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Giants: Citizen Kabuto

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Giants: Citizen Kabuto
Windows version box cover art
Developer(s)Windows:
Planet Moon Studios
Mac OS X:
The Omni Group
PlayStation 2:
Digital Mayhem
Publisher(s)Windows & PlayStation 2:
Interplay Entertainment
Mac OS X:
MacPlay
Designer(s)Nick Bruty, Bob Stevenson, Tim Williams
EngineAmityville
Platform(s)Windows, Mac OS X, PlayStation 2
ReleaseWindows:
December 07, 2000
Mac OS X:
October 25, 2001
PlayStation 2:
December 21, 2001
Genre(s)Third-person with real-time strategy elements
Mode(s)Single-player, multiplayer (Windows & Mac OS X only)

Giants: Citizen Kabuto is a third-person shooter video game with real-time strategy elements for Microsoft Windows, developed by Planet Moon Studios. It was the company's first project on its start-up by former Shiny Entertainment employees who had worked on the game MDK. Interplay Entertainment published Giants: Citizen Kabuto on December 06, 2000 after 4 years of development. They released a PlayStation 2 port in 2001. MacPlay published the Mac OS X port earlier in the same year.

The subtitle "Citizen Kabuto" refers to the thundering behemoth who is one of the game's playable characters. Players can also take on the roles of jet pack-equipped and heavily armed Meccaryns, and amphibious spellcasting Sea Reapers; and challenge each other in multiplayer games. The single-player mode is framed as a sequential story, and puts the player through missions, several of which test the player's reflexes in action game-like puzzles, to teach the abilities of each playable race.

Game critics praised the game for its state of the art graphics, humorous story, and success in blending in one genre with another. Criticisms of the game centered on the Windows version being released with crippling software bugs and lack of an in-game save feature, the latter also a criticism of the Mac OS X version. While the PlayStation 2 version added this feature, it excluded the multiplayer feature; and critics rated it technically inferior to the Windows version. The game sold poorly for both Windows and PlayStation 2, although it enjoyed a successful launch for its small Mac OS X market.

Gameplay

A Meccaryn player and his jet pack equipped team attacking Reaper Guards and Vimps from the air

In Giants: Citizen Kabuto (hereafter called Giants), players take on the roles of three humanoid races: gun-toting Meccaryns, magic-wielding Sea Reapers, and the gigantic Kabuto. Each player directly controls a single character; a decision made by Planet Moon Studios to focus the players on the action without them getting overburdened with micromanagement.[2] Players can customize the controls, which are largely the same for each race, with slight differences for abilities.[3]

The single-player mode consists of a sequence of missions set as an overarching story. Each mission assigns the player a character, and requires the completion of certain objectives to progress to the next mission. The objectives are usually the elimination of all enemies or a certain structure, but there are those which test the player's eye–hand coordination or require the player to rescue and protect certain units.[4] Players control their characters from the default third person perspective, with an optional first person view. Each race has its own offensive style, and a special fast mode of movement. When players kill a creature, a power-up is released, which heals or awards weapons to them.[5]

The real-time strategy elements of Giants consist of base building and resource gathering. Little humanoids called Smarties make up the worker units, and cattle-like creatures called Vimps serve as food. Meccaryn and Reaper players gather Smarties to build bases, and produce weapons or spells.[6] As there is a limited number of Smarties in a mission, players would have to race each other to gather them, or kidnap them from others to gain an advantage.[2] They also need to provide sustenance for the Smarties; Meccaryn players hunt Vimps for meat, while Reaper players hunt them for their souls. Base building options are limited; players are unable to choose the locations of structures, nor micromanage their workforce.[7] The character Kabuto does not build bases as he is designed as one.[8] He consumes Smarties to grow in size and power, and when at maximum size to produce troops (smaller Tyrannosaurus rex-like units). He consumes Vimps and other units to restore his health.[9]

Multiplayer mode limits the number of players in a game to a maximum of five Meccaryn, three Sea Reaper, and one Kabuto player(s).[10] Due to the lack of a game server browser, players have to connect through online services Mplayer or GameSpy Arcade for the Windows version,[3] and GameRanger for the Mac OS X version.[11] Besides missions with the standard "destroy all enemy bases and units" objective, Giants' multiplayer mode includes deathmatches and "Capture the Smartie (flag)"-type matches,[12] and options to start everyone off with a full base or to build one from scratch.[13]

Plot and settings

Giants' game world is set on the fictional Island, a piece of rock hurtling through outer space.[14] The rock's surface comprises of islands with a variety of environments such as grasslands, deserts, and forests, surrounded by azure seas.[9][5] Players have an unobstructed view of the game world reaching up to its horizon with distant objects slightly blurred to convey a sense of realism.[15] In single-player mode, each playing field is specifically tailored for the character played in that mission; lots of cover for Meccaryns to hide behind and shoot from, large spaces of water for Reapers to swim in, and plenty of creatures for Kabuto to eat.[15]

Characters

Planet Moon Studios had intended for the player characters to provide a diverse gameplay experience.[2] They laid down requirements for the characters to be differentiated by their unique advantages and disadvantages, instead of cosmetic differences.[15]

Meccaryns are by design, a race using high levels of technology, and attacks together as a pack led by the player.[16] Players using them get to play with a variety of guns, explosives, and technological backpacks;[5] Jet packs allow players to fly their characters over obstacles and outmaneuver opponents,[17] while the "Bush"-pack changes the character model to that of a bush as a camouflage.[18] In single-player mode, players assume the role of Baz, leader of a group of Meccaryns. Several scenarios intended to drum up the humor in the game involve setting up the responsible Baz to get frustrated by the laid-back natures of his friends — Gordon and Bennett — and the troubles gotten into by inquisitive Tel and Reg.[19]

Sea Reapers are the fastest characters in the water, a design granting greater strategic options for the players using them.[2] The team also gave them the ability to regain health and immunity to hazards associated with being in the water (piranhas and drowning).[3] For fast land travel, players can "turbo boost" (super jump) their Reapers to targeted land areas. Offensive options include swords, bows, and spells, such as summoning firestorms or tornadoes.[20] The team initially conceived the Sea Reaper single-player character, Delphi to be evil, but later changed her to be a conscientious rebel.[19] The game's publisher, Interplay, enjoyed the team's decision of making her topless.[21]

Kabuto is the titular creature of the game, and is the only one of his race left.[22] In his back-story, he was magically created by the Reapers to be their guardian but drove them away. Creative Director, Tim Williams gave the "Citizen" title to Kabuto for its multi-meanings and allusion to the character's longing for a sense of belonging to the Island.[14] The team modeled Kabuto's attacks after those of giant monsters in classic monster movies,[23] allowing him to sprint and use a bunch of professional wrestling attacks and aerial techniques, such as elbow drops, foot stomps, and the "like the body slam, but with less dignity" butt flops.[5] To balance out his raw power, a weak point at his belly was implemented; players hitting this spot from short range inflict heavy damage on the Kabuto character.[9] Players playing Kabuto can switch to a perspective looking through his mouth for targeting prey.[21]

For the non-playable races, the team designed Smarties with oversized heads, bulging eyes, and idiotic personalities for comedic effects.[5][4] They set up the Smarties' work ethics as part of a visual reward system; players labor for the Smarties, and witness exhibitions of their hedonistic indulgences. However, the payoff for laboring under these conditions is a "big gun".[19] Standard enemies include Reaper Guards who are male Reapers with no magical ability serving as common soldiers, and various fauna such as insectoid Rippers, beasts of burden Sonaks, and bat-like Verms.[14]

Story

The original single-player mode featured the races in their own stand-alone stories. The team discarded this in favor of a single sequential story to make the creative process simpler.[19] The story starts the player off as Baz, and a sequence of missions has to be completed before the player takes on the role of Delphi in the next sequence of missions. On completion of Delphi's story, the player assumes the role of a Kabuto character.[24] Williams used cut scenes in the introduction and conclusion of each mission, and focused on humor to make them original and interesting rewards for the player completing these missions.[25]

File:Giants Cast.jpg
The cast of Giants, clockwise from top: Kabuto, Delphi, Baz

The player as Baz is on the Island looking for the missing Meccaryns, Reg and Tel. Timmy, a Smartie rescued in the first mission, functions as a guide for the player; he is used as a plot device to move along the story, such as introducing the player to other Smartie characters, and providing exposition on the back story. The Smarties are cast as suffering under the reign of the Sea Reaper villains and their Queen Sappho. Alluding to the film, The Magnificent Seven, the player gathers together the separated Meccaryns, and is drawn into a quest to solve the Smarties' predicaments.[19][8] Timmy's grandfather, Borjoyzee, is introduced as the new guide for the player. In a climatic cut scene, Sappho sacrifices Timmy to Kabuto.[20] The ending cut scene of the Mecarryn's story sets the back story for the player to assume the role of the Sea Reaper princess, Delphi.[26] Yan, the Samurai Smartie serves as the guide for this story segment; giving instructions on Delphi's abilities. After completing the training missions under Yan, the player is launched into missions attacking Sappho's base and the Reapers, eventually confronting Sappho in a boss fight. Sappho's defeat triggers a cut scene of her summoning Kabuto to destroy the Smarties, and in a plot twist, ends up being eaten by him.[27]

Setting up the final stretch of the story, the character Delphi has transformed herself into a Kabuto-like creature to challenge the original Kabuto. This segment has the player wandering around the islands as the Delphi-Kabuto character, searching for prey to increase the character's size.[28] After the player has achieved Delphi-Kabuto's maximum size, a boss fight with the original Kabuto occurs. Despite the successful outcome being the player's victory, Kabuto revives in the triggered cut scene and defeats Delphi, turning her back into a Reaper. This sets up the player to take over the role of Baz for the final boss fight against the revived Kabuto.[29] After the player has defeated Kabuto, the final cut scene shows the Meccaryns flying off to Planet Majorca with Delphi and Borjoyzee.[30]

Development

When five members of Shiny Entertainment's MDK development team broke off to set up Planet Moon Studios in 1997 with software engineer, Scott Guest,[19] they decided to make their first project fun and original; a game with graphics and gameplay unseen at that time.[31][14][2] Nicky Bruty, Bob Stevenson, and Tim Williams initially conceived the idea of pitting players as spacemen, pirates, and giants against each other.[21][8] Their main goal was to make an action game which players would find fun to play.[2][8] Initially projected to be released in late 1999,[2] the game's development suffered delays largely due to the chief programmer, Andy Astor, being stricken with stage IV mantle cell lymphoma in late 1999. The team realized they needed more resources and by 2000, they had hired two more programmers and an artist.[8] As the goal was to produce a next-generation game, part of the delays was due to the team having to keep up with the wealth of new information during 1998–2000's rapid advancement of technology. The team upsized the graphic textures as they changed the graphical software to support NVIDIA graphics cards.[8] Within a year since development started in 1999, the initial minimum graphics specification climbed from a Voodoo 1 graphics card,[2] to requiring GeForce-series cards.[8] The team deemed game engines available during development too restrictive and inappropriate for their requirements, and built their own.[2] Called Amityville and capable of supporting Glide, OpenGL, and Direct3D, the team used it to create the required "lush and vibrant" outdoor environments, and terrain deformation effects.[32]

Planet Moon Studios designed the structure of the single-player mode to be a gradual learning process for the players. They designed the game to introduce new command sets to the players as they progress, and encourage them to repeat using the new commands in that mission.[19] From the start of the project, the team intended for the controls to be simple, and mapped commonly used commands to a few keys. Focus groups consisting more than 25 testers went through this design to verify its ease.[2] The team's designs were for a complex artificial intelligence (AI); computer-controlled characters would be able to evade shots and take cover.[2] They programmed the enemy AI to plot its actions with long-term goals.[15] They also consulted Mark Frohnmayer, lead programmer of the multiplayer game Tribes 2, for advice on the multiplayer implementation.[8] Game balancing measures included giving high weightage to factors other than brute force.[15] Faced with a tight schedule, the team abandoned several features initially in the game. Early designs allowed players to change the landscape; playing as the Reapers allowed them to gorge out water channels and isolate segments of the land.[15] The Kabuto character initially was able to bake mud into "mud shepherd" units which would defend the player's herd of food.[32] Interplay Entertainment released the Windows version on December 07, 2000.[33] In 2001, GeForce 3 series graphics cards vendors bundled a special version of Giants with their products.[34][35] This version was optimized for the GeForce 3 to display water reflections, soft edged shadows, and weather effects.[36]

MacPlay announced it was publishing the Mac OS X version of the game.[37] The Omni Group was responsible for the porting; rewriting the game's code to take advantage of the symmetric multi-processing capability of the Mac OS X.[14] MacPlay released the Mac OS X version on October 25, 2001.[38] The Omni Group disabled multiplayer mode in the retail release but re-inserted it in a later patch.[14] Interplay's division, Digital Mayhem, started to port the game to the PlayStation 2 (PS2) on January 22, 2001,[39] and posted updates of their progress on IGN.[40] They streamlined the controls for the PS2's controller, and though they had to reduce the image resolution, they increased the polygons of the player character models, making them smoother and more detailed in shape.[41] The team's greatest challenge was converting and storing the Windows version's special effects onto the lesser storage space of the PS2.[42] Part of the task involved using Lightwave 3D to convert the graphic resources.[43] Due to the limited capabilties of the PS2 compared to the Windows platform and the addition of a save feature, the team focused on enhancing the action gameplay, streamlining the interfaces, and tweaking the Reaper ski races, level designs, and game balance.[44] Digital Mayhem implemented a feature to help the player's aim as they found the analog sticks less easy to aim with than a mouse.[45] The team originally intended to retain the multiplayer mode,[42] but discarded it when they found the PS2 environment could not generate the same multiplayer atmosphere as the Windows platform.[44] Interplay finally released the PS2 port on December 21, 2001.[46] They also announced plans for an Xbox port but nothing resulted from this.[47]

The uncensored Delphi with Yan the Samurai Smartie

Near the release of the United States (US) Windows version of the game, Planet Moon Studios failed to obtain a "Teen" rating from the ESRB despite changing the original red blood to green and covering Delphi's toplessness with a bikini top. They had made the changes to broaden retail opportunities as many large retailers in the US refuse to sell "Mature"-rated games; Wal-Mart reiterated in October 2002 that they would never stock software containing vulgarity or nudity on their shelves. Planet Moon Studios later released a patch reverting the blood to red color.[48] Computer gamers discovered Delphi's toplessness can be restored with a single file deletion.[49][17]

Interplay offered those who pre-ordered the Windows version of the game, a bonus disc containing extra multiplayer levels.[50] On October 05, 2003, they offered the game's soundtrack to those who purchase the game from their online store.[51] Composers Mark Snow (noted for his The X-Files musical scores), Mark Morgan, and Jeremy Soule (both noted for several video games' music) had been involved in the music for Giants. Interplay hired Morgan to compose the scores for Giants, though reports showed they initially hired Snow for the task.[16] Morgan was however unable to fully concentrate on the task due to personal reasons and handed it over to Soule. Closing credits of the game listed only Morgan and Soule,[52] and Soule compiled their works onto the game's original soundtrack.[53] Soule originally offered to autograph the soundtrack on its release in the US. However he stopped his offer when email feedback revealed many were intending to pirate his work through the peer-to-peer file sharing software Napster instead of buying it.[54]

Reception

Giants: Citizen Kabuto reviews
Publication Windows PS2 Mac OS X
GameSpot
9.0 / 10[5]
8.3 / 10[24]
 
IGN
9.2 / 10[12]
8.0 / 10[4]
 
Game Informer
9.25 / 10[55]
9.0 / 10[56]
 
Game Revolution
B-[57]
C+[6]
 
Inside Mac Games
 
 
8.0 / 10[58]
Applelinks.com
 
 
4 / 5[17]
Macworld UK
 
 
4 / 5[59]
Mac Guild
 
 
3 / 5[60]
Compilations of multiple reviews
Compiler Windows PS2 Mac OS X
Metacritic
85 / 100[61]
79 / 100[62]
 
Game Rankings
86.7%[63]
79.8%[64]
 
Awards
IGN's Action Game of 2000 — Editor's Choice[65]
Game Guru's Game of the Year 2000[66]
Game Guru's Action Game of the Year 2000

GameSpot's Best Graphics, Technical of 2000[67]

Game Revolution and GameSpot found Giants' simplified real-time strategy task of resource gathering made the game more interesting than tedious.[57][5] Troy Dunniway, Microsoft's Head of Game Design in 2002, agreed with this view; commenting the game's real-time strategy elements enhance its shooter aspect rather than making it a hybrid of two genres.[68] Sci Fi Weekly was impressed that both styles of play never interfered with each other, as well as with the unique gameplay of each race.[69] The Entertainment Depot however found base building tedious due to having to constantly rebuild from non-stop enemy attacks.[7]

IGN found the allied non-player characters' AI uneven. They performed pretty well most of the time but needed prompting from the player on several occasions. Enemy AI was worse; they would be unaware of the death of nearby teammates, or keep running into obstacles.[12] FiringSquad had the same opinions but ranked the enemy AI even worse.[3] ActionTrip however found the AI decent enough.[49] Applelinks found this to be an issue on the Mac OS X versions as well.[17]

File:Giants Kabuto Splash.gif
The imagery of Kabuto's pro-wrestling moves impressed reviewers

GameSpot and IGN commented the imaginative character designs and use of advanced graphics technology, such as hardware transform and lighting, and bump mapping, made the game's graphics unrivaled in its time.[5][12] FiringSquad said the sight of Kabuto elbow dropping onto tiny enemies and its aftermath were the epitome of the game's graphics.[3] ActionTrip claimed the graphics impressed them into thinking their graphics card was supporting the complex hardware environmental bump mapping it was incapable of.[49] The Entertainment Depot was entertained by watching Kabuto toss food into the air and catching it with his mouth.[7] Several reviewers found the game's recommended system was not enough to run it smoothly at full details, and were disappointed more powerful systems running the game could still encounter slowdowns.[12][20][7] Mac OS X reviewers found this to be an issue as well.[58][17]

FiringSquad praised the story for its humor and presentation for keeping them eager to plow through the game regardless of the issues they encountered. However, they were disappointed with the game steadily losing this approach as they played past the first third of the game.[3] Although most reviewers agreed in various degrees with FiringSquad, Mac Guild and Macworld UK found the approach crude on a child-like level.[60] The latter felt the team had tried too hard and failed to be humorous.[59] FiringSquad and several reviewers also considered the jet ski racing segments neither challenging nor fun after the first few rounds.[3][7][24][70][58][71] Game Revolution considered playing as Kabuto to be boring due to the sluggish nature and size of the character, preferring the visually rewarding spells and speed of the Reaper character, Delphi.[57] The Entertainment Depot commented it is the levels in the Kabuto segment which are boring due to the same objectives throughout.[7] GamesFirst's opinion was similar but applied to the whole game; they felt the single-player missions are mostly completed in the same manner, reducing the replay appeal of the game.[70] ActionTrip said Giants lacked a certain quality to capture their attention compared to its contemporaries like American McGee's Alice, MechWarrior 4: Vengeance, and Sea Dogs.[49]

With numerous software bugs in the Windows version's retail release, the game would quite often crash.[72] Game Revolution was furious Interplay released the game in such a state, questioning why they focused on censoring the game instead of testing for and fixing the bugs before release.[57] The Entertainment Depot watched their system slowing down as the game ran until it crashed.[7] FiringSquad directed their fury at the lack of support for non-NVIDIA based video cards and 3D sound.[3] Many reviewers were unable to connect to multiplayer games due to failed connections or bugs.[57][3] A few like GameSpot and IGN managed to play online, and commented the games were fun with occasional stability issues.[5][12] GamesFirst however lamented the lack of dedicated, and low ping servers.[70] All reviewers stated the lack of an in-game save feature was a flaw, which combined with the crippling bugs infuriated most of them.[57][5][12][7] Although the Mac OS X version was more stable, Applelinks found the lack of in-game save features as a shame.[17]

Reviewers appreciated the PS2 version's inclusion of an in-game save feature, but stated it retained the AI and level design issues associated with the Windows version.[4][24] IGN remarked it looked less impressive than the computer versions; the lower resolution, flat textures, washed out colors, and sparser environments made the game average looking.[4] It also exhibited clipping issues; character models and projectiles would go through objects on occasion.[4][24] IGN further praised the console version for presenting a smooth animation, rarely dropping frames,[4] however Game Revolution and GameSpot stated the frame rate dropped when there is a heavy load on the graphics engine.[6][24] The latter also frequently encountered long load times.[24] Game Revolution commented the removal of multiplayer mode and the option to dictate the building order of the base made the game's real-time strategy element redundant.[6] After beating the single player mode, there was nothing else to do except going at it on a higher difficulty with no special rewards, decreasing the replay value of the game.[6][56][24]

Giants' scores of 85 and 86.7% on the compiler sites Metacritic and Gamerankings indicate most critics awarded high marks to it. Critics also reported the game sold poorly for the Windows version.[53][73] Despite Digital Media Online's pessimism about the smaller Mac OS X market's demand for the game,[74] it sold out within months of its release.[75] According to the quarterly sales reports by NPDFunWorld, the PS2 version sold 11,272 copies in the US for the 6 months since its release.[76] Despite the poor overall sales, reviewers have nominated Giants as a game deserving a sequel.[77][78], and have kept it on PC Gamer UK's Top 100 as of 2007.[79]

References

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  20. ^ a b c IGN staff (2000-09-20). "Giants Chat Log". IGN. Retrieved 2008-01-09.
  21. ^ "Background Story". Giants: Citizen Kabuto. Interplay Entertainment. pp. pp. 4. ISBN 1-57629-357-2. {{cite book}}: |format= requires |url= (help); |pages= has extra text (help); Unknown parameter |origdate= ignored (|orig-date= suggested) (help)
  22. ^ "Controls — Kabuto Attacks". Giants: Citizen Kabuto. Interplay Entertainment. pp. pp. 31. ISBN 1-57629-357-2. {{cite book}}: |format= requires |url= (help); |pages= has extra text (help); Unknown parameter |origdate= ignored (|orig-date= suggested) (help)
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  27. ^ Planet Moon Studios (2000-12-06). Giants: Citizen Kabuto. Interplay Entertainment. Level/area: Kabuto's Story 1: Birth of a Giant. Yan: She says not to be frightened, Baz, for the KABUTO STONE has transformed her. She must find Kabuto. She will then call for you. [...] She says you must protect the base while she is away building up her strength.
  28. ^ Planet Moon Studios (2000-12-06). Giants: Citizen Kabuto. Interplay Entertainment. Level/area: Kabuto's Story 5: Citizen Kabuto — Defeat Kabuto. Delphi: Baz, it's up to you! Get in close and go for his WEAK SPOT!!
  29. ^ Planet Moon Studios (2000-12-06). Giants: Citizen Kabuto. Interplay Entertainment. Level/area: Kabuto's Story 5: Citizen Kabuto — No... Defeat Kabuto. Baz: So, you coming Borjoyzee? [...] Right! Aw, you're going to love Planet Majorca! Sun, beer, and all the fish and chips you can eat! Delphi: Oh Basil, you really know the way to a woman's heart!
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