Software:Sub Culture

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Short description: 1997 video game
Sub Culture
File:256px
Box cover art for Sub Culture
Developer(s)Criterion Games
Publisher(s)Ubi Soft
Platform(s)Microsoft Windows
Release
  • WW: November 11, 1997[1]
Genre(s)Submarine simulator
Mode(s)Single-player

Sub Culture is a submarine action/adventure computer game, developed by Criterion Games and published by Ubi Soft. It was released in 1997, and was often praised as a solid title, but received little recognition and had only limited sales. A spiritual successor, also developed by Criterion and published by Ubi Soft, was released in 2000 under the name Deep Fighter.

Story

In the opening sequence of the game, a soup can discarded from a boat smashes the home of a race of tiny submarine humanoids.[2] The player takes the role of the survivor of this disaster, a freelance sub captain who must buy, sell, trade, and pirate his way to the top in a cutthroat world of underwater adventure. The Bohines, a nation in the game, are at war with the Prochas, another nation.

To survive and prosper, the player character can engage in various mining or salvage operations, recovering enormous bottle caps, cigarette butts, thorium crystals, and pearls, all of which are valuable commodities sellable in cities. However, both mutant fish and pirate subs lie in wait. Once the player has built up enough cash, they can begin to exploit a form of 'stock market' in which various commodities can be purchased and resold at other locations or times for higher prices.

The player can also take on various missions for either of the two warring nations. These missions become progressively more difficult, ranging from dropping depth charges down the air vents of an underground base to attacking nuclear-powered torpedo-firing walking tanks. Eventually the two nations come to terms in order to meet and defeat their mutual foe, the Pirates. The final mission consists of an all-out assault by both nations against the concealed Pirate city, with the player shooting their way through heavily guarded tunnels to plant a bomb next to the city.

Gameplay

The gameplay is rather straightforward, placing the emphasis on buying and trading goods found in the environment for weapon, shield, and utility upgrades. There are also missions available, which depict some of the turmoil between the Bohine, Procha, and the Pirates. By accepting missions for different cities, the player can unlock new technologies, equipment, and is given discounts for certain goods.

Reception

Next Generation rated it four stars out of five, and stated that "All in all, Sub Culture creates a compelling world, and if the thought of undersea exploration and adventure appeals to you, this game is probably the best of its kind."[3] Sub Culture was the runner-up for GameSpot's 1997 "Most Original Game" award, which ultimately went to Dungeon Keeper.[4]

Sub Culture was a commercial failure. In the United States, its sales totaled 11,083 units by April 1999. Analyzing its performance, Ubisoft's Tammy Schachter wrote that "the 3D was beautiful, the gameplay was top of the line, and all of the marketing was in place... so perhaps this is a niche game genre that then appealed to only a small segment of the hard-core gaming community."[5]

See also

  • List of underwater science fiction works

References

  1. Staff (November 11, 1997). "Now Shipping". http://www.pcgamer.com/news/news-1997-11-10.html. 
    "Ubi Soft Entertainment is shipping Sub Culture."
  2. "Sub Culture Review". https://www.gamespot.com/reviews/sub-culture-review/1900-2533291/. 
  3. "Finals". Next Generation (Imagine Media) (37): 162. January 1998. 
  4. "GameSpot's Awards for 1997". ZDNet. http://www.interactive.org/html/award/awardwin98.htm. 
  5. Saltzman, Marc (June 4, 1999). "The Top 10 Games That No One Bought". CNET Gamecenter. http://www.gamecenter.com/Features/Exclusives/Notbought/index.html. 
  • 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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