From HandWiki - Reading time: 6 min
| Flesh Feast | |
|---|---|
| Developer(s) | Ingames |
| Publisher(s) | SegaSoft |
| Platform(s) | Windows |
| Release |
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| Genre(s) | Action |
| Mode(s) | Single player, multiplayer |
Flesh Feast is a 3D action horror game released on May 20, 1998[1] by SegaSoft. Flesh Feast was designed primarily for multiplayer gameplay on SegaSoft's Heat.net network.
Flesh Feast is a third-person action game with the in-game camera showing a top-down perspective in most instances. The game's plot concerns a secret ingredient invented by the food company Nutrition Applied Science and Technology Inc. (NASAT), which has been released and has infected the entire island's water supply. The citizens are dying and rising as flesh-hungry zombies, buried dead, break through the ground to attack the living. The player proceeds through fourteen levels controlling three teams of characters, each team consisting of one main character and two sub-characters. Throughout play, hordes of zombies attack the player and must be repelled with weapons which are found throughout levels. A radar display shows the location of items relative to the characters. The objective is to unlock the final showdown at NASAT headquarters by completing each of the game's levels, containing the disaster.[2]
Each level is split into three sectors representing difficulty levels, with one of the player's teams of characters assigned to each. Completing sectors in order is not required. Levels take place over several locales such as a dock, a graveyard and a shopping mall. Characters are controlled directly or indirectly; players can manoeuvre their characters via the keyboard or click the mouse on enemies or items to command their teams to attack or collect items. Completing each sector involves locating the exit; typically this also entails obtaining keycards and other items to remove barriers.[2]
Multiplayer games can be played via a local area network and online via the heat.net service. Both cooperative and competitive game modes are available for two to eight players.[2]
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The game received unfavorable reviews according to the review aggregation website GameRankings.[3] GamePro called it "an overblown puzzler trying to cash in on the trend, and it's a terribly frustrating one at that."[11][lower-alpha 1] Next Generation, however, said, "even though much of Flesh Feast's appeal comes from the bloodshed – imparted from 30 plus weapons ranging from human limbs to uzis – it's the puzzle-solving that keeps it interesting."[7]
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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