Crimson Skies: High Road to Revenge

Last updated
Crimson Skies: High Road to Revenge
Crimson Skies High Road to Revenge Boxart.jpg
Developer(s) FASA Studio
Publisher(s) Microsoft Game Studios
Director(s)
  • Jim Deal
  • Jim Napier
Producer(s) Sean Gilmour
Designer(s) Bill Morrison
Artist(s) Robert Olson
Writer(s) Jeffrey Howell
Composer(s) Stan LePard
Series Crimson Skies
Platform(s) Xbox
Release
  • NA: October 21, 2003
  • EU: October 31, 2003
Genre(s) Action, Arcade flight
Mode(s) Single-player, multiplayer

Crimson Skies: High Road to Revenge is a first-party video game developed by FASA Studio (part of Microsoft Game Studios) for the Xbox. The game, like the earlier Crimson Skies for the PC, is an action-oriented arcade flight game. Nonetheless, there are significant differences between the gameplay of High Road to Revenge and that of the original PC title. For example, while the Xbox game has a more open-ended mission structure, it offers less plane customization than the PC game. [1] A Microsoft Windows port was planned but was cancelled.

Contents

Set in an alternate 1930s in which the plane and Zeppelin become the primary means of transportation, the game focuses on the adventures of Nathan Zachary, leader of the Fortune Hunters air pirate gang. Players assume his role as he undertakes a crusade to avenge the death of his old friend, "Doc" Fassenbiender.

The game was originally announced in March 2002 for a release that fall. [2] The developers postponed the release date to give them time to retool the game. As a result of this overhaul, which delayed the game's publication to October 2003, several issues were addressed and new features added, most notably the addition of Xbox Live support. [3] Critically the game was very well-received, most notably for its graphics, audio, gameplay, and Xbox Live features. [4] [5]

Gameplay

The player, in an upgraded Devastator aircraft, fires at a target gun truck. From left to right on the game's HUD are health, ammo, and special meters, cash on hand, and a radar display. CS HR Arixo.jpg
The player, in an upgraded Devastator aircraft, fires at a target gun truck. From left to right on the game's HUD are health, ammo, and special meters, cash on hand, and a radar display.

High Road to Revenge is a flight-based combat game: during most of the game, the player controls an aircraft from a third-person perspective. It is an arcade flight game as opposed to a flight simulator; physics are relaxed, controls are simplified, and takeoffs and landings are completely automated. Project lead Jim Deal explained that Crimson Skies was built around an arcade design to make the game easy to learn, and to place its focus on action instead of the physics of flight. [6]

There are over twelve playable fighter aircraft in Crimson Skies: High Road to Revenge, including planes available to download over Xbox Live. Each aircraft has its own ratings for speed, maneuverability, armor, and a distinct weapons layout. Machine guns and cannons, which serve as primary weapons, have unlimited ammunition, but can temporarily overheat. Fighters are also equipped with limited-ammunition secondary weapons, examples of which include magnetic rockets, heavy cannons, and a Tesla coil. [7]

In keeping with the game's arcade nature, the armor and secondary ammunition of the player's aircraft can be replenished by flying into health and ammunition crates, [7] which are dropped by destroyed enemies and scattered throughout the terrain. Developers also added special maneuvers, such as the barrel roll and the Immelmann, which the player can perform during flight through manipulation of the analog sticks. Use of these stunts is governed by a "special meter" which recharges over time during play. [5]

High Road to Revenge gives the player the ability to switch out of their current plane during gameplay and commandeer additional aircraft on the ground. [4] The player also has the ability to take control of fixed weapon emplacements, at which time the camera shifts to a first-person view. Turret types include machine guns, flak cannons and rocket launchers. They are found in most of the game's maps, built into the terrain or mounted on vehicles such as Zeppelins. [8]

Single player campaign

The game's single-player mode has four difficulty settings and spans twenty levels. The player has access to ten aircraft during the campaign; the player starts with one available, and can acquire others by stealing them during some stages of the campaign. Most playable craft can be upgraded once—each using money and upgrade tokens found or awarded during missions. High Road to Revenge, however, lacks the aircraft customization features present in the Crimson Skies game for the PC. [1] Designer Jose Perez III later lamented the game's upgrade system, opining in favor of the one present in the PC game. [9]

Several levels in the game are structured similarly to the open-world missions of the Grand Theft Auto series. [4] [10] On these stages, missions are represented by icons located throughout the game map. The player triggers a mission by flying to one of these icons; the events of the mission then unfold on the same environment. [4] A predetermined set of story missions advances the game's plot during these levels. [5] In addition to pursuing story-based missions, the player may explore the area, steal additional aircraft, complete optional missions, plunder neutral airships, or participate in air races. These actions may earn the player money, which is necessary to use repair stations or to upgrade a player's aircraft.

Multiplayer and Xbox Live

Multiplayer in Crimson Skies: High Road to Revenge is available through split-screen on one console for up to four players. Multiplayer for up to sixteen players is also available via System Link and Xbox Live. In the latter mode, two players may play on one Xbox Live account via split-screen. [7]

The following multiplayer modes are available for the game out of the box:

A player's online ranking in High Road to Revenge is based on their performance record, which includes wins and losses as per the Crimson Skies' Xbox Live scoring system. This system incentivizes players to earn higher points by defeating higher-ranked opponents or by achieving victories against stronger teams. The scoring system also credits players who play matches to completion, intended to punish players who "drop" out of an online match they are losing. [11]

In addition, Microsoft released free downloadable content for the game during 2003 and 2004 via Xbox Live. This additional content has included new planes, multiplayer game maps, voice chat, and the following two multiplayer game modes: [12] [13]

Plot

Setting

North America in the Crimson Skies universe. Crimson skies map.png
North America in the Crimson Skies universe.

The game takes place in the Crimson Skies universe, set in an alternate history of the 1930s. In this fictional setting, increasing sectionalism within the United States of America has caused the country to splinter into numerous sovereignties, whereas in the southern sovereignty, slavery had been reinstituted, and was a major driver of conflict between the established nation-states resulting in a constant state of war with one another, and thus an interstate highway system never developed. This in turn caused the primary means of transportation to shift from the car and train to the plane and Zeppelin; consequently came the formation of air pirate gangs who plunder aerial commerce over North America. [15]

As a result of the events surrounding the world of Crimson Skies, advancements in technology within the game universe proceeded at a faster rate than actually occurred in the same era. Certain designs and technologies were created specifically for the game, some beyond the scope of actual 1930s technology, [16] examples of which include remote-controlled rocket launchers, magnetic rockets, weather control devices, and a Tesla coil-like weapon. The game's aircraft were designed to be true to the era yet unique, with some models inspired from actual period aircraft or from the experimental designs of the Luftwaffe. [17] Art director Robert Olson has stated that his team faced challenges in developing content that "fit the time setting" and was also "both fantastical and believable", particularly in the design of the game's bosses. [16]

The game takes place in four regions set in North and South America. Sea Haven is an island in the Nation of Hollywood; it is a refuge for various pirate groups, but the Hollywood militia attempts to uproot the raiders. [18] Arixo is a desert nation-state, formed from the remnants of Arizona and New Mexico. Due to its vast, desolate, and lawless expanses, Arixo has become a haven for bandit activity. [19] The Navajo Nation is an isolationist and militant haven for the Navajo Native American tribes that encompasses territory from the former states of Arizona, New Mexico, Utah, and Colorado. Chicago remains an industrial city, while the "Lost City" is a complex of ancient ruins located deep in South America. [19] In designing many of these environments, developers used inspiration from real-world locales, but reworked them to incorporate flight spaces accordingly with the Crimson Skies universe. For example, Chicago was significantly redesigned for High Road to Revenge with the addition of avenues for aerial commerce among its skyscrapers and landing areas within the buildings themselves. [17]

Characters

The player character is Nathan Zachary (voiced by Tim Omundson), leader of the Fortune Hunters air pirate gang. The character of Nathan Zachary was redesigned from his previous role in the PC game Crimson Skies, redefined by the darker tone of High Road to Revenge in comparison to the "campy" and "pulpy" tone established in the PC game. [20] Zachary's character was also modified to have a number of flaws and weaknesses in addition to his strengths. [21] He is described as having a dry sense of humor, and is also portrayed as a somewhat reckless character. [21] Overall, developers wanted to maintain that Zachary was not "born a hero" and instead was forced to become one as a result of extraordinary circumstances. [20]

Other members of the Fortune Hunters include Zachary's wingmate, "Brooklyn" Betty Charles; and "Big John", who captains the Fortune Hunters' Zeppelin base, Pandora. Later joining them is the adventurer Maria Sanchez, who owns a fuel station in Arixo. Another ally of the Fortune Hunters is "Doc" Fassenbiender, a scientist who has developed new technologies for the pirate group and is a close friend of Nathan Zachary. [19]

Opposing the Fortune Hunters include rival pirate gangs such as the Ragin' Cajuns, led by Louis "Wild Card" Thibodeaux; and the Red Skull Legion, led by Jonathan "Genghis" Kahn. The game's primary antagonist is Dr. Nicholas Von Essen, a German expatriate and leader of Die Spinne (German, "The Spider"), a fascist militia force. The game originally featured a larger cast of onscreen characters and more abundant character development. These, however, were removed when the game's "playable movie" concept was scrapped. [21]

Storyline

Crimson Skies: High Road to Revenge begins the morning after Nathan Zachary (Tim Omundson) the leader of the "Fortune Hunters" air pirates, has gambled away his signature fighter plane "Gypsy Magic" (a Hughes Devastator) and his pirate zeppelin, the Pandora, to the Ragin' Cajuns, a rival band of air pirates. Thibodeaux (Jimmie Woods), the Cajuns' leader, attempts to claim Zachary's fighter and Zeppelin; Nathan, however, with the aid of Betty, another member of the Fortune Hunters, manages to recover them both. [22] Nathan and his crew have another run in with the Ragin Cajuns when Thibodeaux steals Betty's plane, which prompts Nathan to destroy his pirate gang. Later, Nathan receives a distress call from Nathan's old friend Dr. Fassenbiender (Neil Ross), who reports a break-in at his lab. He informs Nathan of what he believes had been the target of the attempted burglary: his plans to construct a wind turbine, a device capable of artificially generating storms. He warns Nathan about Von Essen (Charles Dennis), a scientist who had unsuccessfully tried to engineer a wind turbine for a German superweapon earlier during the Great War. [23] Suspecting that Von Essen had been behind the break-in, Doc entrusts Nathan with the schematics for the turbine.

Nathan and the Fortune Hunters with the aid of a pirate ship captain, destroy the hidden base of the "Hollywood Knights", a militia run by the "Nation of Hollywood" dedicated to stopping Sky Piracy in the surrounding land. They then receive a distress call from Doc who reports being under attack. When Nathan and the Fortune Hunters return to Fassenbiender's lab, they find it under attack from Die Spinne, a large group of planes with advanced weaponry. They destroy the attacking group's Zeppelin, causing it to crash. Although they repel the threat, they find that the attackers have still succeeded in killing the Doc. Nathan, along with Betty (Tasia Valenza), Big John (Wally Wingert), and the other Fortune Hunters, embarks on a campaign to find those responsible and have them "brought to justice." [24] He and the Fortune Hunters travel to Arixo, seeking out a mine producing titanium, the only material that could be used to build the wind turbine; there, they hope to gain clues as to the identity of Doc's murderer. [24] During his search, Nathan comes across Maria (Nika Futterman), who agrees to lead him to the titanium mine on the condition that she is allowed to join the Fortune Hunters. [25] They run into a road block, as to get to the mine they must cross Navajo Nation which has had its borders closed. The Fortune Hunters retrieve a sacred statue and return it to the Navajo as a show of good will. Nathan also passes three tests set by the Navajo to prove his worth. Together they all continue to the mine, and discover that the mining operation is controlled by the Red Skull Legion, headed by a man named Khan, who Nathan personally knows. Nathan then proceeds in destroying the Red Skulls and a giant mechanical worm created by Die Spinne.

With the knowledge that the Red Skulls are working with Die Spinne, the Fortune Hunters proceed to Chicago, which is the Red Skulls' home base. When Nathan goes to confront Kahn, he and Betty are attacked. Betty is captured and Nathan escapes in a hijacked Red Skull plane. Nathan and the Fortune Hunters ally themselves with the DeCarlos, a Pirate gang battling Kahn for Chicago. After several clashes with the Skulls, Nathan rescues Betty and confronts Kahn (Keith Szarabajka) about his connection to Von Essen. Kahn reveals to Nathan that he had struck a deal with Die Spinne: in exchange for the titanium Die Spinne would help him destroy the DeCarlos, but Von Essen had gone back on their agreement, and begun using him to collect information. Kahn also discloses that Die Spinne is preparing to attack Chicago. Joining forces, the Fortune Hunters and Red Skulls successfully defeat Von Essen's invasion force. During the ensuing victory celebration, however, Maria betrays Nathan and steals the blueprints for Doc's wind turbine.

The Fortune Hunters track Maria's movements southward to a "Lost City" in South America, which they identify as Von Essen's principal base of operations. Nathan infiltrates the base and there witnesses Maria and Von Essen have a falling out, following which Von Essen kills her. A firefight then ensues between Nathan and Von Essen, during which Von Essen reveals his plan to use the Starker Sturm —his completed wind turbine weapon—to force Chicago and eventually all of North America under his fascist rule. [26] Von Essen activates hidden explosives causing the hide out to collapse. Nathan escapes but the Pandora is damaged by debris in the explosion and Von Essen escapes. After repairing the Pandora, Nathan and the Fortune Hunters return to Chicago and find it already besieged by Die Spinne. The Fortune Hunters and the Red Skulls once again join forces to stop the invasion. Von Essen then appears in the Starker Sturm, and begins to attack Chicago's vital commercial and governmental structures. Nathan destroys the war machines' power turbines causing it to explode, killing Von Essen in the ensuing explosion. As the game ends, Khan invites Nathan and the Fortune Hunters to a party to celebrate, saying he'll call ahead and tell them to put the drinks on ice. Remembering how the whole ordeal started, Nathan declines, saying that he is going to stay away from the gambling tables for a while.

Development

Developers insisted early on that Crimson Skies: High Road to Revenge would not simply be a port of its predecessor Crimson Skies. [27] Although Project Art Director Robert Olson complimented the radio play that frames the campaign of the previous title, he notes that a different presentation was needed for the game's new target audience. [17] The development team decided upon an adventure along the vein of the Indiana Jones franchise, adding elements of "over-the-top, 1930's pulp-fiction style action", such as the game's boss battles. [8] The style chosen by the developers led them to hire Drew Struzan, the artist responsible for the Indiana Jones film posters, to do the box art. [28]

A AA gun targets a Zeppelin. As the airship takes damage, its skin slowly burns away, revealing its internal supporting structures. CS HR Zeppelin.jpg
A AA gun targets a Zeppelin. As the airship takes damage, its skin slowly burns away, revealing its internal supporting structures.

Series creator Jordan Weisman noted that the game had a "difficult development", and went through many different creative directions. Throughout the development process, Weisman worked with the game designers to ensure that "the essence of the [Crimson Skies] IP was coming through". [9] When development of Crimson Skies: High Road to Revenge was first assumed by FASA Studio, it was conceived that the game be made into an "interactive movie", [29] a concept that would have involved an elaborate storyline and a large number of cutscenes. This process would have needed a linear mission design, potentially restricting gameplay. [21] Programmer Patrick Schreiber later noted about the "playable movie" concept that "it looked great on paper, but […] was difficult to implement in a way where it felt like the player had some control over what was happening". [29]

Consequently, developers pushed back the game's release date by a year in favor of increased development time. [21] At this point, both playtest feedback and inspiration from games that offered more gameplay options helped shape the game's development. [29] The game's "interactive movie" concept was scrapped, the storyline simplified, and the original linear mission design was reworked to promote more choice-driven gameplay. One example of this is the game's open-ended missions, which allow players to "explore the […] world of Crimson Skies: High Road to Revenge at their leisure". [29] Another is the ability to substitute a fighter plane for a stationary weapon or another aircraft, which was added in order to give the player "different ways to accomplish the same goals". [8]

The developers made several graphical improvements during this extended development period, focusing resources on improving the looks of the game's water and aircraft. [17] The team also made the decision at this point to add online support to the game. This was an important decision for the game's developers due to the technical and gameplay obstacles involved, although their association with the team that produced MechAssault (another Xbox Live-enabled title by FASA Studio) managed to considerably reduce the amount of time needed to implement Xbox Live in High Road to Revenge. [8]

The game's soundtrack was composed by Stan LePard, conducted by Adam Stern, and performed by the Northwest Sinfonia. [30] The game's music was written to be "period" music true to the 1930s without being too derivative of any one particular style or composer. According to Stan LePard, the soundtrack takes inspiration from various sources, including Errol Flynn swashbucklers and the concert music of Igor Stravinsky and Richard Strauss. [31] In composing the game's music, LePard chose to incorporate complex harmonies into his music so that the various tracks could be linked without having to make sure that the keys of the two pieces complimented each other. This allows the game to randomize the order of the game's battle themes and avoid looping the music in a predictable order. [31] Initially, the game was to exclusively feature big band music. The resulting music was lighter in tone than the game required, so developers considered an orchestra in order to achieve a more cinematic approach. As a result, the audio team hired a full forty-piece orchestra to record the game's music. [31]

Developers decided early in the game's development cycle that they wanted the game to have an interactive environment. [27] When the game was first announced in 2002, features announced for the game included destructible environments which could be used to eliminate enemies, hidden areas containing bonus weapons, and "danger zones" similar in function to those featured in the previous Crimson Skies for the PC. [32] Although many of these features were scrapped from the final version of the game, the game's art team still designed the environments to be more than just a backdrop. Spaces for planes to fly through were integrated into the game world to allow players to use the environment to their advantage. [17]

The Xbox 360 is backward compatible with Crimson Skies: High Road to Revenge through a downloadable emulator. [33] The game was also one of the first titles announced for the Xbox Originals service, which as of December 4, 2007 allowed Xbox 360 users to download the full retail game from the Xbox Live Marketplace. [34] During Microsoft's E3 2017 press conference Crimson Skies was one of the first Xbox backward compatible titles for Xbox One. [35]

Merchandise

In October 2002, Del Rey published the mass market paperback book Crimson Skies as an official tie-in to the Xbox game. The book is not a prequel to the Xbox game; it instead offers the backstory of the world of Crimson Skies, and also details the adventures of three of the series' main characters in the form of three short stories [36] (the first two of which had been published previously on the Crimson Skies website): [37]

Published a year before the final release date of Crimson Skies: High Road to Revenge, the book contains several inconsistencies with the final version of the game. Although billed as a tie-in with the game, numerous main characters and prominent aircraft from the book do not make an appearance in High Road to Revenge. [38] In addition, the book contains a reference to a "Zeppelin casino," [39] which was featured only in the E3 2002 demo build of the game. [40]

The game's soundtrack was later released separately from the game by the record label Sumthing Else Musicworks. The soundtrack contains two discs—a CD featuring 54 tracks from the game, and a DVD containing Dolby Digital 5.1 surround sound mixes of the game trailer and two pieces from the soundtrack. [30]

Reception

The game received "generally favorable reviews" according to the review aggregation website Metacritic. [41] In Japan, where the game was ported for release on May 20, 2004, Famitsu gave it a score of one nine, two eights, and one seven for a total of 32 out of 40. [45]

GameSpy described it as "one of the most fun, and almost more importantly, unique games to hit the scene in awhile[ sic ]". [49] The game's graphics were very well-received by reviewers; of particular note were the game's explosions, [46] long draw distance, [5] fanciful plane models, [49] and large, open environments. [4] Critics wrote favorably of the game's audio, applauding strong voice acting [5] as well as its swashbuckling and adventurous background music. [4] Reviewers lauded the game's presentation, highlighting the contribution of the game's visuals and audio to the game's style and atmosphere. [4] [49]

Game Informer and GameSpot complimented the game's streamlined arcade control scheme, noting the ease with which it is possible to learn the game in comparison with other flight games. [5] [46] However, IGN noted that the gameplay would appeal more to casual players than flight sim fans. [4] Reviewers also praised the game's mission design, with Edge magazine stating that "the mission structure is surprisingly open-ended", and that the ability to utilize stationary turrets "adds a much needed strategic aspect to combat and spices up the online play immeasurably". [42]

The game's single-player campaign was generally well-received, partially because critics found its "escort missions" less frustrating than those in other flight games, [5] [49] and partially due to its depth in comparison to similar Microsoft Game Studio titles. [4] Critics most notably acclaimed High Road to Revenge for its Xbox Live features, many describing the online component as the game's best feature. [5] [49] [46] IGN said that "the freedom to fly […] in any direction and unleash tons of firepower on human opponents will want to make you hug your Xbox Live subscription", [4] and commended elements such the game's capacity for 16-player matches and the quality of downloadable content. [13]

Although Xbox Nation likewise approved of the game's action-oriented gameplay, the site criticized the "lame 'favors for everyone' mechanic" surrounding the missions, noting that the player is always forced to perform "chores" for other characters in the game. [53] GameSpy noted that the game had "some repetitiveness". [49] IGN disapproved of the game's undescriptive plane selection screen, which does not inform the player of a plane's weapons loadout. The website also disparaged the game's upgrade system, which was described as "dry and unimaginative" in comparison to the plane customization feature in the Crimson Skies PC game. [4]

The game was not considered a best-selling title on the Xbox. [54] The game had a software-to-hardware attach ratio of about one percent, and is considered to be a "cult classic". [55]

GameSpot named it the best Xbox game of October 2003. [56]

The game was awarded "Console Action/Adventure Game of the Year" by the Academy of Interactive Arts & Sciences during the 7th Annual Interactive Achievement Awards (now known as the D.I.C.E. Awards). [52]

Related Research Articles

<i>Halo 2</i> 2004 video game

Halo 2 is a 2004 first-person shooter game developed by Bungie and published by Microsoft Game Studios for the Xbox console. Halo 2 is the second installment in the Halo franchise and the sequel to 2001's critically acclaimed Halo: Combat Evolved. The game features new weapons, enemies, and vehicles, another player character, and shipped with online multiplayer via Microsoft's Xbox Live service. In Halo 2's story mode, the player assumes the roles of the human Master Chief and alien Arbiter in a 26th-century conflict between the United Nations Space Command, the genocidal Covenant, and later, the parasitic Flood.

<i>Crimson Skies</i> Video game series

Crimson Skies is a tabletop and a video game media franchise created by Jordan Weisman and Dave McCoy, first released as a board game in 1998 and then as a PC game in 2000.

<i>Freelancer</i> (video game) 2003 video game

Freelancer is a space trading and combat simulation video game developed by Digital Anvil and published by Microsoft Game Studios. It is a chronological sequel to Digital Anvil's Starlancer, a combat flight simulator released in 2000. The game was initially announced by Chris Roberts in 1999, and following many production schedule mishaps and a buyout of Digital Anvil by Microsoft, it was eventually released in March 2003.

<i>Red Dead Revolver</i> 2004 video game

Red Dead Revolver is a 2004 action-adventure game developed by Rockstar San Diego and published by Rockstar Games. It is the first entry in the Red Dead series, and was released for the PlayStation 2 and Xbox in May 2004. Set in the 1880s, during the American frontier, the single-player story follows bounty hunter Red Harlow's quest for revenge after the murder of his parents. A local multiplayer mode allows up to four players to face off against each other or AI-controlled bots in free-for-all battles.

<i>MechAssault</i> 2002 video game

MechAssault is a video game released for the Xbox notable for being one of the first games to support Xbox Live online multiplayer. Developed by Day 1 Studios and FASA Studio and published by Microsoft, MechAssault was initiated when Denny Thorley of Day 1 Studios approached Jon Kimmich of Microsoft about developing an original BattleTech game built from the ground up to support console play. "MechAssault" was released in November 2002. A sequel, MechAssault 2: Lone Wolf, was released on December 28, 2004. Both games are set in the BattleTech fictional universe.

<span class="mw-page-title-main">Jordan Weisman</span> American video game designer

Jordan Weisman is an American game designer, author, and serial entrepreneur who has founded five game design companies, each in a different game genre and segment of the industry.

<i>Shadowrun</i> (2007 video game) 2007 video game

Shadowrun is a first-person shooter video game, developed by FASA Studio for Xbox 360 and Windows Vista. The game features a buying system which is inspired by the game Counter-Strike. The game is also inspired by the role-playing game of the same name.

<i>Hunter: The Reckoning – Redeemer</i> 2003 hack-and-slash video game

Hunter: The Reckoning – Redeemer is a 2003 hack-and-slash shooter video game developed by High Voltage Software and published by Vivendi Universal Games for the Xbox. It is based on the tabletop role-playing game Hunter: The Reckoning, and is part of the larger World of Darkness series. It is the third Hunter video game, following Hunter: The Reckoning (2002) and Wayward (2003).

<i>Blood Wake</i> 2001 video game

Blood Wake is a naval combat video game released in 2001 for the Xbox as part of Microsoft's wave of launch titles. It was developed by Stormfront Studios and published by Microsoft Game Studios.

<i>MechAssault 2: Lone Wolf</i> 2004 video game

MechAssault 2: Lone Wolf is a 2004 video game developed by Day 1 Studios and FASA Studio and published by Microsoft Game Studios exclusively for the Xbox console, and set in the BattleTech universe. Development of MechAssault 2 was announced shortly following the release of MechAssault, with the developers focusing on the expansion of online and networking features to capitalise upon the success of the original game as a pilot title for the Xbox Live online service, and creating a more open-ended gameplay style in which players are able to exit their mech and occupy multiple vehicles.

FASA Studio was an American video game developer that was founded in 1994 in Chicago, Illinois by the tabletop game company FASA Corporation. FASA is an acronym for "Freedonian Aeronautics and Space Administration".

<i>Pirates: The Legend of Black Kat</i> 2002 video game

Pirates: The Legend of Black Kat is a 2002 action-adventure video game developed by Westwood Studios and published by Electronic Arts for the PlayStation 2 and Xbox.

<i>Hunter: The Reckoning</i> (video game) 2002 hack-and-slash video game

Hunter: The Reckoning is a 2002 hack-and-slash third-person shooter video game developed by High Voltage Software and published by Interplay Entertainment for the Xbox and GameCube. It is based on the tabletop role-playing game of the same name, and is part of the larger World of Darkness series. Two sequels, Wayward and Redeemer, were both released in 2003.

<i>Crimson Skies</i> (video game) 2000 video game

Crimson Skies is an arcade flight video game developed by Zipper Interactive and published in 2000 by Microsoft Games. Although a flight-based game, Crimson Skies is not a genuine flight simulator, as the game is based less on flight mechanics than on action. According to series creator Jordan Weisman, Crimson Skies is "not about simulating reality—it's about fulfilling fantasies".

Airtight Games was an American independent video game developer based in Redmond founded in 2004. It was made up of former members of FASA Studio, Will Vinton Studios and Microsoft, as well as several other studios, with key members included president and creative director Jim Deal, art director Matt Brunner, and co-founder Ed Fries.

<i>Snoopy Flying Ace</i> 2010 video game

Snoopy Flying Ace is a dogfighting video game based on Charles M. Schulz's Peanuts franchise and developed by Smart Bomb Interactive for the Xbox Live Arcade service on the Xbox 360. It was announced on November 10, 2008 and released on June 2, 2010. An unofficial sequel to the 2006 video game Snoopy vs. the Red Baron, it features a similar World War I setting. Snoopy is tasked with defeating several members of the Flying Circus, a special flight squadron in the Luftstreitkräfte, and its commander, Manfred von Richthofen, also known as the Red Baron.

<i>MySims SkyHeroes</i> 2010 video game

MySims SkyHeroes is a video game developed by Behaviour Interactive and published by Electronic Arts. It is the sixth and final game in the MySims series. The game was released in 2010 for the Nintendo DS, PlayStation 3, Wii, and Xbox 360.

Pirates of the Caribbean: Armada of the Damned is a cancelled action-adventure role-playing video game that was being developed by Propaganda Games for the PlayStation 3, Xbox 360, and Microsoft Windows platforms. Originally set to be published by Disney Interactive Studios, it was the first attempt to create an open world game based on the Pirates of the Caribbean film franchise. The project was cancelled in October 2010, soon before the closure of Propaganda Games.

<i>Shantae</i> Video game series

Shantae is a series of platform video games developed by WayForward. The eponymous heroine of the series, a half-genie, was created by Erin Bozon, while the games for this character were created by her husband Matt Bozon. The series consists of five games: Shantae (2002), Shantae: Risky's Revenge (2010), Shantae and the Pirate's Curse (2014), Shantae: Half-Genie Hero (2016) and Shantae and the Seven Sirens (2019). A sixth title, Shantae Advance: Risky Revolution, is in development and scheduled for release in 2025.

References

  1. 1 2 Perry, Douglass C.; Goldstein, Hilary (April 15, 2004). "The Top 10 Best Xbox Games". IGN . Ziff Davis . Retrieved January 31, 2022.
  2. Boulding, Aaron (March 19, 2002). "Fly the Crimson Skies". IGN. Ziff Davis. Retrieved January 31, 2022.
  3. Torres, Ricardo (April 18, 2003). "Hands-On: Crimson Skies: High Road to Revenge". GameSpot . Red Ventures. Archived from the original on May 25, 2011. Retrieved January 31, 2022.
  4. 1 2 3 4 5 6 7 8 9 10 11 12 Boulding, Aaron (October 20, 2003). "Crimson Skies: High Road to Revenge Review". IGN. Ziff Davis. Retrieved January 31, 2022.
  5. 1 2 3 4 5 6 7 8 9 Gerstmann, Jeff (October 23, 2003). "Crimson Skies: High Road to Revenge Review [date mislabeled as "October 5, 2013"]". GameSpot. Red Ventures. Archived from the original on August 18, 2007. Retrieved January 31, 2022.
  6. "Crimson Skies Project Lead Jim Deal". Xbox.com. Microsoft. Archived from the original on September 30, 2007. Retrieved August 22, 2007.
  7. 1 2 3 4 FASA Studio (ed.). Crimson Skies: High Road to Revenge Instruction Manual. Microsoft Game Studios. pp. 18–19, 23, 25–26.
  8. 1 2 3 4 Deal, Jim (July 29, 2003). "Dev Diaries, Crimson Skies: High Road to Revenge - Volume 2". GameSpy . IGN Entertainment. Archived from the original on July 5, 2008. Retrieved July 29, 2008.
  9. 1 2 Leone, Matt (May 21, 2008). "What Ever Happened To Crimson Skies?". 1Up.com . Ziff Davis. Archived from the original on May 23, 2011. Retrieved January 31, 2022.
  10. Gifford, Kevin (October 21, 2003). "Crimson Skies: High Road to Revenge". 1Up.com. Ziff Davis. Archived from the original on December 30, 2003. Retrieved January 31, 2022.
  11. Anderson, Jon. "Multiplayer Rankings Explained". FASA Studio . Microsoft. Archived from the original on October 6, 2007. Retrieved January 31, 2022.
  12. IGN staff (December 17, 2003). "Crimson Downloads". IGN. Ziff Davis. Retrieved January 31, 2022.
  13. 1 2 Goldstein, Hilary (May 28, 2004). "Fly the Downloadable Skies Again". IGN. Ziff Davis. Retrieved January 31, 2022.
  14. "Second Wave of Crimson Skies: High Road to Revenge Content Lands Today". GameSpot. CBS Interactive. May 28, 2004. Archived from the original on May 25, 2011. Retrieved October 29, 2007.
  15. "Story". Crimson Skies. Microsoft. Archived from the original on April 12, 2008. Retrieved November 15, 2007.
  16. 1 2 Leigh, Violet. "Robert Olson Interview, Part 2". Xbox.com. Microsoft. Archived from the original on February 17, 2008. Retrieved March 3, 2008.
  17. 1 2 3 4 5 6 Olson, Robert (September 4, 2003). "Dev Diaries, Crimson Skies: High Road to Revenge – Volume 3". GameSpy. IGN Entertainment. Archived from the original on October 11, 2008. Retrieved July 29, 2008.
  18. FASA Studio. Crimson Skies: High Road to Revenge (Xbox). Microsoft Game Studios. Level/area: "A Ship Without a Captain". Reporter: This is an Eye in the Sky news report: Earlier today, President David Dunbar vowed to extend the jurisdiction of his Hollywood militia to include waters off the coast of Mexico! […] Dunbar: For many, many years, the islands along our southern trade routes have provided safe haven for criminals, thugs, and wrongdoers.
  19. 1 2 3 FASA Studio (ed.). Crimson Skies: High Road to Revenge Instruction Manual. Microsoft Game Studios. pp. 2–7, 10–13.
  20. 1 2 Leigh, Violet. "Robert Olson Interview, Part 1". Xbox.com. Microsoft. Archived from the original on February 22, 2008. Retrieved April 20, 2008.
  21. 1 2 3 4 5 Brunner, Matt (September 24, 2003). "Dev Diaries, Crimson Skies: High Road to Revenge – Volume 4". GameSpy. IGN Entertainment. Archived from the original on July 6, 2008. Retrieved July 28, 2008.
  22. "Crimson Skies Backstory". FASA Studio. Microsoft. Archived from the original on October 6, 2007. Retrieved October 18, 2008.
  23. FASA Studio. Crimson Skies: High Road to Revenge (Xbox). Microsoft Game Studios. Level/area: "Send 'Em Packing". Dr. Fassenbiender: During the Great War, I was approached to work on a project, "Starker Sturm" (German for "strong storm"), a wind generating weapon that was the brainchild of a rather unscrupulous engineer named Dr. Nicholas Von Essen. […] Fortunately, the War ended before his vision was ever realized.
  24. 1 2 FASA Studio. Crimson Skies: High Road to Revenge (Xbox). Microsoft Game Studios. Level/area: "A Mine in the Desert". Nathan: That night, I made a promise. Doc's killer would be found and brought to justice. The next day, we loaded the Pandora and headed for Arixo, the last place Doc visited before his death.
  25. FASA Studio. Crimson Skies: High Road to Revenge (Xbox). Microsoft Game Studios. Level/area: "A Desert Mirage". Nathan: Now, about that titanium mine… Maria: Yeah, it's just on the other side of Navajo territory. I'll take you there on one condition. Nathan: What's that? Maria: You make me a Fortune Hunter.
  26. FASA Studio. Crimson Skies: High Road to Revenge (Xbox). Microsoft Game Studios. Level/area: "Darkness Within". Von Essen: Chicago will become my new seat of power! With Chicago under my control, the Industrial States will rally under the might of Die Spinne! Then, I lead the great tide of fascism west to the People's Collective, and east to overrun the Empire State!
  27. 1 2 Pondsmith, Miike (May 28, 2002). "Dev Diaries, Crimson Skies: High Road to Revenge – Volume 1". GameSpy. IGN Entertainment. Archived from the original on December 10, 2007. Retrieved July 27, 2008.
  28. Olson, Robert. "Crimson Marketing". Big O Studio. Archived from the original on July 3, 2010. Retrieved July 6, 2009.
  29. 1 2 3 4 Procter, Keith. "Interview With FASA Studios". Xbox.com. Microsoft. Archived from the original on September 30, 2007. Retrieved August 16, 2007.
  30. 1 2 Bernardini, César A. (November 26, 2003). "Crimson Skies Soundtrack Available Now". TeamXbox . IGN Entertainment. Archived from the original on November 15, 2006. Retrieved August 25, 2007.
  31. 1 2 3 McLain, Alex (2003). "Interview: Composer Stan LePard and Audio Lead David Henry". Xbox.com. Microsoft. Archived from the original on September 30, 2007. Retrieved August 25, 2007.
  32. "Microsoft Game Studios' "Crimson Skies: High Road to Revenge" Landing on Xbox". Microsoft. March 19, 2002. Archived from the original on January 28, 2013. Retrieved January 31, 2022.
  33. "Crimson Skies: High Road to Revenge – Game Detail Page". Xbox.com. Microsoft. Archived from the original on November 16, 2007. Retrieved November 17, 2007.
  34. Sinclair, Brendan (November 13, 2007). "Original Xbox games coming to Live Marketplace [date mislabeled as "November 20, 2007"]". GameSpot. Red Ventures. Archived from the original on May 25, 2011. Retrieved January 31, 2022.
  35. Kohler, Chris (June 11, 2017). "Xbox One Will Get Compatibility With Original Xbox Games". Kotaku . G/O Media . Retrieved June 11, 2017.
  36. Nylund, Eric; Lee, Michael B.; Berman, Nancy; Trautmann, Eric S. Crimson Skies (1st ed.).
  37. "Official homepage". Crimson Skies. Microsoft. Archived from the original on June 19, 2001. Retrieved October 26, 2008.
  38. Major characters appearing the story but not the Xbox game include Paladin Blake (Paladin Blake and the Case of the Phantom Prototype), and Jack Mulligan (Bayou Blues). Aircraft appearing in the book but not the game include the Warhawk (p73), the Defender (p200), and the Raven (p234). Many of these characters and aircraft were, however, featured in the PC game Crimson Skies.
  39. Nylund, Eric; Lee, Michael B.; Berman, Nancy; Trautmann, Eric S. Crimson Skies (1st ed.). p. 297.
  40. Lopez, Miguel (April 12, 2002). "Hands-onCrimson Skies: High Road to Revenge [sic]". GameSpot. Red Ventures. Archived from the original on September 30, 2007. Retrieved January 31, 2022.
  41. 1 2 "Crimson Skies: High Road to Revenge for Xbox Reviews". Metacritic . Red Ventures. Retrieved February 1, 2022.
  42. 1 2 Edge staff (Christmas 2003). "Crimson Skies: High Road to Revenge". Edge . No. 131. Future Publishing. p. 123.
  43. EGM staff (January 2004). "Crimson Skies: High Road to Revenge". Electronic Gaming Monthly . No. 164. Ziff Davis. p. 148.
  44. Reed, Kristan (October 31, 2003). "Crimson Skies: High Road to Revenge". Eurogamer . Gamer Network. Archived from the original on July 11, 2015. Retrieved February 1, 2022.
  45. 1 2 "クリムゾンスカイ 〜High Road to Revenge〜". Famitsu (in Japanese). Vol. 805. Enterbrain. May 28, 2004.
  46. 1 2 3 4 Reiner, Andrew. "Crimson Skies: High Road to Revenge". Game Informer . GameStop. Archived from the original on March 24, 2008. Retrieved February 1, 2022.
  47. Dan Elektro (October 20, 2003). "Crimson Skies: High Road to Revenge Review for Xbox on GamePro.com". GamePro . IDG Entertainment. Archived from the original on January 26, 2005. Retrieved February 1, 2022.
  48. Silverman, Ben (October 2003). "Crimson Skies: High Road to Revenge Review". GameRevolution . CraveOnline. Archived from the original on August 21, 2014. Retrieved February 1, 2022.
  49. 1 2 3 4 5 6 7 Nutt, Christian (October 20, 2003). "GameSpy: Crimson Skies: High Road to Revenge". GameSpy. IGN Entertainment. Retrieved November 16, 2007.
  50. Knutson, Michael (October 28, 2003). "Crimson Skies: High Road to Revenge - XB - Review". GameZone. Archived from the original on October 6, 2008. Retrieved February 1, 2022.
  51. "Crimson Skies: High Road to Revenge". Official Xbox Magazine . Future US. December 2003. p. 126.
  52. 1 2 "7th Annual Interactive Achievement Awards: Winners". Academy of Interactive Arts & Sciences . 2004. Archived from the original on June 3, 2004. Retrieved February 1, 2022.
  53. Orlando, Greg (December 2003). "Crimson Skies: High Road to Revenge". Xbox Nation. Ziff Davis. p. 78. Archived from the original on January 5, 2004. Retrieved February 1, 2022.
  54. IGN staff (March 13, 2007). "Top 10 Tuesday: MMO Hopefuls". IGN. Ziff Davis. Retrieved February 1, 2022.
  55. Bramwell, Tom (August 20, 2004). "The Bluffer's Guide To Xbox Cult Classics". Eurogamer. Gamer Network. Archived from the original on January 17, 2016. Retrieved February 1, 2022.
  56. GameSpot staff (November 3, 2003). "GameSpot's Month in Review for October 2003 (Xbox)". GameSpot. Red Ventures. Archived from the original on December 9, 2003. Retrieved February 1, 2022.