EverQuest Online Adventures
EverQuest Online Adventures was a 2003 3D fantasy massively multiplayer online role-playing game for the PlayStation 2. The game was part of the EverQuest franchise before being shut down on March 29, 2012, after nine years of operation. An expansion pack was launched on November 17, 2003: Frontiers added a playable race—the Ogre—and character class—Alchemist—as well as many quests and items. EverQuest Online Adventures was set in the fictional world of Norrath 500 years prior to the original EverQuest, in the "Age of Adventure"; the world featured many places familiar to fans of the original and most of the differences were explained in the lore of EverQuest. The gameplay focused on character advancement, environment combat, exploration and socializing, it contained a simple dueling system for 1 v. 1 player action, which suffered much criticism and was involved in many item duping glitches. There were fifteen playable classes, ten races. Classes included Cleric, Shaman, Wizard, Necromancer, Bard, Rogue, Paladin and Warrior.
Races consisted of Dwarves, Dark Elves, Gnome, Ogre, Barbarian and Halfling. EverQuest Online Adventures was developed and published by Sony Online Entertainment, first released on February 11, 2003, in North America; the game was developed. Since no HDD for the system was released in PAL territories, EQOA remained the only MMORPG there. EverQuest Online Adventures: Frontiers was launched on November 17, 2003. Frontiers added a playable race—the Ogre—and character class—Alchemist—as well as many quests and items; the continued development of content after the first expansion was introduced as free content updates instead of additional expansion packs. The end of EverQuest Online Adventures was announced on the game's site on February 29, 2012; the shut down date was Thursday, March 29, 2012. Official website
Action role-playing game
Action role-playing video games are a subgenre of role-playing video games. The games emphasize real-time combat where the player has direct control over the characters as opposed to turn or menu-based combat; these games use action game combat systems similar to hack and slash or shooter games. Action role-playing games may incorporate action-adventure games, which include a mission system and RPG mechanics, or massively multiplayer online role-playing games with real-time combat systems. Allgame listed the following games released prior to 1984 as action RPGs: Temple of Apshai and its sequel Gateway to Apshai, Beneath the Pyramids for the Apple II, Bokosuka Wars, Sword of Fargoal. Jeremy Parish of USgamer claimed that Adventure was an action RPG. Bill Loguidice and Matt Barton claimed that the Intellivision games Advanced Dungeons & Dragons and Treasure of Tarmin were action RPGs. Shaun Musgrave of TouchArcade notes that Adventure lacked RPG mechanics such as experience points and permanent character growth, argues that Gateway to Apshai is "the earliest game I'd feel comfortable calling an action-RPG" but notes that "it doesn't fit neatly into our modern genre classifications," though came closer than Bokosuka Wars released the same year.
Jeremy Parish of 1UP.com argues that Japanese developers created a new brand of action role-playing game. Shaun Musgrave of TouchArcade traces the genre's roots to Japan, noting that the "Western game industry of the time had a tendency to treat action games and RPGs as separate things for separate demographics". Jeremy Parish argues, it was released for arcades in June 1984, was intended as a "fantasy version of Pac-Man, with puzzles to solve, monsters to battle, hidden treasure to find". Its success in Japan inspired the development of Dragon Hydlide. Dragon Slayer and Courageous Perseus "vie for position as genre precedent" according to John Szczepaniak, there was an ongoing rivalry developing between the Dragon Slayer and Hydlide series over the years; the Tower of Druaga, Dragon Slayer and Hydlide were influential in Japan, where they influenced action RPGs such as Ys, as well as The Legend of Zelda. Falcom's Dragon Slayer, created by Yoshio Kiya, is "the first action-RPG made" according to GameSetWatch.
Released for the PC-8801 computer in September 1984, it abandoned the command-based battles of earlier role-playing games in favor of real-time hack-and-slash combat that required direct input from the player, alongside puzzle-solving elements. In contrast to earlier turn-based roguelikes, Dragon Slayer was a dungeon-crawl role-playing game using real-time, action-oriented combat, combined with traditional role-playing mechanics. Dragon Slayer's overhead action role-playing formula was used in many games. T&E Soft's Hydlide, released in December 1984, was created by Tokihiro Naito, influenced by The Tower of Druaga, it was the first action RPG with an overworld. The game was immensely popular in Japan, selling 2 million copies across all platforms. According to John Szczepaniak, it "cannot be overstated how influential Hydlide was on the ARPGs which followed it"; the same year, Courageous Perseus was one of the earliest action RPGs. Dragon Slayer II: Xanadu, released in 1985, was an action role-playing game including many character stats and a large quest.
It incorporated a side-scrolling view during exploration and an overhead view during battle, an early "Karma" morality system where the character's Karma meter will rise if he commits sin, which in turn causes the temples to refuse to level him up. Xanadu Scenario II, released in 1986, was an expansion pack, created to expand the content of Dragon Slayer II: Xanadu. Hydlide II: Shine of Darkness featured a morality system. Eurogamer cites Fairlight as an early action RPG. An important influence on the action RPG genre was the 1986 action-adventure, The Legend of Zelda, which served as the template for many future action RPGs. In contrast to previous action RPGs, such as Dragon Slayer and Hydlide, which required the player to bump into enemies in order to attack them, The Legend of Zelda featured an attack button that animates a sword swing or projectile attack on the screen, it was an early example of open-world, nonlinear gameplay, introduced new features such as battery backup saving. These elements have been used in many action RPGs since.
In 1987, Zelda II: The Adventure of Link implemented a more traditional RPG-esque system, including experience points and levels with action game elements. Unlike its predecessor, Zelda II more fits the definition of an action RPG. Another Metroidvania-style action RPG released that year was System Sacom's Sharp X1 computer game Euphory, the only Metroidvania-style multiplayer action RPG produced, allowing two-player cooperative gameplay; the fifth Dragon Slayer title, was released that year. It was a party-based action RPG, with the player controlling a party of four characters at the same time in a side-scrolling view; the game featured character creation customizable characters, class-based puzzles, a new scenario system, allowing players to choose from 15 scenarios, or quests, to play through in the order of their choice. It was an episodic video game, with expansion disks released offering more scenarios. Falcom released the first installment of its Ys series in 1987. Whi
GamePro was an American multiplatform video game magazine media company that published online and print content covering the video game industry, video game hardware and video game software. The magazine featured content on PC computers and mobile devices. Gamepro Media properties included their website; the company was a part subsidiary of the held International Data Group, a media and research technology group. Published in 1989, GamePro magazine provided feature articles, news and reviews on various video games, video game hardware and the entertainment video gaming industry; the magazine was published monthly with October 2011 being its last issue, after over 22 years of publication. GamePro's February 2010 issue introduced a redesigned layout and a new editorial direction focused on the people and culture of its gaming. GamePro.com was launched in 1998. Updated daily, the website’s content included feature articles, previews, reviews and videos covering video games, video game hardware and the entertainment gaming industry.
The website included user content such as forums and blogs. In January 2010, the website was redesigned to reflect the same new editorial changes being made in the print magazine; the website was based at Gamepro's headquarters in San Francisco from 1998–2002 and in Oakland, California from 2002–11. Gamepro.com had international variants that have now outlasted their parent publication in countries such as Germany, France. Gamepro was first established in late 1988 by Patrick Ferrell, his sister-in-law Leeanne McDermott, the husband-wife design team of Michael and Lynne Kavish, they worked out of their houses throughout the San Francisco Bay Area before leasing their first office in Redwood City, California at the end of 1989. Lacking the cashflow to be able to sustain growth after publishing the first issue, the founding management team sought a major publisher and in 1989 found one with IDG Peterborough, a New Hampshire-based division of the global giant IDG. Led by a merger and acquisition team comprising IDG Peterborough President Roger Murphy and two other executives, Jim McBrian and Roger Strukhoff, the magazine was acquired a few months spun off as an independent business unit of IDG, under the leadership of Ferrell as president/CEO.
The addition of John Rousseau as publisher and editor-in-chief Wes Nihei, as well as renowned artist Francis Mao, established Gamepro as a large, profitable magazine worldwide publication. Francis Mao, acting in his role as art director for the nascent GamePro, contracted game illustrator Marc Ericksen to create the premiere cover for the first addition of the magazine. Ericksen would go on to produce five of the first ten covers for GamePro creating eight in total, would continue a secondary role creating a number of the double page spreads for the popular monthly Pro Tips section. Over the years, the Gamepro offices have moved from Redwood City to San Mateo to San Francisco and lastly Oakland. In 1993, the company was renamed from Gamepro Inc. to Infotainment World in reflection of its growing and diverse publication lines. The magazine was known for its editors using comic book-like avatars and monikers when reviewing games; as of January 2004, Gamepro ceased to use the avatars due to a change in the overall design and layout of the magazine.
Meanwhile, editorial voices carried over to the community on its online sister publication, www.gamepro.com. Gamepro was most famous for its ProTips, small pieces of gameplay tips and advice depicted with game screenshot captions, it features a special corner section known as Code Vault, where secret codes are all posted. These particular features have since vanished. Code Vault was published in print format and sold as a quarterly cheats and strategy magazine on newsstands. There was a TV show called GamePro TV; the show was hosted by J. D. Brennan Howard; the show was nationally syndicated for one year moved to cable for a second year. In 1993, Patrick Ferrell sent Debra Vernon, VP of marketing, to a meeting between the games industry and the Consumer Electronics Show. Realizing an opportunity, the team at the now-entitled Infotainment World launched E3, the Electronic Entertainment Expo; the industry backed Ferrell partnered with the IDSA to produce the event. It was one of the biggest trade show launches in history.
Early in its lifespan, the magazine included comic book pages about the adventures of a superhero named Gamepro, a video game player from the real world brought into a dimension where video games were real to save it from creatures called the Evil Darklings. In 2003, Joyride Studios produced limited-edition action figures of some of the Gamepro editorial characters. Gamepro appeared in several international editions, including France, Spain, Italy, Australia and Greece; some of these publications share the North American content, while some others share only the name and logo but do feature different content. Early in 2006, IDG Entertainment began to change internally and shift operational focus from a "Print to Online" to "Online to Print" publishing mentality; the first steps. Enter: George Jones, industry veteran. In February 2006, Gamepro's online video channel, Games.net, launched a series of video-game related shows. The extensive online programming is geared towards an more mature audience.
In August 2006, the Gamepro onli
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
Daybreak Game Company
Daybreak Game Company LLC is an American video game developer based in San Diego. The company was founded in December 1997 as Sony Online Entertainment, a subsidiary of Sony Computer Entertainment, but was spun off to an independent investor in February 2015 and renamed Daybreak Game Company, they are known for creating the games EverQuest, EverQuest II, The Matrix Online, PlanetSide, Star Wars Galaxies, Clone Wars Adventures, Free Realms, Vanguard: Saga of Heroes, DC Universe Online, PlanetSide 2, H1Z1: Just Survive, H1Z1: King of the Kill, along with more recent acquisitions Dungeons and Dragons Online and Lord of the Rings Online. Sony Online Entertainment began with Sony Interactive Studios America, an internal game development studio of Sony, formed by 1995. In 1996, John Smedley was put in charge of SISA's development of an online role-playing video game; the game would evolve into the MMORPG EverQuest. Smedley hired programmers Brad McQuaid and Steve Clover, who had come to Smedley's attention through their work on the single-player role-playing game Warwizard.
In April 1998, Sony Online Entertainment was formed by merging parts of Sony Online Ventures with Sony Pictures Entertainment. Within a matter of months after this change, Sony Interactive Studios America was renamed 989 Studios. Towards the end of 1998, 989 Studios shifted its strategy to making PlayStation games; the company's video game and online development branch spun off named RedEye Interactive, soon after renamed Verant Interactive. Verant Interactive launched EverQuest on March 1999, through Sony with modest expectations; the game became successful. Sales continued rising at a steady rate until mid-2001; as of 2004, Sony reported subscription numbers close to 450,000. In March 2000, Verant released EverQuest: The Ruins of Kunark, the first in a long list of expansion packs for EverQuest. In April 2000, Verant hired former Ultima Online developers Rich Vogel, they formed an office in Texas, to develop Star Wars Galaxies for LucasArts. SOE acquired Verant in June 2000, promoted Brad McQuaid to be its Chief Creative Officer.
In October 2001, McQuaid resigned and founded Sigil Games Online, drawing many of the original developers of EverQuest from SOE. Developed by Sony Online Entertainment, LucasArts released Star Wars Galaxies in 2003, which saw rapid growth, as expected. Bruce Woodcock estimates that Star Wars Galaxies reached nearly 300,000 subscribers within the year, before trailing off. LucasArts has released three expansions for Star Wars Galaxies, Jump to Lightspeed in October 2004, Rage of the Wookiees in May 2005, Trials Of Obi-Wan in November 2005. In 2003, the company explored untouched MMOG territory with the massively multiplayer online first-person shooter PlanetSide and the PlayStation 2 MMORPG EverQuest Online Adventures. PlanetSide enjoyed a reasonably successful launch, however it never attracted wide popularity. SOE released two expansions for PlanetSide, a retail product titled Core Combat, Aftershock, a free expansion. EverQuest Online Adventures was not as successful, but it spawned an expansion, EverQuest Online Adventures Frontiers.
The game was shut down on March 2012, after nine years of operation. EverQuest II was released on November 9, 2004; the sequel was set hundreds of years after the original. Similar in strategy to EverQuest, SOE has released several adventure packs and expansion packs for EverQuest II, starting with The Bloodline Chronicles in March 2005. In January 2005, Sony Online Entertainment announced the creation of Station Publishing, a new label for distributing titles made by external developers. In November 2005, SOE added the New Game Enhancements to Star Wars Galaxies, changing many of the game's core mechanics; this upset players and critics, with the level of concurrent players reduced to around 10,000. SOE has produced numerous EverQuest expansions and spin-off video games, including Champions of Norrath and Lords of EverQuest, they published Champions: Return to Arms, the sequel to Champions of Norrath, in February 2005. In August 2005, SOE entered a deal with Warner Bros. Entertainment which saw the acquisition and transition of The Matrix Online to the existing line up of SOE games.
In April 2006, Sony Online Entertainment, Inc. became Sony Online Entertainment LLC, owned by Sony Pictures Digital and Sony Computer Entertainment America. In May 2006, it was announced. However, Sigil retained full development rights, SOE's role was only that of marketing, technical support, hosting the game servers. SOE announced the release of Field Commander, its third game for the PlayStation Portable System. In August 2006, SOE announced the acquisition of developer Worlds Apart Productions, renaming the studio SOE-Denver; the studio has since released an online version of the WizKids pirates constructible strategy game. In November 2006, SOE released its first PlayStation 3 title Untold Legends: Dark Kingdom, within the launch window of the PlayStation 3 system. SOE released Pirates Online Constructible Strategy Game, the online version of the WizKids Pirates Constructible Strategy Game. In January 2007, SOE announced that it has licensed rights from Midway Home Entertainment to develop and release six classic Midway games for PlayStation 3 download, including Mortal Kombat II, Gauntlet II, Rampage World Tour and Championship Sprint.
The games were available from the PlayStation Store. The announcement came shortly after SOE released its second PlayStation 3 digital download GripShift. On May 15, 2007, Sony Online Entertainment announced that they had completed a transaction to purcha
Detroit Free Press
The Detroit Free Press is the largest daily newspaper in Detroit, Michigan, US. The Sunday edition is titled the Sunday Free Press, it is sometimes referred to as the "Freep". It serves Wayne, Macomb, Livingston and Monroe counties; the Free Press is the largest city newspaper owned by Gannett, which publishes USA Today. The Free Press has received four Emmy Awards, its motto is "On Guard for 188 Years". In 2018, the Detroit Free Press received two Salute to Excellence awards from the National Association of Black Journalists; the newspaper was launched by John R. Williams and his uncle, Joseph Campau, was first published as the Democratic Free Press and Michigan Intelligencer on May 5, 1831, it was renamed to Detroit Daily Free Press in 1835. Williams printed the first issues on a Washington press he purchased from the discontinued Oakland Chronicle of Pontiac, it was hauled from Pontiac in a wagon over rough roads to a building at Bates and Woodbridge streets in Detroit. The hand-operated press could produce 250 pages per hour.
The first issues were 14 with five columns of type. Sheldon McKnight became the first publisher with John Pitts Sheldon as editor. In the 1850s, the paper was developed into a leading Democratic publication under the ownership of Wilbur F. Storey. Storey left for the Chicago Times in 1861. In the 1870s ownership passed to William E. Quinby, who continued its Democratic leanings and established a London, England edition. In 1940, the Knight Newspapers purchased the Free Press. During the following 47 years the Free Press competed with The Detroit News in the southeastern Michigan market; the Free Press was delivered and sold as a morning paper while the News was sold and delivered as an evening newspaper. In 1987, the paper entered into a one hundred-year joint operating agreement with its rival, combining business operations while maintaining separate editorial staffs; the combined company is called the Detroit Media Partnership. The two papers began to publish joint Saturday and Sunday editions, though the editorial content of each remained separate.
At the time, the Detroit Free Press was the tenth highest circulation paper in the United States, the combined Detroit News and Free Press was the country's fourth largest Sunday paper. On July 13, 1995, Newspaper Guild-represented employees of the Free Press and News and the pressmen and Teamsters working for the "Detroit Newspapers" distribution arm went on strike. By October, about 40% of the editorial staffers had crossed the picket line, many trickled back over the next months while others stayed out for the two and a half years of the strike; the strike was resolved in court three years and the unions remain active at the paper, representing a majority of the employees under their jurisdiction. In 1998, the Free Press vacated its former headquarters in downtown Detroit and moved to offices into the News building. On August 3, 2005, Knight Ridder sold the Free Press to the Gannett Company, which had owned and operated The Detroit News. Gannett, in turn sold The News, to MediaNews Group.
The Free Press resumed publication of its own Sunday edition, May 7, 2006, without any content from The News. A quirk in the operating agreement, allows The News to continue printing its editorial page in the Sunday Free Press. On December 16, 2008, Detroit Media Partnership announced a plan to limit weekday home delivery for both dailies to Thursday and Friday only. On other weekdays the paper sold at newsstands would be smaller, about 32 pages, redesigned; this arrangement went into effect March 30, 2009. The Free Press entered a news partnership with CBS owned-and-operated station WWJ-TV channel 62 in March 2009 to produce a morning news show called First Forecast Mornings. Prior to the partnership, WWJ aired no local newscast at all. In February 2014, the DMP announced its offices along with those of the Free Press and The Detroit News would occupy six floors in both the old and new sections of the former Federal Reserve building at 160 West Fort Street; the partnership expected to place signs on the exterior similar to those on the former offices.
The move took place October 24–27, 2014. The Detroit Almanac: 300 Years of Life in the Motor City. Peter Gavrilovich and Bill McGraw, editors. ISBN 0-937247-34-0 Media in Detroit Official website Official mobile website Gannett subsidiary profile of the Detroit Free Press The Detroit Free Press Building Detroit Newspaper Partnership
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