Amsterdoom: Difference between revisions
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Source: help file included with the game, with some corrections applied. | Source: help file included with the game, with some corrections applied. | ||
{{Credits begin}} | |||
{{Credits line|Productidee = Rudolf Wolterbeek Muller}} | |||
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}} | |||
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}} | |||
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}} | |||
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}} | |||
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}} | |||
{{Credits line|Documentatie = Marleen Overduin}} | |||
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}} | |||
{{Credits line|Intro animatie = Bumblebee Studios}} | |||
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}} | |||
{{Credits line|Marketing = Ellen van Meerendonk}} | |||
{{Credits end}} | |||
[[Category:Game]] | [[Category:Game]] |
Revision as of 16:53, 20 Mayıs 2021
AmsterDoom is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands.
The concept of the game that guided its design and development was described by the lead technical director of the game:
- Localized for the Dutch market: recognizable locations and ingredients from Amsterdam
- No gore (no blood & limbs flying)
- Simple entry-level gameplay for casual, non-hardcore gamers.
- Interesting opponents (Grøbbers) with enough marketing potential.
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as Amsterdam Monster Madness. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits.
The game Invasion Deutschland (also by Davilex) uses some of the same assets, designs and enemies from AmsterDoom. It builded upon that work and used more advanced animations and new level designs. That game takes place in several locations within Germany, in cities like Berlin and Cologne. Invasion Deutschland was released on October 30th of 2000. Invasion Deutschland builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game A2 Racer would also get adapted and localized versions for countries like the UK and Germany.
Alternative box art[edit]
Manual[edit]
Manual. Viewable in full here
News[edit]
Interviews[edit]
Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to Amsterdam Monster Madness. Also mentions that no sequels of this type of game are to be expected.
- Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.
Reviews[edit]
- Gamersnet.nl review from May 2000
- Gamers.nl review from March 2000, including comments from readers and a developer of the game
- Game Place website review from March 2000
- Gamez.nl review from March 2000
- Gamesen.nl review from March 2000
- Gamelife.nl review from 2000
- Gamermagazine.com review from 2000
- Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine
- Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.
Television[edit]
Item in the news program NOVA with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.
Item in the afternoon program Middag Editie with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.
TV commercial of the game. Unknown broadcast period.
Technical information[edit]
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.
Forum threads[edit]
Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented
Website[edit]
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl
Information page on the Davilex website from October of 2001 showing the box art of the Amsterdam Monster Madness version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.
Information page on the Davilex website from November of 2001 showing the box art of the Amsterdam Monster Madness and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.
Scans[edit]
Miscellaneous[edit]
Screensaver of the game included on a pack-in disc included with Eigen PC magazine
Game credits[edit]
Source: help file included with the game, with some corrections applied.
- Productidee
- Rudolf Wolterbeek Muller
- Projectleiding
- Edwin van Dessel
Vincent Beek - Productontwerp
- Peter Cossee
Richard Duijnstee - Technisch ontwerp
- Lambert Wolterbeek Muller
- Programmering
- Arjan van den Boogaard
Frits Broekhuis
Jacco Bikker
Juri Oudshoorn
Mike van der Voort
Paul de Feyter - Grafische vormgeving
- Alejandro Gasch Kuhne
Anko Elzes
Arjan Ubert
Camiel Feij
Jan-Pieter van Seventer
Marc van den Boom
Mathijs Mahon
Milan Pollé
Peter van Dranen
Remi van Loenen
Rudy Seedorf
Shawn Burnam - Documentatie
- Marleen Overduin
- Muziek en geluid
- Marwijn Mommersteeg
Nico Verrips - Intro animatie
- Bumblebee Studios
- Kwaliteitscontrole
- Didier Pippel
Jan Molenaar - Marketing
- Ellen van Meerendonk