Next Generation (magazine)

Last updated

Next Generation
NextGen Cover 01-95.jpg
January 1995 cover
FrequencyMonthly
First issueJanuary 1995 (1995-01)
Final issue
Number
January 2002 (2002-01) [1]
85
Company Imagine Media
CountryUnited States
Based in Brisbane, California
ISSN 1078-9693

Next Generation was a US video game magazine that was published by Imagine Media (now Future US). [2] It was affiliated to and shared content with the UK's Edge magazine. Next Generation ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. [3]

Contents

Next Generation initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors GamePro and Electronic Gaming Monthly , the magazine was directed towards a different readership by focusing on the industry itself rather than individual games.

Publication history

The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media.

In September 1999, Next Generation was redesigned, and its cover name shortened NextGen. A year later, in September 2000, the magazine's width was increased from its standard 8 inches to 9 inches. This wider format lasted less than a year.

The brand was resurrected in 2005 by Future Publishing USA as an industry-led website, Next-Gen.biz. It carried much the same articles and editorial as the print magazine, and reprinted many articles from Edge, the UK-based sister magazine to Next-Gen. In July 2008, Next-Gen.biz was rebranded as Edge-Online.com. [4]

Content

Next Generation's content did not focus on screenshots, walkthroughs, and cheat codes. Instead the content was more focused on game development from an artistic perspective. Interviews with people in the video game industry often featured questions about gaming in general rather than about the details of the latest game or game system they were working on.

Next Generation was first published prior to the North American launch of the Sega Saturn and Sony PlayStation, and much of the early content was in anticipation of those consoles.

Apart from the regular columns, the magazine did not use bylines. The editors explained that they felt the magazine's entire staff should share the credit or responsibility for each article and review, even those written by individuals. [5]

The review ranking system was based on a number of stars (1 through 5) that ranked games based on their merits overall compared to what games were already out there.

Next Generation had a few editorial sections like "The Way Games Ought To Be" (originally written every month by game designer Chris Crawford) that would attempt to provide constructive criticism on standard practices in the video game industry.

The magazine's construction and design was decidedly simple and clean, its back cover having no advertising on it initially, a departure from most other gaming magazines. The first several years of Next Generation had a heavy matte laminated finish cover stock, unlike the glossy paper covers of its competitors. The magazine moved away from this cover style in early 1999, only for it to return again in late 2000.

Issue history

Lifecycle 1Lifecycle 2
IssueFeature
v1 #1 (January 1995) New game consoles
v1 #2 (February 1995) Online gaming
v1 #3 (March 1995) PlayStation
v1 #4 (April 1995) Atari Jaguar
v1 #5 (May 1995) Ultra 64
v1 #6 (June 1995)Crossfire
v1 #7 (July 1995) Wipeout
v1 #8 (August 1995) Sega Saturn TV Commercials
v1 #9 (September 1995) Destruction Derby
v1 #10 (October 1995) Madden NFL '96
v1 #11 (November 1995) Virtua Fighter's Sarah Bryant
v1 #12 (December 1995)32-bit Videogame Report
v2 #13 (January 1996) Ridge Racer Revolution
v2 #14 (February 1996) Ultra 64
v2 #15 (March 1996)Next Generation 1996 Lexicon
v2 #16 (April 1996)How to get a job in the video game industry
v2 #17 (May 1996) Codename: Tenka
v2 #18 (June 1996) Microsoft future for gaming: DirectX
v2 #19 (July 1996)Past, present, and future of online gaming
v2 #20 (August 1996) Super Mario 64
v2 #21 (September 1996)Next Generation's Top 100 Games of All-time
v2 #22 (October 1996) Venture capital in game development
v2 #23 (November 1996) Artificial Life
v2 #24 (December 1996) PlayStation vs Nintendo 64 vs Sega Saturn
v3 #25 (January 1997) Net Yaroze
v3 #26 (February 1997)Videogame Myths
v3 #27 (March 1997)Top 10 online gaming sites
v3 #28 (April 1997) Retrogaming
v3 #29 (May 1997)Something is wrong with the Nintendo 64
v3 #30 (June 1997)Why does a game cost $50
v3 #31 (July 1997)What makes a Good Game
v3 #32 (August 1997) Video game packaging
v3 #33 (September 1997) Design documents
v3 #34 (October 1997)The future of game consoles
v3 #35 (November 1997)25 Breakthrough Games
v3 #36 (December 1997)Independent game developers
v4 #37 (January 1998)The most important people in the American video game industry
v4 #38 (February 1998) hardcore gaming
v4 #39 (March 1998)How to get a job in the video game industry
v4 #40 (April 1998) What the Hell Happened?
v4 #41 (May 1998)The Fall of BMG Interactive
v4 #42 (June 1998)How games will conquer the world
v4 #43 (July 1998)The Licensing Game
v4 #44 (August 1998)The Console Wars of 1999
v4 #45 (September 1998) Dreamcast: The Full Story
v4 #46 (October 1998)A Question of Character
v4 #47 (November 1998)The secret of Namco's success
v4 #48 (December 1998)Do video games stand a chance in Hollywood
v5 #49 (January 1999)What did Super Mario 64 do for video games
v5 #50 (February 1999)Dreamcast Countdown
v5 #51 (March 1999) Physics Matters
v5 #52 (April 1999) Learning Curves
v5 #53 (May 1999)Man versus machine
v5 #54 (June 1999) Dreamcast versus PlayStation 2
v5 #55 (July 1999) Building the Future
v5 #56 (August 1999) Rare's Triple Threat
IssueFeature
v1 #1 (September 1999)Dreamcast Arrives
v1 #2 (October 1999)Hooray for Hollywood
v1 #3 (November 1999)PlayStation 2 arrives
v1 #4 (December 1999)The War for the Living Room
v2 #1 (January 2000) Crunch time
v2 #2 (February 2000)The Games of 2000 Will Blow Your Mind
v2 #3 (March 2000)Raising the Bar
v2 #4 (April 2000)PlayStation 2: Hands-On Report
v2 #5 (May 2000)Sega's new deal
v2 #6 (June 2000)Ready for war
v2 #7 (July 2000) Metal Gear Solid 2: Sons of Liberty
v2 #8 (August 2000)The Making of the Xbox
v2 #9 (September 2000)Dreamcast: The First Anniversary
v2 #10 (October 2000)Broadband Gaming
v2 #11 (November 2000) GameCube: Can Nintendo Compete
v2 #12 (December 2000)2001 PlayStation 2 games
v3 #1 (January 2001)Got Talent: First Party Developers
v3 #2 (February 2001) Games Grow Up
v3 #3 (March 2001)Start your own game company
v3 #4 (April 2001)Field of Indrema
v3 #5 (May 2001)Old Systems, New Games
v3 #6 (June 2001) Sega's Next Move
v3 #7 (July 2001) Eidos on Edge
v3 #8 (August 2001)GameCube Exposed
v3 #9 (September 2001)Video Game U
v3 #10 (October 2001)25 Power Players
v3 #11 (November 2001)Xbox arrives
v3 #12 (December 2001)Nintendo's GameCube is here
v4 #1 (January 2002)Xbox review

Related Research Articles

<i>Nights into Dreams</i> 1996 video game

Nights into Dreams is a 1996 action game developed by Sonic Team and published by Sega for the Sega Saturn. The story follows the teenagers Elliot Edwards and Claris Sinclair, who enter Nightopia, a dream world where all dreams take place. With the help of Nights, an exiled "Nightmaren", they begin a journey to stop the evil ruler Wizeman from destroying Nightopia and consequently the real world. Players control Nights flying through Elliot and Claris's dreams to gather enough energy to defeat Wizeman and save Nightopia. The game is presented in 3D and imposes time limits on every level, in which the player must accumulate points to proceed.

<span class="mw-page-title-main">Nintendo 64</span> Home video game console

The Nintendo 64 (N64) is a home video game console developed and marketed by Nintendo. It was released in Japan on June 23, 1996, in North America on September 29, 1996, and in Europe and Australia on March 1, 1997. The successor to the Super Nintendo Entertainment System, it was the last major home console to use cartridges as its primary storage format until the Nintendo Switch in 2017. As a fifth-generation console, the Nintendo 64 primarily competed with Sony's PlayStation and the Sega Saturn.

<span class="mw-page-title-main">PlayStation (console)</span> Home video game console by Sony

The PlayStation is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, in North America on 9 September 1995, in Europe on 29 September 1995, and in Australia on 15 November 1995. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn.

<span class="mw-page-title-main">Sega Saturn</span> Home video game console

The Sega Saturn is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the successful Genesis. The Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, including several ports of arcade games and original games.

<i>Virtua Fighter</i> (video game) 1993 video game

Virtua Fighter is a fighting game created for the Sega Model 1 arcade platform by AM2, a development group within Sega, headed by Yu Suzuki. An early prototype version was location tested in Japan by August 1993, before the complete game was released worldwide in December 1993. It was the first arcade fighting game to feature fully 3D polygon graphics. The game was ported to Sega Saturn as a global launch title in 1994 and 1995, and also received a port to the Sega 32X.

The fifth generation era refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006. The best-selling home console was the Sony PlayStation, followed by the Nintendo 64 and Sega Saturn. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000.

<i>Battle Arena Toshinden</i> 1995 fighting video game

Battle Arena Toshinden, released as Toh Shin Den in Japan, is a 1995 fighting video game developed by Tamsoft and published by Takara for the PlayStation. It was one of the first fighting games, after Virtua Fighter on arcade and console, to boast polygonal characters in a 3D environment, and features a sidestep maneuver which is credited for taking the genre into "true 3D."

<span class="mw-page-title-main">Sega AM3</span> Defunct Japanese video game developer

Sega AM Research & Development No. 3, known as Hitmaker Co., Ltd. from 2000 to 2004, is a defunct division of Sega, a Japanese video game company. Established by 1993, AM3 was managed by Hisao Oguchi and developed a number of arcade games for Sega. Series introduced by AM3 include Virtual On, Sega Rally, Crazy Taxi, and Virtua Tennis. AM3's main focus was on arcade games until the release of the Dreamcast. Additionally, developers Tetsuya Mizuguchi and Kenji Sasaki developed Sega Rally Championship with AM3 before departing to form AM Annex, which later split into Sega AM9 and Sega AM5.

<span class="mw-page-title-main">Sega Net Link</span>

Sega Net Link is an attachment for the Sega Saturn game console to provide Saturn users with internet access and access to email through their console. The unit was released in October 1996. The Sega Net Link fit into the Sega Saturn cartridge port and consisted of a 28.8 kbit/s modem, a custom chip to allow it to interface with the Saturn, and a browser developed by Planetweb, Inc. The unit sold for US$199, or US$400 bundled with a Sega Saturn. In 1997 Sega began selling the NetLink Bundle, which included the standard NetLink plus the compatible games Sega Rally Championship and Virtual On: Cyber Troopers NetLink Edition, for $99.

<i>Edge</i> (magazine) UK video game magazine

Edge is a multi-format video game magazine published by Future plc. It is a UK-based magazine and publishes 13 issues annually. The magazine was launched by Steve Jarratt. It has also released foreign editions in Australia, Brazil, France, Germany, Italy, and Spain.

<i>Wipeout 2097</i> 1996 racing video game

Wipeout 2097 is a 1996 racing video game developed and published by Psygnosis for the PlayStation, the second installment of the Wipeout series following the original game released the previous year. It was ported the following year to Microsoft Windows and the Sega Saturn, and later also to Amiga and Macintosh.

<i>Enemy Zero</i> 1996 video game

Enemy Zero is a 1996 horror-themed adventure video game for the Sega Saturn, developed by Warp and directed by Kenji Eno. Players assume the role of an astronaut who awakens from cryogenic sleep to find her spaceship overrun by invisible creatures who are hunting and killing the ship's crew. They must navigate through the ship in a combination of puzzle-driven exploration rendered in full motion video and first-person shooter sections rendered in real time, during which they must rely on sound to either avoid or kill the invisible enemies.

<i>Madden NFL 98</i> 1997 American football video game

Madden NFL 98 is a 1997 football video game. It was the last edition of the Madden series to be released for the Super NES, Genesis and Sega Saturn platforms, as well as the last Madden game to utilize 2D sprites for the players and referee, on 3D playing fields.

Gungriffon is a series of video games developed by Game Arts and designed by Takeshi Miyaji. Gungriffon and Gungriffon II originally appeared for the Sega Saturn console in 1996, with more recent appearances in Gungriffon Blaze for the PlayStation 2 and Gungriffon: Allied Strike for the Xbox. The Gungriffon games are focused on piloting mecha—large, usually bipedal military vehicles. This game series refers to these machines as Armored Walking Gun Systems (AWGS). With the exception of the High-MACS design, the mecha in this series have a distinctly realistic design philosophy.

<i>Puzzle Bobble 2</i> 1995 video game

Puzzle Bobble 2 is a tile-matching video game by Taito. The first sequel to Puzzle Bobble, it is also known in Europe and North America as Bust-A-Move Again for arcades and Bust-A-Move 2: Arcade Edition for home consoles. Released into the arcades in 1995, home conversions followed for the PlayStation, Sega Saturn, Nintendo 64, and Windows platforms. The game was included in Taito Legends 2, but the US arcade version was included in the US PS2 version instead. Further ports for the Nintendo Switch, PlayStation 4, and Xbox One were released by City Connection alongside Puzzle Bobble 3 in February 2023.

<span class="mw-page-title-main">Paragon Publishing</span> Magazine publisher in the United Kingdom

Paragon Publishing Ltd was a magazine publisher in the UK, which published computer games and other entertainment titles from 1991 to 2003.

<span class="mw-page-title-main">Sega</span> Japanese video game company

Sega Corporation is a Japanese multinational video game company and subsidiary of Sega Sammy Holdings headquartered in Shinagawa, Tokyo. It produces several multi-million-selling game franchises for arcades and consoles, including Sonic the Hedgehog, Angry Birds, Phantasy Star, Puyo Puyo, Super Monkey Ball, Total War, Virtua Fighter, Megami Tensei, Sakura Wars, Persona, and Yakuza. From 1983 until 2001, Sega also developed its own consoles.

Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.

In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.

References

  1. Gaudiosi, John (December 5, 2001). "Next Generation Magazine Shuts Down". Hive4media.com . Archived from the original on December 23, 2001. Retrieved September 23, 2019.
  2. "Imagine Media is now Future Network USA". Future Network USA. January 22, 2005. Archived from the original on February 10, 2005. Retrieved January 30, 2007.
  3. "Classic Videogame Games INTERVIEW – Chris Charla". Good Deal Games. Retrieved February 10, 2013.
  4. Martin, Matt (July 10, 2008). "Future to rebrand Next Gen website as Edge". gamesindustry.biz. Retrieved October 2, 2019.
  5. "Letters". Next Generation. No. 27. Imagine Media. March 1997. p. 109.