Infected PSP: Majesco's Viral Multiplayer Experiment
Infected was built around an unusually literal interpretation of multiplayer competition. Winning a match did more than increase a score or ranking: the winner's customized character could spread into another player's copy of the game like a virus, appearing inside that player's subsequent experience and potentially continuing through additional multiplayer encounters.
Released for the PlayStation Portable in 2005, Infected was developed by Planet Moon Studios and published by Majesco. Its single-player campaign turned Christmas-season New York City into an arcade-style zombie battlefield, but its defining idea was the attempt to make the PSP's wireless networking part of the fiction itself.
This was not a conventional console shooter reduced to fit a handheld. Planet Moon had already committed itself to PSP development before Majesco became the game's publisher, and Majesco later said that the unusual ability to “infect” other players' systems was one of the major reasons the project caught its attention.
The historical relationship is therefore best understood as:
Planet Moon Studios → original PSP project → Majesco three-game publishing agreement → Infected → wireless viral multiplayer → Internet infrastructure play → November 2005 release.
This page preserves that specific development and publishing relationship as part of the Majesco Games Archive.

Modern archive illustration representing Infected on PSP, its Christmas-season New York setting and multiplayer infection system. This is a contemporary archival reconstruction, not original Majesco promotional artwork.
Infected at a Glance
| Title | Infected |
|---|---|
| Developer | Planet Moon Studios |
| North American Publisher | Majesco |
| Platform | PlayStation Portable (PSP) |
| North American Release | November 15, 2005 |
| Genre | Third-person arcade shooter |
| Setting | New York City during the Christmas season |
| Protagonist | Officer Stevens |
| Core Mechanic | Conventional weapons weaken the Infected before Stevens' blood-based viral weapon destroys them |
| Multiplayer Hook | Winning players could infect opponents' games with their customized avatar |
| Network Play | Ad-hoc multiplayer plus Internet infrastructure play |
| Launch SRP | $39.99 |
| ESRB Rating | Mature |
| Historical Majesco Role | Publisher and promotional partner for Planet Moon's original PSP project |
Infected Began Before Majesco Signed It
The development history of Infected predates Majesco's publishing agreement.
In June 2004, Planet Moon Studios publicly discussed a major strategic change. The studio behind Giants: Citizen Kabuto and Armed & Dangerous planned to move away from PC, PlayStation 2 and Xbox development and concentrate on Sony's then-unproven PSP.
At the time, GameSpot reported that Planet Moon was already shopping a third-person action game carrying the working title Infected.
The June 2004 GameSpot interview with Planet Moon is particularly important because it establishes that the project existed before Majesco announced its involvement.
Planet Moon producer Aaron Loeb described the PSP as attractive partly because Sony was encouraging developers to create new ideas for the platform rather than simply shrinking existing console games.
That philosophy became central to Infected.
The game's multiplayer infection mechanic was designed around a feature native to the handheld itself: wireless communication between PSP owners.
Majesco Signs a Three-Game PSP Deal With Planet Moon
Majesco formally announced its relationship with Infected on January 13, 2005.
The company confirmed that it would publish the Planet Moon shooter and that Infected would be the first title in an exclusive three-game PSP agreement between the developer and Majesco.
The contemporary GameSpot announcement already emphasized the mechanic that would define the game: defeating another player could transfer the winner's customized character into the loser's game.
This was more than a marketing description added shortly before release. It was one of the concepts that attracted Majesco to the project in the first place.
In a January 2005 interview with Majesco executives Dan Kitchen and Joe Sutton, Kitchen explained that the ability to infect other PSPs stood out as an especially compelling use of a wireless handheld.
Majesco was therefore not simply buying a zombie theme.
The publisher was backing a game whose central multiplayer idea was directly tied to the architecture and social behavior of the PSP.
Infected Reflected a More Ambitious Majesco in 2005
Infected appeared during an important transition in Majesco's publishing strategy.
Earlier releases such as HSX: HyperSonic.Xtreme illustrate the company's ability to operate aggressively in the value-priced market.
By 2005, Majesco was simultaneously pursuing a much more ambitious portfolio of original concepts, recognized developers and higher-profile properties.
The company had picked up Psychonauts, secured rights for what became Jaws Unleashed, entered a next-generation agreement with Starbreeze and committed to three PSP projects with Planet Moon.
Infected belongs to that higher-ambition side of the catalog.
Unlike a low-priced regional re-release, it was an original PSP project from an established creative studio, developed around new hardware capabilities and launched at a standard new-release handheld price.
Christmas in New York Became a Zombie Outbreak
Infected begins shortly before Christmas in New York City.
A mysterious virus spreads through the population, transforming civilians into violent creatures collectively known as the Infected.
The player takes the role of Officer Stevens, a rookie police officer who discovers that he or she is immune to the outbreak.
More importantly, Stevens' blood is lethal to the virus.
Scientists turn that biological advantage into a weapon, giving Stevens a specialized viral gun capable of injecting infected enemies with blood-based ammunition.
The July 2005 GameSpot hands-on report explains the resulting two-stage combat system.
Ordinary weapons such as pistols, shotguns, machine guns and explosives first weaken an enemy. Once sufficiently damaged, the Infected become vulnerable to Stevens' viral weapon, causing them to explode violently.
Nearby enemies can be caught in the resulting blast, allowing players to create large chain reactions and score increasingly elaborate kill combinations.
Officer Stevens' Blood Was the Real Weapon
The blood mechanic gave Infected a gameplay identity beyond simply shooting zombies.
The player could not rely entirely on conventional firearms. Standard weapons prepared an enemy for destruction, but the viral gun completed the process.
This encouraged players to weaken several enemies before triggering a blood-based chain reaction.
Large combinations were rewarded with points, health, upgrades and special equipment, reinforcing the game's deliberately arcade-like structure.
As the campaign progressed, Stevens gained access to increasingly powerful weapons and character upgrades.
The resulting loop was fast and immediately readable:
weaken the Infected → prime multiple enemies → use the viral weapon → trigger explosive chain reactions → earn upgrades → repeat at greater intensity.
This simplicity would later become both a strength and a weakness. It made Infected easy to play in short handheld sessions, but critics also found that the basic structure became repetitive over a relatively short campaign.
Planet Moon Designed Infected for Short-Burst PSP Play
Infected was structured more like an arcade game than a long-form narrative shooter.
The final campaign consists of dozens of short missions built around objectives such as eliminating Infected, rescuing civilians, protecting allies and controlling the spread of the outbreak.
Performance ratings and medal systems encouraged replay, while weapons and character attributes improved as the player accumulated better results.
This mission structure made sense on the PSP.
GameSpot's final review specifically noted that Infected's short missions suited portable play well. A player could complete an objective, earn a score and put the system away without committing to a lengthy console-style level.
That design reflected the same argument Majesco and Planet Moon had made earlier in development: PSP software did not need to behave exactly like software created for a television console.
Winning Multiplayer Matches Could Infect Another Player's Game
The mechanic that made Infected unusual appeared after players began competing against one another.
Each player could customize a personal version of Officer Stevens. When one player defeated another in multiplayer, the winner's avatar became the winner's virus.
That avatar could then appear inside the defeated player's game as part of the infection.
Planet Moon's pre-release design went even further. The infection could carry elements of the winner's progression, making the invading character more dangerous depending on how developed that player's profile had become.
The loser then had ways to remove the infection.
One option was to complete infected single-player missions. Another was to defeat someone else in multiplayer and pass the infection onward.
The GameSpot Gory Rundown preview described the system as a chain in which one player's customized identity could continue traveling through other people's games.
This transformed multiplayer victory into something persistent.
The opponent did not disappear when a match ended. A representation of the winner could remain behind.
The Game Could Track How Far Your Virus Had Spread
Planet Moon also designed Infected to record the lineage of those transmissions.
The game included a world-map concept allowing players to see how far their individual virus had traveled.
If Player A infected Player B, and Player B later transmitted that infection to Player C, the original viral identity could continue spreading through the network.
That created an entity chain very different from ordinary leaderboards:
your customized avatar → opponent's PSP → another multiplayer match → another player → continuing viral lineage.
For a 2005 handheld game, the idea was remarkably forward-looking.
Infected treated another player's system not simply as a machine to compete against, but as a game state that could be altered by the outcome of the competition.
From Local Wi-Fi to Infecting Players Across the Internet
The multiplayer concept became more ambitious as development continued.
Planet Moon originally announced that Infected would use ad-hoc Wi-Fi, meaning players would compete with other PSP owners in the same physical area.
That created an obvious problem for a game built around the idea of spreading a virus around the world.
By September 2005, Planet Moon revealed that it had partnered with GameSpy to add PSP infrastructure support.
The Planet Moon developer diary preserved by GameSpot explains the change directly: if players were genuinely going to “infect the world,” local wireless communication alone was too restrictive.
The finished game therefore supported both local ad-hoc multiplayer and Internet infrastructure play.
Online infrastructure was more limited than local multiplayer, but it dramatically expanded the geographical potential of the viral system.
Local Multiplayer and Internet Multiplayer Were Not Identical
The finished game offered several multiplayer configurations.
Local ad-hoc play supported modes such as deathmatch, team deathmatch, Savior and the deliberately absurd Mad Cow mode.
Internet infrastructure play was more constrained, focusing on one-on-one deathmatch.
That difference matters because some pre-release descriptions can make Infected sound as though every multiplayer feature operated globally in exactly the same way.
The final game was more nuanced.
Local players received the richer collection of competitive modes, while infrastructure play provided the long-distance connection required for the infection concept to move beyond a room full of PSP systems.
Majesco Sent Zombies Through E3 2005
Majesco supported Infected with a marketing campaign built around the game's deliberately excessive tone.
At E3 2005, the publisher hired actors wearing zombie makeup to roam the Los Angeles Convention Center promoting the game.
The GameSpot E3 hands-on report describes the convention center itself as being populated by Majesco's promotional undead while journalists played Infected at the company's booth.
Majesco's broader E3 program also included an Infected deathmatch tournament and zombie-themed promotional activities.
The campaign fit the game well.
Infected was never presented as restrained survival horror. It was an arcade shooter built around gore, dark comedy, absurd weapons and a deliberately theatrical zombie apocalypse.
Slipknot Wasn't Just on the Soundtrack
Majesco and Planet Moon further strengthened that identity through a partnership with Roadrunner Records.
The soundtrack included music from bands and artists such as:
- Slipknot;
- Fear Factory;
- Chimaira;
- Trivium;
- Ill Niño;
- The Agony Scene;
- Junkie XL;
- and Pimp X.
The partnership went beyond licensing songs.
All nine members of Slipknot were included as unlockable in-game characters.
The October 2005 soundtrack announcement confirms both the Roadrunner music agreement and the inclusion of the nine Slipknot members as playable unlockables.
The heavy-metal soundtrack complemented the game's high-speed combat rather than serving merely as background music.
BloodRayne Connected Infected Back to Another Majesco Property
Another unlockable created a direct connection to Majesco's existing catalog.
BloodRayne, the heroine of Majesco's vampire action series, could be unlocked as an avatar in Infected.
GameSpot's final review specifically notes BloodRayne among the additional character models available as players progressed, while surviving game records also preserve her unlock conditions.
This creates a meaningful internal relationship with BloodRayne 2.
The connection was not merely that both games shared the same publisher.
A character from one Majesco-associated franchise physically appeared inside the other game.
For the archive, that makes the relationship a genuine cross-title entity connection rather than an arbitrary related-game link.
Infected Reached North America on November 15, 2005
The finished PSP game was released in North America on November 15, 2005.
GameSpot and GameFAQs both preserve that date and identify Planet Moon Studios as developer and Majesco as the North American publisher.
The GameFAQs Infected record independently confirms the developer, publisher and release date.
Majesco's official 2005 holiday lineup listed the game at a suggested retail price of $39.99.
The Majesco holiday lineup preserved by Nintendo World Report positioned Infected as one of the company's major original releases for the season.
This pricing also separates Infected from Majesco's older bargain-oriented publishing model.
HSX: HyperSonic.Xtreme had entered the PlayStation 2 market at approximately ten dollars. Infected arrived as a new $39.99 PSP product built around an original concept and newly developing platform.
The Final Campaign Was Fast, Bloody and Short
GameSpot's final review praised the immediate satisfaction of Infected's combat.
The lock-on targeting made it easy to move quickly through groups of enemies, while the combination of conventional weapons, viral kills and explosive chain reactions created a strong arcade rhythm.
The game also maintained a solid frame rate while filling the screen with enemies and effects.
But the campaign was considerably less substantial than its intensity initially suggested.
The finished story mode contained 35 missions, and GameSpot found that many lasted only a few minutes. Medal rankings provided reasons to replay completed stages, but the overall single-player experience could still be finished relatively quickly.
This became one of the most consistent criticisms of the game.
Infected worked well in short portable bursts, but the same design philosophy also limited its long-term depth.
Critics Liked the Viral Idea More Than the Multiplayer Combat
The most interesting contradiction in Infected's reception concerned multiplayer.
The infection system itself was praised as inventive and ambitious.
The actual player-versus-player combat was much less successful.
GameSpot argued that the lock-on targeting that worked well against swarms of computer-controlled enemies did not translate cleanly to fights against human opponents. Multiplayer could therefore feel much less tactical than the elaborate infection system surrounding it suggested.
The GameSpot final review summarized that tension clearly: Infected contained a clever multiplayer framework attached to combat that was not nearly as satisfying against other players.
That is probably the fairest historical interpretation of the game.
The network concept was more innovative than the competitive shooter beneath it.
A 7.2 Review and a 74 Metacritic Aggregate
Infected received a 7.2 out of 10 from GameSpot.
The surviving GameSpot record also preserves a historical Metacritic aggregate of 74.
That places the game well above outright failure while reflecting the repeated criticism that its best ideas were not fully developed.
GameSpot highlighted three major strengths:
- fast, satisfying zombie combat;
- an ambitious online infection system;
- and stable performance during hectic action.
The major weaknesses were equally clear:
- inconsistent humor;
- a campaign that ended too quickly;
- and multiplayer combat that did not live up to the surrounding viral concept.
The GameSpot Infected game record preserves both the 7.2 review and the 74 aggregate.
Contemporary Players Repeated the Same Complaint: Not Enough Game
Player reviews from the period show a similar pattern.
Some users found Infected to be exactly the type of fast arcade action that suited the PSP. Others enjoyed the gore, customization and unusual online concept but still argued that the campaign did not contain enough content to justify its potential.
A December 2005 GameFAQs player review specifically praised the game's short-burst portable design.
Another contemporary GameFAQs review described the core action as entertaining but criticized the short campaign and limited value of the online component.
That split mirrors the professional reception.
Infected made a strong first impression. The question was how long that impression could sustain the player.
Why Infected Matters More Than Its Review Score
Infected is historically interesting because it records an experimental moment in handheld game design.
The PSP was new. Developers were still deciding whether it should behave like a portable PlayStation 2, an entirely different type of game system or something between the two.
Planet Moon deliberately chose the platform because it saw room for original ideas.
Majesco then selected Infected specifically because its wireless mechanic treated PSP connectivity as something more meaningful than a conventional multiplayer checkbox.
The game attempted to make several layers reinforce one another:
fictional virus → personalized avatar → multiplayer victory → persistent infection → network transmission → global spread.
Even where execution fell short, that design concept remains unusually coherent.
Infected Shows the High-Ambition Side of Majesco
The title also helps explain the range of Majesco's publishing models.
HSX: HyperSonic.Xtreme demonstrates how Majesco could compete through extreme value pricing.
Guilty Gear X2 #Reload shows the company taking an established enthusiast property and making the Xbox version highly attractive through Xbox Live and a $19.99 price.
Infected represents another approach entirely:
back an original concept from an established developer and build the project around a new platform's unique capabilities.
The same period also produced Majesco relationships with games such as Psychonauts, Jaws Unleashed and BloodRayne 2.
Viewed together, these titles show a publisher trying to move beyond a narrow identity as a value-game specialist and compete through original concepts, recognizable properties and development partnerships.
Historical Sources and Surviving References
This reconstruction prioritizes contemporary reporting, developer commentary and surviving release records documenting Planet Moon's development role and Majesco's publishing relationship.
- GameSpot — Planet Moon Adopts PSP-Only Agenda, June 2004. Establishes that Infected already existed as a Planet Moon project before Majesco announced its publishing agreement.
- ```
- GameSpot — Majesco Catches Planet Moon's Infected, January 2005. Announces Majesco as publisher, the three-game PSP relationship and the core multiplayer infection concept.
- GameSpot — Q&A With Majesco Executives Dan Kitchen and Joe Sutton, January 2005. Provides Majesco's reasoning for selecting Infected and its broader PSP strategy.
- GameSpot — Infected E3 2005 Hands-On. Documents Majesco's zombie promotion at E3 and the blood-based combat system.
- GameSpot — Infected Exclusive Hands-On: The Gory Rundown, July 2005. Detailed contemporary account of character customization, combat, multiplayer infection and global virus tracking.
- GameSpot — Infected Designer Diary: A New York Christmas, September 2005. Planet Moon developer material documenting the game's New York setting and mission design.
- GameSpot — Infected Developer Diary: Diagram of a Game Design, September 2005. Confirms the move from ad-hoc-only plans to GameSpy-powered Internet infrastructure multiplayer.
- Blabbermouth — Infected Soundtrack Announcement, October 2005. Documents the Roadrunner Records partnership and all nine Slipknot members appearing as unlockable characters.
- Nintendo World Report — Majesco 2005 Holiday Lineup. Preserves Majesco's November release positioning and $39.99 suggested retail price.
- GameSpot — Infected Review, November 2005. Contemporary final assessment documenting the 35-mission campaign, ad-hoc and infrastructure multiplayer, BloodRayne unlockable, strengths, weaknesses and 7.2 score.
- GameFAQs — Infected for PSP. Confirms Planet Moon Studios as developer, Majesco as publisher and November 15, 2005 as the North American release date.
- ```
Preserving Infected in the Majesco Games Archive
Infected deserves a dedicated historical record because its relationship with Majesco was much deeper than simple distribution.
Planet Moon conceived the game as an original PSP project before securing a publisher. Majesco then selected it as the first title in a three-game relationship, explicitly citing the wireless infection mechanic as one of the concepts that made the project compelling.
During development, the idea expanded from local wireless transmission to Internet infrastructure play. Majesco promoted the game aggressively at E3, connected it with Roadrunner Records and Slipknot, and even used BloodRayne as a cross-title unlockable.
The historical chain is therefore unusually clear:
Planet Moon's PSP strategy → Infected concept → Majesco publishing agreement → personalized viral multiplayer → Internet infrastructure expansion → November 2005 commercial release.
The finished game did not fully realize every promise of its multiplayer design, but that does not diminish the originality of the underlying concept.
Infected treated player identity itself as transmissible content.
That is the entity fingerprint this page preserves within the Majesco Games Archive.
Related historical records include the Majesco Games Historical Catalog, Majesco Press Archive, Psychonauts, BloodRayne 2, HSX: HyperSonic.Xtreme and Guilty Gear X2 #Reload.
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