Apa maksud game extended edition

Jakarta, CNN Indonesia -- Bekalangan film dengan durasi panjang menjadi tren di dunia perfilman, mulai dari versi extended, remake, hingga director’s cut. Lantas apa beda dari ketiganya?Ketiga versi film berdurasi panjang ini mulai lumrah di dunia perfilman. Beberapa menilai hal itu ide buruk. Namun ada juga yang berpendapat versi lebih panjang akan meningkatkan mutu film.

Director's cut


Sebuah film director's cut adalah versi film yang secara khusus memang seperti yang diinginkan oleh sutradara. Kata 'cut' sendiri merujuk suatu proses penyuntingan atau pemotongan adegan yang biasa dilakukan dalam pembuatan film.

Pemotongan adegan biasanya dilakukan dalam dua tahap. Pertama, dilakukan oleh sutradara kemudian ada final cut yang ditujukan untuk dirilis bagi publik. Durasi film director's cut umumnya lebih panjang dari film utama.

Film final yang tayang di bioskop harus mengalami banyak pemotongan adegan agar durasi tidak terlalu lama sehingga bisa tayang selama beberapa kali dalam satu hari. Pemotongan adegan ini seringkali tidak sesuai dengan keinginan sutradara, maka kemudian setelah film tayang di layar lebar dibuatlah versi director's cut yang sesuai dengan keinginan sutradara.

Pada dasarnya film director's cut memang tidak untuk ditayangkan bagi publik, karena sebagian besar sutradara tidak memiliki hak istimewa untuk memotong adegan di akhir proses produksi film.

Studio film atau rumah produksi yang berinvestasi pada proses produksi sebuah film biasanya memiliki wewenang penuh untuk menentukan adegan-adegan mana yang layak tayang agar film tersebut sukses di pasaran.

Extended version

Film extended hampir mirip dengan director's cut. Berbeda dengan director's cut yang benar-benar merupakan versi yang sesuai dengan keinginan sutradara, film extended merupakan versi yang secara khusus dibuat lebih panjang dari film yang dirilis di bioskop.

Salah satu contoh film extended yang laku keras di pasar adalah trilogi The Lord of The Rings. Sang sutradara, Peter Jackson, menganggap film yang tayang di bioskop adalah versi final dari director's cut.

Karena sukses merajai panggung layar lebar, trilogi tersebut lantas dirilis kembali dalam format extended. Alasannya, Peter Jackson ingin semua fans The Lord Of The Rings bisa melihat dan menikmati hampir seluruh adegan syuting yang dilakukan.

Dengan melihat adegan yang lengkap para fans dapat lebih menyelami dunia kreasi J.R.R. Tolkien, yang awalnya dipotong karena alasan durasi. Musik baru dan efek baru juga ditambahkan ke versi extended ini.

Remake

Istilah 'remake' umumnya digunakan untuk film yang menggunakan film yang sudah rilis terlebih dahulu sebagai sumber utama. Film dibuat di waktu yang berbeda namun berdasarkan sumber yang sama.

Misalnya film Ocean's Eleven yang merupakan film remake dari Ocean's 11 yang dirilis pertama kali tahun 1960 dengan dibintangi Frank Sinatra. Film legendaris aktor Michael Keaton, Batman (1989) juga merupakan remake dari film berjudul sama yang dirilis 1966.

Film remake tidak melulu harus sama persis dengan film terdahulu. Ada juga film remake yang mengalami beberapa perubahan karakter, plot dan tema cerita. Misalnya film The Italian Job (1969) yang dibuat ulang pada tahun 2003. Juga film yang dibintangi Al Pacino, Scarface (1983).

Di versi awal yang dibuat tahun 1932 kisah yang diangkat adalah mengenai perdagangan alkohol ilegal sementara di versi yang lebih baru berkisah tentang penyelundupan kokain.

Beberapa film remake box office lainnya antara lain Godzilla (2014) merupakan remake dari film Gojira (1954), Friday The 13th (2009) merupakan remake dari Friday The 13th (1980), dan The Mummy (1999) remake dari The Mummy (1932).

For other uses, see Rise of Nations (disambiguation).

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Rise of Nations is a real-time strategy video game developed by Big Huge Games and published by Microsoft Game Studios in May 2003. The development was led by veteran game designer Brian Reynolds, of Civilization II and Sid Meier's Alpha Centauri. The game has taken several concepts from turn-based strategy games such as territories and attrition warfare.[2] Rise of Nations features 18 civilizations, playable through eight ages of world history.

Rise of NationsDeveloper(s)Big Huge Games
Westlake Interactive
(Mac)[note 1]Publisher(s)Microsoft Game Studios
MacSoft (Mac)Designer(s)Brian ReynoldsComposer(s)Duane DeckerPlatform(s)Microsoft Windows, OS XRelease

  • NA: May 20, 2003
  • EU: May 23, 2003

Gold Edition

  • WW: October 28, 2004 (PC)
  • WW: November 2004 (Mac)[1]

Genre(s)Real-time strategyMode(s)Single-player, multiplayer

Rise of Nations: Extended Edition is a re-release of the main game and its expansion. It released for Steam on June 12, 2014, and for the Windows 10 Store on September 14, 2017, with Xbox Live achievements and cross-play with the Steam version. Graphical changes to the game include updated textures, lighting and water. Other changes to the game include Steamworks integration which adds cloud saves, Steam Trading Cards, achievements, Twitch integration and multiplayer with Elo ranked matches to the game. Extended Edition is developed by SkyBox Labs.[3][4][5]

 

A screenshot from Rise of Nations

The core of Rise of Nations's gameplay centers around the concept of "territory". The area near the player's settlements is considered their territory, and players may only construct buildings within their territory or that of an ally (with the exception of the Lakota). A nation's borders can be expanded by the creation and expansion of cities and forts, a technology tree, and obtaining access to certain rare resources. Other technologies and resources cause enemy units within a nation's borders to suffer attrition over time, which can eventually destroy an unsupplied invasion force.

People in Rise of Nations gather resources, or build or repair damaged buildings. All of the six resource types in Rise of Nations are infinite in supply.

Any of the game's nations can be played during any age, regardless of that nation's fate throughout actual history. Each of the 18 civilizations in Rise of Nations has 4 to 8 unique units. Some unique units are based on units that those nations would have, if they were not destroyed in real-life. For example, the Native American nations (the Aztecs, Maya, and Inca) have unique units in the Modern and Information ages which resemble real-world Iberian-South American guerrillas. There are 4 end conditions: capture, territorial superiority, wonder victory, or score victory.

Gameplay focuses heavily on creating a balance between offense, defense, and economy. Generalship is also needed in this game like most RTS games; this includes a knowledge of the troops and what they are good at fighting. For example, pikemen are better than cannon at killing cavalry. Terrain plays a major part in this game and knowing the terrain is an important asset in battle. Generals can also be created from a fort to aid an army.

Five tactical formations are also available, including the ability to compress or expand the line of battle. When a formation is chosen, the selected units automatically reposition themselves accordingly, typically with faster moving units in the front and slower moving, vulnerable units in the rear.

In a manner similar to chess, slight strategic mistakes early in the game can turn into major tactical problems later on. For example, if a player starts with the nomad setting where no city is built at the start, it is wise to scout for an area that has resources before building a city, for without resources there is no army and the player will lose.

A single-player campaign, Conquer the World, is included in the game. It is comparable to the board game Risk, except that attacks are resolved with a real-time battle, which can last as long as 90 minutes depending upon the scenario. The player can also purchase reinforcements or bonus cards and engage in diplomacy with other nations. Bonus cards and reinforcement cards must be deployed from the Map screen. If the Player attacks a Nation's capital from the Map screen and wins, all of the territory belonging to that Nation come under the control of the Player and that Nation is eliminated. The campaign starts at the Ancient Age and progresses slowly over the course over the campaign to end at the Information Age (present day). During a battle it may be possible to advance to the next available age and upgrade units for the battle.

Rise of Nations uses an Elo rating system to rank players.

Units

There are more than 100 different units in Rise of Nations, ranging from the Ancient Age Hoplite to the Information Age Stealth Bomber. Military units are created at certain structures: the Barracks, Stable/Auto Plant, Siege Factory/Factory, Dock/Shipyard/Anchorage, Airbase, Missile silo, and Fort/Castle/Fortress/Redoubt.

Most Infantry units operate in squads of three, and when a player builds an infantry unit, three soldiers are produced, rather than just one soldier. Exceptions to this rule are: Scout and Special Forces units, armed civilians, flamethrowers, and machine gunners.

Unit types, such as Light Infantry, Heavy Infantry, and Ranged Cavalry, can be upgraded as the player advances through the ages. These upgrades usually represent revolutionary changes in their particular field. For example, the Arquebusier of the Gunpowder Age becomes the Musketeer of the Enlightenment Age, representing the great advantage of flintlock muskets over the earlier matchlock muskets and showing increased attack power and reload speed. Also, each nation gets its own set of unique units. For example, the Greeks can build Companion cavalry; the Russians can build Red Guards infantry and T-80 tanks; the British can build Longbowmen, Highlanders, and Avro Lancaster Bombers; and the Germans get the Tiger and Leopard tanks. In the Thrones and Patriots expansion pack, the Americans can build various Marine units.

Because of the wide variety of units in the game, players have the opportunity to create an army customized to their tastes. Most units have a cost that is roughly equal to that of their peers. Additionally, most units use only two resource types, making the creation of diverse armies easier and almost required. Terraced costs further contribute to the incentive for a diverse army, as each additional unit a player creates of a single type will cost slightly more than the last.

Wonders

Wonders are important buildings in the game. They are real-life structures ranging from the Colossus and the Pyramids to the Supercollider and Space Program. They provide various benefits such as improving resource gathering or making units cheaper. Building wonders can also allow a player to win the game if 'wonder victory' is chosen as a custom setting of the game, as each wonder is worth a preset number of "Wonder Points". Wonders can be built starting in the Classical Age. The only exception is the Egyptians, who can make wonders an age earlier. As you progress in the game the wonders become more expensive, but generate more points. For example, the Supercollider is worth eight times as much as the Pyramids in terms of Wonder Points.

Multiplayer

GameSpy originally used to host the game but currently does not host the game on their servers. The LAN networking, implemented on both platforms, provides a system for people on the same network to play together. There is also a Direct-IP option, allowing non-networked players to connect without the use of GameSpy. Cross-platform play is not supported between Windows and Mac users.

The game is currently available on Steam which makes multiplayer games simple to create.

38 Studios acquired the rights to Rise of Nations and Rise of Legends, when it acquired Big Huge Games in 2009. After 38 Studios filed for bankruptcy in 2012 its rights to Rise of Nations were sold at an auction to Microsoft.[6]

Main article: Rise of Nations: Thrones and Patriots

On April 28, 2004, Big Huge Games released Rise of Nations: Thrones and Patriots, an expansion pack. Later that year, a Gold edition of Rise of Nations was released, which included both the original and the expansion.

Rise of Legends

Main article: Rise of Nations: Rise of Legends

In May 2006, Big Huge Games released Rise of Nations: Rise of Legends, a fantasy-themed spin-off with similar gameplay.

Tactics

Rise of Nations: Tactics, a game for iOS, was in development at Big Huge Games but was cancelled.[7]

Extended Edition

38 Studios bought Big Huge Games at the time it acquired Rise of Nations IP. When 38 Studios went bankrupt, at the auction, Microsoft bought the IP back and charged SkyBox Labs to do the extended edition. Rise of Nations and its expansion pack has been revitalized under the name Rise of Nations: Extended Edition and was released on June 12, 2014, on Steam. Extended Edition features a high definition graphics upgrade, multiplayer ranked matches, and Twitch integration. The core of the game remains untouched.

Reception

Aggregate scoreAggregatorScore
Metacritic89/100[8]
Review scoresPublicationScore
CGW     [9]
Edge7/10[10]
Eurogamer9/10[11]
Game Informer9/10[12]
GamePro     [13]
GameRevolutionB+[14]
GameSpot9.3/10[2]
GameSpy     [15]
GameZone9.5/10[16]
IGN8.2/10[17]
PC Gamer (US)93%[18]
Entertainment WeeklyA−[19]
Maxim8/10[20]

Rise of Nations received "generally favorable reviews", just one point shy of "universal acclaim", according to the review aggregation website Metacritic.[8]

Awards

  • GameSpy 2003 Game of the Year - PC RTS[citation needed]
  • GameSpy Top 10 RTS Games[citation needed]
  • Best Strategy Game of 2003 by GameSpot[citation needed]
  • Best PC Game of 2003 by GameSpot[citation needed]

GameSpot named Rise of Nations the best computer game of May 2003.[21]

Rise of Nations won PC Gamer US's 2003 "Best Real-Time Strategy Game" award, and was a runner-up in the magazine's "Best Game of 2003" category, which went to Knights of the Old Republic. The publication's William Harms called it "a blueprint for the genre's future" and "how RTS games should be made from here on out".[22] Computer Games Magazine named Rise of Nations the fifth-best computer game of 2003, and presented it with an award for "Best Interface". The editors wrote that the game "succeeds in a big way, and is about as addictive as they come."[23] The editors of Computer Gaming World nominated Rise of Nations for their 2003 "Strategy Game of the Year" award, but it lost to Age of Wonders: Shadow Magic.[24]

Sales

Rise of Nations and its expansion pack Rise of Nations: Thrones and Patriots have received combined sales of over 1 million copies.[25] In the United States, Rise of Nations sold 420,000 copies and earned $15.9 million by August 2006, after its release in May 2003. It was the country's 35th best-selling computer game between January 2000 and August 2006. Combined sales of all Rise of Nations-related games released between January 2000 and August 2006 had reached 700,000 units in the United States by the latter date.[26]

Scientific study

Rise of Nations was shown in 2008 to improve a variety of "critical cognitive skills", most prominently working memory and task-switching ability, in older adults.[27]

  1. ^ SkyBox Labs worked on the Extended Edition.

  1. ^ "Rise of Nations: Gold Edition - Macintosh". IGN. Ziff Davis. Archived from the original on January 9, 2016. Retrieved April 27, 2018.
  2. ^ a b Chin, Elliott (May 21, 2003). "Rise of Nations Review". GameSpot. CBS Interactive. Retrieved April 26, 2018.
  3. ^ Matulef, Jeffrey (May 30, 2014). "Rise of Nations: Extended Edition due next month on Steam". Eurogamer. Gamer Network. Retrieved May 30, 2014.
  4. ^ "Rise of Nations: Extended Edition". Steam. Valve. Retrieved May 30, 2014.
  5. ^ "Rise of Nations: Extended Edition". SkyBox Labs. Retrieved July 22, 2014.
  6. ^ Wawro, Alex (May 30, 2014). "Rise of Nations' mystery buyer was...Microsoft". Gamasutra. UBM plc. Retrieved May 30, 2014.
  7. ^ Tach, Dave (December 26, 2013). "The Rise of Nations game that might have saved 38 Studios". Polygon. Vox Media. Retrieved January 4, 2014.
  8. ^ a b "Rise of Nations for PC Reviews". Metacritic. CBS Interactive.
  9. ^ Luo, Di (August 2003). "Rise of Nations" (PDF). Computer Gaming World. No. 229. Ziff Davis. pp. 72–73. Retrieved April 27, 2018.
  10. ^ Edge staff (July 2003). "Rise of Nations". Edge. No. 125. Future plc.
  11. ^ Fahey, Rob (June 27, 2003). "Rise of Nations". Eurogamer. Gamer Network. Retrieved April 26, 2018.
  12. ^ Brogger, Kristian (July 2003). "Rise of Nations". Game Informer. No. 123. GameStop. p. 119. Archived from the original on February 25, 2005. Retrieved April 26, 2018.
  13. ^ Star Dingo (May 27, 2003). "Rise of Nations Review for PC on GamePro.com". GamePro. IDG Entertainment. Archived from the original on February 9, 2005. Retrieved April 27, 2018.
  14. ^ Ferris, Duke (May 2003). "Rise of Nations Review". Game Revolution. CraveOnline. Archived from the original on August 9, 2014. Retrieved April 27, 2018.
  15. ^ Abner, William (May 24, 2003). "GameSpy: Rise of Nations". GameSpy. Ziff Davis. Retrieved April 26, 2018.
  16. ^ Knutson, Michael (May 12, 2003). "Rise of Nations - PC - Review". GameZone. Archived from the original on October 2, 2008. Retrieved April 27, 2018.
  17. ^ Brenesal, Barry (May 21, 2003). "Rise of Nations Review". IGN. Ziff Davis. Retrieved April 26, 2018.
  18. ^ Harms, Williams (August 2003). "Rise of Nations". PC Gamer US. Vol. 10, no. 8. Future US. p. 74. Archived from the original on March 15, 2006. Retrieved April 26, 2018.
  19. ^ Robischon, Noah (July 18, 2003). "Rise Of Nations". Entertainment Weekly. No. 719. p. 83. Retrieved April 26, 2018.
  20. ^ Boyce, Ryan (May 20, 2003). "Rise of Nations". Maxim. Biglari Holdings. Archived from the original on June 2, 2003. Retrieved April 26, 2018.
  21. ^ The Editors of GameSpot (June 1, 2003). "GameSpot's Month in Review: May 2003". GameSpot. Archived from the original on April 8, 2004.
  22. ^ Harms, William (March 2004). "The 10th Annual PC Gamer Awards". PC Gamer US. Vol. 11, no. 3. Future US. pp. 38–40, 42, 44, 45.
  23. ^ CGM staff (March 2004). "Best of 2003: The 13th Annual Awards". Computer Games Magazine. No. 160. pp. 58–62.
  24. ^ CGW staff (March 2004). "Computer Gaming World's 2003 Games of the Year (Strategy Game of the Year)" (PDF). Computer Gaming World. No. 236. Ziff Davis. p. 60. Retrieved April 26, 2018.
  25. ^ "Rise of Nations: Gold Ships". Big Huge Games. October 27, 2004. Archived from the original on September 22, 2007. Retrieved June 8, 2014.
  26. ^ Edge staff (August 25, 2006). "The Top 100 PC Games of the 21st Century". Edge. Future plc. Archived from the original on October 17, 2012.
  27. ^ "Strategic video game improves critical cognitive skills in older adults". Medical Xpress. December 11, 2008. Retrieved April 26, 2018.

  • Official website for Rise of Nations: Extended Edition
  • Rise of Nations: Gold Edition, from MacSoft
  • Rise of Nations at MobyGames

Portal:

 Video games

Retrieved from "//en.wikipedia.org/w/index.php?title=Rise_of_Nations&oldid=1078485251"

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38 Studios, LLC, formerly Green Monster Games, LLC, was an American entertainment and IP development company founded in 2006 by Major League Baseball pitcher Curt Schilling and named for his jersey number. Originally based in Massachusetts, the company moved to Rhode Island as part of securing a $75 million loan guarantee from that state's quasi-public Economic Development Corporation (EDC). In February 2012, the company released its only title, Kingdoms of Amalur: Reckoning, a single-player action role-playing video game for several platforms. The game received positive reviews and sold an estimated 330,000 copies in its first month, rising to 1.2m copies in the first 90 days.[2][3] 38 Studios shut down a few months later. The failure of the controversial Rhode Island loan spurred investigations by the news media and the government.

38 Studios, LLCTypePrivateIndustryVideo gamesFoundedMaynard, Massachusetts 2006; 16 years ago (2006)Defunct2012; 10 years ago (2012)FateBankruptHeadquarters

Providence, Rhode Island

,

United States

Key people

  • Curt Schilling (Founder and Chairman)
  • Jennifer MacLean (CEO)
  • R. A. Salvatore (Director of Creative Content)
  • Todd McFarlane (Executive Art Director)
  • Bill Thomas (COO)

ProductsKingdoms of Amalur: ReckoningSubsidiaries

  • Big Huge Games
  • Mercury Project
  • Precision Jobs[1]

During a family holiday gathering in December 2005, Schilling approached his wife's uncle, Bill Thomas, a retired business executive, with the idea to start a video game company. He was interested in building a new massively multiplayer online role-playing game (MMORPG), a type of game that Schilling frequently played and enjoyed. In 2006, Schilling announced his plans to six of his gaming friends while chatting online, asking them, "I'm seriously contemplating starting a gaming company. Who else is in?"

He recruited these six friends, Thomas, author R. A. Salvatore and author/artist Todd McFarlane to join his venture. In 2006, the company leased 30,000 square feet (2,800 m2) of office space in downtown Maynard, Massachusetts at the historic old mill building then called Clock Tower Place.[4] A press release formally announced the creation of Green Monster Games (GMG) in September 2006.[5]The President and CEO of the company was Brett Close,[6] and the CTO was Jon Laff, formerly of Electronic Arts.[7]

At the start of spring training in 2007, the company was renamed from Green Monster Games to 38 Studios to give a "... more accurate reflection of what our company is working to achieve."[8] Contrary to popular belief, Schilling has stated that the company's original name was not taken from the Green Monster wall in Fenway Park. He is quoted on the Fires of Heaven Guild message boards, posting under his EverQuest (an MMORPG) character's name, Ngruk, saying, "The GMG name was—and I know this is going to be impossible to believe—not named after the left-field wall at Fenway. The name was made up by someone who knew next to nothing about baseball and isn't even from this country."[9]

In 2008, the company hired Travis McGeathy, a former lead designer for Sony Online Entertainment's EverQuest.[10] On May 27, 2009, 38 Studios acquired Rise of Nations developer Big Huge Games from THQ, a California-based video game developer and publisher.[11] On August 21, 38 Studios announced that CEO Brett Close had left the company, and Jennifer MacLean, former SVP of Business Development, had been named the new CEO.[12]

Although no games had yet been released, in July 2010, the Rhode Island Economic Development Corporation (EDC) approved a $75 million loan guarantee to 38 Studios, who in exchange, had committed to bring 450 jobs to the state by the end of 2012.[13] On November 3, 2010, 38 Studios announced the completion of the $75 million financing package in conjunction with the Rhode Island EDC, and their planned relocation to Providence, Rhode Island, in early 2011.[14] On April 8, 2011, relocation began, and on April 12, 160 employees began working in the new space, exceeding agreed upon job creation and relocation milestones.[15]

At this point, the company was simultaneously developing two initial products. The first, Kingdoms of Amalur: Reckoning, a single-player game, was developed by the company's Big Huge Games subsidiary, to be published by Electronic Arts. It was introduced to the public at the 2010 San Diego Comic-Con International convention,[16] and released in North America on February 7, 2012 and in Europe on February 10.[17] The game enjoyed moderate success.[18] The second title, code-named Copernicus, was a massively multiplayer game developed by the Maynard/Providence studio. Author R. A. Salvatore created over ten thousand years of backstory for the Amalur intellectual property,[19] and Todd McFarlane provided art direction for both products.[20][21][22]

The second game, the MMORPG, was still in development when the company declared bankruptcy.

Bankruptcy

On May 14, 2012, the Providence Journal reported that Rhode Island Governor Chaffee had met with 38 Studios regarding their financial situation, and hinted at trouble:

While Chafee strongly criticized the idea of the loan guarantee for the former Boston Red Sox pitcher's company while he ran for office in 2010, he has since said it's important now to work with it and make sure it succeeds...."We're doing everything possible, like I would for any Rhode Island company," he said Monday afternoon at the State House, adding that the work at stake is "keeping 38 Studios solvent."[23]

The state of Rhode Island became concerned over 38 Studios' finances after the company defaulted on a $1.125 million loan payment on May 1, when a check was returned due to insufficient funds, and asked for further help from the state. The second payment attempt by the studio on May 18, seventeen days past the initial due date[24] and in the form of a $1,025,000 wire transfer and a $100,000 personal check from an unnamed source, was successful.[25]

However, 38 Studios consequently was unable to make payroll that week.[24] Keith Stokes, executive director of Rhode Island Economic Development Corporation turned in his resignation, which was accepted by the governor on May 16.[26][27] WPRI reported that both CEO Jennifer MacLean and Senior Vice President of Product Development John Blakely had indicated that they had left the company; MacLean dated her departure to March 2012, when she took a leave of absence.[28]

On May 24, 2012, 38 Studios officially declared bankruptcy, ceasing operations and laying off its entire staff and that of Big Huge Games via a mass email.[18] Schilling publicly addressed the studio's failure on Boston radio station WEEI, revealing that he never took a salary and ended up losing his entire personal fortune of $50 million. "I'm tapped out. ... I put everything in my name in this company. But I'm not asking for sympathy. That was my choice."[29]

The Rhode Island State Police, the attorney general's office, the U.S. Attorney’s Office, and the FBI began investigations into the company on June 6, 2012, a day before 38 Studios filed for Chapter 7 bankruptcy.[30][1] On May 19, 2014, WPRI reported that some studio executives from 38 Studios knew that the money they accepted from the Rhode Island EDC was not enough to finish development on Project Copernicus.[31]

In March 2016, the Securities and Exchange Commission (SEC) became involved in the matter, charging both Rhode Island Commerce Corporation as well as Wells Fargo with securities fraud,[32] specifically noting that the two companies were aware that the $75 million loan was not enough for 38 Studios to finish work on Project Copernicus but failed to notify bond investors of the risk.[33] Rhode Island Commerce settled with the SEC for a $50,000 civil penalty on March 29, 2017.[34] In a separate administrative proceeding, the SEC settled with First Southwest Company for $192,400.[35] The lawsuit with Wells Fargo continued until January 2019, when lawyers for both the SEC and the bank had announced a settlement agreement with undisclosed terms, pending approval by the court.[36]

An investigation by the Rhode Island State Police did not come up with sufficient evidence to file criminal charges against the studio. However, civil litigation continued,[37] ultimately leading to gross settlements with Schilling and other defendants of approximately $61 million.[38] The settlements have left the state of Rhode Island paying approximately $28 million on the bonds.

The settlements were obtained as Rhode Island Commerce Corporation (formerly Rhode Island EDC) engaged the law firm Wistow Sheehan & Loveley PC[39] and filed a lawsuit in November 2012 against Schilling, Stokes, financial advisors, and other backers of 38 Studios.[27] The state's economic development agency settled with defendants Moses Afonso Ryan Ltd. and Antonio Afonso Jr. for $4.4 million on June 27, 2014;[40] with defendants Adler Pollock & Sheehan PC, Robert Stolzman, J. Michael Saul, and Keith Stokes for $12.5 million on August 7, 2015;[41] with Wells Fargo Securities LLC and Barclays Capital Inc. for $25.675 million on August 23, 2016;[42] with Curt Schilling, Thomas Zaccagnino, Richard Wester, and Jennifer MacLean for $2.5 million on September 9, 2016;[43] and with Hilltop Securities Inc. (formerly First Southwest Company) for $16 million on February 1, 2017.[44]

In October 2013, Big Huge Games founders Brian Reynolds and Tim Train revived their studio after reacquiring the trademark at an auction held by the Rhode Island state government. The studio released the mobile strategy game DomiNations in 2015 and was acquired by Nexon the following year.[45]

THQ Nordic announced in September 2018 that it had acquired the intellectual property assets from 38 Studios, including Kingdoms of Amalur and Project Copernicus.[46] THQ Nordic announced a remastered version of Kingdoms of Amalur planned for August 2020.[47]

Former 38 Studios employees began receiving portions of their due salaries in August 2021, expected to range between 14 and 20 percent of what they were to make prior to bankruptcy.[48]

  • Kingdoms of Amalur: Reckoning
    • North American Release Date: February 7, 2012
    • European Release Date: February 10, 2012
  • Project Copernicus (MMO) – Unreleased

  1. ^ a b Makuch, Eddie (June 7, 2012). "Amalur dev files for bankruptcy, FBI investigating". GameSpot.
  2. ^ Mitchell, Richard (March 9, 2012). "Kingdoms of Amalur: Reckoning sold 330,000 in the US last month". Joystiq.
  3. ^ Yoon, Andrew (May 24, 2012). "Kingdoms of Amalur needed 3 million sales 'to break even,' RI governor says". Shacknews.
  4. ^ "Schilling's game company rents space in Maynard". Boston.com. 2006-10-30. Archived from the original on October 26, 2012. Retrieved 2015-12-14.
  5. ^ Wasserman, Noam; Bussgang, Jeffrey J.; Gordon, Rachel (Dec 18, 2009). "Curt Schilling's Next Pitch". Harvard Business School. Retrieved July 7, 2012.
  6. ^ "38 Studios Appoints Jennifer MacLean as CEO". 38 Studios. 2009-08-21. Archived from the original on 2010-01-09. Retrieved 2009-09-11.
  7. ^ Frederick, Logan (5 December 2007). "38 Studios Hires Jon Laff as CTO". The Escapist.
  8. ^ "Curt Schilling Introduces Official Identity of his Entertainment Company". 38 Studios. March 2, 2007. Archived from the original on November 16, 2010.
  9. ^ "Green Monster Games (Curt Schilling)". Fires of Heaven Guild. 22 February 2007. Page 53 (of 544). Archived from the original on 2007-09-27.
  10. ^ "Ex-EverQuest Lead Designer to join 38 Studios". Joystiq.
  11. ^ "38 Studios Acquires Big Huge Games". Gamasutra. 2009-05-27. Archived from the original on 28 May 2009. Retrieved 2009-05-27.
  12. ^ "38 Studios Announces New CEO - IGN". IGN. Retrieved 12 September 2014.
  13. ^ "Curt Schilling's video-game company gets $75-million loan to come to R.I." Providence Journal. 2010-07-27. Archived from the original on 31 July 2010. Retrieved 2010-07-27.
  14. ^ "38 Studios Completes $75 Million Financing". 2010-11-03. Archived from the original on 2011-07-07.
  15. ^ "38 Studios Relocates Ahead of Schedule". 2011-04-09.
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  • Official website via Internet Archive
  • End Game: Inside the Destruction of Curt Schilling's 38 Studios By Jason Schwartz Boston Magazine, August 2012, long article on company collapse.

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