Software:Heavy Gear II

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Short description: 1999 video game
Heavy Gear II
Developer(s)Activision
Publisher(s)Activision[lower-alpha 1]
Director(s)Jack Mamais
Producer(s)Eveline M. Cureteau
Designer(s)David White
Programmer(s)Jean-Marc Morel
Artist(s)Danny Matson
Writer(s)Ted Peterson
Robert Berger
Composer(s)Albert Lloyd Olson
SeriesHeavy Gear
Platform(s)Windows, Linux
ReleaseWindows
Linux
April 5, 2000[3]
Genre(s)First-person shooter
Vehicle simulation
Mode(s)Single-player
multiplayer

Heavy Gear II is a mecha based first-person shooter video game. Set in Dream Pod 9's Heavy Gear universe, the game was developed and published by Activision in 1999 for Microsoft Windows; it was ported to Linux in 2000 by Loki Software. It is a sequel to the 1997 video game Heavy Gear.

Plot

An atrocity caused by the New Earth Concordat (NEC) — the destruction of the Badlands city of Peace River by an antimatter bomb — leads to a formal cease-fire between the Northern and Southern Leagues. A team of elite Special-Ops pilots from across the planet, equipped with advanced prototype Gears and a newly unveiled intersystem assault shuttle, are sent through the interstellar Tannhauser gate to the planet Caprice, the nearest NEC base, to find out more and strike back at the enemy.

Gameplay

Heavy Gear II incorporates third-person and stealth elements.

Development

System requirements
Requirements

Windows[4]
Operating system Windows 95
CPU 166 MHz Pentium
Memory 64 MB
Graphics hardware DirectX 6.1 compatible video card

Linux[5]
Operating system Linux kernel 2.2.x
CPU 233 MHz Pentium
Memory 64 MB
Graphics hardware OpenGL compatible video card

Development of Heavy Gear II began during the autumn of 1997 with an aggressive 13 month schedule which aimed to ship the game in autumn 1998. The Heavy Gear II team was a newly formed group within Activision, composed of some of the best and brightest employees that the firm had available, each of whom had experience working on several 3D games previously.[6][7] The design team wanted to move away from the larger BattleMech style gears as found in the original Heavy Gear, and to smaller, more agile gears, staying truer the Heavy Gear universe and allowing for faster paced and more diverse gameplay.[7][8]

Work began on a new game engine, named Dark Side, to power the title. Built in C++, the first priority for the engine was stability, with a focus on memory management and leak tracking, allowing developers to spot memory leaks as soon as they occurred, rather than later on in a test cycle. By adopting a modular approach to their engine design, developers could easily switch in and out different systems as they experimented during the development process.[6]

Although there were debates within the team regarding the issue, it was concluded that software rendering was insufficient to deliver on the teams' visual goals, and so support was dropped from the engine, making video cards a necessity to run Heavy Gear II. This allowed the team to focus on delivering a single high quality product, saving the team from having to replicate in-game assets at lower level of details for lower specification machines, cutting time in production and testing.[6] By targeting only video card equipped machines, Heavy Gear II could feature more units on screen and greater environmental detail.[9]

Offloading the visual rendering to dedicated video cards allowed for CPU cycles to be freed up for other uses such as AI systems. The approach to AI was to go for a high level "autopilot" system, whereby non-player characters could decide for themselves what objectives to achieve and how to go about it. This reduced the need for individually scripted actions, and enforced a consistent feel across all missions.[6] Enemy units have a tactical awareness on the battlefield, and will keep track of the successes and failures of different approaches against the player character, varying their tactics depending on the situation. Enemy units may split off into separate fireteams, call upon reinforcements or order artillery strikes against the player.[7]

Multiplayer was an important element in the game, and it was implemented using an internal Activision networking SDK early in development, before even the single-player portion of the game.[6][9] Although co-operative multiplayer was also planned, this feature had to be dropped, as it proved impossible to populate the game with enough enemy units to make the game challenging. The missions designed for the planned co-op mode were, however, saved for the standalone single-player "Historic Missions" in the final game.[9]

Despite the experience of the team, Heavy Gear II did not adhere to the intended schedule. The team underestimated the work needed to produce a demo, and did not factor in costs involved with employee turnover into their original schedule. When the game was released in June 1999, it had missed the intended ship date by approximately nine months. This slippage also had a negative impact on the effectiveness of the marketing campaign.[6] The Dark Side engine would be used again in Activision's Interstate '82, released later that year.[8]

In October 1999, Loki Software was assigned to port Heavy Gear II across to Linux.[10] The Linux port took Loki Software approximately 6 months to complete, and was described by Loki as "their most challenging product to date".[11][12] As Heavy Gear II uses Microsoft's proprietary Direct3D API for graphical rendering, Loki had to port this to OpenGL in order for it to run on Linux.[12] To realise the game's 3D sound on Linux, Loki worked with support from Creative Technology to build an open standard audio API from scratch with a cross-platform free software implementation, named OpenAL.[13] Heavy Gear II was the first Direct3D game to be ported to OpenGL, and was the first to implement OpenAL.[5] The Linux port was released in April 2000, and a demo followed in June.[14]

Reception

Reception
Aggregate score
AggregatorScore
GameRankings81%[15]
Review scores
PublicationScore
AllGameStarStarStarStar[16]
CGSPStarStarStarHalf star[18]
CGWStarStarStarStarHalf star[19]
Game Informer8.5/10[21]
GameRevolutionA−[22]
GameSpot9/10[23]
IGN8.4/10[24]
Maximum PC9/10[25]
Next GenerationStarStarStarStarStar[26]
PC Gamer (US)92%[28]

The game received favourable reviews according to the review aggregation website GameRankings.[15] The game was compared favourably to its predecessor, Heavy Gear, with PC Zone stating that it was a huge improvement over the first game, and GameSpot believing that Activision had redeemed itself for the failures of the original.[29][23]

Critics praised the gameplay. NextGen described the game as "a big, splendid mech sim, with lots of depth and excellent balance between action and strategy".[26] PC Zone echoed similar sentiments, calling it "a commendable stab at creating a balanced blend of strategy and all-out bot-blasting action".[29] IGN highlighted the diversity on offer, stating that the "variety in environments, variety in Gear loadout and variety in gameplay" was above and beyond that offered by others in the genre.[24]

The Dark Side powered graphics were well received. GameSpot described the graphics as being "very impressive, with detailed, heavily articulated gears and vehicles, natural-looking fauna [and] vivid landscapes".[23] Maximum PC described the engine as "gorgeous", praising it for providing "sharply rendered mechs and terrain details, as well as eye-popping explosions that light up the landscape" and other graphical effects. It did note, however, that there were "a few clipping and polygon-collision-detection glitches", similar detractions were noted by Linux Journal and IGN.[25][30][24] Performance wise, PC Gamer UK found it ran surprisingly well, even below the minimum requirements, while Maximum PC noted that the game maintained a consistent 30 fps on their test machine.[31][25] IGN warned, however, that they encountered several crash bugs on the instant action and historical mission modes.[24]

Critics enjoyed the Gear customisation options. IGN, NextGen and Linux Journal all highlighted the sheer number of options available.[24][26][30] Although GameSpot felt that the "threat level" limitation was artificial, it praised the flexibility it offered.[23] PC Zone stated it was "a joy to give birth to these new creations and see them succeed in the task they were created for", in regards to the Gear customisation process.[29]

Response to the AI was mixed. GameSpot praised the AI as challenging, and PC Zone described the enemy AI as being "clued-up on battle tactics", able to "dodge and weave all over the place" as well as seek reinforcements.[23][29] PC Gamer UK disagreed, accusing the AI of being "absolutely, hilariously terrible", a view shared with Linux Journal, who described the AI as being "basically pathetic", both critics cited examples of poor pathfinding.[31][30]

Critics reacted favourably to the multiplayer options. PC Zone described it as being "well-conceived and well-supported", highlighting the various modes of multiplayer gameplay and the "thriving clan structure".[29] While IGN felt that there was nothing particularly new or innovative in the multiplayer game, and Maximum PC felt that it was not as strong as the single player experience, both critics still felt the multiplayer experience to be worthwhile.[24][25] GameSpot compared the multiplayer element favourably to that of rival mecha game, MechWarrior 3, but, like Linux Journal, found the lack of co-operative multiplayer a disappointment.[23][30]

Some critics pointed out difficulty in adapting to the controls. PC Zone found the controls frustrating, warning readers about the "virtually insurmountable learning curves".[29] The control system was described as the most notable flaw in the game by IGN, with the critic having to resort to using a printed controls reference card included with the game.[24] Linux Journal looked at it from the other direction though, pointing out that once mastered, "the payoff, however, is extraordinary; the level of control a player has in HG2 is amazing".[30]

The game was commercially unsuccessful.[32] In the United States, it sold 15,000 units by the end of July 1999, according to PC Data. Mark Asher of CNET Gamecenter called these figures "pretty awful" and remarked that it "has to be a major disappointment for Activision".[33] The game's sales in the United States rose to 28,598 copies by the end of 1999.[34] Daily Radar's Andrew S. Bub named it the most unfairly overlooked simulation title of the year.[32]

The game was nominated for Computer Gaming World's 1999 "Science Fiction Simulator of the Year" award, which went to Freespace 2.[35] It was also nominated for PC PowerPlay's "Best Fantasy Sim" award, which went to MechWarrior 3.[36]

Although a sequel was reported to be in production at Savage Entertainment, this was ultimately cancelled. Activision would discontinue development on the Heavy Gear franchise in 2002, believing that strictly PC games such as Heavy Gear II did not have a viable future with the launch and growth of sixth generation consoles.[37][38] No further news of Heavy Gear video games appeared until 2012, when Dream Pod 9 announced that Stompy Bot Productions were to produce a new game.[39] In 2013, Stompy Bot launched a crowdfunding campaign, aiming to raise $900,000 towards the development of Heavy Gear Assault. Though the Kickstarter element of the campaign failed, development of the game is still ongoing.[40][41]

Notes

  1. Loki Software published the Linux port of the game.

References

  1. "The Games Of 1999 ~ Europe". http://www.gonegold.com/golden/eurogold99.shtml. 
  2. "New Releases". June 17, 1999. https://www.gamespot.com/articles/new-releases/1100-2451080/. 
  3. Crusader (April 5, 2000). "Heavy Gear 2 in Stores this Weekend". http://www.linuxgames.com/archives/2237. 
  4. "Heavy Gear II System Requirements". June 7, 1999. http://www.activision.com/games/heavygearii/sysreq.html. 
  5. 5.0 5.1 "Heavy Gear II". http://www.lokigames.com/products/heavy-gear2/. 
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Clancy Imislund (December 8, 1999). "Postmortem: Activision's Heavy Gear 2". Informa. https://gamasutra.com/view/feature/131814/postmortem_activisions_heavy_.php. 
  7. 7.0 7.1 7.2 Elliott Chin (December 31, 1997). "GameSpot Preview: Heavy Gear II". CNET. http://www.gamespot.com/features/heavygear2_pr/. 
  8. 8.0 8.1 Tom Chick (August 5, 1998). "Heavy Gear II (Preview)". Strategy Plus, Inc.. http://www.cdmag.com/articles/013/135/heavy_gear_preview.html. 
  9. 9.0 9.1 9.2 Fionn Kelly (June 7, 1999). "Interview with Jack Mamais". TM Interactive Publishing. http://www.wargamer.com/articles/heavy_gear2.asp. 
  10. "Activision and Loki Partner to Bring Games to Linux". October 11, 1999. http://www.lokigames.com/press/archive.php3?10111999. 
  11. Dave Kosak (March 30, 2000). "Loki Does Linux: Page 2". IGN Entertainment. http://www.gamespy.com/articles/tour4_b.shtm. 
  12. 12.0 12.1 Roblimo (March 10, 2000). "Answers from Loki President Scott Draeker". Slashdot Media. https://games.slashdot.org/story/00/03/10/0946252/answers-from-loki-president-scott-draeker. 
  13. Matt Matthews (March 8, 2000). "Linux Enters the World of 3D Audio". http://www.linuxgames.com/articles/openal_intro/. 
  14. "Loki in the News (June 20, 2000)". June 20, 2000. http://www.lokigames.com/news/archive.php3?062000. 
  15. 15.0 15.1 "Heavy Gear II for PC". CBS Interactive. https://www.gamerankings.com/pc/89278-heavy-gear-ii/index.html. 
  16. Steve Honeywell. "Heavy Gear II - Review". All Media Network. http://www.allgame.com/game.php?id=15839&tab=review. 
  17. Tom Chick (July 13, 1999). "Heavy Gear II". CNET. http://www.gamecenter.com/Reviews/Item/0,6,0-2960,00.html. 
  18. Jason D'Aprile (July 14, 1999). "Heavy Gear II". Strategy Plus, Inc.. http://www.cdmag.com/articles/021/071/heavyg2_review.html. 
  19. Greg Fortune (September 1999). "Heavy Hitter (Heavy Gear II Review)". Computer Gaming World (Ziff Davis) (182): 124, 130. http://www.cgwmuseum.org/galleries/issues/cgw_182.pdf. Retrieved February 22, 2021. 
  20. Sean Miller (July 22, 1999). "Heavy Gear II". Greedy Productions. http://www.elecplay.com/review.html?article=557&full=1. 
  21. Paul Bergren (September 1999). "Heavy Gear 2". Game Informer (FuncoLand) (77). 
  22. Johnny B. (July 1999). "Heavy Gear 2 Review". CraveOnline. https://www.gamerevolution.com/review/32734-heavy-gear-2-review. 
  23. 23.0 23.1 23.2 23.3 23.4 23.5 Denny Atkin (July 1, 1999). "Heavy Gear II Review [date mislabeled as "May 1, 2000""]. CBS Interactive. https://www.gamespot.com/reviews/heavy-gear-ii-review/1900-2537483/. 
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 Tal Blevins (June 29, 1999). "Heavy Gear II". Ziff Davis. https://www.ign.com/articles/1999/06/30/heavy-gear-ii-2. 
  25. 25.0 25.1 25.2 25.3 Sean Downey (October 1999). "Heavy Gear II". Maximum PC (Imagine Media) 4 (10): 97. https://books.google.com/books?id=3QEAAAAAMBAJ&pg=PT100. 
  26. 26.0 26.1 26.2 John Lee (October 1999). "Heavy Gear II". NextGen (Imagine Media) (58): 116. https://archive.org/details/NextGen58Oct1999/page/n117/mode/2up. Retrieved February 22, 2021. 
  27. Ed Lee (September 1999). "Heavy Gear II". PC Accelerator (Imagine Media) (13): 86–87. https://archive.org/details/PCXL13Sep1999/page/n85/mode/2up. Retrieved February 22, 2021. 
  28. PCGUS staff (September 1999). "Heavy Gear II". PC Gamer (Imagine Media) 6 (9). http://www.pcgamer.com/archives/2005/07/heavy_gear_ii.html. Retrieved February 23, 2021. 
  29. 29.0 29.1 29.2 29.3 29.4 29.5 Keith Pullin (September 1999). "Heavy Gear II". PC Zone (Dennis Publishing) (80): 78–79. https://archive.org/details/PC_Zone_80_September_1999/page/n77/mode/2up. Retrieved February 22, 2021. 
  30. 30.0 30.1 30.2 30.3 30.4 Neil Doane (February 1, 2001). "Heavy Gear II for Linux". Slashdot Media. https://www.linuxjournal.com/article/4456. 
  31. 31.0 31.1 Kieron Gillen (September 1999). "Heavy Gear 2". PC Gamer UK (Future Publishing) (73): 94–95. 
  32. 32.0 32.1 Andrew S. Bub (January 3, 2000). "Andrew's Views Presents the First Annual "System Shocks and Trespassers Awards"". Imagine Media. http://www.dailyradar.com/columns/game_column_27.html. 
  33. Mark Asher (October 1, 1999). "Game Spin: Spy vs. Spy". CNET. http://gamecenter.com/News/Item/Textonly/0,78,0-3226,00.html. 
  34. PC Gamer staff (April 2000). "PC Gamer Editors' Choice Winners: Does Quality Matter?". PC Gamer (Imagine Media) 7 (4): 33. https://archive.org/details/PCGamer_April_2000/page/n35/mode/2up. Retrieved February 22, 2021. 
  35. CGW staff (March 2000). "The 2000 Premier Awards (Science Fiction Simulator of the Year)". Computer Gaming World (Ziff Davis) (188): 73. http://www.cgwmuseum.org/galleries/issues/cgw_188.pdf. Retrieved June 11, 2021. 
  36. "Game of the Year 1999 (Part 3)". PC PowerPlay (Next Media Pty Ltd) (47): 30. April 2000. https://archive.org/details/PCPowerplay-047-2000-04/page/n29/mode/2up. Retrieved June 18, 2021. 
  37. IGN staff (January 22, 1999). "Heavy Gear Development Underway". Ziff Davis. https://www.ign.com/articles/1999/01/23/heavy-gear-iii-development-underway. 
  38. Activision (June 2002). "Selected Consolidated Financial Data". Activision Annual Report '02: 17. http://files.shareholder.com/downloads/ACTI/580324346x0x25714/2AE43840-F7E0-466E-8769-9F139F89C91F/ar_2002.pdf. Retrieved February 22, 2021. 
  39. drupaladmin (September 22, 2022). "Stompy Bot Productions To Produce New Heavy Gear® Video Game". http://www.dp9.com/content/stompy-bot-productions-produce-new-heavy-gear%C2%AE-video-game. 
  40. Brian Crecente (March 29, 2013). "Heavy Gear Assault promises out of mech experience, sponsorships in upcoming game". Vox Media. https://www.polygon.com/2013/3/29/4161166/heavy-gear-assault-promises-out-of-mech-experience-sponsorships-in. 
  41. Jenna Pitcher (June 23, 2013). "Stompy Bot Productions cancels Heavy Gear Assault Kickstarter". Vox Media. https://www.polygon.com/2013/6/23/4457750/stompy-bot-productions-cancels-heavy-gear-assault-kickstarter. 
  • 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

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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