The Crow: City of Angels
From Sega Retro
- For the similarly-titled Saturn beat-'em-up game, see Crows: The Battle Action for SegaSaturn.
The Crow: City of Angels | ||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Saturn | ||||||||||||||||||||||||||||||||||||||||
Publisher: Acclaim Entertainment | ||||||||||||||||||||||||||||||||||||||||
Developer: Gray Matter | ||||||||||||||||||||||||||||||||||||||||
Distributor: Scanbox Danmark (DK), Roadshow Interactive (AU) | ||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP/CD-DA (1 track) | ||||||||||||||||||||||||||||||||||||||||
Genre: Action[1][2] | ||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||||||||||||||||||||||
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The Crow: City of Angels (ザ・クロウ) is a Sega Saturn third-person action game developed by Gray Matter and published by Acclaim Entertainment. Based on the titular 1996 film The Crow: City of Angels (in turn based on the 1989 comic book series The Crow), it was first released in Europe in February 1997, was brought to the United States and Japan in the following months, and was eventually released in Australia some time later.
Contents
Gameplay
City of Angels uses a similar control scheme to Alone in the Dark and its derivatives (popularised further by Resident Evil). While the game plays in three dimensions, the levels are constructed out of pre-rendered 2D images with fixed cameras. Moving to the edge of the screen can lead to a different pre-rendered portion of the stage with a different camera.
As The Crow, the player moves using a "tank" control scheme, in which and rotate the player around the Y-axis, and and move forwards and backwards, respectively. Unlike Resident Evil, the game is almost entirely based around fighting enemies in hand-to-hand combat - while projectile weapons do exist, ammo is scarce.
Production credits
- Executive Producers: Edward R Pressman, Miles Mogulescu
- Producers: Stefan Posthuma, Dan McBride
- Assistant Producer: Hugh Cruttenden
- Lead Programmer: Stefan Posthuma
- Programmers: Eric Randall, James Thomas, Tony Yiu, Gard Abrahamsen, Barabara Ott, Martin Bysh
- Rendering Technology: Colin Reed, Andi Smithers
- Art Director: Dave Duncan
- Lead Artist: Simon McGuire
- Environments: Vlad Bina, Lisa CarrHarris, David Carman
- Animation and Models: Mario Lerriera
- Interface Design: Mike Upton
- Texture Art: Stuart Ure, Mike D Agnillo
- Music and Sound Effects: Mark Kerr, Nelson Everhart
- Game Design: Abam Mock, Calvin Campbell, Stefan Posthuma, Martin Bysh
- Game Testing and Map Design: Mike Inglehart, Kwame Newman, Jeff
- Tools and Support: Alan Penford, Peter Worthing, JP Schelter, Michael Coons, Mike Ravner, Rajiv Patel, Todd Showalter, Gard Abrahamsen, Perry Robertson, Ahmed
- Video Editing and Processing: Ian McKenzie, Dennis Mohr
- Executive Producer: Billy Pidgeon
- Producer: Simon Gouldstone
- Interactive Director: Melianthe Kines
- Director Assistant: Francis M Esposito
- Licensing: Erin Maloney
- Marketing: Douglas Sherman, Tom Bass, Lori McCue, Tracy Lopez
- Acclaim Motion Capture: Larry Melley, Brian Windsor, Andy Acquilino, Phil Grunfelder, Danielle Popsidero, Cynthia Gruham, Kelly Holmes, Rich Nelson, Joe Gibbons, Nicole Scharff, Chuck Mongelli, Barbara Ribbe, Sharon Dougherty
- Stunts: Jeff Gibson, Brad Martin, Love Bricourt, Robert I Rivera, Joe Coghlin, Nicole Cardiello
- Voices: Curtis Davenport, Donna Pheister, Mr Neely, Chris Rudtke, Richard Ackermann
- Special Thanks: Mike Archer, Hal Turkiewicz, Kelly Coleman, Jim Dunn, Kathleen Bryne, Alex Delucia, Adam Ingberman
- Supervisors: Carol Caracciolo, Tom Falzone, Harry Reimer, Gil Leong
- Qa Team: Jeff Rosa, Michael Mazziotto, Eugene Riouse, Mike Patterson, Jun Crabbock, Andre Abramowits, Mark Garone, James Daly, Brian Krieger, Rich Larocca, Brady Wickham, Alex Gestani, Nick Theodorakis, Edmund Kok, John Nicolaou, Leigh Busch, Jerry Tian, Richard Varney, John E Gonzales, Howard Perlman, Dan Wimpelberg, Greg McGovern, Andrew Fullaytor, Robert Coffey, Keith Robinson, Bethany Blewett, Brian Regan, JJ Mazziotto
Magazine articles
- Main article: The Crow: City of Angels/Magazine articles.
Promotional material
also published in:
- Electronic Gaming Monthly (US) #92: "March 1997" (1997-0x-xx)[8]
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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52 | |
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Based on 16 reviews |
Technical information
- Main article: The Crow: City of Angels/Technical information.
References
- ↑ File:TCCoA Saturn JP Box Back.jpg
- ↑ 2.0 2.1 https://sega.jp/fb/segahard/ss/soft_licensee3.html (Wayback Machine: 2019-07-28 12:30)
- ↑ http://www.sega-saturn.com/software.htm (Wayback Machine: 1997-06-06 05:45)
- ↑ Press release: 1996-09-04: Acclaim's THE CROW: CITY OF ANGELS plunges gamers into the depths of horror and combat
- ↑ Computer & Video Games, "March 1997" (UK; 1997-02-12), page 53
- ↑ Computer Trade Weekly, "" (UK; 1997-04-07), page 25
- ↑ File:TheCrow_Saturn_JP_SSOpening.pdf
- ↑ Electronic Gaming Monthly, "March 1997" (US; 1997-0x-xx), page 77
- ↑ Bravo ScreenFun, "April 1997" (DE; 1997-0x-xx), page 63
- ↑ Edge, "June 1997" (UK; 1997-05-29), page 95
- ↑ Famitsu, "1997-05-02" (JP; 1997-04-18), page 1
- ↑ GamePro, "June 1997" (US; 1997-xx-xx), page 78
- ↑ GamesMaster, "July 1997" (UK; 1997-06-11), page 40
- ↑ Game Informer, "May 1997" (US; 1997-0x-xx), page 58
- ↑ MAN!AC, "08/97" (DE; 1997-07-09), page 73
- ↑ Mega Console, "Giugno 1997" (IT; 1997-xx-xx), page 82
- ↑ Mega Fun, "02/97" (DE; 1997-01-08), page 60
- ↑ Player One, "Mars 1997" (FR; 1997-xx-xx), page 88
- ↑ Saturn Fan, "1997 No. 8" (JP; 1997-04-11), page 150
- ↑ Saturn Fan, "1997 No. 12" (JP; 1997-06-xx), page 90
- ↑ Saturn Power, "July 1997" (UK; 1997-05-28), page 72
- ↑ Sega Magazin, "März 1997" (DE; 1997-02-12), page 67
- ↑ Sega Saturn Magazine, "July 1997" (UK; 1997-06-11), page 70
- ↑ Sega Saturn Magazine, "1997-14 (1997-05-02)" (JP; 1997-04-18), page 137
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