Software:Vangers

From HandWiki
Vangers
Developer(s)K-D Lab
Publisher(s)
EngineSurmap A-R-T
Platform(s)Microsoft Windows, Mac OS X, Linux, FreeBSD
Release
Genre(s)Racing, vehicular combat, role-playing
Mode(s)Single-player, Multiplayer

Vangers (Вангеры, also known as Vangers: One for the Road) is a racing role-playing video game developed by K-D Lab, a Russia n company.[4] It was released in North America in June 29, 1998 after receiving positive responses at that year's E3.[5] An updated re-release was made available on Steam and GOG.com in 2014. The re-release includes support for Mac OS X and Linux.[6]

Plot and setting

At the beginning of a new game the player is provided with text introduction to the major events of the game world genesis.

According to the introduction, a faction of advanced humans, termed as Spirits, at some point in time gains a technology of creating the Passages between different worlds, the source of technology being Spirits' transcendental contacts. With this knowledge humans undertake rushed construction of the Passages and the new worlds colonization. These events are portrayed in the later Perimeter game, which is the prequel to Vangers.

The game of Vangers starts with the Bios of Eleepods producing the player-Vanger. Gameplay-wise, player sees oneself as an automobile-like existence (although protected with regenerating shields, able to be outfitted with weapons and capable of making jumps) in the world-exploration mode.

Some details about the setting are explained in the game`s manual.

Gameplay

The player controls a vehicle ("mechos"), which can drive and jump. Installing equipment such as weapons and rigs (auxiliary equipment) allows the vehicle to attack targets, fly, burrow into the ground, float, etc. Different mechos have different equipment slots and trunk size. All vehicles are protected with armor, and energy shields that slowly replenish.

The game takes place in 10 connected worlds, three of which are inhabited. Each of them has unique landscape, and the inhabited worlds feature excaves - underground cities, vital for progression. There reside unique Bioses (races/species). When entering the cities, the player reads the narrations of Bios representatives (called Counselors), is allowed to use the trading facilities to buy mechoses, goods and equipment, and can ask patterned questions of "what or who is", about the notions encountered to the point in game. Advancing the plot requires gaining the favor of Bioses, which means for player character to successfully participate in their rituals, to transport goods, to compete with and destroy other, computer-controlled Vangers.

The player has two important stats: Luck and Domination. The first stat grows every time the player completes some objectives (like tabutasks - a kind of quest), and decreases if the player fails a quest. Carrying or otherwise interacting with special items also affects luck. Dominance is earned by defeating other Vangers and gradually decreases over time. Higher luck means player will encounter better goods in treasure locations, and higher Dominance will mean the Advisors will tell the player more relevant information about the world and offer discounts. Some special events are triggered by specific values of these stats.

Various structures are scattered across the worlds. Some contain hidden treasure, some apply effects such as: reloading a weapon of a particular type, repairing armor, launching the mechos in a direction, some apply a random effect (such as recharging or discharging the energy shield). Structures that apply effects (stations) have glowing elements. Some worlds have cycles which affect events and visuals.

Rival Vangers roam the worlds, they will attack, escape, or ignore the player based on their Dominance stat. Another common entity are the beebs - tiny bugs that appear almost everywhere. Collected beebs are used as currency (they can be collected by just rolling over them or by completing quests and selling goods).

The terrain is usually uneven, with a unique style in each world. Vehicles can get stuck in terrain and drown in water if they spend too much time in the depths.

Screenshot of Vangers' gameplay

Technology

Worlds in Vangers were designed by means of Surmap A.R.T., K-D Lab's proprietary terrain editor, and the accompanying voxel-polygonal technology. Minor worlds are modeled to occupy torus surfaces, while three major inhabited worlds form the side surfaces of long cylinders (or rather tori with a single strong barrier set poloidally). Objects of the world are destructible, e.g. vehicle wheels and other impacts leave traces on the ground. Scripted conditional processes are set to affect the terrain. There is a player-controlled option to either keep all changes to the terrain on the hard disk or discard the changes each time the game starts.

Reception

Reception
Aggregate score
AggregatorScore
GameRankings57%[7]
Review scores
PublicationScore
CGSPStarStarHalf star[9]
GameProStarStarStarStarHalf star[11]
GameRevolutionD[12]
GameSpot4.8/10[13]
IGN6.7/10[14]
Next GenerationStarStarStar[15]
PC Gamer (US)64%[17]
PC PowerPlay53%[18]

The game received mixed reviews according to the review aggregation website GameRankings.[7] Next Generation said, "It's a shame there wasn't a quick-action mode to simply jump in and enjoy the game because what fun there is to be had is buried deep within the pages of a convoluted science-fiction script. Sorry, folks, being weird doesn't always work. Still, if you like the story and don't mind reading a lot of text, there is a fun game here."[15] Charles Ardai of Computer Gaming World praised the game for its dark, detailed combat simulation with "ten strange and wonderful worlds filled with alien creatures and constructs". The game was "aggressively" priced at US$29.95. However, he found the controls confusing and the futuristic vocabulary contrived. In addition, the README file contained solutions to all of the puzzles in the game.[1]

Digital release and open-sourcing

In 2008, work began on porting the game to Linux and other operating systems,[19] utilizing the SDL library for cross-platform compatibility.[20]

In April 2014[21] the new version was digitally re-released on Steam and later on the DRM-free service GOG.com[6] for Linux, Mac OS X, and Windows. Multiplayer support has been removed.[22][23]

In March 2016, the Vangers source code was released[24] under the GNU GPL-3.0-only license. As the art content was not released as freely redistributable freeware (or open content), the data files from the digital re-releases on GOG.com and Steam are required to run the game.

See also

References

  1. 1.0 1.1 Cite error: Invalid <ref> tag; no text was provided for refs named cgw171_132
  2. "Vangers". Valve Corporation. https://store.steampowered.com/app/264080/Vangers/. 
  3. Ocampo, Jason (June 29, 1998). "Interactive Magic's [sic releases armored racing, trading, and combat game"]. Strategy Plus, Inc.. http://www.cdmag.com/articles/012/178/vangers_ships.html. 
  4. "Vangers". http://www.kdlab.com/eng/products/product_view.php?id=16. 
  5. "Official profile". http://www.kdlab.com/eng/company/index.php. 
  6. 6.0 6.1 "Release: Vangers". CD Projekt. September 24, 2014. http://www.gog.com/news/release_bvangersb. 
  7. 7.0 7.1 "Vangers: One for the Road for PC". CBS Interactive. https://www.gamerankings.com/pc/199181-vangers-one-for-the-road/index.html. 
  8. Dembo, Arinn (July 28, 1998). "Vangers". CNET. http://www.gamecenter.com/Reviews/Item/0,6,0-1977,00.html. 
  9. Hunter, Scott (August 26, 1998). "Vangers". Strategy Plus, Inc.. http://www.cdmag.com/articles/014/007/vangers_review.html. 
  10. Grant, Jules (October 1, 1998). "Vangers". Greedy Productions. http://www.elecplay.com/reviews_article.php?article=270. 
  11. Brenesal, Barry (1998). "Vangers Review for PC on GamePro.com". GamePro (IDG Entertainment). http://www.gamepro.com/computer/pc/games/reviews/785.shtml. Retrieved April 1, 2021. 
  12. Brian B. (September 1998). "Vangers Review". CraveOnline. https://www.gamerevolution.com/review/32865-vangers-review. 
  13. Gregson, Chris (August 11, 1998). "Vangers: One for the Road Review [date mislabeled as "May 2, 2000""]. CBS Interactive. https://www.gamespot.com/reviews/vangers-one-for-the-road-review/1900-2531759/. 
  14. Harris, Craig (August 18, 1998). "Vangers". Ziff Davis. https://www.ign.com/articles/1998/08/19/vangers. 
  15. 15.0 15.1 "Vangers". Next Generation (Imagine Media) (46): 134. October 1998. https://archive.org/details/NEXT_Generation_46/page/n137/mode/2up. Retrieved March 31, 2021. 
  16. Lee, John (October 1998). "Vangers". PC Accelerator (Imagine Media) (2): 113. https://archive.org/details/PCXL02Oct1998/page/n117/mode/2up. Retrieved March 31, 2021. 
  17. Poole, Stephen (October 1998). "Vangers". PC Gamer (Imagine Media) 5 (10): 194. https://archive.org/details/PCGamer199810/page/n201/mode/2up. Retrieved March 31, 2021. 
  18. "Vangers". PC PowerPlay (66): 106–107. November 2001. 
  19. "Вести с фронтов" (in ru). http://forum.vangers.org/viewtopic.php?f=33&t=2054. 
  20. "Вангеры. Настоящее и будущее." (in ru). http://kranx.com/ru/node/712. 
  21. "Kranx Productions announced reissue of Vangers on Steam!". April 25, 2014. https://kranx.com/en/2014/04/kranx-productions-announced-reissue-of-vangers-on-steam/. 
  22. "What did you change in the game in comparison with its original version?". Valve Corporation. April 27, 2014. https://steamcommunity.com/app/264080/discussions/0/558754260195626146/. 
  23. "No Multiplayer". CD Projekt. September 26, 2014. https://www.gog.com/forum/vangers/no_multiplayer. 
  24. Vangers on github.com (2016)

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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