SEGA Condemned: Criminal Origins User Manual

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WARNING
Before playing this game, read the Xbox 360 Instruction Manual and any peripheral manuals for important safety and health information. Keep all manuals for future reference. For replacement manuals, see www.xbox. com/support or call Xbox Customer Support (see inside of back cover).
Important Health Warning About Playing Video Games
Photosensitive Seizures
These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects.
Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions:
• Sit farther from the television screen.
• Use a smaller television screen.
• Play in a well-lit room.
• Do not play when you are drowsy or fatigued.
If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing
Table of Contents
Condemned Background Story...................................... 2
Main Menu........................................................................ 3
Game Options................................................................... 4
Controls............................................................................. 5
Paused Game Screen..................................................... 6
HUD Elements.................................................................. 7
Tools of the Trade............................................................ 9
Forensic Tools..................................................... 9
Instincts............................................................. 12
Flashlight........................................................... 13
Cell Phone......................................................... 13
Weapons......................................................................... 13
Acquiring a Weapon........................................ 14
Weapon Values................................................. 14
Weapon Classes............................................... 15
Firearms............................................... 16
Entry Tools........................................... 17
Debris Melee Weapons..................... 18
Stun Gun.............................................. 19
Melee Combat Strategies............................... 19
Enemies.......................................................................... 20
Xbox Achievements....................................................... 22
Credits............................................................................. 24
Consumer Software Warranty............................................. 27
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Condemned Background Story
What twists the mind of an ordinary human into a serial killer?
Assigned to the Serial Crimes Unit, Agent Ethan Thomas must answer this question, and bring the worst of
society to justice. His solve rate is the best in the bureau....
perhaps too good.
While investigating the growing list of serial killers, Agent Thomas concludes that something is twisting the bodies and souls of those that society has left behind. The homeless, addicted and deranged are rising from the city’s underbelly and committing mindless acts of violence. Could there be an unseen connection between the increasing brutality of the latest serial killings and the increasing crime rate?
This question is pushed to the forefront after Agent Thomas is framed for the murder of two police offi cers. Now he must solve the murders to stop the killings, and exonerate himself from the crimes of which he is accused.
As FBI agent Ethan Thomas, you rely on sharp instincts and sophisticated forensic tools to investigate crime scenes, collect evidence, and fi nd clues that will lead you to the killers. With danger lurking in every shadow, you need whatever weapons you can fi nd to stay alive. If you run out of bullets, you’ll have to fi ght with a fi re axe, shovel, pipe, two-by-four, or whatever you can pry from the environment around you. You’ll need to make sure nothing stops you as you try to uncover exactly who...or
what is behind the grisly killings plaguing the city.
Main Menu
The Main Menu allows you to choose from the following options:
Continue Game – Resume an existing game
New Game – Start a new game
Load Game – Load a previously saved game
Options – Bring up the Options Menu (See the Options Menu
section for further details)
Achievements – View the status of the Xbox Live Achievements for the current Game Profi le
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Controls
Default Controls – There are three preset confi gurations
A Button – Grab Weapons, Open Doors, Climb Ladders, and Perform other actions (Also known as the “ACTION Button”)
B Button – Turn On / Off Flashlight
X Button – Toggle between Melee Combat and Forensic Investigation Modes (Also known as the “TOOL Button”)
Y Button – Check Ammo (when carrying a fi rearm)
Left Stick – Move
Right Stick – Look/Turn
Left Trigger – Block
Right Trigger – Attack with Melee Weapon, Fire Firearm, or Collect Forensic Evidence (Also known as the “FIRE Trigger”)
Left Bumper – Fire Stun Gun
Right Bumper – Toggle between Firearm Mode / Melee Combat Mode
Press down on the Left Analog Stick while pushing forward – Sprint
Start Button – Pause Game / Start
Xbox Guide Button – Bring Up the Xbox Live User Interface
Options Menu
On the Options Menu, you can adjust the following items:
Diffi culty – Adjust the games diffi culty level Hints – Turn on or off the appearance of in-game hints Crosshairs – Adjust the game’s on screen aiming crosshairs
setting
Subtitles – Turn on or off the appearance of subtitles
Control Options – Adjust the input options for the game Setup – Select a preset button confi guration Sensitivity – Adjust how quickly Agent Thomas looks around
when the analog sticks are moved Invert Pitch – Toggle whether the camera controls are normal (moving the right stick up looks up) or inverted (moving the right stick up looks down)
Vibration – Enable or disable controller vibration Southpaw – Choose between left-handed or right-handed
controls
Video Options – Adjust the display options for the game Brightness – Adjust the brightness of the image Audio Options – Adjust the audio options for the game Sound Volume – Adjust the volume level of sound effects in
the game
Voice Volume – Adjust the volume level of the character voices Music Volume – Adjust the volume level of background music Soundtrack – Select between the default soundtrack and user
selected background music
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_
[Fire Stun Gun]
L
[Move]
C
[Look/Turn]
x [Attack, Fire, Collect Evidence]
l
[Directional Pad]
<
[Back Button]
>
[Pause Game]
Xbox Guide Button
` [Toggle Between
Weapon Modes]
Y [Check Ammo] X [“TOOL” Button] B [Turn On/Off Flashlight] A [“ACTION” Button]
] [Block]
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HUD Elements
Health Meter
Agent Thomas’ health will decrease as he takes damage. If the Health Meter reaches zero, Agent Thomas will die. To prevent this from happening, Agent Thomas can restore his health by fi nding health kits.
Endurance Meter
Agent Thomas has the ability to sprint for a limited amount of time. As he sprints, the Endurance Meter that appears on screen decreases in energy. If the Endurance Meter becomes completely empty, Agent Thomas will only be able to walk until the endurance meter replenishes. Agent Thomas will automatically regain energy while he is not walking.
Stun Gun Battery Charge Meter
A fully charged Stun Gun can fi re one round before needing to be recharged. The Stun Gun will automatically begin recharging over the course of several seconds after being fi red. The Stun Gun Battery Charge Meter will show the battery being recharged and will disappear when the battery is fully charged.
Pause Game Screen
Mission Objective
The current mission objective is displayed on the right side of the screen. This gives you information as to the immediate goal Agent Thomas is trying to complete to progress further in the current mission.
Pause Game Menu
The following options appear on the Paused Game Menu:
Restart Chapter – Start over at the beginning of the current chapter. Agent Thomas’ health and all items in the mission are restored to their initial settings at the beginning of the chapter.
Restore Checkpoint – Load the game at the last checkpoint reached. Agent Thomas’ health meter will be reset to match the level it was at when he reached the previous checkpoint. Agent Thomas will be armed with the same weapon he had when he reached the checkpoint as well.
Save Checkpoint – The game will be auto saved at the specifi c location.
Load Game – The game will be loaded from a previous saved game.
Options – Go to the Options Menu to adjust the controls, video, audio, and other game settings.
Quit Game – Exit the current game.
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Tools of the Trade
Forensic Tools
Forensic tools are versatile devices that locate and collect raw data associated with a piece of evidence. These devices are capable of sending the information directly to the lab via a wireless connection. A wide array of evidence can be found and collected out in the fi eld.
There are two groups of tools: Detection Tools and Collection Tools. Detection Tools aid the player in locating evidence while Collection Tools allow the player to either collect or sample the evidence. Within each group are three types of tools, their description and function are listed below:
Detection Tools
UV Light - The UV Light’s primary
function is to detect traces of blood visible and invisible to the naked eye causing it to stand out brightly if within the light range of the device. It will illuminate the immediate area directly ahead of the device with a purplish light.
Laser Light – The Laser Light device produces a relatively small cone of light that’s greenish in color. It’s capable of illuminating latent pieces of evidence invisible to the naked eye, causing it to stand out brightly if within the light range of the device.
Example evidence:
• Fingerprints
• Footprints • Fluids • Residues
• Fibers • Particles • Markings/Etchings
Forensic Icon
When Agent Thomas approaches forensic evidence, the HUD will display a Forensic Hint. Pressing the TOOL button will automatically ready the appropriate Detection Tool. Once Agent Thomas locates the evidence and approaches it, a second Forensic Hint will appear. Pressing the TOOL button a second time readies the appropriate Collection Tool. The player now has the Detection Tool in the left hand and the Collection Tool in the right hand. The player will then need to focus the Collection Tool on the evidence to properly acquire it. This varies for each of the three collection tools. This is described in the Tools of the Trade Forensic Tools section further on.
Action Icon
When Agent Thomas approaches an action point, the HUD will display an Action icon with an on-screen command describing the action. The player will learn to recognize this icon as well as easily read the command, helping to put the potential action into context.
There are two types of actions the player can perform:
Activate Action
Perform an action with an object in the world (e.g. light switch, pick up weapon, open door.) This type of action uses the ACTION button.
Fire Action
Perform an action with a hand held object (e.g. use weapon, use entry tool, use forensic tool.) This kind of action uses the FIRE trigger.
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Tool Operation
Using a tool is extremely easy and intuitive mainly because it reacts contextually. Once Agent Thomas enters an “Instinct Area,” an on-screen hint will appear telling the user that evidence is near by. Simply pressing the TOOL button will automatically ready the appropriate Detection Tool. Once Agent Thomas locates the evidence and approaches it, a second on-screen visual indicator will appear. Pressing the TOOL button a second time readies the appropriate Collection Tool. The player now has the Detection Tool in the right hand and the Collection Tool in the left hand. At this point, an on-screen hint will inform the player to press the FIRE trigger button on the controller to collect evidence.
• 3D Scanner – To center the device properly:
- Align your aim until the four arrows are illuminated
showing that the evidence is centered.
- Adjust the crop-lines so that they are locked onto the evidence.
- You’ll now be prompted to collect the evidence by your fi re trigger.
• Sampler – To center the device properly:
- Align your aim until the four arrows are illuminated
showing that the evidence is centered.
- Adjust the light beams so they are focused on the evidence.
- You’ll now be prompted to collect the evidence by your fi re trigger.
• Digital Camera – To center the device properly:
- Align your aim until the four arrows are illuminated
showing that the evidence is centered.
- Adjust the focus so the focus icons are lined up and the evidence is in focus.
- You’ll now be prompted to collect the evidence by your fi re trigger.
Once the collection process is complete, the information will be transmitted to the lab. The tools (if no longer needed) will be stowed automatically.
Like the UV Light, the Laser Light’s performance is dependent on the ambient light level in the area.
Gas Spectrometer - The Gas
Spectrometer monitors the presence of a foreign substance in the air, displaying its concentration in a meter. The player can use the meter to track down the pollutant’s source such as fumes (most notably methane
gas emitted by decaying fl esh).
Collection Tools
Sampler – The Sampler evaluates
the chemical makeup of a piece of evidence and transmits that back to the lab for identifi cation and evaluation.
Example evidence:
• Material • Particles
• Residues • Fluids
• Temperature • Fibers
3D Scanner – The 3D Scanner captures the three dimensional aspect of evidence and transmits
the information back to the lab.
Example evidence:
• Imprint • Small object
• Wound • Fingerprint
Digital Camera – The Digital Camera is used to capture images that are transmitted back to the lab for evaluation.
Example evidence:
• Crime scene/Environment • Blood spatter
• Body or body parts • Document
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Flashlight
A fl ashlight is an agent’s most basic and reliable tool. Its primary function is to illuminate low light environments. The fl ashlight itself is attached to the agent’s shoulder strap of his forensic tool bag leaving the hands free to perform other tasks like using weapons and forensic tools. Once turned on, a beam of radial light illuminates the environment directly in front of the player.
Some environmental stimuli may affect the performance of the fl ashlight. For example, local interference can cause the fl ashlight to temporarily dim or go out completely.
Cell Phone
The cell phone is one of the primary methods of communicating. When the cell phone rings, Agent Thomas will automatically answer the phone. The phone itself is removed from its Velcro holder and lifted into view. Any visual information associated with the call is shown on the screen. Once the phone is activated, a two-way conversation between the caller and Agent Thomas is heard. When the call is completed, the phone is replaced in its holder.
Weapons
Both the violent force of a double-barrel shotgun and the brutal force of a rusty shovel feel right at home with Agent Thomas. However, Agent Thomas can carry only one weapon at a time, so you may need to make some tough decisions when choosing between different weapons. Ammunition is restricted to the amount that is found in the weapon, so make every shot count!! Firearms can also be used as melee combat weapons – so even an empty fi rearm can do some damage – although fi rearms will break if used repeatedly as a melee weapon.
Collecting, Analyzing and Determining Results
Though Agent Thomas plays an important part in fi nding, collecting and reacting to evidence, the actual analysis is done by Rosa, an expert lab technician. Raw data captured from evidence found in the fi eld is sent via a wireless transfer to Agent Thomas’ liaison back in the FBI’s forensic lab. Rosa then runs a battery of tests. Some tests are quick and the results are fed back to the player immediately while others are more involved, requiring additional time.
The most common method of receiving results is through the wireless connection established when using a Forensic Tool. When the tool is in use, Agent Thomas is connected directly to Rosa. Once in receipt of the data, Rosa will provide Agent Thomas with preliminary information regarding the evidence almost immediately both verbally and visually. The visual component is shown on Agent Thomas’ cell phone display. Results and conclusions accumulated after further testing (usually after the moment a particular piece of evidence is found) will be relayed to Agent Thomas through a normal cell phone call (see Cell Phone section for further details).
Instincts
Part of what makes Agent Thomas an invaluable agent for the FBI are his natural instinctive abilities. These are signifi ed by instinct areas that help notify you that a piece of evidence is nearby and that it is necessary to hit the TOOL button to have Agent Thomas ready his forensic device. From this point, it is up to the player to help Agent Thomas fi nd evidence. If Agent Thomas strays too far from the evidence, the Instincts will fade away and the tool will be stowed automatically, returning Agent Thomas back to exploration/combat mode.
It is important to note that Agent Thomas can be attacked at any time – even when looking for evidence with his forensic tools - so don’t let down your guard when looking for evidence!
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Each weapon has its advantages and disadvantages – and selecting the right weapon for the task at hand can be the difference between survival and defeat.
Weapon Classes
Every weapon in the game falls into one of three classes: Firearms, Entry Tools, or Debris Melee Objects:
Firearms
You will have access to an array of street-grade firearms that are ideally suited for long range battles or battles involving multiple enemies. However, the limited ammo supply restricted to the ammo found in each weapon makes firearm usage very strategic.
Switch to Melee and Back
Firearms can also be used as melee weapons at any time, either loaded or empty.
Checking Weapon Ammo
Although there is no ammo inventory, it is important to know the number of rounds available in a weapon. Once the weapon is in Agent Thomas’ hands, hitting the Check Ammo Button will expose the number of rounds in the clip, cylinder or barrel, depending on the weapon.
Breaking
A firearm used as a melee weapon will eventually break and become useless. After a limited number of impacts the weapon will break apart in the player’s hands forcing the player to locate a new weapon. Strategically, it is important to not abuse a loaded firearm and lose the ability to fire it. Having an empty firearm break during a fight with multiple enemies can be disastrous as well! When a firearm becomes damaged, the handle/stock will splinter and break off. At this point, you should note that the weapon has at most, one to two more impacts before completely breaking.
Acquiring a Weapon
You must frequently locate and acquire a suitable weapon for the moment. There are four primary ways to acquire a weapon:
Pick up – Picking up a weapon lying free is the most basic form of acquiring a weapon. An on-screen indicator will appear when Agent Thomas is standing near an object he can use as a weapon. Simply press the Action Button to acquire the new weapon.
Swap – Swapping a weapon for another weapon is similar in function as picking up a weapon. The difference being, the current weapon is dropped before the new weapon is grabbed.
Break free – Some weapons are fixed to the world and must be broken free (e.g. pull a pipe from a riser or pull a board from a stud wall.). It is important to note that the enemies can acquire any weapon that you can, including weapons that must be broken free.
Stripping – Stunning an armed enemy by zapping them with your Stun Gun presents a window of opportunity to strip them of their weapon. In order to strip a weapon from a stunned enemy, run over to them and press the Action Button while looking at their weapon.
Weapon Values
When Agent Thomas approaches an available weapon, a visual indicator will appear showing how the new weapon compares to Agent Thomas’ currently equipped weapon. Every melee combat object has distinct values for the following weapon attributes:
Damage – the greater the rating, the fewer hits required to take out an enemy
Speed – the rate at which the weapon can be swung Block – the weapon’s ability to block incoming attacks Reach – the distance that the weapon can hit an enemy
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Entry Tools
Entry tools are rare and serve two purposes. They are deadly melee weapons as well as a means to break open secured barriers.
• Crowbar: Capable of popping open panels and drawers
• Fire axe: Capable of breaking down solid wood doors
• Sledgehammer: Capable of breaking off padlocks and door locks
• Shovel: Capable of cutting through conduits and chains
Firearm Details
• Revolver with a 6 round cylinder
• .45 Cal with a clip of 9 rounds
• Single-barrel shotgun that can carry a maximum of 5 shells
• A double-barrel sawed off shotgun that can carry a maximum of 2 shells
• Street grade sub gun with an ammo clip of up to 30 rounds
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Battery Charge
A fully charged Stun Gun can fi re one round before needing to be recharged. The Stun Gun will automatically begin recharging over the course of several seconds after being fi red. The Stun Gun Battery Charge Meter will show the battery being recharged and will disappear when the battery is fully charged.
Stunning Enemies and Stripping Their Weapon Using the Stun Gun
Shocking an enemy with the Stun Gun will cause them to spasm for a few seconds while the battery bolts release their charge. Once the battery bolts are depleted, the enemy will go into a short recovery period before returning to normal.
While the enemy is incapacitated, it’s possible to approach the stunned enemy and then take his weapon.
Melee Combat Strategies
Here are some basic melee combat strategies. Many of them require the player to take advantage of a moment in the encounter where the opponent is at a disadvantage.
• Sidestep or move out of range of an attack
• Perform an attack while the enemy is recoiling or recovering from a missed swing
• Block an incoming attack then attack
• Hit vital parts of the enemy’s body to increase damage (head, torso arms and legs)
• Get the enemy close to death and then dispatch him with a cool fi nishing move
• Stun with Stun Gun and move in with an attack
• Stun with Stun Gun and strip weapon from the enemy’s hands
Debris Melee Weapons
Debris melee weapons represent the most abundant type of melee weapon. These objects are either acquired from a fi xed source in the game world (e.g. pipe risers, exposed wall studs, broken concrete.) or found lying free. Here are a few examples of items that can be used as Debris Melee Weapons:
• Pipe
• Rebar
• 2x4
Stun Gun
Law enforcement offi cers attempt to control their behavior using various non-lethal devices. One of the more popular and must effective device is the Stun Gun. The Stun Gun manages to stun targets without causing damage and is standard issue to all police offi cers and SCU fi eld agents.
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Weapons
An enemy can carry, pick up, swap and discard weapons just like Agent Thomas. They also carry only one weapon at a time and they must continuously locate and acquire a suitable weapon for the moment. Since the enemies can use any weapon that Agent Thomas can use, you may be forced to make difficult decisions when encountering multiple weapons. A weapon that is left behind may be acquired by an enemy and used against Agent Thomas. Remember where weapons have been left and don’t be surprised if they have been acquired if left unattended.
Berzerker Attacks
When cornered and left without a suitable weapon, an enemy will resort to lunging at Agent Thomas. These attacks are fast and furious, leaving very little chance for Agent Thomas to sidestep. The searing pain from the attack causes a temporary loss of vision and severe damage. The full extent of the attack can be avoided if the player reacts quickly by moving the right and left sticks quickly in multiple directions. Doing this will push the attacker away and help Agent Thomas avoid the rest of the Berzerker attack.
Enemies
As an Agent in the Serial Crimes Unit of the FBI, Agent Thomas’ main objective is to hunt down serial killers. While tracking different serial killers, Agent Thomas will encounter enemies and situations where he has no choice but to defend himself.
Devious and Sneaky
Many of the people Agent Thomas will encounter are everyday people that are missing their inhibitions towards malevolent compulsions, bringing a menagerie of criminal tendencies to the surface of their consciousness. Since these people are not trained fighters, their actions during confrontations are random and unpredictable. More specifically, they are devious and sneaky and would rather stab someone in the back than fight fair.
Group Fighting and Tactics
If fighting dirty was not bad enough, multiple enemies will work together against Agent Thomas. They will take out lights, work together to attack you in groups, and run away when they are at a disadvantage. It is important to note that enemy loyalty only goes so far. If a stray swing hits an “ally”, it can result in two of Agent Thomas’ opponents fighting amongst themselves. If this escalates further, melee mayhem can break out with everyone fighting on their own side. Allowing your opponents to fight each other is a smart tactic that should be employed whenever possible.
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Xbox ACHIEVEMENTS
This game supports the Xbox Live Achievements system. As you play the game, you will have the opportunity to successfully complete tasks to satisfy different preset achievements for the game. If you successfully fulfi ll all of the requirements for an achievement, this item will be marked as completed in your Gamer Profi le.
To view the status of your Achievements for Condemned: Criminal Origins, select the Achievements option from the MAIN MENU, press the Xbox Live button on the Xbox 360 controller, bring up the Xbox Dashboard, and choose the Games Blade. Bring up your Gamer Profi le, select the View Games option and then click on Condemned: Criminal Origins.
You can also see the status of your friends’ Achievements by looking at their Gamercard as well. This can be very helpful as you can get advice from other users that have successfully satisfi ed Achievements that you have not completed or you can use this information to brag to your friends that are not as skillful as you!
XBox Live
Play anyone and everyone, anytime and anywhere on Xbox Live. Build your profi le (your Gamercard). Chat with your friends. Download content at Xbox Live Marketplace. Send and receive voice and video messages. Get connected and join the revolution.
Connecting
Before you can use Xbox Live, connect your Xbox console to a high-speed Internet connection and sign up to become an Xbox Live member. For more information about connecting, and to determine whether Xbox Live is available in your region, go to www.xbox.com/live.
Family Setting
These easy and fl exible tools enable parents and caregivers to decide which games young game players can access based on the content rating. For more information, go to www.xbox.com/familysettings.
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Monolith Credits
The CONDEMNED: CRIMINAL ORIGINS Team:
ART
Chris Alderson, Artist, 3D Matthew Allen, Art Lead Casey Burpee, Artist, World Won Choi, Artist, 3D Courtney Evans, Art Lead, World Geoff Kaimmer, Senior Artist, World Eric Kohler, Art Director Nick Kondo, Animator Anthony Lamp, Artist, World Richard Lico, Animator Rocky Newton, Animator Josh Paraventi, Animator Sasha Runnels, Senior Artist, World Scott Sheppard, Artist, 3D Dan Thibadeau, Artist, World Jim Welch, Artist, 3D Simon Wong, Lead Motion Capture Technician
AUDIO
James Ackley, Director of Audio/Sound Designer Nathan Grigg, Composer Kristofor Mellroth, Sound Designer Brian Pamintuan, Sound Designer, Lead Kristen Quebe, Sound Designer
DESIGN
Derek Chatwood, Level Designer Michael Drummond, Lead Level Designer Alexander Pfeiffer, Level Designer Frank Rooke, Lead Game Designer (and Story/Script Writer) Niles Sankey, Level Designer Jonathan Stein, Level Designer
ENGINEERING
Game Engineering Mike Baldwin, Software Engineer Brian Legge, Software Engineer, AI Aaron Leiby, Senior Software Engineer Matthew Rice, Software Engineer Joe Waters, Jr., Lead Engineer
Tools & Technology Jeff Cotton, Software Engineer, Tools Kevin Francis, Senior Software Engineer, R&D/Support Terry Jones, Software Engineer, Audio Piotr Mintus, Software Engineer, Tools John O’Rorke, Senior Software Engineer, Engine Architect Kevin Stephens, Director of Technology
MANAGEMENT
Dave Hasle, Producer Tarl Raney, Associate Producer, Quality Assurance Lead
ORIGINAL CONCEPT
Jason Hall Nathan Hendrickson
QUALITY ASSURANCE
Brian Blechschmidt, Quality Assurance Analyst Collin Moore, Quality Assurance Analyst Paul Schumacher, Quality Assurance Analyst
Additional Monolith Development:
Leo De Bruyn (level design) Nate Edson (production assistance) Jared Gerritzen (level design) Ron Harvey (animation) Nathan Hendrickson (cinematics) Martin Ka’ai (level design) Dave Matthews (art assistance) Dayne McClurg, (production assistance) John Piel (animation) Tom Tobey (animation) John Turner (art assistance) Chris Voss (level design) Ted Warnock (animation) Patrick Watje, (art assistance)
Special Thanks to the following Monolith personnel:
Andrea Barringer, Human Resources Administrator Dan Brady, Director of Information Systems Wayne Burns, Chief Financial Officer & Treasurer Carl Halverson, Desktop Support Technician Theresa (TJ) Jones, Executive Assistant Patti Kail, Director of Human Resources Josh Lebow, System Administrator Spencer Maiers, System Administrator Samantha Ryan, CEO/President Teresa Todd, Financial Analyst Lowell Vaughen, Director of Market Research Jim Wallingford, Information Systems Administrator Sandra Watanabe, Finance Manager William Westwater, Director of Development
Cast / Voice Acting Credits
Greg Grunberg (Ethan Thomas) John Armstrong (Vanhorn and additional voices) Kymberli Colbourne (Rosa and additional voices) Peter Jacobs (Dickenson, Becker, SKX, and Ferrell)
Motion Capture Credits
Hans Altweis Jordan Pallen - Stick Fighting Sequences
Physics System by Havok
Additional Sound Design by Warner Bros. Sound Department
Ron Fish – Sound Designer Gregory J. Hainer – Sound Designer Chris Aud - Sound Designer John Roesch – Foley Artist Alyson Moore – Foley Artist Mary Jo Lang – Foley Recordist Mark Morrell – Sound Librarian Kim Waugh – VP Post Production, Warner Bros.
Special Thanks
Mark Rose, Contract Writing Support Dan Dusek, Location Scout Lois Mangalindan Kris Rooke Brad Lansford Sam Charchian, Microsoft Jason Hall, Warner Bros. Interactive Entertainment Jamie Lopez, The Actor’s Group Doug Rogers, Nvidia Kevin Schumacher, Topo Swope Talent Topo Swope, Topo Swope Talent Steve Mitchell, Steve Mitchell Productions Dan Iverson, Seattle Parks and Recreation Charlie Munson, Seattle Steam Company Lanny Wuerch, Seattle Steam Company Betty-Jo Kane, University of Washington Libraries Gail Gautestad, University of Washington Libraries Ross Edwards, Washington Parks & Recreation Commission Gary Lawson, Washington Parks & Recreation Commission Phyllis Bresheare, Washington Parks & Recreation Commission Mike Guilluly, Washington Parks & Recreation Commission Ann Salmi, Washington Parks & Recreation Commission
Credits
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SEGA of America Credits
CEO
Naoya Tsurunmi
President
Simon Jeffery
Senior Vice President Product Development
Bill Petro
Senior Producer
Eric Koch
External Producer
Scott Hawkins
Production Coordinator
Beejey Enriquez
Additional Production
Martin Caplan Dave Cobb
Director of A&R
Noah Musler
Associate Director of A&R
David Wood
QA Director
Osamu Shibamiya
QA Project Lead
Shawn Dobbins
Assistant Lead Analyst
Sandra Lew
QA Analysts
Shaun Alonzo, Joseph Amper, Cliff Anderson, Robert Anthony, Ward Beishline, Robert Birdsall, Tom Bluke, Curtis Chiu, Steve Fleming, Ryan Gibson, Chester Lee, Brian Matt, Ben Seto, Andrew Tully, Sean Valentine, Victor Yee
Build Engineer
Rick “Maverick” Ribble, Jr.
Vice President, Marketing
Scott A. Steinberg
Director, Marketing
Rick Naylor
Product Manager
Teri Higgins
Public Relations
Bret Blount Ethan Einhorn Erica Rogers Jennie Sue
Creative Services Specialist
Chris Mowry
Special Thanks
Rodrigo Aberin, Sean Amman, B/R/S/Group, Mary Biondi, Doug Broadhurst, Susan Calogerakis, Paige Carlson-Winch, Jim Chadwick, John Cheng, Concept Arts, Justin Cooney, Tom Dudley, Lee Frohman, Keith Gerhardt, Maki Goda, Tom Ham, Shin Hamanaka, May Hayes, Tej Bhatia Herring, Sue Hughes, Hide Irie, Andrew Jenkins, Michael Kacz, Prabha Kannan, Yukiko Kato, Joe Kreiner, Jason Kuo, Amy Lachat, Scott Lambrecht, Robert Lightner, Peter Moore, Hiroshi Nagata, Hitoshi Okuno, Chris Olson, Keith Palmer, Jen Parham, PCB Productions, Listen Research, Seiki Saito, Jonathan Sell, Tatsuya Shikata, Shinobu Shindo, John Smith, Dave Talag, Ayumi Tani, Charles Topping, Shinobu Toyoda, Klayton Vorlick, Emi Yamane
Consumer software warranty
Limited Warranty:
SEGA of America, Inc. warrants to the original consumer
purchaser that the game disc or cartridge shall be free from
defects in material and workmanship for a period of 90-days
from the original date of purchase. If a defect covered by this
limited warranty occurs during this 90-day warranty period, the
defective game disc or cartridge will be replaced free of charge.
This limited warranty does not apply if the defects have been
caused by negligence, accident, unreasonable use, modification,
tampering, or any other causes not related to defective materials
or manufacturing workmanship. This limited warranty does not
apply to used software or to software acquired through private
transactions between individuals or purchased from online
auction sites. Please retain the original, or a photocopy, of your
dated sales receipt to establish the date of purchase for in-
warranty replacement. For replacement, return the product, with
its original packaging and receipt, to the retailer from which the
software was originally purchased. In the event that you cannot
obtain a replacement from the retailer, please contact Sega to
obtain support.
Obtaining technical support/service
To receive additional support, including troubleshooting
assistance, please contact Sega at:
• Website: www.sega.com/support
• E-mail: support@sega.com
• Telephone: 1-800-USA-SEGA
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Page 15
LIMITATIONS ON WARRANTY
ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE, ARE HEREBY LIMITED TO 90 DAYS FROM
THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS
SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA,
INC., BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES
RESULTING FROM THE BREACH OF ANY EXPRESS OR IMPLIED
WARRANTIES. THE PROVISIONS OF THIS LIMITED WARRANTY
ARE VALID IN THE UNITED STATES AND CANADA ONLY. SOME
STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED
WARRANTY LASTS, OR EXCLUSION OF CONSEQUENTIAL OR
INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR
EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES
YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER
RIGHTS THAT VARY FROM STATE TO STATE.
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