Vertual Ltd Gary Penn, Denki Ltd Prof. Paul Bourke, University of Western Australia Eve Penford-Dennis (freelance game developer) Dr Fiona Cameron, University of Western Sydney Dr Mike Reddy, Newport University Phil Carlisle, Namaste Prof. Skip Rizzo, University of Southern California Dr Prathap
    [Show full text]
  • Focus Home Interactive Launches What's Next 2019
    FOCUS HOME INTERACTIVE LAUNCHES WHAT’S NEXT 2019 On April 10 and 11 2019, Focus Home Interactive gathers media, studios, and partners in the heart of Paris for the annual What’s Next event. Over two days, Focus will reveal details of its 2019 catalogue. Exclusive presentations and interviews will be available to those on-site. Following the company's strategy announcements, visitors will also experience a specifically designed showcase revealing some of Focus Home Interactive’s premier partnerships for the coming years. FOCUS CONTINUES THE ADVENTURE WITH ITS PARTNER STUDIOS Focus Home Interactive is proud to announce the renewal of its partnership with DONTNOD Entertainment, one of the key figures of the videogame industry. Vampyr, the first game of the partnership, impressed press and players from around the world. We are proud to announce that more than a million copies have been sold to-date. This new co-production promises to be one of the most ambitious in the history of the publisher and the studio. After the success of The Surge, and with the long-awaited sequel The Surge 2 due in a few months and looking better than ever, Deck13 and Focus are excited to announce the renewal of their cooperation with the development of a brand-new franchise which builds upon the strengths and expertise of the studio. With the massive success of MudRunner and excitement building for World War Z, the talented developers at Saber Interactive will embark once again with Focus on the production of two new titles with exceptional potential. One of these titles will be supported by one of the most important licenses in the Games Workshop universe.
    [Show full text]
  • BORGES Daniel Game Programmer
    Professional Experience Manufacture 43, since January 2016 Orphan Age: Gameplay & UI Programming, Optimizations Across the Grooves, Seers Isle, Along the Edge: Ported technology from Electron to Unity3D, added Discord and Twitch integrations. Pawarumi: 2.5D shoot’em up on PC and consoles. Programming, script, game design, level design, animation, cameras, UI, console ports, publishing, web, etc BORGES Daniel Asobo Studio, September 2011 to January 2016 A34, 129, Cours du Médoc, Holotour: Holographic Tour Guide. Level Streaming, Audio, 33300 Bordeaux Tools, ... The Crew: port “next-gen” to Xbox 360. CPU, GPU & Born February 7th, 1986 Memory optimizations of audio, rendering, AI, physics, etc (34 years old) Hololens: world recognition, marching cubes, raycasting, semi-procedural animation, procedural level generation, path Phone: +33 6 11 92 32 84 finding, enemy crowd, gameplay, etc [email protected] Kinect Rush: bosses, TRC debugging int13, November 2009 to August 2010 Game Shogun Rise of the Renegade: mobile shoot’em up. Scripting language, bosses, dynamic music, special effects, Programmer user interface, tools, etc AR Robot Demo: 3D shooter in augmented reality on iPhone for Parrot’s ARDrone Education Master’s Degree in Games and Wizarbox, April 2009 to September 2009 (Intern) Interactive Digital Media ENJMIN, Angoulême, France, 2009 Scrabble 2009 for Nintendo Wii and PC Bachelor of Computer Science Cyanide Studio, June 2007 to September 2007 (Intern) Université de Marne la Vallée, Runaway 2 port from PC to Nintendo DS France, 2007 Scientific French High School Personal Realizations Diploma Lycée Champlain de Chennevières sur Marne, France, 2004 Games made at ENJMIN Sound Cities: Musical / strategic game, with a custom controller Languages Tepeyolltol: Action / adventure game for Nintendo DS.
    [Show full text]
  • Wta Stars Kim Clijsters and Svetlana Kuznetsova Debut
    WTA STARS KIM CLIJSTERS AND SVETLANA KUZNETSOVA DEBUT FILA’S CENTER COURT COLLECTION AND PLAY RACQUET SPORTS FOR Wii™ MATCH AT MADISON SQUARE GARDEN BNP Paribas Showdown Qualifiers Play a “Match Before the Match” on 185” Gardenvision Screen New York, NY – WTA stars and Grand Slam Champions Kim Clijsters and Svetlana Kuznetsova will be competing for more than just the coveted Billie Jean King Cup at the BNP Paribas Showdown at Madison Square Garden in New York. On February 28th, the reigning US Open and French Open champions will officially debut Fila’s Spring 2010 Center Court Collection as they play a “match before the match.” The Showdown Qualifiers will test their skills while wearing Fila’s latest collection when they play Ubisoft®’s, Racquet Sports, for the Wii™ system from Nintendo head to head on the 185” Gardenvision screen at Madison Square Garden. The “match before the match” will be emceed by Scott Lasky of Madison Square Garden Network. Children from the Garden of Dreams Foundation will attend the match and meet the tennis stars. The children will receive a special gift from Fila & Ubisoft as well as tickets to the BNP Paribas Showdown the next evening. The “match” and subsequent athlete question and answer session will be broadcast live on www.fila.com or http://www.ustream.tv/filatv at 2:10pm on Sunday, February 28th. Kim and Svetlana will be asked about the BNP Paribas Showdown, trading in their tennis racquets for Wii remotes and Fila’s latest performance tennis collection. Fila’s Center Court Collection makes its advance debut in New York before the rest of the brand’s sponsored athletes wear the collection in Indian Wells at the BNP Paribas Open.
    [Show full text]
  • Asobo Studio Ouvre Son Capital À Sagard Newgen Pour Accompagner Sa Croissance
    Asobo Studio ouvre son capital à Sagard NewGen pour accompagner sa croissance Bordeaux, le 21 janvier 2021 - Sagard NewGen annonce avoir pris une participation minoritaire dans Asobo Studio auprès de ses 12 fondateurs. Créé en 2002, Asobo Studio s’est hissé au rang de premier développeur indépendant français de jeux vidéo sur console et PC. De renommée internationale, Asobo Studio a collaboré avec les plus grands noms de l’industrie (Microsoft, Disney/Pixar, Ubisoft, Focus Home Interactive) et développé ou co- développé 24 titres, parmi lesquels des franchises mythiques de l’entertainment comme des créations originales. Sorti en août 2020, le nouvel opus de la série Flight Simulator marque une nouvelle étape dans le développement d’Asobo Studio qui consolide le partenariat avec Microsoft et l’engagement long terme du studio sur cette franchise. Avec un score Metacritic de 91/100 et déjà plus de 2 millions de joueurs, le titre constitue une véritable prouesse technologique et a remporté le Game Award 2020 de la « Meilleure simulation / Meilleur jeu de stratégie ». Capitalisant sur l’expérience de ses nombreux talents techniques et créatifs, Asobo a dévoilé en 2019 « A Plague Tale : Innocence », création originale produite en partenariat avec l’éditeur de jeux vidéo Focus Home Interactive. Fruit de quatre ans de travail, le jeu a été internationalement salué par la presse comme par les joueurs pour sa direction artistique, son expérience de jeu et la qualité de son écriture. Il a notamment remporté le Steam Award du « jeu à histoire exceptionnelle » ainsi que six Pégases 2019, dont celui du meilleur jeu vidéo de l’année.
    [Show full text]
  • 1001 Video Games You Must Play Before You Die
    1001 Video Games You Must Play Before You Die G = Completed B = Played R = Not played bold = in collection 1971-1980 (1 st GENERATION) 1. The Oregon Trail Multi-platform MECC 1971 2. Pong Multi-platform Atari 1972 1976-1992 (2 nd GENERATION) 3. Breakout Multi-platform Atari 1976 4. Boot Hill Arcade Midway 1977 5. Combat Atari 2600 Atari 1977 6. Space Invaders Arcade Taito 1978 7. Adventure Atari 2600 Atari 1979 8. Asteroids Arcade Atari 1979 9. Galaxian Arcade Namco 1979 10. Lunar Lander Arcade Atari 1979 11. Battle Zone Arcade Atari 1980 12. Defender Arcade Williams 1980 13. Eamon Apple II D. Brown 1980 14. Missile Command Arcade Atari 1980 15. Rogue Multi-platform M. Toy, G. Wichman, K. Arnold 1980 16. Tempest Arcade Atari 1980 17. MUD Multi-platform R. Trubshaw, R. Bartle 1980 18. Pac-Man Arcade Namco 1980 19. Phoenix Arcade Amstar Electronics 1980 20. Zork I Multi-platform Infocom 1980 21. Warlords Arcade / Atari 2600 Atari 1980 22. Centipede Arcade Atari 1980 23. Galaga Arcade Namco 1981 24. Donkey Kong Arcade Nintendo 1981 25. Qix Arcade R. Pfeiffer, S. Pfeiffer 1981 26. Scramble Arcade Konami 1981 27. Stargate Arcade Vid Kidz 1981 28. Venture Multi-platform Exidy 1981 29. Ms. Pac-Man Arcade Midway 1981 30. Frogger Arcade Konami 1981 31. Gorf Arcade Midway 1981 32. Ultima Multi-platform Origin Systems 1981 33. Gravitar Arcade Atari 1982 34. Joust Arcade Williams 1982 35. The Hobbit Multi-platform Beam Software 1982 36. Choplifter Multi-platform Brøderbund 1982 37. Robotron 2084 Arcade Williams 1982 38.
    [Show full text]
  • Focus Home Interactive Announces Its Collaboration with Asobo Studio for the Plague
    Jan 05, 2017 11:33 GMT Focus Home Interactive announces its collaboration with Asobo Studio for The Plague Paris-based video game publisher Focus Home Interactive is pleased to announce its collaboration with French studio Asobo for the development of action-adventure game The Plague. Planned for PC and consoles, The Plague will be unveiled at the beginning of February to international video game press at What's Next de Focus, the Paris event showcasing games currently in production at Focus. "Collaborating with Focus Home Interactive on a new, original creation of our team is a major step in the development of our studio," says Sebastian Wloch, CEO of Asobo. For this ambitious project, we needed the full support of a strong and growing publisher. The Focus team, through their professionalism, enthusiasm and openness, have naturally established themselves as the ideal partners to bring the experience we wish to offer to players. " "It is a great pride for Focus to accompany Asobo on an original creation of the studio," says Cédric Lagarrigue, president of Focus Home Interactive. "This new signature confirms our results and know-how on the support of talented independent studios such as Dontnod, Deck13, Giants Software, Cyanide, New World Interactive and Larian on increasingly ambitious projects worldwide. There is a real upscaling of our catalogue and The Plague will undoubtedly be one of the highlights of the next years of Focus. The Plague is currently finishing pre-production, and will be presented through a first version of the game at What's Next de Focus on February 1st and 2nd in Paris.
    [Show full text]
  • Disney-Pixar Ratatouille English US Demo Readme Documentation 05/24/2007 ------CONTENTS
    Disney-Pixar Ratatouille English US Demo Readme Documentation 05/24/2007 --------- CONTENTS I. MINIMUM SYSTEM REQUIREMENTS II. INSTALLING THE GAME III. UNINSTALLING THE GAME IV. STARTING THE GAME V. DEFAULT KEYS VI. TROUBLE SHOOTING a. Direct X 9.0c b. Customer Support VII. KNOWN ISSUES VIII. HARDWARE MANUFACTURER INFORMATION IX. GAME CREDITS X. THQ Inc. SOFTWARE LICENSE AGREEMENT ------------------------------------ I. MINIMUM SYSTEM REQUIREMENTS ------------------------------------ When playing 'Disney-Pixar Ratatouille' on a minimum specification computer, be sure that no other programs are open in Windows, as this will cause the game to play more slowly than normal. The following are the minimum system requirements for 'Disney-Pixar Ratatouille' on a Windows-based PC: - Intel Pentium III processor running at 800 MHz - Microsoft Windows 2000/XP/Vista - 256 MB ram (min 512 MB ram on Vista) - 2GB of hard drive space - 1X DVD-ROM drive - NVidia GeForce3 / ATI 7500 with at least 64MB of VRAM ( GeForce4 Mx is NOT su pported ) - DirectX 9.0c and above - DirectX-compatible display capable of 800x600 resolution in 16-bit color - Sound: 16-bit Sound Blaster Compatible - Mouse and Keyboard This game uses Microsoft's DirectX 9.0c technology, which requires your system t o have the latest Windows drivers that fully support DirectX 9.0c. If DirectX 9. 0c is not already installed on your computer, you may experience performance pro blems For more information on DirectX 9.0c, see the DirectX 9.0c section of this readm e file. ----------------------------- II. INSTALLING THE GAME ----------------------------- Before installing the game, close all other applications. For Windows: 1. Insert the 'Disney-Pixar Ratatouille' disc into your DVD-ROM drive and wait a few moments until the autorun starts the installation.
    [Show full text]