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Notebook makers have managed to make their machines lighter and more energy-frugal, only to find their gains undone by the need to include the latest and greatest in their models. As soon as manufacturers perfected light and plastic cases and long-running lithium ion batteries, for instance, the coming of Pentium chips and bulky CD-ROM drives negated any winds for portability...

Author: By Kevin S. Davis, | Title: New Notebook Computers Offer More Memory | 9/23/1997 | See Source »

...developer willing to pay royalties). It's an expanded version of the standard id action game, with a list of new tricks: where Quake had seven weapons, Daikatana promises 35; to Quake's 10 monsters, Daikatana will offer 64. (Carmack scoffs at these numbers, saying there's "no chance" ION will finish a game of this size in time for the Christmas shopping season.) Daikatana also departs from Quake's Gothic aesthetic with a time-travel story line that allows four levels with four distinct looks: ancient Greece, medieval Europe, San Francisco circa 2030, and the far future...

Author: /time Magazine | Title: BEYOND DOOM AND QUAKE | 6/23/1997 | See Source »

...young moguls will put their competing visions to the test. ION's big idea is that the age of game technology is over and the age of game design has begun. "Three-D is like Technicolor," says Wilson, pooh-poohing the value of Carmack's perpetual tinkering with his game engines (the latest, code-named Trinity, is due next year). "Once you're there, you're there. It's time to focus on content...

Author: /time Magazine | Title: BEYOND DOOM AND QUAKE | 6/23/1997 | See Source »

...that end, ION has three autonomous design teams working in parallel, each producing a title in one of the classic computer-game genres. Hall's team is creating a role-playing game called Anachronox, while designer Todd Porter and his team develop Doppelganger, a strategy game. Both are due out next year. For now, ION's bread and butter is the 3-D action game Romero's team is building...

Author: /time Magazine | Title: BEYOND DOOM AND QUAKE | 6/23/1997 | See Source »

...player--a bold departure from standard-issue 3-D carnage that Romero hopes will boost emotional involvement and, eventually, help turn mere games into immersive dramas. "The Internet is sucking people away from TV like crazy," he says, anticipating the day when computer users will tune in to the ION Website as they used to tune in to prime-time TV shows. "Every week the latest Daikatana episode would be up on our site at, say, Friday at 9 p.m.," he says. "It could have new music, new levels, new characters--whatever we can throw over the Internet...

Author: /time Magazine | Title: BEYOND DOOM AND QUAKE | 6/23/1997 | See Source »

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