This article needs additional citations for verification .(May 2019) |
Frequency | Monthly |
---|---|
First issue | January 1995 |
Final issue Number | January 2002 [1] 85 |
Company | Imagine Media |
Country | United 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]
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.
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]
This section relies largely or entirely on a single source .(March 2023) |
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.
Lifecycle 1 | Lifecycle 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
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.
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.
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.
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.
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.
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."
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.
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.
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.
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.
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.
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.
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.
Paragon Publishing Ltd was a magazine publisher in the UK, which published computer games and other entertainment titles from 1991 to 2003.
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.