Summer 2016 (Part 1) - New Approaches To Nintendo Staples
  • Mario And Wario: An Unlikely Adventure

    Mario And Wario: An Unlikely Adventure is a sidescrolling 2-D platformer for the Nintendo Connect, starring Mario and his rival Wario. The basic level structure mirrors that of a typical Mario game, with seven worlds broken up into a collection of levels, while the gameplay combines the traditional running and jumping of Mario games with the unique powerups and coin collecting of the Warioland series. There are Fire Flowers, Ice Flowers, and Super Stars, but also the Bull Helmet, Jet Helmet, and the Garlic Pot. You can play as either Mario or Wario, and levels are designed in such a way that both of them can access any part of the level, though some parts are trickier to access for one than the other. Each also has a unique ability: Mario can spin jump, while Wario is able to fart, blasting himself into the air or taking out nearby enemies. Coins can be used for a variety of different things, including buying lives/power-ups, buying collectible items, or even accessing secret levels, while enemies include both Mario and Wario's respective rogues' galleries, along with some new enemies unique to this game. The game's plot sees Captain Syrup kidnapping Princess Peach, hoping to ransom her off, which upsets Wario since that was his original plan. However, the two are soon attacked by a new enemy, the Flying Birdbrain, who captures both Peach and Syrup, locking them up in his flying ghost ship, which forces Mario and Wario to team up and come to the rescue, pursuing the ship across seven islands, each with its own set of tricks and challenges. These include:

    Palm Tree Island: A beach themed area, and the basic starting area of the game, full of beach themed levels and some unique challenges.
    Cocoa Waterfall Island: An island based around sweets and candy, with a gigantic chocolate waterfall in the middle.
    Scrambled Egg Island: An island themed around breakfast foods, with "lava" in the form of runny egg residue everywhere.
    Dust Bunny Island: An island covered by a gigantic bed, on which a massive giant sleeps. Most of this world takes place under the bed.
    Earthquake Island: An island regularly split by powerful earthquakes, with a huge volcano in the center.
    Golden Casino Island: A casino themed island rich with golden coins.
    Pelican Port Island: A rowdy port city, which is run by the Flying Birdbrain and is his center of operations, with his ship docked in the middle. It's full of rowdy pirates.

    Each island has its own boss enemy waiting at the end, and these bosses are unique because Mario and Wario must team up to take them down, with the player required to switch between them at certain parts of the fight. The final boss, the Flying Birdbrain himself, has four different phases each, where the player must switch to damage the Birdbrain again. The game is full of brief animated cutscenes, in which Mario and Wario mostly bicker with each other, though some of these cutscenes focus on Syrup and Peach, who equally dislike each other. In the end though, after Mario and Wario defeat the Flying Birdbrain, they end up bickering over who gets to save the ladies, while Syrup ends up taking all the money from Birdbrain's ship and leaving. Peach actually leaves with her, annoyed by Mario and Wario's bickering with each other, and it's implied that the two go on vacation together while Wario seems upset at losing his money and Mario is just happy that Peach is all right.

    Mario And Wario: An Unlikely Adventure is released on August 26, 2016, the same day as equally huge Nintendo first party game The Legend Of Zelda: The Dungeon Fairy. The game is received well, averaging around an 8.5/10 with critics (a good game overall, but compared to other recent 2-D Mario games, it's a bit low). Sales are significantly better than those of The Dungeon Fairy, with first week sales coming in around three times better. It's a more accessible game appealing to a wider demographic than the Zelda title, though both are big successes for the Connect, and coupled with the release of a new Connect model for an MSRP of $129.99, drives sales of the device significantly throughout the rest of the year.

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    The Legend Of Zelda: The Dungeon Fairy

    The Legend Of Zelda: The Dungeon Fairy is a new 3-D Zelda adventure for the Nintendo Connect, and a spiritual successor to Tower Of Sentinels (different timeline, but same basic gameplay and slightly enhanced graphics). Developed at the same time as the 2015 Reality Zelda remake, it was made by a different development studio, but had a few of the same personnel in supervisory roles, and a few of the quality of life improvements from that title are present in this game. In it, Link must battle a dark sorcerer known as the Collector, who has kidnapped the seven Faeresses of the world and has imprisoned them in dungeons built on leylines, in an effort to channel their power into a machine that will allow him to recreate the Triforce (which was separated by the will of the Goddesses before the events of this game took place). Link is tasked by Zelda (who is best friends with one of the Faeresses, a girl named Norene who only recently discovered that she was a fairy when her magical powers began to manifest) to rescue the fairies, while she goes to protect the separated Triforce shards. Link remains in communication with Zelda at several points in the game, where she updates him on her own quest while giving him advice about the future. As for the game's progression, it's similar to many other Zelda titles in that Link must roam the world in search of these seven dungeons, each of which contain both a special item and the Dungeon Fairy/Faeress herself. The item (including the Bow, the Hookshot, and other important tools) is kept by Link after the end of the dungeon, but the Faeress is only present inside the dungeon itself, and once found, grants him a unique and special power that not only helps him navigate the rest of the dungeon, but also defeat the boss, and this power leaves Link when he exits the dungeon, as the Faeress returns home. These powers range from the ability to fire a magical projectile beam, to temporary invincibility, to free flight, and allow for some unique challenges in the final rooms of certain dungeons. Each Faeress has her own distinct personality, and they also range in age: one of them is a young stoic girl, one of them is a spritely, sagely old woman, while most are either teenagers or younger women (Norene, for example, is a teenager the same age as Link and Zelda). As for the world itself, it's best compared to the world of games such as Twilight Princess or Ocarina of Time, relatively free roaming, with gated off areas opened by story events or the acquisition of certain items. Once a Faeress is freed, her territory on the map changes, to allow for new challenges, new events, and new items to be gained.

    The game's seven dungeons, like the dungeons in any Zelda title, encompass a range of environments and motifs, with the first dungeon being a forested dungeon and featuring a fairly typical Faeress (a young woman with a somewhat flirty personality), who gives Link the ability to charm enemies (which he must then use to solve puzzles in the dungeon, and during the boss fight, he can turn the boss' minions against him). Other dungeons include a fire-based dungeon, a purple poison based dungeon, and a woodpunk based dungeon, with steampunk-like technology but all based on wood, and a Faeress who doubles as an inventor. The game has an interesting selection of bosses as well, including a giant monkey lord (that's the first dungeon's boss, and he summons smaller monkeys to attack Link), a soaring bird of prey, and a boss based around mirrors, which can be killed by reflecting Link's Faeress-granted projectile beam around the room back at him. There's a boss that floods the entire room with lava, creating a situation that would be normally inescapable (but in this dungeon Link has the invincibility powerup, and can survive this). The final dungeon sees Link finally going to rescue Norene, and this dungeon is one of the series' more intriguing designs: a quiet temple-like dungeon with a blue motif and enemies that rely on sound to target Link. Called the Sanctum of Silence, this dungeon features sound themed puzzles, and Norene's unique ability grants Link the temporary use of her voice, which he uses for a huge variety of things in the second half of the dungeon. This dungeon is absolutely massive, featuring huge rooms and eight stories, several minibosses and some brainbending puzzles, and the boss is a humanoid creature with a bird motif and a blue cloak that somewhat resembles the Thunderbird from Zelda II, and must be taken down by using Norene's voice to disrupt its attacks and then shatter the various walls around the room. Defeating this boss restores the leyline and ends the Collector's threat to restore the Triforce, but he manages to capture Zelda, and is eventually revealed as Ganon, who was previously defeated (which is how the Triforce was shattered) before the events of this game, only for his spirit to rebuild itself from his own willpower and sheer hatred. He implores the seven Faeresses to come to the Grounds of the Goddess, and it's revealed that the leylines are tied to Link's Triforce of Courage, which is why the Faeresses were able to grant Link their power. The Grounds of the Goddess are sort of a dungeon in which Link must use all of the Faeresses' powers to advance, and when he reaches Ganon, the Faeresses restore Link's Triforce of Courage by merging into him, granting him the Faeress Sword and all of their unique powers for a final showdown with Ganon, in which Link and Ganon can both fly through the air and attack each other with beams, very Dragonball Z-esque, though not quite as fast paced. Link must use the Faeresses' powers to weaken Ganon before striking him down with the Faeress Sword. Ganon has only one form, a sort of humanoid beast form, but the fight has three phases in all. Ganon's defeat ends the threat to the world once and for all and frees Zelda. The Faeresses phase out of Link and each go their separate ways, with Zelda and Norene saying a tearful goodbye to each other before Norene has to return to the Fairy Realm to protect the world from afar.

    The Dungeon Fairy scores slightly stronger reviews than Tower Of The Sentinels, and is overall one of the best received Connect titles of the year, though as far as Zelda games go, it's pretty average in terms of reception. It's a fun and epic adventure that really pushes the power of the Connect close to its limits, and is one of the most action packed Zelda games ever despite being a handheld game. It's released on August 26, 2016, and achieves strong sales, though it's soundly beaten by Mario and Wario in all territories. Mostly, it reinforces that the Connect is still going strong and that Zelda is still one of Nintendo's most valuable franchises, and neither of those things are going to be proven wrong any time soon.

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    New Connect Lite Is Sleeker, Smaller, Cheaper, But Not A Whole Lot Better

    The Connect Lite, which is being released on August 26th alongside new entries in the Mario and Zelda series, is the new form factor for the Nintendo Connect, and is Nintendo's way of reducing production costs while incorporating five years worth of technological improvements into their flagship handheld. The system itself is about 10 percent smaller and 25 percent lighter than the original Connect, while the screen remains the same size, owing to improvements in the materials and chips used in the design. The battery, despite being significantly less bulkier, will help the Connect run an hour or two longer, even with the most graphically intensive titles, so you'll be able to play it on the go even longer than before. All of this comes in a package that Nintendo will sell for $129.99, or $149.99 if you purchase the Mario or Zelda bundles that include the new games, Mario And Wario: An Unlikely Adventure and The Legend Of Zelda: The Dungeon Fairy respectively. The price on the old Connect model will also drop 20 dollars to $129.99, though Nintendo says it's planning to phase that model out in favor of the new one. So, has a whole lot changed? Not really. It's a bit easier to carry the Connect Lite around in your pocket, and the extra battery life is nice, but there's certainly no reason to swap out your old Connect for this new model, especially since it's the exact same machine under the hood, with no enhancements to memory or graphical power. It's a new form factor to allow Nintendo to save some money on parts, and that's pretty much it. That said, the price drop will definitely help Nintendo in its ongoing battle with Apple's Gemini. The Gemini remains close behind Nintendo in terms of current sales, though it's no longer narrowing the gap nearly as fast as it once was, and Nintendo has sold more Connect units so far this year, after briefly falling behind the Gemini last Christmas. The release of Pokemon Amethyst and Topaz should give Nintendo's handheld a nice cushion that will prevent them from losing a second holiday in a row, and the Connect's overall sales figures are still on pace to make it the best selling Nintendo handheld ever, surpassing the Supernova.

    -from an article on Kotaku, posted on August 20, 2016
     
    Summer 2016 (Part 2) - Steep Goes To The Extreme
  • Steep

    Steep is an extreme sports/adventure title published and developed by Ubisoft for the Reality and Virtua (but not for the Nexus, as Ubisoft wanted to develop the game for the two more powerful systems and though the Nexus Pro would've been able to handle it, Google didn't want any Pro exclusive games). Like OTL's title, Steep is an open world game focused on extreme winter sports, though unlike OTL's game, it also features a full campaign/adventure mode in which four protagonists must live out their extreme sports dream while being pursued by a dangerous gang of criminals. It's like OTL's game in many ways, but also inspired by games such as Downhill and Thrillseekers, and also takes some inspiration from Ubisoft's Far Cry series, with many of the writers behind OTL's Far Cry 3 working on the adventure plot of this game. Like OTL's title, it's an open world winter sports game that takes place primarily in the Alps, and though the adventure mode features four protagonists, you can also create your own character or play as one of dozens of different premade characters in the game's freestyle mode, which starts out fairly basic but is unlocked more and more as the player experiences more of the adventure mode. The game also has online gameplay, but unlike OTL's Steep which was heavily dependent on online, TTL's Steep has the online mode sequestered in its own option, along with adventure mode and single player freeplay. The gameplay itself is fairly bare-bones (compared to the trick heavy gameplay and crowded HUD of the Thrillseekers series), but still includes eight different winter and aerial sports, each of which have their own unique controls and tricks, with accessibility to new players in mind, making it generally easier to pull off stunts than it is in the Thrillseekers series (though there are somewhat less tricks overall). Steep features a more robust in-game economy, with the player able to earn money to buy different equipment and other things (including music) at the various shops located around the overworld map, with money both found on the map and earned via performing different tricks and earning sponsorships. Unlike Thrillseekers, players of Steep must complete the adventure mode to open up most of the game's "free play" areas, though the adventure mode itself doubles as a tutorial for the game overall, teaching players the various sports and how to rack up high scores. The game's graphics are around the same level as TTL's game, perhaps a bit better owing to the extensive resources devoted to the game's VR and photo modes. The soundtrack consists of more than 50+ songs, with all of them being modern tunes as opposed to the mix of modern and classic songs in the Thrillseekers games. Notably, Steep has a Mature content rating, thanks in large part to the adventure mode, which tells an adult story full of violence and strong language, though the violent content also extends to free play, with graphic/realistic injuries when bailing (though these can be turned off if the player so chooses). ITTL, Ubisoft created Steep for an adult audience, and the writers/producers expressed a desire to make a "Thrillseekers for adults" when producing the game.

    The four Adventure Mode protagonists consist of two men and two women, all in their 20s. They've been best friends since college, and two "couples" have formed among them as well, though they haven't quite progressed to the level of actually dating. They are:

    River: An extreme sports thrill junkie and the "leader" of the group, River makes his money producing extreme sports films and viral videos online, and loves to have his friends along for the ride. Despite his reckless nature, he's actually pretty smart and serious, and likes to think he knows what he's doing. He's voiced by Steve Zahn.
    Lisa: A beautiful blonde who's usually modeling when she's not doing extreme sports, Lisa loves the thrill of snowboarding and wingsuit flying, as it serves as a way to decompress from her stressful career. She's extremely kind and generous, and doesn't always see eye to eye with the others in the group, though she'd still do anything for them. She's voiced by Alexa Vega.
    Trev: Trev is a bit of a loser. He doesn't have a job, unlike the others in the group, and is somewhat absentminded as well, though he's still a nice guy and a lot of fun to be around. He feels bad sometimes about the others bringing him along, but he tries not to show it as he doesn't want to be a bringdown. He's voiced by Greg Cipes.
    Kat: Kat is a young woman from the UK, who met the other three as an international student, but quickly grew close to them due to sharing their love for extreme sports. She's the only one who does extreme sports for a living, competing professionally, though she missed out on her Olympic dream due to an injury. Now she wants to redeem herself by becoming a viral video star, but sometimes she pushes the others a bit too far, leading to some friction. She's voiced by Kirby Howell-Baptiste.

    The Adventure Mode itself takes place across five chapters, and plays out somewhat like your typical Ubisoft open world game, with some main objectives and then lots of side objectives. The side objectives include both fairly basic missions to earn money and gear, but also missions expanding on the characters and telling some optional side stories. The main storyline itself focuses on the four trying to shoot the ultimate extreme sports video to earn fame and glory, only to accidentally catch footage of a crime being committed. As they struggle to get back to civilization, however, they're pursued by the criminals and forced to separate, with dramatic results. You can't equip a gun in the adventure mode, but there is some melee fighting during certain scenes, and it's even possible to use some extreme sports equipment such as a snowboard as a weapon. Many of the goals in the adventure mode don't require getting a certain amount of points, but instead, using your extreme sports skills to get from point A to point B by building up enough speed to clear gaps or evade pursuers. Overall, the adventure mode isn't quite as difficult as the one in Thrillseekers, though more of Steep is devoted to the overall plot concerning evading the bad guys, rather than ancillary goals such as scoring a lot of points. In addition, whereas the criminals in Thrillseekers were almost universally one-dimensional killers, the criminals in Steep are significantly more fleshed out and sympathetic (compare them somewhat to Bodhi's gang in the film Point Break), creating some interesting dynamics between the heroes and the villains. In the end, the criminals are apprehended (and their leader is killed after a stunt gone wrong), and the heroes are safe (though Kat gets a "fakeout" death scene at one point). The four even manage to get their video, and their friendship is as strong as ever (with River and Lisa even becoming an actual couple).

    Released on July 12, 2016, Steep gets high praise from reviewers, who enjoy both the storyline and the free play mode, while the most criticized aspect of OTL's game, the online, is significantly better received due to being more of an optional thing. The biggest concern that critics have with the game is the same concern many have with Ubisoft's OTL sandbox titles: there's too much to do, and most of the icons on the screen ultimately don't amount to anything. Critics also take issue with the requirement that you play through adventure mode to unlock much of the game, a requirement not present in the Thrillseekers games (which Steep is of course compared to). Overall, however, it's a very popular game, with high review scores and strong sales, ultimately proving to be a better Thrillseekers imitator than EA's The Ride, which was released to only moderate sales and only slightly good critical scores. The success of Steep not only shows that Ubisoft is becoming more comfortable with the kinds of sandbox games it's been releasing IOTL, but also shows the impact of the Thrillseekers franchise on video game writing and structure: the idea of a comprehensive adventure mode and storyline in games that otherwise wouldn't bother is a major trend separating TTL from OTL, and it largely started with Thrillseekers all the way back in 2004. While story modes have kept the extreme sports genre alive longer ITTL than IOTL, it's also almost impossible to do an extreme sports game without a detailed story, which some gamers have gotten exhausted of, as it can distract from the actual gameplay itself. Steep, while quite successful, pushes this conversation into the forefront more than any other game to date, and it's a conversation that continues with the release of Thrillseekers: Thin Air 2 later in the year, and well beyond even that.
     
    Summer 2016 (Part 3) - Time After Time
  • After Time

    After Time is an FPS/RPG/MMO developed by Bungie. In development for nearly six years, and originally intended to be a Google Nexus exclusive, Bungie decided to make the game for the Reality and Virtua as well after Google declined to purchase the rights to the IP, which lengthened development time by at least a year but also enabled Bungie to expand the game and make a number of graphical improvements. After Time has a lot in common with OTL's Destiny, in that it involves an alien invasion, a postapocalyptic Earth, galactic travel, and collaborative online gameplay, but there are a lot of crucial differences as well, most notably in the interactivity of the game's storyline and the nature of the game's villains, a group of alien conquerors known as the Geth, which have imprisoned the souls of the humans they've killed in order to power their war machines. The game also features a substance called Chronum, which allows for the manipulation of time. On a personal scale, it allows individuals (both humans and Geth) to briefly slow or stop time, or speed it up, and this forms the bulk of the special abilities that players can use on enemies (OTL's Destiny had different hero classes, but After Time features only one class, and a larger, branched skill tree for that class). Players can slow down enemy projectiles to dodge them, or speed up their own bullets to increase their killing power. There are also "time bubbles" from which players can use weapons or items with different effects, depending on the nature of the bubble. This Chronum is important on a cosmic scale as well: the Geth seek to use Chronum as a weapon, freezing entire planets in time, or speeding them up to age and kill the people living on them, while humans simply wish to go back to before the apocalypse that ravaged Earth. It's revealed that humans have used Chronum to colonize parts of the galaxy as well, so even though the game takes place only a few hundred years after the present day, there are human civilizations that have been around for 10,000 years or more due to the use of Chronum. There are also monsters known as Xenofauna scattered around the galaxy. Some are small and friendly, others are large and menacing and pose a threat to both human and Geth alike. After Time also features melee combat which also makes heavy use of Chronum skills, with the player able to use fighting moves enhanced by the use of Chronum to speed up their blows and slow down enemy movement. Like OTL's Destiny, After Time is a "looter shooter" with a wide variety of weapons possessing six different rarities: common, uncommon, rare, epic, legendary, and unknown, with legendary and unknown weapons being "unique". There's no special merchant in After Time, so unlike in Destiny, weapon acquisition isn't bound to player timing. Instead, weapons are acquired like they are in games such as Diablo and OTL's Borderlands: by defeating enemies and gathering loot drops, with more challenging enemies and missions providing better drops generally. The best drops are usually acquired via "raids", in which at least four (but sometimes more, especially after the first DLC drops) players team up to take on especially difficult missions, usually after the completion of the base storyline. Many of these raids are recommended for high level players fully decked out in legendary and unknown gear, though of course with enough skill it's possible for solo players with lesser gear to take them on. After Time's storyline is driven by online events, some of which are special events that occur only once, and it's possible for player feats to affect the game's storyline. This is mostly done by being one of the first to complete a new legendary raid, being a low level player who completes a majorly high level task, or discovering something entirely new in the game. Depending on the player's chosen faction, the game's storyline ends up playing out in different ways. Usually this means that the faction with a plurality of players ends up driving storyline events, but sometimes the game producers will throw things for a loop by having a minority faction score a crucial victory. This generates a lot of hype around special timed events, with some dedicated players often scheduling their lives around these events (this will be a lot easier for streamers who play games for a living). After Time features excellent graphics, with beautiful, panoramic views of alien worlds and exotic creatures. The game features a soundtrack by Martin O'Donnell, and a strong cast of voice actors, including film actress Jessica Chastain as the voice of Sergeant Erika Landon, the most prominent NPC in the game, who the player will spend a lot of time interacting with on the single player campaign. Keith David voices Rak'uvar, the leader of the Geth, and David Spade, in a rare dramatic turn, voices Colton Agle, the player's former squadmate. He does have some comic relief moments, mostly in flashbacks, but ends up meeting a tragic end.

    The game's campaign, which takes around 20 hours to complete, sees the protagonist, who can be male or female and who is called The Survivor by those they meet, departing a ravaged Earth, leaving their squadmate Agle behind (though Agle agreed to stay behind to help secure the Earth base against monster incursion). They end up on a refugee planet called Desolar, where they fight to survive before being rescued by Sergeant Landon, who believes that the Survivor has the key to helping stop the Geth and gather up more Chronum. Their travels take them to several planets where humans are fighting the Geth and the monsters inhabiting the worlds, guarding huge deposits of Chronum and menacing other human refugees. Eventually, the Survivor comes to the world of Neoterra, where a human civilization has somehow been thriving for many thousands of years, and where humanity has seemingly repelled both the Geth and the Xenofauna. The humans of Neoterra have enjoyed peace for so long that they have forgotten what war is like, and have an almost "there is no war in Ba Sing Se" attitude toward the Survivor, who needs the Chronum from Neoterra to construct the machine that will help save Earth. The Survivor also learns that Agle was briefly here, and may have been taken prisoner, though when the Survivor infiltrates Neoterra's prison system, they find no one of any importance. However, the Geth soon arrive and attack Neoterra, which, despite the planet's strong weapons and defenses, can't hold off the Geth forever. The Survivor eventually finds Landon, who arrived on Neoterra earlier and was taken prisoner herself, but managed to escape, finding a way to reach the Chronum stores. While some of the Chronum is destroyed, the Survivor is able to gather up enough to potentially power the time dilation device, and leaves the wartorn planet with Landon (though they'll be able to return to do missions for both the Neoterrans and the human defense forces). After a bit more galactic wandering, the Survivor has gathered enough Chronum for the device, though their efforts are soon foiled, not by the Geth, but by a man named Roderick (also voiced by David Spade), claiming to be a descendant of Agle, who ended up living out his days on Earth, inside a time bubble created by a Chronum mishap. He and some other survivors banded together, and he found comfort in the arms of a woman who bore him a child, and that child took the last of the Chronum and ended up wandering the galaxy, looking for a way back to civilization and finding other human colonies. As it turns out, Agle's descendants are the ones who seeded humanity throughout the galaxy (via some Chronum-fueled misadventures and a fairly longwinded exposition that ends up being one of the more controversial plot points of the game), and they don't want time to be reversed, as the apocalypse has given humanity an opportunity to spread throughout the stars and become a civilization powerful enough to destroy the Geth. The final missions involve the Survivor making his way onto Roderick's ship to stop a Chronum-fueled attack on the military leaders of the human faction by the Descendants of Agle, while the Geth mount a massive attack on the human armies. The Survivor defeats Roderick, and then battles a Geth military leader who has injected himself with Chronum to enhance his abilities. After this leader is defeated, the Geth are repelled and the human military leaders are safe, but now the human leaders are torn as to whether or not to use the time dilation device to restore Earth or to colonize the galaxy. While humanity is safe for now, the Geth are still a threat, humanity seems to have split into two factions that face civil war, and there are new threats popping up everywhere as other alien races are provoked by the Descendants of Agle. These battles rage on as the game's DLC is released over the next two years, forcing the game's player base to take sides in the galactic war.

    After Time is released on August 2, 2016, and mostly lives up to the hype, with review scores averaging in the low 9s. Though the game's plot gets some criticism, the graphics and online gameplay are both highly praised, and overall the game is considered less of a disappointment than either of OTL's Destiny titles, both of which were plagued with problems from the get go. Sales are extremely strong, about the same as Destiny, making it one of the biggest games of 2016, with the Virtua actually seeing more sales than either the Nexus or Reality (though only slightly), and PC sales being very strong as well, especially among players with high end rigs. After Time is a very successful game, but it also heavily pushes the "live service" model that many games were criticized for doing IOTL, with everything that goes with it, including microtransactions and lots of DLC. As one of the first major games to adopt the trend ITTL, it takes a lot of criticism from game journalists for the practice, though most of the general player base seems to accept it due to the quality of the game. It would be a debate that would rage for the rest of the year, especially as After Time's Game Of The Year campaign ramps up in a crowded field...
     
    Summer 2016 (Part 4) - From Battle Royale To A Battle For The Galaxy
  • Slaughtered Planet 2

    Slaughtered Planet 2 is a WRPG developed by Rare (albeit a different division of the company than the one that created Battle Buddies). It continues the story of the original Slaughtered Planet, taking place mostly on the same world and with a few familiar locations from the previous game (though Rare was also careful to create plenty of new areas for players to explore). Like its predecessor, Slaughtered Planet 2 features loads of weapons and allows players to choose whether to enjoy the game as more of an FPS or a third person adventure, though there are two big changes to the overall flow of the game. Rare listened to the complaints from many players about there being "too much to collect", and scaled down the different types of things players will need to collect in the game. Though there's still plenty of loot to find, players won't need to find as many different varieties of items to upgrade or build their equipment, or to purchase things from stores (there's only two types of currency now). In addition, there's more open exploration in the game, with a lot less railroading, something that turned players off of the previous title (a huge world to explore, but big parts of it closed off for long stretches of gameplay). Now, Vaon (who can once again be fully customized by the player in terms of appearance, though it's also possible to transfer a save from the original Slaughtered Planet to this game to get the same appearance and loadout) is able to really stretch his legs and explore the planet fully, even from the beginning of the game. Players can also choose one "Legacy Skill" from the original game to max out right from the start, and if you have an original Slaughtered Planet save, you can max out two skills. Early enemy mobs have been balanced for this, providing a challenge to the player according to what skill they chose to have Veon master. In addition to Strength, Defense, Skill, Intelligence, and Luck, there's now a Charm stat, which influences Veon's persuasive abilities and is used to solve certain in-game skill checks. Though there's still plenty to explore, with lots of cities, towns, and structures, there are more ruined areas now, with different kinds of beasts, including Slaughter Beasts, which have been influenced by the dark god and have special unique abilities (but can also sometimes carry unique treasure). There are more vehicles in the game as well, and it's possible to "get lost" on long quest lines that take players far from the main quest of the game (which focuses on a rebellion against Queen Sylea, possessed by the last remaining fragment of the dark god). Of course, the graphics have seen significant improvement, a huge step up from the original Sapphire title. Some of the original voice actors have been replaced, including Colin Cunningham, the original voice of Vaon, and Italia Ricci, the original voice of the rebel leader Ren, though Laura Bailey does return to reprise her role as Sylea, now the game's primary antagonist (for much of the game, anyway).

    In the two years since the events of the original Slaughtered Planet, Queen Sylea has been corrupted and possessed by the dark god Slaughter, who is using her to exert his will over the people of Camus Black. Sylea is raising an army to conquer the galaxy, and in addition to her human armies, has an army of beasts at her beck and call. Vaon has gone into self-exile, not wanting to get involved with the rebellion, as he blames himself for allowing Sylea to be corrupted by Slaughter. Instead, it's Ren who leads the battle against Sylea, while Vaon has been mostly offworld. He's brought back by a young scrapper named Turk who managed to escape Camus Black and witnessed Sylea personally killing rebels, while also catching a glimpse of the weapon she's been constructing. Once Vaon arrives, he rendezvous with Ren, who is disgusted with him for leaving, and tries to kill him. Vaon escapes, and from there, the game largely opens up to allow the player to engage in one of three main quest threads or complete one of many side quests that become available. Vaon learns that Slaughter seeks out whoever rules Camus Black, and that the corruption engulfing the planet goes deeper than Sylea, but is in fact a part of the planet's nature, accumulating whenever anyone wields any sort of political power for personal gain. Vaon seeks to get to the bottom of the corruption engulfing Sylea, in the hopes that he's able to save her before the corruption consumes her. The main quest has Vaon going back through Sylea's life, visiting the places she's been and the people she's met, leaning their problems and their relationship to Sylea. Another main quest thread has Vaon patching up his relationship to Ren, or at least attempting to, and the third main quest thread has Vaon teaming up with an old farmer named Hennipen, who once led a rebellion against a corrupt ruler of Camus Black, but this time, instead of leading a rebellion, he seeks to build a great city free from Sylea's control, and needs Vaon's help. These three storyline threads are associated with a different alignment for Vaon: the Hennipen path represents the Light path, a more noble path for Vaon. The Ren path represents the Dark path, a path of destruction and war, while the Sylea thread represents the Balance path, seeing moderation between the two approaches. Any of the three paths is valid, and they all lead to the same place: a confrontation with Sylea at her seat of power, and the revelation that an offworld faction called the Deathmoon Syndicate seeks to make a pact with Slaughter. This faction, led by a cunning tyrant named Brandeis, inhabits the husk of a moon that once suffered an apocalyptic event, only for its people to refuse to die. They inhabit the planet as ghostlike creatures, while Brandeis is a sort of necromancer, using his power to keep his followers alive. He seeks Slaughter's aid to end the curse afflicting his people, which will leave Brandeis free to use all of his power for conquest rather than to preserve his subjects' lives. Vaon actually visits the Deathmoon at one point in the main quest, and there are some side quests that can be completed there, but ultimately the goal of the player here is to sever the link between Brandeis and his people, which would cause them to die permanently (thus preventing them from aiding Sylea's army). Meanwhile, Ren's rebellion consumes Camus Black, leading to all out war on the planet, which Brandeis attempts to take advantage of. Depending on the players' actions, they'll either need to fight a corrupted Ren (Light path), a corrupted Brandeis (Neutral path), or a corrupted Sylea (Dark path). Either way, no matter what happens, Slaughter is set free in his true form, while Ren is killed and Sylea is freed from its influence (though she may be in a coma if on the Neutral or Dark path). Slaughter inhabits the husk of the Deathmoon, and tries to ram it into Camus Black, forcing Vaon to intervene. If Sylea is conscious, she'll aid Vaon, otherwise, Vaon will be on his own or with another companion. Slaughter is destroyed once and for all, though the exploding Deathmoon causes a cataclysm on Camus Black, leaving much death and destruction in its wake. Sylea survives no matter what in the end, as does Vaon, and the two will lead the rebuilding efforts on the planet (either together in the light/neutral endings, or apart in the dark ending).

    Slaughtered Planet 2 is released on August 12, 2016, exclusively for the Nintendo Reality. For the most part, it receives excellent reviews, on par with, if not slightly better, than the original game's. Praise is given for the game's graphics, gameplay, and improved focus, though some criticize the repetitive enemy selection and simplified loot system (it's considered an improvement over the original, but some critics think too much has been removed). Most notably, it achieves sales on par with those of the original game, becoming one of Nintendo's biggest first party titles of the summer and one of the most successful games of the year. Slaughtered Planet 2's release is accompanied by some content for Battle Buddies involving the addition of Slaughtered Planet characters and content into that game, and vice versa, with Battle Buddies players getting some extra perks in Slaughtered Planet 2. In just three months, Rare has released two massive hits for Nintendo, and despite a five year stretch that saw the departure of many old faces at the company, the arrival of young blood has revitalized the culture at the company, allowing for some of Rare's best releases ever. The company remains as synonymous with quality as it was during the SNES/Ultra Nintendo days, and the company continues to work on strong new IPs that will be released in the years ahead.
     
    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

    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.
     
    Summer 2016 (Part 8) - Nephilim
  • Nephilim

    Nephilim is an FPS exclusive to the Google Nexus. Published by Google and developed by Studio Grand (an in-house studio brought together specifically for this game), Nephilim is a modern FPS intended to play more like an old-school game such as Quake or Doom, with mostly non-linear levels and a focus on exploration and horror, while utilizing modern FPS gameplay mechanics that have been streamlined to maximize accessibility and player enjoyment. Nephilim's protagonist is an unnamed, silent soldier who leads a squad forced to battle creatures from all across space and time, utilizing weapons that slowly transform their bodies. These weapons are known as Flesh Arms, and they're significantly more powerful than regular weapons, especially at taking down some of the strange monsters found within the game. There are plenty of regular weapons strewn about as well, and though they don't have as much raw power, they also don't have the dangerous side effects of Flesh Arms, making them more useful in some situations. The typical Nephilim level consists of closing a "tear" in space and time, though some levels simply ask the player to go from point A to point B. There are hordes of enemies, including ferocious creatures and transformed humans, and these enemies can come from different eras in time as well, so it's possible to sometimes fight transformed medieval knights, or even monstrous Nazis, though most of the enemies encountered are simply monsters not aligned with a particular faction. The monsters are tearing their way across the planet, so some levels take place in North America, while others take place in places like Brazil, Japan, Antarctica, or even the Moon, and each level brings its own particular twists to the fray, with the Brazilian level taking place deep in the Amazon jungle, while the Japanese level takes place in the middle of Tokyo. Despite the old-school feel to much of the action, Nephilim also features a complex plot involving twists and intrigue, both among the protagonist's squadron and with the scientists who created this mysterious tear. The protagonist is silent, but the game features many side characters with all sorts of different motivations, and the drama between them forms a background for the action of the game. Unlike Doom, which features an isolated protagonist, Nephilim's protagonist is constantly needing to save people, though many times he also has teammates, not just his own squad but also mercenaries and scientists working to battle the dangerous creatures that have been pouring out of the tear and endangering the people of Earth. Sometimes, the protagonist will be taking orders or advice from someone, though other times, he takes the initiative to destroy something or rescue someone, bringing him into conflict with some of the game's other characters. The game also features a feature-rich multiplayer mode meant to hearken back to Unreal Tournament. The gameplay is fairly simple, but allows for skilled players to really excel, and it's clear Studio Grand designed the multiplayer mode with e-sports in mind, as a competitive league for the game begins in 2017. A flagship game for the Nexus, developed over several years, Nephilim features some of the console's best graphics to date, with an optimized mode for the upcoming Nexus Pro that rivals anything on the Reality or Virtua and really shows off the upgraded console's power. The game features an intense soundtrack with contributions from Metallica's James Hetfield, and the game also features a strong voice cast including actors like Jeremy Irons, Dennis Haysbert, Diedrich Bader, and Gina Rodriguez.

    Nephilim begins with a team of soldiers sent into Area 51 after an incident in which several scientists were killed. The team is ambushed by a squad of soldiers who look strikingly like them, but the squad, including the protagonist, learns that these soldiers have some strange mutations, and that their brains are infected with some kind of glowing energy. Investigating further, the squad discovers a strange space-time anomaly, and a living scientist who saw horrible things pour out of it. The anomaly is cordoned off, but it's too late to stop a strange monster from attacking people in a lab in the suburbs of Las Vegas. The protagonist and his squad are sent in, and their weapons can't hurt the monster, until the protagonist picks up a strange pistol which is the only thing that can hurt it. The pistol seems to graft itself to his hand, and it's the player's first Flesh Arm. The protagonist is eventually able to tear the strange pistol loose from his hand, and it's learned that more of these weapons have been discovered and that the army is training soldiers to use them. More strange attacks are reported in other places in North America, and it's clear this anomaly has replicated itself all across the country, and eventually, all across the world. Some of the more humanlike monsters seem to have memories of strange science experiments, and it's learned that the government contracted a group of scientists who were able to manipulate space and time, resulting in the creation of these horrific monsters via the corruption of the flesh caused by this kind of travel through space and time. By creating these tears in the present, they've also been created in the past and future, altering the history of countless timelines and peoples, and also causing these strange mutations. It's learned that the future has been transformed into a hellscape, and that a scientist in the future has been sending these Flesh Arms through space and time to help people battle the horrors, but that the Flesh Arms have themselves been creating horrors, causing a recurring time loop in which humanity is doomed to create a hell of its own making. The protagonist learns that the leader of the scientists who created these tears was the one who went back in time and created the Flesh Arms, but that he's gone mad himself and can't be stopped unless someone goes into the hell future and kills him. Eventually, after all the tears in the present are closed but one, the protagonist takes a small squad into the hell future and goes to stop the scientist once and for all. He's defeated and killed, but the protagonist learns that there's a hideous abomination that's been causing all these mutations, and that it needs to be destroyed as well before it corrupts the past and the future. The abomination is defeated, but the protagonist realizes that someone has to stay in the hell future to keep anything from there from coming back to the past. He volunteers to do so, leaving his friends and squadmates behind as he fights an eternal battle in the future to protect the past.

    Nephilim is released on August 26, 2016. A marquee title for the Google Nexus, perhaps the most hyped Nexus title of the year up to this point, it sells better on release day than almost any other Nexus game to date: over a million copies worldwide. It also gets extremely strong reviews, praising the level and weapon design and the epic campaign, which many consider to be far more fun to play than a lot of the modern military shooters, since it requires a lot more exploration. The multiplayer is even more highly praised than the campaign, with intense matches and fun shooting mechanics making it one of the Nexus' most popular online multiplayer titles. Nephilim is a major shot in the arm for Nexus sales, though many who don't yet own the Nexus choose to hold off until the Pro model comes out, and the game would become perhaps the biggest driver of Nexus Pro sales, as players want to experience the game in its full glory on the powerful new Nexus model. The one negative aspect of Nephilim is that it steals a bit of thunder from the release of The Covenant Zero, scheduled to come out in just three weeks. Though the two games are different kinds of shooter titles, Nephilim is still compared to the new Covenant title by many, and some within Google fear a Cyberwar effect from the new game, in which a surprise hit shooter ends up becoming more popular than the company's flagship series. Nephilim praise and hype are still extremely strong by the time The Covenant Zero is released, but whether or not the two can co-exist has yet to be seen.
     
    The Amazing Race Canada, Season 4
  • The Amazing Race Canada: Season 4: Times they are a-changing.
    This season of the Canadian version didn't shake up the formula too much and this was in a lot of ways a good thing. It was filmed from late April to late May 2016.

    The Cast

    Joel and Ashley: Former Miss Universe and her Stepfather. Not only are they the first stepfather/stepdaughter combo on the show, they are also the first Indigenous peoples to appear on any North American version of the show as far as I know (They're both Plains Cree).
    Frankie and Amy: Mother and daughter. Frankie had Amy when she was in her teens so they are a lot more like friends than most parent/child teams that have appeared on the show.
    Kelly and Kate: Best Friends. They were fun to have around.
    Steph and Kristen: Dating. They were a strong physical and mental team.
    Jillian and Emmett: Exes. They first meet in the Big Brother Canada house and, while they still work well together, have since split up.
    Julie and Lowell: Married. Lowell is the first legally blind person to appear on any version of the show, so far as I am aware. I believe at the time this was recorded his vision was limited to the size of a dime, more or less.
    Rita and Yvette: Twins. These two, while fun, could get irritated with each other.
    Anthony and Brandon: Best Friends. They are the Alpha males of the season.
    Anne and Tanya: Best Friends/Moms. Apparently, these two had the worst sense of direction in the history of the show.
    Stéphane and Antoine: Father and son. Good guys all around.

    The Race

    Leg #1: "Who's ready to let it all hang out?"
    Original Air Date: June 28, 2016.
    Starting in Yellowknife, Northwest Territories, teams run from Frame Lake to the Ceremonial Circle at the Prince of Wales Northern Heritage Centre nearby. Then they head to the Northwest Territories Legislative Assembly where they have to find a phrase in a local Indigenous dialect called Weledah in the woods and run back to the building to give the phrase in English to a local elder. If right, she will give them their Credit Card with $300 on it and their next clue.

    Teams then fly to Edmonton and take a bus to Jasper. At the Jasper Skytram, teams get the Roadblock. In this Roadblock, one team member would be equipped with a bungee cord and ride in the Jasper Skytram with their partner, which would stop in midair halfway up the mountain. At this point, the participating team member would have to climb out of the tram and cross monkey bars underneath to reach their clue on the other side. Only 3 teams were permitted in the Skytram at a time. If they fell, they would have to wait in line for the next crossing (about one hour). Teams then paddle a raft down the Athabasca River where they find another Roadblock on the shore. In this Roadblock, teams had to drive themselves to Two Valley Creek Canyon. Here, the team member who did not perform the first Roadblock had to rappel down into the canyon, then search the river valley on foot for a Parks Canada representative who would give them an avalanche beacon, with which to locate one of three caches containing their next clue. Teams then go to the Pit Stop: Pyramid Island in Pyramid Lake.

    1. Steph and Kristen 10:21 A.M. Won a trip for two to London, England.

    2. Stéphane and Antoine 10:34 A.M.

    3. Jillian and Emmett 10:35 A.M.

    4. Joel and Ashley 11:00 A.M.

    5. Frankie and Amy 11:22 A.M.

    6. Kelly and Kate 12:02 P.M.

    7. Anthony and Brandon 12:03 P.M.

    8. Rita and Yvette 12:40 P.M.

    9. Julie and Lowell 1:01 P.M.

    10. Anne and Tanya 2:59 P.M. ELIMINATED.

    Leg #2: "It's a deal."

    Original Air Date: July 5, 2016.

    Getting $390, teams take one of three buses to Calgary, Alberta. Once there they go to Calgary City Hall and get their clue from Mayor of Calgary, Naheed Nenshi, which is a photo of the Wonderland sculptor outside the Calgary Tower. There teams get the Roadblock. In this Roadblock, one team member has to rappel from the top of the Calgary Tower to the bottom, then loot for Seefar the Calgary Tower mascot. Teams can then go to Canada Boy Vinyl and search through and sort 13 boxes of records for the Express Passes, which Steph and Kristen do, before trying to track down the Beatnik Bus, a mobile record store at either: the McDougall Centre, the Harley Hotchkiss Gardens or the Century Gardens for the Detour: Swim or Sim.

    In Swim, teams have to go to the Sam Livingston Fish Hatchery and corral and transfer some troutlings. In Sim, teams travelled to the Mayland Heights campus of the Southern Alberta Institute of Technology, where they had to use a training simulator to guide a crane's payload through a course on a simulated construction site without hitting any obstacles. If both team members successfully completed the course in a combined time of under 6 minutes, they received their next clue. Teams then go to the Pit Stop: Studio Bell at the National Music Centre.

    1. Joel and Ashley 12:13 P.M. Won a trip for two to Paris, France.

    2. Jillian and Emmet 12:31 P.M.

    3. Stéphane and Antoine 1:03 P.M.

    4. Kelly and Kate 1:42 P.M.

    5. Steph and Kristen 2:10 P.M.

    6. Frankie and Amy 2:22 P.M.

    7. Julie and Lowell 2:23 P.M.

    8. Rita and Yvette 3:09 P.M.

    9. Anthony and Brandon 3:13 P.M. NOT ELIMINATED/SPEEDBUMPED.

    Leg #3: "Toads-warts and all."

    Original Air Date: July 12, 2016.

    Getting $500, teams fly to Ho Chi Minh City, Vietnam. Once there they have to spend the night at the Cái Bè Tourist Dock. The next morning, teams go to the Cái Bè Floating Market, pick four items from a list written entirely in Vietnamese and deliver them to a man near the dock on Tân Phong Island. Teams then take a ferry back to Cai Be, then go to Bến Phà Cái Bè Qua Tân Phong where they run into the Roadblock. In this Roadblock, in a shout out to Season 15 of the American version, one team member has to heard ducks from one pen to another. Then each team member has to carry two ducks to the Cái Bè Land Market where Anthony and Brandon run into their Speedbump.

    In this Speedbump, Anthony and Brandon have to carry 20 toads, by hand, from one side of the market to the other. Then they can join the other teams at the Detour: Hydrate or Vibrate. In Hydrate, teams had to load a sampan with 60 coconuts and row down a canal to a marked dock, where they had to unload and carry them to a nearby coconut water hut. Once all of the coconuts were delivered, they received their next clue. In Vibrate, teams travelled to Phuoc An Temple, where they had to learn and correctly perform a traditional Vietnamese drum dance to receive their next clue. Teams then go by water taxi to the Pit Stop: Mekong Lodge.

    1. Kelly and Kate 12:03 P.M. Won a trip for two to Tokyo, Japan.

    2. Joel and Ashley 12:13 P.M.

    3. Jillian and Emmett 12:54 P.M.

    4. Steph and Kristen 1:02 P.M.

    5. Frankie and Amy 1:34 P.M.

    6. Anthony and Brandon 1:36 P.M.

    7. Julie and Lowell 2:10 P.M.

    8. Rita and Yvette 2:46 P.M.

    9. Stéphane and Antoine 3:14 P.M. ELIMINATED/PENALIZED four hours for not completing the Roadblock.

    Leg #4: "Shine Your Light."

    Original Air Date: July 19, 2016.

    Receiving $450, teams take a water taxi and a bus to Ho Chi Minh City. Once there, they go to Bà Thiên Hậu Temple, where the pick up two bird cages and release the birds in them. Then teams go to a local mechanical shop where the Roadblock is. In this Roadblock, one team member has to repair a scooter using only a manual written entirely in Vietnamese and a sample scooter as reference. Teams then go to Quán Ốc A Sòi where teams were given a dish of fried crickets, centipedes, worms, and a bat. Teams will have to consume the entire meal, then receive a box containing two live red palm weevil larvae (known locally as "coconut worms"). Each team member must consume one coconut worm to receive their next clue, which causes some problems for Amy as she doesn't eat meat.

    Teams then get the Detour: V-Pop or Flip-Flop. In V-Pop, teams travelled to Kingdom Karaoke, and correctly memorized at least one verse per team member of the V-pop song Shine Your Light, then performed karaoke in front of an audience. If the song was performed correctly, a fan girl would give teams their next clue. In Flip-Flop, teams travelled to Glow Skybar where they would watch a demonstration of a flair bartending routine and the mixing of the bar's signature cocktail, the "Hello Vietnam". Teams will then have to recreate the routine and the cocktail exactly to receive their next clue. Teams then go to the Pit Stop: Ho Chi Minh City Hall.

    1. Kelly and Kate 10:14 A.M. Won a trip for two to Los Angeles, California.

    2. Joel and Ashley 10:30 A.M.

    3. Rita and Yvette 10:40 A.M.

    4. Steph and Kristen 11:11 A.M.

    5. Julie and Lowell 11:47 A.M.

    6. Rita and Yvette 12:07 P.M.

    7. Jillian and Emmett 12:22 P.M.

    8. Brandon and Anthony 1:15 P.M. ELIMINATED.

    Leg #5: "What am I blind?"

    Original Air Date: July 26, 2016.

    Getting $360, teams fly to Sandspit, Haida Gwaii, British Colombia. On arrival, teams pick up a car and take a ferry to Skidegate on Graham Island and find the Haida Heritage Centre where the Roadblock is. In this Roadblock, one team member had to listen to six Haida storytellers, who would each tell the story depicted on one of the totem poles outside of the Haida Heritage Centre, as well as the name of its carver: Ron Wilson, Tim Boyko, Jim Hart, Guujaaw, Garner Moody, and Norman Price. They then had to correctly identify all six totem poles by carver to a judge on the nearby beach to receive their next clue. Teams then drive to the Spirit Lake Trail and put together two puzzles based on contemporary Haida art.

    Teams then go to Queen Charlotte City and take a seaplane to Prince Rupert. Once there, they have to go to City Hall and find the statue of the city's founder, Charles Melville Hays, for the second Roadblock. In this Roadblock, teams travelled to Cow Bay Marina and took a water taxi, one departing every 20 minutes, to a log boom floating in the middle of the bay. Here, the team member who did not perform the first Roadblock had to choose a lane and pilot a small tugboat equipped with a dozer blade to find three small timber rafts marked with red flags and push them to a dispatcher at the other end of the lane. Once all three were delivered, they received their next clue. Teams then go to the Pit Stop: North Pacific Cannery Historic Site.

    1. Frankie and Amy 2:12 P.M. Won a trip for two to New York, New York

    2. Steph and Kristen 2:15 P.M.

    3. Joel and Ashley 3:01 P.M.

    4. Rita and Yvette 3:42 P.M.

    5. Kate and Kelly 4:02 P.M.

    6. Julie and Lowell 4:15 P.M.

    7. Jillian and Emmett 4:45 P.M. ELIMINATED.

    Leg #6: "I'm going to be flying it?"

    Original Air Date: August 2, 2016.

    Receiving $300, teams fly to Toronto, Ontario. Then they drive to Hamilton and visit the main Bank of Montreal branch, where they get a message from loved ones. Then the go to the Canadian Warplane Heritage Museum where they find the Roadblock. In this Roadblock, one team member would be flown with an instructor in one of three vintage de Havilland Chipmunks to an altitude of over 2,000 feet (610 m), at which point they would be given control of the airplane to correctly perform a 360-degree banked turn while maintaining a constant speed and altitude between 1800 and 2200 feet. If successful, they received their next clue upon landing.

    After that, teams head to Bayfront Park, where they ride a bike to a marked boat launch, then they kayak across Hamilton Harbor, then they climb an outdoor rock climb. Then teams get the Detour: Art Rock or Dry Dock. In Art Rock, teams travelled to Collective Arts Brewing, where they had to recreate a work of spray paint art using stencils to apply coloured layers in a specific order. If their work matched a given example, they could then take it to a stage inside the brewery to receive their next clue from the band Elliott BROOD. In Dry Dock, teams travelled to Heddle Marine Service and entered the dry dock, where they suited up in protective gear and each had to properly weld an 8 inches (20 cm) section of structural steel, after which their work would be inspected for air leaks. Once both of their sections passed inspection, they received their next clue. Teams then go to the Pit Stop: Dundurn Castle, where they are told to keep racing.

    1. Julie and Lowell 3:12 P.M. Won a trip for two to Delhi, India.

    2. Steph and Kristen 3:15 P.M.

    3. Joel and Ashley 4:19 P.M.

    4. Frankie and Amy 4:33 P.M.

    5. Rita and Yvette 5:01 P.M.

    6. Kelly and Kate 5:31 P.M.

    Leg #7: "I'll be Prime Minister!"

    Original Air Date: August 9, 2016.

    Continuing on from the last leg, teams get $340 and instructions to take a train to Kingston, Ontario. Once there, teams go to Springer Market Square, where they'll pick up their clue the next morning at 9:30 at Vader's Maple Syrup stand (come to the dark side of sweetness! Not really their slogan but still). Teams then make their way to Clarence Street where they found six Chevrolet Cruzes, each with a 4-digit combination on the license plate corresponding to a locked case with a tablet computer inside. Once teams found the matching combination to open the case, they could use the myChevrolet app on the tablet to unlock the vehicle, which would serve as their transportation for the rest of the leg. This is where they get the Detour: On the Field or Offshore.

    In On the Field, teams travelled to Nixon Field at Queen's University where they had to wear Bumperz and complete a series of bubble soccer drills against Queen's University women's soccer players. They had to perform a somersault, pass a soccer ball back and forth between each other, and finally score a goal while the goalie attempted to ram the scoring team member. If they completed all of these drills in under 25 seconds, the university's mascot Boo Hoo the Bear would give them their next clue. In Offshore, teams travelled to the Kingston Yacht Club, where they had to properly rig a sailboat, following a completed example. Once it was approved, they had to sail it out to a buoy to retrieve their clue and return to the dock. Teams then go to the Kingston Penitentiary where the Double U-Turn is (Steph and Kristen use it on Joel and Ashley who use it on Frankie and Amy). Teams then search the 400 cells for the clue. Teams then go to Bellevue House where they find the Roadblock. In this Roadblock, one team member had to dress as Canada's first Prime Minister, Sir John A. Macdonald, then memorize and correctly recite one of Macdonald's political speeches, which included prompts to ring a bell, to an audience of historical players to receive their next clue. Teams then go to the Pit Stop: Kingston Mills Lock Station on the Rideau Canal.

    1. Steph and Kristen 11:50 A.M. Won a trip for two to Rome, Italy.

    2. Rita and Yvette 12:15 P.M.

    3. Joel and Ashley 12:46 P.M.

    4. Julie and Lowell 1:19 P.M.

    5. Kelly and Kate 1:34 P.M.

    6. Frankie and Amy 2:13 P.M. ELIMINATED.

    Leg #8: "Let's dance!"

    Original Air Date: August 23, 2016.

    Getting $450, teams head to Havana, Cuba. Once there, teams have to go to Castillo de la Real Fuerza and search the grounds for a scale replica of the schooner Bluenose. There they get the Detour: Sugar or Shake. In Sugar, teams made their way to the Havana Club Rum Museum and, using a manual grinder, had to extract 15 liters (33 imp gal; 4.0 US gal) of sugar juice from sugar cane. Then, they must take two trays of drinks each on foot to Park Humboldt, deliver them and then make their way back to the club to get their next clue. In Shake, teams went directly to Park Humboldt and learnt a Casino Salsa routine. Once they correctly performed it, they received their next clue.

    Teams then go to the Cámara Oscura where they get a tour. During the tour, they have to spot a Race flag at the Hotel Ambos Mundos where the Ernest Hemingway Museum is located in Room 511. The clue there sends teams to Playa del Este, where they find a Face-off. In this Face-off, teams play beach volleyball against each other, with the first team to 15 points winning. Teams then go to Perdito's Max Brakes where the Roadblock is. In this Roadblock, one team member had to watch a demonstration and then correctly make three engine gaskets from old tire rubber to receive their next clue. Teams then go to the Pit Stop: Restaurante La Divina Pastora.

    1. Kelly and Kate 2:11 P.M. Won a trip for two to Cancun, Mexico.

    2. Joel and Ashley 3:00 P.M.

    3. Steph and Kristen 3:15 P.M.

    4. Rita and Yvette 4:10 P.M.

    5. Julie and Lowell 5:00 P.M. NOT ELIMINATED/SPEEDBUMPED.

    Leg #9: "For those about to rock."

    Original Air Date: August 30, 2016.

    Getting $350, teams fly to Sydney, Nova Scotia. On arrival, teams pick up their cars, which will measure their total distance. Whichever team drives the least distance will win $5,000. Anyways, teams go to the Canadian Coast Guard College where Julie and Lowell get their Speedbump: delivering two sacks of letters from the cadets to the Christmas Island Post Office nearby, stamping each of the letters once they get there. Then they rejoin the other teams at the college to take part in a Coast Guard training exercise: They had to direct their driver to one of two marked locations using only nautical terminology. There, one team member then had to swim out to retrieve a dummy representing a victim. After returning to shore, they then had to bring the dummy to a waiting ambulance. If it was one from the correct location, they received the clue for the Detour: Feel the Rhythm and or Feel the Burn.

    For both Detours, teams travel to the Highland Village Museum and put on traditional attire. In Feel the Rhythm, teams had to learn and correctly perform a traditional Scottish highland dance routine with a troupe to receive their next clue. In Feel the Burn, teams completed a series of three Highland Games events. First, each team member had to toss a caber so it lands end-over-end within designated lines. Then, they each had to carry or move either two heavy logs (larger logs for men) for 2 laps around a marked course, or one for 4 laps if they choose, in the "Farmer's Walk". Finally, each team member had to throw a stone so it lands on one of two targets. Upon completing all of these events, they received their next clue. After either Detour, teams travelled on foot to the blackhouse on the grounds of the Museum, where they encountered the Double U-Turn, which no one uses. Teams then go to the Fortress of Louisbourg. Here they dress in period French military uniforms, roll six barrels of simulated gunpowder up the hill and then fire a cannon. Teams then go to the Pit Stop: Louisbourg Lighthouse.

    1. Steph and Kristen 11:22 A.M. Won a trip for two to Mexico City, Mexico.

    2. Joel and Ashley 11:45 A.M.

    3. Kelly and Kate 12:34 P.M. Won $5,000.

    4. Rita and Yvette 1:10 P.M.

    5. Julie and Lowell 1:39 P.M. ELIMINATED.

    Leg #10: "Just our luck."

    Original Air Date: September 6, 2016.

    Receiving $300, teams travel by bus to Saint John, New Brunswick. On arrival, teams go to the Saint John City Market, where they go to a Hotels.com kiosk and, using the Hotels.com app, deliver five gift baskets to various nearby hotels. Returning to the kiosk, teams get the Detour: 1867 or 1879. In 1867, teams travelled to Moosehead Breweries where they had to choose one of five uniquely labeled beer bottles and pull enough matching bottles from a fast-moving production line to fill five 24-beer cases. They then had to stack a full pallet of cases to receive their next clue. In 1879, teams travelled to Crosby's Molasses, where they had to follow a recipe to prepare a mixture including the company's signature molasses. If it is the correct consistency, then had to pull the mixture to create at least 650 grams (23 oz) of taffy candy to receive their next clue.

    Teams then have to go to the 12th hole of the Algonquin Resort Golf Club in St. Andrews where they perform the Face-off. In this Face-off, teams competed in rounds of golf. One team would take alternating strokes to sink their ball in the hole, then wait for their opponent to do the same. If a team lost their ball, there would be a one-stroke penalty. At the end of each game, the team who took fewer strokes received their next clue. Teams then go to the Scents and Sensitivity Garden in the Kingsbrae Horticultural Garden for the Roadblock. In this Roadblock, one team member is blindfolded and would first be led to one side of the garden by their partner, who would read them the English names of 15 plants they had to memorize, each distinguishable by a unique scent or texture. They then had to follow a guide rope on their own to the other side of the garden and correctly identify all 15 plants by touch and smell to receive their next clue. If any were incorrect, they were led back to their partner to try again. After this they use their car's hands free phone to call Jon who will meet them at the Pit Stop: Passamaquoddy Bay, Indian Point.

    1. Kelly and Kate 2:13 P.M. Won a trip for two to Sydney, Australia.

    2. Joel and Ashley 2:44 P.M.

    3. Rita and Yvette 3:33 P.M.

    4. Steph and Kristen 4:19 P.M. ELIMINATED.

    Leg #11: "Second place is not enough!"

    Original Air Date: September 13, 2016.

    Getting $350, teams go to the final destination city: Montreal, Quebec. On arrival, teams go to the headquarters of Cirque de Soleil. Here they have to perform three tricks, with each team member doing at least one: First, one team member was harnessed with bungee cords and had to bounce to gain enough momentum to reach a trapeze. Next, one team member had to roll a large ball entirely across the room while standing on it. Finally, one team member had to scale a Chinese pole. Teams then go to the Bank of Montreal's original head office and decode a message using a codebook. If correct a bank teller will give them a key to a safe deposit box with their next clue in it.

    Teams then head to the Montreal Biosphere for the Roadblock. In this Roadblock, the participating team member had to use a mechanical ascender to climb 150 feet (46 m) to the observation deck of the museum, pull themselves horizontally across a suspended line to a platform on the outer structure, and finally, rappel down to retrieve their next clue on the exterior of the sphere. After this, teams head to St-Viateur Bakery, where another Roadblock is. In this Roadblock, the team member who did not perform the first Roadblock had to stack three orders of Montreal-style bagels on holder sticks in a specific top-to-bottom sequence by variety, three sticks per order. They then had to deliver them on foot, carrying a complete order each time, to three locations in the surrounding neighborhood of Mile End. If the bagels were not arranged correctly, it would not be accepted. Once all deliveries were completed successfully, they returned to St-Viateur to receive their next clue. Teams then head to the Moment Factory and complete the final challenge: At the control panel of a computer displaying a map of Canada, Vietnam and Cuba with the visited cities highlighted, teams had to place plaques each containing a phrase heard or read from various sources throughout the race, 1 per leg, in the corresponding space on the interactive surface. Many misleading phrases were included. Teams then head to the finish line: Kondiaronk Belvedere on Mont Royal.

    1. Joel and Ashley WIN

    2. Rita and Yvette PLACE

    3. Kelly and Kate SHOW

    The Review

    This is my number one season of the Canadian version of the show. The contestants were great, the locations were amazing, the tasks were good. This season marks not only the first time that a team of Indigenous People participate, but they won as well. Still, the show isn't over yet. I'll see you at the end of Season 29 for a collision course of sorts.

    -Globetrotting: An Amazing Race Blog by R.C. Anderson for the website Reality Rewind, April 10, 2017.

    OOC: Just so you know Ashley is the same Ashley who has appeared in my Crime Stories updates.
     
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    Summer 2016 (Part 9) - Timecop: A Man Out Of Time
  • Timecop: A Man Out Of Time

    Timecop: A Man Out Of Time is a shooter/RPG published by Acclaim. Based on the classic Dark Horse comic anthology, the game focuses on a man named Max Walker who works in the year 2040. He's part of the Time Enforcement Commission, tasked with preventing people from using the newly developed technology of time travel in unauthorized ways. The game plays like a mix of a first person shooter title and an RPG (though it plays more like the Deus Ex series than a typical looter shooter RPG), and sees Walker travel through time and space to bust criminals and perform other duties such as helping stranded time travelers and performing authorized time travel missions. As Walker completes missions and builds rapport with people across different timelines, he'll acquire clues about crimes in other locations, with missions chaining together and even crossing other into other mission lines, allowing the player to follow whichever mission line they choose and have some control over how the adventure plays out. The developers were somewhat inspired by Chrono Trigger, and the game actually plays quite a bit like that one in how time travel works across different areas: there are a total of nine different time periods Walker can visit, and events in the past can have an impact on the future, with Walker able to place items in certain places in one timeline and if they're not found, pick them up in the "future" later on. He can also talk to people at different stages of their lives, with different results. The combat gameplay is fairly advanced as well, building on systems from the Turok series (which many of the developers of this game worked on). There aren't as many different types of guns, but there is a lot of variety amongst guns, with modifications and alterations able to be performed on certain weapons. In addition, it's possible to find different kinds of weapons and armaments in different eras of time, and even to bring a weapon from the past and have it modded in the future. Melee combat is fairly basic, but Walker can learn different combat techniques and disciplines by talking to different people in different times. Most players will want to focus on using ranged weapons such as guns, but melee combat can be good for stealth and other purposes if the player so chooses. Walker has an extensive skill tree, and the player can devote points to combat skills, people skills, stealth skills, or "temporal" skills (this basically enhances Walker's time traveling acumen, allowing the player to identify different ways to take advantage of time travel). Experience points can be earned by killing enemies, completing dialogue trees, completing missions, or using certain items, and it's possible to level Walker up to 50, allowing the player to complete a good portion of the available skill trees (it's also possible to re-spec if they want to try out a different play style). Timecop: A Man Out Of Time has the largest budget of any Acclaim title to date, and the company didn't skimp on graphical detail or animation quality. They also didn't skimp on the voice acting: Kiefer Sutherland plays the voice of Max Walker, Piper Perabo voices Walker's wife, and other major characters in the game are also voiced by either long-time voiceover vets or decently known TV/film actors.

    Just as in the original comic (and the tie-in film), Max Walker is a man touched by tragedy: his wife died of mysterious circumstances before the events of the game began, and even as he performs his duties for the TEC, Walker is also on the hunt for his wife's killer. He soon learns of the case of a person heading back to 1944, and it's worried that they may be attempting to alter the events of World War II to secure an Axis victory. Numerous time travelers have visited that time period before, and they're always considered high priority, due to the risk of altering highly sensitive events that could potentially damage future society. Walker goes to 1944, but is unable to find any serious timestream alterations, save for a couple of people attempting to smuggle nuclear secrets to the USSR, who Walker quickly deals with before returning to 2040. After a few more cases in 2016 and 2027 respectively, Walker meets a woman in a bar named Celia (voiced by Jamie-Lynn Sigler) who shows signs of being not entirely familiar with 2040, but without any evidence against her, he's unable to take any action. However, Celia wants to get to know Walker more, and eventually reveals that she might have information about the murder of his wife. This leads to a quest thread in which Walker ends up having to save Celia from some time traveling thugs, though she's able to hold her own in a fight somewhat, and Walker gets even more suspicious that she might be from some point in the past. However, the clue that Celia gave him about his wife's murder leads to another TEC officer, Stan (voiced by Mark Strong) who may have been conducting illegal business on the side. Walker's pursuit of Stan and the clue about his wife's murder leads to three more different time periods: 2001, 1960, and finally, 1857, the earliest time period visited in the game, where Walker finds a construction base deeply hidden away in which a futuristic device is being constructed. He learns that Stan hasn't been double dealing, but that he's been deep undercover with a group of individuals led by a man known as the Tinkerer, a man named Dr. John Evers (voiced by Guy Pearce) who was one of the people to develop time travel, but who was thought to have been killed in a time-related accident. Walker and Stan clearly don't have enough firepower to stop the Tinkerer, so they return to 2040, only to learn that things have become somewhat altered as a result of the Tinkerer's activities. To make matters worse, Walker learns that Celia is indeed a time traveler and that she's gone back to 1944 again, and that she was the one who had raised the suspicions at the beginning of the game. The game eventually brings together the three main threads of the Tinkerer, Celia, and the death of Walker's wife in the second half of the story. To make a long and convoluted story (extremely detailed but explained very well in the game itself through flashbacks, lots of logs and holotapes, and brief but very well acted story exposition): Celia was a young Jewish woman from the 20th century who went back to 1944 to save her sister from being killed in a concentration camp, but in doing so, caused a string of time paradoxes that led to the Tinkerer surviving his accident and Walker's wife dying at the hands of a corrupt cop within the TEC: not Stan, but Walker's old mentor, the retired officer Hal Morgan (voiced by Robert Patrick), who, when confronted by Walker, tells him that he had to kill Walker's wife to prevent the TEC from being disbanded and not being able to stop the Tinkerer. After Walker gets his revenge by killing Morgan, the Tinkerer's activities begin to manifest further in 2040, causing all kinds of dangerous time anomalies and forcing Walker and Celia to take shelter in a time cocoon, that sends them back to 1944. Walker realizes that in order to prevent the time paradoxes that led to the Tinkerer's rise, he has to prevent Celia from saving her sister. However, before he can do so, he's attacked by augmented soldiers sent by the Tinkerer, who also wipe out large forces of Allied and Axis soldiers in their pursuit of Walker. Walker eventually is able to get to Celia, and in a poignant and emotional scene, he pulls her through a time rift before she's able to save her sister. The time rift takes them to 2065, to a future where the Tinkerer's plans haven't succeeded but the future is still dark and twisted, due to the TEC becoming corrupt and dictatorial. To make matters worse, Celia is furious with Walker, and refuses to go with him. Walker has to battle corrupt TEC agents, eventually having to battle Stan as well (who isn't corrupt, but he believes the TEC ruling the world is the righteous thing, and refuses to let Walker talk him down). Walker eventually fights his way to the inner sanctum of the TEC building, where there are tons of dead TEC soldiers, all murdered by Celia, who is fully decked out in TEC power armor and wants to kill Walker as well. Unlike Stan, however, Celia is able to be talked down, and Walker convinces her to go back with him and find where everything went wrong. They realize they have to go back to 1857 and stop the Tinkerer there, despite only having the two of them. Celia runs distraction while Walker goes into the Tinkerer's lab. Celia is defeated and captured, and the Tinkerer tries to use her to get Walker to stand down, but he refuses and is able to shoot the Tinkerer, allowing Celia to get far enough back from him for Walker to shoot him again with a more powerful weapon. Walker and the Tinkerer battle it out, and eventually Walker wins and dismantles the Tinkerer's lab. Walker has to return Celia to her own time, 1945, but she tells him to take her back a year earlier. Walker tells her that she can't save her sister, and Celia says that she won't try. He does so, and Celia goes to her sister and is there when both of them are taken by the Nazis. Meanwhile, Walker returns to 2040, which is mostly back to normal, save for the Tinkerer being dead and the corruption in the TEC being rooted out. Stan and some of Walker's other friends who died are also back, but there are going to be reforms about how the TEC uses time travel in the future. Walker researches the historical archives and learns about two young concentration camp survivors who lived to 2015 and 2022 respectively: Celia and her younger sister. We see a flashback of the camp being liberated by Allied troops, and this time, Celia's sister has survived, because Celia was there to help keep her strength up. Walker is then delivered a letter by someone who left it for him 25 years ago: it's from Celia, who wrote Walker on her deathbed to thank him for everything. Walker goes home and is immediately hit by a flood of new memories... and we see his wife waiting for him, alive because of a message she got from a childhood music teacher, who turns out to be Celia's younger sister. Walker's memories of the old timeline begin to fade, but he still remembers Celia, an echo from a past that never existed but still happened, and afterward, we see him putting away his TEC uniform, not knowing when or if he'll put it on again.

    Timecop: A Man Out Of Time is released on September 16, 2016, for the Reality, Virtua, and Nexus. It's met with enormous critical acclaim, praising the narrative, gameplay, and epic scale of the game's multiple time periods. It's considered by some to be the new Chrono Trigger in terms of how it addresses time travel, while also being considered one of the best first person shooters ever made. One of the most hyped games of 2016, and easily Acclaim's most hyped game ever, it experiences some of the year's best launch week sales, with the Virtua version surprisingly outperforming the Reality version by a slight amount, while the Nexus version also does well thanks to its unique second screen features. It's seen as the start of a new franchise, and launches alongside a new tie-in comic, action figures, and the announcement of a live action Timecop show that will be launching in 2018. The once obscure comic franchise turned cult hit movie turned massive hit game has come back in an enormous way, and helps to make Acclaim one of the biggest forces in games and entertainment, a couple months before the launch of the newest Destined title no less.
     
    Billboard #1 Hits Of 2016
  • Billboard #1 Hits Of 2016

    January 2: “The Clinic” by Syera Jack
    January 9: “The Clinic” by Syera Jack
    January 16: "Eighty-Eight" by Big Bellamy
    January 23: "Eighty-Eight" by Big Bellamy
    January 30: "The Drop Zone" by DJ Vishus
    February 6: "The Drop Zone" by DJ Vishus
    February 13: "The Drop Zone" by DJ Vishus
    February 20: "The Drop Zone" by DJ Vishus
    February 27: "The Drop Zone" by DJ Vishus
    March 5: "The Drop Zone" by DJ Vishus
    March 12: "The Drop Zone" by DJ Vishus
    March 19: "The Drop Zone" by DJ Vishus
    March 26: "The Drop Zone" by DJ Vishus
    April 2: "The Drop Zone" by DJ Vishus
    April 9: "Scoop" by Rihanna ft. Big Bellamy
    April 16: "Scoop" by Rihanna ft. Big Bellamy
    April 23: "Scoop" by Rihanna ft. Big Bellamy
    April 30: "Scoop" by Rihanna ft. Big Bellamy
    May 7: "Scoop" by Rihanna ft. Big Bellamy
    May 14: "Scoop" by Rihanna ft. Big Bellamy
    May 21: "Black Rain" by M.S.
    May 28: "Black Rain" by M.S.
    June 4: "Black Rain" by M.S.
    June 11: "Black Rain" by M.S.
    June 18: "Black Rain" by M.S.
    June 25: "Said" by Rihanna ft. Dreadlock
    July 2: "Said" by Rihanna ft. Dreadlock
    July 9: "Said" by Rihanna ft. Dreadlock
    July 16: "Said" by Rihanna ft. Dreadlock
    July 23: "Said" by Rihanna ft. Dreadlock
    July 30: "Said" by Rihanna ft. Dreadlock
    August 6: "Said" by Rihanna ft. Dreadlock
    August 13: "Avaricious" by Ami Pasquale
    August 20: "Avaricious" by Ami Pasquale
    August 27: "Avaricious" by Ami Pasquale
    September 3: "Invincible" by Imagine Dragons
    September 10: "Invincible" by Imagine Dragons
    September 17: "Save ME" by BTS
    September 24: "Save ME" by BTS
    October 1: "Save ME" by BTS
    October 8: "Save ME" by BTS
    October 15: "Save ME" by BTS
    October 22: "Save ME" by BTS
    October 29: "Save ME" by BTS
    November 5: "Save ME" by BTS
    November 12: "Save ME" by BTS
    November 19: "Save ME" by BTS
    November 26: "Save ME" by BTS
    December 3: "Save ME" by BTS
    December 10: "Save ME" by BTS
    December 17: "24K Magic" by Bruno Mars
    December 24: "24K Magic" by Bruno Mars
    December 31: "24K Magic" by Bruno Mars
     
    Summer 2016 (Part 10) - From Zero To Hero
  • The Covenant Zero

    The Covenant Zero is a third person shooter developed and published by Google exclusively for the Google Nexus. Though some personnel from Bungie were involved in the game's creation, it's not a Bungie developed title, and indeed, production was headed up by Cliff Bleszinski and Josh Holmes. The Covenant Zero is a prequel to the main series, and follows Master Chief on his first mission with that title, as he and a squadron of Space Marines explore a crashed ship belonging to an unknown alien race, before being attacked by a landing armada and forced to fight their way to safety. Though the game shares similar graphics and basic gameplay with its Nexus counterparts, The Covenant 5 and The Covenant: Spartan, there have been significant elements added to the game, including enhanced melee combat, squadron commands and coordination, and improved shooting controls that make The Covenant Zero the tightest controlling game in the series to date. In addition, the multiplayer has been heavily revamped, and features a 100 player battle royale mode that plays out quite similarly to OTL's Fortnite (though without the wackiness and building elements). The Covenant Zero represents a significant step forward for the series in terms of overall gameplay, and in developing the game, Bleszinski and Holmes aimed to revolutionize the IP while also building a bridge to the next generation. Apart from some mobile titles and small DLC/spinoff games, The Covenant Zero is intended to be the series' final installment on the Nexus, and development has already begun on the "next generation" Covenant game. The game features significant throwbacks to previous titles in the series (some of which allude to the timeline twist, which results in the game not being quite the "prequel" it originally appears to be), though it's also structured with being an entry-level game in the series, not requiring players to know any of the previous lore, as lore from throughout the series is cleverly placed throughout the game in such a way that it doesn't assume knowledge from the player but also doesn't spend too much time rehashing things for longtime fans. The Covenant Zero is much more of an open game than Spartan was, with the ship exploration segment featuring some throwbacks to Spartan but being much shorter, and as the game opens up, there's more action/shooting set pieces than in other recent games. There's no skill tree: what you see is what you get, with power-ups being temporary and the weapon selection being larger but Master Chief's abilities remaining static throughout save for one or two story defined upgrades. It's definitely more of a military style shooter, playing more like a third person Call Of Duty than a Metroidvania-esque title such as Spartan, and missions move along at a quicker pace as well.

    The game's campaign starts with Master Chief being promoted to that title and being put in charge of a squadron of soldiers. They're tasked with exploring a crashed alien ship, and the first few missions take place there, as Master Chief and his squadmates get ambushed by alien grunts inside the ship. Just as they're finished exploring, after the first 10-20% or so of the game, there's a sudden attack from the sky as an armada of alien fighters attack and blow up the ship, just after Master Chief and all but one of the squad members (who sacrifices himself to save the others) are able to escape. At first, these seem like generic fighters, but then we see elite Covenant troops among them... troops that didn't show up until far later in the original timeline. It's soon apparent to players that these troops are from the future, having come through a rift in space and time to destroy Master Chief before he was able to defeat them. Master Chief is forced to call on help to fight off the invaders, but soon, even these reinforcements are getting wiped out, and Chief and his remaining squadmates have to survive on their own. Eventually, Master Chief finds himself in a seemingly hopeless situation, but he's eventually saved by the arrival of his counterpart from the future (who we'll call Future MC). It's revealed that the space-time anomaly at the end of The Covenant 4 remained somewhat intact, and that because of its existence, Future MC wasn't able to eradicate the Covenant completely. One final squadron went back in time and found the rest of the Covenant armada in the past, and a large group of Covenant troops then led an invasion of past Earth, where Master Chief and his squadron had been exploring the crashed ship. For the second half of the game, the player will at times control both Master Chief and Future MC, depending on the mission, as the two work together to beat back the Covenant from the past and restore the true timeline. This eventually results in a grand battle for Earth, in which Master Chief and his squadron protect the troops on the ground, while Future MC boards the Covenant flagship to battle the leader of the new squadron, the Covenant soldier who went back to the past in the first place: the Arbiter of Eternity. Future MC has an epic battle with the Arbiter, while Master Chief battles a massive army of Covenant elites on Earth, eventually doing battle with a powerful heavy tank that threatens to destroy the headquarters of humanity's government. Master Chief defeats the heavy tank and offers to aid Future MC in his fight, but Future MC declines the help, realizing that in order to destroy the Covenant, he'll need to sacrifice himself. What this ultimately means is the creation of a stable time loop in which Master Chief destroys the Covenant in his timeline, then goes to the past to sacrifice himself to destroy the Covenant in the past. It's revealed that this has happened many times before, and thus far, Master Chief hasn't been able to break the loop. Thus, even the past Master Chief is destined to become Future MC, go to the past, and sacrifice himself. Humanity is safe, but Master Chief is trapped in an eternal loop as humanity's protector. However, in a post credits scene, we see a future where Master Chief has seemingly survived... only for it to be revealed that this is actually Experiment 1, from The Covenant: Spartan. What role Experiment 1 will play in Master Chief and humanity's future is not yet revealed, only that he may be a crucial key to breaking the original Master Chief out of his self sacrificial loop.

    The Covenant Zero is released for the Google Nexus on September 16, 2016. Positioned as one of the Nexus' biggest releases of the year, the game earns strong reviews from both critics and fans, averaging in the mid to high 8s (better than Spartan, but not quite game of the year quality). While fans enjoy the story and graphics, they also consider the combat to be a bit too simplistic, and the battle royale mode, while popular, doesn't earn high marks from everyone (without the building element of Fortnite, the battle royale is seen as being a bit too "ordinary", lacking the fun thrill of a game like Battle Buddies). The game also exists in the shadow of the outstanding Nephilim, which was considered by many hardcore Nexus players to be the superior title. Despite these quibbles, the game is still a massive hit, with higher first week sales than any other Nexus game in 2016. It also drives Nexus sales better than Nephilim did, though many are still waiting for the release of the Nexus Pro (which has a The Covenant Zero bundle at launch). The Covenant Zero has been designed to show off the Pro's graphical muscles, and while the game runs just fine on the original Nexus, most longtime fans are planning to upgrade specifically for this game. Though the impending Pro release has limited Nexus sales a bit, they have risen slightly throughout summer 2016, thanks to the release of three of the summer's biggest games: Harry Potter: The Wizarding World, Nephilim, and of course, The Covenant Zero. With Miraculous Ladybug 2 still on the way, the Nexus has had quite the year, and though The Covenant isn't quite the killer app series that Halo was IOTL, it's still one of the most popular franchises on the market, and probably Google's most important IP.
     
    Summer 2016 (Part 11) - Pocatello
  • Pocatello

    Pocatello is a cinematic/mystery/action title published by Activision and published by Skytree Games, an original TTL studio consisting of a mix of programmers/writers from OTL's Telltale and Naughty Dog companies, along with a few young developers who didn't work in games IOTL. The game is a murder mystery centered around the city of Pocatello, Idaho, consisting of investigation and cinematic scenes punctuated by occasional scenes of action gameplay. Inspired by titles such as Terror Trip, The Lobotomized, Crime Stories, and even games like Dick, Pocatello is intended to be a big budget mystery game in which the player is encouraged to explore and take in the game's sights while getting sucked into the story. There's a good deal of lore for the player to find if they dick into every nook and cranny, while it's also possible to build relationships and explore quest lines with people who are only peripherally attached to the game's mystery storyline. You play as a man named Robert Caldwell who's visiting the city on business, only to get caught up in a mystery after his intended contact is murdered, followed by the grisly murder of three young students at the nearby college campus. Caldwell must work to solve the mystery, while the town's police force hones in on him as the primary suspect. The mystery is connected to a long-buried incident that occurred 30 years ago, an incident Caldwell must get to the bottom to if he is to stop the current string of murders. The game is divided into eight chapters, and the player will spent most of their time looking around and talking to people, though at times, Caldwell will need to flee or fight, depending on what's happening. These action moments play out like a typical third person shooter, though the game's controls are a bit more stiff, owing to the fact that Caldwell isn't trained in any kind of fighting or combat (fortunately, his foes are for the most part equally untrained, and the player is encouraged to flee from anyone who poses too much of a threat, like cops or the killer themselves). The game allows for mostly open exploration, in both the city itself and the surrounding wilderness areas, and a good portion of the real city of Pocatello has been digitally recreated within the game itself. There's not a lot of music in Pocatello, save for a few short leitmotifs to set a certain mood, a few licensed tracks, and two original lyrical songs. As for the game's voice acting, Activision has brought on a fairly strong cast of veteran character actors and talented voice artists to play the game's main characters, while a lot of side characters are voiced by the "usual suspects" in terms of LA-area voiceover talent. The cast isn't nearly as stacked as the cast of Time Cop for example, but there are some decently known people, with Eddie McClintock starring as Robert Caldwell, Dean Norris as Tom Sykes, the lead detective assigned to the murder case, Cissy Jones as Willa Anderson, a rookie officer who disagrees with Sykes' handling of the case and begins feeding information to Caldwell to help him out, and Laura Bailey as Amy Morrell, the best friend of one of the murdered students, who thinks she might have been the real target and starts looking for the killer on her own.

    After Caldwell arrives in Pocatello, the game gives the player a chance to explore a bit on their own before the actual murders begin taking place, as a way to get the player acquainted with some of the people they'll be meeting during the course of the game. After the first murder, Caldwell initially isn't suspected, and at first, the player isn't really looking for evidence, just finding information as a curiosity. However, once Caldwell begins digging a little deeper, and the college murders take place, events accelerate quickly. Caldwell is brought in for questioning by Sykes (and this is the first time Willa notices him). Eventually, after Caldwell is released, he ends up meeting Amy, who is investigating things on her own, and soon has to chase her down after she causes some problems for one of the investigators and gets herself into trouble. Amy confides in Caldwell at first, but after she learns he may have been involved in the crimes, she turns on him, and people become more reluctant to cooperate with him. Eventually, Caldwell is forced to investigate on his own, and gets into some run-ins with wild animals, and some of the locals, including a dangerous drug addict that Caldwell has to kill in self defense. This latest killing is blamed on the murderer as well, causing the finger to be pointed at Caldwell even more (though the police can't conclusively connect him to the killing of the druggie). At this point, pretty much the only person who trusts Caldwell, and the only person he can trust, is Willa, who begins surreptitiously helping him. This next portion of the game sees Caldwell trying to keep a low profile... he's not officially wanted yet, but he knows most people in town hate him, so he has to be very careful about where he goes or who he talks to, creating an atmosphere of tension and suspicion around the player. We meet a number of other characters at this time, all of whom could be potential suspects, though the game also indicates that Sykes could be the killer, and Willa also has some suspicious mannerisms that indicate her as a potential suspect... we also learn of the incident from 30 years ago, in which a boy was kidnapped several times by someone who eventually killed him (based on a real life incident from Pocatello in the 1970s). This boy was Sykes' younger brother, and the incident is what spurred Sykes to become a detective, though the kidnapper/murderer himself was never caught. Caldwell eventually learns that his business contact, the one whose murder kicked off everything in the first place, was the man responsible for killing Sykes' younger brother back in the 1980s, and that it's likely that Sykes killed him for revenge (Willa strongly suspects this), though this would also mean that the first killing and the killing of the college students are actually two separate incidents, meaning that not only is Sykes a murderer, but that there's a serial killer going around. We then learn that Amy's boyfriend Cameron (voiced by Ryan Guzman) is also the son of Caldwell's murdered business contact, and when Caldwell manages to get Amy to talk to him again, she learns that Cameron was abused by his father for many years. Eventually, Caldwell ties everything together: Cameron killed his father for revenge, but unfortunately, he too is a deranged killer, and killing his father wasn't enough, so he's begun killing other people in town. A series of confrontations marks the game's final two chapters: Caldwell and Sykes try to kill each other but eventually realize that they're both going after the same guy, Amy tries to kill Cameron herself but is nearly killed in the attempt, but is saved by Caldwell, who battles it out with Cameron. He's nearly killed by Cameron as well (after their fight), but Willa shows up and saves the day by shooting Cameron just before he can kill Caldwell. The mystery is solved and the city's state of fear ends, Caldwell gets an official apology, Willa gets a promotion, Sykes takes a sabbatical from the force, and Amy recovers emotionally and physically at the hospital.

    Released on September 6, 2016 for the Reality, Virtua, and Nexus, Pocatello gets high praise from critics and fans alike, for its cinematic graphics and cutscenes, its mystery solving gameplay, and its voice cast, which is hailed as perhaps the best ensemble voiceover cast of the year. It's not QUITE the revolutionary Game of the Year shoo-in that some expected it to be, with some critics even considering it a disappointment, but it gets review scores in the high 8s and is generally considered one of the better games of 2016 and one of the best ever in its genre. It would contend for a few overall Game of the Year awards, while doing better in the writing, animation, and voice acting categories. Meanwhile, sales would be excellent, thanks to the game's pre-release hype and strong word of mouth (fans were never hyping it up as much as critics were, so there's little disappointment from fans). It would become the fastest selling game in its genre ever, and one of September 2016's best selling games overall. It helps to set a new standard for cinematic storytelling, progressing the "artistic" side of the medium, and while it would fail to stand out in a very crowded year, it would be more appreciated down the road as a landmark example of storytelling in games.
     
    Kids' TV In Fall 2016: A Seismic Shift
  • The current state of the major kids' cable networks as of fall 2016:

    Cartoon Network: Steven Universe, as IOTL, is bigger than ever and is currently the network's highest rated show. Not too much about the show as changed from IOTL, the biggest change is that Peridot is butterflied away thanks to no Invader Zim, but in her place we get more Lapis, Jasper, and a gem named Black Onyx who is somewhat of a stoic warrior gem. Hero Quest and Acrotopia have faded back a bit, though the two shows are considered part of the “Big Three” with Steven Universe. Iron Giant and its pals, the contingent of DC Comics/anime shows that have been on Saturday night Toonami for the last couple of years have also seen ratings declines, but the block is about to get a huge shot in the arm with the debut of Lyte and Darke in September. The network has also gotten a couple new comedies that are doing well, including Little Miss, a show about a bratty, hyperactive young girl who gets into random adventures, and Uncle Grandpa, an absurdist show about a strange magical old man who helps kids with their problems. These two shows, along with Stones, have helped elevate the network's comedy slate. The kids' block anchored by Thomas The Tank Engine has ended, though the popular train toon still airs on weekday mornings and sees new episodes and specials on a regular basis.

    Nickelodeon: Nickelodeon has leaned heavily on internet interactivity, which has been hit or miss for them over the past couple years. There's a Saturday morning block in which kids vote for what they want to see, calling to mind the somewhat obscure U-2-U phone in show with a similar format. Virtual Challenge remains popular, though the idea to bring back Nick Arcade has fallen through, as has the idea to bring back Are You Afraid Of The Dark? (The network is sticking with its Goosebumps specials). There has been a major cartoon debut on the network: The Loud House, an animated show about a family of bunnies in which there's one boy bunny and ten girl bunnies, each with their own unique trait. That show has proven to be somewhat popular, though it hasn't quite developed the massive fandom it has IOTL (due to the fact that the show went with the original idea to use bunnies instead of humans). There's also another live action sitcom joining Zack and Zips: Tripped Up, about three teen triplets who have their own webshow. It's much more kid-savvy than OTL's iCarly, and the showrunner (a 29 year old woman) is far less problematic than Dan Schneider. Nickelodeon has been doing well, though the network lacks a runaway hit.





    The Disney Channel: The Disney Channel has seen three major hits launched in the last few years, bringing the network's profile up significantly: Goldilocks: The Series, an adaptation of the popular movie, has proven to be incredibly popular in its own right, challenging Steven Universe for cartoon supremacy. Sonic The Hedgehog launched in spring 2016, an exciting CGI animated cartoon with some of the same writers from the Pixar film, it mixes adventure and comedy and is far better than OTL's Sonic Boom (its quality is comparable to the popular SatAM Sonic series, in fact). Then there's Home Run, a baseball-themed kidcom about a preteen Little League star and his younger sister. The show has proven popular amongst boys and girls alike, and Disney has already given the green light for two more seasons. They've also greenlit a series produced by music legend Selena, called She's Got It, that will star her daughter Crystal Rain as a wannabe pop star, which will debut in 2017. Disney has recovered quite well over the past few years, though the network is somewhat different from its OTL incarnation (apart from Rick And Morty, there's not much in the way of offbeat cartoons like there is IOTL).

    Fox Family: Fox Family is still struggling to produce a major hit post-Welcome To Riverdale. Its Marvel cartoons just aren't clicking like Cartoon Network's DC cartoons, and the Capcom cartoons haven't been doing well either. Growing Up Super is probably the most popular show running on the network now, as its ratings and popularity have steadily climbed, but the network has fallen to #4 in the family cable ratings, and needs a big hit to bounce back.

    PBS Kids: Tom Kalinske has done a great job of bringing the PBS Kids block back to prominence, and many of its new shows have become hits. Flora and Ulysses has become a massive hit, bigger than even Arthur ever was, with multiple Daytime Emmys in its first season and huge ratings, especially for a PBS show. The new Reading Rainbow has been huge, though Michael B. Jordan's growing acting career has limited the number of episodes he's been able to film (the show is testing out co-hosts for him). Where On The Page Is Carmen Sandiego? and Exploring the Multiverse have also done well. PBS Kids isn't a cable network, so it's not ranked against Nickelodeon, Disney, and the like, but if it was, it would be #3, just behind Nickelodeon and just ahead of the Disney Channel.

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    Lyte And Darke was an animated fantasy/adventure cartoon, and the third animated series created by the team of Bryan Konietzko and Michael Dante DiMartino, after Avatar: The Last Airbender and The Legend Of Korra. While not having anything to do with either of those two shows in terms of plot, the show did have a similar animation style and similar themes of courage, bravery, love, power, rebellion, and family. The show had been in the conceptual stages for six years, even during the conception of The Legend Of Korra, and was one of the main reasons Mike and Bryan decided that The Legend Of Korra would last for only one season, as they wanted to focus most of their time and energy on this brand new IP.

    Lyte And Darke takes place in a world with some elements of our own: more advanced technologically than the steampunk Legend Of Korra, it combines “modern” technology with magical power to create a sort of hybrid “magitech” world blending the two elements together. The world is populated with cities and towns much like our own, with most people being normal humans with nothing in the way of special powers or abilities. However, the world is also populated by two diametrically opposed groups of superpowered people: Crusader Knights, who are embued with the power of light energy from the world's high deity Luxarch, and Shadow Witches, powerful magically inclined people who use dark energy to cast powerful magic. The Crusader Knights utilize magical energy too, but they do it in a different way, wielding bladed and blunt weapons into battle and relying more on physical brute strength and superhuman abilities, somewhat similar to shounen anime protagonists on a somewhat lesser scale. Meanwhile, the Shadow Witches are straight up magic casters, utilizing magic of all sorts of different elements, and their powers work like a blend of the benders from the Avatar universe and the witches and wizards from Harry Potter. For a time, the Crusader Knights and Shadow Witches lived and worked together, but at some point in the past, a great war was sparked between them, leading to deaths and atrocities on both sides, and for hundreds of years since then, there have been many conflicts between the forces of light and the forces of darkness, with some periods of peace but other periods of brutal war. As of the time when the series begins, the Crusader Knights have just finished fighting a three year war against the Shadow Witches, and have nearly wiped them out entirely, with their goal now focusing on containment and eradication. Only a few Shadow Witches dare to operate out in the open (and only under close Crusader Knight supervision), with the others being hunted down and exterminated.

    The two protagonists of the series include a young Crusader Knight named Lyte (voiced by Inez Delgado), and a Shadow Witch named Darke (voiced by Regan Hardwick). Lyte is a 15 year old prodigy and has been named a Knight Captain, the youngest ever to obtain such a title. Though she was too young to fight in the war, she already has a reputation due to her marks in training, by far the highest ever obtained, and her victories in duals with several powerful older Knights. She is given the task of leading a squad to capture fugitive Shadow Witches. Darke is a 12 year old orphan, a Shadow Witch who has been on the run for several years, including the entirety of the war. All alone in the world, she is frightened and scared despite her prodigious power, power that makes her exceptionally dangerous. She encounters Lyte in the first episode of the show, and Lyte's fateful decision to work with her instead of capturing her leads to the events of the rest of the series. Lyte has numerous friends in the Crusader Knights, the most prominent being Archer (voiced by Vincent Martella), her closest companion and friend, who has a more happy go lucky attitude than the strict and stoic Lyte. Then there's Celica (voiced by Zelda Williams), who was grievously injured toward the end of the last war, and returns to become a companion and older sister figure to Lyte. The two start as rivals, since Celica was supposed to have the position that Lyte ended up being in before her injury, but eventually, she becomes a very trusted companion. Lyte and the Crusader Knights live in the nation of Sanctum, ruled by Emperor Arvain (voiced by Patrick Stewart), who becomes at times a father figure to Lyte (who is also an orphan, as her parents were killed in the war). Then there's Celica's mother, High Priestess Cress (voiced by Frances McDormand), matron of the Crusader Knights, who serves as Arvain's right hand woman, so to speak. The tension between Cress and Celica ends up being a major point of contention, especially later on in the series. The main villainous force in the series is the Coven of Shadows, consisting of a group of powerful evil Shadow Witches, once led by Malicar (voiced by Steve Blum), who led a powerful army of dark witches to destroy Sanctum, only to be defeated, his powers stripped, and Malicar himself sealed away, leaving control of the organization in the hands of Zagus, the Scavenger, who is the main coven fugitive on the run. Voiced by Adam Driver, Zagus is a background figure early in the series, but becomes more prominent later on.

    A big driving force for Lyte is the death of her 11 year old sister Theresa, just weeks before the start of the series. One night, an intruder believed to be a coven member slipped into Theresa's room and drained her essence, causing her to become sick and die soon after. Lyte blames herself somewhat for the murder, as she had been too busy training for the Crusader Knights to watch over her sister, but she has also been on a relentless hunt for the killer, which becomes another major part of the series, even as Lyte carries out her Crusader Knight duties. Lyte And Darke was, as you may have guessed, an oftentimes dark series, covering more mature themes even than The Last Airbender and The Legend Of Korra. It didn't shy away from depicting death, violence, and bloodshed, with even Lyte and Darke suffering numerous injuries across the series' run. It was TV-PG, and not a “soft” TV-PG like Steven Universe and Hero Quest, but a full on series aimed just as much as adults as it was at children, an exceptionally bold experiment for Cartoon Network outside of its Adult Swim material. There was even mild swearing at times, including multiple uses of “damn” and “hell” per season, and even the word “bastard” being uttered as an insult more than once. The show had a huge animation and voice acting budget, with numerous famous guest stars being brought in (and of course, it wasn't cheap to have actors like Patrick Stewart and Frances McDormand in prominent roles, though they were lucky to secure Adam Driver before he became a bigger star toward the end of the 2010s). The relationship between Lyte and Darke is at the heart of the series, and though many fans (controversially) interpreted it as a romantic one, it was instead intended as a sisterly bond, Lyte gaining a new younger sister to fill the hole in her heart left behind by Theresa, and Darke gaining an older sister to replace the parents she barely knew. The “found family” trope is at the very core of Lyte and Darke, permeating every inch of the series, not just its two primary characters but other characters as well. The series did include some LGBTQ themes, with two prominent male side characters engaging in a gay relationship that gets confirmed in the last season, while the relationship between Celica and the Shadow Witch Demire (voiced by Alycia Debnam-Carey) is the most visible and impactful LGBT relationship in the series, with the two starting off on opposite sides of the conflict, only to come together through their mutual attraction that grows into love over the course of the series.

    Lyte And Darke would last a total of four seasons, premiering on September 17, 2016, and running until May 23, 2021. Each season (or “book”, as is the custom for Mike and Bryan's animated shows) would run 20 episodes each, with each season furthering the show's myth arcs while also being its own self-contained story. The seasons would play out like this:

    Season One: Season one starts out by setting up the world of Sanctum, the conflict between the Crusader Knights and the Shadow Witches, and establishing Lyte's relationship with Darke. We are shown that Crusader Knights and Shadow Witches do often work together, with one prominent pairing being that of Reddick (voiced by Gideon Emery) and Visian (voiced by Naoko Mori). Reddick was a hero of the recent war, and he and Visian seek to bring the last Shadow Witches to justice peacefully, an approach that proves controversial among most, though Lyte admires him, especially after getting to know Darke. Much of the first half of the season is sort of a “monster of the week” format, with Lyte and Darke getting to know each other, getting better acquainted with their powers, and taking down random criminals, from rogue Shadow Witches to simply bad normal humans. The two obviously don't trust each other at first, but eventually Lyte begins to bond with her, showing her softer side, while we learn more about the Shadow Witches from Darke. The second half of the season deals with the workings of the Crusader Knights, and a corruption growing within. We're initially led to believe that Celica may be the cause of the corruption, but we eventually learn that the corruption stems from Reddick, who's actually being manipulated by Visian (who herself is shown secretly meeting with Zagus and Demire). While we are also shown that most Shadow Witches just want to live in peace, and some Crusader Knights are genuinely brave and open-hearted, there are many people in both factions who want to seize power, and that the corruption in the Crusader Knights is threatening to cause the war to spring back to life. Eventually, Reddick is brought to justice, Visian is defeated, and the corruption is rooted out of the organization. Lyte is hailed as a hero, but there's a steep cost: Crusader Knights are no longer allowed to work with Shadow Witches under any circumstances, and in fact, the goal has shifted from capture to eradication. Lyte, however, continues to meet with Darke in secret, knowing that the tensions between the Crusader Knights and Shadow Witches are about to ramp up severely.

    Season Two: Season two focuses on the growing conflict between the Crusader Knights and the Shadow Witches, with the Crusader Knights cracking down more and more, especially with more Shadow Witches openly attacking people out in the open. Demire is a major villain early on, still working directly under Zagus, but there's another new threat: an anarchist named Cato (voiced by Phil Brooks, also known by his wrestling name, CM Punk). Cato believes the Crusader Knights are tyrants, and has rallied many followers to his cause. He has no powers of his own, but with lots of manpower and weapons at his disposal, he proves to be a bigger threat than Visian and Reddick ever were, and his activities cause the Crusader Knights to act even more zealously. Meanwhile, Lyte has been pulled further and further away toward Darke (instead spending more time training under Celica, who plays a big role this season as well), so Darke has begun wandering... and eventually discovers Malicar, beginning a mentor-student relationship with him. She knows Malicar is “evil”, but she still knows that she needs to train with him to get a better grip on her powers... and we eventually learn that Darke is Malicar's biological daughter, and is destined to lead the Shadow Witches back to glory. Darke's communing with Malicar becomes a serious point of tension between Lyte and Darke, one that has to be resolved toward the end of the season. We eventually find out that Malicar has been using Darke to undo the seals on his powers, and very nearly succeeds after Zagus is able to manipulate Cato into doing certain things to release numerous Shadow Witch prisoners. Of course, Demire begins to slip out of Zagus' influence after a few chance encounters with Celica, while it's eventually discovered that Lyte has been continuing to work with Darke. She is threatened with execution, but she and Darke are able to convince the Emperor and High Priestess to trust Darke, and indeed, to end the campaign of extermination against Shadow Witches after several of them help to battle back Cato and Malicar's forces. In the season's climax, Lyte and Darke work together to re-seal Malicar, while Cato and his forces are disbanded. The Crusader Knight crackdown ends, Shadow Witches are allowed to come back out of the shadows, and Lyte and Darke's friendship grows stronger than ever.

    Season Three: Season three features an all out war between the Crusader Knights and Shadow Witches after Zagus finally re-surfaces in a big way, bringing dozens of powerful coven members with him. Meanwhile, Lyte is more determined than ever to find Theresa's killer, especially after she learns that Zagus himself was the one responsible. While the battle between the forces of light and dark has never been so ferociously waged, we also learn a lot more about the past of both the Crusader Knights and the Shadow Witches, with more clues about Darke's family, including her mother. Darke continues to be distrusted by many Sanctum authorities, but she and Lyte have grown closer than ever, Celica has become a close friend of both girls (and has also grown closer to Demire, whose loyalties are tested after she learns of Crusader Knight atrocities in the war, but who continues to trust Celica even as the intensifying war threatens to drive them apart), and Lyte's conduct has been unimpeachable, as she becomes the most powerful and heroic fighter in all of the Crusader Knights. The season culminates in an epic battle against Zagus to save the world, and he is defeated by Lyte and Darke together in an epic battle, stripping him of his powers and enabling him to be captured. The world rejoices, and despite some Shadow Witches committing some terrible crimes in the recent conflict, the ones who fought on the side of the Crusader Knights, including Darke and Demire, are treated as heroes by the people, with Darke finally being accepted for who she is. However, even after all of that, Lyte still can't let go of her sister's murder. She has learned that Zagus wasn't responsible, but that he might know who was, and she visits him while everyone else is celebrating. Zagus gives Lyte a clue that she overlooked, and Lyte, despite her better judgment, goes to check out the clue... which indicates that it was actually Darke who murdered Theresa. The murder was understandable: Darke was dying due to her own magical essence fading, and when she sensed Theresa nearby, she felt she had no choice but to drain her life force away. She thought Theresa would survive, and stole into the night with the stolen life force. Lyte refuses at first to believe it, but realizes that it's true, and immediately goes to confront Darke, who is still at the celebration in the city. Despite their friendship, despite everything they've been through, Lyte immediately attacks Darke, and begins fighting her, aiming to kill her, blinded by rage and revenge. Darke at first merely tries to defend herself, but once she begins fighting back, their battle rages throughout the city, the two girls throwing incredible bursts of power at once another, causing massive destruction. It's a horrifying, tragic fight, with echoes of the climactic Anakin vs. Obi-Wan battle in Revenge Of The Sith, or Zuko and Azula's final deadly showdown in The Last Airbender... but here, it's two young girls who have been through so much, coming to blows because one of them can't let her hatred and anger go. The fight lasts just a few minutes, but it's perhaps the climax of the entire series, one of the most tragic moments ever displayed on a television screen, the two crying, screaming at each other as Lyte tries to kill Darke with everything she has and Darke tries desperately to defend herself before unleashing her full Shadow Witch power with terrifying results. The fight ends in the Crusader Cathedral, the main HQ of the Crusader Knights, with Lyte standing over Darke, seemingly about to kill her.... only for a bolt of lightning to strike. We believe it's Lyte finishing off Darke, but instead, it's shown to be the other way around, a last, desperate burst of energy fired by Darke... and Lyte falls, seemingly dead, still with tears of rage in her eyes, whispering to Darke that she hates her before falling silent. Darke loses it as the Crusader Knights advance on her to arrest her, unleashing her power and bringing down the entire cathedral on the Knights and on Lyte's fallen body before flying out of the rubble, sobbing but also looking emotionally dead. The last scene of the season shows Darke returning to Malicar, telling him that she just killed her best friend and now she's going to kill everyone else, and Malicar smiling viciously.

    The season three twist and finale was one of the most stunning moments not just in animation history, but in television history. It aired in July 2019 and set the internet on fire, with an enormous fan reaction and debates raging immediately afterward about who was in the right and what was going to happen next. Was Lyte really dead? What was Darke going to do? The cliffhanger lasted 14 agonizing months, the longest gap between seasons by far, generating enormous amounts of fan angst and discussion. Finally, in September 2020, the final season began to air, giving fans the answers they had long been waiting for.

    Season Four: Season four began with Lyte, injured but alive, but also in chains in a Crusader Knight prison, charged with high treason for fraternizing with the Shadow Witch fugitive Darke and for causing the destruction in the city. She's still furious with rage, demanding to be freed so that she can find Darke and kill her, though the Crusader Knights already have plans for that. Once again, Shadow Witches are being hunted down and killed, and most of them, including Demire, have fled the city, while Celica reluctantly stays with her mother, torn about what to do next. Meanwhile, Darke is training fully under Malicar, ready to become his living weapon and the instrument of his vengeance. Lyte eventually breaks out of jail and goes on her own to hunt Darke, even as Celica tells her to calm down and to try and forgive the girl she was once so close with. We begin to learn even more about Darke's past and about the Shadow Witches, and that many of them have fled persecution to a secluded area known as the Umbrella, said to be a place for Shadow Witches who were fleeing both Crusader Knight persecution and also the evil ambitions of the coven. Darke journeys to this place and learns more about her mother, a woman named Lenora (voiced by Pat Benatar). Darke also learns that she once lived in the Umbrella, but that she and Lenora moved somewhere else in the dead of night for unknown reasons. Of course, Lyte and Darke eventually have another ferocious confrontation, and this time, Lyte has the chance to kill Darke, but she can't bring herself to do it. She still hates Darke, but she's calmed down since initially learning of Theresa's murder, and instead of killing Darke, she leaves to go and find Malicar to kill him instead. Darke then learns that Malicar seduced Lenora by telling her that he wanted to free the Shadow Witches so they could all live in peace, and that Darke would be the key, but when Lenora realized Malicar's intentions, she fled with their daughter, first to the Umbrella, but then, after realizing that Malicar could track them, fled to another village on the outskirts of the zone between Sanctum and the realms outside. Malicar found this village and not only slaughtered everyone there, but also killed Lenora after she refused to give up Darke's location. Horrified after learning of what happened to her mother, and feeling a new wave of guilt over Theresa's death, Darke decides to return to Sanctum to turn herself in, even though she knows she'll be killed. Lyte confronts Malicar but is unable to defeat him, and is nearly killed by him, only to be saved by Demire. Lyte is brought to the Umbrella, and though she knows Darke murdered her sister, the things she sees and hears from the refugees there lead her to forgive Darke, and to go and find her. Darke is surrounded by Crusader Knights, and Lyte attacks them to save Darke. The two are both nearly taken, but Archer and Celica show up, with Celica sacrificing herself by allowing herself to be captured, while Lyte and Archer get Darke to safety, leading to an incredibly heartfelt and tearful apology between Lyte and Darke, who re-affirm their sisterly love through waves of tears, both forgiving each other for what they've done. This sets up the last half of the second season, in which Lyte, Archer, Demire, and their allies work to fortify the Umbrella against an invasion by the Crusader Knights, while Malicar, utilizing the power Darke was able to obtain for him, plots his escape, using his agents to corrupt the mind of Emperor Arvain. Lyte and Darke eventually learn that Darke didn't actually murder Theresa... but that instead, Theresa, sensing Darke's pain and fear, reached out to her with her powers of healing, sacrificing her life force willingly to save Darke, and that now, her soul is a small part of Darke's, embuing Darke with healing powers and also enabling her to fulfill the Prophecy of Darkness and Light that becomes essential to the final episodes of the series. It's also why Lyte was so drawn to Darke and willing to trust her so quickly, because she unconsciously sensed Theresa's soul fragment within her (of course, once Lyte was willing to trust Darke, she started to care about her and love her for who she truly was, not because of her sister's soul fragment). The final episodes consist of a grand war between the Sanctum forces and the defenders of Umbrella, with Sanctum's Crusader Knights battling a combined alliance of Shadow Witch refugees, Crusader Knight defectors, and non-powered rebels. Meanwhile, Emperor Arvain seeks to fulfill the Prophecy of Light and Dark himself by stealing away Malicar's power to unify both light and darkness within him, allowing him dominion over both. This enables Malicar to finally regain his freedom and the full use of his powers, so while Lyte goes into the city with Archer and Demire to save Celica, Darke must wage her own private war with her father, to stop him and avenge her mother's death. She is able to defeat Malicar, but seemingly at the cost of her own life, as her soul is torn and twisted by Malicar's evil and rage. Meanwhile, Demire saves Celica, and Celica stands up to her mother Cress, engaging her in a fierce dual, while Lyte challenges Arvain. Lyte is defeated after Arvain is revealed to control both the powers of darkness and light, and it's Cress, who after her defeat at her daughter's hand, realizes the harm she has done and sacrifices herself to allow for Lyte and her allies' escape, while Arvain declares a new age of light and darkness coming together, where there will be no conflict or war because he will rule as the glorious Eternal God-Emperor of Sanctum. Meanwhile, Darke, caught between life and death, ends up “meeting” Theresa. Darke begs Theresa's forgiveness, but Theresa tells her there's nothing to forgive and asks Darke to take care of her sister. Darke returns to the world of the living and quickly flies to the capital, meeting with Lyte. As their friends battle back the corrupted Crusader Knights, Lyte and Darke go together to confront Arvain. As the two go to the palace, a cover of Pat Benatar's “Invincible”, performed by Inez Delgado and Regan Hardwick, is played, and the song continues to play during the final battle in which Lyte and Darke combine their powers to eradicate the evil Emperor once and for all. Though the Emperor is destroyed and the threat to the world is ended, it's not such a neat and tidy ending... the people of Sanctum still largely see the Shadow Witches as evil, and many of them supported the Emperor, even as he became an all powerful dictator. Though there is now peace, Lyte and Darke can no longer return to their old lives, and instead go back to the Umbrella, to protect it from the threat of a future invasion. Celica takes over the Crusader Knights, with Demire at her side, and promises to do what she can to keep the peace, though it will take time to change the hearts of the people. For now, and hopefully for many years to come, there is peace, and Lyte and Darke live together as sisters, protecting their new home and hoping that someday, the people will open their hearts and forgive the transgressions of the past.

    Lyte And Darke was, without question, the most acclaimed animated series of its time, and perhaps of all time, surpassing even shows like The Simpsons and Batman: The Animated Series in cultural appreciation. It would win many, many Emmys, including a voice acting Emmy for Regan Hardwick's performance in the incredible third season finale, and would surpass both Avatar: The Last Airbender and The Legend Of Korra in critical acclaim, though its ratings would lag slightly behind The Last Airbender overall. Its fandom would become one of the largest around, and though the fandom would produce many great works and would generally be peaceful, there would be tremendous controversies throughout the run of the show, most notably over the Larke (Lyte/Darke pairing). Controversial due to the fact that it not only pairs a 15 year old with a 12 year old, but also because they essentially become “sisters” over the course of the series, it would generate enormous debate within the fandom about the ethics of shipping such a pairing, with the debate between Larke “pro shippers” and “anti shippers” nearly splitting the fandom in two, particularly during the long 14 month hiatus between the third and fourth seasons. Despite the controversies, the good about the series would heavily outweigh the bad, and Lyte and Darke is the show that would cement non-comedy television animation in the West as no longer being simply for kids, but for adults as well. Its influence would lead to a number of people on its writing staff being given their own shows, most notably Noelle Stevenson, who would be given the chance to helm a revival of Jem and the Holograms for Blockbuster's streaming service starting in 2023.

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    Here are the ten most popular currently running kids' shows as of September 2016. This isn't in terms of absolute ratings, but a combination of ratings, reviews, and cultural relevance:

    1. Flora and Ulysses
    2. Steven Universe
    3. Goldilocks: The Series
    4. Home Run
    5. Rick And Morty
    6. Sonic The Hedgehog
    7. Zach and Zips
    8. Hero Quest
    9. The Loud House
    10. Growing Up Super
     
    Summer 2016 (Part 12) - The Rest Of The Games
  • (Here are the rest of the notable games from July 2016 to September 2016!)

    -

    Nintendo Reality-

    Punch-Out!: Real Boxing

    Punch-Out!: Real Boxing is a boxing game exclusively for the Nintendo Reality. Like its predecessors, it features a stylized/cartoony version of boxing, with arcade-like gameplay and exaggerated animations and fighters. In this game, players can customize their own fighter (though it can only be a male fighter), and can do battle with 20 opponents, divided amongst five “circuits” of four fighters each, with ten fighters returning from previous games, as well as ten brand new fighters.. The game utilizes a control scheme similar to that of previous games, with a few improvements in terms of timing and punch variety. The game also gives the players the option to use traditional controls or motion controls, and of course there's also the option to use VR, which the game is somewhat built around. There's also the option for two player boxing matches, either with another player in the same room, or online. There's not too much new here, so reviews average right around 8/10, but it's as fun and enjoyable as other Punch-Out games and the VR is a nice bonus.

    Lash Out 5

    The fifth mainline game of the series, and the second to grace the Reality, this is the first game in the series without the involvement of David Jaffe (who's been busy working on the latest Kid Icarus game). However, most of the old writing/programming team is still around, so this game plays much like Lash Out 4, with the primary difference being that Lash has returned as the game's protagonist, and has a mix of his own skills from Lash Out 3 and Mercuria's skills from Lash Out 4, with the newest mechanic being a clone that can be deployed in order to utilizes four whips at once. This clone is on a special meter, so it's not possible to deploy it all the time, but it can be used during heated battles or specific puzzles to clear them more easily. The plot sees Lash forced to defend his new home from galactic invaders, while attempting to trace a mysterious message from a woman who turns out to be Mercuria (who eventually becomes playable in the second half of the game, with her own set of moves, no cloning ability but more effective weapons and able to move more quickly as well). Lash and Mercuria eventually journey to an ancient temple on a nearby planet, where a secret weapon lies that can stop the invaders. Once the invaders are defeated, Lash and Mercuria have a moment of peace, and Lash can get some closure with Laika, whose soul still rests within Mercuria's body. After this, Lash and Mercuria decide to venture to the stars together in search of new people to protect and new mysteries to solve. Lash Out 5 is seen as mostly a formulaic, paint by numbers affair, but despite the lack of originality, the game gets some decent marks thanks to its fun gameplay and the Lash/Mercuria interactions. It's a decent game, though fans do lament that David Jaffe no longer works on the series. Sales are decent, enough to help the game turn a decent profit, though it's clear that the series' glory days are past it.

    Lost Nebula

    A VR FPS title with some looter shooter elements, Lost Nebula is a game meant to push the Reality to its technical limits, and intended to be one of the most epic games of its type ever made. It stars three intergalactic explorers: a man named Darek, a woman named Leya, and a man named Gulver, and the player can choose which of the three to ply as (they represent the different “classes” in the game). These explorers are among the first wave of people to a nebula with planets said to be rich with resources, but when they arrive, they're confronted by a population of ferocious aliens who try to kill them (only to later learn that the aliens are merely trying to protect their home). Lost Nebula boasts some of the Reality's best graphics to date, with gorgeous environments and beautiful animation, and the game is in some way meant to be a rival to After Time. Unfortunately, the main campaign is a bit short, and to make matters worse, there's no online multiplayer, it's meant to be a single player game only. It's a bit of a victim of its own hype: a good game, but not quite as good as the expectations promised. Initial sales are good, but slow down later on, while reviews are only marginally decent, averaging in the 7s, nowhere near the Game of the Year caliber title it was hyped up to be.

    Apple Virtua-

    Phantasy Star Warriors

    A musou title developed by Apple and Koei, Phantasy Star Warriors is much like the Fire Emblem Warriors and Hyrule Warriors titles of OTL: an action packed army fighting game meant to capitalize on nostalgia and fandom for a popular video game series, while telling an epic story with lots of throwback elements to the original games. It brings in characters from all across the series to fight an epic battle with Dark Falz and his evil hordes (also assembled from major series villains). Full of fun, frantic, hack and slash action, it mostly lives up to the hype, pleasing both Phantasy Star and musou fans alike. Like OTL's games, it also has plenty of DLC, both free and paid, adding more characters and missions to an already content rich game. While not QUITE as popular as OTL's Hyrule Warriors, it still turns a respectable profit, with Japanese sales proving to be quite excellent, making it one of 2016's top Virtua titles in that country.

    Emma's Dance Party

    A dancing game featuring VR, but also some twists and turns along the way, it's not your typical dance game, and even though its marketing has it geared toward girls and kids, it's meant to be a game for all ages. It features a character named Emma (who has some similarities with Ulala from the Space Channel/Spice World games) leading players on a dance-based adventure, and can best be described as Space Channel 5 meets Just Dance. Definitely one of the year's weirdest titles, and the marketing hurts the sales, but it's seen as a sleeper hit once holiday sales figures roll in.

    Google Nexus-

    Harry Potter: The Wizarding World

    An open world RPG-type game set in the Harry Potter universe, this game can be somewhat compared to OTL's recently announced Hogwarts Legacy, though with some key differences: it takes place in the 1900s rather than the 1800s, and it's somewhat less complex, from a graphical and gameplay standpoint, as it's geared toward more younger players than Hogwarts Legacy seems to be. Despite that, it's still a very fun Harry Potter game allowing the player to customize their own witch or wizard to journey through seven years at Hogwarts, building up their magical abilities, participating in duals and combat against evil wizards, and even having fun in games such as Quidditch. It's not QUITE the perfect Harry Potter RPG, but it's still a good game that gets solid reviews and becomes one of the biggest hits of the year for the Nexus.

    Nintendo Connect-

    Lectrodes

    An action/puzzle/superhero game published by Nintendo and focused on superpowered teens who can shoot electricity from their bodies. It's a fully 3-D action title with gameplay that hearkens somewhat to OTL's Infamous, though without the good/evil elements of that game (in Lectrodes, you can only be a superhero). The puzzle elements come from the numerous puzzles that can be solved by utilizing your character's electrical powers to activate various nodes and destroy certain objects, and while these can be quite fun and a break from the action combat, most players prefer the action. The game doesn't take itself all that seriously (it's a very lighthearted superhero tale, similar in tone to something like the Marvel Secret Warriors webtoon), and works well with the Connect's connectivity features, allowing you to power up your hero by bringing the Connect in close proximity to your Sony electronic devices. Gets decent reviews and average sales, and doesn't get a sequel, but becomes somewhat of a cult classic.

    Forever War 2

    The sequel to Nintendo's popular war-based game from 2013, that itself was a spiritual successor to the Nintendo Wars series, this sequel sees a bit more of everything: more units, more missions, and more online battle modes, and features pretty much everything that made the original fun and popular, though it doesn't add a whole lot of new content in terms of gameplay, much like OTL's Advance Wars 2. Despite that, this game is still fairly popular, not selling quite as well as the original but easily clearing a million copies thanks to strong reviews, good word of mouth, and a really strategic online ladder.

    Sara, The Senior

    The sequel to the surprise hit Sara, The Sophomore is developed by a small team at Naughty Dog North over a period of several years, and continues the story from the original game, of a high school girl named Sara, her boyfriend Jonathan, and her best friend Maya (who was revealed in the last game to be a secret alien with special powers) as they once again are forced to deal with high school drama and outside threats. This game has more of a serious tone than the last one, with Jonathan being badly injured in a car crash and Maya disappearing, and Sara forced to decide between staying at her boyfriend's side or looking for her friend while someone tries to stalk her. It's a short game, but at a budget price of $19.99, that's to be expected, and it retains the original's visual novel style while featuring some presentation improvements. The voice actors for Sara and Maya are both different this time around (they weren't able to get Miranda Cosgrove or Allison Scagliotti back), but they do a good job of sounding close enough to the originals. Overall, this is a well reviewed game that becomes one of the Connect's top digital titles of the year.

    Apple Gemini-

    Hell's Highway

    A police/state trooper sim in which you play as a policeman who must patrol the deadliest highway in America. Solve crimes, give chase, and help civilians in this surprisingly deep cop sim that becomes a critical darling, but only scores mediocre sales.

    Multiplatform-

    Iridium: Silent Death

    A futuristic FPS focusing on a sniper, this game has a lot of cover fire (aka escort, but with snipers) missions and is a bit slower paced than a lot of other FPS games, making it unique and critically successful, but hurting the game's commercial potential a bit. Achieves the most success on the Virtua, where the game's VR features really stand out.

    R.E.V.O. 2

    The sequel to 2013's hit Electronic Arts title, R.E.V.O. 2 sees the titular android return with his human friends Mikey and Leilani, and their drone buddy T.O.T., exploring numerous worlds and helping to solve the various problems there (as was implied at the end of the previous game). The game builds upon the gameplay of its predecessors, with R.E.V.O. getting numerous upgrades that allow him to fight faster, utilize more weaponry, and battle back stronger enemies, while Mikey and Leilani are also playable for certain segments of the game. Peter Cullen returns as the voice of R.E.V.O., and has significant speaking lines, though he's still a mostly silent protagonist as he battles alongside his human friends. This sequel sees the return of Red Eye as the main antagonist, now downloaded into a much stronger body built for combat and seeking to hunt down the robot and his friends as they help the various worlds they encounter and battle some minor villains along the way. R.E.V.O. 2 is considered a solid game, getting good reviews for the most part, but is a bit of a disappointment, lacking the poignancy and gameplay variety of the original title, and is also marred at launch by a few unfortunate glitches (nothing gamebreaking, but enough to harm the overall experience), and sales don't match up with the original, though it's still a profitable title. A third game goes into production, though it's more likely that it'll end up on next generation hardware than on the current crop of consoles.

    Diana: The Queen Of Glory

    An RPG for the handhelds that features a bit of puzzle solving in addition to being an engrossing title about a queen with amnesia who seeks to reunite with her friends and regain her throne. The game has some Phaedra's Heart vibes to it (with the developers, a young team of gamers, citing that title as influence on the design of this one, along with games like Elvenfall and Mysteria). The game isn't quite as big a success as some of the other RPGs on the handhelds in 2016, but it's good enough to be a critical and commercial success (at least in terms of being a handheld RPG).

    Synthetica

    An RPG/shooter about a customizable android protagonist, this game has some unique elements that contribute heavily to a wave of hype in cult circles, though not very much in mainstream gaming circles. It combines elements of looter shooter titles with traditional WRPG elements, and has features unique to the Google Nexus' second screen, though the game runs better on the Reality/Virtua. It gets good reviews, but its short campaign and somewhat repetitive combat make it a bit of a disappointment, and despite the hyped launch, sales don't quite match up.

    Eastern Front

    The spiritual successor to 2013's World War II FPS Western Front, Eastern Front sees the player take the role of a Soviet soldier battling back the Nazi invasion of the USSR in World War II, culminating with an epic series of battles at Stalingrad. This game attempts to fix a lot of the problems of the original, adding a multiplayer mode (though it's somewhat bare bones), and is a decently well reviewed FPS title, with reviews around the same as Western Front, averaging in the low to mid 8s. The game would see strong sales in its release month, but is a bit overshadowed by games like Time Cop, and doesn't live up to its full potential.

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    Top Selling New Console Games In North America (in terms of sales over the first four weeks of release):

    July 2016-

    1. Harry Potter: The Wizarding World (Google Nexus)
    2. Steep (Apple Virtua)
    3. Steep (Nintendo Reality)
    4. Punch-Out! (Nintendo Reality)
    5. R.E.V. O. 2 (Nintendo Reality)

    August 2016-

    1. Nephilim (Google Nexus)
    2. Madden NFL 17 (Nintendo Reality)
    3. Madden NFL 17 (Apple Virtua)
    4. Mario And Wario: An Unlikely Adventure (Nintendo Connect)
    5. After Time (Apple Virtua)

    September 2016-

    1. The Covenant Zero (Google Nexus)
    2. Time Cop: A Man Out Of Time (Apple Virtua)
    3. Time Cop: A Man Out Of Time (Nintendo Reality)
    4. Virtua Fighter Infinity 2 (Apple Virtua)
    5. Pocatello (Nintendo Reality)
     
    Pokemon Gen 7
  • Pokemon Amethyst And Topaz

    Pokemon Amethyst and Topaz is the seventh mainline game in the Pokemon series, developed by Game Freak and jointly published by Nintendo and Sony exclusively to the Nintendo Connect. The game takes place in the Illum region, based on France (and so similar to OTL's Kalos region from Pokemon X and Y). In contrast with the more rural, backwoods setting of Pokemon Order and Chaos, Pokemon Amethyst and Topaz is more urban, with a focus on high technology and advanced materials. The gameplay blends elements from OTL's Pokemon Sun and Moon and Pokemon Sword and Shield, and introduces wide open, 3-D environments for the very first time (as Pokemon Sword and Shield did IOTL). In contrast with OTL's game, which featured Wild Areas, TTL's game has the entire world as a free roaming 3-D zone, but maintains the old school Pokemon mechanics of tall grass being the only area where a Pokemon can be captured, with no visible Pokemon on the world map. The Terrain mechanic is greatly expanded upon, with 20 different types of terrain, while the Pokemon mood mechanic also returns, where Pokemon's fighting abilities and relationship with other Pokemon is determined by the emotions they're feeling. Pokemon Amethyst and Topaz introduces “Gems” to the series for the first time. These gems can be equipped to Pokemon and are meant to supplement the held item mechanic, and can do some pretty interesting things, such as granting a special move to a Pokemon (for a total of five moves), adding stat points, or other unique effects, with Gems able to be found out in the field, or even refined outside of battle. Much of the game revolves around this “gem” mechanic, with the main villains, Team Jewel, in search of special gems to power up their Pokemon. Pokemon Amethyst and Topaz is somewhat of a return to the series' roots, a more lighthearted game in contrast with the more plot heavy Pokemon Order and Chaos. Players are free to customize their protagonist once again, and their protagonist doesn't have a defined personality like Ellie, but is instead a blank slate, much like OTL's Pokemon protagonists. The game's graphics are similar to those of Pokemon Order And Chaos, with the big enhancement being the 3-D exploration, while graphical detail and animations haven't really improved. The game features voice acting, though not to the same degree as Order and Chaos did, as the plot is more simple than that game was and so there are fewer big cutscenes and major characters.

    As mentioned earlier, the game takes place in the Illum region, which is similar to France and to OTL's Kalos region. Therefore, many of the locations in this game have similarities to those in their Pokemon X and Y counterparts, right down to the Paris-based capital city of Lumiose, which is named the same in this game as it is in OTL's, but is quite a bit bigger thanks to the ability to explore it in 3-D. Other cities and gym leaders are different than they are IOTL, but in roughly the same locations as in OTL's Kalos, with a few minor changes. There's a town based on OTL's Normandy, where an elderly electric gym leader, Colonel Jolt, resides, an homage to Lt. Surge from the original Kanto region. There's also a resort town based on Nice, where a water type gym leader, Katarin, resides. The region is heavy with caves and industrialized mining areas where many gems can be found, and is probably the most urbanized region since Kanto, with numerous large cities. While the OTL counterpart to this game is the Hawaii-based Pokemon Sun and Moon, Pokemon Amethyst and Topaz sticks mainly to the old formula: eight gyms, eight gym leaders, and an already established Pokemon League. The primary theme of the game is power and technology, and many of the game's locations and Pokemon reflect that.

    The game has a total of 115 new species of Pokemon, with none connecting to the lines of any other generation, and only three from OTL (the Flabebe/Floette/Florges line from OTL's X and Y), though some of the new Pokemon bear similarities to some of the designs from OTL's games. Here are some of the more notable new Pokemon:

    Wilfi/Pupila/Grapillon- Grass/Bug-type starter line, moth-like Pokemon
    Bowble/Slobberain/Sainflood- Water-type starter line featuring three progressively larger dogs
    Flambie/Flambuck/Flarestag- Fire-type starter line featuring deer, though this one is different from OTL's Delphox line, it's more physical than special
    Litiflit/Hoverbug/Dracobuzz- A Bug-type line that ends in a Bug/Dragon dragonfly Pokemon
    Feroshus/Wolvalug- A Ground/Fighting type line based on the wolverine, fairly strong in Attack/Defense, but miserable in Special
    Zipvine/Zapvine- A Grass/Electric type Pokemon that combines a Venus fly trap-like creature with electrical cords
    Porklet/Bigborr- A Ground-type boar line, strong in Attack/Speed
    Droidler/Raybot- A Steel/Electric-type robot, Raybot has Levitate to protect against its Ground weakness
    Firstarter/Twinder/Bonnfarr- A Grass/Fire-line based on a campfire.
    Wuxao/Taochu/Kunfar- A set of three Fighting-type Pokemon, each specializing in different types of moves. Somewhat like the Hitmonchan/Hitmonlee/Hitmontop trio, but without a pre-evo, and acquired somewhat differently.
    Litte/Espressu/Cappuchori- A Fire/Light-type line based on hot coffee
    Shardi/Refracta/Staneglory- A Psychic-type line based on stained glass windows
    Fangpur/Saborchomp- A Rock-type fossil Pokemon line based on the saber toothed tiger
    Diplo/Plodosaur- A Rock/Water type fossil Pokemon line based on the Diplosaurus
    Wingpup/Skaiwing/Aeriodrace- The psuedo-legendary line for this generation, a line of Dragon/Flying type Pokemon specializing in speed and attack
    Quartzark- Legendary version mascot for Pokemon Amethyst, a Psychic/Light-type glowing golem Pokemon
    Aurithia- Legendary version mascot for Pokemon Topaz, a Psychic/Steel-type golden golem Pokemon
    Radiante- A rainbow-colored Light/Steel-type opalescent golem Pokemon, the version mascot for 2017's Pokemon Opal
    Idellisa- Ice/Light-type ice fairy Pokemon, distributed via event
    Catastrophar- A Ghost/Dark-type Pokemon, distributed via event, roaming in the catacombs under the biggest city. Horrifying and powerful Pokemon, with a side story based around it.
    Fancifree- A Flying/Light-type event Pokemon, covered in beautiful ribbons and gifted with an exceptionally high Special Attack

    Pokemon Amethyst and Topaz revolves primarily around the discovery of powerful stones and gems, which are used for a variety of purposes, both to enhance Pokemon's abilities and to construct extremely powerful weapons. A few key characters and elements from OTL's 3DS games make an appearance in this title: the characters Lusamine, Lillie, and Gladion from OTL's Sun and Moon, and the character of AZ and his Floette from Pokemon X and Y. Lusamine is introduced in a somewhat similar role to OTL's games: an extraordinarily intelligent and wealthy woman who is presented as using her talents to enhance the lives of people and Pokemon, but is actually seeking out an ancient power to dominate the world. In this case, Lusamine seeks to use a set of stones to power an ancient weapon that she plans to use on the Golems of Enlightenment to take their power and knowledge and add it to her own. Her children, Lillie and Gladion, have run away from her, with Lillie becoming the protagonist's friend, and Gladion becoming their rival. Meanwhile, AZ, who was the one to build the ancient weapon, seeks to prevent its use by any means necessary, even if it means resetting humanity's technological progress. He also seeks to reunite with his Pokemon friend Floette, who AZ constructed the weapon to save, only for Floette to run away from him. Lusamine has been carrying out her plans by funding Team Jewel, a team of gem-hunting thieves and rogues. They're not quite as bad as Team Harmony/Dischord from Order and Chaos, or Team Flare from OTL's Pokemon X and Y (they're not genocidal, just greedy), but they are a lot bigger of a threat than Team Skull, and they're led by a flamboyant but also quite capable man named Diamond. The differences in plot between Amethyst and Topaz are somewhat small compared to the differences between Order and Chaos, with much of the difference being that in Pokemon Amethyst, you will eventually have to battle and catch a Legendary Pokemon named Quartzark, and in Pokemon Topaz, you'll have to battle and catch Aurithia. The main plot plays out in a fairly straightforward manner, with the player getting their starter Pokemon and beginning their journey, tasked with studying the effects of various gems on various Pokemon. As they progress through the world, catching Pokemon and battling gym leaders, they learn more about how the search for gems is a part of life in Illum, how these gems not only enhance the abilities of Pokemon, but help the people live better lives as well. They also learn of an ancient weapon said to be powered by three especially powerful gems: Quartzite, Goldstone, and Spectrite (which also correspond with the three legendary Pokemon of Illum). These gems are said to be scattered across the world, but the player eventually finds either Quartzite or Goldstone (Quartzite for Amethyst, and Goldstone for Topaz). Meanwhile, AZ is the holder of the Spectrite, and Team Jewel eventually finds Quartzite or Goldstone (the one the player doesn't have). Gladion wants to smash all three of the stones, and eventually, after the seventh gym is conquered, manages to seize AZ's Spectrite for himself, but is tricked into bringing it back to Lusamine, while the player is force to hand over their gem in exchange for Lillie's safety. Team Jewel is defeated, only for them to realize that Lusamine tricked them, and she attempts to use the stones to deploy the ancient weapon, but it overloads and begins to overwhelm her mind, causing her to mutate into a strange jeweled being before her battle with the player. The Golem of Enlightenment (either Quartzark or Aurithia) then comes forth, and threatens to destroy all of Kalos, viewing Lusamine's actions as a threat. The player steps forth to stop the creature, and by defeating and catching it, proves humanity worthy of saving. The power of the gems is then used to heal Lusamine, though she ends up in a coma, and Lillie and Gladion decide to stay with her as she recovers, while AZ slinks off. The player then conquers the eighth gym, and heads to the Pokemon League to battle the Elite Four. The champion of the Pokemon League ends up being AZ, who battles the player to see if they are truly worthy of the Golem of Enlightenment's respect. AZ is shown with five Pokemon, but after the fifth Pokemon is defeated, AZ appears to be beaten, only for Floette to reappear at last (though instead of “it's been 3,000 years”, we hear him say “it's been 300 years”, though the scene itself is no less emotional). Floette then faces the player to battle them, AZ says that Floette doesn't have to, and then Floette evolves into Florges and battles the player as AZ's sixth Pokemon (the player doesn't get any of their Pokemon healed up from the earlier fight). After Florges is defeated, the player is declared champion of Kalos, and the postgame opens up, which includes a questline with Radiante and some exploration, but isn't quite as robust as the postgame from Pokemon Order and Chaos.

    Pokemon Amethyst and Topaz is released on October 14, 2016. Accompanied by all the pomp, circumstance, hype, and fanfare of a typical Pokemon release, it proves to be massively successful, just like all of its predecessors. It's not quite as critically acclaimed as Pokemon Order and Chaos, due to its simpler storyline and slightly less gameplay variety, but the graphics are highly praised, and critics are wowed by the fully 3-D world, a first for the series, and one that turns out to be revolutionary. Fans are split on the game as well: while many fans love that they can finally customize their protagonist again, others are disappointed with the lighter hearted story. However, with all Pokemon able to be caught and used in the game (though some do have to be traded in from older titles), it's a content rich Pokemon title, and a crowd pleasing one at that. It breaks the sales records set by Pokemon Order and Chaos to become the best selling game of 2016 in both North America and the world overall, and like its predecessors, is a massive financial success. The anime series, which features a protagonist named Renki and features Lillie and Gladion as his traveling companions, expands on the stories of Lusamine and her children, while featuring some new Team Jewel members and some really wacky adventures, establishing the anime as being more lighthearted than Order and Chaos as well. Renki defeats Lusamine in season one, but season two features AZ as the main villain, and paints him in an even more tragic light than the game, while season three features the redemption of both as Renki and his friends clash with the diabolical Diamond, who turns Team Jewel from a joke into a massive threat, forcing the organization's members to pick a side in a clash that threatens to tear all of Kalos apart! While the Amethyst and Topaz anime isn't as acclaimed as the anime for Order and Chaos, it still proves quite popular, and some of the characters would go on to be among the most beloved characters amongst fans out of all seven series.
     
    Fall 2016 (Part 1) - Argonaut's Big Projects
  • Project Gonzo

    Project Gonzo is a horror/action/partial on-rails title developed by Argonaut and published by Nintendo, focused on a group of young adults filming in an abandoned part of a city for a student film, only to be attacked by mysterious creatures and forced into a real-life fight for survival. It's Argonaut's first M-rated game, and combines elements of titles such as House Of The Dead, with the cinematic chops and branching pathways of games such as OTL's Until Dawn. Designed to be played through multiple times, both to allow players to rack up high scores and see all the cutscenes, as well as experience the game's different endings, it's somewhat different from a game like Squad Four Betrayal, and instead, hearkens back to the company's roots of games like X, Star Fox, and Squad Four Eclipse. It's designed to make full use of the Reality's VR, with things jumping out at the player, while other characters scream directly into the camera at the protagonist, with some of the game seen through a camera's viewfinder. The player protagonist, who is not named or gendered, and doesn't speak via voice acting (but instead has lines of dialogue chosen by the player), is never actually seen, as the game is seen entirely through their perspective. There are five other characters, three male, and two female, who interact with the player throughout the game, and are the player's friends, helping them create their film. They're all in their early 20s, and via dialogue and items found by the player, it's possible to learn more about them. The player will spend much of their time running, sneaking, jumping, and sliding to evade enemies, but there are also melee weapons and firearms in the game, which the player can use on the various things that come after them or their friends. There's a health meter, and there are various options on the player's camera that can be used to take shots of certain scenes or images, which can be added to the player's album, thus contributing to their score. There are twelve levels in all in the game, which range in length from 10-20 minutes each, and these levels each have numerous branching paths or opportunities for the player to see different things or to give themselves an easier or more difficult time. Sometimes, the player might be presented with a simple choice, like going one way or going the other, with no knowledge of what lies beyond. Sometimes, they'll have to choose between an easier path offering more safety, or a harder path, offering more weapons or more story scenes. Throughout the game, there will also be critical segments in which the player's choices may result in injury or even death to a companion. Like in games such as Until Dawn, it's possible to save everyone, no one, or a combination or people, but unlike in that game, if the player makes it to the end, they'll always make it out safe (though of course their friends may not be so lucky). Like in Squad Four Betrayal, graphics and sound are a major component of Project Gonzo's appeal, with some of the best graphics and character animation ever seen in a video game up to this point (and with the game itself being fairly short and small in scale, Argonaut's been able to devote more time to graphical detail). The game boasts a talented voiceover cast, with Matt Jones, Kyle McCarley, and Jason Mitchell as the player's male companions, Billy, Jake, and Trey, and Mae Whitman and Amanda Celine Miller as the player's female companions, Deborah and Selina. Despite the intense horror and violence present in the game, it never takes itself 100% seriously, and so there are plenty of moments of humor and levity in the game that help to give the player a breather between intense segments.

    The game's plot is focused on a student film about an abandoned section of Detroit, said to be plagued by mysterious disappearances and murders, though most of the filming has focused on urban exploration and the six protagonists just screwing around and filming themselves doing stupid stuff. The first level begins with the group looking through an abandoned library building, only for them to hear strange noises and screaming. When they reach the source of the screaming, Selina ends up getting dragged into a tunnel by a strange figure. They eventually find Selina covered in some strange slime and badly shaken up, telling her friends that whatever grabbed her dropped her and ran through a tunnel into the sewers. The friends, against their better judgment, follow the creature into the sewers and end up getting attacked by more of them and separated, and the protagonist begins the second level alone. They're soon chased, and they manage to pick up a weapon and kill one of the creatures, which turns out to be some kind of mutant monster. They're then given a choice whether to go after Billy, Trey, and Selina, or whether to go after Jake and Deborah. Depending on the player's choices, Billy can actually be killed off during this level, but whatever ends up happening, the player winds up with two of their companions for the next level. As the game continues, there are more attacks, more strange occurrences, more chances for companion death, and more lore about just what's going on in this part of the city. It ends up being related to some kind of pollution in the city's water system (with the Flint water crisis never occurring ITTL, this is less timely of a storyline, but also far less controversial, as Argonaut would've had to come up with some other explanation for the mutant creatures if the game were made IOTL). The source of the pollution is an abandoned water treatment facility, but that facility is also swarming with creatures, and it might not be possible for the player and their companions to get in there. In the ninth level, however, the player is able to do so, but upon sneaking into the facility, they're attacked by someone (and if Deborah is still alive and with the player at this time, which is likely, she gets captured by a mysterious figure). Levels 10 and 11 concern the player and their companions needing to find another way into the facility, and possibly rescue Deborah from the mysterious person, who turns out to be the government bureaucrat responsible for the water pollution, who was thought to have committed suicide to avoid prosecution but instead started living in the abandoned facility, where he has a strange command over the creatures. Finally, in level 12, the player and their companions are tasked with fixing the water pollution, eradicating the creatures, and getting the hell out of the plant before it floods. In the end, the player and any surviving companions emerge back in the city, with some incredible footage and an amazing story to tell (though if anyone died, the ending is a lot more somber, and if the player is the last one left alive, they stagger away silently). The after-credits scene shows some surviving mutants staggering into the city, showing that even though the player fixed the problem, some lingering effects still remain...

    Project Gonzo is released on October 7, 2016, to high critical praise averaging in the 9/10 range. Praising the game's graphics and voice acting, and also its surprisingly additive gameplay, the game is not only considered one of the best horror games of all time, but also one of the most effective uses of VR in a game, putting the player right into the middle of the action in truly lifelike fashion. Sales are also quite brisk, helping to make the title one of the Reality's most successful of the season. It's not nearly on the level of Squad Four Betrayal, but it's a great follow-up for Argonaut, and a nice continuance of momentum as the company gets ready for its next big project...

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    Details About The New Squad Four Begin To Emerge

    Argonaut is deep into development on their latest Squad Four title, the followup to 2014's megahit Squad Four Betrayal. The game is expected to be released in 2017, which would be the fastest turnaround time for a Squad Four game since the three year gap between 1996's Squad Four Eclipse and 1999's Squad Four Rebellion. Don't expect the newest Squad Four to be as different from its predecessor as Rebellion was from Eclipse: the new Squad Four will play much like Betrayal, according to project lead Mark Pacini, who has taken over from Dylan Cuthbert (who is instead serving as the game's supervising programmer). The new Squad Four, whose name hasn't yet been revealed, uses the same engine as Betrayal, and the game will focus on exploration and stealth, with the player asked to take a more tactical approach to combat than in the previous game. Few spoilers have been given about the game's plot, but we do know that some kind of cult is involved, and that the game's focus won't be on Lockstar or its politics, but instead, a struggle encompassing the wider universe. Of course, the most notable thing we've been shown is the return of Raquel from Squad Four Rebellion. It's been confirmed that the fan favorite character will play a "massive" role in the game, and that we'll get a clearer picture of just what that role is as we draw closer to the game's release date. Pacini has also shown off some of the game's more RPG-like elements, including damage numbers appearing over enemies and heroes for the first time, and the ability for enemies to drop loot that players can equip to their characters, in a continuation of the general trend toward RPG elements appearing in more and more games. According to Pacini, tactics will remain more important than what equipment the players have, but that the equipment and loot system will provide more of an incentive for combat, and will also encourage players to explore their surroundings, with loot also able to be found in treasure chests. The new Squad Four is one of the most anticipated games of 2017, and while it doesn't look to be a reinvention of the franchise in the same way that Squad Four Betrayal was, it could be one of the cases in which more of the same isn't all that bad, especially when you're talking about a follow-up to one of the greatest games of this generation.

    -from an article on Kotaku, posted on October 22, 2016
     
    Fall 2016 (Part 2) - An Update On WRPGs
  • Kandela: The Last Fire

    Kandela: The Last Fire is a traditional-style WRPG, and is a bit of a throwback game, hearkening back to classic titles in the Ultima series (though with plenty of the requisite modern quality of life features). Unlike a lot of modern WRPGs, it's somewhat heavy on puzzles: the game's dungeons are full of them, and plenty of towns feature puzzles to solve as well, with the rewards ranging from loot to more clues about the game's storyline and where to go next. The game itself focuses on a world where fire is almost impossible to make, and the last of the world's fire has been condensed into a spiritual flame called Kandela, which has entered the soul of the player character. After you create a character using the game's extensive creation system, which offers a wide array of features for customizing appearance and starting stats, you're thrust into a dungeon, in which you've been imprisoned by the king, who hopes to extract the Kandela from you. You're guided to safety by a fellow prisoner, a female thief who was arrested for attempting to break into the palace, and after escaping, you're given clues about six dungeons you must explore to use Kandela's flame to restore fire to the world. Kandela can serve a variety of purposes for the player, strengthening their magic and also assisting them with the various puzzles found in the game, which are based around Kandela's fire. The player, who soon becomes known as the Flamebearer, is assisted by some NPCs, hunted by others, and despised by others still, and must carefully balance their relationships with various towns and people, all who have a unique relationship with the player's character as they decide what to do with their fiery gift. Apart from puzzle solving and dungeon exploration, moral alignment is at the heart of this game, and the player must decide how best to wield Kandela: will they use it to restore the fire, or will they keep its powers for themselves and attempt to rule the world? There isn't a whole lot of different paths the player can take (mostly three: good, neutral, and evil), but there are plenty of quests and things to do, and some of the game's puzzles are true mindbenders. Released in October 2016 for the Reality, Virtua, and Nexus, Kandela: The Last Fire is quite well received by critics, who consider it a breath of fresh air and a true throwback to a lot of late 90s/early 2000s RPG classics. It's not for everyone, but thanks to the strong reviews and promotion on various websites, it manages to become one of the year's more popular WRPGs, selling over a million copies on console and also doing quite well on PC and Macintosh, where it would be even more successful.

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    Nosgoth

    Nosgoth is an MMORPG published by Eidos and set in the world of Legacy Of Kain, after the events of Legacy Of Kain: Fate's Instrument. As a result of the events of that game, humans and vampires have launched a decades-long war for control of Nosgoth, with one faction, the humans and their vampire hunter allies, led by the goddess Silesma, who wields the Soul Reaver and empowers humans to battle their vampire enemies, and the vampires themselves, led by Kain and set upon the world to conquer it. Players will choose between one of these two factions, and in addition to waging war with one another, they also complete various missions against other beings who are in opposition to both humans and vampires (occasionally bringing the two sides to work together). Eidos originally intended to publish a single player game that would bring the series to a conclusive end, but after failing to come up with a strong plot for said game, decided instead that the property would best work as an MMORPG, which would allow them to craft events within the world of the game that could potentially be used to set up a future single player story. Combat is fairly typical action RPG fare. There's loot to gather and dungeons to explore, but what sets Nosgoth apart from other games of its stripe is the abundance of PVP zones in which humans and vampires battle it out. Humans/vampire hunters have fairly typical weapons and powers, with Silesma's Soul Reaver granting some specials, magic, and superhuman abilities allowing them to fight the vampires on even footing. Meanwhile, the vampires have extra durability and an array of powerful blood-based attacks, and can also equip much of the same gear used by vampire hunters, though they do have certain weaknesses that human players can exploit. Nosgoth is fairly small in scale compared to other MMORPGs on the market, though Eidos does frequently update and expand the game, adding more territory and more dungeons to flesh out the world. Released on the Reality, Virtua, PC, and Macintosh (the game is thought to be too big and detailed for the Nexus, and it can't be released as a Pro exclusive) in October 2016, it's met with somewhat mediocre reviews that criticize the small world and bare-bones combat system, and also criticize the story in comparison with other classic games in the series. Early sales are fairly poor as well, but as the game's price comes down, they do begin to pick up as more players check out the game and more things are added. It would eventually become completely free to play in late 2018, and maintains a somewhat small but devoted player base that helps keep the game reasonably profitable.

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    Ultima XII: Avatar Of Skye

    Ultima XII: Avatar Of Skye is a WRPG published by Electronic Arts for the Reality, Virtua, Nexus, PC, and Macintosh. It's the twelve mainline title in the Ultima series, and was originally conceived as the series' third online game (after Ultima Online and Ultima X), but eventually was spun-off into a single player title, while Ultima Online 2 was still being developed for PC (with a target release window of 2018). It's the first Ultima game that series creator Richard Garriott had no involvement in (as he chose to focus entirely on Ultima Online 2), so instead, a new team was brought together to develop the game and flesh out its story. Far lighter hearted than Ultima XI: The Wages Of Sin, and even boasting a Teen rating as opposed to the Mature rating of the recent games in the series, Ultima XII is the first to allow the player to choose a male or female Avatar, who must restore virtue and honor to a realm called Skye, based somewhat on the real life Scottish Isle of Skye. This island, isolated from the mainland, has grown corrupt under the rule of the Dreadlord Angus, who exerts his will by launching campaigns of terror across the land. The people of Skye have grown jaded and bitter, and so it's up to the Avatar to help them, by displaying virtue on their many quests across the realm. The basic layout and gameplay of Ultima XII actually has a lot in common with OTL's Ghost Of Tsushima (many developers from OTL's Sucker Punch studio ended up working at the studio that brought Ultima XII to life), except for the combat, which remains fairly traditional WRPG fare (a mix of melee attacks and magic). The Avatar's actions are judged on how much virtue they exhibit, and while it's possible for the player to conduct themselves in a somewhat non-virtuous manner for a while, virtue and honor are necessary to progress through the game, with the player required to complete some remedial quests to restore that virtue if it's lost. Most of the game's quests are side quests of some stripe, designed to build the player's virtue and allow them to make ethical choices. Once virtue is restored to the land, it becomes possible to overthrow Angus and restore Skye's freedom. Ultima XII is a bit of a smaller scale title, not quite on the same level as Ultima XI in terms of freedom or ability to explore, but it makes up for that with a compelling main quest and some genuine ethical choices (even though the player is required to exhibit virtue, they actually have many ways to accomplish this, giving the player more freedom than one might think). It restores the series to its roots to some extent, and gets some comparisons to Kandela: The Last Fire. It's released in November 2016, and is seen as a fine game, with fairly good reviews, but gets a bit overshadowed by other titles, especially Final Fantasy XIV. It becomes a bit of a "forgotten" game in the Ultima series, lacking the gameplay versatility of X or the bold risktaking of XI, and ends up doing little to raise hype for Ultima Online 2, which most series fans are looking forward to quite a bit more.
     
    Fall 2016 (Part 3) - The Twilight Of Doctor Adler
  • The Twilight Of Doctor Adler

    The Twilight Of Doctor Adler is a mystery/adventure title exclusive to the Apple Virtua. Taking place in a somewhat dreary version of Victorian England (inspired by the Sherlock Holmes novels), the game focuses on the eponymous doctor who eventually becomes embroiled in a mystery after several of his close associates mysteriously disappear. The gameplay can be best compared to OTL titles such as the Arkham series, Bioshock and We Happy Few, though inspiration is also taken from TTL original games such as Dick and Crime Stories, and the game itself is also compared with contemporaries such as Pocatello and even Project Gonzo. The Twilight Of Doctor Adler is an ostensibly open world exploration title, though some areas of the city have to be unlocked via progression of the story, and the player can level up Doctor Adler's abilities, both in terms of mystery solving/deduction and also his fighting abilities. While there's not a huge amount of fighting in the game, it is a first person adventure title with FPS elements, and the good doctor will need to do battle against some gangsters and killers during certain parts of the story. In addition to the game's main mystery (the disappearances and murders that have been occurring in the city), the player will also be asked to participate in side quests, such as finding other missing persons, stopping some gang activity, and taking down pimps and slum lords as well. The game has some melancholy aspects to it, as the doctor finds himself slowly descending into madness as the corruption and evil within the city start to adversely affect him and he becomes overly burdened with the problems of others, while his associates meet various grisly fates (or in some cases, are revealed to be criminals themselves). There are some horror elements to the story, though nothing quite as outlandish or otherworldly as Project Gonzo, with most of the killings able to be solved by the player (you're mostly dealing with Jack the Ripper and Alex DeLarge types, not monsters or mutants, though there are some ghostly elements that come into play in the game's second half). The game's Victorian setting lends itself to some steampunk elements as well (nothing quite as outlandish as say, Bioshock Infinite, but closer to OTL's modern Sherlock Holmes movies). Despite the game's somewhat dark and bleak setting that in some elements would lend itself more to an indie title, this is a fully AAA game, published and funded mostly by Apple and developed by an in-house studio. The graphics are excellent, with the first person view designed to make full use of the Virtua's VR, and optimized for the new Virtua S system. The game also has some strong voice acting, with Matt Smith as the voice of the titular Doctor Adler, Sophie Lowe as the voice of Mary, the game's main female character who becomes a trusted confidant to Adler, and Hugo Weaving as the voice of the game's primary antagonist, a serial killer/cult leader known as Finis.

    The storyline follows Adler, who serves as a doctor of psychiatry in late 19th century London, and tries his best to help various people in the city with their problems, though in doing so, he attracts an enormous amount of unsavory types, and has become deeply involved in the city's criminal underworld, though he tries his best not to make matters worse for anyone. He begins to notice the disappearance of some of his patients, as well as people connected to his patients, and as he tries to find them, he's forced to take violent measures after one of his patients, a young prostitute named Mary, is nearly murdered by members of a criminal gang. He realizes that he has a responsibility to clean up crime in the city, and becomes somewhat of a vigilante, taking it upon himself to solve the mystery of these disappearances, but this causes problems for him when another of his patients implies that he and some of his friends will be killed if he keeps digging into the disappearances. He learns of a man named Finis who commands a gang of street toughs that control crime in the city, and instead of backing off, he decides to investigate further, which causes the death of his older sister as well as one of his oldest friends after they are killed in the streets by people connected to Finis. Adler must also confront his own demons (a crippling narcotics addiction and the fact that he covered up a murder committed by his younger brother), which have led to additional problems for both Adler and those close to him. These personal problems grow in number and urgency as Adler continues his one man war on crime in the city, and he soon becomes a wanted man himself after Mary is killed and he's framed for her murder. Now, Adler has no choice but to hunt down and kill Finis, which isn't even guaranteed to solve his own problems, but becomes necessary if he wants to clear his conscience. The two eventually have a showdown, and Finis tries to get Adler to back off, reminding him that he has nothing left and that everyone who cared about him has left him. Adler responds that he can still protect the people he cares about, even if they don't care about him, and eventually, he manages to kill Finis after a brutal showdown. The ending shows Finis in his office, looking through pictures and files of his clients, most of whom met with bad fates, but a few of whom are now safe thanks to what he's done. When the police show up to arrest Adler, he's already dead, having overdosed on narcotics, a grim ending for a man who fell too deep into the world he tried to fix.

    The Twilight Of Doctor Adler is released in October 2016, to mostly excellent reviews from critics, who praise the game's dark story and strong gameplay. The game is compared favorably to titles such as the aforementioned Project Gonzo and Pocatello, with a lot of critics saying it combines the best of both games, the action of Project Gonzo with the exploration and mystery of Pocatello. The game is somewhat grimmer than both of those titles, but is seen as one of the best uses of the Virtua's VR, and though it comes out a couple months before the introduction of the Virtua S, it's a major showcase game for that machine, with graphics that really pop on the new model, especially in VR. It's one of Apple's biggest holiday hits, joining Virtua Daytona and Scalebound as a major driver of Virtua sales in the last quarter of the year. Its grim story would have influence on a number of titles down the road, and though it wouldn't get a direct sequel (the main character and most of his friends are dead), it would inspire at least one spiritual successor.
     
    Fall 2016 (Part 4) - Of Winds And Winter
  • A Song Of Ice And Fire: The Long Night

    A Song Of Ice And Fire: The Long Night is an action RPG game based on the popular series of novels by George R. R. Martin and developed by a company called Zoratech exclusively for the Google Nexus. It's the prequel to 2013's A Song Of Ice And Fire, and while that book took players through the events of the first three novels in the series, The Long Night takes place 8,000 years before, during the Age of Heroes, and the event known as The Long Night, the generation-long winter that gripped all of Westeros in its frozen horror. The game allows you to create your own hero, who can be male or female, and this hero becomes a key part of the struggle against the invasion of the White Walkers, while they must also deal with threats from their fellow humans who seek to take advantage of the Long Night for their own purposes. The Long Night is a more epic and sweeping game than the original, and the fighting is a bit less realistic, with the hero capable of more superhuman feats than Cather Keld was. Unlike Keld, who was just a small player in the larger Game of Thrones, the player hero of The Long Night can become a legend, as they fight to save Westeros from the winter's horde. The Long Night also features a number of supernatural creatures and enemies for the player to fight, not just the White Walkers, but large beasts and mighty apparitions, which must be taken down with different battle techniques that the player character will learn as they progress through the game. The world of The Long Night is about the same size as the world in the original A Song Of Ice And Fire, but players will explore different areas of Westeros, and even when they do explore an area from the original game, it's vastly different because the player is seeing it 8,000 years in the past (though there are a few interesting connections to the events of the original game present in this title). Though it's made clear in the game that the player character will eventually be the one known as Azor Ahai, the player is free to forge their own legend and take any path they wish to become the legendary hero of Westeros (this is possible because with 8,000 years removed from the events, the story of the Long Night as told in the books has faded into legend, with the legendary hero themselves known by several different names). Though some of the game does borrow from the mythos of Martin's books, the writers and developers had a lot more leeway to create the world of Westeros during this time period (and Martin himself says that the game is non-canonical regardless), so the world crafted is far different from the one players know even from the original game. The game itself sees the player traveling Westeros during the time of the Long Night, an incredibly harsh winter environment, which has taken its toll on the world (so most towns are gripped by cold and depleted of population, giving the game a post-apocalyptic feel in a sense). The player will have to carefully manage their hero's body temperature (this isn't too hard, but it is a factor that the player will need to deal with during the game, going into certain parts of Westeros will require protection from the cold). All paths lead to the forging of Lightbringer, the legendary sword that the player must use in the final battle to repel the darkness from Westeros and end the long winter for good. Along the way, the player can choose to help whoever they please (the game's main quest is fairly long and involved, but there are plenty of side quests as well), and the game has an appropriately epic feel. It's still quite grim, violent, and bleak, but more hopeful than the original game, as the player's actions carry a lot more weight. In the end, the player character sacrifices their life in the grand final battle, and the effects of their actions are shown as Westeros finally recovers from the long winter, with scenes showing the people they helped along the way, and the final scene depicting the beginning of construction on the northern Wall.

    A Song Of Ice And Fire: The Long Night is released in late October 2016, to extremely strong critical reviews, better than those of the original game. Critics praise the game's epic scale and the way it captures the darkness and violence of the world of Westeros, while also depicting the player hero's quest as suitably epic. Sales are also brisker than those of the original, and this becomes one of the most successful Nexus titles and WRPGs of the year, eventually selling better than the last game, and paving the way for a third installment in the series. Its release would come at the time when a slew of A Song Of Ice And Fire news was being released, which would help the game to sell even better, and in doing so, would generate hype for everything that was to come...

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    Blockbuster Secures Rights To ASoIaF Television Series, Will Begin Filming Early Next Year

    The massive bidding war between multiple networks and streaming services for the rights to make a television program based on George R.R. Martin's epic fantasy series has ended, and as expected, Blockbuster has won the rights and will produce the adaptation for their streaming service, which will likely begin airing sometime in 2018. Blockbuster announced the acquisition at this year's New York Comic-Con, marking the end of a nearly seven year odyssey in which multiple companies pursued the rights, some turned them down, and finally, a bidding war resulted in Blockbuster being the winner. As early as 2011, 20th Century Fox was mulling the idea of adapting the books into a series of films, hoping to follow in the footsteps of the popular Lord of the Rings series. However, after the company began to experience increased success with its Marvel films, it decided that an epic fantasy adaptation would be too expensive, and passed on the rights to make a film. Eventually, the film idea became an idea for a television series, which HBO briefly considered producing before they too decided to pass, and that began the bidding war amongst several potential buyers, mostly streaming services but also Showtime and Comcast (owners of NBC, Universal, and the Sci-Fi Channel, the latter of which likely would have been the destination for the show). Blockbuster managed to outbid Netflix, and will add A Song Of Ice And Fire to its growing television slate. The company has seen a steady increase in subscribers in the past several years, and has widened its gap significantly over Netflix, its closest rival. The company has also seen growth in its Blockbuster Entertainment chain of physical stores, one of the few large physical retail companies to see an increase in profits and sales during this time, thanks mostly to the expansion of its merchandise and numerous exclusive product lines. Blockbuster is now one of the fastest growing companies in entertainment, and shows no signs of slowing down, expanding as quickly as it did during the video rental heyday of the 1990s. It's hard to imagine a world in which Blockbuster wasn't able to successfully pivot away from the video rental sector to become the entertainment giant it is today, and the acquisition of the rights to A Song Of Ice And Fire looks to be one of the biggest arrows in the company's growing quiver to date.

    -from an article on Tubehound.com, posted on November 18, 2016

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    "The sixth book in the acclaimed A Song Of Ice And Fire series, The Winds Of Winter, will be released on March 3, 2017. The long-delayed sixth book in the series has been teased for years, but now its release is only a few short months away. George R.R. Martin, author of the series, says that he was able to finish his work on the book over the last year mainly thanks to a 'lack of distractions' in his personal life, and the book's completion couldn't have come at a better time, as it's being released a few months after a hit new Google Nexus game which allows players to relive the events of the Long Night that frames so much of the legend of Westeros, while filming on the long awaited television series for Blockbuster will begin right around the same time, and Martin says that he hopes to have the seventh and final book in the series written right around the time the television show eventually wraps up, which likely won't be for several years assuming the show is successful."
    -from an article on Goodreads, posted on November 22, 2016
     
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