" Crash. Cubed! " Nintendo Power Magazine n160 - September, 2002.
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" Crash. Cubed! " Nintendo Power Magazine n160 - September, 2002.

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'The Thing'
[PC / PS2 / XBOX] [UK] [MAGAZINE] [2002]
"In 2000, when Universal Interactive began to go through their back catalogue of feature films looking for potential video game franchises, they quickly decided that one of the most lucrative intellectual properties was the 1982 cult film from John Carpenter, The Thing, based on the 1938 John W. Campbell short story "Who Goes There?", and which had already been filmed by Howard Hawks in 1951 as The Thing from Another World. The ambiguous ending to the 1982 film was particularly attractive and they felt that exploring what happens after the events of the film could be suited to a video game. Based upon Computer Artworks' 2000 game Evolva, Universal asked them if they would be interested in developing the project. In their pitch to Universal, Computer Artworks reskinned a level from Evolva with an Antarctic theme and a Thing-like creature as a boss fight. The pitch was strong enough to impress Universal, and the deal was signed. Drawing inspiration from Aliens, the 1956 version of Invasion of the Body Snatchers, Half-Life and Area 51 conspiracy theories, Computer Artworks began work on the game in January 2001." ~The Thing Wiki
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Source: PC Zone, October 2002 (#120) || Internet Archive; Jason Scott
Spyro 2: Season of Flame
Work began on Spyro‘s second GBA adventure not too long after Season of Ice‘s completion, with plans to make numerous improvements based on the developers’ and fans’ feedback, and even to make it more akin to an RPG. However, a tighter production schedule and staff forced the folks at Digital Eclipse to create a more traditional sequel. But this also allowed Season of Flame to retain much of its predecessor’s appeal while fixing many issues, resulting in a considerably improved platformer.
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Googly Kune Do
Spyro: Enter the Dragonfly
While Insomniac Games went off to create the Ratchet & Clank series, Universal Interactive kept the rights to Spyro and handed the next console game off to fledgling studios Check Six Studios (who would handle programming and design) and Equinoxe Digital Entertainment (who would handle the art). This was their first big project, and it would unfortunately be their last due to a protracted development cycle full of issues, disagreements with Universal who frequently flip-flopped on the game’s direction, and weeks of unpaid crunch.
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