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EyeToy: AntiGrav
In an industry not known for originality, Harmonix stands
out as a company willing to take risks. Creators of Amplitude,
Frequency, and Karaoke Revolution, Harmonix has decided to tackle
a stunt boarding game driven entirely by a camera mimmocking the
player's movements.
Tackling the problem of a complicated game highly dependent upon
the performance of an unproven technology in real-world situations
was challenging, but the outcome was definitely worth the effort.
Reaction has been strong,
earning Eyetoy Antigrav places in more than a dozen must-have lists,
in publications ranging from Parade to MTV.com.
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Empires: Dawn of the Modern World
Mixing one part Historical Real Time Strategy and one part pick-up-and-go
fun, Dawn of the Modern World lets you build an Empire from nothingness,
struggle through adversity, and finally gloat on the field of battle
as your enemies are carted away. Historically accurate munitions
mix with spells and effects in what IGN called "One thousand
years of history, one thousand hours of fun"
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NCAA Basketball 2K3
Sega Sports / VCE / Kush is proud to present NCAA Basketball 2k3.
Being the first year the college game has been split from the main
NBA 2K line, this was to be a big proving ground for Kush and VCE.
Thankfully, things came out quite well. With a critically acclaimed
legacy mode, more open action on the floor, and dead-on statistics,
NCAA Basketball 2K3 was the best college hoops game the
year it was released. It's even held up in value significantly better
than the rest of the 2k3 lineup, owing to great design, good gameplay,
and a whole lot of options.
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California Cycling Adventures
CCA was a small group of cycling enthusiasts bound by a desire
to do something truly memorable that nobody around us thought possible.
Inspired by the Aids ride but frustrated by their unfortunate habit
of conflicting with Finals week, we decided to do the impossible
and create an unsupported ride from Los Angeles to San Fransisco
on a 300 dollar budget consisting entirely of people who had never
done such a thing before. I led that first 500 mile ride, as well
as several others. I also did a previously undefined 1,300 mile
ride from Oregon to Tia Juana, though that was solo.
We slept on campgrounds, ate at some of California's best and worst
resturants, and gained a sense of ownership and stewardship over
the most beautiful coastline in the world. We spoke to retired parents
of globetrotting stars who never called home, homeless bums who
are that way because they refused to give up their dogs, and park
rangers who dreamed of saving the world but settled for tending
a small patch of it. While we never had any explicitly stated goals
except for success, we achieved far more than we had set out to.
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Kick It Magazine
Kick It was a fanzine from before the term was coined. After working
successfully as the only Video Game correspondent for our Junior
High School paper, I needed an outlet for my passion for the industry.
Kick It magazine was formed in 1992 with the goal of helping the
wheat rise from the chaff during a very chaff-filled time. We armed
ourselves with the best equipment available on our ten dollar budget,
namely blank paper, pens, tape, a mechanical typewriter, and a xerox
machine. We ran mini strategy guides, cheat lists, reviews, and
articles on the industry. Well recieved by our readers, we gradually
upgraded our equipment with computers, color printers, and cameras,
and rounded out our staff. Corny as it may seem, that little paper
for twenty-five cents really was my first paid job in the industry.
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The inaugural issue |
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