Immercenary

Last updated

Immercenary
3DO Immercenary cover art.jpg
Developer(s) Five Miles Out [lower-alpha 1]
Publisher(s)
Director(s) J. D. Robinson
Producer(s) Jim Simmons
Marla Johnson-Norris
Designer(s) Ken Hubbell
Artist(s) Christopher Stashuk
Mitch Gates
Writer(s) Elton Pruitt
Platform(s) 3DO
Release
Genre(s) First-person shooter, role-playing
Mode(s) Single-player

Immercenary [lower-alpha 2] is a 1995 role-playing first-person shooter video game developed by Five Miles Out and published by Electronic Arts in North America and Japan exclusively for the 3DO. Set in 2004, players assume the role of PIC (Project for Intertemporal Communication) operative number five tasked with shutting down the operating system Perfect1, which trapped all humanity into the Garden core of the Perfect virtual reality network. Its gameplay mainly consists of first-person shooter action mixed with role-playing game elements. The game was conceived in 1993 by Five Miles Out, whose members were role-playing game enthusiasts, as their first project to showcase the capabilities of the then-upcoming 3DO system and was inspired by Neal Stephenson's science fiction novel Snow Crash .

Contents

Gameplay

Gameplay screenshot. 3DOIM Immercenary (Pafekuto Warudo).png
Gameplay screenshot.

The player begins at the lowest rank in the Garden, number 255. [1] [4] The object of the game is to destroy Perfect1, who is ranked number 1. After eliminating a rithm, the player may then absorb its energy by walking through the cloud of static it leaves behind. Doing so gives a boost to one of three statistics: maximum defense (hit points), maximum offense (ammunition) or maximum agility (fuel). The tougher the opponent defeated, the larger the boost that the player receives. The weakest are the "Goners", who are all ranked number 256. They will yield no increase in rank when destroyed, even at the beginning of the game, but may still provide a statistic boost. Picassos, Torks, Kilroys, Venuses, and Davids are more powerful than Goners, and each individual among them has a unique rank.

Movement is akin to that of a combat flight simulator, though restricted to the ground. Pressing up on the D-pad causes the player character to accelerate, which consumes agility. Once in motion, the player will continue moving forward at the same speed until it accelerates further, runs into an obstacle, or comes to an immediate stop (accomplished by pressing both shoulder buttons simultaneously). Though running into an obstacle prevents the character from advancing, its legs continue to run, and if turned away from the obstacle the character will resume moving at the same speed as before. If the player character runs out of agility, movement is reduced to a slow limping. Agility can be replenished by standing still or visiting the DOAsys, a small neutral zone where the player character can converse with other rithms, including boss characters. Offense and defense can be replenished at the recovery spires found throughout Perfect, or at the DOAsys. Other rithms also use recovery spires, and their resources are finite. However, they are regularly recharged during "storms". Standing on a recovery spire during a storm drains the player rithm's defense.

When a player's rithm is destroyed, it receives a decrease to its stats, and the player character is sent back to the real world. The player character may also voluntarily jack out from Perfect at any of the recovery spires, or at the DOAsys. While in the real world, the player may review the net gains (or losses) to the player character's stats since the last jacking out, view statistics on their performance, save the game, or load a saved game. A game over is only reached if the character's Defense stat reaches 0, or if the character loses the final boss fight.

To confront Perfect1, the player must first defeat the other ten bosses. Unlike other enemies, bosses generally do not wander through Perfect, and can be confronted at their specific lair at any time the player chooses. However, boss lairs disappear during storms, leaving the bosses to wander freely until the storm ends.

Plot

Immercenary is set in 2004. During the 1990s, Dr. Marcus Rand was experimenting in astral projection through time and space, and encountered a woman in the future who was able to sense his astral form. The woman (later identified as simply "Raven") told him that in her time, all of humanity is jacked into a virtual reality network called Perfect, and cannot jack out, leaving them to wither and die as their physical needs are left unattended. Determined to answer Raven's plea for help, Rand focuses his research on projecting a person's mind to Perfect. When two test subjects died using his experimental technology, Rand's project was terminated and the use of the technology forbidden. Undeterred, Rand continued research using himself as the test subject. However, during his experimentation he received a near-fatal "psi feedback"; when found in his lab three days later, conscious but unable to move or communicate, he was committed to a rehabilitation institution. [5]

Eighteen months later, Rand escaped from the institution and formed a terrorist organization dedicated to answering Raven's appeal for help, called the Project for Intertemporal Communication (PIC). During their research, the PIC discovered that everyone in Perfect is engaged in a type of virtual reality MMORPG in which they have no choice but to endlessly battle each other for rank and survival. Those engaged in this MMORPG are known as rithms, and when a rithm is "killed", the human controlling it often goes into a potentially fatal state of shock. The silent protagonist of Immercenary is the latest of five PIC operatives sent into Perfect's core (called the Garden) in a mission to shut down the operating system, Perfect1. [5]

The PIC operative soon finds that he can increase the power of his rithm by crashing and absorbing other rithms, thus giving him a chance of defeating Perfect1. Once he has used this means to increase the rithm's power to many times its original abilities, Raven tells the operative that to have sufficient power to defeat Perfect1, he must crash her algorithm. The protagonist obliges, and goes on to destroy Perfect1. This not only frees all the inhabitants of Perfect, but revives those who were recently put into a state of shock, including Raven. After Dr. Rand congratulates the operative, another PIC scientist tells Rand that he was able to recover the source code for Perfect from the operative's readings, and that they can use this to recreate Perfect without the bugs which caused people to become trapped inside.

Development and release

In 1993, Electronic Arts producer Jim Simmons asked Five Miles Out co-founder J.D. Robinson to create a game which would fully demonstrate the capabilities of the then-upcoming 3DO. As all the members of Five Miles Out were RPG enthusiasts, they decided to make a game in an RPG vein. [6] [7]

Marla Johnson-Norris, who was a veteran of television production and had a small video production company, headed the production of the video segments. She recalled, "We shot video and film sequences of the characters and tested the quality of the imagery in the game environment. We had a film specialist with EA come out and work with us. We ended up going with high quality video instead of film – it actually delivered an equal quality for a lower cost." In another cost-saving measure, some of the roles were played by members of Five Miles Out; for instance, Chameleon was played by co-founder Chris Stashuk. On the filming style used for the cutscenes, Johnson-Norris explained, "We wanted to contrast that dirty, real-world grunge feel – seen in the game 'wake up scenes' with the old barn and slow-moving fans – with the high tech, fantastic virtual world." [7]

The game was developed under the title "Perfect", but Electronics Arts renamed it to Immercenary. The story, written by Elton Pruitt, was heavily inspired by the novel Snow Crash. [7]

Reception

GamePro gave the game a positive review. They praised the strategy involved in building and using the player rithm's stats, the simplicity of the controls, the use of a first-person perspective, and the compelling and well-paced storyline. They concluded, "It's not the longest or most difficult game you'll play. But when a game goes for something new, rather than rehashing old themes, it's worth noticing." [22] Next Generation reviewed the game, rating it three stars out of five, and stated that "you've got a game that's familiar but different at the same time." [10]

Retro Gamer listed Immercenary in their top ten 3DO games, commenting, "RPG overtones imbue with a mesmerising soundtrack and some incredible visual fusions to create one of the rarest experiences in games." [23]

Notes

  1. Video production work by Montserrata Productions [1]
  2. Also known as Perfect World (Japanese: パーフェクトワールド, Hepburn: Pāfekuto Wārudo) in Japan.

Related Research Articles

<i>Rise of the Robots</i> 1994 video game

Rise of the Robots is a fighting game released by Time Warner Interactive in 1994. Originally developed for the Amiga and DOS by Mirage's Instinct Design, it was ported to various video game consoles, including the Super NES, the Mega Drive, and the 3DO Interactive Multiplayer. The game includes a single-player mode in which the player assumes the role of the ECO35-2 Cyborg as he attempts to stop the Supervisor who takes over Electrocorp's facilities in Metropolis 4, and a two-player mode in which the second player controls a character chosen from among EC035-2's enemies.

<i>Super Street Fighter II</i> 1993 video game

Super Street Fighter II: The New Challengers is a competitive fighting game produced by Capcom and originally released as an arcade game in 1993. It is the fourth game in the Street Fighter II sub-series of Street Fighter games, following Street Fighter II: Hyper Fighting. It refines and balances the existing character roster from the previous versions, and introduces four new characters. It is the first game on Capcom's CP System II hardware, with more sophisticated graphics and audio over the original CP System hardware used in previous versions of Street Fighter II.

<i>Super Street Fighter II Turbo</i> 1994 video game

Super Street Fighter II Turbo, released in Japan as Super Street Fighter II X: Grand Master Challenge, and also known as Super Street Fighter II Turbo: The Ultimate Championship, is a fighting game released for the arcades by Capcom in Japan on February 23, 1994, in North America on February 23 and March 26, 1994 (beta) and in Europe in March 1994 (beta). It is the fifth installment in the Street Fighter II sub-series of Street Fighter games, following Super Street Fighter II: The New Challengers. Like its predecessor, it ran on the CP System II hardware.

<i>Primal Rage</i> 1994 arcade video game

Primal Rage is a fighting game developed and released by Atari Games for arcades in 1994. The game takes place on a post-apocalyptic version of Earth called "Urth". Players control one of seven prehistoric beasts, that battle each other to determine the planet's fate. Matches feature many of the conventions of fighting games from the era, including special moves and gory finishing maneuvers. Ports were released for home video game consoles and personal computers. Efforts to perfectly emulate the arcade original have been unsuccessful due to the use of an unusual copy protection method. Toys, comics, a novel and other merchandise tie-ins were produced. More than 1.5 million copies of the game were sold.

<i>Ballz</i> 1994 video game

Ballz is a two-player 2.5D action fighting video game for the Sega Mega Drive/Genesis, the Super NES (SNES) and the 3DO. It was developed by PF.Magic and published by Accolade in 1994. The 3DO version was released as a director's cut in 1995. Ballz offered three difficulty levels over a total of 21 matches. Its distinguishing quality was that each of the characters were composed completely of spheres, granting a pseudo-3D look. Although the game was not a tremendous success, PF.Magic reused its graphics technology in a successful line of virtual pet titles, Petz.

<i>Jack Bros.</i> 1995 video game

Jack Bros. is an action video game developed and published by Atlus for the Virtual Boy, released in late 1995 in Japan and North America. It is a spin-off from Atlus' video game series Megami Tensei, and was the first entry to be released outside Japan.

<i>The Horde</i> (video game) 1994 video game

The Horde is a hybrid action-strategy video game that was originally released for 3DO and was ported to the Sega Saturn and DOS. It also featured full-motion video sequences featuring a number of actors including Kirk Cameron as Chauncey and Michael Gregory as Kronus Maelor. Video sequences were reduced to slide shows in some versions.

<i>Dragon: The Bruce Lee Story</i> (video game) 1994 video game

Dragon: The Bruce Lee Story is a fighting video game developed and originally published by Virgin Interactive Entertainment in Europe for the Sega Genesis in June 1994. It is based on the 1993 film of the same name, which is a semi-fictionalized account of the life of Hong Kong-American actor and martial artist Bruce Lee. Following the events of the movie, players take control of Bruce Lee across several stages that takes places in different time periods of his life and fight against some of his adversaries.

<i>Delta V</i> (video game) 1994 video game

Delta V is a first-person science fiction video game for MS-DOS, developed by Bethesda Softworks and released in 1994. It is a spiritual predecessor to XCar: Experimental Racing .

<i>Gex</i> (video game) 1995 platform video game

Gex is a platform game developed by Crystal Dynamics. It was originally released for the 3DO in 1995; ports of the game for the PlayStation and Sega Saturn were later developed by Beam Software, and a Windows version was released by Microsoft. It was a pack-in game for Panasonic models of the 3DO later in the console's life. It is the first in the Gex series of video games, and introduces players to the title character, a wisecracking, television-obsessed gecko voiced by comedian Dana Gould, who must venture through the "Media Dimension" and defeat Rez, the overlord of the dimension who wants to make Gex into his new network mascot.

<i>Guardian War</i> 1994 video game

Guardian War is a console RPG or tactical role-playing game released on the 3DO platform. It is notable for its use of 3-D animation which was uncommon for console RPGs at the time. It is also known as Powers Kingdom in Japan and Europe, and is one of the few 3DO games which is region-protected. This only applies to the PAL game and console. Both NTSC versions can play on both US and JP consoles.

<i>Off-World Interceptor</i> 1994 video game

Off-World Interceptor is a 1994 third-person vehicular combat video game, developed and published by Crystal Dynamics and originally released on 3DO. An alternate version of the game was later released for the Sega Saturn and PlayStation consoles, named Off-World Interceptor Extreme. The two versions of the game have identical core gameplay elements, though the Extreme version is tweaked to feel more like the arcade mode in the original Off-World Interceptor.

<i>Shockwave Assault</i> 1994 video game

Shockwave Assault is a science fiction combat flight simulation video game developed by Advanced Technology Group and published by Electronic Arts for various home video game consoles and PCs. The player takes control of a futuristic fighter plane to defeat extraterrestrial ships and tripods.

<i>Advanced Dungeons & Dragons: Slayer</i> 1994 video game

Advanced Dungeons & Dragons: Slayer is a fantasy first-person, dungeon crawl / action role-playing game based on the second edition of Advanced Dungeons & Dragons. The game was developed by Lion Entertainment and published by Strategic Simulations in 1994 for the 3DO Interactive Multiplayer. A Japanese version titled Lost Dungeon (ロストダンジョン) was published by T&E Soft the following year.

<i>Samurai Shodown</i> (1993 video game) 1993 video game

Samurai Shodown, known in Japan as Samurai Spirits, is a fighting game developed and published by SNK for the Neo Geo arcade and home platform. Released in 1993, it is the first installment in the Samurai Shodown series. In contrast to other fighting games at the time, which were set in modern times and focused primarily on hand-to-hand combat, Samurai Shodown is set in feudal-era Japan and was SNK's first arcade fighting game to focus primarily on weapon-based combat.

<i>PaTaank</i> 1994 video game

PaTaank is a 1994 video game developed by PF.Magic for the 3DO.

<i>VR Stalker</i> 1994 video game

VR Stalker is a combat flight simulator video game developed by Morpheus Interactive and originally published by American Laser Games for the 3DO.

<i>Zhadnost: The Peoples Party</i> 1995 video game

Zhadnost: The People's Party is a video game developed and published by British company Studio 3DO for the 3DO.

<i>Astral Chain</i> 2019 video game

Astral Chain is a 2019 action-adventure game developed by PlatinumGames and published by Nintendo for Nintendo Switch. It was directed by Takahisa Taura, who was previously lead game designer for Nier: Automata, under supervision by Devil May Cry and Bayonetta series creator Hideki Kamiya, and character designs from manga artist Masakazu Katsura.

<i>Road Rash</i> (1994 video game) 1994 racing video game

Road Rash is a 1994 racing and vehicular combat video game originally published by Electronic Arts (EA) for the 3DO Interactive Multiplayer. A version for the Sega CD was developed simultaneously and released in 1995 to act as a "bridge" between the 3DO version and the Sega Genesis title Road Rash 3, and the game was subsequently ported to the PlayStation, Sega Saturn, and Microsoft Windows in 1996. The game is the third installment in the Road Rash series, and is centered around a series of motorcycle races throughout California that the player must win to advance to higher-difficulty races, while engaging in unarmed and armed combat to hinder the other racers.

References

  1. 1 2 Immercenary manual (3DO Interactive Multiplayer, US)
  2. "Immercenary". Electronic Gaming Monthly . March 1995. p. 126. Retrieved May 25, 2024. Available//March
  3. "3DO Soft > 1995" (in Japanese). GAME Data Room. Archived from the original on August 16, 2018. Retrieved June 27, 2020.
  4. Sczepaniak, John (May 2, 2014). "Immercenary". Hardcore Gaming 101. Archived from the original on December 1, 2019. Retrieved June 27, 2020.
  5. 1 2 "The History of the PIC", New Recruit Manual [video game booklet]. Pages 3–7.
  6. Westley, Dave (April 1995). "Preview: No Mercy – Immercenary from Electronic Arts". 3DO Magazine . No. 3. Paragon Publishing. p. 33.
  7. 1 2 3 Szczepaniak, John (September 19, 2012). "Making a Prototype of the Future: The Development of Immercenary". Gamasutra . UBM Technology Group. Archived from the original on January 23, 2019. Retrieved June 26, 2020.
  8. "Immercenary for 3DO". GameRankings . CBS Interactive. 2019. Archived from the original on December 9, 2019. Retrieved June 26, 2020.
  9. "Immercenary". Game Informer . No. 123. Sunrise Publications. July 2003.
  10. 1 2 "Finals – Lethal – Immercenary". Next Generation . No. 5. Imagine Media. May 1995. p. 89.
  11. Westley, Dave (1995–1996). "Review: Immercenary – A heady concoction of cyberspace, astral projection and Quantum leaping sets EA's latest apart from the crowd. Dave Westley explores whether the future really is Perfect". 3DO Magazine (Special Gold). No. 1. Paragon Publishing. pp. 72–73.
  12. "Immercenary". Freak (in Thai). No. 175. 12Bath. May 1995.
  13. Kirrane, Simon (May 1995). "Reviews – Immercenary". GamesMaster . No. 29. Future Publishing. p. 62.
  14. "Review – Immercenary". Game Players . No. 71. Signal Research. May 1995.
  15. Perry, Dave; King, Phil; Roberts, Nick; Butt, Ryan (June 1995). "3DO Reviews: Immercenary – The theme of virtual reality is given a parapsychological twist in EA's weird 3-D shoot-'em-up". Games World . No. 12. Paragon Publishing. pp. 76–77.
  16. Virtuel, Lord Casque (May 1995). "Vidéotest: Immercenary". Joystick (in French). No. 60. p. 101.
  17. Ehrle, Oliver (September 1995). "Spiele-Tests – Immercenary". MAN!AC (in German). No. 23. Cybermedia. p. 56. Archived from the original on January 5, 2019. Retrieved June 27, 2020.
  18. Buret, Stéphane (May 1995). "Vite Vu – Immercenary". Player One (in French). No. 53. Média Système Édition. p. 102.
  19. "Ultimate review sector: Immercenary – Cyberspace is nothing like High Wycombe". Ultimate Future Games . No. 7. Future Publishing. June 1995. pp. 84–85.
  20. Schaedle, Wolfgang (May 1995). "Real 3DO – Reviews: Das id-Syndrom? – Immercenary". Video Games (in German). No. 42. Future-Verlag. p. 84.
  21. Higgins, Geoff (June 1995). "Power Reviews: Immercenary – "You're A Cyberspace Tough Guy..."". VideoGames - The Ultimate Gaming Magazine . No. 77. Larry Flynt Publications. p. 76.
  22. LaMancha, Manny (May 1995). "ProReview: Immercenary". GamePro . No. 70. IDG. p. 88.
  23. "Top Ten 3DO Games". Retro Gamer . Future Publishing. May 13, 2014. Archived from the original on December 5, 2016. Retrieved June 27, 2020.