Posts Tagged ‘Midway’

Total Recall: A Chat With Stephan Martiniere

By Duncan Harris on February 5th, 2014.


This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

With the galaxy’s biggest sci-fi movies using ever more effects houses and artists, it can be hard to pinpoint today’s Ralph McQuarries and Ron Cobbs. They’re out there, though, often known more by work than name. At the top of the pile is Stephan Martiniere, one of those illustrators and art directors whose work is so envied by just about any sci-fi project going that’s he levelled up to ‘Visionary’. Put simply, people want the stuff in his head on their books, in their movies, at their theme parks, and, as luck would have it, in their games.

Examples? In movies, Martiniere’s applied his signature style (eye-popping ‘Golden Age’ snapshots of civilisations in overdrive) to the worlds of I, Robot, Tron: Legacy, Star Wars Episodes II and III, Star Trek, The Fifth Element, the Total Recall remake, 300: Rise Of An Empire, Guardians Of The Galaxy and The Avengers: Age Of Ultron. *and breathe…* Read the rest of this entry »

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Rise & Fall Falls In Price (In Fact, To Free)

By Kieron Gillen on October 8th, 2008.


This is unexpected. Midway have released 2006′s Stainless Steel Games’ swansong Rise & Fall for free. Nought. Nada. Bar a couple of gigs of bandwidth, of course. It’s an interesting one, certainly – its idea was merging a traditional RTS with a more hands-on hero mode. You built up the ability and then, when the moment was right and battle was joined, you took control of your hero in a first person fashion. It actually divided the RPS team’s affections. I thought it was mediocre at best while Tim Stone totally adored it. And even I agree at this price, it’s certainly amusing enough to take the chance on, in case you’re in Tim’s corner rather than mine. Get it from here. Also, some a video beneath the cut to help you make up your mind.
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Free Suffering

By Alec Meer on September 26th, 2008.

First photos of the PC Gamer Showdown are in

Which isn’t a post about what you get if you visit my house, but rather news that Midway’s 2004 horror FPS/3PS The Suffering is now free to download. And also to play, if you like. It’s about a violent prisoner bloke who kills other violent prisoners and occasionally turns into a monster. Um. Just how obvious is it that I have never played this game? Answer: very. I’m not embarrassed. I was probably playing Riddick at the time instead. Suffering scored middling reviews at the time, but is doubtless worth a look for non-money. Get all 1.26Gb of it from here. “Ultra-mature” content apparently. Geriatric, then?

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Midway’s Online Arcade

By Alec Meer on July 11th, 2008.

Everyone’s gotta have an online games store these days. One day, even we’ll have one, exclusively selling unplayable text adventures we made when we were nine, and the BBC Micro version of Manic Miner which I hacked to say that I wrote it.

Meantime, it’s Midway’s turn.
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Psi-Oploads

By Alec Meer on June 11th, 2008.

Hello. I'm Dave Psi.

We’re hurtling into a bright new future for PC games – we all know that. What we don’t know is exactly what future. The plastic disc is an artefact of yesterday without doubt, but will it be replaced by online retail or by free, ad-supported games?

Well, probably a bit of both, but I am enjoying seeing the latter experiment with what and doesn’t work. In this instance, it’s Psi-Ops: The Mindgate Conspiracy, a mediocre but occasionally good FPS like an FPS but with more shoulder from 2004 by the same team as John Woo’s Stranglehold, a mediocre but occasionally good FPS like an FPS but with more shoulder from 2007.
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Wheelman, Runs On Diesel

By Jim Rossignol on April 21st, 2008.


EDIT: Kieron already blogged about the trailer here, I am slow.

Vin Diesel’s game-chums at Tigon Studios haven been busy making an open world racing game, Wheelman, which is now set to be published by Midway in the Autumn. It’s now reported to be coming on PC as well as the consoles, which seems to bes the first time that little fact has appeared on our radar. Also it seems that Midway-Newcastle are doing some of the development legwork for the game too, hey guys! Work on this started on this several years ago, so it looks like it’s been slow to gestate. Let’s hope the long wait was worthwhile.

Anyway, it’s a speed-and-violence type game, in which Vin “Quite Likes Videogames” Diesel plays the main character, Milo Burik. (I originally thought he was called Milo Bunk, which would have been much better.) Anyway, the main hype site is up here, and has some screens and stuff. There’s also a gameplay-footagey GT interview with the executive producer, Shaun Himmerick, after the jump.
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Harvey Smith Is A Lone Ranger

By John Walker on November 30th, 2007.

Blimey, it’s been a busy day for videogame gossip. And there’s more.

Harvey's the one on the right.

As you probably already heard, Harvey Smith has left Midway a couple of days after his rather ineloquent comments about BlackSite: Area 51. His infamous “so fucked up” speech really did sound like the last thing anyone gets to say when representing a company. And indeed, it was.

After his tribute to Gerald Ratner questions were asked about how likely Smith would be to stay on to develop BlackSite 2. But then the explanation was given that his job had come to an end before the words were uttered.

Not so, say Shacknews, accompanied by an “allegedly”. The site is reporting that he was still on the payroll at the time. According to their source,

A Midway executive allegedly referred to Smith’s talk as “his public resignation.”

Mr Smith, we have a suggestion. We’ve heard rumblings that there’s a new project going on at Eidos Montreal, for a game you might recognise. And come on, Montreal’s far lovelier than Austin. Go on. Goooooo on.

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Blacksite and Mr Smith

By Jim Rossignol on July 17th, 2007.

I’ve just noticed that my PC Gamer piece on Blacksite has gone up on their C&VG site. This kind of preview is bread and butter for us, but actually this was one of the more interesting game demo events I’ve been to recently, and not because it situated in the skin-draped depths of Soho.

Having played Midway’s Area 51 and being distinctly unimpressed, I was going into the demo of this sequel with some scepticism. Despite the credentials (Harvey Smith and friends, of Deus Ex) attached to the Blacksite project, I thought a multi-format shooter based on last year’s nonsense was a doomed enterprise. However the event itself demonstrated that the team do seem to have a pretty strong idea about what makes linear shooters interesting. The main fighting sequences are going to be fairly open “arena” areas, with players encouraged to use the space and operate alongside the AI (or indeed drop-in co-op like in Gears of War) in taking out a varied selection of baddies. These arenas are filled with scripted sequences (Star Ship Trooper-alike bug aliens leaping up onto buildings and so on) and your team react to their environment with some nice touches, such as kicking open some doors, while smashing glass to reaching round and open others by hand. It’s all very linear, Half-Life 2 style, but it looks like there’s scope for experimentation. That said, the smalltown America stuff was far more interesting that the by-the-numbers dusty Iraq sections.

Those Yankee environments, being all small desert towns and semi-derelict trailer parks, look awesome in the Unreal 3 engine, and I suspect even if the game ends up being a bit thin we’ll still be impressed by some of what the design team manage to come up with. The giant worm alien on a bridge set-piece was pretty spectacular, and only really marred by inexplicably crappy fireballs being emitted from the giant critter.

Finally, as has been mentioned elsewhere, Smith and his team are developing Blacksite 2 to be more open, with environments encompassing sections of a city. Smith has being playing Stalker – which I’ll rant about later – and I can’t help hoping that the spooky Ukrainian shooter will have been a big influence on the overall design, and the amount of exploration the game will allow players to do.

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