Software:Total Immersion Racing

From HandWiki
Short description: 2002 racing game
Total Immersion Racing
European cover art
Developer(s)Razorworks
Publisher(s)Empire Interactive, Feral Interactive (Mac)
Composer(s)Richard Jacques
Platform(s)Windows
Macintosh
PlayStation 2
Xbox
Release
  • PAL: November 1, 2002
  • NA: November 9, 2002 (PC)
  • NA: November 18, 2002 (Xbox)
  • NA: November 20, 2002 (PS2)
Mac OS X
  • NA: December 18, 2003
  • EU: 2004
Genre(s)Racing
Mode(s)Single player and Multi player up to 2 players

Total Immersion Racing is a 2002 racing game that covers three types of car classes: GT, GTS and PRO (Prototype) and involves racing on both real-world and imaginary circuits. There are four difficulty levels: Amateur, Professional, Legend and Extreme.

Total Immersion Racing was released for the Mac OS X by Feral Interactive in 2003.

Game modes

Single Race: Race on any unlocked track with any unlocked car. One lap to twenty-five can be raced and the time of day can be changed to either Evening or Day (on most tracks).

Career: Start in a low power GT car and rise through the ranks to win the PRO category championship and unlock cars and tracks.

Time Trial: Get best lap times on any track with any car.

Challenge: Complete thirty seven different challenges under five classes: GT, GTS, PRO, Manufacturer and Endurance. A list of all the challenges can be found below.

Cars

There are a total of seventeen cars divided into three groups (GT, GTS and PRO (prototype)):[1]

Challenges

The challenges have to be completed in order, with completion of #1 unlocking #2 and so on. With each race the player accumulates points for their finishing position (10 for a win), which contribute to a championship score. Failure to win the championship will constitute failure of the challenge. The challenges may be one-car specific or may allow the choice of several or all cars from a single class. Completing challenges unlocks cars and tracks for use in single and multi-player as well a time trial use. Generally, 'manufacturer' challenges (where specific cars are unlocked) are separated by one or two general challenges (mostly allowing use of any unlocked car from the class of the previously unlocked vehicle). Winning races on tracks not previously raced on will unlock them, since not all tracks are available for racing from the start. Each challenges includes anywhere from 1 to 8 separate races, each of between 1 and 50 laps.

For challenge racing, there are no difficulty settings, with the difficulty ramping up as the player moves through them.

Reception

Reception
Review scores
PublicationScore
MacintoshPCPS2Xbox
CGMN/AStarStar[5]N/AN/A
Game InformerN/AN/AN/A6.5/10[6]
GameRevolutionN/AN/AC[7]N/A
GameSpotN/A7.7/10[8]7.5/10[9]7.5/10[10]
GameSpyN/AN/AStarStarStar[11]N/A
GameZoneN/A6.5/10[12]7.9/10[13]7.5/10[14]
IGNN/A7/10[15]N/A5.8/10[16]
OPM (US)N/AN/AStar[19]N/A
OXM (US)N/AN/AN/A3.5/10[20]
PC Gamer (US)N/A60%[21]N/AN/A
Aggregate score
MetacriticN/A66/100[2]59/100[3]60/100[4]

The game received "mixed or average reviews" on all platforms according to the review aggregation website Metacritic.[2][3][4]

References

  1. "Total Immersion Racing". November 11, 2006. Archived from the original on March 23, 2020. https://web.archive.org/web/20200323101426/http://members.home.nl/paul.schuurmans/gt/tir.html. Retrieved May 10, 2022. 
  2. 2.0 2.1 "Total Immersion Racing for PC Reviews". Red Ventures. https://www.metacritic.com/game/total-immersion-racing/critic-reviews/?platform=pc. Retrieved May 10, 2022. 
  3. 3.0 3.1 "Total Immersion Racing for PlayStation 2 Reviews". Red Ventures. https://www.metacritic.com/game/total-immersion-racing/critic-reviews/?platform=playstation-2. Retrieved May 10, 2022. 
  4. 4.0 4.1 "Total Immersion Racing for Xbox Reviews". Red Ventures. https://www.metacritic.com/game/total-immersion-racing/critic-reviews/?platform=xbox. Retrieved May 10, 2022. 
  5. "Review: Total Immersion Racing". Computer Games Magazine (theGlobe.com) (150): 81. May 2003. 
  6. Kato, Matthew (January 2003). "Total Immersion Racing (Xbox)". Game Informer (FuncoLand) (117): 114. Archived from the original on November 13, 2004. https://web.archive.org/web/20041113165032/http://www.gameinformer.com/Games/Review/200301/R03.0730.1727.29678.htm. Retrieved May 10, 2022. 
  7. Liu, Johnny (January 2003). "Total Immersion Racing Review (PS2)". CraveOnline. Archived from the original on September 19, 2015. https://web.archive.org/web/20150919172723/http://www.gamerevolution.com/review/total-immersion-racing. Retrieved May 11, 2022. 
  8. Goble, Gord (December 2, 2002). "Total Immersion Racing Review (PC) [date mislabeled as "December 5, 2002""]. Red Ventures. Archived from the original on December 6, 2004. https://web.archive.org/web/20041206174340/http://www.gamespot.com/pc/driving/totalimmersionracing/review.html. Retrieved May 10, 2022. 
  9. Provo, Frank (January 6, 2003). "Total Immersion Racing Review (PS2)". Red Ventures. https://www.gamespot.com/reviews/total-immersion-racing-review/1900-2908112/. Retrieved May 10, 2022. 
  10. Provo, Frank (January 6, 2003). "Total Immersion Racing Review (Xbox)". Red Ventures. https://www.gamespot.com/reviews/total-immersion-racing-review/1900-2908113/. Retrieved May 10, 2022. 
  11. Steinberg, Steve (February 12, 2003). "GameSpy: Total Immersion Racing (PS2)". IGN Entertainment. http://ps2.gamespy.com/playstation-2/total-immersion-racing/5604p1.html. Retrieved May 11, 2022. 
  12. Ovaldog (December 17, 2002). "Total Immersion Racing - PC - Review". Archived from the original on January 20, 2009. https://web.archive.org/web/20090120230157/http://pc.gamezone.com/gzreviews/r20023.htm. Retrieved May 11, 2022. 
  13. Tha Wiz (December 8, 2002). "Total Immersion Racing - PS2 - Review". Archived from the original on September 18, 2008. https://web.archive.org/web/20080918035419/http://ps2.gamezone.com/gzreviews/r20023.htm. Retrieved May 11, 2022. 
  14. Code Cowboy (December 10, 2002). "Total Immersion Racing - XB - Review". Archived from the original on October 7, 2008. https://web.archive.org/web/20081007012510/http://xbox.gamezone.com/gzreviews/r20023.htm. Retrieved May 11, 2022. 
  15. Magruder, Randy (March 27, 2003). "Total Immersion Racing Review (PC)". Ziff Davis. https://www.ign.com/articles/2003/03/27/total-immersion-racing-review. Retrieved May 10, 2022. 
  16. Boulding, Aaron (December 6, 2002). "Total Immersion Racing (Xbox)". Ziff Davis. https://www.ign.com/articles/2002/12/06/total-immersion-racing. Retrieved May 10, 2022. 
  17. Lee, John (July 2004). "Total Immersion Racing". MacADDICT (Future US) (95): 55. Archived from the original on August 3, 2004. https://web.archive.org/web/20040803141232/http://www.macaddict.com/issues/0407/rev.racing.html. Retrieved May 10, 2022. 
  18. Cohen, Peter (October 13, 2004). "The Game Room". IDG Communications. https://www.macworld.com/article/172820/octgameroom.html. Retrieved May 10, 2022. 
  19. "Total Immersion Racing". Official U.S. PlayStation Magazine (Ziff Davis) (66): 114. March 2003. Archived from the original on June 4, 2004. https://web.archive.org/web/20040604083544/http://www.playstationmagazine.com/article2/0,2053,1493336,00.asp. Retrieved May 11, 2022. 
  20. "Total Immersion Racing". Official Xbox Magazine (Imagine Media): 74. January 2003. 
  21. Mahood, Andy (May 2003). "Total Immersion". PC Gamer (Imagine Media) 10 (5): 88. Archived from the original on March 15, 2006. https://web.archive.org/web/20060315131356/http://www.pcgamer.com/archives/2005/06/total_immersion.html. Retrieved May 11, 2022. 
  • Official website (archived)
  • 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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