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PLATFORM   PC

International Cricket Captain 2 Demo

GAME INFO
publisher: Empire Interactive
developer: Empire Interactive
genre: Management

MINIMUM REQUIREMENTS
P133, 16MB RAM, MMX
ESRB rating: n/a
homepage:
www.empire.co.uk/icc2/index.htm

release date: Jul 15, 02 (released)
» All About International Cricket Captain 2 on ActionTrip


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File Synopsis

International Cricket Captain 2 is designed to build on the success of the original game released to general acclaim in 1998. The design philosophy behind it, as was the case the original game, is to provide cricket lovers with a game that is both an accurate simulation of the sport and one that is fun to play.

Cricket, with its plethora of stats, is a sport ideally suited to high powered, number crunching PCs, but even the most hardened anorak would blanch at the sight of screen infested with numbers, but ten years ago this would have been the only option. Even five years ago there were arguments raging about gameplay vs graphics but now, thanks to advances in technology, it is possible to have both. The interface and look of game was approached from a graphical design viewpoint; harmonious, consistent and non-intimidating, games which even a novice would feel comfortable with.

It's been suggested that we should have included an action mode in the game whereby you `control' the batsman. Our reasons for rejecting this were threefold: there are enough games of this type on the market already, and let's face it, cricket is a relatively small market. The second reason is that, as cricket fans, we don't feel that such games do the sport justice. Has anyone tried playing a full season in one of these things? I suspect by the time you have finished computers, and possibly your fingers, will be a thing of the past. We also feel that cricket fans prefer a game which reflects the cerebral nature of the sport.

So then, stats were our chosen route. But to produce a game in which stats are the sole determining factor would have resulted in little more than a replay program, and barely a game in the sense that this is generally understood. We therefore tried to give the player as much control as possible within the bounds of realism. Declarations, field settings, batting and bowling tactics all fitted in quite naturally. We took a few liberties with the transfer system at the end of the season but the feedback did not indicate any offence being taken. Indeed, the response to the game that exceedingly gratifying and the team who worked on the game would like to thank all those who wrote in offering their congratulations and suggestions. It's hackneyed to say it, but it really did make it all worthwhile.








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