OMIKRON

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Week 7

I spent the week at the E3 in Atlanta. It would take a hundred pages to relate all I saw and heard. For those who have never had the opportunity to go there, the E3 is the ultimate celebration of game playing. It is huge and everybody is there, Americans, English, Japanese. It is above all a professional exhibition where people go to show their games to the press and to do business. All the booths try to outdo each other to be the most impressive, and some succeed...
I was coming to represent Omikron on the Eidos booth. The trailer for the game was broadcast on a giant screen, between Tomb Raider 2 and Daikatana, the John Romero game. Omikron was being demonstrated on two machines, one of which was equipped with a 3DFX card.

The welcome given to Omikron was extremely positive, from both professionals and players. Many people thought that the soft version of the game used a 3D card. This frankly enthusiastic feedback about our 3D engine and our Motion Capture technology (a Japanese from Namco came to tell me he was most impressed by our animations...) confirms our idea that we’re on the right track. The concept of a city in 3D in which the player is completely free to act was also of the highest interest to all those I managed to talk to. Promising contacts around Omikron were also made on this occasion.

The other positive aspect of this trip was that I was able to see that there was still no game presented based on the same concept as ours. All the better, at least we will not have to face direct competition when Omikron is launched. There were of course other interesting products. To read my report of the E3, just look at the Editorial.

Otherwise, this exhibition was the opportunity for me to meet Tom, our U.S. producer, and all the Eidos US team. I was able to make sure for myself of the enthusiasm the game is arousing over there, and their real hope of making it a hit up to the level of Tomb Raider. The confidence of the U.S. office of Eidos is something very important for us, since if we wish to convince people to buy the game, we must in the first instance convince the marketing service that the game can be sold. Up to us to give them the game they are waiting for.

See you next week.

A big hello to Tom, Phil, Franck, Suzanne and all the folks at Eidos US and John, Charlotte, Sarah at Eidos GB.
Autor: David Cage
Source: Quantic Dream

11/01/1999 Eidos Interactive ships Omikron: The Nomad Soul
09/23/1998 September News 2
09/15/1998 September News 1
07/28/1998 July News 2
07/14/1998 July News 1
06/08/1998 Week Beginning June 8
06/01/1998 Weeks Beginning June 1
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12/22/1997 Weeks 31 and 32
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09/15/1997 Weeks 17 and 18
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06/30/1997 Week 7
06/23/1997 Week 6
06/16/1997 Week 5
06/09/1997 Week 4
06/02/1997 Week 3
5/26/1997 Week 2
5/19/1997 Week 1
5/19/1997 Preamble to Week 1

Week 7 Monday, June 30, 1997
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