The Hobbit (2003 Video Game)
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The Hobbit (2003 Video Game)
''The Hobbit'' is a 2003 action-adventure game developed by Inevitable Entertainment for the GameCube, PlayStation 2 and Xbox, by The Fizz Factor for Microsoft Windows, and by Saffire for the Game Boy Advance. It was published by Vivendi Universal Games and their subsidiary Sierra Entertainment. The game is a licensed adaptation of J. R. R. Tolkien's 1937 novel ''The Hobbit'', and has no relationship with the Peter Jackson-directed ''The Lord of the Rings'' film trilogy. At the time, Vivendi, in partnership with Tolkien Enterprises, held the rights to the video game adaptations of Tolkien's literary works, whilst Electronic Arts held the rights to the video game adaptations of the New Line Cinema films. The game sticks very closely to the plot of the novel, although it does feature some minor characters not found in Tolkien's original. ''The Hobbit'' received mixed reviews, with critics praising its fidelity to the source material, but finding the gameplay unoriginal and ...
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Midway Austin
Midway Studios Austin (formerly known as Inevitable Entertainment) was a video game developer established by former Acclaim Studios Austin employees, founded as Inevitable Entertainment in 2000 and acquired by Midway Games in 2004. Responsible for developing ''Area 51'' and its 2007 sequel '' BlackSite: Area 51''. On August 11, 2008, Midway announced it was canceling the game in development at its Austin location and was laying off between 90 and 130 of the Austin employees. In December 2008, the studio closed its doors, laying off the entire local workforce as part of a larger, company-wide, action. Many of its former staff members have since left to other companies such as Aspyr, Retro Studios, Certain Affinity, and the now-defunct Vigil Games. Games *'' Tribes: Aerial Assault'' (2002) *''The Hobbit'' (2003) *''Area 51 Area 51 is the common name of a highly classified United States Air Force (USAF) facility within the Nevada Test and Training Range. A remote detac ...
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Saffire (company)
Saffire was an American video game developer based in South Jordan, Utah. Founded as Cygnus Multimedia Productions in 1993 by Les Pardew and Charles Moore, it was originally based in Pardew's basement in Orem, Utah, Orem with a team of six people. Pardew bought out Moore's share in 1994 and involved Hal Rushton as a partner in Moore's place. Cygnus was renamed Saffire in October 1995 and moved from Pleasant Grove, Utah, Pleasant Grove to American Fork, Utah, American Fork shortly thereafter for further expansion. Saffire became defunct in 2007. History Saffire was founded by Leslie W. ("Les") Pardew with assistance by Charles Moore in 1993. The team initially consisted of six people working from Pardew's basement in Orem, Utah, and expanded to fourteen when it was Incorporation (business), incorporated in November 1993. The company was named Cygnus Multimedia Productions, taking the name from mythological king Cycnus of Liguria "because it sounded cool" and started out by crea ...
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GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition to the information produced by ''GameSpot'' staff, the site also allows users to write their own reviews, blogs, and post on the site's forums. It has been owned by Fandom, Inc. since October 2022. In 2004, ''GameSpot'' won "Best Gaming Website" as chosen by the viewers in Spike TV's second ''Video Game Award Show'', and has won Webby Awards several times. The domain ''gamespot.com'' attracted at least 60 million visitors annually by October 2008 according to a Compete.com study. History In January 1996, Pete Deemer, Vince Broady and Jon Epstein quit their positions at IDG and founded SpotMedia Communications. SpotMedia then launched ''GameSpot'' on May 1, 1996. Originally, ''GameSpot'' focused solely on personal computer games, so a sis ...
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Top-down View
A variety of Computer graphics, computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to Graphics hardware, hardware advances and restrictions such as the processing power of Central processing unit, central or graphics processing units. Text-based Some of the earliest video games were text games or text-based games that used character set, text characters instead of bitmapped or vector graphics. Examples include MUDs (''multi-user dungeons''), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing game (video games), role-playing video games featuring many monsters, items, and environmental effects, as well as an emphasis on procedural generation, randomization, replayability and permanent death. Some of the earliest text games were d ...
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Isometric Graphics In Video Games And Pixel Art
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the , , and axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", " 2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especiall ...
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Third-person View
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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Puzzle Video Game
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. History Puzzle video games owe their origins to brain teasers and puzzles throughout human history. The mathematical strategy game Nim, and other traditional, thinking games, such as Hangman and Bulls and Cows (commercialized as ''Mastermind''), were popular targets for computer implementation. Universal Entertainment's ''Space Panic'', released for the arcades in 1980, is a precursor to later puzzle-platform games such as Apple Panic (1981), ''Lode Runner'' (1983), ''Door Door'' (1983), and ''Doki Doki Penguin Land'' (1985). ''Blockbuster'', by Alan Griesemer and Stephen Bradshaw (Atari 8-bit, 1981), is a computerized version of the Rubik's Cube puzzle. ''Snark Hunt'' (Atari 8-bit, 1982) is a single-player game of logical deduction, a ...
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Hack And Slash
Hack and slash, also known as hack and slay (H&S or HnS) or slash 'em up, refers to a type of gameplay that emphasizes combat with melee-based weapons (such as swords or blades). They may also feature projectile-based weapons as well (such as guns) as secondary weapons. It is a sub-genre of beat 'em up games, which focuses on melee combat usually with swords. Hack-and-slash action games are sometimes known as character action games. The term "hack and slash" was originally used to describe a play style in tabletop role-playing games, carrying over from there to MUDs, MMORPGs, and role-playing video games. In arcade and console style action video games, the term has an entirely different usage, specifically referring to action games with a focus on real-time combat with hand-to-hand weapons as opposed to guns or fists. The two types of hack-and-slash games are largely unrelated, though action role-playing games may combine elements of both. Types of hack-and-slash games Ac ...
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Platform Game
A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels that consist of uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, air dashing, gliding through the air, being shot from cannons, or bouncing from springboards or trampolines. Games where jumping is automated completely, such as 3D games in ''The Legend of Zelda'' series, fall outside of the genre. The genre started with the 1980 arcade video game, '' Space Panic'', which includes ladders, but not jumping. '' Donkey Kong'', released in 1981, established a template for what were initially called "climbing games." ''Donkey Kong'' inspired many clon ...
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New Line Cinema
New Line Cinema is an American film production studio owned by Warner Bros. Discovery and is a film label of Warner Bros. It was founded in 1967 by Robert Shaye as an independent film distribution company; later becoming a film studio after acquired by Turner Broadcasting System in 1994; Turner later merged with Time Warner (later known as WarnerMedia from 2018 to 2022) in 1996, and New Line was merged with Warner Bros. Pictures in 2008. The studio has been nicknamed, "The House that Freddy Built" due to the success of the ''Nightmare on Elm Street'' film series. History New Line Cinema was established in 1967 by the then 27-year-old Robert Shaye as a film distribution company, supplying foreign and art films for college campuses in the United States. Shaye operated New Line's offices out of his apartment at 14th Street and Second Avenue in New York City. One of the company's early successes was its distribution of the 1936 anti-cannabis propaganda film ''Reefer Madness'', whi ...
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Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the designers and programmers responsible for its games as "software artists." EA published numerous games and some productivity software for personal computers, all of which were developed by external individuals or groups until 1987's ''Skate or Die!''. The company shifted toward internal game studios, often through acquisitions, such as Distinctive Software becoming EA Canada in 1991. Currently, EA develops and publishes games of established franchises, including ''Battlefield'', ''Need for Speed'', ''The Sims'', ''Medal of Honor'', ''Command & Conquer'', ''Dead Space'', ''Mass Effect'', ''Dragon Age'', ''Army of Two'', ''Apex Legends'', and '' Star Wars'', as well as the EA Sports titles '' FIFA'', ''Madden NFL'', ''NBA Live'', ''NHL'', an ...
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Middle-earth Enterprises
Middle-earth Enterprises, formerly known as Tolkien Enterprises, is a subdivision of the Embracer Freemode division of Embracer Group and formerly a trade name for a division of The Saul Zaentz Company. The subdivision owns the worldwide exclusive rights to certain elements of J. R. R. Tolkien's two most famous literary works: ''The Hobbit'' and ''The Lord of the Rings''. These elements include the names of characters contained within as well as the names of places, objects and events within them, and certain short phrases and sayings from the works. In August 2022, Embracer Group announced that it had entered into an agreement to purchase Middle-earth Enterprises from The Saul Zaentz Company. Background and history J. R. R. Tolkien, the author of ''The Hobbit'' and ''The Lord of the Rings'', sold the film, stage and merchandising rights of those works to United Artists in 1968. They in turn sold them to The Saul Zaentz Company in 1976, which licenses them through the former Tol ...
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