From HandWiki - Reading time: 9 min
| The Polar Express | |
|---|---|
European PlayStation 2 cover art | |
| Developer(s) | Blue Tongue Entertainment (PS2, GC, PC) Tantalus Media (GBA) |
| Publisher(s) | THQ |
| Director(s) | Nick Hagger |
| Producer(s) | Nick Hagger Kevin Chan |
| Designer(s) | Nick Hagger Drew Morrow Morten Brodersen |
| Programmer(s) | Graeme Webb |
| Artist(s) | Andrew Dyson |
| Composer(s) | Stephan Schütze |
| Engine | RenderWare |
| Platform(s) |
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| Release | |
| Genre(s) | Action-adventure |
| Mode(s) | Single-player |
The Polar Express is an action-adventure platform game based on the film of the same name. It was developed by Blue Tongue Entertainment for the PlayStation 2, GameCube and Microsoft Windows. A version for the Game Boy Advance was developed by Tantalus Media. All versions of the game were published by THQ. It was released in North America on November 2, 2004 and in Europe on December 16, 2004.
The game follows most of the main plot of the film. One major difference is that the Ebenezer Scrooge Puppet, who only makes a minor appearance in the film, plays a much bigger role as the main antagonist who attempts to prevent the children from believing in Santa Claus by stealing their tickets, and trying to get them thrown off the train to keep the children from getting to the North Pole. The game is broken down into six chapters, giving the player the opportunity to explore areas like the train, the North Pole, and more. The player controls a young boy in each of the 6 chapters.[2] The game also contains puzzle-solving as well as some minigame-styled elements.[3]
The Game Boy Advance version is a 2D side-scrolling platformer which also has some levels where you control The Polar Express train itself in 3D.
THQ unveiled the game at the E3 convention in 2004.[3][4] The PlayStation 2 version contains EyeToy support. A portable version of the game was also in development for the Game Boy Advance, by developer Tantalus.[3]
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The Polar Express received "generally unfavorable" reviews according to video game review aggregator Metacritic.[18][19][5][6]
Reviewing the console versions of the game, for GameSpot, Avery Score felt the experience was "a soulless video game cash-in on the movie" and that it would "leave even the youngest of tykes painfully aware that they've been cheated".[11] IGN's Matt Casamassina was likewise, very negative, finding every sort of gameplay featured were "flawed or underdeveloped" and criticizing its short length.[2]
Dana Jongewaard, of Official U.S. PlayStation Magazine, was more positive about the game. While she conceded its short length and simplicity would make it a "questionable choice fore anyone over 8", she thought that the game's target audience would enjoy it. She also complemented the bonus EyeToy content.[17]
The Gameboy Advance version was also more positively received by Nintendo Power, receiving praise for its graphics and gameplay, and recommending it for fans of the film.[15] On the other hand, this version was more negatively reviewed by GameZone, describing it as "tired, worn out" and simply "no fun".[13]
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]
Wikidata has the property:
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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]
Wikidata has the property:
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Warning: Default sort key "Polar Express, The" overrides earlier default sort key "Mobygames".