Software:Epic (video game)

From HandWiki
Epic
Developer(s)Digital Image Design
Publisher(s)
Designer(s)Martin Kenwright
Programmer(s)Colin Bell
Russell Payne
Phil Allsopp (Amiga)
Artist(s)Martin Kenwright
Paul Hollywood
Composer(s)David Whittaker
Øisten Eide
Platform(s)
Release
  • EU/NA: 1992
  • JP: 10 December 1993 (PC-98)
Genre(s)Space combat simulator
Mode(s)Single-player

Epic (or Epic : The Adventure Begins) is a space combat simulation game developed by Digital Image Design and published by Ocean Software for the Commdore Amiga and Atari ST in early 1992. A port to MS-DOS also appeared in the same year, followed by a version for the NEC PC-9801 in 1993. A sequel, titled Inferno, was released in 1994 for PCs only.

Gameplay

Epic is an action-based space flight simulator game. It features eight completely different levels (including two in two phases), which take place either in space or over the surface of a planet. Each has a tight time limit to complete the mission (destroying the assigned targets); failure results in the loss of one of the player's ships, and may affect the gameplay in subsequent missions.

Plot

The plot borrowed heavily from the television series Battlestar Galactica, Star Trek and the Star Wars film franchise,[1] focussing on a fleet of ships carrying the human inhabitants of a planet threatened by an imminent supernova. Their escape route leads through Rexxon Empire territory; however, the Rexxons doubt the humans' motives, and refuse safe passage. With no other option, the humans are forced to attempt a crossing anyway, leading to war between the two.

As the game progresses, it becomes apparent to the Rexxon scientists monitoring the humans' sun that the exodus is indeed genuine. However, the Rexxon military suppresses this knowledge and doubles down on their efforts to stop the humans' fleet, deepening the conflict.

The player controls the fleet's only hope, one of three experimental Epic class fighters. In the final mission, the fighter is also used to deploy a cobalt bomb.

Development

The game had been in development for about three years and had been repeatedly delayed. At first it was known under the working title Goldrunner 3D and was initially announced to be published by Microdeal as a spiritual sequel to the two Uridium-like Goldrunner top-down shooting games,[2][3] before a publishing deal was signed with Ocean in 1989.

Much of the technology that was used to create F29 Retaliator had been used to create Epic.[4] The action is viewed in 3D, with graphics being a mix of uniformly-coloured polygons and bitmaps (featuring 16 colours for Atari ST and 32 colours in the Amiga version, largely shades of grey). Cut-scenes that move the story along vary between the versions; the Atari ST and Amiga versions are largely the same, a combination of pre-rendered 3D artwork overlaid with dynamically generated ships, and more conventional artwork where characters are involved. On the Atari ST, some pre-rendered images have been dropped and replaced with similar, animated bitmap versions of the same scene. The PC release, which unlike the Amiga and Atari ST versions was only ever intended to be installed and run from a hard disk, has enhanced cut-scenes reflecting the extra resources available to the developers. Other graphics are more detailed, including the Epic fighter's cockpit and the in-game 3D ship models have been changed subtly. The Rexxon fighters, for example, are less angular.

In game music for both the Atari ST and PC features Mars, the Bringer of War and the Jupiter, the Bringer of Jollity from The Planets by Gustav Holst, the Atari ST rendition being composed of samples. The Amiga received a new composition.

The game's box art was provided by Bob Wakelin, in one of his last commissions from Ocean. While approved by the publisher's management, it was not liked by the developers. Wakelin later alleged that one of them had given him his brief when intoxicated.[5] The look of the pilot was based on both Harrison Ford and Mel Gibson.

Release

Epic was released by Ocean in the Spring of 1992 on home computer formats at a price of £25.99 in the UK. Some releases included a bonus anaglyphic 3D poster of the game's box art, complete with branded glasses. According to Amiga Power, the initial release version of Epic had a fatal glitch that caused the game to crash, leading to many returns of the game.[6]

Later that year, it was included as the lead pack-in title by Commodore UK for their Amiga 600-focused Epic bundle, alongside Rome and Myth, squarely aimed at the Christmas buying market.[7] Unlike the retail release, this version could only be run from the Amiga 600's hard disk.

Subsequently, the game received a budget re-release in 1994, on Ocean's Hit Squad label.[8][9] In December 2019 the PC version of the game was re-released digitally, bundled with its sequel Inferno.[10]

Reception

Reception
Review scores
PublicationScore
Mega Zone92%[11]
CU Amiga91% (Amiga)[12]
70% (Amiga re-release)[9]
Amiga User International91% (Amiga)[13]
Amiga Action90% (Amiga)[14]
ST Format91% (Atari ST)[15]
ACE839/1000 (Amiga, ST)[16]
Amiga Power34% (Amiga)[6]
30% (Amiga re-release)[8]
Amiga Format34% (Amiga)[17]

Critical reception of Epic was mixed. A number of magazines scored the game highly, including review scores of 92% for the PC version from Mega Zone,[11] 91% from CU Amiga and Amiga User International,[12][13] and 90% from Amiga Action.[14] ACE, for instance, gave the Amiga and ST versions a score of 839 (out of a possible 1000), praising its fast 3D graphics and sense of scale, but disliking its longevity and lack of depth.[16] In ST Format, the game received a score of 91% and was described as "the best blaster that the ST has seen in some time".[15]

The title fared less well with Amiga Power which gave the game 34%, noting its many glitches and gameplay problems, such as mission time limits. The magazine's reviewer concluded that Epic felt "rushed" and "unfinished", and had prioritised looks over gameplay.[6] Maff Evans in Amiga Format delivered a similar verdict and criticism, also awarding a score of 34%;[17] he noted that the despite being two years late, the game felt rushed to release and expressed that the game was too short. The magazine also published feedback from players in the review, many of whom also completed the game shortly after purchase, complaining that a cheat mode for the game was included in the instructions.

With such a long gestation, the game was previewed to magazines long before release. The result was that some magazines included comments about features and shortcomings that were not present in the game that finally made it to the retailers. For example, CU Amiga referred to the Amiga version's music being from The Planets,[12] although in the final release this was not the case.

Amiga Power's review went as far as criticising other magazines for reviewing an incomplete game and by extension, misleading their readership.

"Other reviews which you may have read in other magazines - usually glowing, we might add - which appeared up to six or seven months ago were based on fairly early demo versions, and are thus completely invalid. We'll say it now and say it loud - reviewing unfinished games does the reader no service at all, and if you suspect a magazine of doing so, and there are a lot which are guilty in this instance, you should either make their lives hell or simply stop buying their mag."[6]

On re-release, all magazines marked the game down, with Amiga Power providing a renewed rating of 30%, commenting that the game had not improved with age.[8] CU Amiga was more generous in its scoring, awarding the title 70%, but less so in its comments highlighting the game's lack of depth, although the reviewer did mention that it played much better on the faster Amiga 1200, which was not released at the time the game first appeared.[9]

Expansion pack

An expansion pack for the game, Epic Extra Missions, was included on the cover disk for issue 47 of The One which was only issued for the game on the Amiga.[18] The magazine suggested that other packs would be made available for the game, however there was no commercial release.

References

  1. "Special: Let's Get Digital". ACE (EMAP) (37): 22–23. October 1990. https://archive.org/details/ACEIssue37Oct90/page/n21/mode/2up. 
  2. "Previews: Goldrunner 3D". Zero (Dennis Publishing) (2): 13. ISSN 0957-9303. https://archive.org/details/zero-magazine-02/page/n11/mode/2up. 
  3. "Buzz: Goldrunner 3D". CU Amiga-64 (EMAP) (74): 11. November 1989. https://archive.org/details/commodore-user-magazine-74/page/n9/mode/2up. 
  4. Rigby, Paul (June 1990). "Foreign Correspondance - Over there - Lost In Space or Vietnam: The Latest Games From Europe". Computer Gaming World (Golden Empire Publications) (72): 28. ISSN 0744-6667. https://archive.org/details/Computer_Gaming_World_Issue_72/page/n27/mode/2up. 
  5. "Bob Wakelin - ExoticA". https://www.exotica.org.uk/wiki/Bob_Wakelin#Epic. 
  6. 6.0 6.1 6.2 6.3 Foster, Karl (July 1992). "Game Reviews: Epic". Amiga Power (Future Publishing) (15): 34–35. https://archive.org/details/Amiga_Power_Issue_15_1992-07_Future_Publishing_GB/page/n33/mode/2up. 
  7. "News Reports: Two new Amiga bundles". Amiga Format (Future Publishing) (40): 13. November 1992. https://archive.org/details/amigaformatmagazine-040/page/n11/mode/2up. 
  8. 8.0 8.1 8.2 Faragher, Steve (October 1994). "Game Reviews - Budgets: Epic". Amiga Power (Future Publishing) (42): 76. https://archive.org/details/Amiga_Power_Issue_42_1994-10_Future_Publishing_GB/page/n75/mode/2up. 
  9. 9.0 9.1 9.2 Broughton, Matt (November 1994). "Budget Games - VFM: Epic". CU Amiga (EMAP) (57): 75. https://archive.org/details/cuamiga-magazine-057/page/n73/mode/2up. 
  10. "6 newly-released classic games that deserve your attention". CD Projekt. 20 December 2019. https://www.gog.com/news/6_newlyreleased_classic_games_that_deserve_your_attention. Retrieved 20 December 2019. 
  11. 11.0 11.1 Stolp, Andrew (August 1992). "Epic". Mega Zone (Megazone Publications) (23): 46–47. https://archive.org/details/megazoneau23/page/n45/mode/2up. 
  12. 12.0 12.1 12.2 Slingsby, Dan (December 1991). "Screen Scene: Epic". CU Amiga (EMAP) (22): 92–94. ISSN 0963-0090. https://archive.org/details/cuamiga-magazine-022/page/n91/mode/2up. 
  13. 13.0 13.1 "Entertainment Now! - Epic". Amiga User International (HHL publishing) 6 (11): 80. November 1992. http://amr.abime.net/review_7554. 
  14. 14.0 14.1 Sharp, Brian (August 1992). "Action-Test: Epic". Amiga Action (Europress Interactive) (35): 42–43. http://amr.abime.net/review_37249. 
  15. 15.0 15.1 Ricketts, Ed (August 1992). "Screenplay - Game Review: Epic". ST Format (Future Publishing) (37). http://www.atarimania.com/game-atari-st-epic_9237.html. 
  16. 16.0 16.1 Upchurch, David (January 1992). "Epic". ACE (EMAP) (52): 56–61. https://archive.org/details/ACE_Issue_52_1992-01_Future_Publishing_GB/page/n55/mode/2up. 
  17. 17.0 17.1 Evans, Maff (August 1992). "Game Review: Epic". Amiga Format (Future Publishing) (37): 71. http://amr.abime.net/review_2583. 
  18. "Boot Sector Disk B: Epic Missions". The One (EMAP) (47): 8. August 1992. https://archive.org/details/TheOneIssue47Aug92/page/n7/mode/2up. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

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 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]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

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. 
  18. "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628. 
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  • Epic at the Hall of Light
  • Epic at Atari Mania