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This Day in Video Game History
Atari acquired the world-wide license of Donkey Kong and Donkey Kong Junior for Atari home computers.
At the COMDEX trade show in Las Vegas, Nevada, Nobuyuki Idei, President and Co-chief executive of Sony, delivers the keynote address. Phil Harrison of Sony Computer Entertainment America later spoke at the event about the PlayStation 2. During his presentation, Harrison promised that there would be a selection of PlayStation 2 game titles available in time for the console's launch.
Activision released the side-scrolling fighting game X-Men: Mutant Wars, loosely based on the X-Men film, for the PlayStation in the U.S.
Simon & Schuster released the third-person shooter Star Trek: Deep Space Nine: The Fallen for Windows in North America. (ESRB: T)
Microsoft released its Xbox video game console in North America to clamoring droves of waiting gamers. The console featured a 733 MHz Intel CPU, an 8 GB hard drive, a 250 MHz NVidia XGP GPU, 64 MB RAM, four controller ports, an Ethernet port, and one game controller. The console reads dual-layer DVD-ROM media with 9 GB of capacity as well as DVD discs with the purchase of an accessory. The first Xbox was sold at 12:01am in New York’s Time Square, to Edward Glucksman after being signed by Microsoft Chairman Bill Gates. Price: $299
Microsoft Game Studios released the first-person shooter Halo: Combat Evolved for the Xbox in North America. The game broke all previous sales records, not just for video game sales, but for any electronic media. It would sell over one million copies by April, becoming the Xbox consoles killer application. By November 2005, the game would sell over five million copies. The game was so popular, it would often be used as the standard by which future shooting games were measured. (ESRB: M)
Microsoft Game Studios released Project Gotham Racing for the Xbox in the U.S. (ESRB: E)
Nintendo released Metroid Prime for the GameCube in North America. It would be one of the best-selling titles for the console. (ESRB: T)
Electronic Arts announced plans to acquire Swedish game developer Digital Illusions (DICE), which collaborated with EA on Battlefield 1942.
Nintendo released Metroid Prime 2: Echoes for the GameCube in the U.S. (ESRB: T)
Activision released the single-player game True Crime: New York City for the GameCube, PlayStation 2, and Xbox in the U.S. (ESRB: M)
Electronic Arts (EA) released the first-person shooter Half-Life 2 for the Xbox in North America. The game was the sequel to the smash hit Half-Life, albeit one delayed by a five year development cycle. The game's source code was leaked online roughly two years earlier in a hacking incident, and many believed that it would cut into the game's sales. However, Half-Life 2 would sell over four million copies by June. It would also receive a great deal of critical acclaim in the form of no less than thirty-five Game of the Year awards. (ESRB: M)
Electronic Arts (EA) released the Need for Speed: Most Wanted racing game for the GameCube, PlayStation 2, and Xbox in the U.S. (ESRB: T)
Majesco Games released Æon Flux for the PlayStation 2 and Xbox. The game was based on the film of the same name, with various elements of the animated series it was based upon. (ESRB: T)
Sega released the Sonic Rush platform game for the Nintendo DS in North America. (ESRB: E)
Sega released the third person shooter Shadow the Hedgehog for the GameCube, PlayStation 2, and Xbox in North America. (ESRB: E)
Square Enix released the Dragon Quest VIII: Journey of the Cursed King for the PlayStation 2 in North America. (ESRB: T)
THQ released the WWE SmackDown! vs. RAW 2006 fighting game for the PlayStation 2 in North America. (ESRB: T)
The Journal of Youth and Adolescence published an article entitled "Violent Video Games as Exemplary Teachers: A Conceptual Analysis," in which the results of a study conducted by Iowa State University psychology professor Douglas Gentile and his father, retired psychology professor J. Ronald Gentile were reported. In the article, the Gentiles' reported that, along with admittedly beneficial life-skills, games also teach players to behave more aggressively. The study, which examined three separate age groups, found that, among members of the youngest group (fifth graders), violent behavior increased by seventy-three percent over the course of the study.