Battle Royale: The Last Generation Of An SNES-CD Saga

Excuse me did Anpanman come to end ITTL unlike IOTL and is replaced by Mighty Cat Masked Niyander is it still Exist or Butterflied ITTL, Also i wanna see Lupin the Third still Exist ITTL
BOTH predated the POD but their modern adaptations might suffer some changes if happen...
Summer 2016 (Part 5) - The Arcade Finally Comes Back Home
With the release of Virtua Fighter Infinity 2 for the Apple Virtua has come a slew of arcade accessories and controllers designed for use with the Virtua hardware and the Oculus VR accessory. We set up some of this hardware to create the "virtual arcade" that Apple seems to be heavily pushing with their wave of recent first party releases, and now we're ready to give you the lowdown on just how it feels to experience Apple's latest games with the new accessories. And yes, we said "feels", because one of the most hyped accessories we've seen is the Apple VirtuaSuit, designed for use with games like Virtua Hero and the aforementioned Virtua Fighter Infinity 2. The VirtuaSuit consists of a vest that you wear on your chest, a set of gloves, a pair of wristbands, and a set of leg braces that fit over the knees and ankles. This equipment comes with "force feedback" points designed to transmit sensations to the user's body. These sensations come in a variety of types and intensities, and can even simulate heat and cold, making the VirtuaSuit the most immersive force feedback device ever released for the purposes of gaming. We also set up the new Virtua Arcade Stick, and we purchased the Virtua Baton for Virtua Hero, which comes equipped with a motion sensor that works with the Virtua's camera to track swordlike movements from the player.

We played with two games: Virtua Hero and Virtua Fighter Infinity 2. Virtua Daytona launches next month, and that will have its own set of accessories released with it, including a realistic racing chair and steering wheel accessory, and even a screen encasement, so you can set up a lifelike arcade booth in the comfort of your own home. Virtua Hero is an interactive RPG in which you create your own character and explore a fantasy world where your choices drive the story. This game allows for the use of traditional motion controls, but it's obviously at its most fun when using the Oculus and the Virtua's motion controls to journey through the world. You can explore in full first person, and characters will reach out to you, while enemies will lunge at you from all directions. You can recruit one of four different companions, each with their own combat specialty, and it's best to recruit the one who compliments your own style of play. If you're aggressive, you'll want to go with Ruga the healer. If you're more defensive, you might want to tank for the glass canon wizard Avari. It's totally up to you, and the game does a great job of fighting in such a way that really makes you the star of the show. As far as RPGs go, it's a short one: even playing normally, Virtua Hero can be beaten in 4-6 hours, and speedrunners will no doubt be able to do it much faster. It was an enjoyable four hours, though: we felt every attack from the enemy, and real resistance when pulling back our bowstring (we went with a ranged fighter, and teamed up with Gorvo the knight, who did all the close ranged fighting). The game is beautiful, with lifelike graphics and a lovely soundtrack, and excellent voice acting as well (Ruga is voiced quite well by Gideon Emery, who conveyed not only Ruga's nobility, but also a slight hint of annoyance when needing to heal you for the third time in one battle, while Avari is voiced by Anjali Bhimani, who lended a sense of intelligence and power to the wizard's incredible spells). It came off feeling a bit more like a tech demo than a true epic RPG, but was exciting nonetheless, and a great demonstration of the Virtua's capabilities. The main event, however, was Virtua Fighter Infinity 2, and we tried out both a motion controlled setup and a traditional arcade-style setup (you can also go with a mix of both, utilizing traditional arcade controls but also wearing the VirtuaSuit). Virtua Fighter Infinity 2 is built around motion controls, and we have to say, it's a bit of a detriment, with less attention paid to the more traditional modes, while new characters and the game's main story were also a bit lacking. The fighting itself, however, was outstanding, which comes as a surprise considering that many fighting games have tried the motion control approach, and none have succeeded in quite the way the latest Virtua Fighter has. Combat is quite noob-friendly, with a variety of settings that will even help players at a lesser fitness level get up off the couch and throw down. Fighting game purists will probably scoff at the easy sliders, but if it sells more VirtuaSuit accessories and software units for Apple, who are we to judge? You can try out any of the modes with either the motion controls or the traditional controls, and we went a few rounds in the game's arcade mode to try it out... and got hooked and ended up playing through the game with half the starting roster. It feels so satisfying to land a blow on your opponent, and the force feedback is incredibly accurate, with particularly hard blows causing a jolt that never feels painful (the VirtuaSuit was tested extensively to ensure that players never felt pain from even the strongest sensations) but always gave us a sense of urgency to go on the defensive. It's incredible how far this technology has come since 20 years ago, when Ted Crosley and I felt like complete idiots testing out cheaply made hunks of plastic and elastic with SNES-CD and Saturn games on GameTV. The VirtuaSuit is the real deal, and you truly do feel like it puts you in the game. It's a shame that Virtua Fighter Infinity 2 just isn't as good of a pure "game" as the original (either Infinity on the Gemini or Beyond Infinity on the Virtua), because the motion controls are some of the best we've ever seen, hands down. The Arcade Stick is excellent too if you just want to sit down and play some traditional rounds, and of course it's compatible with every other game on the Virtua, so you can take it for a spin with Virtua Fighter Beyond Infinity or play a few rounds of Street Fighter VI (also a superior game). Virtua Fighter Infinity 2 is decent enough, and hopefully the DLC (both the free DLC and the paid expansions coming next year) will bring the game up to the level of its predecessor.


So, did Apple bring the arcade back home with their new Virtua accessories and games? We say yes, resoundingly. The level of immersion you get from strapping on the Oculus and putting on the VirtuaSuit is unmatched by any other home console experience, and with the right games, it works brilliantly. It's an expensive setup, at a total of $700 for the Virtua, the Oculus, the VirtuaSuit, and the Arcade Stick, but the kinds of people who buy the Virtua are, in a lot of cases, the kinds of people willing to spring for these types of things. As mentioned before, these aren't the only accessories Apple will be releasing, and we'll even get more accessories early next year as well, after the release of the Virtua S. Apple wants to turn your living room into the ultimate home gaming arcade, and if they release more games with that focus in mind, they might just have a chance to succeed more than Sega did when "bring the arcade hits home" was a slogan that put millions of Sega Saturns in homes around the world.

-Alex Stansfield, from a September 19, 2016 article on Games Over Matter
Summer 2016 (Part 6) - Blackheart: Lucky 7
Blackheart: Lucky 7

Blackheart: Lucky 7 is a third person shooter/stealth title published by Ubisoft for the Reality, Virtua, and Nexus. Taking place primarily in the areas in and around Las Vegas, though occasionally seeing its two protagonists fly off to other locales (or including flashback scenes taking place elsewhere), the game continues the story of Sadira Blackheart and Mariska "Messiah" Zobrist, and is in many ways a culmination/climax for the series (though unlike Tales Of The Seven Seas: To The End Of The World, another high profile series that wrapped everything up), it's not a "conclusion", and Ubisoft fully intends to continue the series afterwards. However, it does wrap up many ongoing stories for the series, including a conclusive answer to the "will they or won't they" relationship between Sadira and Messiah that has defined the series for the past 16 years. It sees the series enter a new era, with subsequent entries being more episodic, and also being directed/produced by new personnel within Ubisoft, as the people who have been working on Blackheart choose to move on to other projects (or in some cases, other companies). The gameplay itself is much the same as Blackheart 666, fairly typical of an eighth generation shooter, though with a bit more emphasis on stealth and melee combat than other shooters of its stripe. Sadira and Messiah are controlled for an equal amount of time by the player (who can also choose at certain points in the game which of the two they wish to control). Sadira plays more directly, killing without remorse and using fear to manipulate and intimidate her foes, while Messiah's empathic abilities have fully returned (and are in fact stronger than ever), enabling her to both feel her enemies' emotions and pain and also to project emotions onto others (the same mechanic introduced in Blackheart 666, but expanded upon). Now, more than ever, Sadira and Messiah also project their emotions and tendencies onto one another, and players will get to experience this via the new "Shared Mind" meter, in which Sadira can kill enemies and terrify them to give Messiah a burst of adrenaline off the enemies' fear, while Messiah can show mercy to foes to calm Sadira and give her more focus and accuracy. There's also a meter that swings back and forth depending on the player's approach to battle: cause more pain/death and it swings one way, enhancing the player's attack power, while taking more damage will cause it to swing the other way, increasing the player's survival power. Wild swings of the meter can be used to build up something called a Domination Burst, in which Sadira or Messiah can unleash a special attack, while holding the meter steady can build up a Subjugation Burst, in which Sadira or Messiah can influence enemies on a massive scale. There's also a Lucky mechanic that comes into play, taking certain actions will activate either a card draw, a slot machine, or a roulette wheel, which can provide more bonuses in battle, but can also give debuffs and damage. The player can always choose whether to take this gamble, so this mechanic is optional, but if players are feeling lucky, they'll want to do it. Apart from these special meters, combat is actually fairly realistic, with shooting mechanics comparable to those of a typical third person shooter, and the ability to roll or take cover in battle. Stealth, while often beneficial, is always optional, and the player has more stealth options than ever, allowing for the ability to take almost any approach to combat that the player desires. Lana Parrilla and Grey Delisle return as Sadira and Messiah respectively, while the game features a strong supporting voice cast as well.

The game takes place a few months after the events of Blackheart 666. Messiah now operates as an independent agent after Sadira caused her to get burned by her organization, while Sadira has disappeared into the underworld, now one of the world's most wanted criminals. Messiah is in pursuit of a lead on Sadira's whereabouts, and has followed her to Las Vegas, where she believes Sadira may be in town to assassinate a VIP. Messiah infiltrates a resort packed to the gills with bodyguards and dangerous criminals, and can learn from their emotions that Sadira isn't aiming to assassinate someone, she's the leader of this organization. Messiah makes her way to where she believes Sadira is located, only to fall into a trap and get captured. She's confronted by Sadira herself, but of course, was completely ready for this, and quickly frees herself, engaging in a quick dual/boss fight with Sadira before Sadira mentions someone whose name causes Messiah to stop attacking: Kasey, the former junior agent who Messiah used to work with, is now the leader of Opalescence, which has been rebuilt from the tattered shape that Sadira and Messiah originally left it in. Opalescence has been thwarting Sadira's efforts, but has also proven itself to be a dangerous organization, protecting tyrants and manipulating the world's financial and technological systems. Sadira wants to infiltrate Opalescence, and believes Messiah can do it. Messiah, however, doesn't want to take action against Kasey: even though the two haven't seen each other in a while, they're still good friends, or at the very least, parted on good terms. Opalescence is operating out of Vegas, with a large new casino as a front company, and Sadira plans to infiltrate them, one way or another. As a show of good faith, Sadira puts Messiah in charge of her group, while she goes to investigate a lead herself. This is where we first meet some of the game's interesting new supporting characters, a mix of hackers, criminals, and outsiders whose personalities clash quite a bit with Messiah and who she has some interesting banter with while Sadira goes on a solo mission. Sadira learns that Kasey has been somewhat hardened by her experiences since leaving Messiah's side, and though she's the leader of Opalescence, she isn't the one who reformed it: that "honor" belongs to the organization's old leader, Theus, who Messiah spared at the end of Codename: Messiah. Scarred and restricted to a wheelchair from his injuries, he spent a long time in recovery, but once he was able to go out into the world again, he reached out to Kasey, and began to talk to her the same way he talked to Messiah's older sister Jillian to bring her into the organization more than a decade ago. Opalescence's operatives are a mix of professional soldiers and idealists, and not all of them are evil: in fact, most of them genuinely believe they're doing good, and are much like Messiah herself. This doesn't stop Sadira from killing some of them, though she does spare one, a young woman named Naoko who reports directly back to Kasey and tells her what happened. After these first two solo missions, Sadira and Messiah begin teaming up to sabotage Opalescence's holdings around the world, working together on some missions and apart on others. During this time, Sadira is seen reverting to her old, heartless ways, something that Messiah seems increasingly reluctant to abide, and finally, she confronts Sadira and gives her an ultimatum: do things Messiah's way, or their partnership is over for good. Shortly afterwards, Messiah is confronted by Kasey, and the two speak for the first time since they last parted. There's a long conversation in which Kasey reveals Opalescence's goals for the world: protect everyone and prevent war, primarily by concentrating money in the hands of certain organizations working to produce advanced technology, and killing anyone who they deem as a threat to world peace. Messiah dismisses that idea, telling Kasey that they can't control the world like that, and that concentrating advanced technology in a small number of hands will only lead to those few chosen companies dominating the world. The two begin to argue, but before coming to blows, Kasey is shot by a sniper and seemingly killed. The sniper reveals herself as Sadira, and Messiah is furious with her, only for Sadira to show that Kasey was hit with a sleep bullet, not a lethal bullet, and that the two now have the leader of Opalescence in custody.

Sadira and Messiah then interrogate Kasey. Messiah refuses to hurt her, though when Kasey doesn't talk, Sadira demands to do things her own way, whether Messiah wants to do it or not. Messiah very reluctantly agrees, and Sadira looks like she's going to torture Kasey, but Kasey still doesn't reveal anything... but this still drops her emotional guard enough to allow Messiah to pick up something subtle, and it's revealed that Sadira was never going to torture Kasey and that the two were putting on an act the whole time. Kasey sees something between the two of them, and starts to laugh. Messiah wants to know what's so funny, and this leads to a scene where Messiah's empathic powers begin to go out of control, getting a lot of information out of Kasey but also causing her an incredible amount of pain, and it's Sadira that has to snap Messiah out of her empathic trace. The scene ends with Messiah fleeing as a tearful Kasey says that there's no difference between her and Sadira. Messiah saw a LOT of things in her empathic probe, including a lot of similarities between Theus' training of Jillian and his training of Kasey, which only makes her feel even more guilty, since it's her fault for letting him get away. Messiah leaves, but not before telling Sadira to let Kasey go. When Sadira goes to free Kasey, she's already escaped... and Kasey then ambushes Sadira, leading to an intense boss fight in which Sadira ends up being forced to kill her. After a couple more missions, Sadira comes clean to Messiah about killing Kasey, which sends Messiah into a furious rage, triggering her empathic trance again, which Sadira only manages to snap Messiah out of by telling her that she loves her. This stuns both of them: Sadira thought she was fully incapable of love and has never in her entire life told anyone she loved them, and Messiah can't believe Sadira would tell her this now... but it doesn't change anything, it just makes Messiah even more upset, shouting "HOW DARE YOU TELL ME THAT AFTER YOU KILLED MY BEST FRIEND!" and pointing a gun at Sadira but being unable to fire before leaving to go take down the rest of Opalescence. Sadira decides that in order to prove that she cares about Messiah, she'll take down Opalescence on her own, leading her to engage in a series of extremely brutal and reckless missions before ending up getting captured and tortured brutally. The player then engages in a series of missions with Messiah in which Messiah can feel Sadira's suffering but doesn't realize the source of it or whose suffering it is. Messiah makes her way to Theus, only for the captured Sadira to be revealed, and for Messiah, against every instinct in her body, to realize how much she still cares for Sadira. Messiah goes into yet another emphatic trance, giving Theus an opportunity to kill her, though Sadira is able to free herself and she saves Messiah by taking down several of Theus' men before collapsing. Messiah has to choose between letting Sadira die and letting Theus escape, but we don't see what she chooses until Sadira wakes up in bed, being cared for by Messiah, who has been nursing her back to health... while in the meantime, Opalescence has been furthering its plans. Sadira tries to get Messiah to confess that she loves her, but Messiah, who seems to have had all the empathy drained from her, says she doesn't care about anything anymore and that once she kills Theus and stops Opalescence, she just wants to get away from everyone and everything. Sadira begins taunting Messiah to try and get something out of her, but Messiah just continues to treat Sadira before leaving to go do what she has to do.

Sadira gets out of bed, but is still injured... and won't be able to get back to the city in time. Fortunately, some members of her gang (along with a few Opalescence people, including Naoko, who have switched sides), help her out, and she makes it back to the city. The casino owned by Opalescence is having a massive grand opening ceremony in which Theus and his operatives will carry out a number of assassinations and financial operations, cementing the organization's hold on power. While Messiah attacks from the front, Sadira and her crew plan an Ocean's Eleven-style heist operation to get inside and disrupt Opalescence. The first two segments to the mission are Sadira's infiltration and Messiah's frontal assault, which end in success for Sadira and failure for Messiah, who ends up getting captured. Fortunately, Sadira is able to find and rescue her before anything bad happens to her, though she does do a bit of playful taunting first. After a series of flashbacks and cutscenes, Messiah reveals that she's been trying to suppress her emotions to keep her power from going out of control, while Sadira reveals that it's not easy, since she's been doing it her entire life to try and forget all the messed up stuff she's had to do. Messiah starts to confess her love to Sadira, though Sadira stops her, telling her not to say anything until the mission's over. The two then team up to take down Opalescence, in a mission that culminates in the game's most campy sequence (in a mostly serious game, this is the one bit of classic camp), an insane casino shootout in which the two end up doing a sort of gun dance with each other, ending with a kiss as money falls out of the sky. The two then confront Theus, though first they have to battle his last two operatives: Sadira has to battle a woman from Opalescence who in a lot of ways is Messiah's counterpart: an operative fully devoted to her mission and believing she's doing good, but lacks Messiah's empathy to know what the right thing truly is. Meanwhile, Messiah has to battle one of Sadira's gang members who betrayed the two of them to Opalescence earlier in the game, and she scores a truly satisfying kill on him. After these two fights, which are essentially the game's final bosses, Sadira and Messiah are alone with Theus, who begs for his life. Sadira hesitates (as evil as Theus is, he's still a helpless old man in a wheelchair), but Messiah finishes him off without a second thought, fixing the mistake she made so very long ago. The two then exchange a quick little dialogue in which Sadira tries to get Messiah to say she loves her, only for Messiah to playfully avoid doing so. Sadira threatens to torture it out of her, which mostly just seems to turn Messiah on, much to Sadira's frustration. The two look out over the city, and wonder what they're going to do next. It's implied that Sadira still wants to be a mercenary and assassin, but doesn't want Messiah to leave her behind.... at which point we see a shot of the two of them driving away from the city in a car that has a "JUST MARRIED" banner on it, and dialogue reveals that the two got married at one of the city's drive-thru chapels before leaving. They continue to talk about their future, but it's quite clear that they're both going to keep doing what they do best, together despite their different approaches to violence, in love despite how messed up they both know their relationship is. It's an end for the series, but also a new beginning, changing the status quo for future games forever.

Blackheart: Lucky 7 is another very well reviewed game, enjoying as good as if not slightly better reviews than Blackheart 666. Released on August 30, 2016, the game receives a slew of controversy for its violent content and its portrayal of Sadira and Messiah's toxic relationship. Fans are a bit split on it as well ("her name is Sadira BLACKHEART, she shouldn't be falling in love with anyone, even Messiah"), though others love the game and are overjoyed that "Messira" finally got together. It's one of the year's best shooters, and considered one of the series' best mainline games overall, perhaps the best game in the series since Blackheart 4. It also works to hype fans up for the Metal Gear Black crossover game, though it still hasn't been revealed if this game's events will play into that game at all, or if future games will continue the relationship between the two or whether the games will be prequels that explore Sadira and Messiah before these events. The game launches alongside a webcomic that continues the story, showing the two of them killing bad guys together, so at the very least, there is more to the story in some official form. Blackheart: Lucky 7 is one of the most controversial games of the year, but also one of the more successful ones, proving that fans have always enjoyed the series for its controversy and 16 years later, they still do.
Summer 2016 (Part 7) - Pushing The Limits Of The Gemini

ReMixolydia is a rhythm/adventure game for the Apple Gemini. The fourth game in the series, its focus is less on adventure and more on making remixes of songs, both from the game's built-in 85 song soundtrack and from songs downloaded onto the Gemini device, streamed online, or picked up out in the world. Based around a central hub world, the game sees Mix no longer needing to rescue his girlfriend Lydia, but instead taking requests from her for certain types of sounds, and performing jobs and tasks in six different worlds connected to the hub, each built around a specific genre of music. Remixing songs is as easy as pushing a few buttons as the player moves Mix around, and these songs can be used to create items and structures, defeat enemies, flip switches, or score points, which can be spent on new remixing tools in the central hub world. Compared to previous Mixolydia games, which blended music with a sprawling adventure, ReMixolydia is a game meant to be played in short bursts, and meant to have a lot of replay value as the player discovers new songs and new mixes to make. Despite the level of creativity offered in ReMixolydia, the game gets somewhat of a mixed reception, as even with the ability to create unique mixes of different songs, the gameplay itself can get somewhat repetitive, and the tasks on offer are mostly the same basic structure, which involves mixing two songs for an NPC, who usually doesn't care about what type of song the player creates. Despite being one of the more innovative rhythm games offered anywhere, especially on a handheld, the game's overall critical reception is fairly modest, averaging in the low to mid 7s, and sales, while decent, don't quite match up to those of Mixolydia Surround, the first game in the series for the Gemini. In the four years between the release of the two games, there have been some Mixolydia mobile apps created, and Apple has worked with iTunes to provide lots of compatibility for those apps, which seem to be the preferred way to experience Mixolydia in the current generation. The series definitely has a future, but that future is likely to center on mobile apps rather than on a full-fledged dedicated handheld game, at least for a while.


Sonic Worldbreakers

A fully 3-D Sonic title for the Gemini, Sonic Worldbreakers differs significantly from the 2-D/3-D hybrid platform titles that have done so well on the Gemini. It's an attempt to bring a full 3-D title to the system, while also capitalizing on the success of The Rings Of Order. You can play as Sonic, Tails, Knuckles, Amy, Corona, or several other favorites from the series, along with some new characters like Breaky the Bear and Nightshade the Firefly. The heroes are teaming up to battle a caped supervillain named Planetor, who has the ability to create miniature worlds with the palm of his hand. These worlds can drain the power from anything nearby, and they can also "capture" living things and imprison them on these worlds. Sonic and friends must venture to Planetor's worlds and shatter them, before his worlds are the only worlds left in the universe. The game has a sort of Super Mario Galaxy feel to it, with the game largely broken up into small segments of miniature challenges on themed worlds. Passing these challenges grants Sonic and friends a World Gem, and enough of these World Gems allow them to shatter the world. The controls and gameplay are like a somewhat simplified Rings Of Order: characters don't have quite as many powers as they do in that game, but they make up for it with speed and maneuverability. Challenges are divided into Exploration, Speed, Battle, and Boss challenges, with exploration challenges requiring players to reach a certain location, speed challenges requiring an objective be completed in a certain time, battle challenges requiring the defeat of a certain number of minor enemies, and boss challenges requiring a boss to be defeated. Some challenges require a certain character, while others allow the player to choose a character. The game is, in many ways, a way to allow Sonic Team to flex their creative muscles and test the Gemini's graphical power, and in many ways, their game is a success. The game looks beautiful on the Gemini, better than any iTwin Sonic title, and a truly impressive feat for a handheld system. However, despite the advanced graphics and colorful aesthetic, the game does suffer from some repetitive challenges, and overall, isn't quite as creative or fluid as OTL's Super Mario Galaxy. It's still a worthy handheld Sonic game, even if it's not quite as beloved or commercially successful as the 2-D Gemini titles, and overall sales are fairly solid. A Gemini pack-in bundle with the game is a bit of a sales disappointment, a symptom of a Gemini sales decline during the summer of 2016 that unfortunately continues into the holiday season.


Walls Of Caradae

Developed by Quintet and published by Enix, Walls Of Caradae is a strategy/RPG game for the Apple Gemini. It's the first original Quintet IP in more than a decade, with gameplay borrowing elements from titles such as ActRaiser, Ogre Battle, Terranigma, and Dynasty Warriors. Its protagonist is a young prince named Altis who rises to the throne after the death of his father at the hands of an assassin. Now put on the throne of a kingdom besieged from all sides, Altis must rebuild his shattered kingdom, rally his people, and repel a seemingly insurmountable force. He'll have help from his subjects, outsiders, and from occasional divine providence (it's implied that at parts of the game, Altis is able to commune with The Master, the legendary deity from previous Quintet titles). The game has four main elements: battle itself, which is presented in traditional hack and slash action-RPG fashion, in which the player controls Altis himself to do battle with the opposing army or with the occasional monster or beast, giant tactical battles combining elements of Ogre Battle and Dynasty Warriors, in which the player must position units on the battlefield and then engages in brief mass battles between hundreds of enemy troops on both sides, a god sim/tower defense element in which the player is able to build up the castle's defenses and the town's facilities, as well as hire mercenaries and perform other tasks, and a menu/life sim element, in which Altis can forge relationships with others or in which relationships can be forged between townspeople and soldiers (calling to mind the life sim elements of games like the modern OTL Fire Emblem games). All four of these systems work in harmony across the game's 16 chapters, each of which consists of at least one battle segment but allows the player to participate in the life sim/god sim aspects before going into battle. The game features a slew of side characters, both soldier and civilian, including Altis' younger sister Merithia, who can become a soldier herself if the player makes certain choices, a heroic knight named Landin who becomes one of Altis' best friends but potentially becomes a rival, Pridna, a scullery maid from the nearby town with wisdom beyond her status, and Golvar, a general in the enemy army with a dark secret and a noble demeanor. These are just some of the many well developed side characters in the game, all of whom are fully voiced in both battle and in various cutscenes. The game has a fantastic English dub, with a slew of Los Angeles-area voiceover pros, and a soundtrack by Masaharu Iwata, which is considered one of the best video game soundtracks of all time, full of stirring battle themes, character motifs, and mood setting pieces. The game has multiple endings, some of which see Caradae restored to its former glory, some of which see Caradae becoming a vassal state but knowing some measure of peace and prosperity, and others seeing Altis meeting a tragic fall. It's considered one of the best handheld RPGs of all time, and a game comparable in quality to some of the very best titles Quintet has ever put out. The game is a major hit in Japan, one of the best selling Gemini titles ever, while it does decently well in the States, even driving a small bump in Gemini console sales amongst hardcore RPG fans wanting to check the console out. It does little to help the Gemini out of its small summer slump, but it's a definite bright spot in a somewhat down year for the handheld, and a game that truly pushes the Gemini's limits and those of innovative game design.
I have a way to combat this: Portable. Chao. Garden. Game. It can't be THAT hard to make a game like that, right?
Honestly..i don't think would be that popular, even if sonic franchise is far more sucessful and healthier as otl, as chao garden is mostly a minigame..unironically when i can see could be succesful? as an APP, could be a next gen tamagochi well done and with modest in app purchase could be a literal goldmine...but still is a very hit or miss.

Even the most sucessful pokemon clone of all times...Youkai Watch, is slowly Collapsing in japan too
Excuse me @Nivek what is Mika Kanai and Koichi Yamadera extra job and also what is Chris Rock Doing ITTL, is he still doing Stand up Comedy like IOTL