From HandWiki - Reading time: 5 min
| Crimson Tears | |
|---|---|
PAL cover depicting the game's three characters. From left to right: Tokio, Asuka, and Kaede. | |
| Developer(s) | DreamFactory |
| Publisher(s) | Capcom |
| Platform(s) | PlayStation 2 |
| Release |
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| Genre(s) | Beat 'em up |
| Mode(s) | Single-player |
Crimson Tears[lower-alpha 1] is a cel-shaded 2004 sci-fi beat 'em up game developed by DreamFactory and co-produced by Capcom and Spike for the PlayStation 2.
The game is set in Tokyo in the year 2049 and revolves around three characters whose home has been destroyed. As seen on the game's front cover, this trio seems human; however, they are actually bio-engineered weapons developed by a company named A.R.M.A. called "mutanoids".
The game plays similarly to many dungeon crawlers except that the combat is in real-time. Unlike in most sixth generation games, the levels are completely flat. A notable feature of Crimson Tears is that the levels are generated on the fly using templates, as opposed to a predefined game worlds that are the same every time.
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The game received "mixed" reviews according to video game review aggregator Metacritic.[1] While critics praised the game's cel-shaded graphics and anime cutscenes, they criticized the game's repetitive nature.[citation needed]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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