Nintendo Power is a video game news and strategy podcast from Nintendo of America, which had originated in August 1988 as Nintendo's official print magazine. The magazine's publication was done monthly by Nintendo of America independently, in December 2007 contracted to Future US, the American subsidiary of British publisher Future, its 24 year production run is one of the longest of all video game magazines in the United States and Canada. On August 21, 2012, Nintendo announced that it would not be renewing its licensing agreement with Future Publishing, that Nintendo Power would cease publication in December; the final issue, volume 285, was released on December 11, 2012. On December 20, 2017, Nintendo Power returned as a podcast. Predating Nintendo Power is the Nintendo Fun Club News, a newsletter sent to club members for free. In mid-1988 it was discontinued after seven issues in favor of Nintendo Power; the new magazine was founded by Nintendo of America marketing manager Gail Tilden in 1988.
The first issue, dated July/August 1988, spotlights the NES game Super Mario Bros. 2. Of this issue, 3.6 million copies were published, with every member of the Nintendo Fun Club receiving a free copy. From the beginning, Nintendo Power focuses on providing game strategy and previews of upcoming games. In mid-1998, Nintendo Power first allowed outside advertising in the magazine reserved for Nintendo-based products only. In its early years, ads only appeared in the first and last few pages of the magazine, leaving no ads to break up the magazine's editorial content; as of July 2005, Nintendo Power has a new design to appeal to a limited gaming audience, including a new logo and article format. Along with the cosmetic overhaul came a greater focus on Nintendo fans, staff reviews, rumor-milling, fan service including an expanded and enhanced reader mail segment and a revamped "Community" section. Nintendo introduced a new incentive promotional offer that involved the registration of three Nintendo products through Nintendo.com to receive a free three issue trial subscription to Nintendo Power.
The magazine changed its focus from game strategies and cheat codes to news and articles on upcoming games. On September 19, 2007, Nintendo announced that the large magazine publisher Future US would begin publishing Nintendo Power; the company's first official issue was released in October, as issue #222. It was revealed that circulation would be increased to 13 issues a year, with the extra magazine being a holiday season bonus issue. Nintendo Power stopped making the Bonus issue in 2011. On August 21, 2012, Nintendo announced that it had opted not to renew the licensing agreement with Future Publishing and that Nintendo Power would cease publication after 24 years; the final issue would be December 2012. Senior Editor, Chris Hoffman stated that his staff would "try to make the last issues memorable". Nintendo did not participate in discussions to continue the magazine online. Nintendo Power returned on December 20, 2017 as a podcast, using the original logo design; the magazine was edited at first by himself an avid gamer.
While the Fun Club News focused on games made in-house by Nintendo, Nintendo Power was created to allow for reviews of games produced by those licensed by Nintendo, such as Konami and the like. Nintendo Power's mascot in the late 1980s and early 1990s was Nester, a comic character created by Phillips. After Phillips left the company, Nester became the magazine's sole mascot. Early issues of the magazine featured a two-page Howard and Nester comic, replaced with the two-page Nester's Adventures reduced to one page, dropped altogether. Subsequently, Mario replaced Nester as the mascot of the magazine. During the early 2000s, the magazine made another mascot out of its Senior Writer, Alan Averill. Camera-shy, Averill himself never appeared in any photos. Fans clamored to see what Averill looked like, but the magazine continued to substitute with photos of the toy, claimed that Alan was, in fact, a Blue Slime. Averill retired from Nintendo Power, joining Nintendo of America's localization department.
To this day, most fans have never seen a real image of Averill. The inclusion of a photo of Mr. T in the Player's Pulse section became a running gag in the early half of 2005. Late in the magazine's life, running gags centered on Chuck Norris references and jokes at the expense of writer Chris Shepperd. During the early 1990s, the magazine used what was a unique and expensive promotion: giving away a free copy of the new NES game Dragon Quest to every new subscriber; this promotion was in part a move on Nintendo's part to make money off Dragon Warrior which had not sold nearly as well as Nintendo had anticipated, it was left with a large number of unsold cartridges on its hands. The promotion both helped the company get rid of the unsold merchandise, won the magazine thousands of new subscribers. Following the release of the Super NES, the magazine featured lengthy, continuous comic stories based on Super Mario World and The Legend of Zelda: A Link to the Past. After these stories ended, they were replaced by similar multi-issue stories based on Star Fox, Super Metroid, on, Nintendo 64 games such as Star Wars: Shadows of the Empire and Blast Corps.
Comics based on the animated series of Pokémon and Kirby: Right Back At Ya! made several appearances. Toward the end, short excerpts based on Custom Robo and Metal Gear Solid are f
Noriyuki Iwadare is a Japanese video game composer. Iwadare was born in Nagano Prefecture, Japan, he began to compose video game music after years of being involved with university bands. The first award he won the Best Game Music award, the Mega Drive/Genesis category for Lunar: The Silver Star in 1991, he won the Best Game Music award in the Sega Saturn Music category for Grandia in 1997 and in the Dreamcast category for Grandia 2 in 2000. Iwadare first composed music for Tokyo Disney Resort, in addition to Japanese dance programs, television programs, radio programs, he dreams to have orchestral arrangements of his musical works, while he himself has done several times, as with the Gyakuten Meets Orchestra arrangements. He was a special guest at the 11th French Japan Expo, held on July 2010 in Paris, France. After Burner II Ys III: Wanderers from Ys - with Yoshiaki Kubodera Urusei Yatsura: Dear My Friends Crusader of Centy Super Smash Bros. Brawl - with various others Super Smash Bros. for Nintendo 3DS and Wii U - with various others Super Smash Bros.
Ultimate - with various others Noriyuki Iwadare's official English website
GameStop Corp. is an American video game, consumer electronics, wireless services retailer. The company is headquartered in Grapevine, United States, a suburb of Dallas, operates 7,267 retail stores throughout the United States, Australia, New Zealand, Europe; the company's retail stores operate under the GameStop, EB Games, ThinkGeek and Micromania brands. In addition to retail stores, GameStop owns Game Informer, a video game magazine. GameStop traces its roots to Babbage's, a Tucson, Arizona-based software retailer founded in 1984 by former Harvard Business School classmates James McCurry and Gary M. Kusin; the company was named after Charles Babbage and opened its first store in Dallas's North Park Center with the help of Ross Perot, an early investor in the company. The company began to focus on video game sales for the then-dominant Atari 2600. Babbage's began selling Nintendo games in 1987; the company went public in 1988. By 1991, video games accounted for two-thirds of Babbage's sales.
Babbage's merged with Software Etc. an Edina, Minnesota-based retailer that specialized in personal computing software, to create NeoStar Retail Group in 1994. The merger was structured as a stock swap, where shareholders of Babbage's and Software Etc. received shares of NeoStar, a newly formed holding company. Babbage's and Software Etc. continued to operate as independent subsidiaries of NeoStar and retained their respective senior management teams. Babbage's founder and chairman James McCurry became chairman of NeoStar, while Babbage's president Gary Kusin and Software Etc. president Daniel DeMatteo retained their respective titles. Software Etc. chairman Leonard Riggio became chairman of NeoStar's executive committee. Gary Kusin resigned as president of Babbage's in February 1995 to start a cosmetics company. Daniel DeMatteo president of Software Etc. assumed Kusin's duties and was promoted to president and chief operating officer of NeoStar. NeoStar chairman James McCurry was appointed to the newly created position of NeoStar CEO.
The company relocated from its headquarters in Dallas to Grapevine that year. NeoStar merged its Babbage's and Software Etc. units into a single organization in May 1996 amid declining sales. Company president Daniel DeMatteo resigned, NeoStar chairman and CEO James McCurry assumed the title of president. In September of that year, after NeoStar was unable to secure the credit necessary to purchase inventory necessary for the holiday season, the company filed for Chapter 11 bankruptcy. With the filing, NeoStar board member Thomas G. Plaskett became chairman and James McCurry remained company chief executive and president; the leadership changes were not enough and in November 1996 the assets of NeoStar were purchased for $58.5 million by Leonard Riggio, a founder of Software Etc. and chairman and principal stockholder of Barnes & Noble. Electronics Boutique had bid to purchase NeoStar, but the judge presiding over NeoStar's bankruptcy accepted Riggio's bid because it kept open 108 stores more than Electronics Boutique's bid would have.
200 retail stores were not included in the transaction and were subsequently closed. Following his purchase of NeoStar's assets, Leonard Riggio dissolved the holding company and created a new holding company named Babbage's Etc, he appointed Richard "Dick" Fontaine Software Etc.'s chief executive during its expansion in the late 1980s and early 1990s, as Babbage Etc.'s chief executive. Daniel DeMatteo the president of both Software Etc. and NeoStar, became company president and COO. Three years in 1999, Babbage's Etc. launched its GameStop brand with 30 stores located in strip malls. The company launched gamestop.com, a website that allowed consumers to purchase video games online. GameStop.com was promoted in Software Etc. stores. Barnes & Noble Booksellers purchased Babbage's Etc. in October 1999 for $215 million. Because Babbage's Etc. was principally owned by Leonard Riggio, Barnes & Noble's chairman and principal shareholder, a special committee of independent directors of Barnes & Noble Booksellers evaluated and signed-off on the deal.
A few months in May 2000, Barnes & Noble acquired Funco, an Eden Prairie, Minnesota-based video game retailer, for $160 million. Babbage's Etc., operating as a direct subsidiary of Barnes & Noble, became a wholly owned subsidiary of Funco. With its acquisition of Funco, Barnes & Noble acquired Game Informer, a video game magazine, first published in 1991. Funco was renamed GameStop, Inc. in December 2000 in anticipation of holding an initial public offering for the company. Barnes & Noble Booksellers took GameStop public with a February 2002 initial public offering on the New York Stock Exchange. GameStop was listed under the ticker symbol GME. Barnes & Noble retained control over the newly public company with 67% of outstanding shares and 95% of voting shares. Barnes & Noble retained control over GameStop until October 2004, when it distributed its 59% stake in GameStop to stakeholders of Barnes & Noble, making it an independent company. GameStop acquired EB Games in 2005 for $1.44 billion. The acquisition expanded GameStop's operations into Europe, Canada and New Zealand.
Two years in 2007, GameStop acquired Rhino Video Games from Blockbuster for an undisclosed amount. Rhino Video Games operated 70 video game stores throughout the Southeastern United States. GameStop purchased Free Record Shop's Norwegian stores in April 2008; the company converted them into video game shops. Daniel DeMatteo replaced Richard Fontaine as GameStop CEO in August 2008
Electronic Gaming Monthly
Electronic Gaming Monthly is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content, product reviews; the magazine was founded in 1988 as U. S. National Video Game Team's Electronic Gaming Monthly under Sendai Publications. In 1994, EGM spun off EGM ², which focused on expanded tricks, it became Expert Gamer and the defunct GameNOW. After 83 issues, EGM switched from Sendai Publishing to Ziff Davis publisher; until January 2009, EGM only covered gaming on console software. In 2002, the magazine's subscription increased by more than 25 percent; the magazine was discontinued by Ziff Davis in January 2009, following the sale of 1UP.com to UGO Networks. The magazine's February 2009 issue was completed, but was not published. In May 2009, EGM founder Steve Harris purchased its assets from Ziff Davis; the magazine was relaunched in April 2010 by Harris' new company EGM Media, LLC, widening its coverage to the PC and mobile gaming markets.
Notable contributors to Electronic Gaming Monthly have included Martin Alessi, Ken Williams, "Trickman" Terry Minnich, Andrew "Cyber-Boy" Baran, Danyon Carpenter, Marc Camron, Mark "Candyman" LeFebvre, Todd Rogers, Mike Weigand a.k.a. Major Mike, Al Manuel, Howard Grossman, Arcade Editor Mark "Mo" Hain, Mike "Virus" Vallas, Jason Streetz, Ken Badziak, Scott Augustyn, Chris Johnston, Che Chou, Dave Ruchala, Crispin Boyer, Greg Sewart, Jeanne Trais, Jennifer Tsao, artist Jeremy Norm Scott, Shawn "Shawnimal" Smith, West Coast Editor Kelly Rickards, Kraig Kujawa, Dean Hager, Jeremy Parish, Mark Macdonald. Writers who served stints as editor-in chief include Ed Semrad, Joe Funk, John Davison, James Mielke, artist Jeremy "Norm" Scott, Seanbaby. In addition, writers of EGM's various sister publications – including GameNow, Computer Gaming World/Games for Windows: The Official Magazine, Official U. S. PlayStation Magazine – would contribute to EGM, vice versa; the magazine is known for making April Fools jokes.
Its April 1992 issue was the source of the Sheng Long hoax in Street Fighter II: The World Warrior. The magazine includes the following sections: Insert Coin Letter from the editor - the editorial Login - Letters from readers and replies by the magazine Press Start This section contains a general article about video gaming EGM RoundTable - discussions around video games The Buzz - industry rumors The EGM Hot List - background information about a critically acclaimed game Features - feature articles The EGM Interview - interview with a person from the gaming industry Cover Story - preview of the game featured on the magazine cover Next Wave - previews of upcoming games Launch Point - short previews of upcoming games Review Crew - review section Review Recap - recapitulation of the review scores from the preceding issue Game Over - Commentary articles on video gaming related topics EGM's current review scale is based on a letter grade system in which each game receives a grade based on its perceived quality.
Games are reviewed by one member, except for "the big games", which were reviewed by one of a pool of editors known as "The Review Crew." They each write a few paragraphs about their opinion of the game. The magazine makes a strong stance. Towards the top of the scale, awards are given to games that average a B- or higher from the three individual grade: "Silver" awards for games averaging a grade of B- to B+; the current letter grade system replaced a long-standing 0–10 scale in the April 2008 issue. In that system, Silver went to a game with an average rating from 8 to 9, Gold to a game reviewed at 9 to 10, Platinum to a game that received nothing but 10 ratings; until 1998, as a matter of editorial policy, the reviewers gave scores of 10, never gave a Platinum Award. That policy changed when the reviewers gave Metal Gear Solid four 10 ratings in 1998, with an editorial announcing the shift. In addition, they gave the game with the highest average score for that issue a "Game of the Month" award.
If a "Game of the Month" title receives a port to another console, that version is disqualified from that month's award, such as with Resident Evil 4, which won the award for the Nintendo GameCube version and subsequently received the highest scores for the PlayStation 2 port months and Tony Hawk's Pro Skater 2, which won the Platinum award for two separate versions of the game. In 2002, EGM began giving games; as there is not always such a game in each issue, this award is only given out when a game qualifies. A team of four editors reviewed all the games; this process was dropped in favor of a system that added more reviewers to the staff so that no one person reviewed all the games for the month. Though the scores ranged from 0–10 on the previous numerical scale, the score of zero was never utilized, with exceptions being Mortal Kombat Advance, The Guy Game, Ping Pals. EGM en Español was released in Mexico in November 2002, it is edited by a different staff. Sometimes the content was more focused to
Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres
North America is a continent within the Northern Hemisphere and all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, to the southeast by South America and the Caribbean Sea. North America covers an area of about 24,709,000 square kilometers, about 16.5% of the earth's land area and about 4.8% of its total surface. North America is the third largest continent by area, following Asia and Africa, the fourth by population after Asia and Europe. In 2013, its population was estimated at nearly 579 million people in 23 independent states, or about 7.5% of the world's population, if nearby islands are included. North America was reached by its first human populations during the last glacial period, via crossing the Bering land bridge 40,000 to 17,000 years ago; the so-called Paleo-Indian period is taken to have lasted until about 10,000 years ago. The Classic stage spans the 6th to 13th centuries.
The Pre-Columbian era ended in 1492, the transatlantic migrations—the arrival of European settlers during the Age of Discovery and the Early Modern period. Present-day cultural and ethnic patterns reflect interactions between European colonists, indigenous peoples, African slaves and their descendants. Owing to the European colonization of the Americas, most North Americans speak English, Spanish or French, their culture reflects Western traditions; the Americas are accepted as having been named after the Italian explorer Amerigo Vespucci by the German cartographers Martin Waldseemüller and Matthias Ringmann. Vespucci, who explored South America between 1497 and 1502, was the first European to suggest that the Americas were not the East Indies, but a different landmass unknown by Europeans. In 1507, Waldseemüller produced a world map, in which he placed the word "America" on the continent of South America, in the middle of what is today Brazil, he explained the rationale for the name in the accompanying book Cosmographiae Introductio:... ab Americo inventore... quasi Americi terram sive Americam.
For Waldseemüller, no one should object to the naming of the land after its discoverer. He used the Latinized version of Vespucci's name, but in its feminine form "America", following the examples of "Europa", "Asia" and "Africa". Other mapmakers extended the name America to the northern continent, In 1538, Gerard Mercator used America on his map of the world for all the Western Hemisphere; some argue that because the convention is to use the surname for naming discoveries, the derivation from "Amerigo Vespucci" could be put in question. In 1874, Thomas Belt proposed a derivation from the Amerrique mountains of Central America. Marcou corresponded with Augustus Le Plongeon, who wrote: "The name AMERICA or AMERRIQUE in the Mayan language means, a country of perpetually strong wind, or the Land of the Wind, and... the can mean... a spirit that breathes, life itself." The United Nations formally recognizes "North America" as comprising three areas: Northern America, Central America, The Caribbean.
This has been formally defined by the UN Statistics Division. The term North America maintains various definitions in accordance with context. In Canadian English, North America refers to the land mass as a whole consisting of Mexico, the United States, Canada, although it is ambiguous which other countries are included, is defined by context. In the United States of America, usage of the term may refer only to Canada and the US, sometimes includes Greenland and Mexico, as well as offshore islands. In France, Portugal, Romania and the countries of Latin America, the cognates of North America designate a subcontinent of the Americas comprising Canada, the United States, Mexico, Greenland, Saint Pierre et Miquelon, Bermuda. North America has been referred to by other names. Spanish North America was referred to as Northern America, this was the first official name given to Mexico. Geographically the North American continent has many subregions; these include cultural and geographic regions. Economic regions included those formed by trade blocs, such as the North American Trade Agreement bloc and Central American Trade Agreement.
Linguistically and culturally, the continent could be divided into Latin America. Anglo-America includes most of Northern America and Caribbean islands with English-speaking populations; the southern North American continent is composed of two regions. These are the Caribbean; the north of the continent maintains recognized regions as well. In contrast to the common definition of "North America", which encompasses the whole continent, the term "North America" is sometimes used to refer only to Mexico, the United States, Greenland; the term Northern America refers to the northern-most countries and territories of North America: the United States, Bermuda, St. Pierre and Miquelon and Greenland. Although the term does not refer to a unifie
IGN is an American video game and entertainment media website operated by IGN Entertainment Inc. a subsidiary of Ziff Davis, itself wholly owned by j2 Global. The company is located in San Francisco's SOMA district and is headed by its former editor-in-chief, Peer Schneider; the IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. It focuses on games, television, comics and other media. A network of desktop websites, IGN is now distributed on mobile platforms, console programs on the Xbox and PlayStation, FireTV, via YouTube, Twitch and Snapchat. IGN was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests and entertainment, such as Rotten Tomatoes, GameSpy, GameStats, VE3D, TeamXbox, Vault Network, FilePlanet, AskMen, among others. IGN was sold to publishing company Ziff Davis in February 2013 and now operates as a j2 Global subsidiary. Created in September 1996 as the Imagine Games Network, the IGN content network was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com, PSXPower, Next-Generation.com and Ultra Game Players Online.
Imagine expanded on its owned-and-operated websites by creating an affiliate network that included a number of independent fansites such as PSX Nation.com, Sega-Saturn.com, Game Sages, GameFAQs. In 1998, the network launched a new homepage that consolidated the individual sites as system channels under the IGN brand; the homepage exposed content from more than 30 different channels. Next-Generation and Ultra Game Players Online were not part of this consolidation. G. P. O. Dissolved with the cancellation of the magazine, Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. In February 1999, PC Magazine named IGN one of the hundred-best websites, alongside competitors GameSpot and CNET Gamecenter; that same month, Imagine Media incorporated a spin-off that included IGN and its affiliate channels as Affiliation Networks, while Simpson-Bint remained at the former company. In September, the newly spun-out standalone internet media company, changed its name to Snowball.com.
At the same time, small entertainment website The Den merged into IGN and added non-gaming content to the growing network. Snowball shed most of its other properties during the dot-com bubble. IGN prevailed with growing audience numbers and a newly established subscription service called IGN Insider, which led to the shedding of the name "Snowball" and adoption of IGN Entertainment on May 10, 2002. In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN is ranked among the top 200 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdoch's multi-media business empire, News Corporation, for $650 million. IGN celebrated its 10th anniversary on January 12, 2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount.
In 2011, IGN Entertainment acquired its rival UGO Entertainment from Hearst Corporation. News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had acquired. On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, UGO in order to focus on its flagship brands, IGN.com and AskMen. The role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review aggregation website, was founded by IGN in 2004. GameStats includes a "GPM" rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game.
However, the site is no longer being updated. The Xbox interest site, TeamXbox, the PC game website VE3D were acquired in 2003. IGN Entertainment merged with GameSpy Industries in 2005; the merger brought the game download site FilePlanet into the IGN group. IGN Entertainment acquired the online male lifestyle magazine AskMen.com in 2005. In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster. In October 2017, Humble Bundle announced that it was being acquired by IGN. A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, sound and lasting appeal." Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category. On August 3, 2010, IGN announced.
Instead of a 100-point s