"A game for all platforms? Tomb Raider epitomizes game development in the fall of 1996. It's fast, brash, violent, beautiful — and not available on the Mac. And now, thanks to Core Design, it's possible to be an explorer without even leaving your seat. Thanks to Tomb Raider."
"Imagine uma rede gigante, com muitos micros, muitos jogos e a possibilidade de ficar 24hs/dia conectado diretamente com seus amigos lado a lado. Melhor ainda, veja esta rede: Foram 3 dias ininterruptos, 150 quakers, centenas de partidas e uma QUAKENET/2 inesquecível para todos aqueles que compareceram ao maior evento de Quake já realizado até hoje!"
For Jason Bergman, sounds make the game. The 45 minutes to six hours spent in aural alchemy are well worth it because, at least in games, sound dictates reality. Asked about the sound he is working on, Bergman casually replies, "I'd tell you, but I'd have to kill you," quietly adding, "and record you in doing so."
"While he's parted ways with Microsoft, Alex St. John still defends DirectX. He traveled to the Lone Star state to talk about APIs, software patents, 3D hardware, the best talents in the game industry, the volatility of plan files, politics, ethics, and the future of SGI's OpenGL with John Carmack and id's outspoken new programmer Brian Hook..."
"Surtout que John Carmack, le genial designer-programmeur d'id Software, a annonce que le coeur multijoueur de Quake accepterait sans encombres des parties a 200 joueurs simultanement. Vous imaginez ca ? C'est plus du DeathMatch, mais de ventables batailles rangees. Reste a trouver les grosses becanes et les gens prets a les mettre en place pour offrir de telles parties. A suivre..."