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Traitors Gate (video game)

Traitors Gate is a 1999 graphic adventure game developed by Daydream Software. Set in a reproduction of the Tower of London, it follows the story of Raven, an American special agent trying to steal and replace the Crown Jewels of England to safeguard them from a rogue operative. The player assumes the role of Raven and solves puzzles within the Tower while evading the guards. Progression through the game is nonlinear and under a time limit: the player may solve certain challenges in multiple ways, but must win before 12 hours elapse.

Traitors Gate
North American box art
Developer(s)Daydream Software
Publisher(s)DreamCatcher Interactive (North America)
FX Interactive (Spain)
Hilad Corporation (Australia)
Éditions Profil (France)
Platform(s)Macintosh, Windows
Release
  • SWE: September 1999
  • SP: December 16, 1999
  • NA: May 15, 2000
Genre(s)Graphic adventure
Mode(s)Single-player

Traitors Gate was conceived in 1996 by Daydream Software designer Nigel Papworth, who saw the Tower of London as a natural setting for a game. The team sought to replicate the structure with near-perfect accuracy and began by capturing over 5,000 reference photographs on location. Pre-rendering the game's panoramic environments challenged the team, which averaged seven members. The game took roughly three years to complete. Self-funded by Daydream after a successful initial public offering, Traitors Gate ultimately cost between $1 and $2 million, and by 2000 it was distributed in 10 languages and 27 countries by companies such as DreamCatcher Interactive and FX Interactive.

The game was a commercial success and became Daydream Software's highest-selling title by 2003, with sales between 300,000 and 400,000 units worldwide. Many of these sales derived from North America and Spain; it failed commercially in Germany, Italy and the United Kingdom. Critical reception of Traitors Gate was "mixed or average", according to review aggregation site Metacritic. Its puzzles and recreation of the Tower of London were lauded by many critics—the latter was praised by the British Academy of Film and Television Arts—but the title's bugs, pacing, large interface and use of mazes drew mixed reactions. In 2003, Traitors Gate was followed by the sequel Traitors Gate 2: Cypher, directed by Papworth and developed by 258 Productions.

Gameplay and plot edit

 
The player infiltrates the Queen's House in the Tower of London via a secret entrance. An interface containing the player's gadgets takes up the bottom half of the screen.

Traitors Gate is a graphic adventure game that takes place from a first-person perspective in a pre-rendered visual environment.[1] Using a point-and-click interface, the player explores a reproduction of the Tower of London and evades guards while solving puzzles, such as determining the combination to a safe by examining a coat of arms.[2] In a manner that has been compared to Myst, player movement is restricted to jumps between panoramic static screens; the camera view can rotate freely on each screen. Traitors Gate features nonlinear progression:[3] multiple solutions allow for roughly 1,200 unique pathways through the game.[4] If the player does not win within the 12-hour limit, or is found by the guards, a game over results.[5]

In Traitors Gate, the player takes the role of a special agent named Raven, employed by an American agency called ORPHIA. At the start of the game, Raven's superiors believe that another ORPHIA operative plans to steal the British Crown Jewels from the Tower of London. Raven is subsequently tasked with infiltrating the Tower, secretly swapping the real jewels with forgeries and escaping without leaving behind evidence.[3] These forgeries are equipped with hidden tracking units.[5] The game begins in a broom closet within the White Tower,[2] where Raven hides during a building tour to await night.[5] Controlling Raven, the player then exits the closet and infiltrates the Tower.[2]

The player character is equipped with gear such as a crossbow, grappling hooks, lock picks, a motorized zip-line,[3] explosives and tools to hijack security cameras.[6] A PDA interface provides details about these gadgets, the Tower and other aspects of the mission.[7] The player may also take photographs of the environment and message them to Raven's superiors, who send back facts about the objects in view.[2] Traitors Gate features multiple endings based on the player's actions throughout the game.[8] At the game's conclusion, after the Crown Jewels have been replaced, the President of the United States is informed that Raven's mission was a success.

Development edit

Origins edit

 
The Traitors Gate team began by capturing more than 5,000 reference photographs on-site at the Tower of London.

Traitors Gate was conceived in November 1996, when designer Nigel Papworth of Sweden's Daydream Software began to explore possibilities for the company's next title after Safecracker.[9] Coming across an article about the Tower of London in an issue of National Geographic, Papworth realized that the structure contained "everything a good game needed", including a cleanly circumscribed playing area and an obvious gameplay objective.[10] He and the team subsequently developed a game concept that would take place inside an accurate reproduction of the Tower. Their plan was to capture "the feel of the weathered stonework and mixed architectural styles with as near to photographic quality as time and technology would allow",[9] and they hoped to make a game that entertained players while informing them about the real-world Tower.[11] The decision to make the protagonist an American agent came early, as the country's alliance with Britain precluded violent gameplay approaches by the player and shifted the focus to stealth and puzzle-solving.[12] Inspiration for the plot derived from the film series Mission: Impossible and James Bond.[13]

Daydream went public on the Stockholm Stock Exchange's Stockholm Börsinformation (SBI) list in January 1997,[14][15] with the plan for Traitors Gate prepared.[16] The company's goal was to increase its economic and decision-making freedom, and to secure the ability to select a publisher at the end of each game's development rather than at the beginning.[17] President Jan Phersson-Broburg argued that self-funding Daydream's future games with money from Swedish investors—instead of opting for publisher financing "linked to specific projects"—would offer the developer more stability, flexibility and room for growth.[18] According to Papworth, Traitors Gate was part of Daydream's roadmap for the future after going public.[16] In its November 1996 prospectus,[19] the company had told investors that a game with the working title "Project II" was under development, with an estimated 18-month production cycle and 7-10 million kr budget. There were four competing "Project II" designs at that time.[18] For Daydream's public launch, roughly 20 million kr worth of shares, or 45.5% of the company, were offered to investors in Sweden.[17] The initial public offering was a success.[20] As a result of this influx of capital, all subsequent development of Traitors Gate was self-funded.[14]

Daydream began Traitors Gate with around one year of research,[10][12] starting with a trip of eight team members to the Tower of London to photograph the entire structure over two days.[9] More than 5,000 images were captured during this trip.[12][11] According to Daydream, employee Erik Phersson organized the results within "a series of indexed ring binders", on which the artists could base their work.[9] Papworth later noted that, because the Tower of London held the copyright to photographs taken on its grounds, digitizing the team's images for use as texture maps was not an option. Instead, they used the pictures only for photo-referencing. Before full production of the game began, Papworth plotted its narrative in storyboard form, and Daydream planned the majority of Traitors Gate's design on "a huge magnetic white board with a logic flow chart". According to lead programmer Peter Lundholm, HyperCard was used during pre-production to generate rough prototypes.[11] In June 1997, Daydream reported that "Project II" was still in the prototyping stage and, pending a review of the finished prototype in August, would move into full production.[21] This transition had been completed by September, and Daydream slated the result for 1998. By that time, the company had spent 1.85 million kr on the game.[22]

Production edit

 
The Jewel House, containing the British Crown Jewels (pictured), was edited in Traitors Gate following security concerns from Tower of London management.

In January 1998, Daydream Software announced "Project II" as Traitors Gate and scheduled its public unveiling for the following month, at the Milia festival in Cannes.[23] Employment agency Octagon Entertainment, with which Daydream had signed after buying back Safecracker's rights from GT Interactive in November 1997,[24] was set to begin locating distribution partners for Traitors Gate in February. Finished contracts were not forecast until May.[23] As with Safecracker, the strategy was to work with a different local distributor in each territory.[25][13] Jan Phersson-Broberg reported interest from distributors after Milia, but reiterated to investors that no deals would be signed before May, when a playable game demo was planned to appear at the Electronic Entertainment Expo (E3).[26] While the game was initially set for a late-1998 launch,[27] by June of that year the release had been pushed back to early 1999.[28] Distribution agreements remained pending after the game's E3 presentation.[13]

According to Nigel Papworth, development of Traitors Gate was "much more difficult" than originally expected,[29] and a significantly greater challenge than Safecracker had been.[12] The focus on reproducing the Tower of London left the team unable to alter the scope of the project,[29] and forced Daydream to opt for realistic puzzles tied to the world, in comparison to the simpler task of designing Safecracker's more abstract puzzles.[12] A nonlinear design approach was planned from the start, as Papworth noted that Daydream was "allergic" to linear gameplay, but this further increased the difficulty of Traitors Gate's creation for the designers and programmers.[29] The average team size was seven members throughout production,[11] although other employees cycled in and out of the project as needed.[30] Despite the focus on realism, the team modified sections of the Jewel House at the request of the Tower of London's management, who were concerned that the game's accuracy could pose a security risk for the building.[31] The sewer system was also partly fictionalized, although influenced by real data and the actual positions of manhole covers.[12]

Daydream elected to use pre-rendered graphics instead of real-time 3D visuals on Traitors Gate because the team preferred an "above-standard graphics environment to the advantage of free 3D motion", according to Papworth.[29] The slow pace of the game was a contributing factor to this decision, as Papworth noted that the "loss of a little mobility" did not hinder the design. Animated cutscene transitions between screens were added to increase player immersion, in hopes of making up for the lack of free movement.[10] For the character animation, instead of using motion capture, first-time character animators Fredrik Johnson and Leif Holm worked manually.[29] Ultimately, the decision to use pre-rendering brought the game's final size before data compression to 10 terabytes.[11] Papworth later said that the production methods used in Traitors Gate were seen at Daydream as "too costly and time consuming to be a viable long term solution" for the company, which led it, including members of the Traitors Gate team, to make the concurrently-developed Clusterball.[10]

Five members of Daydream handled the creation of Traitors Gate's models and textures.[12] Modeling was initially delegated to Papworth, Holm, Johnson and Ulf Larsson. At roughly the 12-month mark, Papworth transitioned more fully into game design and writing, and his place on the modeling team was taken by Michael Nahal. The team began by drawing building plans on transparent vellum, based on information obtained from second-hand books, the Internet, the Royal Archives and Daydream's personal reference photographs.[30] Working with Autodesk Maya and PowerAnimator 6.5,[11] the team then created wire frames based on these plans,[30][32] using four SGI O2 and SGI Indy computers.[32][29] Textures were created in Painter, Adobe Photoshop and Adobe Illustrator,[32] while the finished graphics were rendered on a farm of SGI Challenges and systems running Windows NT.[11] Hardware upgrades were frequent during production.[29] According to Papworth, the models and textures took two years of "60 hour weeks" to complete.[12] The White Tower structure, delegated to Johnson, required nearly six months of labor by itself.[30]

 
Modeling the White Tower required nearly six months of work by artist Fredrik Johnson.

Traitors Gate was built with Live Picture Inc.'s RealVR tool,[29] software that displays virtual-reality photographic panoramas.[33] Papworth explained that the techniques Daydream developed while working on Safecracker, a game created with QuickTime VR,[16][29] had since been incorporated into the newer RealVR software suite. The decision to move to RealVR was heavily inspired by the software's ability to display spherical 360° panoramas, a necessity given the tall structures modeled in Traitors Gate.[29] To construct the game's panoramic environments, Erik Phersson implemented image stitching with BBEdit and Live Picture's PhotoVista editing software, combining multiple rendered stills from the graphics team into larger images. The panoramas were made playable and interactive by Peter Lundholm, with the tools DeBabelizer and Macromedia Director.[32] Phersson also handled Traitors Gate's sound effects,[30] added to the game environments with MacPaint and SoundEdit.[32]

The soundtrack was created by local musicians Toontrack,[10] which comprised Mattias Eklund and Henrik Kjellberg. Their opportunity to join Traitors Gate came because Eklund had played in a band with Phersson and Leif Holm during the development of Safecracker. As that title's production wrapped, Toontrack spent a week on an eight-minute demo to pitch Daydream for its next game. Afterward, Phersson hired the pair to score an early build of Traitors Gate, and their involvement grew from there. Eklund and Kjellberg used the programs WaveLab and Cubase VST to compose Traitors Gate's music, which was made with a combination of sampled, synthesized and live instrumentation. The pair relied on Oberheim Matrix 1000 and Yamaha A3000 synthesizers, a Yamaha AES1500 and a Roland GR-1 for the synthetic and live elements.[34] The soundtrack was purposely limited in-game to build atmosphere,[29] and, according to Toontrack, was written in the style of "sixties and seventies" spy films to match the theme of Traitors Gate.[34]

At the 1998 European Computer Trade Show (ECTS), Daydream landed distributors for Traitors Gate in eight countries.[35] By the end of September, completion of the game was scheduled for fall;[36] development costs had climbed to 8.06 million kr by late November.[35] In January 1999, Daydream set a release date of April, and confirmed K.E. Media as the game's distributor in Sweden, Denmark and Norway.[37] Deals with companies in France, Italy, Britain and the Netherlands were secured by February.[38] However, as the year progressed, Traitors Gate encountered a four-month delay to fall 1999. This event was blamed by Daydream on numerous software bugs, caused by the game's "size and complexity". It proceeded to appear at E3 1999, and development costs rose to 10.6 million kr by the end of May, with 2.03 million of this figure depreciated through capitalization.[39] Papworth estimated the final budget for Traitors Gate as between $1 and $2 million in United States currency.[11] Following the public launch of Traitors Gate's demo in June 1999,[40] Daydream brought the game to gold status late that July.[41]

Release edit

Traitors Gate was first released in early September 1999,[42] after roughly three years of development.[11] It was shipped on four CD-ROMs.[1] By the end of its debut month, the game had launched in seven countries: Sweden, Ireland, Belgium, Denmark, Norway, England and the Netherlands. Daydream Software told investors on September 30 that Traitors Gate would appear in another 14 countries by March 2000.[43] Further launches occurred in New Zealand and Australia on October 31, through Hilad Corporation; in France on November 29, through Éditions Profil;[44] and in Spain on December 16, through FX Interactive.[45] It was the latter company's first published game.[46][47] Traitors Gate had received translations into 10 languages by December 10, at which time Daydream reported its lifetime "guaranteed sales volume" as above 100,000 units.[48]

Before Traitors Gate's release, Nigel Papworth noted his "hope that this title gets the crack it deserves at the American Market", following Safecracker's failure to penetrate the region.[10] According to Papworth, North America's buying power was equivalent to the rest of the world's combined, and it was "seen as the paramount market to crack" for international developers at the time.[12] In early November 1999, Daydream signed with publisher DreamCatcher Interactive to distribute the game in North America.[49] As was typical, the deal was set up by Daydream's agency, Octagon Entertainment, based in North Carolina.[11] Thanks to DreamCatcher's partnership network, Traitors Gate was initially set to appear in 15 North American retail chains, including Best Buy, Virgin Megastores and CompUSA.[50] The game's availability was planned in nearly 2,000 individual stores across North America.[51] It launched in the region on May 15, 2000.[52]

Traitors Gate had seen releases in 27 countries by April 28, 2000. At the time, Daydream announced new deals with distributors to release the game in Korea, Poland, Taiwan and Greece. The company reported sales forecasts of "approximately 15,000 games" for each of these regions.[53] In June, the game launched in the Tower of London gift shop, which made it the only video game available there at the time.[54]

Reception edit

Sales and distribution edit

Traitors Gate was commercially successful and became Daydream Software's top-selling game by 2003.[55][16] It sold 48,000 units worldwide by the end of May 2000,[56] and was a hit in Spain,[57][58] which accounted for 22,000 sales by April 10. The game spent over three months in the top 10 of Spain's sales charts.[45] However, it was a commercial failure in Germany, where it sold 4,000 copies; in the United Kingdom, which bought 3,000 units;[55] and in Italy.[11] The European Foundation for the Improvement of Living and Working Conditions (Eurofound) traced Traitors Gate's country-by-country success rate to the quality of Daydream's distribution partners in each region.[55] By September 30, worldwide sales of the game had risen to roughly 120,000 copies. Daydream told investors that the jump from May came due to "increased marketing efforts by us and our distributors".[59]

Writing for Adventure Gamers, Marek Bronstring noted that "slow" initial sales for Traitors Gate gave way to significant success, beginning around one year into its shelf life.[60] September 2000 became the first-ever month that Daydream turned a net profit, in part thanks to the sales increase of Traitors Gate.[61] The game surpassed 200,000 units sold globally by the end of March 2001 and reached close to 250,000 sales by June 30.[62][63] That July, it topped 50,000 lifetime sales in Spain.[64] According to the Eurofound, Traitors Gate was also successful in the United States, which the group wrote was "primarily because a huge supermarket chain" in the region had opted to stock it.[55] It accounted for 14% of DreamCatcher Interactive's sales in 2000. This made it one of the publisher's top titles that year, behind Atlantis II and The Crystal Key.[65] The following year, PC Data calculated the game's retail sales in North America at 52,573 units for 2001 alone.[66]

Globally, Traitors Gate sold more than 300,000 copies by March 2002.[67] During the first six months of that year, PC Data tracked another 15,429 sales in North American retailers.[68] By 2003, Traitors Gate had sold between 300,000 and 400,000 copies worldwide, of which Spain accounted for 75,000 units.[55] According to DreamCatcher, the game totaled 245,000 lifetime sales in North America alone by early 2003.[69]

Critical reviews edit

According to the review aggregation site Metacritic, critical reception of Traitors Gate was "mixed or average".[76] The game was nominated for "The Design Award" at the 1999 British Academy Film Awards (BAFTAs),[73] but lost the prize to Wipeout 3.[74] The BAFTAs' judges called Traitors Gate a "very well researched and well considered game with intuitive game play", and praised its controls and its depiction of the Tower of London.[73] It was also a finalist for GameSpot's 2000 "Best Adventure Game" award, which ultimately went to The Longest Journey.[75]

Comparing the game to Spycraft: The Great Game, GameSpot's Ron Dulin praised the puzzles in Traitors Gate, which he felt were sensible and realistic, alongside its detailed reproduction of the Tower of London. Despite encountering numerous technical problems with the software, he considered the overall product "very good", but short of outstanding.[3] Cal Jones of PC Gaming World similarly praised the puzzles and visual detail, but noted a slight blurriness to the graphics and found the game brief despite its "nice covert feel". She ultimately gave it a moderate rating.[2]

By contrast, Tim Cant wrote in PC Gamer UK that Traitors Gate is a boring title, which contributes "nothing to an already-tedious genre". He condemned its puzzles, pace and control system.[1] Cant's complaints were echoed in PC Zone, whose writer Mark Hill called the game dull and dismissed its puzzles as "childish".[70] Hill and Cant both strongly critiqued Traitors Gate's graphics, which they considered bland and unengaging.[1][70] Writing that the game's real "adventure is trying to keep your interest alive for more than five minutes", Hill gave Traitors Gate a "below average" rating.[70] However, while David Ryan Hunt agreed in Computer Games Magazine that "too many flaws ... detract from the fun" in Traitors Gate, he sided with Dulin and Jones on the quality of the graphics and puzzles, which he felt were largely solid.[71]

Audrey Wells of Computer Gaming World continued Hunt's, Dulin's and Jones' praise for the puzzles, and again cited the visual representation of the Tower as a high point. Despite noting that the sewer maze portions of Traitors Gate make it "more suitable for experienced gamers", Wells enjoyed the game and did not criticize its use of mazes.[77] Just Adventure's Ray Ivey took an even stronger line of support for the game. In contrast to Hill's and Tim Cant's dismissals of Traitors Gate as boring, he labeled the proceedings "breathlessly exciting" and "indecently fun", and praised the mazes' execution outright.[5] On this latter point, Hunt diverged sharply with both Ivey and Wells: he regarded these sections as the chief problem with Traitors Gate, as a detriment to the title's immersion and as "a potential game-killer" that limited Traitors Gate almost exclusively to hardcore genre fans. As a result, he summarized the game as a middling "experience [that] isn't likely to become something you'll cherish".[71]

Ivey and the writer for MacHome Journal both advanced Computer Gaming World's, GameSpot's and PC Gaming World's praise for the recreation of the Tower of London in Traitors Gate,[4][5] which MacHome's reviewer considered to be arguably its greatest strength. The writer noted that it had "been quite a while since an adventure of this nature has genuinely held my interest" like Traitors Gate.[4] Similarly, David Wildgoose of PC PowerPlay dubbed Traitors Gate "a must for quality-starved adventure gamers".[72] Like Hunt and Wells, both of whom had called the title "a refreshing change of pace" for adventure games, Wildgoose singled out its atypical theme for praise.[72][77][71] He cited it as an unusually tense entry in its genre and highlighted its "genuinely clever and suspenseful design". At the same time, he found its pacing slow and awkward, and criticized the game for overwhelming the player with "too much information far too quickly" in its introduction of the utility gear.[72] Like Mark Hill, he also disapproved of the large HUD.[70][72] Following Wildgoose's criticism of the restrictions on player movement in Traitors Gate,[72] the critic for MacHome noted that the game lacks "a sense of freedom", but nevertheless praised its nonlinear structure. Its bugs and ending sequence were the reviewer's primary dislikes.[4]

Sequel edit

Based on its success with Traitors Gate in North America, publisher DreamCatcher Interactive commissioned a sequel, Traitors Gate 2: Cypher.[60] Daydream Software told investors that a deal with "an internationally recognized publisher" to develop the game was reached in April 2002, and that it was funded ahead of time by this outside party. The project was scheduled for a 14-month development cycle.[78] Traitors Gate 2 was ultimately developed by the company 258 Productions.[79] Nigel Papworth, who conceived and designed the game at 258,[80][81] said that he had been resistant to developing another title with pre-rendered visuals. Instead, he told DreamCatcher that he would work on the sequel only if it is made in real-time 3D. He felt that graphics technology had advanced enough to make this leap, and that the switch offered him a great amount of freedom for the gameplay.[60] As a result, the team licensed the Gamebryo engine to create Traitors Gate 2.[82][83]

Inspired by his "reading an article on cryptography technique at the same time as a book on Babylonian history", Papworth combined these two ideas to create the game concept for Traitors Gate 2.[82] First announced as Cypher: The Sequel to Traitors Gate in April 2003,[79] Traitors Gate 2 casts the player again as Raven, who now seeks to thwart the plot of Middle Eastern terrorists and a treacherous American agent.[84] It was released in October to "generally negative reviews", according to Metacritic.[85]

See also edit

References edit

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External links edit

traitors, gate, video, game, traitors, gate, 1999, graphic, adventure, game, developed, daydream, software, reproduction, tower, london, follows, story, raven, american, special, agent, trying, steal, replace, crown, jewels, england, safeguard, them, from, rog. Traitors Gate is a 1999 graphic adventure game developed by Daydream Software Set in a reproduction of the Tower of London it follows the story of Raven an American special agent trying to steal and replace the Crown Jewels of England to safeguard them from a rogue operative The player assumes the role of Raven and solves puzzles within the Tower while evading the guards Progression through the game is nonlinear and under a time limit the player may solve certain challenges in multiple ways but must win before 12 hours elapse Traitors GateNorth American box artDeveloper s Daydream SoftwarePublisher s DreamCatcher Interactive North America FX Interactive Spain Hilad Corporation Australia Editions Profil France Platform s Macintosh WindowsReleaseSWE September 1999 SP December 16 1999 NA May 15 2000Genre s Graphic adventureMode s Single player Traitors Gate was conceived in 1996 by Daydream Software designer Nigel Papworth who saw the Tower of London as a natural setting for a game The team sought to replicate the structure with near perfect accuracy and began by capturing over 5 000 reference photographs on location Pre rendering the game s panoramic environments challenged the team which averaged seven members The game took roughly three years to complete Self funded by Daydream after a successful initial public offering Traitors Gate ultimately cost between 1 and 2 million and by 2000 it was distributed in 10 languages and 27 countries by companies such as DreamCatcher Interactive and FX Interactive The game was a commercial success and became Daydream Software s highest selling title by 2003 with sales between 300 000 and 400 000 units worldwide Many of these sales derived from North America and Spain it failed commercially in Germany Italy and the United Kingdom Critical reception of Traitors Gate was mixed or average according to review aggregation site Metacritic Its puzzles and recreation of the Tower of London were lauded by many critics the latter was praised by the British Academy of Film and Television Arts but the title s bugs pacing large interface and use of mazes drew mixed reactions In 2003 Traitors Gate was followed by the sequel Traitors Gate 2 Cypher directed by Papworth and developed by 258 Productions Contents 1 Gameplay and plot 2 Development 2 1 Origins 2 2 Production 2 3 Release 3 Reception 3 1 Sales and distribution 3 2 Critical reviews 4 Sequel 5 See also 6 References 7 External linksGameplay and plot edit nbsp The player infiltrates the Queen s House in the Tower of London via a secret entrance An interface containing the player s gadgets takes up the bottom half of the screen Traitors Gate is a graphic adventure game that takes place from a first person perspective in a pre rendered visual environment 1 Using a point and click interface the player explores a reproduction of the Tower of London and evades guards while solving puzzles such as determining the combination to a safe by examining a coat of arms 2 In a manner that has been compared to Myst player movement is restricted to jumps between panoramic static screens the camera view can rotate freely on each screen Traitors Gate features nonlinear progression 3 multiple solutions allow for roughly 1 200 unique pathways through the game 4 If the player does not win within the 12 hour limit or is found by the guards a game over results 5 In Traitors Gate the player takes the role of a special agent named Raven employed by an American agency called ORPHIA At the start of the game Raven s superiors believe that another ORPHIA operative plans to steal the British Crown Jewels from the Tower of London Raven is subsequently tasked with infiltrating the Tower secretly swapping the real jewels with forgeries and escaping without leaving behind evidence 3 These forgeries are equipped with hidden tracking units 5 The game begins in a broom closet within the White Tower 2 where Raven hides during a building tour to await night 5 Controlling Raven the player then exits the closet and infiltrates the Tower 2 The player character is equipped with gear such as a crossbow grappling hooks lock picks a motorized zip line 3 explosives and tools to hijack security cameras 6 A PDA interface provides details about these gadgets the Tower and other aspects of the mission 7 The player may also take photographs of the environment and message them to Raven s superiors who send back facts about the objects in view 2 Traitors Gate features multiple endings based on the player s actions throughout the game 8 At the game s conclusion after the Crown Jewels have been replaced the President of the United States is informed that Raven s mission was a success Development editOrigins edit nbsp The Traitors Gate team began by capturing more than 5 000 reference photographs on site at the Tower of London Traitors Gate was conceived in November 1996 when designer Nigel Papworth of Sweden s Daydream Software began to explore possibilities for the company s next title after Safecracker 9 Coming across an article about the Tower of London in an issue of National Geographic Papworth realized that the structure contained everything a good game needed including a cleanly circumscribed playing area and an obvious gameplay objective 10 He and the team subsequently developed a game concept that would take place inside an accurate reproduction of the Tower Their plan was to capture the feel of the weathered stonework and mixed architectural styles with as near to photographic quality as time and technology would allow 9 and they hoped to make a game that entertained players while informing them about the real world Tower 11 The decision to make the protagonist an American agent came early as the country s alliance with Britain precluded violent gameplay approaches by the player and shifted the focus to stealth and puzzle solving 12 Inspiration for the plot derived from the film series Mission Impossible and James Bond 13 Daydream went public on the Stockholm Stock Exchange s Stockholm Borsinformation SBI list in January 1997 14 15 with the plan for Traitors Gate prepared 16 The company s goal was to increase its economic and decision making freedom and to secure the ability to select a publisher at the end of each game s development rather than at the beginning 17 President Jan Phersson Broburg argued that self funding Daydream s future games with money from Swedish investors instead of opting for publisher financing linked to specific projects would offer the developer more stability flexibility and room for growth 18 According to Papworth Traitors Gate was part of Daydream s roadmap for the future after going public 16 In its November 1996 prospectus 19 the company had told investors that a game with the working title Project II was under development with an estimated 18 month production cycle and 7 10 million kr budget There were four competing Project II designs at that time 18 For Daydream s public launch roughly 20 million kr worth of shares or 45 5 of the company were offered to investors in Sweden 17 The initial public offering was a success 20 As a result of this influx of capital all subsequent development of Traitors Gate was self funded 14 Daydream began Traitors Gate with around one year of research 10 12 starting with a trip of eight team members to the Tower of London to photograph the entire structure over two days 9 More than 5 000 images were captured during this trip 12 11 According to Daydream employee Erik Phersson organized the results within a series of indexed ring binders on which the artists could base their work 9 Papworth later noted that because the Tower of London held the copyright to photographs taken on its grounds digitizing the team s images for use as texture maps was not an option Instead they used the pictures only for photo referencing Before full production of the game began Papworth plotted its narrative in storyboard form and Daydream planned the majority of Traitors Gate s design on a huge magnetic white board with a logic flow chart According to lead programmer Peter Lundholm HyperCard was used during pre production to generate rough prototypes 11 In June 1997 Daydream reported that Project II was still in the prototyping stage and pending a review of the finished prototype in August would move into full production 21 This transition had been completed by September and Daydream slated the result for 1998 By that time the company had spent 1 85 million kr on the game 22 Production edit nbsp The Jewel House containing the British Crown Jewels pictured was edited in Traitors Gate following security concerns from Tower of London management In January 1998 Daydream Software announced Project II as Traitors Gate and scheduled its public unveiling for the following month at the Milia festival in Cannes 23 Employment agency Octagon Entertainment with which Daydream had signed after buying back Safecracker s rights from GT Interactive in November 1997 24 was set to begin locating distribution partners for Traitors Gate in February Finished contracts were not forecast until May 23 As with Safecracker the strategy was to work with a different local distributor in each territory 25 13 Jan Phersson Broberg reported interest from distributors after Milia but reiterated to investors that no deals would be signed before May when a playable game demo was planned to appear at the Electronic Entertainment Expo E3 26 While the game was initially set for a late 1998 launch 27 by June of that year the release had been pushed back to early 1999 28 Distribution agreements remained pending after the game s E3 presentation 13 According to Nigel Papworth development of Traitors Gate was much more difficult than originally expected 29 and a significantly greater challenge than Safecracker had been 12 The focus on reproducing the Tower of London left the team unable to alter the scope of the project 29 and forced Daydream to opt for realistic puzzles tied to the world in comparison to the simpler task of designing Safecracker s more abstract puzzles 12 A nonlinear design approach was planned from the start as Papworth noted that Daydream was allergic to linear gameplay but this further increased the difficulty of Traitors Gate s creation for the designers and programmers 29 The average team size was seven members throughout production 11 although other employees cycled in and out of the project as needed 30 Despite the focus on realism the team modified sections of the Jewel House at the request of the Tower of London s management who were concerned that the game s accuracy could pose a security risk for the building 31 The sewer system was also partly fictionalized although influenced by real data and the actual positions of manhole covers 12 Daydream elected to use pre rendered graphics instead of real time 3D visuals on Traitors Gate because the team preferred an above standard graphics environment to the advantage of free 3D motion according to Papworth 29 The slow pace of the game was a contributing factor to this decision as Papworth noted that the loss of a little mobility did not hinder the design Animated cutscene transitions between screens were added to increase player immersion in hopes of making up for the lack of free movement 10 For the character animation instead of using motion capture first time character animators Fredrik Johnson and Leif Holm worked manually 29 Ultimately the decision to use pre rendering brought the game s final size before data compression to 10 terabytes 11 Papworth later said that the production methods used in Traitors Gate were seen at Daydream as too costly and time consuming to be a viable long term solution for the company which led it including members of the Traitors Gate team to make the concurrently developed Clusterball 10 Five members of Daydream handled the creation of Traitors Gate s models and textures 12 Modeling was initially delegated to Papworth Holm Johnson and Ulf Larsson At roughly the 12 month mark Papworth transitioned more fully into game design and writing and his place on the modeling team was taken by Michael Nahal The team began by drawing building plans on transparent vellum based on information obtained from second hand books the Internet the Royal Archives and Daydream s personal reference photographs 30 Working with Autodesk Maya and PowerAnimator 6 5 11 the team then created wire frames based on these plans 30 32 using four SGI O2 and SGI Indy computers 32 29 Textures were created in Painter Adobe Photoshop and Adobe Illustrator 32 while the finished graphics were rendered on a farm of SGI Challenges and systems running Windows NT 11 Hardware upgrades were frequent during production 29 According to Papworth the models and textures took two years of 60 hour weeks to complete 12 The White Tower structure delegated to Johnson required nearly six months of labor by itself 30 nbsp Modeling the White Tower required nearly six months of work by artist Fredrik Johnson Traitors Gate was built with Live Picture Inc s RealVR tool 29 software that displays virtual reality photographic panoramas 33 Papworth explained that the techniques Daydream developed while working on Safecracker a game created with QuickTime VR 16 29 had since been incorporated into the newer RealVR software suite The decision to move to RealVR was heavily inspired by the software s ability to display spherical 360 panoramas a necessity given the tall structures modeled in Traitors Gate 29 To construct the game s panoramic environments Erik Phersson implemented image stitching with BBEdit and Live Picture s PhotoVista editing software combining multiple rendered stills from the graphics team into larger images The panoramas were made playable and interactive by Peter Lundholm with the tools DeBabelizer and Macromedia Director 32 Phersson also handled Traitors Gate s sound effects 30 added to the game environments with MacPaint and SoundEdit 32 The soundtrack was created by local musicians Toontrack 10 which comprised Mattias Eklund and Henrik Kjellberg Their opportunity to join Traitors Gate came because Eklund had played in a band with Phersson and Leif Holm during the development of Safecracker As that title s production wrapped Toontrack spent a week on an eight minute demo to pitch Daydream for its next game Afterward Phersson hired the pair to score an early build of Traitors Gate and their involvement grew from there Eklund and Kjellberg used the programs WaveLab and Cubase VST to compose Traitors Gate s music which was made with a combination of sampled synthesized and live instrumentation The pair relied on Oberheim Matrix 1000 and Yamaha A3000 synthesizers a Yamaha AES1500 and a Roland GR 1 for the synthetic and live elements 34 The soundtrack was purposely limited in game to build atmosphere 29 and according to Toontrack was written in the style of sixties and seventies spy films to match the theme of Traitors Gate 34 At the 1998 European Computer Trade Show ECTS Daydream landed distributors for Traitors Gate in eight countries 35 By the end of September completion of the game was scheduled for fall 36 development costs had climbed to 8 06 million kr by late November 35 In January 1999 Daydream set a release date of April and confirmed K E Media as the game s distributor in Sweden Denmark and Norway 37 Deals with companies in France Italy Britain and the Netherlands were secured by February 38 However as the year progressed Traitors Gate encountered a four month delay to fall 1999 This event was blamed by Daydream on numerous software bugs caused by the game s size and complexity It proceeded to appear at E3 1999 and development costs rose to 10 6 million kr by the end of May with 2 03 million of this figure depreciated through capitalization 39 Papworth estimated the final budget for Traitors Gate as between 1 and 2 million in United States currency 11 Following the public launch of Traitors Gate s demo in June 1999 40 Daydream brought the game to gold status late that July 41 Release edit Traitors Gate was first released in early September 1999 42 after roughly three years of development 11 It was shipped on four CD ROMs 1 By the end of its debut month the game had launched in seven countries Sweden Ireland Belgium Denmark Norway England and the Netherlands Daydream Software told investors on September 30 that Traitors Gate would appear in another 14 countries by March 2000 43 Further launches occurred in New Zealand and Australia on October 31 through Hilad Corporation in France on November 29 through Editions Profil 44 and in Spain on December 16 through FX Interactive 45 It was the latter company s first published game 46 47 Traitors Gate had received translations into 10 languages by December 10 at which time Daydream reported its lifetime guaranteed sales volume as above 100 000 units 48 Before Traitors Gate s release Nigel Papworth noted his hope that this title gets the crack it deserves at the American Market following Safecracker s failure to penetrate the region 10 According to Papworth North America s buying power was equivalent to the rest of the world s combined and it was seen as the paramount market to crack for international developers at the time 12 In early November 1999 Daydream signed with publisher DreamCatcher Interactive to distribute the game in North America 49 As was typical the deal was set up by Daydream s agency Octagon Entertainment based in North Carolina 11 Thanks to DreamCatcher s partnership network Traitors Gate was initially set to appear in 15 North American retail chains including Best Buy Virgin Megastores and CompUSA 50 The game s availability was planned in nearly 2 000 individual stores across North America 51 It launched in the region on May 15 2000 52 Traitors Gate had seen releases in 27 countries by April 28 2000 At the time Daydream announced new deals with distributors to release the game in Korea Poland Taiwan and Greece The company reported sales forecasts of approximately 15 000 games for each of these regions 53 In June the game launched in the Tower of London gift shop which made it the only video game available there at the time 54 Reception editSales and distribution edit Traitors Gate was commercially successful and became Daydream Software s top selling game by 2003 55 16 It sold 48 000 units worldwide by the end of May 2000 56 and was a hit in Spain 57 58 which accounted for 22 000 sales by April 10 The game spent over three months in the top 10 of Spain s sales charts 45 However it was a commercial failure in Germany where it sold 4 000 copies in the United Kingdom which bought 3 000 units 55 and in Italy 11 The European Foundation for the Improvement of Living and Working Conditions Eurofound traced Traitors Gate s country by country success rate to the quality of Daydream s distribution partners in each region 55 By September 30 worldwide sales of the game had risen to roughly 120 000 copies Daydream told investors that the jump from May came due to increased marketing efforts by us and our distributors 59 Writing for Adventure Gamers Marek Bronstring noted that slow initial sales for Traitors Gate gave way to significant success beginning around one year into its shelf life 60 September 2000 became the first ever month that Daydream turned a net profit in part thanks to the sales increase of Traitors Gate 61 The game surpassed 200 000 units sold globally by the end of March 2001 and reached close to 250 000 sales by June 30 62 63 That July it topped 50 000 lifetime sales in Spain 64 According to the Eurofound Traitors Gate was also successful in the United States which the group wrote was primarily because a huge supermarket chain in the region had opted to stock it 55 It accounted for 14 of DreamCatcher Interactive s sales in 2000 This made it one of the publisher s top titles that year behind Atlantis II and The Crystal Key 65 The following year PC Data calculated the game s retail sales in North America at 52 573 units for 2001 alone 66 Globally Traitors Gate sold more than 300 000 copies by March 2002 67 During the first six months of that year PC Data tracked another 15 429 sales in North American retailers 68 By 2003 Traitors Gate had sold between 300 000 and 400 000 copies worldwide of which Spain accounted for 75 000 units 55 According to DreamCatcher the game totaled 245 000 lifetime sales in North America alone by early 2003 69 Critical reviews edit ReceptionReview scoresPublicationScoreComputer Games Magazine nbsp nbsp nbsp nbsp nbsp 71 GameSpot7 8 10 3 PC Gamer UK 28 1 PC PowerPlay78 100 72 PC Zone29 70 MacHome Journal nbsp nbsp nbsp nbsp nbsp 4 PC Gaming World6 10 2 Just AdventureA 5 AwardsPublicationAwardBritish Academy Film AwardsThe Design Award nominated 73 74 GameSpotBest Adventure Game 2000 nominated 75 According to the review aggregation site Metacritic critical reception of Traitors Gate was mixed or average 76 The game was nominated for The Design Award at the 1999 British Academy Film Awards BAFTAs 73 but lost the prize to Wipeout 3 74 The BAFTAs judges called Traitors Gate a very well researched and well considered game with intuitive game play and praised its controls and its depiction of the Tower of London 73 It was also a finalist for GameSpot s 2000 Best Adventure Game award which ultimately went to The Longest Journey 75 Comparing the game to Spycraft The Great Game GameSpot s Ron Dulin praised the puzzles in Traitors Gate which he felt were sensible and realistic alongside its detailed reproduction of the Tower of London Despite encountering numerous technical problems with the software he considered the overall product very good but short of outstanding 3 Cal Jones of PC Gaming World similarly praised the puzzles and visual detail but noted a slight blurriness to the graphics and found the game brief despite its nice covert feel She ultimately gave it a moderate rating 2 By contrast Tim Cant wrote in PC Gamer UK that Traitors Gate is a boring title which contributes nothing to an already tedious genre He condemned its puzzles pace and control system 1 Cant s complaints were echoed in PC Zone whose writer Mark Hill called the game dull and dismissed its puzzles as childish 70 Hill and Cant both strongly critiqued Traitors Gate s graphics which they considered bland and unengaging 1 70 Writing that the game s real adventure is trying to keep your interest alive for more than five minutes Hill gave Traitors Gate a below average rating 70 However while David Ryan Hunt agreed in Computer Games Magazine that too many flaws detract from the fun in Traitors Gate he sided with Dulin and Jones on the quality of the graphics and puzzles which he felt were largely solid 71 Audrey Wells of Computer Gaming World continued Hunt s Dulin s and Jones praise for the puzzles and again cited the visual representation of the Tower as a high point Despite noting that the sewer maze portions of Traitors Gate make it more suitable for experienced gamers Wells enjoyed the game and did not criticize its use of mazes 77 Just Adventure s Ray Ivey took an even stronger line of support for the game In contrast to Hill s and Tim Cant s dismissals of Traitors Gate as boring he labeled the proceedings breathlessly exciting and indecently fun and praised the mazes execution outright 5 On this latter point Hunt diverged sharply with both Ivey and Wells he regarded these sections as the chief problem with Traitors Gate as a detriment to the title s immersion and as a potential game killer that limited Traitors Gate almost exclusively to hardcore genre fans As a result he summarized the game as a middling experience that isn t likely to become something you ll cherish 71 Ivey and the writer for MacHome Journal both advanced Computer Gaming World s GameSpot s and PC Gaming World s praise for the recreation of the Tower of London in Traitors Gate 4 5 which MacHome s reviewer considered to be arguably its greatest strength The writer noted that it had been quite a while since an adventure of this nature has genuinely held my interest like Traitors Gate 4 Similarly David Wildgoose of PC PowerPlay dubbed Traitors Gate a must for quality starved adventure gamers 72 Like Hunt and Wells both of whom had called the title a refreshing change of pace for adventure games Wildgoose singled out its atypical theme for praise 72 77 71 He cited it as an unusually tense entry in its genre and highlighted its genuinely clever and suspenseful design At the same time he found its pacing slow and awkward and criticized the game for overwhelming the player with too much information far too quickly in its introduction of the utility gear 72 Like Mark Hill he also disapproved of the large HUD 70 72 Following Wildgoose s criticism of the restrictions on player movement in Traitors Gate 72 the critic for MacHome noted that the game lacks a sense of freedom but nevertheless praised its nonlinear structure Its bugs and ending sequence were the reviewer s primary dislikes 4 Sequel editMain article Traitors Gate 2 Cypher Based on its success with Traitors Gate in North America publisher DreamCatcher Interactive commissioned a sequel Traitors Gate 2 Cypher 60 Daydream Software told investors that a deal with an internationally recognized publisher to develop the game was reached in April 2002 and that it was funded ahead of time by this outside party The project was scheduled for a 14 month development cycle 78 Traitors Gate 2 was ultimately developed by the company 258 Productions 79 Nigel Papworth who conceived and designed the game at 258 80 81 said that he had been resistant to developing another title with pre rendered visuals Instead he told DreamCatcher that he would work on the sequel only if it is made in real time 3D He felt that graphics technology had advanced enough to make this leap and that the switch offered him a great amount of freedom for the gameplay 60 As a result the team licensed the Gamebryo engine to create Traitors Gate 2 82 83 Inspired by his reading an article on cryptography technique at the same time as a book on Babylonian history Papworth combined these two ideas to create the game concept for Traitors Gate 2 82 First announced as Cypher The Sequel to Traitors Gate in April 2003 79 Traitors Gate 2 casts the player again as Raven who now seeks to thwart the plot of Middle Eastern terrorists and a treacherous American agent 84 It was released in October to generally negative reviews according to Metacritic 85 See also editDracula Resurrection Faust Riddle of the Sphinx An Egyptian AdventureReferences edit a b c d e Cant Tim September 1999 Wasted PC Gamer UK No 73 Archived from the original on June 26 2002 a b c d e f Jones Cal July 30 1999 Traitor s Gate Review PC Gaming World Archived from the original on August 16 2000 Retrieved November 21 2021 a b c d e Dulin Ron June 5 2000 Traitors Gate GameSpot Archived from the original on December 13 2000 a b c d e Traitors Gate MacHome Journal Archived from the original on November 5 2003 a b c d e f Ivey Ray December 1999 Traitors Gate Just Adventure Archived from the original on August 13 2001 Retrieved November 21 2021 Traitors Gate Manual DreamCatcher Interactive 2000 pp 24 26 Backer Andy September 1 2000 Traitors Gate Part One Confessions of a Jewel Thief Computer Games Magazine Archived from the original on February 6 2005 Plotkin Andrew July 2000 Review Traitors Gate Zarfhome Archived from the original on July 2 2001 a b c d The Making How It Started Daydream Software Archived from the original on July 20 2003 Retrieved November 21 2021 a b c d e f Unland Brice May 8 1999 Interview with Nigel Papworth on Traitors Gate Mac Game Gate Archived from the original on October 4 1999 Retrieved November 21 2021 a b c d e f g h i j k Granade Stephen April 8 2000 Chat With The Traitors Gate Team About com Archived from the original on February 19 2001 Retrieved November 21 2021 a b c d e f g h i Staff Traitors Gate Interview with Nigel Papworth Quandary Archived from the original on February 9 2001 Retrieved November 21 2021 a b c Phersson Broburg Jan July 1 1998 Nyhetsbrev juli 1998 in Swedish Daydream Software Archived from the original on November 4 1999 a b Inbjudan till forvarv av aktier i Daydream Software AB publ PDF Report in Swedish Daydream Software June 6 2002 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 Leveraas Pal January 21 1997 Dagdrom ble virkelighet Digi no in Norwegian Archived from the original on February 1 2019 a b c d Papworth Nigel January 1 2011 Developer s postmortem Safecracker Adventure Classic Gaming Archived from the original on January 5 2011 a b Lindstrand Niclas December 12 1996 Nyemission for Umeaforetag Daydream far in 20 miljoner Spelet Safecracker mot internationell marknad Dagens Nyheter in Swedish Archived from the original on August 21 2018 a b Inbjudan till forvarv av aktier i Daydream Software AB PDF Report in Swedish Daydream Software November 26 1996 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 Dokument Prospekt in Swedish Daydream Software Archived from the original on April 19 2003 Retrieved November 21 2021 Latour Almar June 13 2000 Back in the Game Wall Street Journal Archived from the original on August 21 2018 Delarsrapport september 1996 maj 1997 Report in Swedish Daydream Software June 23 1997 Archived from the original on April 26 2003 Retrieved November 21 2021 Bokslutskommunike1996 1997 Report in Swedish Daydream Software September 30 1997 Archived from the original on August 19 2003 Retrieved November 21 2021 a b Delarsrapport september 1997 november 1997 Report in Swedish Daydream Software January 15 1998 Archived from the original on April 26 2003 Retrieved November 21 2021 Safecracker KOPS TILLBAKA Press release in Swedish Daydream Software November 27 1997 Archived from the original on January 7 2003 Retrieved November 21 2021 Traitors Gate Daydreams nya spel Press release in Swedish Umea Daydream Software May 7 1998 Archived from the original on January 7 2003 Retrieved November 21 2021 Phersson Broberg Jan March 18 1998 Nyhetsbrev mars 1998 in Swedish Daydream Software Archived from the original on December 11 2000 Retrieved November 21 2021 Halvarsrapport september 1997 februari 1998 Report in Swedish Daydream Software March 30 1998 Archived from the original on August 19 2003 Retrieved November 21 2021 Delarsrapport september 1997 maj 1998 Report in Swedish Daydream Software June 30 1998 Archived from the original on April 26 2003 Retrieved November 21 2021 a b c d e f g h i j k Tichacek Petr October 4 1999 Nigel Papworth o Traitors Gate BonusWeb in Czech Archived from the original on July 4 2003 Retrieved November 21 2021 a b c d e The Making Working Days and Nights Daydream Software Archived from the original on July 1 2001 Retrieved November 21 2021 Papworth Nigel Traitors Gate FAQ s Daydream Software Archived from the original on February 25 1999 Retrieved November 21 2021 a b c d e The Making Technology Behind the Screen Daydream Software Archived from the original on March 1 2000 Retrieved November 21 2021 Pescovitz David May 12 1997 Putting More Reality Into Virtual Reality Los Angeles Times Archived from the original on July 28 2016 a b Toontrack Interview Daydream Software Archived from the original on June 8 2000 Retrieved November 21 2021 a b Delarsrapport september 98 november 98 PDF Report in Swedish Daydream Software January 15 1999 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 BOKSLUTSKOMMUNIKE 1997 1998 Report in Swedish Daydream Software September 30 1998 Archived from the original on April 26 2003 Retrieved November 21 2021 Distributionsavtal for Traitors Gate Press release in Swedish Umea Daydream Software January 26 1999 Archived from the original on January 7 2003 Retrieved November 21 2021 Halvarsrapport september 98 februari 99 PDF Report in Swedish Daydream Software March 30 1999 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 Delarsrapport september 1998 maj 1999 Report in Swedish Los Angeles Daydream Software June 30 1999 Archived from the original on August 19 2003 Retrieved November 21 2021 Ojanen Lasse June 17 1999 Traitor s Gate demo released Adventure Gamers Archived from the original on July 2 2001 Ojanen Lasse August 12 1999 Traitor s Gate goes gold Adventure Gamers Archived from the original on July 8 2001 Inbjudan till forvarv av aktier i Daydream Software AB publ PDF Report in Swedish Daydream Software January 31 2000 Archived from the original PDF on October 21 2004 Retrieved November 21 2021 Bokslutskommunike 98 99 Press release in Swedish Umea Daydream Software September 30 1999 Archived from the original on April 26 2003 Retrieved November 21 2021 Delarsrapport september 99 november 1999 PDF 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of Living and Working Conditions 2003 Archived from the original PDF on January 13 2004 Retrieved November 21 2021 Delarsrapport 1 september 1999 31 maj 2000 PDF Report in Swedish Daydream Software June 30 2000 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 Meix Joan Isern November 29 2000 FX inicia su linea economica MeriStation in Spanish Archived from the original on November 26 2003 Retrieved November 21 2021 Meix Joan Isern November 14 2001 The Longest Journey proporciona a FX su cuarto CD ROM de oro MeriStation in Spanish Archived from the original on September 7 2004 Retrieved November 21 2021 Delarsrapport 1 september 1999 30 september 2000 PDF Report in Swedish Daydream Software October 31 2000 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 a b c Bronstring Marek August 25 2003 Cypher Preview Adventure Gamers Archived from the original on December 9 2003 Retrieved November 21 2021 A turning point for Daydream September is the first profitable month Press release Umea Daydream Software October 31 2000 Archived from the original on January 17 2003 Retrieved November 21 2021 Delarsrapport 1 a kvartalet 1 januari 31 mars 2001 PDF Report in Swedish Daydream Software May 10 2001 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 Halvarsrapport 1 jan 30 juni 2001 Report in Swedish Daydream Software July 31 2001 Archived from the original on April 26 2003 Retrieved November 21 2021 Meix Joan Isern July 3 2001 Traitors Gate supera las 50 000 unidades vendidas MeriStation in Spanish Archived from the original on September 10 2004 Retrieved November 21 2021 Document de reference 2000 PDF Report in French Cryo Interactive July 11 2001 p 27 Archived from the original PDF on July 4 2003 Sluganski Randy March 2002 State of Adventure Gaming March 2002 2001 Sales Table Just Adventure Archived from the original on June 19 2002 Retrieved November 21 2021 Delarsrapport 1 jan 31 mar 2002 PDF Report in Swedish Daydream Software April 30 2002 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 Sluganski Randy August 2002 State of Adventure Gaming August 2002 June 2002 Sales Table Just Adventure Archived from the original on March 14 2005 Retrieved November 21 2021 Sluganski Randy April 2003 The State of Adventure Gaming Just Adventure Archived from the original on April 7 2003 a b c d e Hill Mark September 1999 Shorts Traitors Gate PC Zone 80 88 a b c d Hunt David Ryan August 21 2000 Traitors Gate Computer Games Magazine Archived from the original on May 14 2005 a b c d e f Wildgoose David January 2000 Reviews Traitors Gate PC PowerPlay 44 92 a b c Garret Malcolm Mannion Cara Goodall Jess Murphy Paul Blain Jason Cotton Bob Interactive Entertainment Nominees 99 The Design Award British Academy Film Awards Archived from the original on September 18 2000 Retrieved November 21 2021 a b Interactive Entertainment Winners The Design Award British Academy Film Awards October 20 1999 Archived from the original on June 20 2001 Retrieved November 21 2021 a b GameSpot Staff Best and Worst of 2000 Best Adventure Game Nominees GameSpot Archived from the original on March 23 2002 Traitors Gate pc 2000 Reviews Metacritic Archived from the original on July 26 2007 a b Wells Audrey January 2001 Inside Adventure They re Alive ALIVE Computer Gaming World No 198 pp 182 183 Delarsrapport 1 januari 30 juni 2002 PDF Report in Swedish Daydream Software July 31 2002 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 a b Calvert Justin April 30 2003 Cypher The Sequel to Traitors Gate announced GameSpot Archived from the original on December 5 2004 Retrieved November 21 2021 Sluganski Randy October 22 2003 Traitor s Gate 2 Cypher Interview amp Screenshots Just Adventure Archived from the original on March 14 2005 Retrieved November 21 2021 MacDonald Laura 2003 Traitors Gate II Cypher Interview of Nigel Papworth GameBoomers Archived from the original on October 22 2004 Retrieved November 21 2021 a b Brockwood Ted July 2 2003 Interview with the Designer of Cypher The Sequel to Traitor s Gate DailyGame Archived from the original on August 10 2003 Retrieved November 21 2021 Inbjudan till forvarv av aktier i Daydream Software AB publ PDF Report in Swedish Daydream Software June 6 2002 Archived from the original PDF on August 10 2003 Retrieved November 21 2021 Osborne Scott November 13 2003 Traitors Gate 2 GameSpot Archived from the original on November 29 2004 Retrieved November 21 2021 Traitors Gate 2 Cypher pc 2003 Reviews Metacritic Archived from the original on July 26 2007 External links editOfficial site archived Traitors Gate at MobyGames Retrieved from https en wikipedia org w index php title Traitors Gate video game amp oldid 1186353909, wikipedia, wiki, book, books, library,

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