The PlayStation 4 is an eighth-generation home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February, 2013, it was launched on November 15 in North America, November 29 in Europe, South America and Australia, on February 22, 2014, in Japan, it Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Unit built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops. The PlayStation 4 places an increased emphasis on social interaction and integration with other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices, the ability to stream gameplay online or to friends, with them controlling gameplay remotely; the console's controller was redesigned and improved over the PlayStation 3, with improved buttons and analog sticks, an integrated touchpad among other changes.
The console supports HDR10 High-dynamic-range video and playback of 4K resolution multimedia. The PlayStation 4 was released to acclaim, with critics praising Sony for acknowledging its consumers' needs, embracing independent game development, for not imposing the restrictive digital rights management schemes to those announced by Microsoft for Xbox One. Critics and third-party studios praised the capabilities of the PlayStation 4 in comparison to its competitors. Heightened demand helped Sony top global console sales. By the end of December 2018, over 94 million PlayStation 4 consoles had been shipped worldwide, surpassing lifetime sales of its predecessor, the PlayStation 3; as of December 2018, 91.6 million PlayStation 4 consoles had been sold through to customers worldwide. On September 7, 2016, Sony unveiled the PlayStation 4 Pro, a high-end version of the console with an upgraded GPU and higher CPU clock rate to support enhanced performance and 4K resolution on supported games; the company released a variant of the original model with a smaller form factor, the release of a patch to add HDR support to all existing consoles.
According to lead architect Mark Cerny, development of Sony's fourth video game console began as early as 2008. Less than two years earlier, the PlayStation 3 had launched after months of delays due to issues with production; the delay placed Sony a year behind Microsoft's Xbox 360, approaching unit sales of 10 million by the time the PS3 launched. PlayStation Europe CEO Jim Ryan said Sony wanted to avoid repeating the same mistake with PS3's successor. In designing the system, Sony worked with software developer Bungie, who offered their input on the controller and how to make it better for shooting games. In 2012, Sony began shipping development kits to game developers, consisting of a modified PC running the AMD Accelerated Processing Unit chipset; these development kits were known as "Orbis". In early 2013, Sony announced that an event known as PlayStation Meeting 2013 would be held in New York City, U. S. on February 20, 2013, to cover the "future of PlayStation". Sony announced the PlayStation 4 at the event.
It revealed details about the console's hardware and discussed some of the new features it will introduce. Sony showed off real-time footage of games in development, as well as some technical demonstrations; the design of the console was unveiled in June at the Electronic Entertainment Expo 2013, the initial recommended retail prices of $399, €399, £349 given. The company revealed release dates for North America, Central America, South America and Australia, as well as final pieces of information, at a Gamescom press event in Cologne, Germany, on August 20, 2013; the console was released on November 15, 2013, in the United States and Canada, followed by further releases on November 29, 2013. By the end of 2013, the PS4 was launched in more European and South American countries The PS4 released in Japan at ¥39,980 on February 22, 2014. Sony finalized a deal with the Chinese government in May 2014 to sell its products in mainland China, the PS4 will be the first product to be released. Kazuo Hirai, chief executive officer of Sony, said in May: "The Chinese market, just given the size of it, is potentially a large market for video game products...
I think that we will be able to replicate the kind of success we have had with PS4 in other parts of the world in China."In September 2015, Sony reduced the price of the PS4 in Japan to ¥34,980, with similar price drops in other Southeast Asian markets. The first official sub £300 PS4 bundle was the £299.99 "Uncharted Nathan Drake Collection 500GB", released in the UK on October 9, 2015. On October 9, 2015, the first official price cut of the PS4 in North America was announced: a reduction of $50 to $349.99 and by $20 to $429.99. An official price cut in Europe followed in late October 2015, reduced to €349.99/£299.99. On June 10, 2016, Sony confirmed that a hardware revision of the PlayStation 4, rumored to be codenamed "Neo", was under development; the new revision is a higher-end model, meant to support gameplay in 4K. The new model will be sold alongside the existing model, all existing software will be compatible between the two models. Layden stated that Sony has no plans to "bifurcate the market", only that gamers playing on the Neo will "have the same experience, but one will be delivered at a higher resol
PlayStation All-Stars Battle Royale
PlayStation All-Stars Battle Royale is a crossover fighting video game developed by SuperBot Entertainment, in conjunction with SCE Santa Monica Studio, published by Sony Computer Entertainment. It features various characters drawn from different PlayStation video game franchises competing against each other in multiplayer battles; the game was released in November 2012 for the PlayStation 3 and PlayStation Vita video game consoles. Development of PlayStation All-Stars Battle Royale began in 2009 under the working title of Title Fight; the game's existence was leaked prior to its official announcement in April 2012, along with a significant number of its playable characters. PlayStation All-Stars Battle Royale was one of the first games to be included in Sony's "Cross-Buy" program, allowing those who purchased the game for PlayStation 3 to receive a free copy of the PlayStation Vita port; the game received mixed reviews. Critics praised the game's multiplayer components and gameplay mechanics, but the game was criticized for its lack of content and presentation.
More than a million copies of the game were sold upon launch. PlayStation All-Stars Battle Royale is a fighting game, similar to the style of Nintendo's Super Smash Bros. series. Up to four players can battle each other using characters from various Sony franchises such as God of War, PaRappa the Rapper and Sly Cooper, as well as third-party franchises like BioShock. Battles take place on a 2D plane, with players able to move around a stage to approach or escape their opponents. Different attacks are performed by pressing one of three attack buttons in combination with a directional input. Players damage their opponents to receive "AP" orbs that build up a power meter at the bottom of the screen. Players can find orbs scattered across the stage during the match, or can perform throw attacks to remove AP orbs from their opponents. Earning enough power allows players to use one of three levels of special attacks named "Super Moves" which can be used to defeat opponents and earn points. Level 1 super moves have the lowest AP cost but cover a short range and can only hit one character.
Battles take place in one of fourteen different battle arenas, with many featuring elements and stage hazards that can damage characters and cause them to lose AP. Each stage is based on a combination of two games, such as "Sandover Village", "Dreamscape", "Stowaways", "Hades"; as time passes, a stage's second representation takes hold introducing an additional hazard into the level. During gameplay, item pick-ups will spawn on the battlefield, such as the Hedgehog Grenade from Resistance, the Gravity Shield from Wipeout, Baumusu's Axe from Rise of the Kasai, Razor Claws from Ratchet & Clank; these items can be used to augment a player or attack an opponent, causing them to lose AP. Both stage hazards and items can be disabled in the game's options menu; the game features a traditional single-player arcade mode, in which players must defeat several randomly-selected opponents, followed by a character-specific rival battle and a battle against the game's main antagonist and final boss, Polygon Man, the former mascot for the Sony PlayStation in North America.
Multiplayer modes include time-based matches, where players compete to achieve the most kills within a time limit. The game features a single-player challenge mode, in which players attempt to complete specific objectives. Completing matches and fulfilling objectives with a character will gain them experience points; the game features cross-platform play between the PlayStation PlayStation Vita versions. Notes ^a Downloadable content Rumors begin circulating that an unknown entity is seeking the strongest warriors in all worlds, gathering many powerful opponents to prove itself superior. Heroes and villains from the many worlds begin searching for this new threat, either seeking to protect their worlds or in pursuit of fortune. After crossing many worlds and defeating those they encounter along the way, the player character encounters the source of the challenge, Polygon Man, who attacks them. After Polygon Man is defeated, the victor absorbs his power and returns to their own world, where they decide how to use their newfound power.
PlayStation All-Stars Battle Royale was going to be developed by Naughty Dog, in the middle of the development of The Last of Us. Publisher Sony Computer Entertainment therefore decided to form SuperBot Entertainment in 2009 to work on the game. Game development began in 2009 with a creative team that included members from several Sony and former third party development teams. Omar Kendall a designer on the UFC series, the Backyard Wrestling franchise, X-Men: Next Dimension, assumed the role of game director after joining SuperBot. In early 2011, it was discovered that the independent studio based in California, SuperBot Entertainment, was working on an un-announced "combat heavy" multiplayer title for the PlayStation 3. In November 2011, images of the game popped up online, showing Sweet Tooth from the Twisted Metal series and Kratos from God of War, it was claimed the game features a number of Sony mascots such as Parappa th
Rocket: Robot on Wheels
Rocket: Robot on Wheels is a platformer video game developed by Sucker Punch Productions and published by Ubi Soft for the Nintendo 64. The game was released in North America on October 31, 1999, in Europe on December 17, 1999; this was the first game developed by Sucker Punch. In the game the player takes control over the titular robot. Rocket: Robot on Wheels is notable for being the first game on a home platform to use a realistic physics engine to drive the gameplay; the player is required to solve puzzles dealing with mass, inertia and other physical properties. The game had been developed under the title Sprocket until three months before its release, when it was changed due to a trademark conflict with Game Sprockets; the game has six differently all connected to the main Whoopie World area. Each world is opened by finding a requisite number of tickets in the other worlds. On the way, the player must learn new moves and techniques from a maintenance robot named Tinker in exchange for tokens found throughout the park.
Each world has at least one vehicle, used for getting tickets. For example, the first level has a hot dog car. After collecting enough tickets from throughout the park, the player can gain entry to the final stage, Jojo World, where Jojo is confronted; the music in the game has organ and piano and is based around the jazz and psychedelic music genre. Rocket belongs to Dr. Gavin, the architect and owner of Whoopie World, a futuristic zoo and theme park. On the night before opening day, he goes to a party, leaving Rocket in charge of all the animals and two mascots: Whoopie the walrus and his sidekick Jojo the raccoon; as soon as Gavin leaves, Rocket sees Jojo looking over his plans to ruin opening day and replace the park with Jojo World. Before he can do anything, Jojo knocks out Rocket with a mallet and takes the teleporter down into the park, bringing Whoopie with him. Now Rocket must rescue Whoopie, free the captured animals, find the tickets and tokens Jojo has scattered throughout the park, catch the raccoon, all before Dr. Gavin returns.
Tinker, the mechanic at the park, tells Rocket that he must retrieve all of the tickets and tokens which Jojo stole, he opens up the first level, Clowny Island. After finding all the tickets and tokens, Rocket is honored and the park is renamed RocketLand, much to Whoopie's dismay. After Sucker Punch's founders left Microsoft and formed the studio, they decided to develop a game for the Nintendo 64; the team went to Nintendo to pitch the game, however they refused them, citing a lack of approval. Without development kits or tool libraries, they developed a prototype of the game using a PC; the developers pitched the prototype to Nintendo and received development kits, however Nintendo refused to publish the game. They spent around a year creating the first level in the game self-funded and began pitching to multiple developers, they pitched the game to Sony Interactive Entertainment, impressed with it, but they stipulated the game still be released on N64 and ported to the PlayStation. Nervous about both the concept not being mascot-centric and a potential game being on their biggest competitor's system, Sony declined.
They pitched to Electronic Arts and were on the cusp of breaking a deal, but it would require the game be cancelled and Sucker Punch start anew on a PlayStation 2 title. The team got cold feet over putting a game on the cutting board, so they continued to pitch it; the team went to E3 1999 to present the game themselves, which landed positive coverage in gaming magazines such as Next Generation, catching the attention of Ubisoft, who agreed to publish the game. In hindsight, the developers lament pitching the game when complete and massively underestimating the process of getting a publisher; the game received "favorable" reviews according to video game review aggregator GameRankings. It was listed as the "18th Best Nintendo 64 Game of All Time" in Nintendo Power Magazine's 20th anniversary issue. Official website Rocket: Robot on Wheels at MobyGames
Sly Cooper and the Thievius Raccoonus
Sly Cooper and the Thievius Raccoonus is a platform stealth video game created by Sucker Punch Productions, released on the PlayStation 2 in 2002. The game was followed by three sequels, Sly 2: Band of Thieves, Sly 3: Honor Among Thieves and Sly Cooper: Thieves in Time. On November 9, 2010, Sly Cooper and the Thievius Raccoonus, as well as its first two sequels, were released together as The Sly Collection, a remastered port of all three games on a single Blu-ray disc as a Classics HD title for the PlayStation 3; the game focuses on master thief Sly Cooper and his gang, Bentley the Turtle and Murray the Hippo, as they seek out the Fiendish Five to recover his family's "Thievius Raccoonus," a book with the accumulation of all of Sly's ancestors' thieving moves. The game was praised for using a variation on cel-shading rendering, used to create a film noir feel, while still rendered as a hand-drawn animated movie, though criticized for being too short. An upcoming CGI animated film based on the game is set for a theatrical release in the near future.
No set release date or year has been confirmed. Raccoon master thief Sly Cooper, with the help of his friends Bentley, a talented hacker and technician, Murray, the gang's getaway driver, breaks into Interpol's offices in Paris to obtain a police file on the Fiendish Five, the world's five most wanted criminals. Despite being ambushed by his love interest, Inspector Carmelita Montoya Fox, Sly escapes; as the gang returns to their hideout, Sly explains that he is descended from the Cooper Clan, a family of thieves who specialize in stealing only from criminals throughout history, who maintained a book, the Thievius Raccoonus, to record their unique skills and abilities for posterity. The night Sly was to inherit the book, the Fiendish Five murdered his father in front of him and stole the book, dividing it into five pieces before going their separate ways to commit dastardly crimes. Sent to an orphanage, Sly formed a gang with Bentley and Murray, vowing to one day track down the Fiendish Five, avenge Sly's father, restore the Thievius Raccoonus.
Their first target is Sir Raleigh, a greedy aristocrat who uses his mechanical skills to prey on ships throughout the islands of Wales. After bringing down Raleigh and leaving him to be arrested by Inspector Fox, the gang heads to Mesa City, where Raleigh's old friend Muggshot has taken over the city center for his personal gambling empire. Once Muggshot and his gangsters are dealt with, the gang heads to their third target in the Haitian jungle. Ruby, a voodoo priestess, who plans to create an army of ghosts to terrorize those who rejected her as a child; the fourth target, the mysterious Panda King, resides in the Kunlun Mountains of China, where he extorts nearby villages by threatening to bury them in avalanches triggered by his fireworks. With four of the five locked up, Sly analyzes the collected pages of the Thievius Raccoonus and determines that the final target is Clockwerk, an immortal metal owl, stalking the Cooper Clan since its earliest days. Bentley traces metal used in some of the Five's vehicles to a remote volcano in Russia, where the gang heads next.
Using special upgrades to the team van, the gang breaches Clockwerk's lair, only to discover that Carmelita has been captured. Sly nearly dies after being gassed before Bentley is able to rescue him. With Carmelita's help, Sly confronts him in aerial combat. Clockwerk reveals that he has always been jealous of the Cooper Clan, that he turned himself into a machine fueled by his own jealousy and hatred toward the Coopers and recruited the Fiendish Five for the sole purpose of destroying the Cooper family's legacy. Sly replies that he doesn't need the Thievius Raccoonus to be a great thief and proceeds to destroy Clockwerk's body and head. Carmelita agrees to give him a ten-second head start. Sly kisses her at the last second while handcuffing her to a rail, running off with his gang in celebration as Carmelita angrily swears to hunt him down. After the credits, one of Clockwerk's eyes flashes open. Sly Cooper is a third person platforming video game. S. PlayStation Magazine retrospective, the game "tries to mix one-hit-kill arcade action with Splinter Cell sneaking".
The player controls Sly Cooper, the title character, as he moves between each uniquely themed lair of the Fiendish Five and the sub-sections of those lairs, avoiding security systems and the watchful eyes of enemies. While Sly is equipped with a cane to attack his foes, he can be defeated with a single hit, so the player is urged to use stealth maneuvers and the environment to evade or silently neutralize potential threats. To assist in these stealth moves, the environment contains special areas colored with blue sparkles of light, identified in the game as Sly's "thief senses." The player can trigger context-sensitive actions in these areas, such as shimmying along a narrow ledge or wall, landing on a pointed object such as an antenna or streetlight, climbing along the length of a narrow pole or pipe or using the cane to grapple onto something. The player must avoid detection by security systems and enemies, otherwise an alarm will sound and the player will either have to destroy the alarm, avoid or defeat foes alerted by the alarm or hide for several seconds until the alarm resets.
The game uses a dynamic music system that changes depending on the state of alarm in the area: the music will increase in volume and pacing when Sly attacks or is detected, will quiet down as the disturbance goes away. Each sub-section of a lair contains a number of clue bottles which, when collected, al
Paris Games Week
Paris Games Week, or PGW, is a trade fair for video games held annually at the Paris expo Porte de Versailles in Paris, France. It is organised by a French organisation that promotes the interests of video game developers. Official website
Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3-D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. Cel-shading is used to mimic the style of a comic book or cartoon and/or give it a characteristic paper-like texture. There are similar techniques that can make an image look like a sketch, an oil painting or an ink painting, it is somewhat recent. The name comes from cels, the clear sheets of acetate, which are painted on for use in traditional 2D animation; the cel-shading process starts with a typical 3D model. Where cel-shading differs from conventional rendering is in its non-photorealistic illumination model. Conventional lighting values are calculated for each pixel and quantized to a small number of discrete shades to create the characteristic flat look – where the shadows and highlights appear as blocks of color rather than being mixed smoothly. Black "ink" outlines and contour lines can be created using a variety of methods.
One popular method is to first render a black outline larger than the object itself. Backface culling is inverted and the back-facing triangles are drawn in black. To dilate the silhouette, these back faces may be drawn in wireframe multiple times with slight changes in translation. Alternatively, back-faces may be rendered solid-filled, with their vertices translated along their vertex normals in a vertex shader. After drawing the outline, back-face culling is set back to normal to draw the shading and optional textures of the object; the image is composited via Z-buffering, as the back-faces always lie deeper in the scene than the front-faces. The result is that the object is drawn with interior contour lines; the term "cel-shading" is popularly used to refer to the application of this "ink" outlining process in animation and games, although the term referred to the shading technique regardless of whether the outline was applied. The Utah teapot rendered using cel-shading: The back faces are drawn with thick lines The object is drawn with a basic texture ShadingSteps 2 and 3 can be combined using multi-texturing.
Another outlining technique is to use 2D image-processing. First, the scene is rendered to a screen-sized color texture: Then, the scene's depth and world-space surface normal information are rendered to screen-sized textures: A Sobel filter or similar edge-detection filter is applied to the normal/depth textures to generate an edge texture. Texels on detected edges are black, while all other texels are white: Finally, the edge texture and the color texture are composited to produce the final rendered image: Starting in the 2000s, cel shading became synonymous in interactive media with the style of the Dreamcast game Jet Set Radio, but it has been applied in numerous other games over the years, including more recent titles such as Cel Damage, No More Heroes and Grand Theft Auto: Chinatown Wars. Other notable examples include The Legend of Zelda: The Wind Waker, Viewtiful Joe, Ni No Kuni, Escape Dead Island, The Legend of Zelda: Breath of the Wild, The Wolf Among Us, Ōkami, Ultimate Spider-Man.
Some prominent games featuring cel shading are Jet Set Radio for the Sega Dreamcast, Ultimate Spider-Man for the PlayStation 2, Sly Cooper and the Thievius Raccoonus for the PlayStation 2, The Legend of Zelda: The Wind Waker for the Nintendo GameCube, Harvest Moon: Magical Melody for the Nintendo GameCube and Wii, the Katamari series, as well as The Legend of Zelda: Breath of the Wild for the Wii U and Nintendo Switch. Cutscenes in Mirror's Edge use a mixture of drawn characters and 3D toon shaded models, with the latter used in vehicles and such. Boo! Bunny Maloney Freedom Project, 2006 Japanese anime series Knights of Sidonia, 2014 Japanese anime series Spider-Man: The New Animated Series Iron Man: Armored Adventures Archer, adult oriented cartoon played on FX. Red vs. Blue season 14, an animation/video game based TV series. Based on the video game Halo. Transformers: Robots in Disguise, a 2015 animated series and sequel to Transformers: Prime. Star Wars Resistance Appleseed, a 2004 Japanese animated film.
Mutafukaz: Operation Blackhead, a 2002 crime short film that became the basis for the comic book for the same name produced by Run. Waking Life 2001 List of cel-shaded video games 2.5D Gooch shading IGN: Jet Set Radio review. Retrieved August 4, 2005. GameDev.net – Cel-Shading. Retrieved August 5, 2005. Sunandblackcat.com – Cel-Shading. Retrieved August 7, 2014. Tv tropes about cel-shading. Retrieved December 2, 2014
Game Informer is an American monthly video game magazine featuring articles, news and reviews of video games and associated consoles. It debuted in August 1991; the publication is owned and published by GameStop Corp. the parent company of the video game retailer of the same name, who bought FuncoLand in 2000. Due to this, a large amount of promotion is done in-store, which has contributed to the success of the magazine. Game Informer has since become an important part of GameStop's customer loyalty program, PowerUp Rewards, which offers subscribers access to special content on the official website. Game Informer debuted in August 1991 as a six-page magazine, it was published every two months until November 1994, when the magazine began to be released monthly. Since 2001 Game Informer has been published by Cathy Preston, working as part of the production team since 2000, it was under her that the publication became an integral part of GameStop's customer loyalty program, Power Up Rewards. In 2010, Game Informer became the 5th largest magazine in the US with 5 million copies sold, ahead of popular publications like Time, Sports Illustrated, Playboy.
By 2011, Game Informer had become the 3rd largest magazine in the US topping 8 million copies circulated. However, in 2014 it had fallen to 4th place with 6.9 million copies sold. Recent figures still place the magazine at 4th place with over 7 million copies sold; the financial success of Game Informer has been attributed to its good relationship with publishers, ties to GameStop, the lack of gaming magazine competition. In each year's April edition, Game Informer includes Game Infarcer, an annual feature in the magazine, as an April Fool's joke. On the cover is "World's #1 Pretend Magazine" where it would ordinarily say "World's #1 Video Game Magazine", the word "Parody" is written on the bottom of each page. Game Infarcer articles are accredited to the fictional editor-in-chief Darth Clark, addressed in hate mail every year sent to Game Informer; the heated responses to parody articles are featured in Game Informer issues. Game Informer has included four "Sacred Cow Barbecues". Similar in style to a celebrity roast, the occasion is meant to "knock some of gaming's most revered icons off their high and mighty pedestals."
The first Sacred Cow Barbecues featured in issue 158. Other issues featuring Sacred Cow Barbecues are: 183, 211, 261. Sacred Cow Barbecues articles are considered controversial among those gamers who aren't amused with their games being mocked. Game Informer Online was launched in August 1996, featured daily news updates as well as articles. Justin Leeper and Matthew Kato were hired on in November 1999 as full-time web editors; as part of the GameStop purchase of the magazine, the site was closed around January 2001. Both Leeper and Kato were placed on the editorial staff of the magazine. GI Online was revived in September 2003, with a full redesign and many additional features, such as a review database, frequent news updates, exclusive "Unlimited" content for subscribers, it was managed by creator of PlanetGameCube.com. Berghammer is the editor in chief of the EGM Media group On March 2009, the online staff began creating the code for what would be the latest redesign to date; the redesign was to release hand-in-hand with the magazine's own redesign.
On October 1, 2009, the newly redesigned website was live, with a welcome message from Editor-In-Chief Andy McNamara. Many new features were introduced, including a rebuilt media player, a feed highlighting the site activity of the website's users, the ability to create user reviews. At the same time, the magazine's podcast, The Game Informer Show, was launched. In February, Game Informer's editors round up to count and judge the "Top 50 Games of last year"; the games are sorted in order of release date. They do not have rankings, but they do commemorate special games with awards like Game of the Year and other examples, they have mini top 10 charts of differing categories, both in the Top 50 games section of the website and in the regular magazine. In August each year, Game Informer includes a "E3 Hot 50", a special section that reviews the year's E3 and most to all of its games, which temporarily replaces the "previews" section. In November 2009, Game Informer was launched in Australia by former Australian GamePro and Official PlayStation Magazine editor Chris Stead and publisher Citrus Media.
By June 2010, Game Informer Australia had become the first local games publication to pass 10,000 subscribers. By August 18, 2010, it had become Australia's biggest selling video games publication. Game Informer Australia has picked up three Australian Magazine Awards for best in category, multiple nominations in the Lizzie awards and the 2013 MCV award for Print Publication of the Year. Chris Stead received the 2013 Journalist of the Year gong at the MCV awards. Game Informer reviews games on PCs, PlayStation 4, PlayStation Vita, PlayStation VR, Xbox One, Nintendo Switch, Nintendo 3DS, Android, iOS. Older games, three per issue, were given brief reviews in the magazine's Classic GI section; this was discontinued in months before the redesign of the magazine. The magazine's staff rate games on a scale of 1 to 10 with quarter point intervals. A score of 1 - 5 is considered terrible. Andy McNamara – Editor-i