Sega released the Master System’s successor, the Mega Drive, in Japan on October 29, 1988, though the launch was overshadowed by Nintendo’s release of Super Mario Bros. 3 a week earlier. Positive coverage from magazines Famitsu and Beep! helped to establish a following, but Sega only managed to ship 400,000 units in the first year. The Mega Drive was unable to overtake the venerable Famicom and remained a distant third in Japan behind Nintendo’s Super Famicomand NEC’s PC Engine throughout the 16-bit era. Sega announced a North American release date for the system on January 9, 1989. At the time, Sega did not possess a North American sales and marketing organization, but ultimately decided to launch the console through its own Sega of America subsidiary, which launched later that year.
For the North American market, where the console was renamed “Sega Genesis”, former Atari executive and new Sega of America CEO Michael Katz instituted a two-part approach to build sales in the region. The first part involved a marketing campaign to challenge Nintendo head-on and emphasize the more arcade-like experience available on the Genesis, summarized by slogans including “Genesis does what Nintendon’t”. Since Nintendo owned the console rights to most arcade games of the time, the second part involved creating a library of instantly recognizable games which used the names and likenesses of celebrities and athletes. Nonetheless, it had a hard time overcoming Nintendo’s ubiquitous presence in consumers’ homes. Tasked by Nakayama to sell one million units within the first year, Katz and Sega of America managed to sell only 500,000 units.
While Sega was seeking a flagship series to compete with Nintendo’s Mario series along with a character to serve as a company mascot, Naoto Ohshima designed “a teal hedgehog with red shoes that he called Mr. Needlemouse.” This character won the contest and was renamed Sonic the Hedgehog, spawning one of the best-selling video game franchises in history. The gameplay of Sonic the Hedgehog originated with a tech demo created by Yuji Naka, who had developed an algorithm that allowed a sprite to move smoothly on a curve by determining its position with a dot matrix. Naka’s original prototype was a platform game that involved a fast-moving character rolling in a ball through a long winding tube, and this concept was subsequently fleshed out with Ohshima’s character design and levels conceived by designer Hirokazu Yasuhara. Sonic’s blue pigmentation was chosen to match Sega’s cobalt blue logo, and his shoes were a concept evolved from a design inspired by Michael Jackson’s boots with the addition of the color red, which was inspired by both Santa Claus and the contrast of those colors on Jackson’s 1987 album Bad; his personality was based on Bill Clinton’s “can do” attitude.
In mid-1990, Nakayama hired Tom Kalinske to replace Katz as CEO of Sega of America. Although Kalinske initially knew little about the video game market, he surrounded himself with industry-savvy advisors. A believer in the razor and blades business model, he developed a four-point plan: cut the price of the console, create a U.S.-based team to develop games targeted at the American market, continue and expand the aggressive advertising campaigns, and replace the bundled game Altered Beast with a new game, Sonic the Hedgehog. The Japanese board of directors initially disapproved of the plan, but all four points were approved by Nakayama, who told Kalinske, “I hired you to make the decisions for Europe and the Americas, so go ahead and do it.” Magazines praised Sonic as one of the greatest games yet made, and Sega’s console finally became successful. In large part due to the popularity of Sonic the Hedgehog, the Sega Genesis outsold its main competitor, Nintendo’s SNES, in the United States nearly two to one during the 1991 holiday season. This success led to Sega having control of 65% of the 16-bit console market in January 1992, making it the first time Nintendo was not the console leader since December 1985.
To compete with Nintendo, Sega was more open to new types of games than its rival, but still tightly controlled the approval process for third-party games and charged high prices for cartridge manufacturing. Technicians from American third-party video game publisher Electronic Arts (EA) reverse engineered the Genesis in 1989, following nearly one year of negotiations with Sega in which EA requested a more liberal licensing agreement than was standard in the industry before releasing its games for the system. As a result, EA signed what founder Trip Hawkins described as “a very unusual and much more enlightened license agreement” with Sega in June 1990: “Among other things, we had the right to make as many titles as we wanted. We could approve our own titles … the royalty rates were a lot more reasonable. We also had more direct control over manufacturing.” The first Genesis version of EA’s John Madden Football arrived before the end of 1990, and became what EA creative officer Bing Gordon called a “killer app” for the system.
Sega was able to outsell Nintendo four Christmas seasons in a row due to the Genesis’ head start, a lower price point, and a larger library of games when compared to the Super Nintendo at its release. Sega’s advertising positioned the Genesis as the cooler console, and as its advertising evolved, the company coined the term “blast processing” to suggest that its processing capabilities were far greater than those of the SNES. According to a 2004 study of NPD sales data, the Sega Genesis was able to maintain its lead over the Super NES in the American 16-bit console market. However, according to a 2014 Wedbush Securities report based on revised NPD sales data, the SNES outsold the Genesis in the U.S. market.
After the release of the Sega Genesis in 1989, video game publisher Accolade began exploring options to release some of their PC games on the console. At the time, Sega had a licensing deal in place for third-party developers that increased the costs to the developer. According to Accolade co-founder Alan Miller, “One pays them between $10 and $15 per cartridge on top of the real hardware manufacturing costs, so it about doubles the cost of goods to the independent publisher.” To get around licensing, Accolade chose to seek an alternative way to bring their games to the Genesis. As a result of piracy in some countries and unlicensed development issues, Sega incorporated a technical protection mechanism into a new edition of the Genesis released in 1990, referred to as the Genesis III. This new variation of the Genesis included a code known as the Trademark Security System. Accolade successfully identified the TMSS file. It later added this file to the games HardBall!, Star Control, Mike Ditka Power Football, and Turrican. In response to the creation of these unlicensed games, Sega filed suit against Accolade in the United States District Court for the Northern District of California, on charges of trademark infringement, unfair competition, and copyright infringement. In response, Accolade filed a counterclaim for falsifying the source of its games by displaying the Sega trademark when the game was powered up. Despite winning an injunction in the initial district court case, as a result of Accolade’s appeal, the Ninth Circuit overturned the district court’s verdict and ruled that Accolade’s decompilation of the Sega software constituted fair use. Ultimately, Sega and Accolade settled the case on April 30, 1993. As a part of this settlement, Accolade became an official licensee of Sega, and later developed and released Barkley Shut Up and Jam! while under license. The terms of the licensing, including whether or not any special arrangements or discounts were made to Accolade, were not released to the public. The financial terms of the settlement were also not disclosed, although both companies agreed to pay their own legal costs.
In 1993, the American media began to focus on the mature content of certain video games. Games such as Night Trap for the Sega CD, an add-on, received unprecedented scrutiny. Issues about Night Trap were brought up in the United Kingdom, with former Sega of Europe development director Mike Brogan noting that “Night Trap got Sega an awful lot of publicity … it was also cited in UK Parliament for being classified as “15” due to its use of real actors.” This came at a time when Sega was capitalizing on its image as an edgy company with attitude, and this only reinforced that image. By far the year’s most controversial game was Midway’s Mortal Kombat, which we did back on PS2J 139,m ported to the Genesis and SNES by Acclaim. In response to public outcry over the game’s graphic violence, Nintendo decided to replace the blood in the game with “sweat” and the arcade’s gruesome “fatalities” with less violent finishing moves. Sega took a different approach, instituting America’s first video game ratings system, the Videogame Rating Council (VRC), for all its current systems. Ratings ranged from the family friendly GA rating to the more mature rating of MA-13, and the adults-only rating of MA-17. With the rating system in place, Sega released its version of Mortal Kombat, appearing to have removed all the blood and sweat effects and toning down the finishing moves even more than in the SNES version. However, all the arcade’s blood and uncensored finishing moves could be enabled by entering a “Blood Code”. This technicality allowed Sega to release the game with a relatively low MA-13 rating. Meanwhile, the tamer SNES version shipped without a rating. The Genesis version of Mortal Kombatwas well-received by gaming press, as well as fans, outselling the SNES version three- or four-to-one, while Nintendo was criticized for censoring the SNES version of the game. Executive vice president of Nintendo of America Howard Lincoln was quick to point out in United States congressional hearings in 1993 that Night Trap had no such rating. In response, Sega of America vice president Bill White showed a videotape of violent video games on the SNES and stressed the importance of rating video games. At the end of the hearing, Senator Joe Lieberman called for another hearing in February 1994 to check on progress toward a rating system for video game violence. Although experiencing increased sales, Sega decided to recall Night Trap and re-release it with revisions in 1994 due to the Congressional hearings. After the close of these hearings, video game manufacturers came together to establish the rating system that Lieberman had called for. Initially, Sega proposed the universal adoption of its system, but after objections by Nintendo and others, Sega took a role in forming a new one. This became the Entertainment Software Rating Board, an independent organization that received praise from Lieberman.
In 1990, Sega launched the Game Gear to compete against Nintendo’s Game Boy. The console had been designed as a portable version of the Master System, and featured more powerful systems than the Game Boy, including a full-color screen, in contrast to the monochromatic screen of its rival. Due to issues with its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling approximately 11 million units.
By 1991, compact discs had gained in popularity as a data storage device for music and software. PCs and video game companies had started to make use of this technology. NEC had been the first to include CD technology in a game console with the release of the TurboGrafx-CD add-on, and Nintendo was making plans to develop its own CD peripheral as well. Seeing the opportunity to gain an advantage over its rivals, Sega partnered with JVC to develop a CD-ROM add-on for the Genesis. Sega launched the Mega-CD in Japan on December 1, 1991, initially retailing at JP¥49,800. The CD add-on was launched in North America on October 15, 1992, as the Sega CD, with a retail price of US$299; it was released in Europe as the Mega-CD in 1993. In addition to greatly expanding the potential size of its games, this add-on unit upgraded the graphics and sound capabilities by adding a second, more powerful processor, more system memory, and hardware-based scaling and rotation similar to that found in Sega’s arcade games. The Mega-CD sold only 100,000 units during its first year in Japan, falling well below expectations. Although many consumers blamed the add-on’s high launch price, it also suffered from a small software library; only two games were available at launch. This was due in part to the long delay before Sega made its software development kit available to third-party developers. Sales were more successful in North America and Europe, although the novelty of full motion video (FMV) and CD-enhanced games quickly wore off as many of the Sega CD’s later games were met with lukewarm or negative reviews.
Sega experienced success with arcade games during the years it was supporting the Genesis. At the end of the 1980s, with the arcade game market once again in good shape, Sega was one of the most recognized brands in gaming. In the later part of the decade, it focused on releasing titles to appeal to diverse tastes, including racing games and side-scrollers. Some time after the release of Power Drift, Sega realigned its arcade development divisions into the Amusement Machine Research and Development teams, or AM teams, which were strictly segregated and often had rivalries with each other and with the consumer development divisions. In 1992 and 1993, the new Sega Model 1 arcade system board showcased Sega AM2’s Virtua Racing and Virtua Fighter (the first 3D fighting game), which played a crucial role in popularizing 3D polygonal graphics. In particular, Virtua Fighter garnered praise for its simple three-button control scheme, with strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate combos of two-dimensional competitors. Despite its crude visuals—with characters composed of fewer than 1,200 polygons—Virtua Fighter’s fluid animation and relatively realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with sprites. The Model 1 was an expensive system board, and bringing home releases of its games to the Genesis required more than its hardware could handle. Several alternatives helped to bring Sega’s newest arcade games to the console, such as the Sega Virtua Processor chip used for Virtua Racing, and eventually the Sega 32X add-on.
Development on Sega’s next video game console, the Sega Saturn, started over two years before the system was showcased at the Tokyo Toy Show in June 1994. The name “Saturn” was the system’s codename during development in Japan, but was chosen as the official product name. According to Kalinske, Sega of America “fought against the architecture of Saturn for quite some time”. Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal. Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64. Kalinske, Sony Electronic Publishing’s Olaf Olafsson, and Sony America’s Micky Schulhof had discussed development of a joint “Sega/Sony hardware system”, which never came to fruition due to Sega’s desire to create hardware that could accommodate both 2D and 3D visuals and Sony’s competing notion of focusing on 3D technology. Publicly, Kalinske defended the Saturn’s design: “Our people feel that they need the multiprocessing to be able to bring to the home what we’re doing next year in the arcades.” In 1993, Sega restructured its internal studios in preparation for the Saturn’s launch. To ensure high-quality 3D games would be available early in the Saturn’s life, and to create a more energetic working environment, developers from Sega’s arcade division were asked to create console games. New teams, such as Panzer Dragoon developer Team Andromeda, were formed during this time.
In January 1994, Sega began to develop an add-on for the Genesis, the 32X, which would serve as a less expensive entry into the 32-bit era. The decision to create the add-on was made by Nakayama and widely supported by Sega of America employees. According to former Sega of America producer Scot Bayless, Nakayama was worried that the Saturn would not be available until after 1994 and that the recently released Atari Jaguar would reduce Sega’s hardware sales. As a result, Nakayama ordered his engineers to have the system ready for launch by the end of the year. The 32X would not be compatible with the Saturn, but Sega executive Richard Brudvik-Lindner pointed out that the 32X would play Genesis games, and had the same system architecture as the Saturn. This was justified by Sega’s statement that both platforms would run at the same time, and that the 32X would be aimed at players who could not afford the more expensive Saturn. Because both machines shared many of the same parts and were preparing to launch around the same time, tensions emerged between Sega of America and Sega of Japan when the Saturn was given priority. Sega released the 32X on November 21, 1994 in North America, December 3, 1994 in Japan, and January 1995 in PAL territories, and was sold at less than half of the Saturn’s launch price. After the holiday season, however, interest in the 32X rapidly declined.
Sega released the Saturn in Japan on November 22, 1994, at a price of ¥44,800. Virtua Fighter, a faithful port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn console at launch and was crucial to the system’s early success in Japan. Fueled by the popularity of Virtua Fighter, Sega’s initial shipment of 200,000 Saturn units sold out on the first day, and was more popular than the PlayStation in Japan. In March 1995, Sega of America CEO Tom Kalinske announced that the Saturn would be released in the U.S. on “Saturnday” (Saturday) September 2, 1995. However, Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation. At the first Electronic Entertainment Expo (E3) in Los Angeles on May 11, 1995, Kalinske gave a keynote presentation in which he revealed the release price of US$399 (including a copy of Virtua Fighter), and described the features of the console. Kalinske also revealed that, due to “high consumer demand”, Sega had already shipped 30,000 Saturns to Toys “R” Us, Babbage’s, Electronics Boutique, and Software Etc. for immediate release. The announcement upset retailers who were not informed of the surprise release, including Best Buy and Walmart; KB Toys responded by dropping Sega from its lineup. The Saturn’s release in Europe also came before the previously announced North American date, on July 8, 1995, at a price of ₤399.99. European retailers and press did not have time to promote the system or its games, harming sales. The Saturn’s U.S. launch was accompanied by a reported $50 million advertising campaign that included coverage in publications such as Wired and Playboy. Early advertising for the system was targeted at a more mature, adult audience than the Sega Genesis ads. Because of the early launch, the Saturn had only six games (all published by Sega) available to start as most third-party games were slated to be released around the original launch date. Virtua Fighter’s relative lack of popularity in the West, combined with a release schedule of only two games between the surprise launch and September 1995, prevented Sega from capitalizing on the Saturn’s early timing.
Within two days of its September 9, 1995 launch in North America, the PlayStation sold more units than the Saturn had in the five months following its surprise launch, with almost all of the initial shipment of 100,000 units being sold in advance, and the rest selling out across the U.S. On October 2, 1995 Sega announced a Saturn price reduction to $299. Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, new games were not enough to reverse the PlayStation’s decisive lead. By 1996, the PlayStation had a considerably larger library than the Saturn, although Sega hoped to generate interest with upcoming exclusives such as Nights into Dreams. Within its first year, the PlayStation secured over 20% of the entire U.S. video game market. On the first day of the May 1996 E3 show, Sony announced a PlayStation price reduction to $199, a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to $199. On the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufacture.
In spite of the launch of the PlayStation and the Saturn, sales of 16-bit hardware/software continued to account for 64% of the video game market in 1995. Sega underestimated the continued popularity of the Genesis, and did not have the inventory to meet demand for the product. Sega was able to capture 43% of the dollar share of the U.S. video game market and sell more than 2 million Genesis units in 1995, but Kalinske estimated that “we could have sold another 300,000 Genesis systems in the November/December timeframe.” Nakayama’s decision to focus on the Saturn over the Genesis, based on the systems’ relative performance in Japan, has been cited as the major contributing factor in this miscalculation. According to Sega Technical Institute head Roger Hector, after Sony’s release of the PlayStation, the atmosphere at Sega became political, with “lots of finger-pointing”.
Due to long-standing disagreements with Sega of Japan, Kalinske lost most of his interest in his work as CEO of Sega of America. On July 16, 1996, Sega announced that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America, while Kalinske would be leaving Sega after September 30 of that year. A former Honda executive, Irimajiri had been actively involved with Sega of America since joining Sega in 1993. Sega also announced that David Rosen and Nakayama had resigned from their positions as chairman and co-chairman of Sega of America, though both men remained with the company. Bernie Stolar, a former executive at Sony Computer Entertainment of America, was named Sega of America’s executive vice president in charge of product development and third-party relations. Stolar, who had arranged a six-month PlayStation exclusivity deal for Mortal Kombat 3 and helped build close relations with Electronic Arts while at Sony, was perceived as a major asset by Sega officials.Finally, Sega of America made plans to expand its PC software business.
Stolar was not supportive of the Saturn due to his belief that the hardware was poorly designed, and publicly announced at E3 1997 that “The Saturn is not our future.” While Stolar had “no interest in lying to people” about the Saturn’s prospects, he continued to emphasize quality games for the system, and subsequently reflected that “we tried to wind it down as cleanly as we could for the consumer.” At Sony, Stolar opposed the localization of certain Japanese PlayStation games that he felt would not represent the system well in North America, and advocated a similar policy for the Saturn during his time at Sega, although he later sought to distance himself from this perception. These changes were accompanied by a softer image that Sega was beginning to portray in its advertising, including removing the “Sega!” scream and holding press events for the education industry.
In January 1997, Sega announced its intentions to merge with Bandai, a Japanese toy maker that was Japan’s largest and the world’s third largest at the time. The merger, planned as a $1 billion stock swap whereby Sega would wholly acquire Bandai, was set to form a planned company known as Sega Bandai, Ltd. Plans for the merger were necessitated by the struggling financial state of both Sega and Bandai, with Bandai announcing their anticipated loss for the fiscal year and Sega announcing a lower than expected profit. Sega Bandai was planned to be an entertainment conglomerate, with an estimated $6 billion in revenue. Some financial analysts expressed doubt about this strategy; according to SBC Warburg Securities analyst Reinier Dobbelmann, “both companies have big ideas, but they don’t carry them out.”
Initially planned to be finalized in October of that year, the merger was called off in May 1997. Opposition to the merger had grown in the ranks of Bandai’s midlevel executives, with reasons cited including cultural differences with Sega’s corporate culture colliding with Bandai’s family-run business. This opposition had become so great that Bandai’s board of directors called a meeting to discuss the situation and decided to cancel the merger, although they did agree to a business alliance with Sega. The following day, Bandai president Makoto Yamashina resigned his position, taking responsibility for the failed merger and apologizing publicly for his inability to get the merger completed. In a separate press conference, Nakayama elaborated on his reason for agreeing to cancel the acquisition of Bandai, stating, “We will not be successful working together if Bandai’s management cannot take hold of people’s hearts.”
As a result of the company’s deteriorating financial situation, Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri. It has been speculated that Nakayama’s resignation was in part due to the failure of the Sega Bandai merger, as well as Sega’s 1997 performance. Stolar would subsequently accede to become CEO and president of Sega of America.
The Saturn failed to take the lead in the market as its predecessor had. After the launch of the Nintendo 64 in 1996, sales of the Saturn and its games were sharply reduced, while the PlayStation outsold the Saturn by three-to-one in the U.S. in 1997. As of August 1997, Sony controlled 47% of the console market, Nintendo 40%, and Sega only 12%. Neither price cuts nor high-profile game releases proved helpful. Following five years of generally declining profits, in the fiscal year ending March 31, 1998 Sega suffered its first parent and consolidated financial losses since its 1988 listing on the Tokyo Stock Exchange. Due to a 54.8% decline in consumer product sales (including a 75.4% decline overseas), the company reported a net loss of ¥43.3 billion (US$327.8 million) and a consolidated net loss of ¥35.6 billion (US$269.8 million). Shortly before announcing its financial losses, Sega announced that it was discontinuing the Saturn in North America to prepare for the launch of its successor. The Saturn would last longer in Japan and Europe. The decision to abandon the Saturn effectively left the Western market without Sega games for over one year. Sega suffered an additional ¥42.881 billion consolidated net loss in the fiscal year ending March 1999, and announced plans to eliminate 1,000 jobs, nearly a quarter of its workforce. With lifetime sales of 9.26 million units, the Saturn is considered a commercial failure, although its install base in Japan surpassed the Nintendo 64’s 5.54 million. Lack of distribution has been cited as a significant factor contributing to the Saturn’s failure, as the system’s surprise launch damaged Sega’s reputation with key retailers. Conversely, Nintendo’s long delay in releasing a 3D console and damage caused to Sega’s reputation by poorly supported add-ons for the Genesis are considered major factors allowing Sony to gain a foothold in the market.
While Sega struggled greatly with its consumer division during the Saturn years, its arcade divisions also faced difficulty in the later 1990s in part due to a market slump from the success of home video game consoles. Entering this period of time, Sega had partnered with GE to develop the Model 2 arcade system board, building onto 3D technology in the arcade industry at the time. This led to several successful arcade titles, including Daytona USA, Virtua Cop, and Virtua Fighter 2. The Model 2 was equipped with better hardware than any home video game consoles at the time. Despite the arcade market difficulties and the company’s struggles with the Saturn in its consumer division, Sega’s arcade division continued strong.
Aside from the Saturn, Sega made forays in the PC market with the 1995 establishment of SegaSoft, which was tasked with creating original Saturn and PC games. The mid-1990s also saw Sega making efforts to expand beyond its image as a strictly kids-oriented, family entertainment company, by publishing a number of games with extreme violence and sexual themes, and introducing the “Deep Water” label to mark games with mature content. In 1996, Sega operated a number of in-door theme parks not only in Japan with Joypolis, but also overseas, with Sega World branded arcades in the UK and Australia. From 1994 to 1999, Sega participated in the pinball market when it took over Data East’s pinball division.
Despite taking massive losses on the Saturn, including a 75 percent drop in half-year profits just before the Japanese launch of the Dreamcast, Sega felt confident about its new system. The Dreamcast attracted significant interest and drew many pre-orders. Sega announced that Sonic Adventure, the next game starring company mascot Sonic the Hedgehog, would arrive in time for the Dreamcast’s launch and promoted the game with a large-scale public demonstration at the Tokyo Kokusai Forum Hall. However, Sega could not achieve its shipping goals for the Dreamcast’s Japanese launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process. As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. On November 27, 1998, the Dreamcast launched in Japan at a price of JP¥29,000, and the entire stock sold out by the end of the day. However, of the four games available at launch, only one—a port of Virtua Fighter 3, the most successful arcade game Sega ever released in Japan—sold well. Sega estimated that an additional 200,000-300,000 Dreamcast units could have been sold with sufficient supply. Irimajiri hoped to sell over 1 million Dreamcast units in Japan by February 1999, but less than 900,000 were sold, undermining Sega’s attempts to build up a sufficient installed base to ensure the Dreamcast’s survival after the arrival of competition from other manufacturers. Prior to the Western launch, Sega reduced the price of the Dreamcast to JP¥19,900, effectively making the hardware unprofitable but increasing sales.
In America, Sega of America’s senior vice president of marketing Peter Moore, a fan of the attitude previously associated with Sega’s brand, worked with Foote, Cone & Belding and Access Communications to develop the “It’s Thinking” campaign of 15-second television commercials, which emphasized the Dreamcast’s hardware power. According to Moore, “We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke all the things we loved about Sega, primarily from the Genesis days.” On August 11, Sega of America confirmed that Stolar had been fired, leaving Moore to direct the launch. Prior to the Dreamcast’s release, Sega was dealt a blow when EA—the largest third-party video game publisher—announced it would not develop games for the system. EA executive Bing Gordon claimed ” couldn’t afford to give us [EA] the same kind of license that EA has had over the last five years”, but Stolar recounted that EA president Larry Probst wanted “exclusive rights to be the only sports brand on Dreamcast”, which Stolar could not accept due to Sega’s recent $10 million purchase of sports game developer Visual Concepts. While the Dreamcast would have none of EA’s popular sports games, “Sega Sports” games developed mainly by Visual Concepts helped to fill that void.
The Dreamcast launched in North America on September 9, 1999 at a price of $199—which Sega’s marketing dubbed “9/9/99 for $199”. Eighteen launch games were available for the Dreamcast in the U.S. Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning the company $98.4 million in what Moore called “the biggest 24 hours in entertainment retail history”. Within two weeks, U.S. Dreamcast sales exceeded 500,000. By Christmas, Sega held 31 percent of the North American video game marketshare. On November 4, Sega announced it had sold over one million Dreamcast units. Nevertheless, the launch was marred by a glitch at one of Sega’s manufacturing plants, which produced defective GD-ROMs. Sega released the Dreamcast in Europe on October 14, 1999, at a price of GB₤200. While Sega sold 500,000 units in Europe by Christmas 1999, sales did not continue at this pace, and by October 2000, Sega had sold only about 1 million units in Europe.
Though the Dreamcast launch had been successful, Sony still held 60 percent of the overall video game market share in North America with the PlayStation at the end of 1999. On March 2, 1999, in what one report called a “highly publicized, vaporware-like announcement” Sony revealed the first details of its “next generation PlayStation”, which Ken Kutaragi claimed would allow video games to convey unprecedented emotions. The same year, Nintendo announced that its next generation console would meet or exceed anything on the market, and Microsoft began development of its own console.
In what has been called “a brief moment of remarkable creativity”, in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company’s top designers. Studios included United Game Artists, Hitmaker, Smilebit, Overworks, Sega AM2, Sonic Team, WOW Entertainment, Amusement Vision, and Sega Rosso. Sega’s design houses were encouraged to experiment and benefited from a relatively lax approval process. This resulted in games such as Rez, The Typing of the Dead, Seaman, and Segagaga. Sega also revived franchises from the Genesis era, such as Ecco the Dolphin. AM2 developed what Sega hoped would be the Dreamcast’s killer app, Shenmue, a “revenge epic in the tradition of Chinese cinema.” Incorporating a simulated day/night cycle with variable weather, non-player characters with regular schedules, and the ability to pick up and examine detailed objects (also introducing the Quick-time event in its modern form), Shenmue went over budget and was rumored to have cost Sega over $50 million. As the first fully 3D platforming game starring Sega’s mascot, Sonic the Hedgehog, Sonic Team’s Sonic Adventure was considered “the centerpiece of the [Dreamcast] launch”. Adventure garnered criticism for technical problems including erratic camera angles and glitches, but was praised for its “luscious” visuals, “vast, twisting environments” and iconic set pieces. It has been described as the Sonic series’ creative apex. However, it failed “to catch on with players in nearly the way that [Nintendo’s] Mario 64 had done”, perhaps due to a perceived lack of gameplay depth. In sports, Visual Concepts’ NFL 2K football series and its NBA 2K basketball series were critically acclaimed. Additionally, with the release of Sega’s NAOMI arcade system board, the focus of the arcade divisions shifted to produce titles that could easily be ported to the Dreamcast.
Sega’s initial momentum proved fleeting as U.S. Dreamcast sales—which exceeded 1.5 million by the end of 1999—began to decline as early as January 2000. Poor Japanese sales contributed to Sega’s ¥42.88 billion ($404 million) consolidated net loss in the fiscal year ending March 2000, which followed a similar loss of ¥42.881 billion the previous year and marked Sega’s third consecutive annual loss. Although Sega’s overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded the company’s expectations, this increase in sales coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan. At the same time, increasingly poor market conditions reduced the profitability of Sega’s Japanese arcade business, prompting the company to close 246 locations. Arcade sales in 2000 dropped 16% in Japan, and 15% overseas, despite downsizing by competitors.
Moore stated that the Dreamcast would need to sell 5 million units in the U.S. by the end of 2000 in order to remain a viable platform, but Sega ultimately fell short of this goal with some 3 million units sold. Moreover, Sega’s attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses. Instead of an expected profit, for the six months ending September 2000, Sega posted a ¥17.98 billion ($163.11 million) loss, with the company projecting a year-end loss of ¥23.6 billion. This estimate was more than doubled to ¥58.3 billion, and in March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million). While the PS2’s October 26 U.S. launch was marred by shortages, this did not benefit the Dreamcast as much as expected, as many disappointed consumers continued to wait for a PS2—while the PSone, a remodeled version of the original PlayStation, was the best-selling console in the U.S. at the start of the 2000 holiday season. According to Moore, “the PlayStation 2 effect that we were relying upon did not work for us … people will hang on for as long as possible … What effectively happened is the PlayStation 2 lack of availability froze the marketplace”. Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, respectively, while Sega held only 15 percent. According to former Sega of America vice president of communications Charles Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but this ratio “on a small install base didn’t give us the revenue … to keep this platform viable in the medium to long term.”
In 2000, Sega and CSK Corporation chairman Isao Okawa replaced Irimajiri as president of Sega. Irimajiri had been replaced as a result of Sega’s financial losses. Okawa had long advocated that Sega abandon the console business. His sentiments were not unique; Sega co-founder David Rosen had “always felt it was a bit of a folly for them to be limiting their potential to Sega hardware”, and Stolar had previously suggested that Sega should have sold their company to Microsoft. In September 2000, in a meeting with Sega’s Japanese executives and the heads of the company’s major Japanese game development studios, Moore and Bellfield recommended that Sega abandon its console business and focus on software—prompting the studio heads to walk out. On November 1, 2000, Sega changed its company name from Sega Enterprises to Sega Corporation.
On January 23, 2001, a story ran in Nihon Keizai Shimbun claiming that Sega would cease production of the Dreamcast and develop software for other platforms. After initial denial, Sega of Japan put out a press release confirming they were considering producing software for the PlayStation 2 and Game Boy Advance as part of their “new management policy”. On January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a “platform-agnostic” third-party developer. The decision was Moore’s. Sega also announced a Dreamcast price reduction to $99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001. After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95. The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega’s internal game development studios as well as the heads of Visual Concepts and Wave Master and given away with 55 first-party Dreamcast games through a competition organized by GamePro magazine. Okawa, who had previously loaned Sega $500 million in the summer of 1999, died on March 16, 2001; shortly before his death, he forgave Sega’s debts to him and returned his $695 million worth of Sega and CSK stock, helping the company survive the third-party transition. He also talked to Microsoft about a sale or merger with their Xbox division, but those talks failed. As part of this restructuring, nearly one-third of Sega’s Tokyo workforce was laid off in 2001. By March 31, 2002, Sega had five consecutive fiscal years of net losses.
After Okawa’s death, Hideki Sato became president of Sega. Sato, a 30-year veteran of Sega, had previously developed Sega’s video game consoles. Because of poor sales in 2002, Sega was forced to cut its profit forecast by 90% for 2003. As a result, Sega began to look at opportunities for a merger to fix its financial situation. In 2003, Sega began talks with Sammy Corporation and Namco. Sato stated that he would select the partner that fit the business best. Sega made an announcement on February 13, 2003, of its decision to merge with Sammy. However, as late as April 17 of the same year, Sega was still in talks with Namco, which was attempting to overturn the merger and went public with its offer to be acquired. Sega’s consideration of Namco’s offer upset executives of Sammy. However, the day after Sega announced it was no longer planning to merge with Sammy, Namco withdrew its offer. Though Namco expressed that it would be willing to work with Sega on a future deal, Sega expressed it was not interested. Due to the failure to complete a merger, Sato was forced to step down. In 2003, he and COO Tetsu Kamaya announced they were stepping down from their roles, with Sato being replaced by Hisao Oguchi, the head of Hitmaker. As part of Oguchi’s restructuring plan, he announced his intention to consolidate Sega’s studios into “four or five core operations.” Sega’s studios were consolidated and reintegrated into Sega as its R&D division, no longer existing as independent companies.
Although talks of a merger had soured earlier, Sega and Sammy were able to resume discussions. In August 2003, Sammy bought the outstanding 22% of shares that CSK had, becoming Sega’s largest shareholder in the process. In the same year, Hajime Satomi, primary owner and president and CEO of Sammy, stated that Sega’s activity will focus on their profitable arcade business as opposed to their loss-incurring home software development sector. Satomi was determined to push this strategy, stating, “if [Sammy’s] vision does not agree with that of Sega then we might have to consider taking more shares.”
After the decline of the global arcade industry around the 21st century, Sega introduced several novel concepts tailored to the Japanese market. Derby Owners Club was an arcade machine with memory cards for data storage, designed to take over half an hour to complete and costing JP¥500 to play. Testing of Derby Owners Club in an arcade in Chicago showed that it became the most popular machine in the arcade, with a 92% replay rate. While the eight-player Japanese version of the game was released in 1999, due to size issues, the game was reduced to a smaller four player version and released in North America in 2003. Trading card game machines were introduced, with games such as World Club Champion Football for general audiences and Mushiking: King of the Beetles for young children. Sega also introduced internet functionality in arcades with Virtua Fighter 4 in 2001, and further enhanced it with ALL.Net, introduced in 2004.
During mid-2004, Sammy bought a controlling share in Sega Corporation at a cost of $1.1 billion, creating the new company Sega Sammy Holdings, an entertainment conglomerate. Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while the executive departments merged. According to Satomi, Sega had been operating at a loss for nearly 10 years and lacked a clear financial base. Sammy feared stagnation and overreliance of its highly profitable pachislot and pachinko machine business, and wanted to divesify its business in new fields using Sega’s broader range of involvement in different entertainment fields. Sega Sammy Holdings was structured into four parts, three of which were Sega: Consumer Business (video games), Amusement Machine Business (arcade games), Amusement Center Business (Sega’s theme parks and arcades) and Pachislot and Pachinko Business (Sammy’s pachinko and pachislot business). Satomi did state that not all Sega executives were in favor of the takeover. While it is unclear for his reasons, head of Wow Entertainment (previously Sega AM1) Rikiya Nakagawa resigned a week after the merger. Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions.
In 2005, Sega sold Visual Concepts to Take-Two Interactive, and purchased UK-based developer Creative Assembly, known for its Total War series. In the same year, Sega Racing Studio was also formed by former Codemasters employees. In 2006, Sega Europe purchased Sports Interactive, known for its Football Manager series. Sega of America purchased Secret Level in 2006, which was renamed to Sega Studios San Francisco in 2008. In early 2008, Sega announced that they would re-establish an Australian presence, as a subsidiary of Sega of Europe, with a development studio branded as Sega Studios Australia. In the same year, Sega launched a subscription based flash website called “PlaySEGA” which played emulated versions of Sega Genesis as well original web-based flash games. It was subsequently shut down due to low subscription numbers. In 2013, following THQ’s bankruptcy, Sega bought Relic Entertainment, known for its Company of Heroes series. In 2008, Sega announced the closure of Sega Racing Studio, although the studio was later acquired by Codemasters. Closures of Sega Studios San Francisco and Sega Studios Australia followed in 2010 and 2013, respectively.
In 2007, Sega and Nintendo collaborated using Sega’s acquired Olympic Games license to create the Mario and Sonic at the Olympic Games series, which has sold over 20 million in total. In the console and handheld business, Sega found success in Japan with the Yakuzaand Hatsune Miku: Project DIVA series of games, amongst others primarily aimed at the Japanese market. In Japan, Sega distributes games from smaller Japanese game developers and localizations of Western games. In 2013, Index Corporation was purchased by Sega Sammy after going bankrupt. After the buyout, Sega implemented a corporate spin-off with Index, and re-branded the video game assets of the company as Atlus, a wholly owned subsidiary of Sega.
For amusement arcades, Sega’s most successful games continued to be based on network and card systems. Games of this type include Sangokushi Taisen and Border Break. Arcade machine sales incurred higher profits than their console, portable, and PC games on a year-to-year basis until 2010s. In 2004, the GameWorks chain of arcades became owned by Sega, until the chain was sold off in 2011. In 2009, Sega Republic, an indoor theme park in Dubai, opened to the public. In 2010, Sega began providing the 3D imaging for Hatsune Miku’s holographic concerts. In 2013, in co-operation with BBC Earth, Sega opened the first interactive nature simulation museum, Orbi Yokohama in Yokohama, Japan.
Due to the decline of packaged game sales both domestically and outside Japan in the 2010s, Sega began layoffs and reduction of their Western businesses, such as Sega shutting down five offices based in Europe and Australia on July 1, 2012. This was done in order to focus on the digital game market, such as PC and mobile devices. The amount of SKU gradually shrunk from 84 in 2005 to 32 in 2014. Because of the shrinking arcade business in Japan, development personnel would also be relocated to the digital game area. Sega gradually reduced its arcade centers from 450 facilities in 2005, to around 200 in 2015. In the mobile market, Sega released its first app on the iTunes Store with a version of Super Monkey Ball in 2008. Since then, the strategies for Asian and Western markets have become independent. The Western line-up consisted of emulations of games and pay-to-play apps, which were eventually overshadowed by more social and free-to-play games, eventually leading to 19 of the older mobile games being pulled due to quality concerns in May 2015. Beginning in 2012, Sega also began acquiring studios for mobile development, with studios such as Hardlight, Three Rings Design, and Demiurge Studios becoming fully owned subsidiaries.
In the 2010s, Sega established operational firms for each of their businesses, in order to streamline operations. In 2012, Sega established Sega Networks for its mobile games; and although separate at first, it merged with Sega Corporation in 2015. Sega Games was structured as a “Consumer Online Company”, while Sega Networks focused on developing games for mobile devices. In 2012, Sega Entertainment was established for Sega’s amusement facility business, and in 2015, Sega Interactive was established for the arcade game business. In January 2015, Sega of America announced their relocation from San Francisco to Atlus USA’s headquarters in Irvine, California, which was completed later that year.
Over the course of the existence of Sega Sammy Holdings to 2015, Sega’s operating income generally saw improvements compared to Sega’s past financial difficulties, but was not profitable every year of operation.
In April 2015, Sega Corporation was reorganized into Sega Group, one of three groups of Sega Sammy Holdings. Sega Holdings Co., Ltd. was established, with four business sectors under its organization. Haruki Satomi, son of Hajime Satomi, took office as president and CEO of the company in April 2015.
Sega announced at the Tokyo Game Show in September 2016 that they acquired the intellectual property and development rights to the games developed and published by Technosoft. Factors that influenced the acquisition included the former Technosoft president stating that they did not want the Technosoft brand to desist, and so handing over the intellectual properties to Sega was the only other option. Sega and Technosoft also had an established collaboration during the Genesis/Mega Drive era and so this pre-established relationship was also a factor when acquiring the brand rights to Technosoft games.
In April 2017, Sega Sammy Holdings announced a relocation of head office functions of the Sega Sammy Group and its major domestic subsidiaries located in the Tokyo metropolitan area to Shinagawa-ku by January 2018. Their stated reasoning was to promote cooperation among companies and creation of more active interaction of personnel, while pursuing efficient group management by consolidating scattered head office functions of the group, including Sega Sammy Holdings, Sammy Corporation, Sega Holdings, Sega Games, Atlus, Sammy Network, and Dartslive. In October 2017, Sega of America announced its own online store, known as the Sega Shop. Ian Curran, a former executive at THQ and Acclaim Entertainment, replaced John Cheng as president and COO of Sega of America in August 2018.
Following a 70% fall in profits for the 2018 fiscal year in comparison to the previous year, despite a 35% increase in the sale of console games and success in its PC game business, Sega announced that it would focus on releases for its existing intellectual property instead of new ones. Sega blamed the loss on miscalculations of the market and having too many games being developed. Projects in development at Sega include a new game in the Yakuza series, Persona 5 Scramble: The Phantom Strikers, Project Sakura Wars, the Sonic the Hedgehogfilm, and the Sega Genesis Mini. In 2019, Sega acquired Two Point Studios, known for its positively reviewed Two Point Hospital.

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Overview and History

Because everyone can’t play everything, Assassins Creed is an action-adventure franchise. It depicts a centuries-old struggle, now and then, between the Assassins, who fight for peace with free will, and the Templars, who desire peace through control. The series features historical fiction, science fiction and characters, intertwined with real-world historical events and figures.
The Assassin’s Creed games primarily revolve around the rivalry between two ancient secret societies — the Assassins and the Knights Templar — and their indirect relation to an ancient species pre-dating humanity, referred to within the games as “those who came before”, whose society, along with much of Earth’s biosphere, was destroyed by a massive solar storm thousands of years before the games. The games’ real-world chronological setting begins in the year 2012, but most of the gameplay is in historical settings.
Gameplay is broken into two different styles of play. One is first person, playing in present time. Its played in first person and you can explore your environment. Interaction with the world is minimal. Mostly observing what happens around you, and collecting evidence. The other style is what the franchise has been loved for. It’s played in a third-person perspective in an open world environment, focusing on stealth and parkour. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a “leap of faith” into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features.

Assassin’s Creed – 2007

PS3, Xbox 360, Windows

After completing Prince of Persia: The Sands of Time near the end of 2003, Patrice Désilets (Dee-Zee-Lay) was instructed to begin work on the next Prince of Persia game, with plans for it to release on the seventh-generation consoles. However, at that time, neither Microsoft nor Sony had revealed what their next consoles would be. The initial development of the game from January 2004 was aimed as a PlayStation 2 title, following the same linear approach that The Sands of Time had taken. However, as more information came in about the capabilities of the next-generation consoles by September 2004, Désilets’ team considered expanding the Prince of Persia acrobatic gameplay into an open world which would be feasible on the newer systems.
Désilets wanted to move away from the lead character being a prince simply waiting for his reign to start, but a character that wanted to strive to be a king. He came upon one of his university books related to secret societies, and its first material related to the Assassins, and recognized that he could have the lead character in the game being the second-highest Assassin, seeking to be the leader of the group. As such, the game began work under the title Prince of Persia: Assassin, inspired by the life of Hassan-i Sabbah and making heavy use of Bartol’s novel Alamut. The assassin character was fleshed out over the course of the game’s three-year development in an iterative fashion. The team had some idea of how the character dressed from Alamut and other historical works, in all white-robes and red belt, but had to envision how to detail this in the game. One of the first concept sketches, drawn by animator Khai Nguyen suggested the concept of a bird of prey, which resonated with the team. The assassin was named Altair, meaning “bird of prey” in Arabic, and eagle imagery was used heavily in connection to the Assassins. The team did take some creative routes to meet narrative goals and avoid technical limitations of the consoles. Altair was to be a heroic character with a bit of a “badass” edge, and the artist borrowed elements of the G.I. Joe character Storm Shadow, a similarly-skilled hero. Rendering long flowing robes was impossible to do on the newer hardware, so they shorted the robe and gave it a more feathered look, resonating the “bird of prey” imagery. Similar routes were taken with other parts of the gameplay as to take liberties with accuracy as to make the game fun to play. The team wanted Altair’s parkour moves to look believable, but sacrificed realism for gameplay value, allowing the player to make maneuvers otherwise seemingly impossible in real-life. Having “leaps of faith”s from high vantage points into hay piles and using hay piles to hide from guards was a similar concept which borrowed from Hollywood films, but Désilets observed that Alamut described similar actions that the Assassins had undertaken.
To drive the story, the team had to come up with some goal that both the Assassins and Templars were searching for. Philippe Morin had suggested using the apple of Eden, which the team initially thought to be a humorous aspect for everyone fighting over an apple. However, as they researched into the game more, the team found that many medieval paintings of royalty and other leaders holding spherical objects similar to globus cruciger that represented power and control, and recognized that an artifact named the Apple of Eden would fit well into this concept.
Among this work was the idea of the Animus, which came about after the team’s decision to focus on the Assassins. The team considered that the player would travel through several different cities, and potentially recount numerous assassinations over the past thousand years, including some fantastical ones such as John F. Kennedy which would require some element of time traveling. Désilets had seen a program on DNA and human history and was inspired by the idea if DNA could store human memories, then they could have an in-game machine that could be used for time and location jumps as well as explaining other aspects of the game’s user interface to the player. Désilets considered this similar to what they had established in The Sands of Time. There, the game effectively is a story told by the Prince, and while in the game, should the player-character die, this is treated as a mistelling of the Prince’s story, allowing the player to back up and retry a segment of the game. Ubisoft’s marketing was not keen on the Animus idea, believing players would be confused and be disappointed that the game was not a true medieval experience. The game’s first trailer show at Electronic Entertainment Expo(E3) 2006 focused heavily on the medieval elements due to this. Later marketing materials closer to the game’s release hinted more directly at the science fiction elements of the game.
In contrast to Prince of Persia, where the general path that the player takes through a level is predefined, the open world approach of this game required them to create cities that felt realistic and accurate to historical information but which the player had full freedom to climb and explore. Outside of special buildings, they crafted their cities like Lego bricks, with a second pass to smooth out the shapes of the cities to help with pathfinding and other facets of the enemy artificial intelligence. To encourage the player to explore, they included the various towers that help to reveal parts of the map. Historical, these cities had such landmark towers and inspired by those, the developers incorporated them into the map, making these points of interest and challenges for players to drive them to climb them. Another factor was guiding the player and devising missions for the player that still gave the player freedom for how to approach it but still creating specific moments they wanted the player to experience. For these cases, they used simple animations developed in Adobe Flash to lay out the fundamentals of what actions they wanted, and then crafted levels and missions around those.
As they started to recognize the need for cities in this open world game, Désilets wanted to make sure they were also able to simulate large crowds, as this had been a limiting factor due to hardware limitations during the development of The Sands of Time; with the PlayStation 2hardware, they could only support having up to eight characters on screen for The Sands of Time, but the next-generation hardware was able to support up to 120 people. Having crowds in the game also led to the concept of “social stealth”, where the main character could mask themselves in the open, in addition to staying out of sight on rooftops.
Around late 2005 to early 2006, following nearly two years of development, the concept for Prince of Persia: Assassin had the game’s titular prince was AI-controlled, watched over by the player-controlled Assassin that served as the Prince’s bodyguard and rescued the Prince from various situations. Ubisoft’s management and the development had debates on this direction; Ubisoft’s management wanted another game in the Prince of Persia franchise, and was not keen on releasing a game with that name where the Prince was not the lead character. The development team counters that with a new generation of consoles, they could potentially make it a new intellectual property. Near the 2006 Game Developers Conference, Ubisoft’s marketing team came up with the idea of naming the game Assassin’s Creed, which Désilets recognized fit in perfectly with the themes they had been working on, including tying into the creed of the Assassins, “nothing is true; everything is permitted”. The prince character was dropped and the game focused solely on the assassin as the playable character.
Following the E3 2006 presentation and the name change to Assassin’s Creed, the Ubisoft Montreal team grew to support the last year of the game’s development. Added team members included those that had just finished up production on Prince of Persia: The Two Thrones, as well as former staff that had recently been let go from Gameloft, another publisher owned by Ubisoft’s co-founder Michel Guillemot.
During Microsoft’s E3 2007 press conference, a demo was shown taking place in Jerusalem. Features that were demonstrated included improved crowd mechanics, the system of chasing a fleeing target, as well as deeper aspects of parkour. This was the first time when Altaïr could be heard speaking. A later showcase had a video showing an extended version of the E3 demo and included Altaïr trying to escape after his assassination of Talal the Slave Trader.
The game was released for PlayStation 3 and Xbox 360 on November, 2007. A pirated version of the game has been in existence since late February 2008. According to Ubisoft, a computer bug was purposely inserted into the pre-release version of the game by the publisher itself to unpredictably crash the game and prevent completion as a security measure, though players were able to use extra content available on the Internet to bypass it. The presence of the bug and performance of the pirated version of the game was believed by Ubisoft to lead to “irreparable harm” for the game and resulted in low retail sales; NPD Group reports that 40,000 copies of the PC title were sold in the United States in July, while more than 700,000 copies were illegally downloaded according to Ubisoft.
Game Informer awarded Assassin’s Creed a 9.5 out of 10, praising the control scheme, replay value, and intriguing story, but expressing frustration over the “repetitive” information gathering missions. Metacritic has an aggregate score for the PS3 and 360 versions at 81%, and 79% for the PC release. Assassin’s Creed won several awards at E3 2006. Game Critics awarded it “Best Action/Adventure Game,”: from IGN, “Best Action Game,” “PS3 Game of the Show,” “Best PS3 Action Game,” “Best PS3 Graphics”; from GameSpot and GameSpy, “Best PS3 Game of the Show”; from GameTrailers “Best of Show,” and from 1UP.com, “Best PS3 game.”

Assassin’s Creed II – 2009

PS3, Xbox 360, Windows

Ubisoft’s Yves Guillemot officially confirmed that Assassin’s Creed II was in development in late November, 2008, during the company’s financial performance report. This was followed by Michael Pachter speculating in GameTrailers’ “Bonus Round” that game would change its setting to the events of the French Revolution, which turned out to be false.
The framing story is set in the 21st century and follows Desmond Miles as he relives the genetic memories of his ancestor Ezio Auditore da Firenze. The main narrative takes place at the height of the Renaissance in Italy during the 15th and early 16th century. Players can explore Florence, Venice, Tuscany and Forlì as they guide Ezio on a quest for vengeance against those responsible for betraying his family.
In the game, the Auditore family’s countryside villa, located in Monteriggioni, acts as Ezio’s headquarters: the surrounding property can be upgraded, drawing income for the player’s use. There are several outlets for using currency, with vendors selling items such as medicine, poison, weapons, repairs, upgrades, paintings, and clothing dyes. When these shops are renovated, Ezio receives discounts at the shops on the goods they sell. Purchasing weaponry, armor sets, and artwork also contribute to increasing the villa’s overall worth, in turn generating more income for Monteriggioni.
The PC version of the game utilizes Ubisoft’s Uplay platform, which includes a digital rights management (DRM) system that initially required all users to remain connected to the Internet while playing. In the initial retail version, any progress made subsequent to the last checkpoint was lost if the Internet connection was severed. Ubisoft stated that if the disconnection was temporary, the game would pause. In addition, the company argued that there were numerous checkpoints spread throughout Assassin’s Creed II.
Review aggregator site Metacritic gave the PlayStation 3 version a score of 91 and the Xbox 360 version a 90. The PC version suffered a hit, but still a respectable 86%. At the 2009 Spike Video Game Awards, Assassin’s Creed II was named Best Action Adventure Game, and IGN named it as the Action Game of the Year for Xbox 360 and Xbox 360 Game of the Year.

Assassin’s Creed Brotherhood – 2010

PS3, Xbox 360, Windows

The story is set in the 21st century and features series protagonist Desmond Miles who, with the aid of a machine known as the Animus, relives the memories of his ancestors to find a way to avert the 2012 apocalypse. The main story takes place immediately after the plot of Assassin’s Creed II, featuring Assassin Ezio Auditore da Firenze in 16th century Italy and his quest to restore the Assassin order, and destroy his enemies: the Borgia family.
Assassin’s Creed: Brotherhood was developed by Ubisoft Montreal. Montreal also worked on both of the other main Assassin’s Creed games in the series and was thus chosen to lead production for the third installment. A new Assassin’s Creed episode featuring multiplayer was announced during Ubisoft’s 2009 fiscal third-quarter results while not revealing its name. In early May 2010, a GameStop employee published on the internet some images of a pre-order box featuring the Assassin’s Creed: Brotherhood title while Ubisoft was teasing the game on Facebook and Twitter. Ubisoft then confirmed the authenticity of these pictures. Brotherhood has not been numbered like Assassin’s Creed II because players, and even developers themselves would have expected a new setting and a new ancestor while this is only the continuation of Ezio’s story.
The game was developed primarily by Ubisoft Montreal in Canada. Production was aided in part by four other Ubisoft developers: Annecy, Singapore, Bucharest and Québec City. The multiplayer mode is mainly developed by Ubisoft Annecy, the studio responsible for creating multiplayer mode in Tom Clancy’s Splinter Cell: Chaos Theory. Ubisoft also announced plans for downloadable content (DLC) after the game’s launch. Two sets of free DLC have already been released under the names “Animus Project Update 1.0” and “Animus Project Update 2.0”. The first includes the new map Mont Saint-Michel and one new mode, Advanced Alliance. The “Animus Project Update 2.0” was released in January 2011, was also free, and included another map, mode and the introduction of a player grading system. From the perspective of performance, Ubisoft have commented that they hope the gaps between the PlayStation 3 and Xbox 360 versions will be even smaller with Brotherhood.
While still in development, creative director Patrice Désilets left before the game’s presentation at the E3 2010. Ubisoft and production manager Jean-Francois Boivin stated that he only took a “creative break” after completing his task on Brotherhood. A teaser trailer of the multiplayer mode was released on the official site before the E3. A cinematic debut trailer was diffused during Ubisoft’s E3 2010 press conference along a walkthrough of the game’s beginning. The Microsoft Windows version has Nvidia 3D Vision and multi screen support through AMD Eyefinity. It also uses Tagès copy protection, as well as Ubisoft online services platform, but doesn’t require an always-on Internet connection to play. Late November, 2010, a novelization of the game was published. The novel is a sequel to the previous novel.
The game introduces a new management system: the player can recruit new members by destroying any of twelve “Borgia towers” around Rome where papal troops are stationed and then rescuing disgruntled citizens in their districts from being harassed by guards. The player, as Ezio, can then send them to assignments around Europe or call them for support during missions (if they are not already occupied). Tasking the novice Assassins makes them gain experience, and the player is able to customize their appearance, skills, and weapon training to some degree by spending the skill points they have earned. Assassins can die on missions, from which they will not return. Ezio masters new gadgets, such as Leonardo da Vinci’s parachute, which can be used when jumping from tall buildings, along with poison darts, a faster acting poison, a crossbow, and the ability to hold and throw heavier weapons like axes.
Horses play a larger role in Brotherhood, not only used as a means of transport (inside the city for the first time) but as a component of acrobatic sequences and advanced combat as well, allowing ranged weapons to be used while riding them. Brotherhood also introduces various types of horse-related assassinations, featuring horse-to-horse assassinations. There are environmental objects like the flower pot in Assassin’s Creed II to move faster inside the city (a system of tunnels around the city allow fast travel), as well as new objects such as merchandise lifts to quickly climb up high buildings or structures.
Unlike previous installments, Desmond can leave the Animus at almost any time. This allows Desmond to explore the present-day town of Monteriggioni. The player is also offered virtual training, a mini-game where the player may test their free-running or combat skills.
Assassin’s Creed: Brotherhood is the first game in the main series to feature a multiplayer mode. The players are Templars in training at the Abstergo facility. They use the animi (plural for animus) seen at the beginning of Assassin’s Creed II to access memories of old Templars and to acquire their skills using the “bleeding effect”. There are eight game modes (Wanted, Alliance, Manhunt, Chest Capture, Advanced Wanted, Advanced Alliance, Escort and Assassinate) and different maps, including the areas from the second and the third game like Florence, as well as new maps like Rome, Castel Gandolfo, Siena and Mont Saint-Michel. The gameplay in multiplayer mode is similar to the core gameplay of the series, as players are required to use their assassination and stealth skills. The players must hunt down targets while being hunted themselves. Players earn points by performing assassinations, defending against pursuers, attaining bonuses or completing mode-specific objectives. It also contains a variety of characters, most of which must be unlocked.
Brotherhood was received very well by critics, Metacritic ratings are 88% for PC, 89% for 360 and 90% for PS3.
It won best Action Adventure game in the Spike TV Video Game Awards 2010 The game has also been nominated for 7 British Academy Video Games Awards in 2011, including Best Game. It won an award in the Action category, losing to Mass Effect 2 in the category for Best Game.

Assassin’s Creed Revelations – 2011

PS3, Xbox 360, Windows

This story is again set in the 21st century and features the series protagonist Desmond Miles who, with the aid of a machine known as the Animus, relives the memories of his ancestors to find a way to avert the 2012 apocalypse. Revelations features two other returning protagonists: Altaïr Ibn-La’Ahad in 12th and 13th century Masyaf, and Ezio Auditore da Firenze in 16th century Constantinople. The main story follows the Assassin Ezio’s journey to unlock the secret of Altaïr’s vault in Masyaf using disc-like artifacts containing Altaïr’s memories.
Assassin’s Creed: Revelations was initially conceived as a Nintendo 3DS game called Assassin’s Creed: Lost Legacy about Ezio traveling east to the Assassins’ former city of Masyaf, where he would have discovered the origins of the Assassin Order. It was first announced during Nintendo’s E3 2010 press conference. It was quietly cancelled and its main concept was developed into Assassin’s Creed: Revelations.
In November 2010, Ubisoft’s CEO Yves Guillemot teased “something Assassin’s related” in 2011, despite an earlier statement by Ubisoft Montreal’s Jean-Francois Boivin that no Assassin’s Creed game will be released in 2011. Geoffroy Sardin of Ubisoft later confirmed that there will be a “big” Assassin’s Creed game in 2011. Guillemot also explained that ultimate goal for Ubisoft is to release new games in the franchise annually along with Ubisoft’s most popular other franchises. In February 2011, Ubisoft CEO Yves Guillemot confirmed that the next Assassin’s Creed game would be released during its next fiscal year, which starts on April 1, 2011, and ends on March 31, 2012.
On April 29, 2011 the game’s name was released on the official Assassin’s Creed Facebook page, with a link which led to a flash file. The teaser clip included the words, “Altaïr Ibn La-Ahad, Son of no one” in Arabic which hints that Altaïr, the main protagonist of the first game, may once again be the main protagonist of the game. A third teaser clip for the game showed the city of Constantinople, which hints at it being the setting for the game. In the E3 rumor section of its April 2011 issue, Xbox World 360 said Assassin’s Creed: Revelations is not Assassin’s Creed III, but suggests that game is also secretly in the works. Revelations was likely to be “another slimline Brotherhood-style offering”, Xbox World 360 stated. On May 5, Game Informer released details of the game, and the game was “officially” announced by Ubisoft at Electronic Entertainment Expo 2011.
The game was developed primarily by Ubisoft Montreal in Canada. Production was aided in part by five other Ubisoft developers: Annecy, Massive, Quebec, Singapore, and Bucharest. Lead writer Darby McDevitt said that Revelations would not answer all the burning questions clouding the series, stating “Well, we won’t answer everything because Desmond’s story continues. But fans will definitely know most of the important details of Ezio and Altair’s lives, and how they fit into the grand scheme.” McDevitt also stated that 85 percent of Assassin’s Creed’s overarching plot is already “mapped out”. McDevitt claimed original Creed protagonist Altaïr had his story arc written for two years, and that Ezio’s ultimate fate was planned during the development of Brotherhood.
Voice of Desmond Miles, Nolan North, urged Ubisoft to adopt motion capture methods similar to Naughty Dog’s Uncharted. Speaking in an interview, North admitted there is a “disconnect” in the Ubisoft game’s current setup, which has voice actors provide voice facial animation separately from body motion capture, which is recorded by different actors. “I wish it wasn’t done separately,” North said. “Don’t get me wrong, the mo-cap actors do a great job, but there will always be somewhat of a disconnect when it’s done this way. After my experiences on the Uncharted franchise, where the actors do both performance and voice, I can honestly say there is absolutely a difference.”
The PC version of Assassin’s Creed: Revelations does not force players to always be online to work like its predecessors, despite Ubisoft’s recent claims that its policy is a success, insisting it has seen “a clear reduction in piracy of our titles which required a persistent online connection”. Even then, the always-online DRM was permanently removed from all single-player games. It does, however, require a one-time-only online activation the very first time the player plays the game, which will permanently bind the activation code to the player’s account, and thus, it does not need to be activated again on the same account if the game is reinstalled for some reason. This also applies to reinstalling on another computer. Following that, the player can permanently play the game in offline mode.
Metacritic scores are straight across the board a good game, PC, 360 and PS3 are all 80%. 1UP gave the game a rating of B+, stating “While Revelations lacks that one supreme improvement or standout mechanic that defined AC2 and Brotherhood each, it’s still a damn fine sendoff for Altair and Ezio.”

Assassin’s Creed III – 2012

PS3, Xbox 360, Windows

The story of Desmond using the Animus reliving his ancestors memories to try and advert the 2012 apocalypse. The flip side of the story is set in the 18th century, before, during and after the American Revolution from 1754 to 1783, and follows Desmond’s half-English, half-Mohawk ancestor, Ratonhnhaké:ton (Ra-doon-ha-gay-doon), also known as Connor, as he fights the Templars’ attempts to gain control in the colonies.
Work on Assassin’s Creed III began in January 2010 (almost immediately after the release of Assassin’s Creed II) by a senior team of Ubisoft developers. The title was in development for two and a half years and had the longest development cycle since the first Assassin’s Creed. When Ubisoft first revealed Assassin’s Creed: Brotherhood in 2010, as new details came to light, there was some confusion within the gaming community as to whether this would be Assassin’s Creed III. According to the developers, Brotherhood was not Assassin’s Creed III, and the third installment would not star a “pre-existing character.” Ubisoft Montreal’s developers stated in their interviews that Assassin’s Creed III would be released eventually.
Jean-François Boivin of Ubisoft also stated that each numbered title in the series will introduce a new lead character and a new setting. Patrice Désilets, former series’ creative director, said that the series has always been planned as a trilogy. He also commented on the story of Assassin’s Creed III, saying that it would focus on Assassins’ quest to prevent the end of the world in 2012, and their race against time to find temples and Apples of Eden built by “Those Who Came Before”. Desmond would be searching for clues as to the locations of these temples, by exploring memories of one (or more) of his other ancestors.
Ubisoft said that when Rockstar’s Red Dead Redemption released midway through Assassin’s Creed III’s development, it was surprising to see Rockstar had included wild animal hunting and a giant frontier to explore—features both planned for its own sequel. Lead writer Corey May said Ubisoft’s now looking at Red Dead’s success and trying to take the formula in “new directions”. Similarities between these two games are down to “a convergence of minds”, said Assassin’s Creed III writer Matt Turner. Creative Director Alex Hutchinson said Ubisoft steered clear of making the Assassin’s Creed III protagonist a female character because the game’s setting is not a strong match. Hutchinson said while many people wanted to see female assassins in the series, the American Revolution setting makes it difficult this time around.
Assassin’s Creed III features new weather simulations such as snow, fog, and rain. The seasons can also change i.e., Summer and Winter, which not only affect visuals but also gameplay, as the player will find that they run slower in deep snow. Snowfall can reduce visibility for the player and enemies, aiding stealth. Unlike the past games, this one includes animals varying from domestic (horses, cows, dogs) to wild (deer, wolves, bears). The wild ones are found in the Frontier and can be hunted for meat or marrow in order to be sold. The quality of the kill determines the price, encouraging the player to hunt silently. For this, traps and bait can also be used.
The economy is now based on the Davenport Homestead, which also acts as Connor’s adoptive home. The site can be visited by people such as carpenters, tailors, etc. suffering from displacement due to the war. Helping and interacting with these non-player characters(NPCs) will encourage them to settle in the Homestead. From there on, the player can craft various items and trade with them, and then sell the goods to the cities via caravan. The player can also help them build relationships with each other, which will then result in the formation of a small village. The player can also upgrade the Homestead manor as well as Connor’s ship, the Aquila.
A revamped version of Assassin’s Creed: Brotherhood’s recruitment feature returns as players can enlist citizens to the Assassins’ cause by completing “Liberation” missions. They also have a much larger skill set, which allows them to start a riot, provide a covert escort, act as a personal bodyguard, etc. Other side missions include collecting Almanac pages, exploring underground tunnels to locate fast-travel stations, joining hunting and fighting clubs, investigating frontiersman rumors about UFOs and Sasquatch, “peg-leg” missions in which Connor goes to underground forts and wastelands to uncover the legend of Captain Kidd’s treasure, and others.
Assassin’s Creed III also features naval expeditions. Using Connor’s warship, the Aquila, the player can navigate the high seas. Control of the ship relies on environmental factors such as wind direction and speed, local presence of storms, high waves, and rocks. Engagements are by cannon, with broadsides covering both flanks of the ship, swivel guns that can be used to damage smaller ships which can also be boarded to find treasure, and chain shots from the broadsides as well to take down the masts of larger ships and disable them. The Aquilais used in the side missions known as “Privateer missions” and is also used in some of the main missions.
The Wii U version of the game has extra features. The player has the ability to change weapons on the go and the map is always visible on the Wii U Gamepad. The Wii U version also supports Off TV Play. With this feature enabled, the main screen is redirected to the Wii U Gamepad.
Ubisoft recommends the PC version of the game to be played with a controller even though it will still support keyboard and mouse setup. Ubisoft Montreal’s creative director Alex Hutchinson admitted: “We’re definitely supporting PC, we love PC, but I think it’ll be PC with a controller. I don’t see us investing hugely in a mouse and keyboard setup. I think if you want to play on PC and you want to play Assassin’s Creed, you have a controller.”
Assassin’s Creed III received positive reviews, with critics praising the visuals, narrative, combat style, hunting mechanics, naval missions and Homestead system, while complaining about the game’s glitches and some of the missions’ prescriptive layouts. Metacritic has the PC release at 80%, 360 at 84% and PS3 and WiiU releases at 85%.
The 2013 D.I.C.E. Interactive Achievement Awards, the game won the award for Outstanding Achievement in Animation and was nominated for Adventure Game of the Year, and Outstanding Achievement in Sound Design. Losing those two categories to The Walking Dead by Telltale Games, and Journey by thatgamecompany, respectively.

Assassin’s Creed IV – 2013

PS3, PS4, Xbox 360, Windows

This game continues the struggle of the Assassins and Templars. The framing story is set in the 21st century and describes the player as an Abstergo agent. The main story is set in the 18th century Caribbean during the Golden Age of Piracy, and follows notorious Welsh pirate Edward Kenway, grandfather and father of Assassin’s Creed III protagonist Ratonhnhaké:ton and antagonist Haytham Kenway, respectively, who stumbles upon the Assassin/Templar conflict. The attempted establishment of a Republic of Pirates utopia (free from either British or Spanish rule) is a significant plot element.
I missed this title when it came out, Alan had to tell me how great it was, when he played it on the WiiU. It was given away for Xbox Games With Gold, and it was a fantastic experience. I loved how much I was able to complete, but pretty frustrated that achievements were on both single player and multiplayer, so I couldn’t get them all.
The game features three main cities; Havana, Kingston, and Nassau, which reside under Spanish, British, and pirate influence, respectively. In addition, locations like Port-au-Prince and smaller locations like Greater Inagua are used as main story points. It also features 50 other individual locations to explore, including atolls, sea forts, Mayan ruins, sugar plantations, and underwater shipwrecks, with a 60/40 balance between land and naval exploration. It has a more open world feel, with missions similar to those found in Assassin’s Creed, as well as fewer restrictions for the player. The world opens up sooner in the game, as opposed to Assassin’s Creed III, which had very scripted missions and did not give players freedom to explore until the game was well into its first act. The player will encounter jungles, forts, ruins, and small villages and the world is built to allow players much more freedom, such as allowing players to engage, board, and capture passing ships and swimming to nearby beaches in a seamless fashion. In addition, the hunting system has been retained from Assassin’s Creed III, allowing the player to hunt on land, and fish in the water, with resources gathered used to upgrade equipment.
A new aspect in the game is the Jackdaw, the ship that the player captains. The Jackdaw is upgradeable throughout the game, and is easily accessible to the player when needed. In addition, a new underwater component has been added. The player has access to a spyglass, allowing the examination of distant ships, along with their cargo and strength. It can also help determine if an island still has animals to hunt, treasures to find, high points to reach for synchronization or additional side-quests to complete, such as assassinations and naval contracts. An updated form of the recruit system introduced in Assassin’s Creed: Brotherhood has returned, allowing Edward to recruit crew members. While Kenway’s crew will remain loyal to him, they can be promoted to captain acquired ships, and are needed to assist in boarding enemy vessels, they cannot assist in combat or perform long-range assassinations, as in previous games. Ubisoft removed this aspect of the brotherhood system, believing it allowed players to bypass tense and challenging scenarios too easily.
In the present day, at the offices of Abstergo Entertainment—a subsidiary of Abstergo Industries—in Montreal, Quebec, players engage in modern-day pirating through the exploration of Abstergo’s offices, eavesdropping, and hacking, all without combat. As well, various “hacking” games, similar to previous cluster and glyph puzzles, are present, that uncover secrets about Abstergo.
Multiplayer also returns, with new settings and game modes, though it is only land-based.
In early February 2013, during its quarterly financial call to investors, Ubisoft CEO Yves Guillemot confirmed that the next Assassin’s Creedgame, due for release some time before April 2014, would feature a new hero, time period, and development team. Development began in mid-2011 at Ubisoft Montreal by a separate team from the one on Assassin’s Creed III, with additional work done by Ubisoft studios in Annecy, Bucharest, Kyiv, Milan, Montpellier, Singapore and Sofia.
Lead content manager Carsten Myhill stressed away from the sentiment that the sequel should have been a spin-off in the same vein as Assassin’s Creed: Brotherhood or Assassin’s Creed: Revelations, given the ostensible similarities with Assassin’s Creed III. He stated “The whole feeling of the game is completely fresh and new. It will feel very different from Assassin’s Creed III. I think it completely warrants the Assassin’s Creed IV moniker, not only with the new name and setting but the attitude and the tone of the experience.” Assassin’s Creed IV is the first main series numbered title to carry a subtitle, a decision which Myhill says was made to clearly distinguish the pirate theme from the rest of the franchise.
Assassin’s Creed IV: Black Flag received “generally favorable” reviews, according to review aggregator Metacritic, with critics praising the open world gameplay, side-quests, graphics and naval combat. Aggregate scores for PS4 at 83%, PC with 84%, WiiU and 360 at 86%, and 88% for the PS3 release.

Assassin’s Creed Rogue – 2014

PS3, PS4, Xbox 360, Xbox One, Windows

This game still follows the centuries-old struggle between the Assassins, who fight for peace with free will, and the Templars, who desire peace through control. The story is set in the mid-18th century during the Seven Years’ War, and follows Shay Patrick Cormac, an Assassin-turned-Templar who hunts down former members of his Brotherhood after being betrayed by them. Gameplay in Rogue is very similar to that of Black Flag with a mixture of ship-based naval exploration and third-person land-based exploration with some new features.
Naval aspects from previous games return with the player controlling Shay’s ship, the Morrígan. The Morrígan has a shallower draft compared to Edward Kenway’s Jackdaw from Assassin’s Creed IV: Black Flag, allowing for river travel. New features include new ship-based weapons such as releasing an oil slick which can then be ignited, Puckle guns, and the ability for enemies to board the Morrígan during ship-to-ship combat. The arctic environment also adds features to naval gameplay and exploration, as certain icebergs can be rammed with an icebreaker. However, the underwater diving missions featured in Black Flag do not exist as swimming in the North Atlantic causes the player’s health to rapidly deplete due to the frigid water, though Shay is able to swim in the waters of the ‘river valley’ area.
For combat, the game introduces an air rifle, similar to the blowpipe from the Black Flag which allows the player to silently take out enemies at a distance. The air rifle can be outfitted with a variety of different projectiles, such as firecrackers. The player can also use it as a grenade launcher, which fires off shrapnel grenades and other loads. Hand-to-hand combat has been slightly altered, and now enemy attacks can be countered with timing, similar to the Batman: Arkham series of games. Enemy Assassins feature archetypes similar to previous games, using skills that players have been using throughout the series; they can hide in bushes, blend in with crowds, and perform air assassinations against the player. Poison gas can now be used as an environmental weapon, and Shay has a mask that can mitigate its effects.
Side missions and activities return, with a number of them based on those of the previous games. Reflecting Shay’s role as a Templar, the game introduces a new side mission: Assassin Interception. These mirror the Assassination side missions in previous games, in that Shay, after intercepting a messenger pigeon carrying an assassination contract, must prevent an innocent being assassinated by finding and killing Assassins hidden nearby.
By March 2014, an Assassin’s Creed game code-named “Comet” was revealed to be in development, set for release on PlayStation 3 and Xbox 360. By the end of the month, additional reports indicated that “Comet” would be set around 1758 in New York, as well as feature sailing on the Atlantic Ocean. The game would be a direct sequel to Assassin’s Creed IV: Black Flag, and would feature a Templar named Shay as the main protagonist. Haytham Kenway from Assassin’s Creed III and Adéwalé from Black Flag would also make appearances.
The game was officially announced on August 5, 2014, following a leak of the title. Game director Martin Capel described the game as finishing the series’ “North American saga” and that the game was designed to accommodate specific fan requests, such as taking on the role of a Templar. The game is intended to “fill the gaps” of the story between Assassin’s Creed III and Assassin’s Creed IV: Black Flagand has “a crucial link” to the events of the previous games. In addition to Ubisoft Sofia’s work on the game, contributions are also being made by Ubisoft studios in Singapore, Montreal, Quebec, Chengdu, Milan and Bucharest. Ubisoft also stated that the game was being envisioned without multiplayer components “at this stage”, but did not rule out any modes being added after the game launched. March 2018, a remaster of the game was released for PlayStation 4 and Xbox One.
The game got average to positive reviews. Daniel Krupa from IGN gave the game a 6.8/10. He praised the engaging story, the nuanced lead character, atmospheric scenery, but criticized the lack of Templar abilities included, bland encounters with other main characters, uninspired side quests, empty world, as well as the frustrating combat and traversal system, which he stated has shown no improvements. He also criticized the game for not encouraging the player to explore the world.
Metacritic’s aggregate scores have the PS4 and Xbox One remasters at 71%. The PS3 and 360 releases at 72% and up to 74% for the PC.

Assassin’s Creed Unity – 2014

PS4, Xbox One, Windows

The struggle between Assassins and Templars continue. The other side of the story is set in Paris during the French Revolution; the single-player story follows Arno Victor Dorian in his efforts to expose the true powers behind the Revolution. The game retains the series’ third-person open world exploration as well as introducing a revamped combat, parkour and stealth system. The game also introduces cooperative multiplayer to the Assassin’s Creed series, letting up to four players engage in narrative-driven missions and explore the open world map.
The game was meant to be rebuilt, with fencing being used as an inspiration for the new system. In addition to returning weapons from previous games, Assassin’s Creed Unity introduces the Phantom Blade. The Phantom Blade uses the mechanics of a crossbow to fire a silent projectile at a great distance, while still serving the same role as the Hidden Blade in previous Assassin’s Creed games. Navigation for the game was also overhauled: new “Free-run up” and “Free-run down” commands were added to make it easier for the player to scale buildings in either direction. Additionally, Arno learns new moves throughout the game, but the player can also purchase new skills as well. With the updated, larger crowds, new interactions with them are also available. The crowd regularly presents many activities, appearing organically, that the player can then choose to engage in at their leisure. Examples include scaring a group of bullies by pulling out a weapon, “settling” a disagreement between two civilians by killing one of them, which is usually a Templar, or chasing down a thief who has just pick pocketed somebody.
For the first time, the series allows players to customize the characters’ abilities, adopting a skill tree that enables players to assign points earned through gameplay to improve their skills in stealth, melee, and ranged combat, and health. Players are also able to customise their weapons, armour and equipment to further complement their individual style of play. Players also have a wider selection of weapons available, including swords, axes, spears, rifles, pistols and throwable items, such as smoke bombs. The expansion DLC, Assassin’s Creed Dead Kings, adds the formidable guillotine gun, which from gameplay I saw on YouTube, is a grenade launcher with an axe head for close combat fighting.
Assassin’s Creed Unity also introduces cooperative multiplayer to the series. Players can enter taverns, which act as social hubs in the game, where you can see if any friends are playing the game at the current time. If they are currently in a mission, they will appear as a “ghost” version of their player, allowing you to approach it to request to join their mission. If accepted, you are transitioned to their game and both of you reset to the most recent checkpoint, and continue on from there. Up to four players can join together in this fashion. The player will take on the role of Arno, customized within their own game, with other players appearing as their own customized version of Arno in their own sets of equipment, weapons, and armor. Many missions and activities will be available for cooperative play (which the player can also complete on their own), but there are some story missions that are single player only.
There are significant tie-ins with the Assassins Creed Unity Companion App, a “freemium” click app with limited “direct ties to the overall story of Unity”. There are a significant number of chests, assassination targets, and other collectibles that are visible to all players but only accessible to those who have completed certain goals within the app. Following an update in February 2015, this requirement is no longer necessary, meaning players who have downloaded the update, can now collect all the chests in the game without having to play the companion app.
Chris Carter from Destructoid gave the game 7/10, praising the new movement system, likable lead characters, iconic setting, smooth animation and improved draw distance. New additions such as character customization and huge crowds were also praised. However, he criticized the predictable story, technical issues, and the mission design of co-op multiplayer, as it is impossible to play some missions solo. He stated that “Unity feels like a step back. … It lacks that grand sense of roaming the uncharted seas in Assassin’s Creed IV: Black Flag, or even the open-ended feel of the wilderness in Assassin’s Creed III, but it’s a journey worth taking if you’re already into the series.”
The Metacritic aggregate scores are 70% for the PC and PS4, and 72% on the Xbox One.

Assassin’s Creed Syndicate – 2015

PS4, Xbox One, Windows

The modern setting is still Assassins against the Templars. The other story is set in Victorian era London and follows twin assassins Jacob and Evie Frye as they navigate the corridors of organized crime, and take back the city from Templar control. The open world design lets players freely roam London.
Composed of the greater area of Victorian London, consisting of seven boroughs, the world of Assassin’s Creed Syndicate is much larger than previous entries in the series. The player can also perform side missions, which were designed to reflect the fight for power in London, and are cohesive to the game’s main story. In keeping with a historical context that more closely resembles the modern day, the city guard of previous iterations is replaced by a Victorian-era police force, who will rarely attack the player unless a crime is committed in their presence; the player’s main enemy is instead a Templar-controlled street gang called the “Blighters.”
The game lets the player control two characters: twins Jacob and Evie Frye. Jacob is a hot-headed brawler, specializing in close-ranged combat, while Evie is strong in stealth and relies on her intelligence and wit. Additionally, Evie is the first playable female protagonist of the main series. The main weapons of Syndicate include brass knuckles, a compact revolver, a cane-sword, and the traditional Nepalese curved kukri knife. The game also introduces new systems to navigate the world: a rope launcher, which allows the player to rappel up structures, or create a zip-line between buildings; carriages, which can be piloted or simply occupied by the player, and can be the setting of fights and parkour chases; and a train, which serves as the main base for the player throughout the game. Unlike its predecessor, the game has no multiplayer mode, and does not feature a companion app.
I have not covered the details of all the DLC content that adds on to the games, but this one has an extra story that I find really interesting:
“In 1888, Jacob Frye meets Mr. Weaversbrook and warns him not to publish Jack’s letters as he wants to spread fear in London. He then receives word of another murder and goes to investigate. Jacob goes after the Ripper, who begins following him before eventually attacking. As the Ripper pursues Jacob, it is revealed that he knows Jacob personally, and possesses Assassin abilities. After escaping, Jacob reaches his lodgings, but the Ripper arrives and attacks again, with Jacob seemingly being killed.
Following the incident, Jacob’s sister Evie arrives from India, having been summoned by Jacob some time before, where she is greeted by police inspector Frederick Abberline, who informs her that Jacob is missing and presumed dead. He also tells her that she may be the last Assassin remaining in London, and the only one capable of stopping the Ripper. After finding Jacob’s lodgings, Evie takes some non-lethal fear tools used by the Indian Brotherhood. She also deduces that the Ripper is in fact one of Jacob’s Assassin Initiates. Afterwards, she kills the Ripper’s lieutenants who have been aiding in his crimes and frees a number of prisoners he had been keeping hostage. All the while, the Ripper stalks Evie.
With more murders occurring, Evie is pressured to find the Ripper quickly; after the Ripper’s final murder, Abberline makes it plain unless she delivers the Ripper, he will not be able to stop her from being arrested for the crimes – Evie vows to stop the Ripper or die trying. She re-examines all of his old crime scenes and finds hidden clues that lead to him, as well as learning the fact that all of the women he murdered were Assassins. She later finds a message left by the Ripper, which reveals that he never forgave Jacob for failing to protect his mother from being killed by Starrick’s men. Evie deduces that the Ripper is waiting for her at Lambeth Asylum, where he was imprisoned before Jacob recruited him into the Brotherhood. Meanwhile, the Ripper returns to the Asylum and murders his former tormentors and destroys all records of his true identity. Evie arrives shortly after the Ripper and kills him in battle.
Afterwards, she finds an imprisoned but still alive Jacob. With the Ripper dead, Abberline agrees to cover up the Ripper’s identity as an Assassin in order to protect the Brotherhood.”
Daniel Krupa from IGN gave the game an 8.2/10, citing the design of the city and the lighthearted plot as high points, while criticizing the repetitive combat, yet saying it was better than Unity’s combat. Metacritcs scores the PC release at 74%, PS4 with 76% and 78% for the Xbox One.

Assassin’s Creed Origins – 2017

PS4, Xbox One, Windows

Set in Ancient Egypt near the end of the Ptolemaic period (49–47 BCE) and recounts the secret fictional history of real-world events. The story follows a Medjay named Bayek, and explores the origins of the centuries-long conflict between the Brotherhood of Assassins, who fight for peace by promoting liberty, and The Order of the Ancients—forerunners to the Templar Order—who desire peace through the forced imposition of order.
* The Medjay were an elite paramilitary police force, serving as desert scouts and protectors of areas of Pharaonic interest.
Development of Assassin’s Creed Origins started in early 2014, after the completion of Assassin’s Creed IV: Black Flag. The series had been following a yearly release cycle, but after the launch of Assassin’s Creed Syndicate in 2015, Ubisoftchose to delay the release of Origins until 2017. Ubisoft CEO Yves Guillemot cited a desire to focus on the quality of the individual titles, the opportunity to develop future games with new engines, and the disappointing sales of Syndicate as the reasons behind the decision.
During production of Assassin’s Creed III in November 2011 Ubisoft conducted a fan survey exploring potential settings for future titles. Ancient Egypt was one of the most popular choices, but Alex Hutchinson, the creative director of Assassin’s Creed III, dismissed the results as he considered Ancient Egypt—as with the other two chosen settings, feudal Japan and World War II—as being “the worst choices” for a setting. The development team hired Egyptologists to assist in making the open world more accurate to the time period.
The “eagle vision” mode, which was used by the franchise to give the player the ability to scout an area by highlighting enemies and objects, has been replaced by a Bonelli’s eagle named Senu as a companion. The player is able to take control of Senu and scout an area in advance, highlighting enemies which will then be visible when they return to controlling Bayek, the game’s main character. The player can also tame various predators which will serve as a companion for the player and assist them against enemies. Naval combat, underwater exploration and tomb raiding return to the series.
The game also features revised combat mechanics. Previous titles in the Assassin’s Creed series used a “paired animation system” whereby the player character would engage with an enemy and combat would be dictated by a series of predetermined animations based on player inputs and scripted AI movements. Origins moves to a “hit-box system”. When the player wields a weapon, they will strike at whatever is in range, allowing them to hit enemies directly, injure individual body parts, and creating the possibility of missing an enemy entirely. Complementing this is the way weapons fall into different categories and are rated on their damage dealt, speed and range. Enemies will be drawn from several basic archetypes that use a variety of tactics in combat which, combined with the hit-box system, will require the player to learn the attributes of individual weapons and tailor their playing style to succeed in combat. As enemy combat is also dictated by the hit-box system, the player has been equipped with a shield and needs to balance their offensive and defensive capabilities. Locations within the game world are designed to enable the player to choose their playing style by offering stealth and open combat as equally-viable choices for completing objectives.
Origins introduces an arena-based combat system where the player fights waves of increasingly difficult combinations of enemies culminating in a boss fight. While the introduction to the arena is incorporated into the main story, the arena mode stands alone from the wider narrative. The game world features several arenas, with a variety of enemy combinations and unique bosses not found in the game world. The player is able to unlock additional weapons and equipment by completing arena fights.
Colin Campbell of Polygon gave the game a score of 8.5/10, writing, “In essence, Assassin’s Creed Origins is much the same game as the original Assassin’s Creed, which came out a decade ago. It’s a formula that people like to play, and it’s certainly been honed and improved over the years. Origins is, then, undoubtedly the best iteration of this formula yet. But I yearn for a fresh approach and new ideas, something that astounds the senses as much as the wondrous world this game inhabits.”
Metacritic aggregate scores have the PS4 at 81%, 84% for the PC and 85% on Xbox One.

Assassin’s Creed Odyssey – 2018

PS4, Xbox One, Nintendo Switch, Windows, Stadia

Set in the year 431 BC, the plot tells a fictional history of the Peloponnesian War between Athens and Sparta. Players control a male or female mercenary who fights for both sides as they attempt to unite their family and uncover a malign cult.
Assassin’s Creed Odyssey places more emphasis on role-playing elements than previous games in the series. The game contains dialogue options, branching quests and multiple endings. The player is able to choose the gender of the main character, adopting the role of Alexios or Kassandra. The game features a notoriety system in which mercenaries chase after the player if they commit crimes like killing or stealing.
The player character, is a mercenary, and a descendant of the Spartan king Leonidas I. They inherit his broken spear, which is forged into a blade to become a weapon that grants the player special abilities in combat. The game uses a skill tree system that allows the player to unlock new abilities. The three skill trees are “hunter”, which focuses on ranged attacks through use of a bow & arrow, “warrior”, which focuses on weapons based combat (swords, spears, axes etc.), and “assassin”, which focuses on stealth & silent take-downs. This replaces the system used in Origins, which granted the player a series of passive abilities.
The hitbox combat system introduced in Origins returns and is expanded upon to grant the player access to different special skills when the ability bar fills up. These skills include calling a rain of arrows and a powerful kick to knock opponents off-balance, and are similar to the “Overpower” mechanic introduced in Origins that let the player use a powerful finishing move in combat. The game also features a gear system in which each piece of armor the player wears has different statistics and provides a range of advantages. These can be equipped and upgraded individually.
Assassin’s Creed Odyssey also features naval combat again, with the player having access to Hellenistic-era warships to explore the Aegean Sea. The conflict between Athens and Sparta is represented through a “War System” which enables players to take contracts from mercenaries and participate in different large-scale battles against hostile factions. The war system can change a faction’s influence over a region.
The player can develop romantic relationships with non-playable characters of both genders, regardless of their own character’s gender. Creative director Jonathan Dumont commented that “since the story is choice-driven, we never force players in romantic situations they might not be comfortable with (…) I think this allows everybody to build the relationships they want, which I feel respects everybody’s roleplay style and desires.” Players and critics appreciated this inclusion of queer romance options. However, many reacted negatively to a plot development in the Legacy of the First Blade DLC in which the player character has no choice but to enter into a relationship and have a child with a person of the opposite gender, considering that this invalidated their character’s identity and the roleplaying aspects previously emphasized by Ubisoft. Ubisoft responded that “we strive to give players choice whenever possible in Odyssey and apologise to those surprised by the events in this episode”. Ubisoft later stated that the forced romance would be removed with a future patch along with a modified cutscene. However this consisted of editing the cutscene slightly so that the player could tell their child they were only doing it for the blood-line – the child is still compulsory.
EGMNow gave the game an 8.5/10, writing “Assassin’s Creed Odyssey lives up to its namesake. By fully investing in becoming an action RPG, Odyssey’s characters, combat, story, and scope are beyond anything the series has accomplished so far. Its ambitions might get the better of it sometimes, like in how it divides its story moments or in how the leveling system can get out of hand, but the overall experience is, simply put, epic.” Metacritic aggregate scores have the PS4 version at 83%, the PC release at 86% and the Xbox One release is up at 87%.

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Overview

Multiplayer online battle arenas, as we know them, are all thanks to Defense of The Ancients. The term multiplayer online battle arena, is also known as action real-time strategy, as it is a subgenre of real-time strategy games. For the most part, the gameplay is much like a RTS, an isometric view of the battlefield where the player controls their movement with mouse clicks, and abilities with keyboard. Generally, the goal is to assist AI controlled units, that spawn from your base, all the way to the enemy base to destroy it. During the fight, the player will level up, gaining and upgrading abilities. Most also have am item system, that allows the player to fine tune their strengths to their liking. The maps in a MOBA generally consist of 3 components: lanes, that the AI units march down to the enemy base; jungle, which has AI opponents that are neutral and can be killed for XP or other bonuses; and the bases, which have some extra fortification, the area where the AI units spawn and a core which is the goal to destroy.
 
This game is an interesting example of game design, as it started as a modification Warcraft 3, the DotA mod, came out in 2003, the roots of MOBA’s go back to 1989. One of the earliest real-time strategy games on the Sega Genesis Herzog Zwei, has many elements of modern MOBA’s. And as of recording, Herzog Zewi’s, North American release is 29 years ago.
 
 

Herzog Zwei

In Herzog Zwei, the player directly pilots a flying, transforming mech (similar to the variable fighter depicted in Macross), a multi-role vehicle suited for utility and combat. Through the mech, the player purchases surface combat units, airlifts them across the battlefield, and issues them orders. These command activities can only be performed through the mech. Vehicles follow their assigned orders (patrol, garrison, capture base) until they either run out of fuel or are destroyed. Tactical re-deployment (mission reassignment, vehicle repair) involves a great deal of micromanagement, due to the required involvement of the mech.
 
Herzog Zwei was not a huge commercial success, due to its lack of marketing, relatively early release on the Genesis platform, and non-arcade genre on what was considered an arcade game console. Upon its 1990 release in North America, Electronic Gaming Monthly gave the game a rating of 4.25 out of 10.
 
The producers of Dune II acknowledge Herzog Zwei as an influence, as do the producers of Warcraft (1994), Command & Conquer (1995), Starcraft (1998), War of the Rings (2003), and Brütal Legend (2009). Herzog Zwei is known as action RTS, and also considered a predecessor to the MOBA subgenre, though a key difference is that Herzog Zwei has a fully customizable command unit with role-playing video game elements that the player has full control over, while commanding an army to go into battle with rather than mindless drones that respawn at set intervals.
 
 

Future Cop: LAPD

In 1998, Future Cop: LAPD featured a strategic Precinct Assault mode similar to Herzog Zwei, in which the players could actively fight alongside generated non-player units. Future Cop was originally developed as an installment of the Strike series, which without diverting on a tangent, are some games I hold dear from my gaming childhood. Mainly Desert Strike, Jungle Strike and Urban Strike for Sega Genesis.
 
In the game, players assume the role of a pilot for the X1-Alpha, a robot designed to fight in the “Crime War” in Los Angeles in the year 2098. The X1-Alpha is a police vehicle that can transform between a fast, hovering pursuit vehicle, and a slower, full-fledged combat mecha.
 
With 2 modes of play: Crime War Mode, was essentially a story mode, following a day in the life of an LAPD X1-Alpha pilot; and theres Precinct Assault Mode which is cited as an early MOBA game. Precinct Assault is an arena battle mode in which each player starts with a single base and can capture automated Turrets or Outposts across the map. The objective is to defeat your opponent by purchasing and deploying Hovertanks to invade their main base. As the Playstation release, had this MOBA format, it is the PC version that allowed for online competitive play, technically making Future Cop: LAPD the first MOBA game ever released.
 
It was not an amazing selling game, but the Precinct Assault Mode did get some recognition. GameSpot gave the game a 7 out of 10, while saying “Future Cop is a good game. Returning to the beginning of the level after dying really hampers the main game, but the other mode is really outstanding. Definitely worth checking out.”
 
 

Aeon of Strife

Also in 1998, Blizzard Entertainment released its best-selling real-time strategy (RTS) StarCraft, with a suite of game editing tools called StarEdit. Back on PS2J 123, I did the history of Blizzard games, and most everything else is covered there, if this piques your interest. The tools allowed members of the public to design and create custom maps that allowed play that was different from the normal maps. A modder known as Aeon64 made a custom map named Aeon of Strife that became popular. Aeon64 stated that he was attempting to create gameplay similar to that of Future Cop: LAPD’s Precinct Assault mode. In the Aeon of Strife map, players controlled a single powerful hero unit fighting amidst three lanes, though terrain outside these lanes was nearly vacant.
 
 

Defense of the Ancients

In 2002, Blizzard released Warcraft III: Reign of Chaos, with the accompanying Warcraft III World Editor. Both the MOBA and tower defense subgenres took substantive shape within the Warcraft 3 modding community.
 
The first version of Defense of the Ancients was released in 2002 by Kyle Sommer who goes by the alias Eul. The map is based on the StarCraft scenario “Aeon of Strife”. After the release of Warcraft’s expansion The Frozen Throne, which added new features to the World Editor, Eul did not update the scenario. Other mapmakers produced spinoffs that added new heroes, items, and features. Among the DotA variants created in the wake of Eul’s map, there was DotA Allstars, originally created and developed by custom map makers Meian and Ragn0r, who took the most popular heroes and compiled them into one map. In March 2004, map makerSteve Feak, known as Guinsoo, took control of development and began the 3.xx to 5.xx series of DotA Allstars. February, 2005, Guinsoo announced that he would stop creating custom maps for Warcraft III, leaving the development of DotA to Neichus and IceFrog, with the former also leaving shortly after. This started the 6.xx series which was led by IceFrog.
 
Defense of the Ancients is maintained through official forums. Users can post ideas for new heroes or items, some of which are added to the map. Players have contributed icons and hero descriptions and created the artwork displayed while the map loads, and suggestions for changes to existing heroes or items are taken seriously; IceFrog once changed a new hero less than two weeks after the new version of the map was released. Versions of the scenario where enemy heroes are controlled by artificial intelligences have also been released. Mescon continued to maintain dota-allstars.com, which by the end of IceFrog’s affiliation in May 2009 had over 1.5 million registered users and had received over one million unique visitors every month. Due to their separation, IceFrog announced that he would be further developing a new official site, playdota.com, while continuing game development; Mescon closed dota-allstars on July 22, 2010, citing dropping statistics and his new passion for League of Legends as the reason for its end.
 
As the popularity of Defense of the Ancients increased over time. The scenario was featured by Computer Gaming World in a review of new maps and mods in Warcraft III. DotA Allstars became an important tournament scenario, starting with its prominence at the debut of BlizzCon in 2005. DotA Allstars was also featured in the Malaysia and Singapore World Cyber Games starting in 2005, and the World Cyber Games Asian Championships beginning with the 2006 season. Defense of the Ancients was included in the game lineup for the internationally recognized Cyberathlete Amateur League and CyberEvolution leagues. Oliver Paradis,Electronic Sports World Cup’s competition manager, noted that the high level of community support behind the scenario, as well as its worldwide appeal, were among the reasons it was chosen to be included in the Electronic Sports World Cup 2008.
 
The scenario is popular in many parts of the world; in the Philippines and Thailand, it is played as much as the game Counter-Strike. It is also popular in Sweden and other Northern European countries, where the Defense of the Ancients-inspired song “Vi sitter i Ventrilo och spelar DotA” (Vi sitter e Ventrilo och spee-a-lar DotA) by Swedish musician Basshunter cracked the top ten Singles Charts in Sweden, Norway, and Finland. LAN tournaments are also a major part of worldwide play, including tournaments in Sweden and Russia; however, due to a lack of LAN tournaments and championships in North America, several teams disbanded. Blizzard points to DotA as an example of what dedicated mapmakers can create using developer’s tools.
 
In June 2008, Michael Walbridge, writing for Gamasutra, stated that DotA “is likely the most popular and most-discussed free, non-supported game mod in the world”. In pointing to the strong community built around the game, Walbridge stated that DotA shows it is much easier for a community game to be maintained by the community, and this is one of the maps’ greatest strengths. Former game journalist Luke Smith called DotA “the ultimate RTS”.
 
Defense of the Ancients has been credited as one of the influences for the 2009 Gas Powered Games title Demigod, with the video game publication GameSpy noting the game’s premise revolved around aspiring gods “[playing] DotA in real life”. Of what I have seen of Demigod gameplay, it looks like if the mobs in are controlled by the player, and the 3 lanes were all straightaways, with a couple lanes that cross them. Guinsoo went on to apply many of the mechanics and lessons he learned from Defense of the Ancients to the Riot Games title League of Legends. Other “DotA clones” include S2 Games’ Heroes of Newerth. Blizzard, the company that made the tools to create this phenomenon, has also developed a MOBA titled Heroes of the Storm, which features an array of heroes from Blizzard’s franchises.
 
 

Dota 2

Two games spawned out of this mod for Warcraft 3. One was an idea for a direct sequel, Valve had several veteran employees, including Team Fortress 2 designer Robin Walker and executive Erik Johnson, become fans of the mod and wanted to build a modern sequel. The company corresponded with IceFrog by email about his long-term plans for the project, and he was subsequently hired to direct a sequel. IceFrog first announced his new position through his blog in October 2009, with Dota 2 being officially announced a year later.
 
And now for the crazy legal shenanigans of the episode. Valve adopted the word “Dota”, derived from the original mod’s acronym, as the name for its newly acquired franchise. Johnson argued that the word referred to a concept, and was not an acronym. Shortly after the announcement of Dota 2, Valve filed a trademark claim to the Dota name. At Gamescom 2011, Valve president Gabe Newell explained that the trademark was needed to develop a sequel with the already-identifiable brand. Holding the Dota name to be a community asset, Feak and Mescon filed an opposing trademark for “DOTA” on behalf of DotA-Allstars, LLC (then a subsidiary of Riot Games) in August 2010. Rob Pardo, the executive vice president of Blizzard Entertainment at the time, similarly stated that the DotA name belonged to the mod’s community. Blizzard acquired DotA-Allstars, LLC from Riot Games and filed an opposition against Valve in November 2011, citing Blizzard’s ownership of both the Warcraft III World Editor and DotA-Allstars, LLC as proper claims to the franchise. The dispute was settled in May 2012, with Valve retaining commercial franchising rights to the “Dota” intellectual property, while allowing non-commercial use of the name by third-parties. In 2017, Valve’s ownership of it was again challenged, after a 2004 internet forum post from Eul was brought to light by a Chinese company known as uCool, who had released a mobile game in 2014 that used characters from the Dota universe. uCool, who was previously involved in a lawsuit with Blizzard in 2015 for similar reasons, along with another Chinese company, Lilith Games, argued that the forum post invalidated any ownership claims of the intellectual property, stating that the Dota property was an open-source, collective work that could not be copyrighted by anyone in particular. Judge Charles R. Breyer denied uCool’s motion for summary dismissal, but allowed the case to be moved forward to a jury.
 
An early goal of the Dota 2 team was the adaptation of Defense of the Ancients’s aesthetic style for the Source engine. The Radiant and Dire factions replaced the Sentinel and Scourge from the mod, respectively. Character names, abilities, items and map design from the mod were largely retained, with some changes due to trademarks owned by Blizzard. In the first Q&A session regarding Dota 2, IceFrog explained that the game would build upon the mod without making significant changes to its core. Valve contracted major contributors from the Defense of the Ancients community, including Eul and artist Kendrick Lim, to assist with the sequel. Additional contributions from sources outside of Valve were also sought regularly for Dota 2, as to continue Defense of the Ancients’s tradition of community-sourced development. One of the composers of Warcraft III: Reign of Chaos, Jason Hayes, was hired to collaborate with Tim Larkin to write the original score for the game. Valve had Half-Life serieswriter Marc Laidlaw, science fiction author Ted Kosmatka, and Steam support employee Kris Katz write new dialog and background lore for the heroes. Notable voice actors for heroes include Nolan North, Dave Fennoy, Jon St. John, Ellen McLain, Fred Tatasciore, Merle Dandridge, Jen Taylor, and John Patrick Lowrie.
 
The Source engine itself was updated with new features to accommodate Dota 2, such as high-end cloth modeling and improved global lighting. The game features Steam integration, which provides its social component and cloud storage for personal settings. In November 2013, Valve introduced a coaching system that allows experienced players to tutor newer players with in-game tools. As with previous Valve multiplayer games, players are able to spectate live matches of Dota 2 played by others, and local area network (LAN) multiplayer support allows for local competitions. Some of these events may be spectated via the purchase of tickets from the “Dota Store”, which give players in-game access to matches. Ticket fees are apportioned in part to tournament organizers. The game also features an in-game fantasy sports system, which is modeled after traditional fantasy sports and feature professional Dota 2 players and teams. Players are also able to spectate games in virtual reality (VR) with up to 15 others, which was added in an update in July 2016. The update also added a hero showcase mode, which allows players to see all of the heroes and their cosmetics full-size in virtual reality.
 
As part of a plan to develop Dota 2 into a social network, Newell announced in April 2012 that the game would be free-to-play, and that community contributions would be a cornerstone feature. Instead, revenue is generated through the “Dota Store”, which offers for-purchase cosmetic virtual goods, such as custom armor and weapons for their heroes. It was also announced that the full roster of heroes would be available at launch for free. Until the game’s official release in 2013, players were able to purchase an early access bundle, which included a digital copy of Dota 2 and several cosmetic items. Included as optional downloadable content (DLC), the Dota 2 Workshop Tools are a set of Source 2 software development kit (SDK) tools that allow content creators to create new cosmetics for the heroes themselves, as well as custom game modes, maps, and botscripts. Highly rated cosmetics, through the Steam Workshop, are available in the in-game store if they are accepted by Valve. This model was fashioned after Valve’s Team Fortress 2, which had earned Workshop designers of cosmetic items of that game over $3.5 million by June 2011. Newell revealed that the average Steam Workshop contributor for Dota 2 and Team Fortess 2 made approximately $15,000 from their creations in 2013. By 2015, sales of Dota 2 virtual goods had earned Valve over $238 million in revenue, according to the digital game market research group SuperData. In 2016, Valve introduced the “Custom Game Pass” option for creators of custom game modes, which allows them to be funded by way of microtransactions by adding exclusive features, content, and other changes to their game mode for players who buy it.
 
 

League of Legends

The other game that came from the group that worked on the DotA mod, was made by Riot Games.
 
Riot Games’ founders, Brandon “Ryze” Beck and Marc “Tryndamere” Merrill, became friends while business students and roommates at the University of Southern California, where they bonded over video games. Beck and Merrill were frustrated because they felt game developers were not listening to fans. Developers, they believed, moved from game to game too quickly, leaving their passionate communities behind. During their time playing video games together, Beck and Merrill created an idea for a company that continually introduced new features to its games. Rather than follow the video game industry formula of releasing game after game, Beck and Merrill sought to create a company that was player-focused and made games that constantly evolved. They drew inspiration from Asian video game designers who were offering games for free, yet charging for additional perks. The founders thought it would be unfair to create a pay-to-win game, so they decided Riot Games would not sell upgrades that other players receive through skill. Rather, the additional perks would include cosmetic improvements such as new clothes that changed characters’ appearance, so players can personalize their experience.
 
The idea of a spiritual successor to Defense of the Ancients was that it would be its own stand-alone game with its own engine, rather than another mod of Warcraft III, began to materialize at the end of 2005. League of Legends was born “when a couple of very active DotA community members believed that the gameplay was so much fun and so innovative that it represented the spawning of a new genre and deserved to be its own professional game with significantly enhanced features and around-game services.”
 
Riot Games officially opened its office in September 2006, and, as of 2013, has over 1,000 people working on League of Legends. According to Marc Merrill, when creating the various champions in the game, instead of leaving the champion creation to just a few people, they decided to open up the champion creation process to everyone in the company based on a template where they could vote on which champions made it into the game.
 
League of Legends was released on October 27, 2009. Riot Games self-publishes and operates the game and all of its customer service aspects in North America. Riot Games has signed deals regarding the distribution of League of Legends in Asia, Europe, and North America. By July 2013, the game has been released and was distributed in Australia, the United States, Canada, Europe, Philippines, and South Korea.
 
In November 2011, Riot Games stated that League of Legends had accumulated 32.5 million players, 11.5 million of whom play monthly, of which 4.2 million play daily. Riot said in October 2013, the game had 12 million active daily players and 32 million active monthly players. In January 2014, the game had 27 million active daily players, 7.5 million concurrent players at peak times, and 67 million active monthly players. Global concurrent users online peaked at over 5 million players as of March 2013.
 
By March 2012, League of Legends had become the #1 title in Korean PC cafés. League continues to be popular in Korea; it remained the #1 game until the middle of 2016, when Overwatch displaced it, and is still the #2 game. In July 2012, Xfire released a report stating that League of Legends was the most played PC game in North America and Europe, with 1.3 billion hours logged by players in those regions between July 2011 and June 2012. League of Legends is also popular in the Philippines, and was the second most played game in internet cafés in the country in June 2013, behind Defense of the Ancients. In Taiwan, it is estimated that almost five percent of the entire population had played the game by 2016, with almost a million players subscribed on the server.
 
 
Defense of the Ancients, although a mod to an existing game, was such a good idea for a game, it spawned two of the largest game franchises. Showing how people react to gameplay, rather than a flashy experience.
 

Links

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The only thing more edgy and cool than the swords swung around in this franchise, are the characters that are so S-S-Stylish in Devil May Cry.
 
Thanks to Justin for the suggestion on our Discord.

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This episode will be on a series that is unknown by most, and those who are aware of it, love it. You don’t play as a super hero, you are a soldier fighting to save the planet. Fighting waves of giant ants, spiders and robots, we are all a apart of the Earth Defence Force.  

Awesome EDF Compilation logo made by https://www.deviantart.com/jucstin

 

The EDF Fight Chant

PART 1:
To save our mother Earth from any alien attack
From vicious giant insects who have once again come back
We’ll unleash all our forces
We won’t cut them any slack
The E.D.F. deploys!
 
PART 2:
Our soilders are prepared for any alien threats
The Navy launches ships, the Air Force sends their jets
And nothing can withstand our fixed bayonettes
THE E.D.F DEPLOYS!
 
PART 3:
Our forces have now dwindled and we pull back to regroup,
The enemy has multiplied and formed a massive group,
We better beat these bugs before we’re all turned to soup,
The E.D.F. deploys!

 

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With all the characters destines lying with the fabled weapon. Souls collide over the ages vying for control of Soulcaliber.

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A huge thanks to Dalton, our favourite fan. And thanks to all our Official Fans that support us.
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Also, make sure to check out RIPT Apparel for sweet 24 tee shirt designs. And don’t forget to use the coupon code PS2JSHOW for 10% off!

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For the last gaming history of the year, and my birthday month, I want to cover my favourite games ever. It has only 4 entries across 15 years, all the releases are loved in their own way, and they’re still played for fun and skilled competition. Lets not waste anymore time, and make sure to pick stock, as we learn all about Super Smash Bros.

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A huge thanks to Dalton, our favourite fan. And thanks to all our Official Fans that support us.
And if you want to support us too, its as easy as clicking this link!

Also, make sure to check out RIPT Apparel for sweet 24 tee shirt designs. And don’t forget to use the coupon code PS2JSHOW for 10% off!

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Like when we covered God of War back on PS2J 196. I decided this would be a good opportunity to do another episode that covers the lore of a video game franchise, rather than the development. And being this special episode falls on Halloween, get ready for a spooky episode.

With a total of 22 games released, this franchise has been infecting gamers for 21 years. At this point, it would be fare to call it a Biohazard. You should think of mixing your green and red herbs, we’re about to learn the story behind Resident Evil.

For more info, Patreon supports get access to our show notes!

A huge thanks to Dalton, our favourite fan. And thanks to all our Official Fans that support us.
And if you want to support us too, its as easy as clicking this link!

Also, make sure to check out RIPT Apparel for sweet 24 tee shirt designs. And don’t forget to use the coupon code PS2JSHOW for 10% off!

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Interplay Interactive started with intentions of making a sequel to Wasteland. Instead, they went in a new direction and created a whole new world. When they couldn’t afford to continue on their own, it only grew larger after they ended up selling the rights to Bethesda Softworks. It’s time to leave the vault and learn the history of the Fallout games.

For more info, Patreon supports get access to our show notes!

A huge thanks to Dalton, our favourite fan. And thanks to all our Official Fans that support us.
And if you want to support us too, its as easy as clicking this link!

Also, make sure to check out RIPT Apparel for sweet 24 tee shirt designs. And don’t forget to use the coupon code PS2JSHOW for 10% off!

We are a proud member of the Alberta Podcast Network powered by ATB

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A great example of modern Japanese culture, this franchise focuses on the dealings behind the scenes. With a long running main series, as well as some spin-offs which can take you back to the era of samurai. Its time to be Like a Dragon, this is the history of the Yakuza games.

For more info, Patreon supports get access to our show notes!

A huge thanks to Dalton, our favourite fan. And thanks to all our Official Fans that support us.
And if you want to support us too, its as easy as clicking this link!

Also, make sure to check out RIPT Apparel for sweet 24 tee shirt designs. And don’t forget to use the coupon code PS2JSHOW for 10% off!

We are a proud member of the Alberta Podcast Network powered by ATB

And talk to us in the comments!
Or…

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