Software:Destroyer Command

From HandWiki
Short description: 2002 naval simulation
Destroyer Command
Developer(s)Ultimation Inc
Publisher(s)Ubi Soft
Producer(s)Mark Kudinger
Platform(s)Microsoft Windows
Release
  • NA: February 17, 2002
  • EU: 2002
Genre(s)Vehicle simulation game
Mode(s)Single-player, multiplayer

Destroyer Command is a naval simulation released by Ubi Soft in 2002 and developed by the now-defunct Ultimation Inc.

Gameplay

The game placed the player in command of a Destroyer during World War II, featuring campaigns from both the Pacific War and the Battle of the Atlantic. Customized missions may be played and players can select the opponent's forces and their own. Players can also have the chance to choose the difficulty rating in different games by adjusting the different realism ratings.

The game features two campaigns that include the entire Pacific and Atlantic warfare with 20 missions each. There are 20 predefined historical missions, for example, the Battle of Savo Island, additionally to some training missions, and automatically generated, customized missions. Classes of Destroyers that can be commanded by the player are Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., Script error: The function "sclass" does not exist., and the Script error: The function "sclass" does not exist.es.

Weaponry that can be controlled by the player are the dual purpose 5"/38 caliber gun, the 4-inch/50 SP gun, the light guns Bofors 40 mm gun and Oerlikon 20 mm cannon, 200 to 600 lb depth charges, and 21-inch torpedoes.

History

The game was developed by the Ultimation Inc. and released by Ubisoft in 2002. Due to problems with the game a patch (ver 4.10) was released in March 2002 by the developer for download.[1]

After release, instability with the multiplayer feature was found to be commonplace, yet Ubisoft never resolved this issue by releasing another official patch. While in 2002 Ubisoft had ended the official support, they authorized and enabled the game's community at Subsim.com to fix the game themselves by giving them the source code.[2] The fan community raised over $7000 for an unofficial patch development project called Projekt Messerwetzer which ultimately fixed the issues.[2][3]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic51/100[4]
Review scores
PublicationScore
4Players50%[5]
AllGameStarHalf star[6]
CGWStarStar[7]
GameSpot2.5/10[9]
GameZone8/10[10]
IGN5.6/10[11]
Jeuxvideo.com12/20[12]
PC Gamer (US)79%[14]

Before the release of the patch, the game received "mixed" reviews according to the review aggregation website Metacritic.[4]

It was nominated for the "Most Disappointing Game on PC" award at GameSpot's Best and Worst of 2002 Awards, which went to Software:Civilization III: Play the World.[15]

See also

References

  1. "Introduction". Ubisoft. http://www.destroyercommand.com/intro.html. 
  2. 2.0 2.1 William R. Trotter (May 2003). "Submarine Marries Destroyer". PC Gamer (Future US). http://www.subsim.com/ssr/pcgamer_pmarticle.html. Retrieved May 6, 2017. "Gave source code to subsim.com [...] a fund raising drive netted more than $7000 to jump-start Project Messerwetzer [...] Skilled volunteers and playtesters rallied to the call [...] a free 5MB to 6MB patch that will be finally polished and playtested. The original crippling flaw, multiplayer instability, has been dramatically minimized.". 
  3. Scott Parrino (May 24, 2003). "Behind the Lines #5". http://www.wargamer.com/articles/behind-the-lines-5/. "Subsim Review served as the gathering place for Projekt Messerwetzer, the project that brought Silent Hunter II - Destroyer Command computability to full fruition." 
  4. 4.0 4.1 "Destroyer Command for PC Reviews". Fandom. https://www.metacritic.com/game/destroyer-command/critic-reviews/?platform=pc. 
  5. Marcel Kleffmann (April 15, 2002). "Test: Destroyer Command" (in de). 4Players GmbH. https://www.4players.de/4players.php/dispbericht/PC-CDROM/Test/1543/1098/0/Destroyer_Command.html. 
  6. Jason White. "Destroyer Command - Review". All Media Network. http://www.allgame.com/game.php?id=20828&tab=review. 
  7. Thomas L. MacDonald (June 2002). "Destroyer Command". Computer Gaming World (Ziff Davis) (215): 93. https://www.cgwmuseum.org/galleries/issues/cgw_215.pdf. Retrieved March 4, 2018. 
  8. Mark H. Walker (March 22, 2002). "Destroyer Command". Greedy Productions Ltd.. http://www.elecplay.com/review.html?article=8609&full=1. 
  9. Tom Chick (March 1, 2002). "Destroyer Command Review". Fandom. https://www.gamespot.com/reviews/destroyer-command-review/1900-2852075/. 
  10. Kevin Giacobbi (March 1, 2002). "Destroyer Command Review". http://pc.gamezone.com/gzreviews/r14195.htm. 
  11. Steve Butts (March 5, 2002). "Destroyer Command Review". Ziff Davis. https://www.ign.com/articles/2002/03/05/destroyer-command-review. 
  12. pilou (April 4, 2002). "Test: Destroyer Command" (in fr). Webedia. https://www.jeuxvideo.com/articles/0000/00002014_test.htm. 
  13. Bob Arctor (April 2002). "Destroyer Command" (in fr). Joystick (136): 118. http://download.abandonware.org/magazines/Joystick/joystick_numero136/Joystick%20136%20-%20Page%20118%20%28avril%202002%29.jpg. Retrieved February 21, 2023. 
  14. Andy Mahood (May 2002). "Destroyer Command". PC Gamer (Imagine Media) 9 (5): 68. http://www.pcgamer.com/archives/2005/07/destroyer_comma.html. Retrieved March 4, 2018. 
  15. "Best and Worst of 2002 (Dubious Honors: Most Disappointing Game on PC)". CNET. 2002. http://gamespot.com/gamespot/features/all/bestof2002/pc33.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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