Software:Fear Effect 2: Retro Helix
| Fear Effect 2: Retro Helix | |
|---|---|
| Developer(s) | Kronos Digital Entertainment |
| Publisher(s) | Eidos Interactive |
| Director(s) | Stanley Liu |
| Designer(s) | Scott J. Compton Tim Coolidge |
| Programmer(s) | Michael Fernie Steve Shimizu |
| Artist(s) | Stanley Liu |
| Writer(s) | Stanley Liu |
| Composer(s) | David Rovin |
| Platform(s) | PlayStation |
| Release | |
| Genre(s) | Action-adventure |
| Mode(s) | Single-player |
Fear Effect 2: Retro Helix is a 2001 action-adventure video game developed by Kronos Digital Entertainment and published by Eidos Interactive for the PlayStation. The game serves as a prequel to Fear Effect (2000).
Plot
Fear Effect 2: Retro Helix begins in Hong Kong in the year 2048. The player delves into the colorful histories of the original cast of three mercenaries – and newcomer Rain Qin – as well as the extraordinary circumstances that brought them together. In the wake of a degenerative global pandemic called EINDS (Environmentally Induced Nucleotides Degeneration Syndrome – pronounced "ends"), theft, murder, and terrorism have become big business.
Hana Tsu-Vachel and Rain Qin are freelance operatives, Royce Glas is a washed-up former soldier, and Jacob "Deke" Decourt is a cutthroat assassin. Much of the game's intrigue lies in how these unlikely allies even manage to come together for one cause. From the start, each of them have their own motives, but they soon all become entangled in a sinister plot extending far beyond politics, espionage, or personal survival. The adventure takes players through a futuristic Hong Kong, the formidable walled city of Xi'an, the lost tomb of the first emperor of China, and, finally, into the mountain island of the immortals, Penglai Shan.
Gameplay
Like the original Fear Effect, the sequel features cel-shaded character models on top of pseudo-3D environments that use looping full-motion video to give the appearance of constantly animated background elements. Players take control of each of the four main characters (Hana, Rain, Deke and Glas) at different times throughout the game, which enables multilateral perspective on the storyline.
Retro Helix mostly relies on a third-person perspective. The controls are mapped without regard to the character's current position or direction faced. Unlike the original Fear Effect, however, Retro Helix offers players the option of a more traditional control scheme. At the player's disposal is a small arsenal of weapons, including a variety of firearms – including pistols, shotguns, and assault rifles, specialty equipment such as a hand-held EMPs and a taser, and one unique melee weapon for each character.
Fear Effect 2 is primarily focused on solving puzzles to progress rather than combating enemies. In spite of the heavy ordnance available, enemies are few and far between, with static – as opposed to dynamic – placement. The gameplay is intended to evoke tension and suspense, rather than relying on the nonstop action formula of standard shooters. This format has the consequence of making the gameplay arguably less difficult, although it is offset by the relative ease at which characters can die from enemy attacks and a number of instant-death scenarios. The fear gauge present in the original game returns for Retro Helix, a variation on the health meter common to most action games.
Reception
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Fear Effect 2: Retro Helix received "favorable" reviews according to the review aggregation website Metacritic.[3] Jeff Lundrigan of NextGen said of the game, "Everyone who's mature enough to appreciate it and [who] owns a PlayStation should buy this. You will not be disappointed. Now, sequel please!"[15] (Ironically, the sequel was later cancelled, as described in the following section.) In Japan, where the game was ported for release under the name Helix: Fear Effect (ヘリックス フィアエフェクト Herikkusu Fia Efekuto) on November 15, 2001, Famitsu gave it a score of 27 out of 40.[9] Michael "Major Mike" Weigand of GamePro said, "Although it's marred by minor flaws, Retro Helix receives high marks for its engrossing story and brilliant technical aspects. The new gaming year gets off to a flying start with Fear Effect 2, a must-have title that will keep gamers glued to their seats for days."[19][lower-alpha 2]
The game sold 10,000-15,000 projected units in its first month in the U.S, according to the NPD TRSTS Videogame Service.[20]
The game was nominated for the "Best PlayStation Game" award at GameSpot's Best and Worst of 2001 Awards, which went to Tony Hawk's Pro Skater 3.[21]
Cancelled sequel
An unreleased third game entitled Fear Effect Inferno was originally announced for the PlayStation 2 as a sequel to the first game Fear Effect with Kronos Digital Entertainment developing it and Eidos Interactive publishing it at the time. The first trailer was released during E3 2002. The trailer depicted some of the only known footage of the game.
While story details have been scarce, IGN editors promised that "the fusion [of] Asian myth and freaky modern themes" would be prominent like the previous two titles.[22] Through the few demonstration clips that Kronos released during the game's development, fans have pieced together a portion of the game's plot.
Fear Effect Inferno is based on the best ending the player could achieve in the first game Fear Effect. Therefore, the demons set forth by Jin have been killed, Glas' arm has been "reattached," and Deke's body and soul have been restored. According to the videos, Fear Effect Inferno's story chronicled Hana's capture by a group of demons disguised as human doctors and nurses.[23] Hana is placed in an asylum where tests are performed on her.[22] During this time, she has several hallucinations, which range from Hana's completion of ancient tasks to her friends, including Hana herself, getting slaughtered by beasts. As she completed more challenges, Hana gained power from these ancient beings, allowing her to escape the grasp of the asylum's demons and experiments. Meanwhile, Deke is working from the inside, possibly as a "patient," killing any and all individuals that get in his way while searching for Hana. By the end of the journey, the four bounty hunters would once again face the fires of Hell, and fight the remaining demons[23] Besides the demons themselves, their previously-human experiments, henchmen with sunglasses, and a woman that vaguely resembles Wee Ming, no "main enemy" was ever highlighted. However, Fear Effect Inferno promised more characterization during the course of the adventure.
Many drastic changes to the characters were expected to take place during the events of Fear Effect Inferno. As the trailers and demonstration clips explained, Glas and Rain would begin a sexual relationship. At the same time, Hana and Glas would develop closer bonds, which would have created a love triangle for the three bounty hunters. The fates of the characters themselves are unknown; it was never revealed if any of the deaths witnessed by Hana or the player would be permanent.
Only a few screenshots exist that hint at the gameplay style of Inferno. Based on these images, it was concluded that the gameplay would have been nearly identical to the previous two games. However, a new weapon system would have allowed players to map a firearm to the "X" (Cross) button and another to the "O" (Circle) button on the DualShock 2 controller.[23] This would have allowed numerous weapon combinations. In addition, updated diving moves could be executed to quickly evade enemy fire. The environment itself would have allowed players to hide from hazards, such as bullets, and function as a way to avoid detection. It was rumored that players could control certain actions during scripted in-game fight scenes, requiring the player to execute timed button combinations to fight certain opponents. Inferno would have introduced the separation of the "Health" and "Fear" Meters.[23] However, it is not known how the "Fear" Meter would have affected gameplay since it functioned as both in the previous two titles.
Graphically, Inferno would have resembled the previous two titles with a "next-gen facelift." Using the PlayStation 2's graphical capabilities, pre-rendered scenes, which would have shown the characters talking and performing more animation-intensive actions, would have been rendered at a higher resolution. Like the previous two games, the background environments would have been short, pre-rendered animations, using a technique utilized by some portions of Final Fantasy X. The polygonal characters would have been rendered using a cel-shaded method similar to the ones used in the previous two Fear Effect titles for the PlayStation. Other gimmicks, such as Hana frequently changing clothes, would have been prominent in the game, as well; in the existing clips alone, Hana dons no fewer than 4 different outfits.
The game's status changed rapidly towards the end of 2002 and was finally cancelled in 2003. However, between the announcement and the cancellation, information was scarce.
News of the cancellation did not come to fans until 2004, years after the game's initial announcement and quiet absence.[24] Even Sandy Abe, the CFO of Kronos at the time, hinted that Eidos might give the series a second chance under a new developer, such as Crystal Dynamics, but this was only true for the Tomb Raider franchise.[25] However Abe later stated in an email, "Unfortunately Fear Effect probably will not get picked up."[25]
Reports varied as to the status of the game between 2002 and 2003. While an early report by GameSpot in May 2003 described the game as simply "on hold",[26] IGN broke the news during their "Missing in Action" series of articles that the game had been cancelled.[24] According to IGN's report, the game "was the first of Eidos' victims to its more stringent quality assurance program."[24] Due to the game's delayed progress, it was either given more development time or cancelled. Unfortunately, only the development staff knew of the game's status following this condemnation but according to the fans the content was big and still enough to publish. According to IGN, "at some point in late 2002 or early 2003, Kronos did indeed shop it to various publishers. Nobody, however, bit."[24]
Revival
On February 17, 2015, Square Enix announced that it would allow developers to create games based on some of their old Eidos IPs via the Square Enix Collective project, including the Fear Effect IP.[27]
On April 7, 2016, a new entry in the series titled Fear Effect Sedna was announced.
Notes
References
- ↑ GameSpot staff (February 20, 2001). "Fear Effect 2: Retro Helix ship date set". Fandom. Archived from the original on April 10, 2001. https://web.archive.org/web/20010410162841/http://www.zdnet.com/gamespot/stories/news/0,10870,2688010,00.html. Retrieved December 16, 2023.
- ↑ "Fear Effect 2: Retro Helix for PlayStation". CBS Interactive. http://www.gamerankings.com/ps/913908-fear-effect-2-retro-helix/index.html.
- ↑ 3.0 3.1 "Fear Effect 2: Retro Helix". Fandom. Archived from the original on December 8, 2023. https://web.archive.org/web/20231208164532/https://www.metacritic.com/game/fear-effect-2-retro-helix/. Retrieved December 8, 2023.
- ↑ Thompson, Jon. "Fear Effect 2: Retro Helix - Review". All Media Network. Archived from the original on November 15, 2014. https://web.archive.org/web/20141115111010/http://www.allgame.com/game.php?id=25033&tab=review. Retrieved December 8, 2023.
- ↑ Edge staff (March 2001). "Fear Effect 2: Retro Helix". Edge (Future Publishing) (95): 91. Archived from the original on November 27, 2023. https://web.archive.org/web/20231127163208/https://retrocdn.net/images/2/2d/Edge_UK_095.pdf. Retrieved December 8, 2023.
- ↑ MacDonald, Mark; Johnston, Chris; Zuniga, Todd (April 2001). "Fear Effect 2: Retro Helix". Electronic Gaming Monthly (Ziff Davis) (141): 104. Archived from the original on April 18, 2001. https://web.archive.org/web/20010418192107/http://www.zdnet.com/egm/stories/main/0,11589,2685279,00.html. Retrieved December 8, 2023.
- ↑ Hudak, Chris (March 23, 2001). "Fear Effect 2: Retro Helix". Greedy Productions Ltd.. Archived from the original on September 8, 2002. https://web.archive.org/web/20020908090158/http://www.elecplay.com/review.html?article=5361&full=1#mr_toppy. Retrieved December 8, 2023.
- ↑ Bramwell, Tom (March 27, 2001). "Fear Effect 2: Retro Helix". Gamer Network. Archived from the original on April 13, 2001. https://web.archive.org/web/20010413015712/http://www.eurogamer.net/content/r_feareffect2_psx. Retrieved December 8, 2023.
- ↑ 9.0 9.1 "ヘリックス フィアエフェクト" (in ja). Famitsu (Enterbrain). Archived from the original on December 8, 2023. https://web.archive.org/web/20231208191026/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=19480&redirect=no. Retrieved December 8, 2023.
- ↑ Reppen, Erik (March 2001). "Fear Effect 2 Retro Helix". Game Informer (FuncoLand) (95). http://www.gameinformer.com/Games/Review/200103/R03.0805.1628.04580.htm. Retrieved December 8, 2023.
- ↑ Joe (March 1, 2001). "Fear Effect 2: Retro Helix Review". CraveOnline. Archived from the original on October 2, 2015. https://web.archive.org/web/20151002005151/http://www.gamerevolution.com/review/fear-effect-2-retro-helix. Retrieved December 8, 2023.
- ↑ Provo, Frank (February 20, 2001). "Fear Effect 2: Retro Helix Review". Fandom. Archived from the original on February 23, 2001. https://web.archive.org/web/20010223235859/http://www.zdnet.com/gamespot/stories/reviews/0,10867,2687897,00.html. Retrieved December 8, 2023.
- ↑ Lafferty, Michael (March 20, 2001). "Fear Effect 2: Retro Helix Review". Archived from the original on March 31, 2008. https://web.archive.org/web/20080331150942/http://psx.gamezone.com/gzreviews/r16460.htm. Retrieved December 8, 2023.
- ↑ Smith, David (February 21, 2001). "Fear Effect 2: Retro Helix Review". Ziff Davis. Archived from the original on April 30, 2023. https://web.archive.org/web/20230430101457/https://www.ign.com/articles/2001/02/22/fear-effect-2-retro-helix. Retrieved December 8, 2023.
- ↑ 15.0 15.1 Lundrigan, Jeff (May 2001). "Fear Effect 2: Retro Helix". NextGen (Imagine Media) (77): 74–75. https://archive.org/details/NextGen77May2001/page/n77/mode/2up. Retrieved December 8, 2023.
- ↑ Zuniga, Todd (April 2001). "Fear Effect 2: Retro Helix". Official U.S. PlayStation Magazine (Ziff Davis) (43): 100–1. Archived from the original on April 18, 2001. https://web.archive.org/web/20010418051119/http://www.zdnet.com/opm/stories/main/0,11891,2687495,00.html. Retrieved December 8, 2023.
- ↑ Rubenstein, Glenn (March 7, 2001). "Fear Effect 2: Retro Helix (PS) review". TechTV. Archived from the original on April 17, 2001. https://web.archive.org/web/20010417055640/http://www.techtv.com/extendedplay/reviews/story/0,23008,3315149,00.html. Retrieved December 8, 2023.
- ↑ Steinberg, Scott (February 20, 2001). "Fear Effect 2: Retro Helix". Maxim (MaximNet, Inc.). Archived from the original on June 26, 2001. https://web.archive.org/web/20010626152556/http://www.maximonline.com/articles/review_videogames.asp?videogame_id=990. Retrieved December 8, 2023.
- ↑ Weigand, Michael "Major Mike" (March 2001). "Fear Effect 2: Retro Helix". GamePro (IDG) (150): 84. Archived from the original on November 14, 2023. https://web.archive.org/web/20231114034144/https://retrocdn.net/images/3/37/GamePro_US_150.pdf. Retrieved December 8, 2023.
- ↑ Gaudiosi, John (March 19, 2001). "Eidos builds on Fear". Archived from the original on April 7, 2001. https://web.archive.org/web/20010407065655/http://www.videobusiness.com:80/games/031901_eidos_fear_effect.asp. Retrieved October 30, 2025.
- ↑ GameSpot staff (February 23, 2002). "The Best and Worst of 2001 (Best PlayStation Game)". CNET. Archived from the original on August 4, 2002. https://web.archive.org/web/20020804044024/http://gamespot.com/gamespot/features/video/bestof_2001/p5_11.html. Retrieved December 8, 2023.
- ↑ 22.0 22.1 IGN staff (May 23, 2002). "E3 2002: Fear Effect Inferno". Ziff Davis. Archived from the original on December 28, 2022. https://web.archive.org/web/20221228104736/https://www.ign.com/articles/2002/05/23/e3-2002-fear-effect-inferno. Retrieved December 8, 2023.
- ↑ 23.0 23.1 23.2 23.3 Romero, Josh (September 9, 2006). "Fear Effect Inferno". Archived from the original on March 3, 2016. https://web.archive.org/web/20160303211515/https://www.videogamesblogger.com/2006/09/09/fear-effect-inferno-trailer-and-demonstration-videos.htm. Retrieved December 8, 2023.
- ↑ 24.0 24.1 24.2 24.3 Perry, Douglass C. (February 6, 2004). "Missing in Action: The Lost Games of the PlayStation 2, Part I". Ziff Davis. Archived from the original on October 8, 2023. https://web.archive.org/web/20231008034952/https://www.ign.com/articles/2004/02/06/missing-in-action-the-lost-games-of-the-playstation-2-part-i. Retrieved December 8, 2023.
- ↑ 25.0 25.1 Pollack, Steve (August 3, 2003). "Fear Effect Inferno". Archived from the original on December 27, 2003. https://web.archive.org/web/20031227104216/http://www.freewebs.com/feareffect/feareffect3.htm. Retrieved August 30, 2007.
- ↑ Calvert, Justin (May 21, 2003). "Fear Effect: Inferno on hold". Fandom. Archived from the original on September 29, 2007. https://web.archive.org/web/20070929123957/http://www.gamespot.com/ps2/action/feareffectinferno/news.html?sid=6028687&mode=recent. Retrieved December 8, 2023.
- ↑ "First Eidos IPs made available via Square Enix Collective". Square Enix. February 17, 2015. Archived from the original. Error: If you specify
|archiveurl=, you must also specify|archivedate=. https://web.archive.org/web/20150218002014/http://collective.square-enix.com/news/32/first-eidos-ips-made-available-via-square-enix-collective. Retrieved February 17, 2015.
External links
- 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 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

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
- ↑ 1.0 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/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 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.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ 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.
- ↑ 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.
- ↑ "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.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "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/.
- ↑ "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/.
- ↑ 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/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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