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Icons

Season 4 2005
TV-G

  • 2005-02-04T04:30:00Z on G4
  • 25m
  • 5h 25m (11 episodes)
  • United States
  • English
  • Documentary
"Icons" is G4's documentary show that gives viewers the total run-down on the world of video games. The show provides in-depth coverage on topics ranging from behind the scenes looks at game developers, to profiles of industry giants and notorious figures in gaming, to a retrospective on the history of famous games.

11 episodes

Season Premiere

2005-02-04T04:30:00Z

4x01 Gran Turismo

Season Premiere

4x01 Gran Turismo

  • 2005-02-04T04:30:00Z30m

There's no question that racing is one of the oldest and well-loved genres in the game industry, but there is one series out there that truly stands apart from the crowd in the minds of auto enthusiasts and casual gamers alike, and it is Gran Turismo. Named after the European endurance races of legend such as 24 heures du Mans and Targa Florio, Gran Turismo has dominated the racing game genre since the debut of its first game in 1998. However, the inspiration behind this game had its start long before Polyphony Digital's famous racing simulator ever hit the Sony Playstation.

Racing games have been around since the very beginning of the arcade era, when casual gamers flocked to arcades to experience the thrill of playing Pole Position using a real wheel. Later on, arcades and home consoles began to carry more sophisticated racing titles such as Ridge Racer and Need for Speed, but Polys Entertainment designer Kazunori Yamauchi had dreams of creating a different kind of racing game. Yamauchi envisioned creating a game where players would drive licensed cars and win money to modify these cars as if they were the real thing; combined with realistic graphics and challenging gameplay, the game sounded like a sure bet, but his supervisors thought otherwise. Instead, Yamauchi's first game was Motor Toon Grand Prix, a game using Tex Avery-style characters that drive racing cars. However, Yamauchi used his experience designing this game to appeal to his supervisors to allow him to make Gran Turismo.

Yamauchi was finally granted permission to begin work on his dream game in the early 1990s and began to seek licensed cars to use in the game. He felt that having real cars increased the appeal of the game tenfold over using generic cars, but using real cars meant that they had to handle just like the real thing. Thus, the team at what was called from then on Polyphony Digital began research for the game, taking thousands of photographs of each of the hundreds of vehicles t

2005-03-04T04:30:00Z

4x02 Splinter Cell

4x02 Splinter Cell

  • 2005-03-04T04:30:00Z25m

Spy games have been around forever, but Tom Clancy's Splinter Cell has quickly become one of the most-adored and applauded stealth action series on the market today.

When Tom Clancy announced his involvement in a stealth action series, people knew they could rely on Clancy's realistic storytelling to create an exciting game that would be worth playing. In order to fulfill the expectations surrounding the title, Ubisoft Montreal set out to create a world that was unique in both look and gameplay, putting the focus on how the player would stealthily make their way through an environment filled with shadows. Using the Unreal engine, the developers wanted to also ensure that the environment was fully interactive to allow many more gameplay options. However, just as Ian Fleming's James Bond series is all about its character, the key to Splinter Cell's success would no doubt lie in its main character, Sam Fisher.

In contrast to the smooth and suave spies of lore, Sam Fisher is a grizzled, middle-aged ex-Navy SEAL who has seen and done it all, but is nevertheless a cool character that players would empathize with. As a member of the super-secret government faction Third Echelon, Fisher is the titular Splinter Cell, a lone operative charged with taking down terrorist cells with stealth and efficiency, but he still needed a strong voice, so the producers signed on renowned thespian Michael Ironside to voice Fisher. With additional advising from Clancy himself on everything from the characters to the goggles used in the game, the Ubisoft team released the original Splinter Cell title in November 2002 and it went on to sell over 1 million copies in its first six months of release.

It came as no surprise, then, that a sequel was already in the works, Tom Clancy's Splinter Cell: Pandora Tomorrow. However, the team working on the sequel was not the original team, but a team of Ubisoft developers in Shanghai. While the game was still popular when it was released in 2004,

2005-04-01T04:30:00Z

4x03 Frank Miller

4x03 Frank Miller

  • 2005-04-01T04:30:00Z30m

Fans of Frank Miller's Sin City have been for years bedazzled by the comics' bold, hard-boiled look and the gritty tales told within, but many folks are just now coming to see the mastery of Miller's work through the film version of the comic. Miller spent years working on Sin City independently, but creating comic books wasn't always so easy.

Growing up in Vermont, Frank Miller started drawing comics at home at the age of six, using typing paper stapled together to make comic books following a fascination with Batman. Though he'd eventually become a comic book legend, when he traveled to New York to try to break into the comic industry, there were many hurdles he'd face before getting his first real job with a pencil. While working menial and sometimes dangerous jobs, Miller polished his skills under the tutelage of Neil Adams; after being told repeatedly that his work was terrible, Adams found him a job drawing Twilight Zone comics, and his career took off.

After a slow start, Miller found himself drawing Spectacular Spider-Man, which eventually landed him a job drawing Daredevil for Marvel. In 1979, Miller became the principal artist for the series, eventually taking over writing duties as well and transforming the series. With the creation of Daredevil's love and enemy Elektra, Miller reinvented the series as his own.

In 1983, Frank Miller left Marvel and created Ronin for DC Comics, which was regarded as strange at the time due to its sci-fi, anime-esque influence. Following Ronin, Miller agreed to work on a project that he'd been both anxious and hesitant about for a long time--Batman. However, instead of continuing along the path of the obvious, Miller opted to tell a different tale of Batman, one that set Batman past middle age instead of his eternal age of 29. The Dark Knight Returns was a solid hit and established Miller not merely as a comic book artist, but as an icon.

Following the success of Dark Knight Returns, Miller decided it was time f

2005-04-29T03:30:00Z

4x04 Tim Schafer

4x04 Tim Schafer

  • 2005-04-29T03:30:00Z30m

Though he's been an influential force in games for over a decade, Tim Schafer hasn't been heard from much in recent years because he's been hard at work forming his own company and working hard on Psychonauts for the past three years. However, Schafer didn't start out at the top but rather worked his way up at LucasArts on projects such as Secret of Monkey Island, Day of the Tentacle, Full Throttle and Grim Fandango. In 2000, Schafer left LucasArts and founded Double Fine Productions in San Francisco along with many members of the Grim Fandango team as well as many new faces.

In a first for Icons, watch the staff at Double Fine Productions as they frantically rush to put the finishing touches on Psychonauts during the last week of production and get a firsthand glimpse of what working in a top-notch game studio is really like.

2005-05-13T03:30:00Z

4x05 Star Wars Games

4x05 Star Wars Games

  • 2005-05-13T03:30:00Z30m

Following the debut of the first Star Wars film in the late 1970's, Star Wars games have become an almost natural extension of the series' plot and experience, feeding the frenzy of fans thirsting for more. Starting with the first arcade game in 1983, fans went nuts for anything based on the series, spawning the first rush of Star Wars games to the home console market. However, it was not until 1991 that LucasFilm Games (now LucasArts) produced their own game based off their most famous series for the Nintendo Entertainment System. They would go on to produce a number of hits including X-Wing, TIE Fighter and Dark Forces II: Jedi Knight, though working with their proprietary content did not guarantee them a good game, as proven by such flops as Masters of Teras Kasi and Star Wars: Rebellion. However, the release of the new Star Wars Trilogy beginning in 1999 would prove to inject new life into the series of games including Jedi Academy, Knights of the Old Republic and the series' first MMO, Star Wars Galaxies.

2005-05-10T03:30:00Z

4x06 Ralph Baer

4x06 Ralph Baer

  • 2005-05-10T03:30:00Z30m

Contrary to what you might have been led to believe by fanboys, the father of video gaming is not Shigeru Miyamoto, Will Wright, or even Nolan Bushnell. And it certainly isn't Bill Gates.

What you may not know is that the technology that enabled the creation of video games was patented by engineer Ralph Baer in 1968, four years before Pong was ever introduced to gamers worldwide. However, Baer had developed the concept much, much earlier.

2005-09-09T03:30:00Z

4x07 PlayStation

4x07 PlayStation

  • 2005-09-09T03:30:00Z30m

Icons digs deep to get the real history of the Sony PlayStation, starting with its beginnings as a parts-maker for Nintendo consoles and the development of a CD-based game for Nintendo. After Sony was double-crossed by Nintendo when they decided to drop Sony for Philips, Ken Kutaragi fought to develop the technology as a 3D game console despite Sony's reputation as a consumer electronics company. However, the company was able to gather the support of Japan's top game developers and publishers and push the PlayStation to the top of the sales charts and changed the way the world saw video games.

2005-11-01T04:30:00Z

4x08 George A. Romero

4x08 George A. Romero

  • 2005-11-01T04:30:00Z30m

George A. Romero was a pivotal figure in the development horror films with his first feature, "Night of the Living Dead" in 1968. We talk with this independent filmmaker about his career and take a look at some of his most memorable work.

2005-12-05T04:30:00Z

4x09 Xbox 360

4x09 Xbox 360

  • 2005-12-05T04:30:00Z30m

What goes into creating a next generation console? We'll go behind the scenes and talk with the production team of this exciting new project. Microsoft staffers and first-party developers add their insights on the challenges and expectations regarding Xbox 360--one of the most highly-anticipated launches in games.

2005-12-02T04:30:00Z

4x10 NES

4x10 NES

  • 2005-12-02T04:30:00Z30m

Icons delves deep into the history of the NES, the console that changed the world.

From its beginning in Japan over 150 years ago, through the boom years of the 1980s and 1990s to its present place as one of the most recognizable names in gaming, Nintendo has always been about innovation and visionary gameplay, but nothing they've created was more visionary than the Nintendo Entertainment System.

While gamers know the NES as pure fun, the story behind the game is pure drama, from the incredibly risky launch of the NES in America to Nintendo's sometimes contentious relationship with game developers. Videogame luminaries featured include Don James, the Executive Vice President of Operations for Nintendo of America and legendary game designer (and creator of Mario) Shigeru Miyamoto.

Season Finale

2005-12-13T04:30:00Z

4x11 King Kong

Season Finale

4x11 King Kong

  • 2005-12-13T04:30:00Z30m

We look back at the cinematic fascination with this monster ape and talk with director Peter Jackson, the artistic genius behind the latest remake of this classic film.

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