Giants: Citizen Kabuto
Template:Short description Template:Main other{{#invoke:infobox|infoboxTemplate | child = | subbox = | bodyclass = ib-video-game hproduct {{#ifeq:|yes|collapsible {{#if:|{{{state}}}|autocollapse}}}} | templatestyles = Infobox video game/styles.css | aboveclass = fn | italic title =
| above = Giants: Citizen Kabuto
| image = {{#invoke:InfoboxImage|InfoboxImage|image=Giants Citizen Kabuto Box Cover.jpg|sizedefault=frameless|upright=1|alt=The face of a large, blue-scaled, humanoid creature looms at the right. Its jaws are open, exposing large sharp fangs, and its yellow eyes are focused on its hand, which is clutching a naked female humanoid. She has shoulder-length hair and light blue skin. Energy glows off her hands. At the top left below the Giants: Citizen Kabuto logo are two armoured humanoids, flying with the aid of jetpacks and shooting their guns.|border=|suppressplaceholder=yes}}
| caption = {{#if:Giants Citizen Kabuto Box Cover.jpg|Windows version cover art|Windows version cover art}}
| label2 = DeveloperTemplate:Pluralize from text | data2 = Planet Moon Studios
| label3 = PublisherTemplate:Pluralize from text
| data3 = Interplay Entertainment
MacPlay (Mac OS X)
| label4 = DirectorTemplate:Pluralize from text | data4 = Tim Williams
| label5 = ProducerTemplate:Pluralize from text
| data5 = Jim Molitor
Shawn Jacoby
| label6 = DesignerTemplate:Pluralize from text
| data6 = Nick Bruty
Bob Stevenson
Tim Williams
| label7 = ProgrammerTemplate:Pluralize from text
| data7 = Andy Astor
Dave Aufderheide
Scott Guest
| label8 = ArtistTemplate:Pluralize from text
| data8 = Nick Bruty
Ken Capelli
Bob Stevenson
| label9 = WriterTemplate:Pluralize from text | data9 = Tim Williams
| label10 = ComposerTemplate:Pluralize from text
| data10 = Jeremy Soule
Julian Soule
Mark Morgan
| label11 = Series | data11 = Template:If first display both
| label12 = Engine | data12 =
| label13 = PlatformTemplate:Pluralize from text | data13 = Microsoft Windows, Template:Nowrap, Template:Nowrap
| label14 = Release | data14 = WindowsTemplate:VgreleaseMac OS XTemplate:VgreleasePlayStation 2Template:Vgrelease
| label15 = GenreTemplate:Pluralize from text | data15 = Third-person shooter, real-time strategy
| label16 = ModeTemplate:Pluralize from text | data16 = Single-player, multiplayer (Windows and Mac OS X only)
| label17 = Arcade system | data17 = Template:If first display both
| data30 =
| below = Template:EditOnWikidata
}}Template:Main other{{#invoke:Check for unknown parameters|check|unknown=Template:Main other|ignoreblank=1|preview=Page using Template:Infobox video game with unknown parameter "_VALUE_"| alt | arcade system | artist | caption | border | child | collapsible | commons | composer | designer | developer | director | embedded | engine | fetchwikidata | genre | image | image_size | image_upright | italic title | modes | noicon | onlysourced | platform | platforms | producer | programmer | publisher | qid | refs | release | released | series | state | subbox | suppressfields | title | writer }}Template:Main other{{#if:Giants Citizen Kabuto Box Cover.jpg|}} Giants: Citizen Kabuto is a third-person shooter video game with real-time strategy elements. It was the first project for Planet Moon Studios, which consisted of former Shiny Entertainment employees who had worked on the game MDK in 1997. Giants went through four years of development before Interplay Entertainment published it on December 7, 2000, for Microsoft Windows; a Template:Nowrap port was published by MacPlay in 2001, and the game was also ported to the Template:Nowrap later that year.
In the game, players take control of a single character from one of three humanoid races to either complete the story in single-player mode or to challenge other players in online multiplayer matches. They can select heavily armed Meccaryns equipped with jet packs, or amphibious spell-casting Sea Reapers; the game's subtitle, "Citizen Kabuto", refers to the last selectable race, a thundering behemoth who can execute earthshaking wrestling attacks to pulverize its enemies. The single-player mode is framed as a sequential story, putting the player through a series of missions, several of which test the player's reflexes in action game-like puzzles.
Game critics praised Giants for its state-of-the-art graphics on Windows computers, a humorous story, and successfully blending different genres. Criticisms focused on crippling software bugs and the lack of an in-game save feature. The console version rectified some of the flaws found in the PC versions, at the cost of removing several features. The game initially sold poorly for Windows and PlayStation 2, but it sold well afterwards, and gained a cult following.
Gameplay
In Giants: Citizen Kabuto, players take on the roles of three humanoid races: gun-toting Meccaryns, magic-wielding Sea Reapers, and the gigantic Kabuto. Each player is assigned direct control of a single character. The game's developers, Planet Moon Studios, created this design to encourage players to focus on the action and not to be burdened with micromanagement.<ref name="timint">Template:Cite web</ref> Players can customize the controls, which are largely the same for each race, with slight differences for abilities.<ref name="fs">Template:Cite web</ref>
The single-player mode consists of a sequence of missions set as an overarching story. Each mission requires the completion of certain objectives to progress to the next mission. The objectives are usually the elimination of enemies or a certain structure, but several of them test the player's eye–hand coordination or require the player to rescue and protect certain units.<ref name="ignps">Template:Cite web</ref> Players control their characters from a default third person perspective; a first person view is optional. Each race has its own offensive style, and a special mode of fast movement. Killing a creature releases a power-up, which heals or awards weapons to its collector.<ref name="gspc">Template:Cite web</ref>
The real-time strategy elements of Giants consist of base building and resource gathering, wherein the resources are small humanoids called Smarties.<ref name="revps">Template:Cite web</ref> There are a limited number of Smarties in a mission, and players must rush to gather them, or kidnap them from each other to gain an advantage.<ref name="timint" /> Players also gather sustenance for the Smarties to make them work; Meccaryn and Reaper players hunt the cattle-like Vimps for meat and souls respectively. The options in building a base are limited; players can neither choose the locations for the structures nor manage their workforce in detail.<ref name="depot">Template:Cite web</ref> Players in control of Kabuto need not build a base; instead, the character gains strength and produces subordinate characters by hunting for food.<ref name="ignint">Template:Cite web</ref> Kabuto consumes Smarties to increase his size and power; at maximum size, he can produce smaller Tyrannosaurus-like units as subordinates. To restore his health, Kabuto eats Vimps and other units (player- and computer-controlled).<ref name="preview">Template:Cite web</ref>
Multiplayer mode allows a maximum of five Meccaryn, three Sea Reaper, and one Kabuto player(s) to play in each session.<ref>Template:Cite magazine</ref> Due to the lack of a game server browser, players connect through online services MPlayer or GameSpy Arcade for the Windows version,<ref name="fs" /> and GameRanger for the Mac OS X version.<ref>Template:Cite news</ref> Besides the standard "destroy all enemy bases and units" missions, the multiplayer mode includes deathmatches and "Capture the Smartie (flag)"-type games.<ref name="ignpc">Template:Cite web</ref> Players are permitted either to start with a full base or to build one from foundations.<ref>Template:Cite book</ref>
Plot
The game world of Giants is set on a fictional "Island" traveling through space.<ref name="apple">Template:Cite web</ref> Its surface comprises grasslands, deserts, and forests, surrounded by azure seas.<ref name="gspc" /><ref name="preview" /> Players have an unobstructed view of the game world to its horizon, whereas distant objects are slightly blurred to convey a sense of distance.<ref name="nicktim">Template:Cite web </ref> Missions for Meccaryns provide cover to hide behind, large spaces of water for Reapers, and creatures for Kabuto to eat.<ref name="nicktim" />
Characters
Planet Moon Studios intended for the player characters to provide a varied gameplay experience,<ref name="timint" /> laying down requirements to make the characters distinct with unique advantages and disadvantages.<ref name="nicktim" />
- Meccaryns use high technology and attack as a pack led by the player.<ref name="scifi">Template:Cite journal</ref> Meccaryn players sport guns, explosives, and backpacks that provide special abilities:<ref name="gspc" /> jet packs allow players to fly over obstacles and outmaneuver opponents,<ref name="applink">Template:Cite web</ref> and the "Bush"-pack camouflages the character as a shrub.<ref>Template:Cite web</ref> In single-player mode, players assume the role of Baz, leader of a group of Meccaryns comprising Gordon, Bennett, Tel, and Reg. Several scenarios in the game shows the responsible Baz frustrated with the laxity of Gordon and Bennett, and the inquisitive Tel and Reg.<ref name="giantstep">Template:Cite magazine</ref>
- Sea Reapers are amphibious, humanoid swimmers.<ref name="timint" /> Therefore, they regain health in contact with water, and the game's Piranhas do not attack them.<ref name="fs" /> To travel fast over land, players can "turbo boost" their Reapers to targeted areas. The Reapers can use swords, bows, and spells, such as summoning firestorms or tornadoes, in combat.<ref name="stratos">Template:Cite web</ref> Planet Moon Studios initially conceived the Sea Reaper single-player character, Delphi, as evil, but later gave her a conscience.<ref name="giantstep" />
- Kabuto is the title creature of the game, and the only one of his race.<ref>Template:Cite book</ref> In his back-story, the Reapers created him as their guardian, but found him beyond control. Creative director Tim Williams gave the "Citizen" title to Kabuto for its allusion to the character's wish for a sense of belonging to the Island.<ref name="apple" /> The game developer modeled Kabuto's attacks after those of giant monsters in classic monster movies,<ref>Template:Cite book</ref> allowing him to use professional wrestling attacks and aerial techniques such as elbow drops, foot stomps, and the "butt flop" described as "like the body slam, but with less dignity".<ref name="gspc" /> To balance his strength, a weak point at his waist inflicts heavy damage when struck.<ref name="preview" /> Players playing the giant monster can assume a perspective through his mouth to target prey.<ref name="ignchat">Template:Cite web</ref>
For non-playable races, the team designed Smarties to have oversized heads, bulging eyes, and idiotic personalities for comedic effect.<ref name="ignps" /><ref name="gspc" /> Players labor for the Smarties while witnessing their hedonistic indulgences, but the payoff is a "giant gun".<ref name="giantstep" /> Standard enemies include Reaper Guards (male Reapers with no magical ability, who serve as common soldiers), as well as fauna such as the insectoid Rippers, beast-of-burden Sonaks, and bat-like Verms.<ref name="apple" />
Story
Originally featuring each race in its own distinct story, the single-player mode now depicts a single sequential story<ref name="giantstep" /> wherein the player begins as Baz and must complete a sequence of missions before assuming the role of Delphi. On completion of Delphi's story, the player takes control of a Kabuto character.<ref name="gsps">Template:Cite web</ref> Williams used cut scenes to introduce and conclude each mission.<ref>Template:Cite web</ref>
As Baz, the player searches for Reg and Tel. Timmy, a Smartie rescued in the first mission, functions as a guide for the player, introducing other Smartie characters and providing exposition of the scenario. The plot portrays the Smarties as suffering under the reign of the Sea Reapers and their Queen Sappho. Alluding to the film The Magnificent Seven, Baz gathers the separated Meccaryns and takes on a quest to solve the Smarties' predicaments.<ref name="ignint" /><ref name="giantstep" /> In a climactic cut scene, Sappho sacrifices Timmy to Kabuto,<ref name="stratos" /> and the young Smartie's grandfather, Borjoyzee, becomes the player's guide. Baz leads an escape from the area and sets up a base to lead a counterattack. Thereafter Delphi becomes the player's character.<ref>Template:Cite video game</ref> Yan, the Samurai Smartie, serves as the guide for this story segment, giving instructions on Delphi's abilities. After completing the training missions under Yan, Delphi attacks Sappho's base and the Reapers, eventually confronting the queen in a boss fight. When defeated, Sappho summons Kabuto to destroy the Smarties, but Kabuto eats her instead.<ref>Template:Cite video game</ref>
In the final story, Delphi has transformed herself into a Kabuto-like creature to challenge the original. The player wanders around the islands as the Delphi-Kabuto character, searching for prey to increase her size.<ref>Template:Cite video game</ref> After Delphi-Kabuto achieves her maximum size, she proceeds to a boss fight with the original Kabuto. Despite her victory, Kabuto revives in a triggered cut scene and restores her Reaper form, whereupon the player takes the role of Baz against the revived monster.<ref>Template:Cite video game</ref> After defeating Kabuto, Baz is shown in the final cut scene, flying off to Planet Majorca with Delphi, Borjoyzee, and his fellow Meccaryns.<ref>Template:Cite video game</ref>
Development
When five members of Shiny Entertainment's MDK development team broke off to set up Planet Moon Studios in 1997 with software engineer, Scott Guest,<ref name="giantstep" /> they decided to make their first project fun and original, a game with graphics and gameplay unseen at that time.<ref name="timint" /><ref name="apple" /><ref>Template:Cite web</ref> Nick Bruty, Bob Stevenson, and Tim Williams initially conceived the idea of pitting players as spacemen, pirates, and giants against each other and having fun.<ref name="gog">Template:Cite web</ref> Initially projected for release in late 1999,<ref name="timint" /> the game suffered delays to its development largely due to the illness of their chief programmer, Andy Astor, who was suffering from stage IV mantle cell lymphoma in late 1999. The team realized they needed more resources and by 2000, they had hired two more programmers and an artist.<ref name="ignint" /> Producing a next-generation game required them to keep up with 1998–2000's rapid advancement of technology, which resulted in further delays. The team upsized the graphic textures as they changed the graphical software to support NVIDIA graphics cards.<ref name="ignint" /> Within a year after development started in 1999, the initial minimum graphics specification climbed from requiring Template:Nowrap graphics cards to those of the GeForce-series.<ref name="timint" /><ref name="ignint" /> Planet Moon deemed game engines available during development too restrictive and inappropriate for their requirements, and built their own.<ref name="timint" /> Called Amityville, it could support Glide, OpenGL, and Direct3D. The team used it to create the required "lush and vibrant" outdoor environments, and terrain deformation effects.<ref name="secondage">Template:Cite magazine</ref>
Planet Moon designed the structure of the single-player mode to be a gradual learning process for the players; the game would introduce new command sets to the players as they progress, and encourage them to repeat using the new commands for that mission.<ref name="giantstep" /> From the start of the project, the team intended the controls to be simple, and mapped commonly used commands to a few keys. Focus groups consisting more than 25 testers went through this design to verify its ease.<ref name="timint" /> Planet Moon aimed for a complex artificial intelligence (AI); computer-controlled characters would evade shots and take cover.<ref name="timint" /> The enemy AI would plot its actions according to long-term goals.<ref name="nicktim" /> The development team consulted Mark Frohnmayer, lead programmer of the multiplayer game Tribes 2, for advice on implementing the multiplayer portion.<ref name="ignint" /> To balance the characters in combat, Planet Moon focused on characteristics that could affect the fighting capabilities, instead of tweaking the damage output.<ref name="nicktim" /> The team faced a tight schedule, and abandoned several features initially in the game. Early designs allowed players to change the landscape; they could gorge out water channels and isolate segments of the land by playing as Reapers.<ref name="nicktim" /> The Kabuto character initially could bake mud into "mud shepherd" units and use them to defend its herd of food.<ref name="secondage" />
Interplay Entertainment released the Windows version of the game on December 7, 2000.<ref>Template:Cite web</ref> Planet Moon later created a special version of the game optimized for the Template:Nowrap graphics card to display water reflections, soft-edged shadows, and weather effects.<ref>Template:Cite web</ref> This version was not sold as a standalone commercial product but as a part of certain GeForce 3 graphic card package deals.<ref>Template:Cite magazine</ref><ref>Template:Cite magazine</ref> A Mac OS X version of the game<ref>Template:Cite web</ref> was developed by The Omni Group; they rewrote the game's software to take advantage of the symmetric multi-processing capability of Mac OS X.<ref name="apple" /> MacPlay released the port on October 25, 2001.<ref>Template:Cite web</ref> Multiplayer mode was initially disabled in the retail release but was re-inserted in a later patch.<ref name="apple" /> Giants was also ported to the Template:Nowrap (PS2), a process overseen by Interplay's division, Digital Mayhem,<ref>Template:Cite web</ref> who posted updates of their progress on IGN.<ref>Template:Cite web</ref> Their greatest challenge for the PS2 port was converting and storing the special effects of the Windows version onto the lesser storage space of the PS2.<ref name="giantint">Template:Cite web</ref> LightWave 3D was used by the team to convert the graphic resources.<ref>Template:Cite web</ref> Although they had to reduce the image resolution, Digital Mayhem increased the number of polygons that composed the player character models, making them smoother and more detailed in shape.<ref>Template:Cite web</ref> Due to the limited capabilities of the PS2 as compared to the Windows platform and the addition of a save feature, the team focused on enhancing the action gameplay, streamlining the interfaces, and tweaking the Reaper ski races, level designs, and game balance.<ref name="oneint">Template:Cite web</ref> They redesigned the controls for the PS2's controller,<ref name="oneint" /> and after finding the analog sticks less easy to aim with than a mouse, implemented a feature to help the player's aim.<ref>Template:Cite web</ref> Digital Mayhem originally intended to retain the multiplayer mode,<ref name="giantint" /> but discarded it, believing the PS2 environment could not generate the same multiplayer atmosphere as the Windows platform.<ref name="oneint" /> Interplay released the PS2 port on December 21, 2001.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> They also announced plans for an Xbox port but nothing resulted from this.<ref>Template:Cite web</ref>
Near the release of the United States (US) Windows version of the game, Planet Moon failed to obtain a "Teen" rating from the ESRB despite changing the original red blood to green and covering Delphi's toplessness with a bikini top. They made the changes to broaden retail opportunities because many large retailers in the US refused to sell "Mature"-rated games;<ref>Template:Cite book</ref> Wal-Mart reiterated in October 2002 that they would never stock their shelves with software that contained vulgarity or nudity.<ref>Template:Cite journal</ref> Planet Moon Studios later released a patch that reverted the color of the blood to red,<ref>Template:Cite web</ref> and computer gamers found they could restore Delphi's toplessness by deleting a file.<ref name="applink" /><ref name="maxpcmar">Template:Cite journal</ref>
Interplay offered a bonus disc containing extra multiplayer levels to those who pre-ordered the Windows version of the game.<ref>Template:Cite web</ref> In October 2003, they offered the game's soundtrack to those who purchased Giants from their online store.<ref>Template:Cite web</ref> Composers Mark Snow (noted for his The X-Files musical scores), Mark Morgan, and Jeremy Soule (both known for the music of several video games) were involved in the music for Giants. Interplay hired Morgan to compose the scores, although reports showed they initially hired Snow for the task.<ref>Template:Cite journal</ref> Morgan, however, could not fully concentrate on the task for personal reasons and handed it over to Soule. Closing credits of the game listed only Morgan and Soule,<ref>Template:Cite video game</ref> and Soule compiled their works onto the original soundtrack of the game.<ref name="gsound">Template:Cite web</ref> Soule originally offered to autograph the soundtrack on its release in the United States, but he stopped his offer when email feedback revealed many were intending to pirate his work through the peer-to-peer file sharing software Napster instead of buying it.<ref>Template:Cite web</ref>
Reception
Planet Moon Studios' blending of two genres in Giants has earned the acclaim of reviewers. Game Revolution and GameSpot found the simplified real-time strategy task of resource gathering in Giants more interesting than tedious,<ref name="gspc" /><ref name="revpc" /> and Troy Dunniway, Microsoft's Head of Game Design in 2002, commented that the real-time strategy elements enhanced the game's shooter aspect rather than making it a hybrid of two genres.<ref>Template:Cite book</ref> Sci Fi Weekly was impressed that both styles of play never interfered with each other, which was complemented by the unique gameplay of each race.<ref name="scifi" /> The Entertainment Depot, however, found the base building in several missions tedious; they said the player had to rebuild the base several times due to being forced to leave the base defenseless, which allowed the enemy destroy the structures.<ref name="depot" />
Reviewers commented that the imaginative character designs and use of advanced graphics technology, such as hardware transform and lighting, and bump mapping, made the graphics of the game unrivaled in its time;<ref name="gspc" /><ref name="ignpc" /> ActionTrip was so impressed by the game's visuals that they thought their graphics card was supporting the complex hardware environmental bump mapping it was incapable of.<ref name="actrev">Template:Cite web</ref> The animation of Kabuto's antics such as elbow dropping onto tiny enemies, and tossing up and catching food with his mouth, in particular, won the praises of reviewers.<ref name="fs" /><ref name="depot" /> Many critics, however, were disappointed that the computer versions of the game could not run smoothly at full details on the recommended system specifications.<ref name="depot" /><ref name="ignpc" /><ref name="applink" /><ref name="stratos" /><ref>Template:Cite news</ref>
The AI in the game was also the subject of much commentary. Reviewers said they needed to prompt the allied non-player characters to perform actions on several occasions, although the allied AI performed pretty well most of the time.<ref name="ignpc" /><ref name="applink" /> FiringSquad disagreed, calling their computer controlled teammates worthless and finding joy in leaving them to their deaths.<ref name="fs" /> The game review site thought the same of the enemy AI, a view echoed by IGN; enemies were unaware of the deaths of nearby teammates, and kept running into obstacles.<ref name="fs" /><ref name="ignpc" /> ActionTrip, however, stated that the enemy AI did well enough to take cover or flee when hurt, and constantly attack the player's base.<ref name="actrev" />
Many reviewers found the best part of Giants to be its bawdy humor; the scenes were "bizarre and funny without ever letting the silliness distract or annoy the player".<ref name="gspc" /><ref name="applink" /><ref name="inside">Template:Cite news</ref> FiringSquad claimed the humor kept them plowing through the game regardless of the issues they encountered and were disappointed when the game steadily lost this approach in the later stages.<ref name="fs" /> Mac Guild and Macworld UK, however, considered the humor crude on a childlike level and its delivery forced.<ref name="world" /><ref name="guild" /> In spite of the humor, many reviewers found themselves bored by the monotony and slow pace of certain segments.<ref name="fs" /><ref name="depot" /><ref name="revpc" /><ref>Template:Cite web</ref> According to ActionTrip, Giants lacked a unique quality to capture attention, compared to its contemporaries such as American McGee's Alice, MechWarrior 4: Vengeance, and Sea Dogs.<ref name="actrev" />
The frequent crashes of the retail Windows versions infuriated many reviewers;<ref name="fs" /><ref name="depot" /><ref name="ignpc" /><ref>Template:Cite magazine</ref> Game Revolution censured Interplay for focusing on censoring the game for marketing purposes instead of testing for and fixing the software bugs before release.<ref name="revpc" /> Several reviewers could not connect to multiplayer games due to failed connections or bugs.<ref name="fs" /><ref name="revpc" /> The reviewers who managed to play online, commented the games were fun, although they were occasionally disconnected or lagged.<ref name="gspc" /><ref name="ignpc" /><ref name="maxpcmar" /> Several reviewers declared that the computer versions of the game was flawed for not implementing an in-game save feature.<ref name="gspc" /><ref name="ignpc" /><ref name="applink" /><ref name="maxpcmar" />
Reviewers appreciated the PS2 version for including the asked-for save feature, but complained the ported game retained the AI and level design issues associated with the Windows version.<ref name="ignps" /><ref name="gsps" /> IGN remarked that it looked less impressive than the computer versions. The lower resolution, flat textures, washed out colors, and sparser environments made the game average looking.<ref name="ignps" /> The PS2 version also exhibited clipping issues; character models and projectiles would pass through objects on occasion.<ref name="ignps" /><ref name="gsps" /> The game reviewer, however, praised the console version for presenting a smooth animation, rarely dropping frames.<ref name="ignps" /> On the contrary, other reviewers stated the frame rate dropped when there are several objects on the screen, presenting a heavy load on the graphics engine.<ref name="revps" /><ref name="gsps" /> The lack of replay value for the console version after completing the single player mode was a common complaint among the reviewers.<ref name="revps" /><ref name="gsps" /><ref>Template:Cite magazine</ref>
Daniel Erickson for Next Generation gave it four stars out of five for PC version. He was positive to its graphics and gameplay and called it a "brilliantly conceived", "beautiful" epic game.<ref name="NGv4n4">Template:Cite magazine</ref>
Scott Steinberg for Next Generation gave it four stars out of five for PlayStation 2, and stated that it was a well made conversion of the original game for computers.<ref name="NGv5n1">Template:Cite magazine</ref>
Review aggregators Metacritic and GameRankings calculated scores of 85 and 86.7% from their selected reviews for Giants as of 2007. Although most critics had awarded high scores to the game, GamesRadar and GSoundtracks reported the Windows version sold poorly.<ref name="gsound" /><ref>Template:Cite web</ref> In contrast, the Mac OS X version sold out within months of its release,<ref>Template:Cite news</ref> in spite of its smaller market base.<ref>Template:Cite web</ref> According to the quarterly sales reports by NPDFunWorld, the PS2 version sold 11,272 copies in the US for the six months since its release. This is a poor sales figure compared to the 51,726 copies of Shadow Hearts and 753,251 copies of Max Payne sold in the same period for the PS2.<ref>Template:Cite journal</ref> Despite the poor overall sales, reviewers have nominated Giants as a game deserving a sequel,<ref>Template:Cite web</ref> and have kept it on PC Gamer UKTemplate:'s Top 100 as of 2007.<ref>Template:Cite journal</ref> In 2009, Andrew Groen of GameZone ran a retrospective on Giants and suggested that the game's mix of humor and action inspired later games such as Ratchet & Clank and Jak and Daxter. He further commented that games of 2004-09 were influenced by Giants in one way or another.<ref>Template:Cite web</ref>
Possible sequel
In September 2015, the independent studio Rogue Rocket Games,<ref>Rogue Rocket Games homepage</ref> co-founded by Nick Bruty, former Planet Moon Studios founder, started a Kickstarter campaign<ref>First Wonder Kickstarter page</ref> for developing a new independent crowd-funded game said to be "the spiritual successor of Giants: Citizen Kabuto", titled First Wonder. As of February 2016, the Kickstarter did not reach its goal and the spiritual successor was cancelled, despite being greenlit on Steam.<ref>First Wonder Steam Greenlight</ref>
References
- Articles using Wikidata infoboxes with locally defined images
- Pages with broken file links
- 2000 video games
- Asymmetrical multiplayer video games
- Interplay Entertainment games
- MacOS games
- Multiplayer and single-player video games
- PlayStation 2 games
- Real-time strategy video games
- Science fantasy video games
- Third-person shooters
- Video games about extraterrestrial life
- Video games scored by Jeremy Soule
- Video games scored by Mark Morgan
- Video games set on fictional planets
- Video games featuring female protagonists
- Windows games
- Video games developed in the United States
- Planet Moon Studios games
- Third-person strategy video games