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Next Generation Issue 37

ISSUE: 37Content

PRIMARY SYSTEMS COVERAGE THIS ISSUE

  • Sega Saturn
  • Nuon (Project X development news coverage)
  • PC
  • Sony PlayStation
  • Nintendo 64
  • Nintendo 64DD (never released)
  • Macintosh
  • 3DO
  • online
  • arcade

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(The following is loosely based on this issue's table of contents, with select issue excerpts included. Magazine accurate text formatting (lower case headers, etc) purposefully retained. (Notes) and bullet lists are added for clarity.)

(The 'Disc Edition' of this issue includes a CD featuring additional content.)

(This issue contains an in-bound, 12-page EB catalog labeled 'November/December Issue 4.' 'Online' joins the review section. Two cover variants of Next Generation #37 exist - a standard edition with the 'Girl Trouble' article as the cover story, and a 'Special Limited Edition' (as noted on the cover) with the 'America's Elite' piece spotlighted.)

(standard edition: $5.99 USA, $6.99 Canada; CD edition: $7.99 USA?, $8.99 Canada?)

talking

Can Sony stay on top?
Sony's on top of the world right now, but can it avoid the same kind of fail that toppled Nintendo at the end of the 8-bit era and Sega at the end of the 16-bit? Sony VP Phil Harrison is so confident that won't happen, he doesn't think it's worth discussing. (six page interview)

breaking

News

(Original news articles along with regular, recurring news features; one page each unless noted. While original news stories regularly included related sidebars, unrelated sidebars would often be used to fill space as well - these are noted.)

Project X confirmed for 1998
VM Labs reveals exclusively to Next Generation its plans for world domination. (two pages)

Mac games aim for high visibility
MESA makes a grab for more shelf space (includes 'TEN upgrades its front end' sidebar)

Phoenix: The Fall and Rise of Videogames, Second Edition
Book review. (approx. 1/2 page)

(Recurring news features; one page each unless noted:)

In the Studio
If they're making it, we're breaking it. (1/2 page; games in development; from Accolade, Crystal Dynamics, Sony and Namco, ASC Games, GT Interactive)

Toolbox
The products that build your favorite games. ('The Motion Factory's Intelligent Digital Actor System is among the most power of its kind - for a price')

Joyriding
Gaming on the Internet. ('Quake moves to the arcades - and online' by Christian Svensson)

Movers and Shakers
The business news that affects the games you play. ('Corporate sharks take another bite' by Colin Campbell)

Arcadia
The latest arcade and coin-op news. (misc. arcade news by Marcus Webb)

Retroview
Anecdotes from computer and videogaming's past. ('The Dumb Shits Club' by Steven Kent; video game history)

ng special

America's power players
America is the most important game market in the world. In this special feature, we present the people who make the industry what it is - from the developers who make the games and the platforms they run on to those who get them on shelves. Here is our unique portrait of the people who sit atop the American game industry. ('America's Elite - The definitive portrait of gaming's most important people;' 27-page collection of industry bios; includes brief intro, photographer (Rafael Fuchs) bio, and the following bios:)

  • John Carmack - Technical director; Id Software
  • Bernard Stolar - Chief operating officer; Sega of America
  • Brett Sperry - President; Westwood Studios
  • Kelly Flock - President; Sony Interactive Studios America
  • Ken Kutaragi - Chairman and CEO; Sony Computer Entertainment America
  • Phil Harrison - VP of third-party relations and R&D; Sony Computer Entertainment America
  • Byron Cook - President; Midway Entertainment
  • Scott Miller - President; Apogee
  • Richard Garriot - Senior VP and executive producer; Origin
  • Larry Probst - Chairman and CEO; Electronic Arts
  • Jon Khazam, director of graphics; Alex Peleg, computer architect, MMX technology; Dave Sprague, graphics systems architect; Jim Hurley, senior graphics researcher; Jason Rubinstein, games evangelist; Intel
  • Howard Lincolh, chairman; Peter Main, VP of marketing; Minoru Arkawa, president; Nintendo of America
  • Brian Fargo, Chief executive officer; Interplay
  • Dave Perry, President; Shiny Entertainment
  • Brian Farrell, President and CEO; THQ
  • Kevin Dallas, Group product manager, Direct X; Microsoft
  • Greg Ballard, President and CEO; 3Dfx
  • Pete Roithmayr, director of buying, videogame software; Jerry Madaio, director of buying, PC software; Jeff Griffiths, senior VP of merchandising and distribution; Electronics Boutique
  • Ron Chalmowitz, President and CEO; GT Interactive
  • Mike McGarvey, Chief operating officer; Eidos Interactive
  • Sid Meier, Director of creative development; Firaxis
  • Bobby Kotick, Chairman and CEO; Activision
  • Allen Adham, President; Blizzard

ng hardware

3D - past, present, & future
The history of 3D games, the exclusive report on Voodoo2, and a report on Intel's AGP. Our 16-page section starts on page 78. (a collection of articles:)

  • Towards reality - The rise of 3D gaming
    Since the dawn of videogaming, programmers have attempted to tap into the aesthetic and gameplay possibilities of the third dimension. But it's only recently, with the advent of 32- and 64-bit consoles and technological developments like 3Dfx, that true 3D games have become a reality. Next Generation traces the rise of 3D gaming, looks at its problems and possibilities, and analyzes the implications for the future of videogames... (eight pages; includes 'The search for a standard' and '3D visuals explained' sidebars, and the following '3D Gaming Classics' mini-sidebars:)
    • Zaxxon (Arcade)
    • Wolfenstein (PC,SNES)
    • Virtua Fighter (Arcade,Saturn,etc)
    • Quake (PC)
    • Tomb Raider (PC,PlayStation,Saturn)
    • Super Mario 64 (Nintendo 64)
    • Battlezone (Arcade)
  • 3Dfx Voodoo2
    The first of the next generation of 3D game accelerators is unveiled. It promises Model 3 power for under $300 is 3Dfx creating a new platform? (five pages, including 'Voodoo2 launch titles' and 'The Voodoo2 chipset - the full specs' sections)

  • Accelerated Graphics Port
    If you need more proof that 1998 is going to be "the year of the PC" in gaming, look no further. (2.5 pages; additional content is included with the accompanying CD)

ng special

Girls, girls, girls
Want to sell your game? Fill it with scantily clad women, says the conventional wisdom. But is the conventional wisdom right? ('Girl trouble;' five pages)

ng software

Alphas (game previews, sometimes presented as part of a themed overview or interview; one page each unless noted:)

(Next Generation's game previews often varied in scope and size. Smaller previews were usually traditional in presentation, while larger previews often incorporated developer commentary. The largest previews were typically presented as a themed article (focusing on a development studio, accessory, etc) previewing one or more titles and were often accompanied by an interview (noted).

(Previews with additional content on the accompanying Next Generation Disc are noted with an asterisk (*).)

  • Outcast (PC; three pages) *
  • Iron John Hawk: The Shards of Power (PC)
  • Parasite Eve (PS)
  • Zelda 64 (N64) (the eventual The Legend of Zelda: Ocarina of Time)
  • Newman Haas Indy Car Racing (PC,PS)
  • Hybrid Heaven (N64 or N64DD; two pages)
  • Asheron's Call (online; two pages)
  • SiN (PC; two pages) *
  • Wings of Destiny (PC; two pages)
  • Bust-a-Move (PS; two pages)

rating

Finals

(Next Generation reviews were usually 1/8th to 1/4th page in length, though this varied wildly and length was never pre-determined - 1/2 and one page reviews would see print on occasion. Higher rated and/or spotlighted games would usually receive more page real estate than lower rated.)

(Import reviews are noted with '(Japan)' below. Reviews also appearing on the accompanying Next Generation Disc are noted with an asterisk (*).)

Nintendo 64

  • Automobilia Lamborghini 64
  • Duke Nukem 64 *
  • Extreme-G *
  • Diddy Kong Racing *
  • Mace: The Dark Age *
  • Madden 64 *
  • Quarterback Club 64 *
  • Top Gear Rally

PlayStation

  • Armored Core
  • Crash 2: Cortex Strikes Back *
  • Bug Riders
  • Clock Tower
  • Tomb Raider II *
  • Cool Boarders 2 *
  • Courier Crisis
  • Fighting Force
  • Frogger
  • Jet Moto 2 *
  • NHL Breakaway '98
  • Red Asphalt
  • Steet Reign
  • Test Drive 4

Saturn

  • Dead or Alive (Japan)
  • Silhouette Mirage (Japan)

PC

  • Sid Meier's Gettysburg
  • Age of Empires
  • Dark Earth
  • Excalibur 2055 A.D.
  • Lands of Lore: Guardians of Destiny
  • Mageslayer
  • Uprising
  • Pax Imperia: Eminent Domain
  • Postal
  • Sub Culture

Online

  • Ultima Online

3DO

  • Meridian 59: Revelation

Macintosh

  • Galapagos
  • Close Combat: A Bridge Too Far

corresponding

Letters
Oh, the things our readers have on their minds. It's almost enough to make you want to read on. (reader mail; two pages)

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ng Disc Contents

On The Disc this month: Intel's Jason Rubenstein discusses AGP's effect on the game industry, Infogrames' Olivier Mascief explains why he's an Outcast, and Activision's Andrew Goldman, Scott Krager, and Murali Tegulapalle visit Next Generation with three new games.

special
Battlezone, Outcast, SiN, Interstate '76 Nitro Pack

previews
San Francisco Rush, Nuclear Strike, Shipwreckers, Extreme-G

finals
More than 1,300 NG finals in a searchable database

pc
Tomb Raider II, Jedi Knight, Excalibur, Joint Strike Fighter

internet
Palace Chat 2.4, Heat, link to Next Generation Online

mac
The Settlers II, Shadow Warrior, Close Combat II: A Bridge Too Far, Next Generation Cover Gallery Screensaver

talking
Intel's AGP in exclusive interview, movies, and screenshots


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Cover


Information

    Title: Next Generation Issue 37
    Month: January
    Year: 1998
    Publisher: Imagine Media
    Editor: Chris Charla
    Pages: 180
    Price: see description
    Country: United States
    Language: English
    Votes: 0

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