Terra Nova: Strike Force Centauri

From Wikipedia, the free encyclopedia
Jump to navigation Jump to search

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 = {{#if:{{#invoke:WikidataIB|label}}|{{#invoke:WikidataIB|label}}|Template:PAGENAMEBASE}}

| image = {{#invoke:InfoboxImage|InfoboxImage|image=TerraNovaStrikeForceCentauribox.jpg|sizedefault=frameless|upright=1|alt=A science fiction battlefield, covered in red haze. In the foreground, a soldier wearing a powered exoskeleton fires a laser beam at an unseen target. A gangly man in the distance fires a laser beam at the soldier in the foreground, which narrowly misses. Above, soldiers drop from an aircraft, and a stylized title reads, "Terra Nova: Strike Force Centauri".|border=|suppressplaceholder=yes}}

| caption = {{#if:TerraNovaStrikeForceCentauribox.jpg|Cover art|Cover art}}

| label2 = DeveloperTemplate:Pluralize from text | data2 = LookingGlass Technologies

| label3 = PublisherTemplate:Pluralize from text | data3 = LookingGlass Technologies

| label4 = DirectorTemplate:Pluralize from text | data4 = Dan Schmidt

| label5 = ProducerTemplate:Pluralize from text | data5 = Template:If first display both

| label6 = DesignerTemplate:Pluralize from text | data6 = Dorian Hart

| label7 = ProgrammerTemplate:Pluralize from text | data7 = Art Min

| label8 = ArtistTemplate:Pluralize from text | data8 = Rich Sullivan

| label9 = WriterTemplate:Pluralize from text | data9 = David Albert
Bill Doyle

| label10 = ComposerTemplate:Pluralize from text | data10 = Eric Brosius
Terri Brosius

| label11 = Series | data11 = Template:If first display both

| label12 = Engine | data12 = Template:If first display both

| label13 = PlatformTemplate:Pluralize from text | data13 = DOS

| label14 = Release | data14 = March 5, 1996<ref name=prnewswire />

| label15 = GenreTemplate:Pluralize from text | data15 = Tactical first-person shooter

| label16 = ModeTemplate:Pluralize from text | data16 = Single-player

| 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:TerraNovaStrikeForceCentauribox.jpg|}} Terra Nova: Strike Force Centauri is a 1996 tactical first-person shooter video game developed and published by LookingGlass Technologies. Set in a science-fictional depiction of the 24th century, the game follows a faction of humans who colonize the Alpha Centauri star system to escape from the Hegemony, a totalitarian Earth government. The player assumes the role of Nikola ap Io, the leader of an Alpha Centauri military unit, and undertakes missions against pirates and the Hegemony.

Terra Nova has been cited as one of the first squad-oriented games with three-dimensional (3D) graphics; the player is often assisted by artificially intelligent teammates who may be given tactical commands. Conceived by Looking Glass after the completion of their first game, Ultima Underworld: The Stygian Abyss, Terra Nova was subject to a long and difficult development process, caused in part by the production of its full-motion video cutscenes. The game's TED engine can render 3D outdoor environments and simulate physics; the latter enables such effects as procedural animation.

Terra NovaTemplate:'s critical reception was highly positive. Reviewers praised its tactical elements, and several compared it to the 1995 video game MechWarrior 2: 31st Century Combat. However, reception of its graphics was mixed, and many noted the game's steep system requirements. Despite critical acclaim and sales in excess of 100,000 units, the game was a commercial failure: it did not recoup its development costs. While it was intended to be the first in a series, its low sales led the company to cancel plans for a sequel.

Gameplay

A first-person view of a grassy area, which is surrounded by rising, tree-covered hills. Two squadmates in powered exoskeletons run in front of the camera, firing at a pair of enemies in the distance. A body of water is visible to left of the screen, and a hill to the right rises above the character's view. The sky—blue, with thin white clouds—is visible above the hills. A large visor obscures most of the screen; it depicts detailed tactical information and readouts of the protagonist's status.
The player and two squadmates engage two enemies near a lake. The left "Multi-Function Display" shows squad-related information, while the middle contains a map, and the right depicts weapons, suit status and Auxiliary Suit Functions.

As a tactical first-person shooter, Terra Nova focuses on combat and takes place from a character's eye view in a three-dimensional (3D) graphical environment.<ref name=tnmanual /><ref name=gamespy /> The protagonist wears powered battle armor (PBA) that features lock-on targeting, jumpjets for limited flight, infrared and zoomed vision, and a rechargeable energy shield that protects against attacks. The player uses a freely movable mouse cursor to aim weapons and manipulate the heads-up display (HUD) interface.<ref name=tnmanual /> As with Looking Glass Technologies' earlier game System Shock,<ref name=gamespy /> the HUD contains three "Multi-Function Displays" (MFDs). These screens may be configured to display tactical information, such as squad command menus, maps and weapon statistics.<ref name=tnmanual />

The player is usually accompanied by up to three artificially intelligent squadmates, who may be given tactical orders such as holding a position, taking cover or rushing enemies.<ref name=tnmanual /><ref name=pcmag>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Squadmates may be commanded as a group or individually; for example, one half of a squad may be used to distract enemies while the other half attacks an objective. Each squad member specializes in weapons, reconnaissance, repairs, demolitions or electronics. Those in the latter four categories may be given special commands, such as repairing a teammate's armor or setting explosive charges.<ref name=tnmanual /> During missions, squad members radio in enemy sightings and status assessments.<ref name=tnmanual /><ref name=cgm />

The game takes place in 37 missions. Each begins with a briefing that describes such details as objectives, squad size and enemies.<ref name=tnmanual /> Objectives range from rescues and assaults to reconnaissance photography.<ref name=pcgameruk /><ref name=washingtonpost /> Additional missions—whose contents may be selected by the player—are available through the game's "Random Scenario Builder". Before undertaking missions, the player outfits the squad and protagonist with PBA suits and equipment.<ref name=tnmanual /> The three types of PBA—Scout, Standard and Heavy—vary in ability; for example, the Scout armor is fast and light, while the Heavy armor is slow and powerful.<ref name=pcgameruk /> Each may be fitted with weapons and an "Auxiliary Suit Function" (ASF); the latter ranges from increased jumpjet power to deployable automatic turrets.<ref name=cgm /><ref name=pcgameruk /> Only a small amount of equipment is available at the outset, but more becomes accessible as the game progresses.<ref name=pcgameruk /> Between missions, the player may read e-mails, news and military files, and a "library" that details the game's setting.<ref name=tnmanual />

Plot

Setting and characters

Terra Nova is set in a science fictional depiction of the year 2327 and takes place in the Alpha Centauri star system.<ref name=timeline>Template:Cite video game</ref> The setting's early inspirations were the novels Starship Troopers and The Forever War,<ref name=rpgdot>Template:Cite interview</ref> and PC Gamer UK compared it to that of the 1986 action film Aliens.<ref name=pcgameruk /> Over two hundred years before the beginning of the game, Earth is subsumed by a world government called the Hegemony,<ref name=timeline /> whose "Publicanism" philosophy PC Zone summarized as "communism without the economic restrictions".<ref name=pczone>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The Hegemony annexes colonies throughout the Solar System,<ref name=timeline /> but the inhabitants of Jupiter's moons reach an agreement that allows them to relocate to Alpha Centauri,<ref name=tnmanual /> where they settle on the Earth-like NewHope and the frozen Thatcher planets.<ref name=planetreport2>Template:Cite video game</ref><ref name=planetreport1>Template:Cite video game</ref> The settlers divide into twelve "Clans"—each with a military "Strike Force" to defend against bandits—and create the Centauri Council to govern the system.<ref name=timeline /> Trade is established with the Hegemony.<ref name=tnmanual /> As the game begins, an elite Strike Force called Strike Force Centauri is formed in response to increasing pirate activity.<ref name=tnmanual />

The protagonist of Terra Nova is Nikola ap Io, the squad leader of Strike Force Centauri.<ref name=tnmanual /><ref name=theage /> His older brother, Brandt ap Io, is one of his subordinates, and the two share a mutual animosity.<ref name=cutscene3>Template:Cite video game</ref> Other members of the squad include Sarah Walker, the daughter of a Centauri Council member;<ref name=cutscene1>Template:Cite video game</ref> Ernest Schuyler, who is known for his sense of humor;<ref name=skyprofile>Template:Cite video game</ref> and the frank and abrasive Simon Ashford.<ref name=ashfordprofile>Template:Cite video game</ref> Each member was given a personality so that the player would form connections with the squad.<ref name=pcgamer /> Commander Arlen MacPherson assumes overall charge of the squad, and he has regular dealings with Hegemony ambassador Creon Pentheus.<ref name=tnmanual /><ref name=cutscene1 /> Live-action full-motion video cutscenes depicting character interaction occasionally play between missions.<ref name=tnmanual />

Story

As the game begins, pirates steal a shipment of highly destructive "Petrovsk grenades".<ref name=cutscene1 /> A reconnaissance mission by Nikola identifies the grenades at a heavily defended pirate base,<ref name=briefing3>Template:Cite video game</ref> and they are recovered en route to a transport ship.<ref name=briefing4>Template:Cite video game</ref> Without the grenades, the base is assaulted by Strike Force Centauri,<ref name=briefing6>Template:Cite video game</ref> and Hegemony equipment is found there. When MacPherson confronts Pentheus about the incident, he denies involvement.<ref name=cutscene6>Template:Cite video game</ref> Proof of the Hegemony's intentions is later found at a Thatcher smuggling base, and Pentheus declares war on the Centauri colonies.<ref name=briefing10>Template:Cite video game</ref><ref name=cutscene7>Template:Cite video game</ref> Now knowing the pirates are funded by the Hegemony, MacPherson suspects that a previous information leak was in fact the work of a Hegemony spy; Nikola questions Brandt, who responds with indignance.<ref name=email1>Template:Cite video game</ref><ref name=cutscene8>Template:Cite video game</ref> After a series of missions against the Hegemony, Nikola's aircraft is ambushed and shot down, and he is captured by Pentheus. During this time, Pentheus tells him that a traitor within Strike Force Centauri is responsible for the ambush.<ref name=cutscene12>Template:Cite video game</ref> The squad rescues Nikola, but Schuyler is killed in the assault.<ref name=cutscene12 /><ref name=cutscene13>Template:Cite video game</ref> At his funeral, Ashford accuses Nikola as the traitor.<ref name=cutscene13 />

It soon becomes clear that MacPherson is being poisoned. Nikola believes that Brandt is responsible, because of his recent disappearances, but is proven wrong.<ref name=cutscene15>Template:Cite video game</ref> After MacPherson dies, Sarah Walker takes his place as commander of Strike Force Centauri.<ref name=email2>Template:Cite video game</ref> Walker sends Nikola, disguised as a pirate, on an espionage mission to discover the traitor's identity.<ref name=briefing24>Template:Cite video game</ref> Nikola finds information that incriminates Ashford, who, when confronted, boasts of his actions and leaps to his death from a docking bay.<ref name=cutscene17>Template:Cite video game</ref> The squad continues the war, and the Hegemony is eventually forced to gather its remaining forces at a base on Thatcher. The squad destroys the facility by detonating a highly explosive fuel tank inside it.<ref name=briefing37>Template:Cite video game</ref> Following its defeat, the Hegemony denies involvement in the war, declares Pentheus a rogue agent and appoints a new ambassador to the system. While angered by the announcement, Strike Force Centauri celebrates its victory as the game ends.<ref name=cutscene21>Template:Cite video game</ref>

Development

Terra Nova was conceived in 1992, around the time that Looking Glass Technologies' first game, Ultima Underworld: The Stygian Abyss, was completed.<ref name=schmidt>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Company co-founder Paul Neurath wrote a design document for a tactical, squad-based game with a science fiction setting, and he helped the team initiate its development.<ref name=rpgdot /><ref name="mallo">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Artist Robb Waters created concept art.<ref name=pcgamer /><ref name=irrational>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> It was originally titled Freefall, because of the way the soldiers enter combat by dropping from aircraft.<ref name=pcgamer>Template:Cite journal</ref> Development was initially led by a newly hired programmer who envisioned the game as an exact simulation, in which every element was as realistic as possible.<ref name=schmidt /> Programmer Dan Schmidt created the game's artificial intelligence, and he attempted to make squadmates intelligently follow orders and provide assistance, instead of merely "staying out of your way".<ref name=tnmanual /><ref name=pcgamer /><ref name=schmidt /> Schmidt hired Eric Brosius and Terri Brosius, then-members of the band Tribe, to compose the game's music,<ref name=brosius>Template:Cite interview</ref> which was called "orchestrally flavored" by the Boston Herald.<ref name=bostonherald2>Template:Cite news</ref> As with their 1995 video game Flight Unlimited, Looking Glass Technologies self-published Terra Nova.<ref name=maximumpc>Template:Cite journal</ref>

The game began production alongside the company's second project, Ultima Underworld II: Labyrinth of Worlds, and remained in development after that game's 1993 release. It then continued through the creation of their titles System Shock (released in 1994) and Flight Unlimited.<ref name=schmidt /><ref name=globe3>Template:Cite news</ref> The game was subject to numerous delays,<ref name=terraforming /> which Schmidt later attributed to its lack of a set deadline. He stated that the team was "trying to go with the same philosophy" as the company's earlier games, in that they would "develop the systems and the game would come out of it".<ref name=schmidt /> However, the team's development priorities regularly changed, and the programmer who led the project left several years into production. According to Schmidt, his departure meant that "there was no-one left who was psyched about making this really [realistic] simulation". Despite this fact, the team continued using the idea, even though serious difficulties were involved in achieving it.<ref name=schmidt /> Schmidt said that the game's development status was uncertain after the programmer left, and that he inherited the role of lead programmer around that time merely because the position had to be filled. He later assumed the role of project leader.<ref name=schmidt /> In January 1995, Looking Glass showed Terra Nova alongside Flight Unlimited at the Winter Consumer Electronics Show, under their "Immersive Reality" marketing label.<ref name=prnews2>Template:Cite news</ref>

In the team's original plan, Terra Nova consisted of missions that were bookended by simplistic cutscenes, akin to those of the 1990 Origin Systems video game Wing Commander.<ref name=schmidt /> However, in 1994, Origin released Wing Commander III: Heart of the Tiger, which features live-action full-motion video (FMV) cutscenes. This pressured Looking Glass into incorporating FMV into Terra Nova.<ref name=rpgdot /><ref name=schmidt /><ref name=terraforming /> Schmidt later said, "Lots of A-list games were including more and more FMV, and it was felt by management that if Terra Nova didn't have any, it would look second-rate."<ref name=terraforming /> The decision to include it came when the game was already overdue, and a large portion of the game's funding was redirected toward cutscene production.<ref name=schmidt /> A scriptwriter from outside the company was hired to write the cutscenes; because of the interplay between the cutscenes and missions, the script underwent numerous rewrites.<ref name=schmidt /> The game's delays and large budget resulted in the removal of a planned online multiplayer component,<ref name=rpgdot /> and the FMV cutscenes, which were expensive to produce, increased the number of sales needed to recoup development costs.<ref name=terraforming /> A patch was planned to release post-launch in September 1996 and add the online multiplayer functionality, but it did not materialize.<ref name=gamespy /><ref name=pcgamerprev03962>Template:Cite journal</ref> Schmidt called the cutscenes a "giant distraction" for the team and himself as project leader: he later described them as "cheesier than most" of those from the period and noted that "I wince a lot looking back on [them]".<ref name=terraforming /> Schmidt believed that they were likely an error from a business standpoint, as they further increased the game's budget and production length, but ultimately did not increase sales.<ref name=schmidt /><ref name=terraforming />

Roughly a year before its release, the team concluded that Terra NovaTemplate:'s realistic, simulation-style gameplay was not enjoyable.<ref name=terraforming>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> However, Schmidt said that the game's already lengthy development meant that it had to be released; otherwise, he believed that it would be canceled, or that its high cost would bankrupt the company.<ref name=schmidt /> As a result, the game was completely redesigned to be "much more arcadey" only a few months before release. Schmidt said that, in the new game, "you were going around blowing people up" and "your enemies have brackets on them showing their health and it's very bright and glowy and green". He believed that these elements drastically increased the game's enjoyability. He summarized, "Six months before it shipped the game wasn't fun at all and we actually ended up shipping something that was at least somewhat enjoyable to play". After previously being slated to launch in the second quarter of 1995,<ref name="edgepr395">Template:Cite magazine</ref> the game was released on March 5, 1996;<ref name=prnewswire>Template:Cite news</ref><ref name=terraforming /> by this time, its graphical technology had been surpassed by other video games, according to Schmidt.<ref name=terraforming /> Lead programmer Art Min later expressed dissatisfaction with the game: he believed that, while the team coalesced at the end of development, they shipped the game too soon because of "an overexcited VP of Product Development".<ref name=artmin>Template:Cite interview</ref>

Technology

Unlike Looking Glass' previous first-person games—Ultima Underworld, Ultima Underworld II and System ShockTerra Nova takes place in outdoor environments.<ref name=pcgamer /> The game's engine, named TED,<ref name=pcgamerprev03961>Template:Cite journal</ref> supports weather conditions, day and night environments, real-time water reflections and moving clouds, among other effects.<ref name=tnmanual>Template:Cite book</ref><ref name=gamespy /> Most of the work on the outdoor renderer was done by programmer Eric Twietmeyer;<ref name=pcgamer /> however, contemporary computers were not powerful enough to display fully three-dimensional (3D) outdoor environments.<ref name=pcgamer /> The problem was solved by programmer James Fleming:<ref name=terraforming /> the game's engine renders and applies textures to foreground objects in full 3D graphics, but—according to PC Gamer US—it displays a "bitmapped background in the distance" to provide the "illusion of detail".<ref name=pcgamer /> As with Flight Unlimited and the CD-ROM release of System Shock, Terra Nova was designed to support head-mounted displays.<ref name=pcgamer /><ref name=terraforming /> The game features QSound technology.<ref name=prnewswire /> Describing QSound's effect before the game's release, Suzanne Kantra Kirschner of Popular Science wrote that "you'll hear the rustle of leaves from the right speaker a split second before you hear it in the left[,] signaling you that the enemy is approaching from the right".<ref name=popularscience>Template:Cite journal</ref>

The game's characters are procedurally animated via simulated physics models and inverse kinematics (IK)—a system designed by programmer Seamus Blackley.<ref name=pcgamer /><ref name=trespasser>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Basic physics are used to move character models through the environment, and the models are animated by the IK system in accordance with this movement. Designer Richard Wyckoff later compared the character physics to those of a marble, and Schmidt described the technique as akin to putting each character in a hamster ball.<ref name=tnmanual /><ref name=pcgamer /><ref name=trespasser /> The system's imperfect nature can result in animation glitches.<ref name=trespasser /> A more realistic simulation of bipedal movement was originally planned, but it was simplified before release because of coding difficulties. Schmidt later said that the original method "almost always worked", but that "every thirty minutes someone would put their foot down slightly wrong ... and then go flying off across the map".<ref name=schmidt /> A physics model is also used to simulate weapon recoil, the arc of projectiles and the gravity of each planet; for example, projectiles travel farther in low gravity environments.<ref name=tnmanual /><ref name=gamespy /><ref name=pcgameruk />

Reception

Template:Video game reviews Although Terra Nova sold more than 100,000 units, it was a commercial failure because it did not recoup its development costs.<ref name=maximumpc /> Designer Tim Stellmach later characterized its performance as "a disaster".<ref name=tnmanual /><ref name=gamespyint>Template:Cite interview</ref> Despite this, the game was acclaimed by critics,<ref name=rpgdot /> and several publications drew comparisons to the 1995 video game MechWarrior 2: 31st Century Combat.<ref name=cgm /><ref name=washingtonpost /><ref name=sstimes2>Template:Cite news</ref>

Edge compared the game favorably to System Shock due to its balanced combination of action and strategy, stating that in just two years Looking Glass "has metamorphosed from one of the industry's secret technology powerhouses to a hugely respected developer in its own right."<ref name="Edge review">Template:Cite magazine</ref> John Payne of The Washington Post wrote, "Depending on your point of view, Terra Nova is either a stripped-down Mechwarrior or a souped-up Doom." However, he stated that it was enjoyable regardless of which perspective was taken. While he described the game's animation as "fluid", he found its graphics in general to be "fairly blocky, even at a distance". He finished his review by stating that the game "requires more practice than action fans are used to" but provides "a nice payoff".<ref name=washingtonpost>Template:Cite news</ref> Next Generation Magazine wrote, "Looking Glass has always been known for breaking the barriers of conventional gameplay, and it has done it again with Terra Nova". The magazine considered the game to be "an all around stunning effort".<ref name=nextgen>Template:Cite journal</ref>

The Sunday Star-TimesTemplate:' Peter Eley found the game to be extremely complex, and he noted the originality of its "real-time, full motion and 3D combat simulation". He called its sound and music "stunning" but found that its graphics "aren't as crisp as some other games", and he described performance issues.<ref name=sstimes>Template:Cite news</ref> Lee Perkins of The Age also found the game's performance and graphics lacking, but he said, "In spite of its visual shortcomings, Terra Nova has the same level of inherent player appeal as System Shock". He concluded that the game's "tactical demands ... are probably its strongest point", and that it "isn't quite up in the Mechwarrior 2 league, [but] it's making some very loud noises with avid mech-combat fans".<ref name=theage>Template:Cite news</ref> Computer Games Strategy PlusTemplate:' Tim Royal offered similar praise for its strategic elements; however, like the other two, he noted the game's performance issues, and he called its graphics "above average, but not mind-boggling". He finished, "I ... won't say it beats System Shock. It doesn't. ... But Terra Nova offers a wonderful variety of terrain, mission types, and scenarios".<ref name=cgm>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

William Wong of Computer Shopper called it "a great game that is backed by good graphics and sound, and will keep you going for hours"; he also praised its cutscenes. He concluded, "If the [upcoming] multiplayer pack is as good as the standalone version, Terra Nova could be a strike force to be reckoned with."<ref name=computershopper>Template:Cite journal</ref> PC Gamer UKTemplate:'s James Flynn praised the game's graphics, sense of realism, and free-form missions; about the latter, he wrote, "There's no right or wrong way to complete any of the missions in Terra Nova, and this is one of its strongest assets." He noted that it was "virtually impossible to recommend" the game to those with lower-end computers, but he believed that it was also "impossible to condemn Looking Glass for programming the game this way, because it feels so real, and its authenticity is what makes it so much fun".<ref name=pcgameruk>Template:Cite journal</ref> Daniel Jevons of Maximum approved of the graphics but disliked the focus on long-range combat and the use of the mouse to move a crosshair rather than the entire viewpoint. However, he concluded that the game "has a degree of depth that most robot combat games lack, the plot is strangely involving and despite the initial control difficulties, with perseverance most competent gamers will soon be stomping around the battlefields".<ref name="Max6">Template:Cite journal</ref> Michael E. Ryan of PC Magazine praised the game's artificial intelligence and called its graphical quality "spectacular", but found its movement controls to be "awkward". He concluded, "Terra Nova is an exceptional game that combines frenetic, fast-paced action with real-time squad-level tactics. It doesn't get much better than this".<ref name=pcmag />

Terra Nova was named the 15th best computer game ever by PC Gamer UK in 1997. The editors called it "exactly the kind of dynamic, risk-taking, intelligent game we've been asking for".<ref name=pcgameruktop100>Template:Cite magazine</ref> In 2000, Computer Games Strategy Plus named it one of the "10 Best Sci-Fi Simulations" of all time.<ref name=cgm10scifi>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Legacy

The New York Times has cited Terra Nova as one of the first 3D games with squad-oriented gameplay.<ref name=nyt>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> GameSpyTemplate:'s Bill Hiles said that the game "preceded the 'tactical squad-based, first-person shooter' action genre by a full two years", and that "In 1996, ...Terra Nova didn't feel like any other game out there".<ref name=gamespy>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Hiles called Tribes 2 "a spiritual descendent of Terra Nova if there ever was one".<ref name=gamespy /> Project leader Dan Schmidt later said that he had "a bit of a negative experience overall because the thing dragged on forever", but he noted that "there are people who regard it highly so it can't have been that terrible".<ref name=schmidt /> The 1998 video game Jurassic Park: Trespasser features a procedural animation system very similar to the one used in Terra Nova.<ref name=trespasser />

While Schmidt said before the game's release that the team wanted to develop "a whole series of games that take place in the Terra Nova world",<ref name=pcgamer /> the game's poor sales made the creation of a sequel "impractical", according to Paul Neurath.<ref name=rpgdot /> As the game's publisher, Looking Glass took on the full burden of its commercial underperformance,<ref name=terraforming /> which contributed to the company's bankruptcy and closure in May 2000.<ref name=maximumpc /><ref name=sterrett>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Neurath later said, "If we could do Terra Nova over, I would have dumped the cinematics and done online team play instead. Who knows, maybe then the Tribes II and Halo teams would be talking about the influence of Terra Nova on their games".<ref name=rpgdot />

Notes

Template:Reflist

Template:Portal bar Template:Looking Glass Studios Template:Featured article