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Top 10 Selling Games for PS2 for June 2003 (Retail Sales $)

T itle Pu b lisher Projected $ 's Projected U nits

1 ENTER THE MATRIX Atari 1 2,233,210 $ 248,967

2 TOMB RAIDER: ANGEL Eidos 7,800,381 $ 156,986

3 HULK Vivendi Universal 7,343,170 $ 152 ,036

4 NBA STREET VOL 2 Electronic A rts 7,129,505 $ 149,612

5 MIDNIGHT CLUB II Take-Two Interactive 4,391,470 $ 92,805

6 DISNEY'S FINDING NEMO THQ 3,323,428 $ 85,393

7 GRAND THEFT AUTO:VICE Take-Two Interactive 3,177,120 $ 65,443

8 T .CLANCY'S SPLINTER Ubi Soft 2 ,840,650 $ 58,634

9 WOLFENSTEIN :OPERATION Activision 2,438,118 $ 51,360

10 MVP BASEBALL 2003 Electronic Arts 2,158,453 $ 43,323

Source: NPD Funworld.

Top 10 Selling Games for Xbox for June 2003 (Retail Sales $)

T itle P u b lish e r Proje c ted $ 's Proje c ted U nits

1 BRUTE FORCE Microsoft 4,723,227 $ 95,660

2 ENTER THE MATRIX Atari 4,014,486 $ 80,705

3 MIDNIGHT CLUB II Take -Two Interactive 3,533,395 $ 71,336

4 HALO Microsoft 2 ,576,391 $ 56,859

5 HULK Vivendi Universal 2,627,782 $ 54,656

6 SOLDIER OF FORTUNE II Activision 2,118,611 $ 44,072

7 NBA STREET VOL 2 Electronic Arts 1,995,498 $ 41,663

8 WOLFENSTEIN :TIDES WAR Activision 1,831,675 $ 37,173

9 MIDTOWN MADNESS 3 Microsoft 1,479,331 $ 30,127

10 DISNEY'S FINDING NEMO THQ 881,163 $ 22,135

Source: NPD Funworld.

Top 10 Selling Games for GameCube for June 2003 (Retail Sales $)

T itle Publisher Projected $ 's Projected Units

1 ZELDA: THE WIND WAKER Nintendo 3,078,783 $ 81,418

2 WARIO WORLD Nintendo 2,434,582 $ 48,824

3 SONIC ADVT DX DIR CUT Sega 2,421,538 $ 60,802

4 ENTER THE MATRIX A tari 2,192,458 $ 44,006

5 HULK Vivendi Universal 1,854,136 $ 37,898

6 SUPER SMASH BRO MELEE Nintendo 1,336 ,569 $ 44,533

7 DISNEY'S FINDING NEMO THQ 1,312,928 $ 32,964

8 MEGA MAN NETWORK TRAN Capcom 1,259,707 $ 30,224

9 MARIO PARTY 4 Nintendo 1,258,093 $ 35,125

10 NBA STREET VOL 2 Electro n ic Arts 980,796 $ 20,251

Source: NPD Funworld.

Top 10 Selling Games for GBA for June 2003 (Retail Sales $)

T itle Pu b lisher Proje c ted $ 's Pro jected U n its

1 DONKEY KONG COUNTRY Nintendo 4,531,457 $ 155,512

2 POKEMON RUBY Nin tendo 4 ,427,218 $ 13 3 ,489

3 POKEMON SAPPHIRE Nin tendo 4 ,341,735 $ 132,388

4 DISNEY'S FINDING NEMO THQ 3,413,421 $ 115,610

5 YU-GI-OH! WORLDWIDE Konam i 3,392,031 $ 96,750

6 DRAGONBALL Z : GOKU II Atari 2,824,292 $ 97,274

7 THE INCREDIBLE HULK Vivendi Universal 1,912,789 $ 65,801

8 GOLDEN SUN : LOST AGE Nintendo 1,782,319 $ 58,553

9 ADVANCE WARS 2: BLACK Nintendo 1,755,903 $ 58,166

10 SONIC ADVANCE 2 THQ 1,647,495 $ 55,068

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June 2003 Market Share Rankings (Top 30 Companies)

T o ta l 338,866,615 $

C om p an y P ro je c ted $ 's M a rk e t S h a re

1 NINTENDO OF AMERICA 41,908,410 $ 12.4%

2 ELECTRONIC ARTS 40,071,210 $ 11.8%

3 ATARI 31,651,370 $ 9.3%

4 THQ 26,656,350 $ 7.9%

5 VIVENDI UNIVERSAL 20,607,400 $ 6.1%

6 ACTIVISION 19,632,980 $ 5.8%

7 SONY 18,571,490 $ 5.5%

8 TAKE 2 INTERACTIVE 17,083,330 $ 5.0%

9 KONAMI OF AMERICA 13,848,570 $ 4.1%

10 MICROSOFT 12,584,990 $ 3.7%

11 CAPCOM USA 10,914,630 $ 3.2%

12 UBISOFT 10,873,490 $ 3.2%

13 EIDOS INTERACTIVE 10,293,800 $ 3.0%

14 SEGA OF AMERICA 8,834,173 $ 2.6%

15 NAMCO 7,927,960 $ 2.3%

16 ACCLAIM ENTERTAINMEN T 6,813,271 $ 2.0%

17 MIDWAY 5,520,981 $ 1.6%

18 BANDAI AMERICA 4,329,603 $ 1.3%

19 SQUARE ENIX USA 3,649,986 $ 1.1%

20 MULTIPLE VIDEO GAME MANU FACTUR 3,067,532 $ 0.9%

21 LUCAS ARTS ENTERTAINMENT 3,050,926 $ 0.9%

22 KOEI 2,915,893 $ 0.9%

23 TDK MEDIACTIVE 2,184,368 $ 0.6%

24 BETHESDA SOFTWORKS 1,828,274 $ 0.5%

25 BAM ! ENTERTAINMENT 1,755,648 $ 0.5%

26 MAJESCO 1,252,588 $ 0.4%

27 TECMO 1,094,653 $ 0.3%

28 CODEMASTERS USA 1,019,302 $ 0.3%

29 AGETEC 948,464 $ 0.3%

30 THE 3DO COMPANY 935,209 $ 0.3%

--------

Acclaim Entertainment (AKLM?Hold)b>

Releases during June: 6/19 Dakar 2 (Xbox), 6/24 Summer Heat Beach Volleyball (PS2), 6/24 SX Superstar (Xbox, GC).

June Retail Sales--$7 million

WMS Estimate--$8 million

Acclaim?s market share increased sequentially from 1.8% last month to 2.0% as its retail sales increased from $5 million to $7 million (compared with $13 million last June). Acclaim?s sales were led by All-Star Baseball 2004, which sold 30,000 units across all platforms. Acclaim?s June releases sold poorly, with Summer Heat Beach Volleyball leading the pack with 5,000 units sold. Catalog sales of ATV Quad Power Racing, Burnout, Mary Kate & Ashley, Legends of Wrestling, and Turok continue to generate incremental Activision (ATVI?Buy)??Buy)

Releases during June: 6/3 Wakeboarding Unleashed (PS2, Xbox), 6/17 Soldier of Fortune 2: Double Helix (Xbox), 6/24 Star Trek

Elite Force 2 (PC).

June Retail Sales--$20 million

WMS Estimate--$25 million

Activision?s market share decreased sequentially from 6.9% last month to 5.8%, while its retail sales were flat at $20 million (compared with $27 million last June). We note that Activision has a difficult comparison to last June, when the immensely

successful Spider-Man: The Movie was in its third month of release on several platforms, and was a beneficiary of increased hardware demand following the console price cuts. Return to Castle Wolfenstein sold fewer units than we expected in its second month of release with 89,000 units sold (PS2, Xbox). Also selling fewer units than we expected was Soldier of Fortune 2: Double Helix (Xbox), which sold only 44,000 units compared to our estimate of 100,000 units. Wakeboarding Unleashed also had a light first month with only 25,000 units sold combined (PS2, Xbox). Catalog sales were driven by other Tony Hawk titles, Spider-Man, ab>Electronic Arts (ERTS?Bu(ERTS?Buy)

Releases during June: 6/23 F1 Career Challenge (PS2, PC).

June Retail Sales--$40 million

WMS Estimate--$45 million

Electronic Arts? sales were lower than our forecast, and compared to $71 million in sales last June. The company?s market share decreased sequentially from 15.1% last month to 11.8%, while its retail sales decreased from $45 million to $40 million. EA also has a difficult comparison to last June, when the immensely successful Medal of Honor Frontline (PS2) sold almost 700,000 units and represented 48% of its dollar sales. The company?s best-selling title this month was NBA Street Vol. 2 with 212,000 units (PS2, Xbox, GC) sold. MVP Baseball 2003 (PS2, Xbox) sold 53,000 units across all platforms. Madden, Def Jam Vendetta, Tiger Woods Golf, NBA Live, Harry Potter, James Bond 007, and Lord of the Rings also sold very well. The company?s sales were broad-based, with 38 titles selling more than 10,000 units. We continue to believe that Electronic Arts will generate sales well in excess of last year?s levels and expect it to maintainb>Midway Games (MWY?Bub>Midway Games (MWY?Buy)

Releases during June: 6/23 Freestyle Metal X (PS2).

June Retail Sales--$6 million

WMS Estimate--$5 million

Midway?s market share increased sequentially from 1.5% last month to 1.6%, while retail sales increased from $5 million to $6 million (compared with $9 million last June). Midway?s overall sales were in line with what we expected. The company?s best-selling title was MLB Slugfest 20-04, which sold 46,000 units across all platforms. We note that Midway?s retail U.S. sales for the quarter came in at $17 million, implying wholesale sell-through of over $13 million. This figure is above the company?s revenue guidance for the quarter for sell-in, and implies that the company will hit its guidance b>Take-Two Interactive (TTWO?Buy and Focus Lis Interactive (TTWO?Buy and Focus List)

Releases during June: 6/3 Midnight Club II (Xbox).

June Retail Sales--$17 million

WMS Estimate--$17 million

Take-Two?s market share increased sequentially from 4.5% last month to 5.0% and retail sales increased from $13 million to $17 million (compared with $22 million last June). Take-Two?s sales were driven by Midnight Club II for the PS2, selling 93,000 units in its third month of release and the Xbox version selling 71,000 units in its first month, somewhat lower than our 100,000 unit forecast. Grand Theft Auto: Vice City continued its record breaking sales record by selling another 65,000 units, bringing cumulative U.S. sales to 5.3 million units. We note that the much-discussed price cuts for Grand Theft Auto: Vice City have apparently been slow to materialize, as the NPD Funworld TRSTS data shows an average retail selling price of $48.55 for the game. The company also showed continued sales strength from its Grand Theft Auto III, Max Payne, b>THQ (THQI?Bunflict: Desert Storm games.

THQ (THQI?Buy)

Releases during June: 6/12 Tetris Worlds (Xbox), 6/16 Evil Dead: A Fistful of Broomstick (Xbox), 6/16 Big Mutha Truckers (PS2, Xbox, PC), 6/17 Space Channel 5 (GBA), 6/19 LEGO Drome Racers (GBA), 6/23 Simpsons Road Rage (GBA), 6/23 Jet Grind Radio (GBA), 6/24 Buffy the Vampire Slayer (GBA).

June Retail Sales--$27 million

WMS Estimate--$26 million

THQ?s market share increased sequentially from 6.0% to 7.9%, while retail sales increased from $18 million to $27 million (compared with $31 million last June). THQ?s big seller was Finding Nemo, which sold through 256,000 units, in line with our 250,000 unit estimate. THQ again had sales that were broad-based, with 28 titles (11 Game Boy games) selling 10,000 or more units, compared with 21 titles (eight Game Boy games) that sold 10,000 or more units last month.

........

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..... continued

US Top 25 Videogame Titles

Rank Title Publisher

1 PS2 ENTER THE MATRIX Atari

2 PS2 TOMB RAIDER: ANGEL Eidos

3 PS2 HULK Vivendi

4 PS2 NBA STREET VOL 2 Electronic Arts

5 XBX BRUTE FORCE Microsoft

6 GBA DONKEY KONG COUNTRY Nintendo

7 GBA POKEMON RUBY Nintendo

8 PS2 MIDNIGHT CLUB II Take Two Interactive

9 GBA POKEMON SAPPHIRE Nintendo

10 XBX ENTER THE MATRIX Atari

11 XBX MIDNIGHT CLUB II Take Two Interactive

12 GBA DISNEY'S FINDING NEMO THQ

13 GBA YU-GI-OH! WORLDWIDE Konami

14 PS2 DISNEY'S FINDING NEMO THQ

15 PS2 GRAND THEFT AUTO:VICE Take Two Interactive

16 GCN ZELDA: THE WIND WAKER Nintendo

17 PS2 T.CLANCY'S SPLINTER Ubi Soft

18 GBA DRAGONBALL Z: GOKU II Atari

19 XBX HULK Vivendi

20 XBX HALO Microsoft

21 PS2 WOLFENSTEIN:OPERATION Activision

22 GCN WARIO WORLD Nintendo

23 GCN SONIC ADVT DX DIR CUT Sega

24 GCN ENTER THE MATRIX Atari

25 PS2 MVP BASEBALL 2003 Electronic Arts

-------

US Hardware Sell Through

128-bit hardware sales were down 37% year over year, but up 48% sequentially.Sony?s PS2 unit sales in June were up 53% sequentially, but down 37% year over year. Microsoft?s Xbox unit sales in June were up 35% sequentially but down 36% year over year. Nintendo GCN unit sales in June were up 47%sequentially but down 42% year over year. Nintendo GBA unit sales in June were up 64% sequentially and 19% year over year.

PS2 440,834

Xbox 166,879

GC 124,080

GBA 660,366

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    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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