Category:Stormfront Studios: Difference between revisions

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Upon its founding in [[1988]] Stormfront started work on a baseball title, which over the following eight years was to become the [[Tony La Russa Baseball]] series of games, working closely with baseball manager [[Tony La Russa]].  La Russa remains a member of the company's Board of Directors today.  Daglow had previously designed or co-designed a number of baseball games, including [[Intellivision World Series Baseball]] and [[Earl Weaver Baseball]], the latter two with programmer [[Eddie Dombrower]].
Upon its founding in [[1988]] Stormfront started work on a baseball title, which over the following eight years was to become the [[Tony La Russa Baseball]] series of games, working closely with baseball manager [[Tony La Russa]].  La Russa remains a member of the company's Board of Directors today.  Daglow had previously designed or co-designed a number of baseball games, including [[Intellivision World Series Baseball]] and [[Earl Weaver Baseball]], the latter two with programmer [[Eddie Dombrower]].


Stormfront's other initial games were a series of online titles for [[AOL]], then called Quantum Computer Systems.  These included the first original play-by-email game, [[Quantum Space]] ([[1989]]) and later the first graphical [[MMORPG]], the original [[Neverwinter Nights]] ([[1991]]-[[1997]]). Neverwinter Nights held the all-time record as the top revenue-producing online [[RPG]] for almost ten years until the success of [[Ultima Online]] in the late [[1990s]]. [[BioWare]] subsequently purchased the rights to the name, and built a new generation of award-winning multiplayer RPG's set in the Neverwinter universe.
Stormfront's other initial games were a series of online titles for [[AOL]], then called Quantum Computer Systems.  These included the first original play-by-email game, [[Quantum Space]] ([[1989]]) and later the first graphical [[MMORPG]], the original [[Neverwinter Nights]] ([[1991]]-[[1997]]). Neverwinter Nights held the all-time record as the top revenue-producing online [[Role-playing game|RPG]] for almost ten years until the success of [[Ultima Online]] in the late [[1990s]]. [[BioWare]] subsequently purchased the rights to the name, and built a new generation of award-winning multiplayer RPG's set in the Neverwinter universe.


In [[1990]] the company began working with [[SSI]] on a series of [[Gold Box]] [[Dungeons and Dragons]] [[RPG]] games. This led to Stormfront's creation of an early [[RTS]], [[Stronghold (game)|Stronghold]] ([[1993]]).
In [[1990]] the company began working with [[SSI]] on a series of [[Gold Box]] [[Dungeons and Dragons]] RPG games. This led to Stormfront's creation of an early [[RTS]], [[Stronghold (game)|Stronghold]] ([[1993]]).


Stormfront was the first video game developer to use [[motion control photography]] in a video game, in the [[Electronic Arts]] game [[Eagle Eye Mysteries]], ([[1993]]).   
Stormfront was the first video game developer to use [[motion control photography]] in a video game, in the [[Electronic Arts]] game [[Eagle Eye Mysteries]], ([[1993]]).   
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* ''[[Forgotten Realms: Demon Stone]]'' ([[2004]]). Published by [[Atari]] for PS2, Xbox and PC.  A lone fighter, a brash sorcerer, a beautiful hot-tempered rogue.  Players can switch which of the three characters they control “on the fly” at any moment to battle an onslaught of enemies.  Based on Stormfront’s sophisticated game engine used in The Lord of the Rings, advanced AI consistently guides the characters you don’t control, allowing the player to jump from hero to hero to pick the ideal character to play in order to defeat large and dangerous enemies.
* ''[[Forgotten Realms: Demon Stone]]'' ([[2004]]). Published by [[Atari]] for PS2, Xbox and PC.  A lone fighter, a brash sorcerer, a beautiful hot-tempered rogue.  Players can switch which of the three characters they control “on the fly” at any moment to battle an onslaught of enemies.  Based on Stormfront’s sophisticated game engine used in The Lord of the Rings, advanced AI consistently guides the characters you don’t control, allowing the player to jump from hero to hero to pick the ideal character to play in order to defeat large and dangerous enemies.


==References==
==References==
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