Usuário(a):F Goat/Testes

Origem: Wikipédia, a enciclopédia livre.

Recepção[editar | editar código-fonte]

Id não possuia nenhuma expectativa clara para a recepção do comercial de Wolfenstein, mas esperava que faria aproximadamente US$60,000 em seu primeiro mês; Ao invés desse valor, o primeiro cheque de royalities da Apogee foi de US$100,000.[1] PC Zone citou um distribuidor de shareware dizendo que Wolfenstein 3D foi o principal vendedor de shareware de 1992.[2] No final de 1993, as vendas dos epsodios da Apogee de Wolfenstein 3D e Spear of Destiny" chegaram a mais de 100,000 unidades cada, com o jogo da Apogee ainda vendendo fortemente até o final do ano e seu alcance espalhou sem nenhum jogo do mesmo estilo para competir pela vaga na prateleira.[3] Mais de 20% das vendas foram fora dos Estados Unidos, apesar da falta de marketing ou descrição não-inglês e apesar do jogo ser proibido de venda na Alemanha devido à sua inclusão de símbolos nazistas.[1][3] As vendas dos episódios do Apogee superaram o recorde de vendas do jogo shareware estabelecido pela anterior série "Commander Keen" do desenvolvedor e forneceram id com uma margem de lucro muito maior do que as vendas de sua contraparte.[3](oh man eu traduzi isso do google tradutor kkk vsf


Wolfenstein 3D won the 1993 "Best Action/Arcade Game" award at the Shareware Industry Awards[4] and a Codie award from the Software Publishing Association for Best Action/Arcade Game. It was the first shareware title to win a Codie, and id (with six employees) became the smallest company to ever receive the award.[5] Wolfenstein 3D was noted as one of the top games of the year at the 1993 Game Developers Conference,[6] was named by VideoGames & Computer Entertainment as the Best Action Game and Most Innovative Game of 1992 and by Compute! as the Best Arcade/Action Game,[7] and Computer Gaming World named it the magazine's Action Game of the Year in 1993.[8]

Wolfenstein 3D was well received by reviewers upon its release. Chris Lombardi of Computer Gaming World praised the "sparse [but] gorgeous", "frighteningly realistic", and "extremely violent" graphics, as well as the "immersive" sound and music. Noting the violence, he warned "those sensitive to such things to stay home". Lombardi concluded that Wolfenstein 3D, alongside Ultima Underworld released two months prior, was "the first game technologically capable of creating a sufficient element of disbelief–suspension to emotionally immerse the player in a threatening environment", stating that they knew of no other game that could "evoke such intense psychological responses from its players".[9] Wolfenstein twice received 5 out of 5 stars in Dragon in 1993; Hartley, Patricia, and Kirk Lesser termed it "definitely one of the best arcade games ever created for PC", highly praised the graphics and sound, and said that the "fast-paced action" could keep players enthralled for weeks if they were not concerned about the violence.[10] Sandy Petersen, in the first "Eye of the Monitor" column, claimed that "there is nothing else quite like Wolfenstein" and that it had "evolved almost beyond recognition" from the original 1981 game. He enthusiastically praised the speed and gameplay, calling it "a fun game with lots of action" and "a fun, fairly mindless romp", though he did note that at higher difficulty settings or later levels it became extremely hard.[11] The Spear of Destiny retail episode was also rated highly by Computer Gaming World's Bryan A. Walker, who praised the added enemy types, though he noted that it was essentially the same game as the shareware episodes.[12]

The early ports of the game also received high reviews, though their sales have been described as "dismal".[13] The four reviewers of Electronic Gaming Monthly called the Super NES version a good conversion that retained the good music, huge levels, and overall fun of the original game and dismissed the censoring in the version as inconsequential.[14] The magazine rated the Jaguar version similarly, commenting that the graphics and audio were superior to other versions of the game, but criticizing the faster movement of the player character as making it less fun to play.[15] A GamePro review of the Jaguar port was highly complimentary, saying Wolfenstein 3D "set a new standard for PC gaming" and that the Jaguar version was the best to date, and better than the original due to its increased graphics and sound capabilities.[16] Major Mike of GamePro commended the 3DO version's complete absence of pixelation, fast scaling, "rousing" music, and high quality sound effects, but criticized the controls as overly sensitive. He concluded that the game, then over three years old, "still packs a punch as a first-person shooter".[17] Maximum, on the other hand, while stating that the 3DO port was better than the original and as good as the Jaguar version, felt that it was so aged compared to recent releases like Hexen: Beyond Heretic and the PlayStation version of Doom that a new port was pointless, with the game now "somewhat tiresome and very, very repetitive".[18] A reviewer for Next Generation asserted that Wolfenstein 3D was "still as addictive as it ever was" but essentially agreed with Maximum, contending that anyone interested in first-person shooters would have either already played it on another platform or "moved on" to more advanced games in the genre.[19] A more modern review by Daemon Hatfield of IGN gave the PlayStation Network release of the game a warm reception, saying that while it was "dated and flawed", it was "required playing for any first-person shooter fan".[20]

Legacy[editar | editar código-fonte]

Wolfenstein 3D has been called the "grandfather of 3D shooters",[21][22] specifically first-person shooters, because it established the fast-paced action and technical prowess commonly expected in the genre and greatly increased the genre's popularity.[21][23][24][25] Although some prior computer shooting-based games existed, they were generally scrolling shooters, while Wolfenstein 3D helped move the market towards first-person shooters.[22] It has also been attributed with confirming shareware distribution as a serious and profitable business strategy at the time;[3][21] VideoGames & Computer Entertainment claimed in September 1992 that the game "justified the existence of shareware", and in July 1993 Computer Gaming World claimed that it "almost single-handedly" demonstrated the viability of shareware as a method of publishing, leading to a wave of other shareware first-person shooters.[6][26][27]

During development, id approached Sierra Entertainment, then one of the biggest companies in the industry and employer of several of their idols, with the goal of seeing if they could make a deal with the company. After viewing Commander Keen and an early version of Wolfenstein 3D, CEO Ken Williams offered to buy id Software for US$2.5 million and turn it into an in-house development studio. The team was excited by the deal, but had felt there was a large culture clash between the two companies during their visit to Sierra and were hesitant to accept; Romero proposed asking for US$100,000 in cash up front as part of the deal rather than solely accepting payment in Sierra stock as a measure of Williams's seriousness. Williams refused, which id interpreted to mean that Williams did not truly recognize the potential of Wolfenstein 3D and the company, and the deal fell through, causing id to decide to remain an independent company for the foreseeable future.[28] By the end of 1993 just before the release of their next game, Doom, the success of Wolfenstein 3D led id to receive multiple calls every month from investment companies looking to make id a publicly-traded company, which were all turned down.[3]

After the game's release, id Software licensed the engine to other developers, like the Commander Keen engine before it, as part of a series of engine licensing deals that id has made throughout its history; games using the Wolfenstein 3D engine or derivatives of it include Blake Stone, the Capstone Software games Corridor 7 and Operation Body Count, as well as Super 3D Noah's Ark.[29][30] Apogee intended to produce an expansion pack in 1993 titled Rise of the Triad: Wolfenstein 3D Part II, designed by Tom Hall using the Wolfenstein 3D engine, but during development the game was changed into a stand-alone title with an enhanced engine, Rise of the Triad.[31] Additionally, Softdisk produced Catacomb Abyss using the prototype Wolfenstein 3D engine from Catacomb 3-D as part of the Catacomb Adventure Series trilogy of sequels.[32] Although Wolfenstein 3D was not designed to be editable or modified, players developed character and level editors to create original alterations to the game's content.[33][1] John Carmack and Romero, who had played numerous mods of other games, were delighted, and overrode any concerns about copyright issues by the others.[1] The modding efforts of Wolfenstein players led id Software to explicitly design later titles like Doom and Quake to be easily modifiable by players, even including the map editing tools id Software used with the games.[33][34][35] The source code for the original Wolfenstein 3D engine was released by id in 1995; when making the 2009 iOS port, Carmack used some of the enhancements to the engine made by fans after its release.[33][36] The game's technical achievements also lead to numerous imitators such as Ken's Labyrinth, Nitemare 3D, The Terminator: Rampage, Terminal Terror and The Fortress of Dr. Radiaki, among others.[37]

Although id Software did not develop another Wolfenstein game, as their development focus shifted to Doom shortly after release,[1] and has never returned to the series, multiple Wolfenstein titles have been produced by other companies, sometimes using game engines developed by id. The first of these newer Wolfenstein games was Return to Castle Wolfenstein in 2001, a reboot of the series, and the latest is the 2015 Wolfenstein: The Old Blood.[38][39] One of these games, Wolfenstein: The New Order (2014), featured an easter egg where players could play through the first level of Wolfenstein 3D.[40]

Referências[editar | editar código-fonte]

  1. a b c d e Masters of Doom, pp. 113–117
  2. «Off the Boards». PC Zone (1). Dennis Publishing. April 1993. p. 102. ISSN 0967-8220  Verifique data em: |data= (ajuda)
  3. a b c d e Antoniades, Alexander (15 de janeiro de 2009). «The Game Developer Archives: 'Monsters From the Id: The Making of Doom'». Game Developer. UBM. Consultado em 26 de julho de 2016. Cópia arquivada em 20 de janeiro de 2012 – via Gamasutra 
  4. «2000-1992 Shareware Industry Awards winners». Shareware Industry Awards. Shareware Industry Awards Foundation. Consultado em 7 de junho de 2012. Arquivado do original em 14 de fevereiro de 2010 
  5. «Awards - Thy Name Is Controversy». Computer Gaming World (106). May 1993. 146 páginas. ISSN 0744-6667  Verifique data em: |data= (ajuda)
  6. a b «The 7th International Computer Game Developers Conference». Computer Gaming World (108). July 1993. pp. 34–38. ISSN 0744-6667  Verifique data em: |data= (ajuda)
  7. «3D Realms Site: Wolfenstein 3D». 3D Realms. Consultado em 27 de julho de 2016. Cópia arquivada em 15 de agosto de 2016 
  8. «Computer Gaming World's Game of the Year Awards». Computer Gaming World (111). Ziff Davis. October 1993. pp. 70–74. ISSN 0744-6667  Verifique data em: |data= (ajuda)
  9. Lombardi, Chris (September 1992). «Id Software Puts New Perspective On A Classic». Computer Gaming World (98). pp. 50–52. ISSN 0744-6667. Consultado em 26 de julho de 2016  Verifique data em: |data= (ajuda)
  10. Lesser, Hartley; Lesser, Patricia & Lesser, Kirk (April 1993). «The Role of Computers» (PDF). Dragon Magazine (192). TSR. pp. 57–63  Verifique data em: |data= (ajuda)
  11. Petersen, Sandy (September 1993). «Eye of the Monitor: Share and Share(ware) Alike» (PDF). Dragon Magazine (197). TSR. pp. 57–58. ISSN 1062-2101  Verifique data em: |data= (ajuda)
  12. Walker, Bryan A. (January 1993). «Call of the Wild». Computer Gaming World (102). pp. 100–101. ISSN 0744-6667. Consultado em 26 de julho de 2016  Verifique data em: |data= (ajuda)
  13. «75 Power Players». Next Generation (11). Imagine Media. November 1995. p. 76. ISSN 1078-9693. In light of Castle Wolfenstein's [sic] dismal performance on the Atari Jaguar and Nintendo's Super NES ...  Verifique data em: |data= (ajuda)
  14. «Review Crew: Wolfenstein 3D». Electronic Gaming Monthly (55). Sendai Publishing. February 1994. p. 36. ISSN 1058-918X  Verifique data em: |data= (ajuda)
  15. «Review Crew: Wolfenstein 3D». Electronic Gaming Monthly (63). Sendai Publishing. October 1994. p. 38. ISSN 1058-918X  Verifique data em: |data= (ajuda)
  16. «ProReview: Wolfenstein 3D». GamePro (72). IDG. September 1994. p. 106. ISSN 1042-8658  Verifique data em: |data= (ajuda)
  17. «ProReview: Wolfenstein 3D». GamePro (88). IDG. January 1996. p. 102. ISSN 1042-8658  Verifique data em: |data= (ajuda)
  18. «Maximum Reviews: Wolfenstein 3D». Maximum: The Video Game Magazine (2). Emap International. November 1995. p. 161. ISSN 1360-3167  Verifique data em: |data= (ajuda)
  19. «Wolfenstein 3-D». Next Generation (12). Imagine Media. December 1995. p. 186. ISSN 1078-9693  Verifique data em: |data= (ajuda)
  20. Hatfield, Daemon (15 de junho de 2009). «Wolfenstein 3-D Review». IGN. IGN Entertainment. Consultado em 27 de julho de 2016. Cópia arquivada em 13 de maio de 2016 
  21. a b c Computer Gaming World. «CGW's Hall of Fame». 1UP.com. Ziff Davis. Consultado em 27 de julho de 2016. Arquivado do original em 27 de julho de 2016 
  22. a b Video Game Bible, 1985-2002, p. 53
  23. Williamson, Colin. «Wolfenstein 3D DOS Review». AllGame. All Media Network. Consultado em 27 de julho de 2016. Arquivado do original em 15 de novembro de 2014 
  24. «IGN's Top 100 Games (2003)». IGN. IGN Entertainment. Consultado em 27 de julho de 2016. Arquivado do original em 19 de abril de 2016 
  25. Shachtman, Noah (8 de maio de 2008). «May 5, 1992: Wolfenstein 3-D Shoots the First-Person Shooter Into Stardom». Wired. Condé Nast. Consultado em 27 de julho de 2016. Arquivado do original em 25 de outubro de 2011 
  26. «Wolfenstein 3-D». VideoGames & Computer Entertainment (44). LFP. September 1992. p. 113. ISSN 1059-2938  Verifique data em: |data= (ajuda)
  27. Langshaw, Mark (12 de maio de 2012). «Retro Corner: Wolfenstein 3D». Digital Spy. Hearst. Consultado em 27 de julho de 2016. Cópia arquivada em 29 de março de 2016 
  28. Masters of Doom, pp. 94–104
  29. Gestalt (26 de junho de 2000). «The Engine Licensing Game». Eurogamer. Gamer Network. Consultado em 28 de julho de 2016. Cópia arquivada em 2 de março de 2016 
  30. Matulef, Jeffrey (24 de janeiro de 2014). «How Super 3D Noah's Ark Came to Be Reprinted on SNES in 2014». Eurogamer. Gamer Network. Consultado em 14 de junho de 2015. Cópia arquivada em 4 de março de 2016 
  31. «ROTT Original Design Spec». 3D Realms. Consultado em 10 de maio de 2011. Cópia arquivada em 15 de agosto de 2016 
  32. Stoddard, Samuel. «The Apogee FAQ: What's Apogee's relationship with Softdisk?». The Apogee FAQ. Samuel Stoddard. Consultado em 28 de julho de 2016. Cópia arquivada em 13 de março de 2016 
  33. a b c Carmack, John (9 de maio de 2012). Wolfenstein 3D Director's Commentary with John Carmack (Video podcast). Bethesda Softworks. Consultado em 28 de julho de 2016 
  34. Masters of Doom, p. 166
  35. Online Worlds, p. 21
  36. Stoddard, Samuel. «The Apogee FAQ: Wolfenstein 3D and Spear of Destiny». The Apogee FAQ. Samuel Stoddard. Consultado em 22 de julho de 2016. Cópia arquivada em 3 de março de 2016 
  37. Bowen, Kevin (July 1997). «ROTT in Hell». Planet Quake. Mark Surfas. Consultado em 23 de agosto de 2016. Arquivado do original em 21 de abril de 2009  Verifique data em: |data= (ajuda)
  38. Bramwell, Tom (21 de dezembro de 2001). «Return to Castle Wolfenstein». Eurogamer. Gamer Network. Consultado em 28 de julho de 2016. Cópia arquivada em 4 de março de 2016 
  39. Thurston, Chris (6 de maio de 2015). «Wolfenstein: The Old Blood review». PC Gamer. Ace St. Germain. Consultado em 28 de julho de 2016. Cópia arquivada em 17 de agosto de 2016 
  40. «How to find the Wolfenstein 3D easter egg in Wolfenstein: The New Order». Polygon. Vox Media. 20 de maio de 2014. Consultado em 30 de janeiro de 2017. Cópia arquivada em 6 de março de 2016 

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