Software:Coded Arms

From HandWiki
Short description: 2005 video game
Coded Arms
North American box art
Developer(s)Konami
Publisher(s)Konami
Director(s)Yasushi Fujisawa
Designer(s)Takayuki Makino
Tetsuya Matsui
Jutaro Oue
Platform(s)PlayStation Portable
Release
  • JP: June 23, 2005
  • NA: July 6, 2005[1]
  • EU: September 9, 2005
  • AU: September 30, 2005[2]
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer


Coded Arms (コーデッド アームズ, Kōdeddo Āmuzu) is a first-person shooter video game that was developed and published by Konami for the PlayStation Portable handheld in 2005.

Plot

Late in the 21st century, advancements in medical and computer technology allow for linear connectivity of human minds to computer networks, causing an unprecedented boom in computer hackers. The game takes place inside a virtual reality military training simulator named "AIDA" which has since been long-abandoned. However, the program continues to run, generating enemies and levels for the no longer present soldiers-in-training. The player takes the role of one of the many hackers attempting to break the codes of the simulator and extract the most valuable data possible for fame and profit. To do this, the player must explore several "sectors" that are infested with various kinds of enemies, including soldiers, security bots, giant bugs and other insect and plant-like creatures. The only way to survive and reap the greatest rewards is by reaching the Kernel database, destroying the enemies and the bosses at the end of each sector. The game's intro cutscene informs the hacker/player that hacking too deeply into unknown non-civilian protocols with what seem to be homebrew hacking tools carries the risk of contracting a medical condition called the "Achiba Syndrome", and warns them that upon infection that they 'will not be able to return' - presumably meaning their consciousness will become corrupted or otherwise lost and their minds will not be able to return to their bodies in the real world.

Synopsis

After hacking into the training simulator, the player (in the chronological order of the map menu layout) arrives at what seems to be an underground city filled with snipers, drones and some insect-like creatures that are presumably analogues of computer viruses. After completing the City map, the player arrives at the "Base" map (described in-game as an abandoned mine site in an alien planetary colony). There, like the City, the player battles through a 6-floor map in order to get to the Kernel and defeat the level's boss. Upon making their way through the Base, the player will have to travel through the "Ruins" map to complete Sector 1 Training - unlike the past maps, this map contains a majority of insect and flora-like enemies and at points appears to be of Egyptian or Aztec influence. After making their way through the Ruins, the player will hack into a new and more dangerous sector called "Sector 2 Training". Like the previous maps they are also named City, Base and Ruins but possess shifts in visuals throughout progression - for example, Sector 2 City is at first almost identical to Sector 1 City, but about halfway through the art style and decoration immediately shift to a more Japanese aesthetic (Sector 2 City is the only map to have a visible sky) - Sector 2 Base changes from an exposed, industrial warehouse look to a colder military outpost with what appear to be cryogenic pods and computer databases that can be destroyed, and Sector 2 Ruins changes to a darker and much more technologically advanced ruin.

Upon defeating what appears to be the final boss and collecting all upgrades and special weapons, the player is given access the simulator's root Kernel. However, the simulator malfunctions and electrocutes the hacker's body in reality. After the credits end, it is revealed that the hacker survived and became infected with the Achiba Syndrome, trapping their consciousness inside AIDA permanently and forcing them to survive an infinite number of levels in the game's final Sector: "Infinity".

Gameplay

All of the levels in the game are randomly generated when they are accessed. In single player mode, players progress through the game by completing sectors. Sector 00 consists of one battlefield (Training) with 3 levels that serve to familiarize the user with the game. Sector 01 consists of three battlefields (City, Base and Ruins) and each battlefield has 6 levels. Sector 02 also has three battlefields consisting of 13 levels each with a boss at the 13th level of each battlefield. Sector 03 consists of one battlefield (Infinity) which has an unlimited amount of levels to it. The difficulty of the game increases as the user progresses through the sectors. Players can also make use of a 3D map graphically similar to a vector display. Coded Arms also has wifi support for 4-player multiplayer with three game modes including 'Deathmatch', 'Keep the Mark' and 'Last Man Standing'. Weapons and armor are obtained throughout the levels and have one of five different attributes, ranging from "physical" to "fire" as well as specific attributes such as "electric" or "viral". Certain attributes are more effective against certain enemies - for instance, mechanical enemies can be overloaded by weapons with the "electrical" attribute while insect-type enemies usually dwell in the dark so "light"-type weapons do the most damage to them. Enemies also use weapons with different attributes and therefore one can get certain types of armor that are resistant to attacks of a certain type. All of the weapons and grenades can be upgraded by picking up a certain amount of "Opt_Key" files (the amount varies from weapon to weapon). Because the game takes place in a computer program, the equipment and pickups are named with extensions much like in a conventional computer (for example ".arm" for weapons & armaments, ".dfn" for armor and defense items, ".med" for health pickups etc.).

Reception

Reception
Aggregate score
AggregatorScore
Metacritic59/100[3]
Review scores
PublicationScore
CGMStarStarStar[4]
Edge5/10[5]
EGM4.5/10[6][lower-alpha 1]
Famitsu30/40[7]
Game Informer6.75/10[8]
GameRevolutionD+[9]
GameSpot6.6/10[10]
GameSpyStarStarHalf star[11]
GameZone5/10[12]
Hardcore Gamer2.5/5[13]
IGN7/10[14]
OPM (US)StarStar[15]
Pocket GamerStarStarHalf star[16]
X-PlayStarStarStar[17]
Detroit Free PressStarStar[18]
MaximStarStarStar[19]

The game received "mixed" reviews according to the review aggregation website Metacritic.[3] In Japan, however, Famitsu gave it a score of two eights and two sevens for a total of 30 out of 40.[7] Maxim gave the game a mixed review over a week before its U.S. release date.[19] GamePro gave the game three out of five for fun factor, calling it "A decent fight that has one arm tied behind its back."[20]

Sequels

A sequel, Software:Coded Arms: Contagion, was released for the PlayStation Portable in 2007.[21]

A PlayStation 3 sequel was also planned under the working title Software:Coded Arms: Assault, but was canceled. It was shown at E3 2006.

Notes

  1. Three critics of Electronic Gaming Monthly gave the game each a score of 4/10, 6/10, and 3.5/10.

References

  1. Surette, Tim (July 6, 2005). "PSPs go first-person with Coded Arms". Fandom. https://www.gamespot.com/articles/psps-go-first-person-with-coded-arms/1100-6128630/. 
  2. Leigh, Chris (September 5, 2005). "Updated Australian Release List - 05/09/05". PAL Gaming Network. http://palgn.com.au/article.php?id=3013&sid=7b7984ff736abd9f2b8060f1236324bd. 
  3. 3.0 3.1 "Coded Arms". Fandom. https://www.metacritic.com/game/coded-arms/. 
  4. "Review: Coded Arms". Computer Games Magazine (theGlobe.com) (179): 90. October 2005. 
  5. Edge staff (September 2005). "Coded Arms". Edge (Future Publishing) (153): 98. 
  6. Elliott, Shawn; Ford, Greg; Boyer, Crispin (August 2005). "Coded Arms". Electronic Gaming Monthly (Ziff Davis) (194): 119. https://archive.org/details/electronic-gaming-monthly-issue-194-august-2005/page/118/mode/2up. Retrieved March 29, 2025. 
  7. 7.0 7.1 "コーデッド アームズ" (in ja). Famitsu (Enterbrain). https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=10842. Retrieved March 29, 2025. 
  8. Miller, Matt (August 2005). "Coded Arms". Game Informer (GameStop) (148): 107. https://archive.org/details/game-informer-issue-148-august-2005/page/106/mode/2up. Retrieved March 29, 2025. 
  9. Hurh, JP (July 7, 2005). "Coded Arms Review". CraveOnline. https://www.gamerevolution.com/review/33766-coded-arms-review. 
  10. Navarro, Alex (July 8, 2005). "Coded Arms Review". Fandom. https://www.gamespot.com/reviews/coded-arms-review/1900-6128791/. 
  11. Tuttle, Will (July 11, 2005). "GameSpy: Coded Arms". IGN Entertainment. http://psp.gamespy.com/playstation-portable/psp-fps-untitled/632737p1.html. 
  12. Bedigian, Louis (July 7, 2005). "Coded Arms – PSP – Review". https://gamezone.com/reviews/coded_arms_psp_review/. 
  13. Pavlacka, Adam "Syriel"; Ott, Greg "Roger Danish" (August 2005). "Coded Arms". Hardcore Gamer (Prima Games) 1 (3): 53. https://archive.org/details/hardcore-gamer-magazine-v1i3/page/n25/mode/2up. Retrieved March 29, 2025. 
  14. Allen, Jason (July 9, 2005). "Coded Arms". Ziff Davis. https://www.ign.com/articles/2005/07/09/coded-arms. 
  15. "Coded Arms". Official U.S. PlayStation Magazine (Ziff Davis) (95): 89. August 2005. 
  16. Jordan, Jon (August 22, 2005). "Coded Arms". Steel Media Ltd. https://www.pocketgamer.com/coded-arms/coded-arms/. 
  17. Leeper, Justin (November 3, 2005). "Coded Arms Review". G4 Media. http://www.g4tv.com/xplay/features/52926/Coded_Arms_Review.html. 
  18. Huschka, Ryan (July 24, 2005). "'Coded Arms'". Detroit Free Press (Gannett Company). http://www.freep.com/entertainment/videogames/gmini24e_20050724.htm. 
  19. 19.0 19.1 Steinberg, Scott (June 28, 2005). "Coded Arms". Maxim (MaximNet, Inc.). http://www.maximonline.com/entertainment/reviews.aspx?p_id=10091. Retrieved March 29, 2025. 
  20. "Coded Arms". GamePro (IDG) (204): 81. September 2005. 
  21. "Coded Arms 2: Contagion [sic"]. http://www.creatstudio.com/games/ca2.html. 

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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