The 3rd Birthday

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The 3rd Birthday

The 3rd Birthday is the third game in the Parasite Eve series, I’ve already reviewed Parasite Eve 1, and Parasite Eve 2, so I thought I might as well finish off the trilogy, continue on to the review of this PSP game.

Parasite Eve- The Third Birthday

Original release: March 29th 2011 (NA)

PSN Price: 19.99

Developed by: Hexa Drive

Published by: Square Enix

Gameplay

This series has changed a lot through each sequel. The first game was a mostly straight forward RPG with some cool shooting elements, the second game was a Resident Evil style shooter, this third game in the series is different still, a 3rd person shooter with some light RPG elements. The most innovative part of the game is a body jumping mechanic, which does something completely new.

The body jumping works sort of cruelly on the part of other soldiers. You switch between these other soldiers fighting against a mutated enemy called the twisted (I’ll speak more about that in the Story part of this review). So you take over their bodies and if you health has been exhausted you just switch to another soldier while your old “husk” dies. Other than that cruelty it’s actually a pretty interesting mechanic, it was done a few times before but never as well as in the 3rd Birthday.

Parasite Eve- The Third Birthday

The shooting mechanic works well enough, especially if you’re playing the game on the Vita (the dual analogue sticks really help). It is a little repetitive though. Eventually you’ll get a cramp in your trigger finger. But there are a few things that make it a little different. There are some light squad controls where you can order your fellow soldiers to take on a target with you for instance, but you can really become them all with a quick switch, so if they aren’t in the correct spot (like not standing behind cover), you can jump into their bodies and get them back into place.

Parasite Eve- The Third Birthday

There’s a more magical/biological aspect to the gameplay as well, the overdrive mechanics, in this way you can jump into enemies to deal more damage, and if you build up a special meter you can go into “overdrive mode” where you deal a way more damage and your speed is upped for a short period.

The RPG elements are limited to upgrading your weapons and your DNA, you get new DNA pieces by diving into enemies through the overdrive mechanic. Upgrading your weapons are a must, starting out with only 180 bullets in your assault rifle puts your in a tough place, and eventually I ended up with being able to hold 900 at a time. The DNA upgrades were always a bit of a mystery for me though, the game doesn’t do a good job at teaching you what you need to do to take proper advantage. You can take a look at some online guides… but that’s really a detriment to the game.

Parasite Eve- The Third Birthday

Gameplay over all is decent enough, but every area is a grind, and other than a few new weapons and some light RPG elements, the gameplay stays the same throughout, making it tedious by the end.

 

Graphics

This game is actually gorgeous, it’s a PSP game but being released late in the cycle means that the game was really well optimized. Everything flows really well on screen even with a lot of enemies (and friendlies) on screen. The particle effects are actually pretty spectacular. The twisted are well designed, and their animations are pretty well done. Square Enix actually did a great job on the production side of all their PSP games, and the 3rd Birthday is no different. The music is done well, and the pre-rendered cutscenes are just as good as any game on a home console.

Parasite Eve- The Third Birthday

The art style in the 3rd Birthday is pretty interesting as well, there are numerous types of “Twisted” that show a decent amount of imagination. Overall the graphics in this game are excellent for a PSP game, and it looks even better on the Vita’s OLED screen.

 

Story

Usually I put the story aspect at the start of the review, but this game deserves a special mention on story.

The game starts with the Twisted attacking New York, and the humans lose. You spend your time going back in time inhabiting people’s bodies to change history. After every mission history is altered, so perhaps you get a new character who survived, they come back to life and wonder why you’re acting so strange. This is interesting enough, even if it takes a bit of time to get used to. Every mission ends with a huge boss battle, some of which are pretty tough, and you actually need to think out a decent strategy before you proceed.

Parasite Eve- The Third Birthday

You continue doing this right up until some of the final missions. At this point you’re looking for answers  as to what happened, why your character had lost her memory, etc. No matter what you think you’re going to get with the final act you’ll be disappointed. Out of almost any game I’ve played in the past few years, this game has the most disappointing and convoluted story. It seems like at one part they just fired the writers and just had the interns finish up the story. It might sound like a bit of a stretch, but you have to believe me on this one.

Parasite Eve- The Third Birthday

Also the characters in the game are mostly new (except two) and because they lost the rights to continue the original story (it started out as a Japanese novel), the ones that have stuck around, Aya Brea and Maeda are completely different. Aya changed from being a strong independent female to becoming an over sexualized and constantly victimized amnesiac. Maeda the Japanese scientist who helped out Aya in the other games has now become some sort of pervert who sends Aya creepy messages over radio. It’s just a tough sell to anyone that has played the other games in the series, and anyone who wants their game stories to make any sense. Even the translation of the script is badly done, I mean the voice acting is fine, but even the best actors couldn’t have made this story worthwhile.

 

Is the 3rd Birthday worth it?

Parasite Eve- The Third Birthday

Overall I would say no, the graphics and production values are top notch, the gameplay is decent too but it gets a little repetitive. The deal breaker is the story. It’s too bad that all the great production values were spent on this flawed story. Who knows if they’ll be another game in the series, but considering that they lost the rights to continue the original story, and they made their lead characters into one dimensional tropes, there’s no real reason to hope for another.

Parasite Eve

Parasite Eve - PSOne - Box

Parasite Eve showed that Squaresoft were more than capable of making action RPGs with brand new elements and intriguing story lines. The games cut scenes are outrageous, for instance the part where the rat turns into a freak monster just blew me away! It still did when I finally got to see it again. The gameplay and storyline does evolve as you get through the game like others which will keep you coming back for more.

Parasite Eve - Gameplay Screenshot

The sound track for this game is also very nicely done. As this is a game that takes place in more of our time than in the past(Final Fantasy 3) or the future(Final Fantasy 7) the game is just very enjoyable. The battle scenes are well made and gives you a chance to come up with your own strategy. Enemies will have hit patterns where they will hit you while you are moving but you will need to tap the pad in order to avoid these attacks. In other words, it makes you battle for your life! You also get a chance to upgrade your gun, since you being a cop and all, must have a good kick ass gun! The battle also uses a meter system where the meter has to be full in order to needs to fill up in order for you to attack.

Parasite Eve - Gameplay Screenshot

 

This game is highly suggested for those of you players looking for something different but with a familiar taste at the same time. I also recommend the sequel and well I think I also heard that part 3 is finally being worked on so that’s something good to hear, although I don’t have any next gen console, I’ll probably miss out on this one. Like usual, I won’t give much details in order to keep the spoilers to a minimum because that just spoils that fun huh? Pick it up as it’s a very affordable game on ebay and well try to visit your local pawn shops or flea markets because you might just find it there.

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Games coming out in March 2011 for Consoles

Crysis 2 wallpaper

It is March Madness and I am not just talking the NCAA. There are a number of good games coming out this March so I hope you have paid off all of your x-mas debt because it is time to open that wallet or purse.

Dragon Age II – Mar 8th


BioWare is back for the next full chapter in the Dragon Age series. This RPG will feature updated graphics and gameplay and a continuing storyline.

Major League Baseball 2K11 – Mar 8th


I got some feedback for not mentioning sports games so here It is. We know 2K sports does it well and even if you are an EA fan you know 2K will make a good game and it looks as if MLB 2K11 will live up to the legacy.

Homefront – Mar 15th


PS3 fans rejoice because now you have a chance to play this story-driven first-person shooter set in the year 2027.

Top Spin 4 – Mar 15th


I was always a fan of the Top Spin tennis series and it is good to see it back for the next gen consoles. You can select over 25 pros and play in a ton of stadiums around the world and even create your own tennis star. Another hit from 2K Sports.

Crysis 2 – Mar 22nd


Remember the benchmarking game called Crysis? Okay, it was not a benchmarking game, but it did make a ton of people upgrade their computers. For us console owners this first-person shooter returns powered by the CryEngine 3 and looks as incredible as ever.

LEGO Star Wars III: The Clone Wars – March 22nd


You have to give it up to the Lego series, even if you were not a fan of the Indian Jones and Batman Lego games the Star Wars series has always been fun to play. This time we enter the clone wars with overhauled visuals and new gameplay including cooperative action.

Shift 2 Unleashed: Need for Speed – Mar 29th


The unleashed series combines what we love the most about racing, fast cars and crashes. It is this mix of racing and violence that made Burnout fun and looks like it works for the Need for Speed series as well.

 

 

WWE All Stars – Mar 29th


One large complaint from the Smackdown versus Raw series was the fact that you could not play many of the classic stars from the WWE’s past. With WWE All Star the entire game is dedicated to the legends of the wrestling world and you can pit them against todays superstars.

Parasite Eve: The 3rd Birthday – Mar 29th


Yes, this is a PSP game and yes it takes the Parasite Eve series and makes it more like a shooter than an RPG, but there are some redeeming elements including story that makes this game worth the buy if you already own a PSP.

The Witcher 2: Assassins of Kings – Mar 29th


The Witcher 2 is a direct sequel to developer CD Projekt’s mature-themed fantasy role-playing game based on the works of author Andrzej Sap.

Back in Debt

There you have it, our list of worthwhile games to check out and perhaps buy. We will be back next month with a brand new list and trailers on games to buy, obsolete gamer style.

 

Parasite Eve: The Third Birthday Trailer

Parasite Eve The Third Birthday

In this latest trailer from Sqaure Enix we begin with Aye laying just outside of a church bloodied wearing a wedding dress. We then dive into gameplay footage once again showing that this game is more run and gun, action oriented than the previous PE’s that were more action RPG related. Switching back to CG the trailer shows that Aye has to remember how it all started. Perhaps we will learn more about the backstory of PE. Keep in mind the Parasite Eve series began as a follow-up to a novel.

So for those who spent the cash on a PSP and are fans of the Parasite Eve series this game could still be worth the purchase.

Parasite Eve: The Third Birthday

Parasite Eve The Third Birthday
Parasite Eve The Third Birthday

Oh look, another game from a series we love on a game system we don’t. While it was true many fans of the Parasite Eve series did not think part two was a proper follow-up they were still chomping at the bit for another installment. Unfortunately, the next PE is only going to be available on the PlayStation Portable and to add to that the game is going through some… changes.

The story this time starts with an assault on Manhattan by creatures the police call the Twisted. Within a year a task force called CTI or Counter Twister Investigation is formed and our favorite supernatural superpower heroine is part of that squad.

The gameplay will have a bit more third person shooting elements, but will still have a little survive horror and RPG aspects to it. You will have a number of new abilities including one called Overdrive which allows you to not only control team members, but jump into the minds of the Twisted to do some major damage.

As you can see in the video most of the gameplay is from a behind the back or over the shoulder view and you spend most of your time running and gunning which could turn off fans of the slower but more interesting RPG and puzzle style. Most of Aye’s power-ups will be there including liberation which gives her a burst of super energy to mow down her enemies.

Personally, I am torn because while a run and gun game can be fun it is not Parasite Eve. Yes, there was a lot of action and shooting in PE, but the RPG aspect of the game really made it worth a purchase for me. In addition, being forced to buy a PSP just leaves a sour taste in my mouth and it is the reason I did not buy the latest Final Fantasy 7 game.

Sony needs to wake up and realize that while the PSP is not a bad system it is not a winning system and they should spend their time focusing on the PS3. If you want to go the Nintendo route and release new versions of fan favorites fine, but do so for your main console and stop trying to ram this system down our throats.

The Third Birthday is set to release today in Japan and Q1 in the US and EU.

The Interview: Steve Gray

Steve Gray
Steve Gray

Steve Gray

When you have a gaming resume with names like Electronic Arts, Squaresoft and THQ there is little doubt that you know gaming. Obsolete Gamer was given the opportunity to talk with Steve Gray about his gaming career that started with EA Canada his time at Squaresoft and his work on Parasite eve. From there he created his own studio (Heavy Iron) which he sold to THQ in 1999. From there he returned to EA where he worked on many games including The Two Towers, The Return of the King, The Third Age and Tactics. Currently Steve Gray is the executive in charge of production at Tencent who is China’s largest developer and publisher and operator of online games.

We wanted to get a behind the scenes look at his time in the gaming industry and his many accomplishments from his work in Video FX to building the first Motion Capture Lab at EA Canada.

EA Canada logo
EA Canada logo

Obsolete Gamer: When did you know you would want to work in the video game industry?

Steve Gray: I originally wanted to be a Rock Star (just like Tremmel) and I played the clubs a lot in LA and up and down the California coast.  At that time I also worked in the feature film special effects business.  Which I continued to do until the early 90’s when I was VP Technology at Digital Domain (that’s when we made True Lies, Interview with the Vampire, Apollo 13, …).  When the PS1 came out I decided I really wanted to get into video games instead.

Obsolete Gamer: What was your first exposure to games?

Steve Gray: Asteroids in the arcades.

Obsolete Gamer: What was the first video game that hooked you?

Steve Gray: Asteroids in the arcades!!

Obsolete Gamer: Now before beginning work in the gaming industry you had quite the career in Visual Effects and working in television and movies can you tell us about that time?

Steve Gray: I worked at Robert Abel & Associates when I first moved to LA (to be a Rock Star).  Entry Level Rock Star doesn’t pay very well, actually… not at all.  RA&A worked on Tron, Star Trek 1, and a ton of really cool CG TV commercials.  Also with Omnibus and Digital Pictures we were really the first big CG effects house.  It was a great place to work, everyone was really young and crazy… we worked super hard, partied super hard.  It was a good time… late 80’s in LA was a fun time and place.  Guns and Roses was playing the clubs, the Sunset Strip was rockin’.  Then I went on to work at Rhythm & Hues as head of the Software department.  We wrote all our own CG tools then, because there really weren’t any commercially available packages yet.  I mostly wrote partical systems and rendering code, along with managing the team.  After R&H I moved over to Digital Domain, which was a lot of crazy house.  But we worked on really great movies… and working with Stan Winston and Jim Cameron was pretty amazing.

Obsolete Gamer: So you began the video game part of your career at Electronic Arts Canada, how did that job come to be?

Steve Gray: Digital Domain wanted to get into the video games business… so me and Chris McKibbin (then CFO of DD – different Chris than Chris Tremmel) went around to all the big game companies in the US and Japan trying to get someone to do a project with us… no one really wanted to do that because they (rightly) said we had no idea what we were doing.  Don Mattrick offered me and McKibbin both jobs at EAC.  So we thought about that and both took his offer.

Obsolete Gamer: What was it like working at EA Canada?

Steve Gray: It was really interesting. I learned a lot there.  A lot of really talented guys.  But unfortunately I discovered that making sports games wasn’t really my thing.

Obsolete Gamer: What did you think of the changing in video game technology at the time with the PlayStation One and the use of full motion video in games?

Steve Gray: We all though FMVs in games were super cool.  And actually I eventually built a game at my own company Heavy Iron that used FMV backgrounds in a “Resident Evil” type of game… except our backgrounds were pre-rendered videos instead of pre-rendered stills.  But that was on PS2.  It was the first Evil Dead game that THQ released.  But fundamentally I now think that FMVs kind of suck.  Or at least over use of FMVs kind of suck.  I like what we did in “Lord of the Rings The Third Age” with the transitions from FMV to In-Game Cinematic to Game Play.  And I’m definitely more of a fan of in-game cinematics now, especially if the player can customize his or her avatar, and that customized avatar shows up in the In-Game Cinematic.  But in general, I’m not a huge fan of linear content in games anymore.  Of course, working at Square we made tons of FMVs… but Square’s console RPGs are almost more of a big movie with some game play bits squeezed in there.   Which I still like.

Obsolete Gamer: What were the day to day activities of running the software tools group at EA Canada?

Steve Gray: Not really that interesting.  Just managed the tools group, tried to make sure that we really built things that were useful for the projects right now… no “ivory tower research” allowed.

Obsolete Gamer: Can you tell us about building the first Motion Capture Lab at EAC?

Steve Gray: In the beginning the EAC guys didn’t believe in it so we had basically no budget and had to rent out the auto-repair stall to use as our capture studio.  The guys in the auto repair shops around us all through we must be shooting porno movies because we brought in all this high-end camera gear… they kept wanting to know when the girls were going to be there.  Unfortunately it was just a bunch of geeky game developers.  Later we got a bigger a much nicer warehouse to work in…

Squaresoft logo
Squaresoft logo

Obsolete Gamer: How did the transition from EAC to Squaresoft take place?

Steve Gray: I knew some Square guys from various places in the past, plus I’ve always been a fan of their games.  When Sakaguchi-san asked me to join the company I couldn’t say yes fast enough.   Some of the other guys at Square invited me to Tokyo to meet Sakaguchi and we were in a private booth overlooking the massive dance club called “Welfare”, he asked me to join square and put out his hand… I shook it and the other Japanese guys asked me “do you know you just signed the deal”, to which I answered “yes”!!

Obsolete Gamer: Do you have a story or memory you’d like to share about your time at EAC?

Steve Gray: I think the day we installed the flying-faders audio mixing board in the sound lab was the best day.  Back then those things were super crazy expensive, and as a musician I’d always wanted to have one to play with.

Obsolete Gamer: What was it like working at Squaresoft?

Steve Gray: Working at Square was the best of times and in some ways the worst of times.  Working with Sakaguchi-san was extremely challenging because his standards are insanely high.  Which is a good thing, but it can be tough.  Also the cultural and language differences between the Japanese and Western teams we not really understood or managed very well.  I’m sure we were one of the first projects to be developed by a “mixed” team.  Of course now this is happening more and more, and people have gotten much better at managing those situations, but we were really on the bleeding edge, so to speak.

Obsolete Gamer: What were some of the challenges in directing Parasite Eve?

Steve Gray: The biggest issues were really finding consensus and understanding between the Japanese crew, many of whom had been at Square for many years and were used to their style of working… which was actually very “agile” though they didn’t call it that.  The Western team was much more into what’s now referred to as Waterfall project management… which we didn’t call it that either.  We didn’t really think about this sort of thing, and didn’t understand the differences, and basically made a big mess.  But the game did quite well when it came out, so that’s great!

Obsolete Gamer: Now the game was a sequel to the book correct?

Steve Gray: The game wasn’t a sequel really, it was based on a Japanese novel.  There is also a Japanese movie based on the same book… with some cool VFX from Toyo Links (Japanese VFX company).

Obsolete Gamer: There are many fans who loved that game, but some felt it did not get the attention it deserved, do you feel that way as well?

Steve Gray: It sold over 2.5 million units world wide I think, and sold something like 1.6 million units in like a week in Japan or something crazy like that.  Not quite Final Fantasy numbers, but pretty good.  I’m happy with it.

Obsolete Gamer: What did you think of Parasite Eve 2?

Steve Gray: I think the graphics and FMVs are probably better… I haven’t really played it all the way through, so I don’t have a lot to say about the game.  I was a little bitter with the way things ended up at Square, so I cop’ed an attitude and only played it a bit.

Obsolete Gamer: There were rumors of making a Parasite Eve 3 but it did not happen would you want to see a part 3 made?

Steve Gray: Only if I make it!!!  I don’t know.  Don’t really care.  I don’t think the franchise really took off enough to warrent a whole long series of games.

Parasite Eve box
Parasite Eve box

Obsolete Gamer: You also contributed to Final Fantasy 7 while at Square, can you tell us about that?

Steve Gray: Mostly I just helped another team at Square LA work on some maps.   Square LA did a bunch of maps for FF VII.  I don’t remember how many or what percentage of the total maps were done there.

Obsolete Gamer: Do you have a story or memory you’d like to share about your time at Square?

Steve Gray: Ha.  The stories I have to share involve other Square employees, cute Japanese girls at various locations in Tokyo at night.  They are not fit for public consumption… so I’ll let you guys imagine some of the trouble we got into.

Obsolete Gamer: What made you want to open your own game development company?

Steve Gray: After we finished PE1 at Square, a core group of us thought we were super badass game developers and that publishing companies would fall over themselves to give us projects and money.  That was not entirely true.  We worked on a bunch of games that never saw the light of day, and then finally landed the gig with THQ building Evil Dead 1.

Obsolete Gamer: Can you tell us about Heavy Iron Studios?

Steve Gray: It was originally called Chemistry Entertainment.  For a while we partnered with the Canadian VFX Company called Rainmaker.  Heavy Iron didn’t really 100% work out as we hoped.  But a bunch of really great people worked there, many of whom have gone on to successful careers in the game industry… for example my partner Marcel Samek went on to be CTO at EALA for many years.  Shiraz Akmal ran the central outsourcing group at THQ… Matt Coohill continued to work at Heavy Iron for a long time, and is now up in Seattle at Microsoft working cool stuff there.  And many others…

Obsolete Gamer: How did it differ from running your own company than working at EAC and SS?

Steve Gray: We had no money.  I didn’t really like running my own company that much… I thought it would give me the freedom to work on the kinds of projects I really like.  But instead I got to be an administrator and was always managing cash flow and trying to make payroll.  Not cool.

Obsolete Gamer: When did you make the decision to sell to THQ?

Steve Gray: When we were starting on Evil Dead 1, it was going to be one of the biggest projects THQ had ever done… and they really wanted to have us be part of THQ so that they would be building equity in the team.  And honestly, Marcel and I were a bit tired of managing the company instead of making games, so we decided to join THQ.  Of course, we also got paid some money (stock).  When I left THQ, their stock was at an all-time high… this was a good thing.

Obsolete Gamer: Do you have a story or memory you’d like to share about your time with Heavy Iron Studios?

Steve Gray: When we were finalizing Evil Dead, I was basically living at the office.  We had a group of THQ QA guys in the first floor, and they would find bugs, we’d fix them… I’d burn new test disks… they bang away at them.  It was a crazy project.  But then many things I’ve worked on have been crazy and hard… but that’s what makes it fun.

Obsolete Gamer: Then it was a return to EA what was that like?

Steve Gray: I came back to EA to join my original Digital Domain friend, Chris McKibbin, to help run what was called the “Worlds Channel” in EA.com.  We were all the entertainment products, meaning all the MMOs.  I guess younger readers may not know about EA.com – EA.com was EA’s first big jump into online games, and think we were a bit ahead of the times… EA.com didn’t work out, and got closed down, and many of the people merged back into the other EA Studios.  That was pretty rough because many people were also laid off, and as one of the senior guys there it fell to me to do a lot of layoffs.  But it’s lame to feel bad for yourself in that situation because it’s 100x worse for the people getting laid off.

Obsolete Gamer: Can you tell us about the development process with creating the Lord of the Rings games?

Steve Gray: We kicked some serious ass on Lord of the Rings.  First out at Stormfront, then internally at EA Redwood Shores.  Those were great games, beautiful games, built on very tight schedules under difficult circumstances and they were really good.  I credit my time and Square and my experiences working with Sakaguchi for my ability to really focus on quality… and of course, Neil Young was a great EP on the first two, I learned a lot working with him as well.  I have very happy memories of that time… though I did get diss’ed pretty hard in the infamous “EA Wife” blog.  I think our FMV->game play transition stuff which I mentioned earlier was a first for the industry, and we really set the standard for quality in movie games… a standard that has rarely been met since, in my opinion.

Heavy Iron logo
Heavy Iron logo

Obsolete Gamer: How did your experience with EAC, Square and owning Heavy Iron Studios factor into your return to EA and working on those games?

Steve Gray: I really credit Sakaguchi-san for helping me understand how to build great games.  I have to say that at the time, when I was at Square, I didn’t really agree 100% with how he wanted to do things… but in the following years I came to really appreciate how his approach to game development is able to consistently create such high quality product.  Now I’ve rarely (never) had the freedom he has as a developer, but his ideas fit into development even if you have to pay more attention to the schedule.  Heavy Iron gave me a lot of respect for how hard it is to run a business… and at EA I learned a lot about why publishers work the way they do, and why publishers make what seem to the developers like evil and unwarranted decisions.  That changed my understanding of the game business a lot.

Obsolete Gamer: Can you tell us about your work on Neverwinter Nights 2?

Steve Gray: This is a mistake in some profiles on me… I never worked on Neverwinter Nights 2.

Obsolete Gamer: With all your time in the gaming industry which prior of your career did you enjoy the most?

Steve Gray: I really really enjoyed working on the Lord of the Rings games.  The team was so fantastic.  Everyone was great to work with and super talented.  We may have had our struggles and moments of anger with each other, but I wouldn’t trade that time with those people for anything.  I am also really enjoying working at Tencent…

Tencent logo
Tencent logo

Obsolete Gamer: Can you tell us about what you are working on currently?

Steve Gray: I am currently Executive in Charge of Prodution at Tencent in China.  Tencent is China’s largest developer, publisher and operator of on-line games, we have a huge IM client (over 1 billion accounts), we run China’s largest portals, etc…  I work with all of our Studios, of which we have 9… with about 3500 employees across all of them.  But there are some projects I’m particularly focused on.

Unfortunately I can’t really tell you about them, because most are unannounced.  However one I can mention is NBA 2K Online, which is a co-development project with 2K Sports in the US.  It’s a bit weird because I didn’t really like working on Sports games at EAC… but this is really more of a Sports RPG or something like that.  It’s really cool… it’s going to be a monster hit here in China.  Working with Visual Concepts (the 2K Games Studio that builds NBA2K) is really great, working with 2K China is great… our team in Shanghai is great.

It’s really fun.  It’s amazing how Tencent builds online games and how big we are (we have 4 games that have more than 1 million people playing simultaneously every day).  We get to work so closely with our customers… in a way you can never do on a console game.  Also the scale we operate at is just stunning… QQ IM (our IM client) routinely has over 100,000,000 people logged into it every day.  Yes – that’s the right number of zeros… 100,000,000.

Obsolete Gamer: With all that you do you must have little free time, but when you do if you play any games what are they?

Steve Gray: I rarely play any games other than the games I’m working on, or directly competing product… which I can’t say what they are, because that would be a dead giveaway of what we’re building.  I don’t really play games for “fun” in my free time… well, what free time, for one thing.  But I have a lot of fun playing the games I’m building or those few other games I play to understand what the competition is up to.

POD: Parasite Eve

Parasite Eve logo
Parasite Eve logo

Making a few changes to the picture of the day and focusing on games that are a little bit more classic. Today we bring you pictures, screenshots, wallpapers and artwork from one of my favorite games, Parasite Eve. It was developed and published in 1998 by Square Enix and follows the story of Aya Brea a New York cop that witnesses an entire opera house spontaneously combust. It is up to her to find out not only why it happened, but why she wasn’t affected.

And as a bonus here is the trailer for Parasite Eve: The Third Birthday

Obsolete Intros: Parasite Eve

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Obsolete Intros: Parasite Eve

Aya Brea - Parasite Eve

Parasite Eve is one of my favorite RPG/Action games. It was developed and published in 1998 by Square Enix and follows the story of Aya Brea a New York cop that witnesses an entire opera house spontaneously combust. It is up to her to find out not only why it happened, but why she wasn’t affected.