Massively Multiplayer: Gaming In The New Millennium

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There's a Peach game coming for the Supernova too... it won't be Super Princess Peach... it'll be.... interesting, but no spoilers yet.
In the words of Borat: Very nice!

I was thinking maybe I could give the idea of Peach saving some sort of relative like a younger sibling in my own Mario 128 idea I shared. Because I found the idea of her and Mario's roles being reversed like OTL's Super Princess Peach too simplistic.
 
If there is no analogue to Tropical Freeze ITTL, could we at least see some of the soundtrack or bosses used in other games?

If we don't see that, I could imagine Pompy the Presumptuous as a boss for a new Ice Climbers or Dog Dash game, and maybe Lord Fredrick could fit in as part of the Zelda universe. Other than that, anything goes for what can be salvaged.
 
I have an idea about creating a couple of album covers for fictional albums in this TL.

Probably gonna start with Stains (1995) and Waste of Time (1999) from Nirvana. Is that fine with you, Ry?
 
I have an idea about creating a couple of album covers for fictional albums in this TL.

Probably gonna start with Stains (1995) and Waste of Time (1999) from Nirvana. Is that fine with you, Ry?

Waste of Time is fine, but I had a very specific idea for Stains, so leave that one alone for now.
 
Fall 2009 (Part 7) - Squad Four Protectors
Squad Four Protectors

Squad Four Protectors is the fifth mainline game in the Squad Four series and the follow-up to 2003's Squad Four Upheaval. It's a mission-based hack and slash game that sees Shad, Marcus, Rebecca, and Lane teaming up once again to help protect people throughout the galaxy. Unlike the previous games in the series, which ran the gamut from rail shooter (the SNES-CD games) to 3-D adventure (Rebellion and Upheaval), Squad Four Protectors is more of an action title, and takes the run and gun type gameplay from the previous games and turns it into full-on hack and slash, combining melee fighting and shooting for an experience not unlike OTL's Vanquish. The original Squad Four Rebellion back in 1999 was said to be somewhat of a precursor to the modern hack and slash game, so now the series comes full circle. Unlike the previous games, which had a defined mission structure, with one mission played after the other, Protectors takes a more open-ended approach. It has a series of storyline missions (18 total), but also has 40 side missions of varying lengths that can be opened up and played at different points in the story, giving the game a structure somewhat close to the Tales Of The Seven Seas series, which Argonaut admits inspiration from for this game. These side missions can be played for high scores and to learn more about the game's storyline while also experiencing unique challenges. However, like previous games in the series and like most modern hack and slash games, Protectors doesn't have permanent power-ups. Instead, power-ups are collected and used only in the missions in which they're found. While this does keep the player from having a sense of character progression, it also allows difficulty and challenge to remain somewhat consistent throughout. Later missions do tend to have stronger power-ups, so there is still SOME sense of progression, but there are no permanent health or attack boosters like there are in games such as Devil May Cry and the later Bayonetta. Also, unlike in previous games in the series, all four main characters are available to play in every single mission. Players can select Shad, Marcus, Rebecca, or Lane, and the only thing effected will be the player's capabilities and some of the stage dialogue (who you pick does influence who is with you in that mission). There's mission-based dialogue unique to each of the four characters, so it does pay from a storyline perspective to experience each mission with each character at least once. Sometimes players will be alone, other times their squadmates will help out. Each character has a unique set of skills and weapons, and each one is attuned to a different kind of playstyle. Shad is a jack of all trades type of character who specializes in comboing between his melee and ranged weapons, enabling the easiest combos of any character but not necessarily the most damaging. Marcus is a bit slow, but specializes in powerful, close-up attacks with his shotgun and his fists, and his shotgun also doubles as an axe. Rebecca is incredibly fast, best for players who like to be able to move and dodge easily. Her attacks aren't as damaging, though her specials can be if properly timed. Lane does the least amount of damage of anyone, but can set a lot of traps, and players who are able to master his gadgets and weapons will get incredible utility from him. Team members can be switched out at special glowing icons that double as checkpoints spread throughout each mission. Checkpoints are almost always placed before bosses, allowing characters to be switched easily if one isn't working against the boss. Squad Four Protectors introduces a wide variety of new characters, most notably the ship's friendly AI, Evangelyne. Evangelyne is able to brief players on mission parameters, items, weapons, and locations, frequently talking to the player during missions and generally serving as an advisor and guide during the course of the game. There are also other characters who can be met as the squad travels throughout the galaxy, some friendly, others unfriendly. The most frequent type of characters that will be encountered are bounty hunters, including Hondo (who had a short cameo appearance in Upheaval, appearing in a bar visited early in the story), one of the most successful bounty hunters in the galaxy who even has his own television show. These bounty hunters can sometimes even help the squad throughout their missions, but they can also be hostile, especially if the squad is thought to be interfering with a capture. The game's dialogue is generally humorous and friendly, with the plot being a bit more lighthearted than previous games, somewhat of a breather from the events of games like Upheaval and Star Fox: Heroic Universe. The graphics are some of the best yet seen on the Sapphire, with a wide range of beautiful environments and futuristic marvels. The original voice cast for the team all reprise their roles, with the most notable new voice actors being Erin Fitzgerald as the voice of Evangelyne and Jeff Bennett as Hondo. The most notable addition to the gameplay of Protectors is the addition of co-operative multiplayer, in which up to four players can control each member of the squad during missions. Enemy difficulty is adjusted accordingly in proportion to how many human players there are. The competitive multiplayer element that was present in Upheaval was removed for Protectors, though players can still compete to kill the most enemies and get the highest score during missions.

Squad Four Protectors sees the team still working for Lockstar's galactic special forces, but now in a more "independent" role, allowed to take on their own missions as they see fit. They're headquartered out of a small ship that patrols the galaxy in search of people and planets that need Squad Four's help, and immediately, the player is given a sort of "tutorial" mission that serves as a bit of an intro to the game's new fast-paced controls. This mission is to liberate a planet from an invading alien empire, sort of a "mini" version of the events of Upheaval condensed into a 20-30 minute mission. After that, the game's plot begins in earnest, with the main missions centering mostly around battling intergalactic criminals, and the side missions serving as sort of interesting detours that delve into deeper stories for each of the game's four characters. A few of these side missions (about 4-6) must be completed to unlock story progression missions throughout the game, meaning that the player will complete a minimum of 22 total missions, but that it's possible to complete 58. Early on in the game, the squad begins working with Hondo, a famous bounty hunter who always seems to be in the right place at the right time, and takes care of business in style. It's clear early on that the squad doesn't quite match up to Hondo's heroism, and Shad seems to admire him a bit, much to the skeptical chagrin of Rebecca and Marcus. By following Hondo and his team, Squad Four learns of an intergalactic army called the Knights of Beacon, who seem to be causing trouble on various worlds throughout the galaxy, almost like an army of conquest. Squad Four runs afoul of this group on numerous occasions, in particular their stubborn commander Tator, who has a superiority complex and stands in stark contrast to the friendly renegade Hondo. Tator has a sense of justice, but he's cold and at times cruel, and Squad Four soon earns a reputation protecting weaker colonies and civilizations from him and his army. Tator seems to want to gain control over the part of the galaxy that Lockstar hasn't yet been able to re-civilize after its retreat from galactic affairs following the events of Rebellion, and is quite forceful in declaring his dominion over the galaxy's outer reaches. Meanwhile, the galaxy's varying criminal gangs are causing a great deal of problems, and even Tator isn't able to bring them under control. Squad Four handles a few of them, but Hondo is the one who brings in the most dangerous of the criminals, and his reputation seems to be even greater than that of Squad Four, causing the team to wonder if they're slowly becoming irrelevant. Each of the team members has to struggle with some kind of existential crisis during the early part of the game's second half, with Missions 11-14, centering around a war between an alliance of criminal gangs and Tator's army, bringing this to the surface the most. At the end of Mission 14, Tator himself battles the squad, while Hondo deals with the leader of the criminal alliance. Tator is defeated by Squad Four, but refuses to surrender, and it's ultimately Hondo who saves Squad Four from being taken out by Tator's army. Mission 15 has Squad Four attempting to escort the imprisoned Tator through a gauntlet of criminals, but also addresses some suspicions that the team starts to have about Hondo. The player learns a lot about Tator, and that he might not be such a bad guy (though some of his actions were extreme, he was truly only trying to bring order to a lawless universe). Meanwhile, Hondo continues to be at the right place at the right time, and after the squad and Tator are both attacked by a gang leader who was supposed to be dead, the team finally realizes that Hondo isn't on the level. They make their way back to the ship with Tator in tow, only to be attacked on the way there by several more "dead" gang leaders, all of whom are working for Hondo. Squad Four defeats them and barely makes it onto the ship. Evangelyne takes the evidence given to her and compiles a case against Hondo, only to be corrupted by a virus, sending the ship crashing into a deserted planet. Mission 16 sees the squad fighting to survive while scavenging parts for their ship, and Mission 17 has the squad helping free some of Tator's lieutenants who were captured by Hondo. The final storyline mission sees Squad Four crashing an award ceremony in which Hondo planned a mass assassination attack against Lockstar's leadership, only to "save" the few remaining survivors, decapitating galactic leadership while also becoming a hero and positioning himself for a top position in the new galactic order. Squad Four exposes Hondo, only for him and his remaining gang members to take several Lockstar officials hostage, and Squad Four must fight their way through the administration building to stop Hondo and save the day. Hondo is defeated in a fierce battle, and once again, Squad Four has saved the galaxy.

Squad Four Protectors is released on November 3, 2009, exclusively for the Nintendo Sapphire. The game receives praise for its graphical polish and fun multiplayer, and its presentation values are said to be amongst the best of any Sapphire title released to date. However, the game also receives numerous criticisms, which ultimately result in the game receiving some of the worst review scores of the series since the original Squad Four. The combat, while considerably faster and more intuitive than that of any previous game in the series, is a step slower than the combat of other hack and slash titles, and when Bayonetta is released for the iTwin the following month, it makes some aspects of Protectors' combat look backward by comparison. In addition, the removal of the competitive multiplayer mode is mourned by fans, and while the co-op mode is fun and helps to make Protectors an excellent party game, it's not as praised as the multiplayer from Upheaval was, despite that multiplayer's rather spartan nature. Also, the lack of any character progression in the single player mode is seen as being a considerable mis-step, with no incentive for defeating hordes of enemies other than to gain a high score. In other hack and slash games, combat is typically rewarded with currency that can be put toward character progression, but in Protectors, all the player can do is hope the enemy drops an item. The storyline is also criticized somewhat, with the antagonist being seen as a bit disappointing: he's merely an arrogant bounty hunter in it for glory, with the Lockstar takeover storyline of the final few missions seen as being tacked on to raise the game's stakes. It's perhaps the least liked storyline of the entire series, and another prominent criticism. One aspect of the storyline that is praised is the addition of Evangelyne, who is helpful without being annoying, and has good dialogue with all the playable characters, making her a welcome new character and leaving fans hoping she shows up in the next game. A few of the game's minor characters, including some of the bounty hunters and Tator's lieutenants, are also praised by fans and critics. One notable thing that serves as a "what could have been" is the absence of Raquel, a fan favorite from Rebellion who was planned to be in Protectors as a bounty hunter but was cut from the game when writers feared she'd draw too much attention away from other characters. Fans clamor for her return in a DLC, but apart from a couple of post-release patches to fix minor bugs, Protectors has no DLC, paid or otherwise, and Raquel fans are left wanting for another game. Despite the criticisms (which don't hurt the game too much, Protectors still ends up with a 79 on Metacritic), sales are strong, only slightly lower than expected, and Protectors becomes one of the top selling Sapphire exclusives of 2009. The Squad Four series has fallen somewhat from its heights back in the Rebellion days, but it remains Argonaut's signature series, and one of Nintendo's most valuable IPs. Argonaut would take the criticism of Protectors to heart, and make several major changes for the series' next installment, including the hiring of numerous talented individuals to their staff in hopes of mixing things up and bringing the series back to prominence. In the meantime, they would continue working on another long-awaited game, focusing their efforts on that project while slowly building the team that would take Squad Four into the next generation.

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"From Sci-Fi To Steampunk: Argonaut's Next Project Rumored To Be A Zeppelin Age Sequel"- the title of a Kotaku article posted on December 12, 2009

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Dylan Cuthbert: Um, at the end of the day, we're still a pretty small studio. We've got Nintendo behind us, but we only have a certain number of people, and right now we're working on two projects, one of which is a sequel to Zeppelin Age and then the other is the next Squad Four game.

Adam Sessler: So you're already working on the next Squad Four?

Cuthbert: As far as the idea in my head and the fact that we're hiring some new people, yes, we're working toward that game.

Sessler: Will it be on the Nintendo Sapphire?

Cuthbert: It certainly could be on the Sapphire, yes. It's still early in the Sapphire's lifespan, I'm assuming! But we're much further along on the new Zeppelin Age, so... hopefully, fingers crossed, we can reveal more about that pretty soon.

Sessler: Maybe at the next E3 then?

Cuthbert: *shrugs* It's up to Nintendo. There's also one more side project with just me and a handful of guys, we're working on a handheld game so that'll be interesting too.

Sessler: A game for the Supernova?

Cuthbert: *pauses a bit* Yes, the Supernova.

Sessler: What?

Cuthbert: *laughing*

Sessler: What aren't you telling us?

Cuthbert: Next question!

-from an interview on the December 16, 2009 episode of G4's X-Play
 
"From Sci-Fi To Steampunk: Argonaut's Next Project Rumored To Be A Zeppelin Age Sequel"- the title of a Kotaku article posted on December 12, 2009

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Dylan Cuthbert: Um, at the end of the day, we're still a pretty small studio. We've got Nintendo behind us, but we only have a certain number of people, and right now we're working on two projects, one of which is a sequel to Zeppelin Age and then the other is the next Squad Four game.

Adam Sessler: So you're already working on the next Squad Four?

Cuthbert: As far as the idea in my head and the fact that we're hiring some new people, yes, we're working toward that game.

Sessler: Will it be on the Nintendo Sapphire?

Cuthbert: It certainly could be on the Sapphire, yes. It's still early in the Sapphire's lifespan, I'm assuming! But we're much further along on the new Zeppelin Age, so... hopefully, fingers crossed, we can reveal more about that pretty soon.

Sessler: Maybe at the next E3 then?

Cuthbert: *shrugs* It's up to Nintendo. There's also one more side project with just me and a handful of guys, we're working on a handheld game so that'll be interesting too.

Sessler: A game for the Supernova?

Cuthbert: *pauses a bit* Yes, the Supernova.

Sessler: What?

Cuthbert: *laughing*

Sessler: What aren't you telling us?

Cuthbert: Next question!

-from an interview on the December 16, 2009 episode of G4's X-Play

All right, let's begin the betting grounds on what that game could be. I'm betting $10 that we'll see a Raquel-focused spinoff for the Supernova, on top of that Squad Four sequel. I'm also betting $15 that the next Zeppelin Age game will only be a cult classic at best.
 
All right, let's begin the betting grounds on what that game could be. I'm betting $10 that we'll see a Raquel-focused spinoff for the Supernova, on top of that Squad Four sequel. I'm also betting $15 that the next Zeppelin Age game will only be a cult classic at best.
Next one is not gonna be on the Supernova. But, rather, TTL's version of the 3DS.
 
Fall 2009 (Part 8) - The State Of Gaming Journalism
Amongst the newer gaming sites, you'll find a pair of rising stars, making a name for themselves not just by presenting hard-hitting and well-researched articles on the latest video games, but presenting original perspectives that make their sites not only informative, but fun.

The first of these websites is Blargo, started in late 2005 by a group of college roommates looking for a project to do in their spare time and also hoping to gain valuable experience in the journalistic field. Blargo started as more of an informal blog site in which the four friends gave their opinions on certain games and didn't attempt to scoop major stories or provide much in the way of original content, but upon the graduation of the site's current editor-in-chief Jonathan Zhang in 2006, the team made the site their full-time job, and began looking for stories to get a leg up on other gaming websites. Zhang didn't have much in the way of industry contacts, but he was bold and persistent, and looked for stories that other websites might have bypassed. This led to Blargo gaining a reputation as a sort of "outsider" gaming website, a place one went when they weren't looking for stories about their favorite games, but instead were trying to find stories they hadn't even known they wanted to read. Zhang and his staff looked for interesting stories, funny stories, stories about obscure games, stories about indie titles (which, given the rise in the popularity of indie games, ended up being quite fortuitous and timely), stories they knew would be exclusive because none of the larger websites were trying to get them. Blargo's big break arguably came in 2008, when reporter Nathan Martin got the chance to talk to a recently fired Konami employee who had information about the company's attempts to purchase Sega in 2003. Before the Blargo story broke, most people believed that Toshiba was Apple's biggest competitor in the Sega acquisition race, but the Konami revelation proved just how close that company had been to acquiring iconic characters like Sonic the Hedgehog and the rights to manufacture and sell the Katana. Zhang made sure the story was extensively vetted, carefully scouring a variety of sources to confirm its authenticity before publishing the bombshell in June 2008. To Zhang's surprise and delight, Konami ended up confirming the story a few weeks later, after other sources corroborated Blargo's account. Blargo was immediately thrust into the center of the online gaming media universe, and was soon able to scoop other major stories, putting the site up there with IGN and Kotaku amongst the top sources for gaming news on the internet. Despite the sudden success, Blargo continues its reporting on the unusual and obscure, and maintains a community of readers who have been with the site from its beginning, giving it a reputation as one of the quirkiest places on the internet for gamers.

(...)

Sylph was founded in 2004 by Sallie Nordigan, as a website primarily focused on video games from a female perspective. The site launched with an all-woman staff, and the staff remains primarily female, though numerous male reporters have now joined the site's ranks. Though Sylph maintains a largely female readership, its coverage of games doesn't differ all that much from its contemporaries, covering all recent games and also remembering older ones, with little if any particular focus given to games starring female characters or made by female creators (though the site does frequently point out when a game's staff is heavily female). The name for Sylph was inspired by the Sylphs from Final Fantasy IV, a game the 25-year-old Nordigan admits to playing extensively as a young girl. Nordigan's all time favorite video game character remains Rydia (also from Final Fantasy IV), a character featured somewhat frequently in the website's graphics, in various symbolic and silhouetted forms. The site proudly courts an extensive community of girl gamers, and has collaborated with all-female competitive gaming teams as well, covering their performances in tournaments and even sponsoring events where players have the chance to compete with some of these famous teams. Nordigan cites GameTV's Brittany Saldita and Lyssa Fielding as inspirations for her work, and in fact, much of Nordigan's staff has memories of watching that show just to see perhaps the two most famous girl gamers of all time give their opinions on all sorts of video games every single week on the show.

"People have no idea how inspirational it was to see Brittany Saldita playing all kinds of games on that show," said Nordigan. "She played sports games, she played shooters, she played RPGs... until she came along I thought I was the only girl who liked those kinds of games. I didn't know any other girls at my school who played Final Fantasy, the girls who did play games at my school played stuff like Mario, which is a great series in its own right, but I mean, everybody plays it so that wasn't a very big deal. The first time I saw Brittany Saldita talking about Final Fantasy IV when she reviewed the SNES-CD re-release, I almost cried."

Sylph also gives extensive coverage to the sexism that female gamers face at various events and in the online sphere, calling out companies that don't do enough to combat offensive remarks targeted toward women in online games. Nordigan herself has had sexual remarks targeted toward her when she plays games like Tom Clancy's Delta Force and Cyberwar online, but she says it doesn't deter her from playing those games, even with her microphone on.

"I like to think the coverage our site has given to that kind of conduct, exposing it and bringing it into the light, has led to crackdowns on that kind of behavior, but it's not just us pointing it out and I'm glad it's not just us, because it's going to take everybody speaking out in order to put a stop to those comments."

-from "Video Games Give A Voice To Young Journalists", an article in the December 8, 2009 issue of Rolling Stone magazine

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So, what were MY top games of 2009? My list, for obvious reasons, will differ from a lot of people's, but I first want to talk about some of the games that others have placed on their "Best Of" lists, and why I don't think they belong.

Bayonetta would be first, and while it's being heavily praised for its graphical prowess and fast-paced action, I've been quite vocal in my displeasure for the game. The sexual content I actually don't have a problem with: Bayonetta is fully in charge of her sexuality and is proud of her body, and while her presentation seems tailored toward the male gaze, I think there's plenty of things about Bayonetta that women can appreciate: she's confident and assertive, and never placed in a position of submission to anyone. She embraces who she is, past, present, and future, and while she often struggles to do the right thing, in the end, she does what she does for herself and has clearly defined personal goals, goals which she achieves with style and flair. My problem with Bayonetta is the unnecessary amount of hideous violence, to the point of fetishization. The "fetishization of violence" is a problem I've discussed in length on this site, and while I can tolerate a degree of violence and conflict in games, it's far too prominent in Bayonetta for me to be comfortable with. The Blackheart series, which on one hand is extraordinarily sexually progressive in the depiction of its female leads, also has a major problem with this issue, and now Bayonetta ramps it up to unacceptable levels, glorifying the torture of living beings (as evil as they might be) to a ludicrous degree. I also had an extreme level of distaste for Tom Clancy's Delta Force: Rendition, and though I've never been a fan of the series, I did praise the original Rendition game for raising critical issues about America's role in the world and the ethics of combat. The new game throws much of that out the window, glorifying the savage violence committed by its characters both male and female, and ultimately "fridging" Ayari Quadash, the one character in either of the Rendition games who consistently showed any kind of moral perspective whatsoever. And for all the praise being heaped on Duality, count me out: it's a simple-minded shooter with some wildly creative characters and animation but marred by its fallback onto the same old shooter cliches that still plague gaming when the medium is capable of so much more.

There are some games this year I truly loved. Final Fantasy XII, despite its violent scenes and the acts committed by its protagonist Lilith in the name of peace and freedom, still depicted a protagonist with incredible moral courage and strength, and her relationship with Amyra, while not explicitly of a romantic nature, was one of the most touching displays of a deep and beautiful friendship between two women that I've ever had the privilege of seeing in a video game. Speaking of beautiful friendship between women, Thrillseekers 2 was my Game of the Year, and it wasn't even close. The entire storyline of the game featured powerful women doing powerful things, and rather than resorting to violence to resolve their conflicts, the characters expressed their emotions and listened to one another. This game, unlike the original, didn't feel the need to bring in a group of armed criminals to raise the emotional stakes, but instead, the only thing at stake was friendship (except for that one scene when Alex and Stacy almost fell off a cliff, but at least they weren't being chased off that cliff by bad guys, so I'll allow it). I'd like to also give a shoutout to Power 2, one of the most fun games of the year, and also one of the most sneakily challenging. The game's puzzles were some of the most ingenious I've experienced in a game in recent memory, and though there were some boss fights in which monsters had to be defeated to advance, it's clear that Watt and Volt don't initiate any of the violence, nor do they enjoy it, and the game keeps the focus on the puzzles themselves and doesn't glorify the fighting. Gran Turismo 4 was an amazing, beautiful demonstration of the Sapphire's power and one of the best racing simulators of all time, and when I want to race and don't want to focus so much on the driving itself, Arabian Rally is tremendous fun and in my opinion trumped Sega Rally as the best arcade-style racing game of the generation so far.

-Wendy Halpers, from an article published on Cressida Lane on January 16, 2010

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Can Gaming Magazines Survive Another Decade?

Some of the younger gamers of today might not remember a time when we all rushed to our mailboxes every month to grab the latest issue of Nintendo Power or GamePro, but magazines like those used to be the best source of news about our favorite games. Once GameTV hit the scene in the mid-90s, gaming magazines faded somewhat into the background, but still provided in-depth articles and insights that even MTV's groundbreaking show couldn't. Then along came the internet, which could not only provide immediate coverage of breaking gaming news, but the same longform journalism and strategy articles of our favorite magazines, and suddenly, many of those magazines found themselves pushed out. Over the course of the last decade, we've seen great magazines like The Official Sega Magazine (which was once The Official Saturn Magazine) and GamePro fall by the wayside, but others have held on, and might just make it to the end of the 2010s if they play their cards right. There are four major video game-related magazines on the market today in North America.

Nintendo Power continues forward as the official publication of the game company Nintendo, and continues to provide news, previews, reviews, and strategy articles for the company's newest releases. It remains available as a gift to Club Nintendo subscribers, or by itself for $19.99 a year, and it's also sold in some stores like Walmart. Nintendo Power has seen subscription rates dip over the years, but maintains its iconic status and doesn't seem to be going away anytime soon, as Nintendo recently handed publication duties off to a major periodical company.

Electronic Gaming Monthly has also soldiered on. A major player in the market since the early 1990s, the magazine has recently seen some hard times, but is starting to recover and hasn't missed a monthly issue in more than twenty years. A former editor actually credits GameTV for the magazine's continued survival, saying "we had to get smarter and leaner in order to survive, and it's kept us going". Sister publication ExpertGamer ceased printing in 2004, but the company maintains strategy articles on its 1up website.

GameExtreme, which was once GameTV: The Magazine and briefly MTV Games, was once the official magazine publication of the GameTV show, started in 1997. It survived the end of the show, changing its name in 2001 and again in 2005, and is still owned and published by Viacom. The magazine retains some of its original "attitude", covering recent titles with a more informal approach and even occasionally collaborating with Games Over Matter and former GameTV host Alex Stansfield. It's the least popular amongst these four magazines and probably the one most in danger of going under soon.

GameInformer is the official magazine of GameStop, America's most successful game store. While it's often accused of publishing puff pieces designed to drive up the company's sales, it also gets more exclusives than any of the magazines on this list (not counting Nintendo Power, since it's, well, a Nintendo magazine), and frequently has some of the industry's best long-form journalism. While it's probably true that GameInformer is quite industry-friendly, it also gives intriguing snapshots at games well before their release, and is also probably the most economical magazine on the list, offered up free with a fairly cheap store rewards subscription. It's also the magazine on this list that's in the least financial danger.

Overseas, game magazines such as Edge in the United Kingdom and Famitsu in Japan remain quite successful. Particularly in Japan, game-related magazines are extremely popular, and numerous monthly and even weekly publications still do well there. Gaming magazines already endured one major test in the 1990s thanks to MTV's popular TV show, and the ones that survived have become extremely resilient. Though continued economic hard times threaten the industry's growth, it's likely that gamers will still be able to subscribe to at least one major video game magazine by the end of the coming decade.

-from an article on Blargo, posted on December 21, 2009

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December 1, 2009

This wasn't Brittany Saldita's first trip to the G4 studios, but it was the first time she'd been there in quite a while. She was there to shoot a few small interview spots for a show counting down the decade's top 100 games, and as she waited to go into the recording room, she was greeted by a familiar friend and the producer of the show.

"Hello, Ted," said Brittany, waving at her friend with a smirk. He walked over and clearly wanted a hug, and Brittany graciously accepted, tightly embracing her old friend as the two of them started to talk about old times and new projects. "Oooh, good to see you again, and work with you again I guess?"

Brittany snickered, always enjoying the chance to get to work with her old co-stars. Apart from Lyssa, Ted was probably the GameTV host she had the most fun working with on camera, as their personalities always seemed to compliment each other and their tastes in games always seemed to clash, plus, their senses of humor overlapped and they could playfully insult each other without it ever seeming overly vicious.

"Just hope you don't say anything weird in there," Ted told her.

"Well if I disagree with the list I'm gonna get real pissed off," Brittany replied. "Speaking of which, can I actually see the list, or...?"

"That's the thing, it's not actually finished. See, it's a fan vote, and the voting doesn't end until January. We're getting some footage in now for games that are probably going to have a good chance of making the list, and then once the list is finished, you'll be asked to come back and do some more segments, provided you don't completely embarrass us in there."

The two exchanged another laugh, and began to talk about things beside the list, like their families, their friends, what they'd been up to...

"So you quit Geek Radio?"

"Well, my contract ran out and I decided not to renew it," said Brittany. "The show was fun, but doing it every weekday for like 40 weeks a year was taking up too much of my time. It paid pretty well but so does all the voiceover work I've been getting lately."

"I really liked hearing you on there but I get what you mean, you didn't want to take too many jobs at once, right?"

"Well, I'm spending more time with my kids now," said Brittany, and Ted nodded in understanding.

"Yeah, this job takes away from them sometimes," replied Ted with a sigh. "Got two and a third on the way."

"Julie's pregnant again? Congratulations!" Brittany clapped her hands happily. "Honestly I don't think I could do a third, I really want to spend a lot of time with Arturo and Regan and having a third child would just take too much away from them."

"I think we can manage, but it'll be difficult.... but it's so worth it, you know? And of course Alex... his website is taking so much of his time but I think he's leaving a lot more work up to his staff, so he says he's getting more time free too."

Of all the gaming websites on the landscape... Kotaku, Blargo, IGN, Destructoid... Games Over Matter was just about the biggest one out there, only IGN and perhaps Gamespot were bigger. The site had grown faster than Alex had imagined, and he'd been able to attract some serious talent, even poaching a couple of people from G4.

"Yeah, he um, he's got Bill over there now," said Ted, referring to his once co-host Bill Sindelar, who was now working on Games Over Matter as a co-editor and video reviewer. "No hard feelings though, we've got some nice young talent ourselves, you know? Speaking of which... there's this young man, Anthony, he's the script writer for The Crunch and he writes for another show on the channel too."

"Really? Now, when you say writes for The Crunch... I mean that's a reality show, so-"

"He writes the narration, coordinates the interviews, I mean, he tells the story," said Ted, his voice dripping with praise. "You can't have a reality show without writers, even if it's unscripted, you gotta have people who can take, you know, what's going on, what's being filmed and create a narrative out of it. And he is absolutely brilliant at it. Anyway, he does that and he writes another show, um, an animated show on here, but he also does some segments for our commercials, you know-"

"Oh, like Popcorn for Cutscenes?" Brittany chimed in, remembering a popular G4 segment of shorts where animated figures comment on various cutscenes from popular games in a sort of MST3K-style.

"He's contributed to that, but there's another one he does with his little sister... she's just as talented as him."

"Wait a minute..." Brittany racked her brain for a moment before remembering. "Hey Ash, What'cha Playin'?"

"That one! That's the one!"

"Oh man, she's hilarious," said Brittany, giggling a bit while remembering some of her favorite parts from that segment. It reminded her of the fun times she and her co-hosts had had on GameTV, though Ashly and Anthony's segments were usually even more irreverent and weird. "Is she doing segments for this countdown too?"

"I think a couple, yeah, but anyway, she'd really like to meet you, and she's actually shooting her show here right now, so if you've got some time-"

"Sure, I'd love to meet her!"

As Ted and Brittany went down the hall to the studio where Ashly and her brother were shooting their latest segment, Ted continued to talk about Ashly and what she'd been up to recently.

"She's actually really interested in voice acting for games," said Ted, "and since you've been doing a bunch of that recently..."

"I wouldn't say a bunch," Brittany replied. "I'm doing more animation than I am games, I mean with games it's mostly just Thrillseekers and some other NDA stuff I can't talk about right now."

"Still, though, you're doing quite a few games and I bet you could give her some words of encouragement or something. Maybe you won't have to talk, maybe she'll just fangirl all over you."

Brittany snickered at this prospect, and blushed a bit as well. Knowing that she was making such an impact, knowing that there were people who'd seen her show when they were young who were now coming of age and becoming future stars in the industry she loved so much... it was humbling to her, and she hoped she wouldn't get too emotional if this young women really did start fanatically praising her.

The red light indicating that cameras were rolling in the room was off, and Ted knocked on the door to see if anyone was still in there.

"It's just Ted, I've brought someone here you guys might like to meet."

The door opened, and a young woman answered.

"So I was finally able to get Brittany here while you were here. Ashly, this is Brittany Saldita. Brittany, I'd like you to meet Ms. Ashly Burch."

"Holy crap," Ashly stammered, before quickly extending her hand. "It... it is an honor."

"The pleasure's all mine, Ashly," replied Brittany with a smile, taking Ashly's hand. "So, I heard you're into voice acting?"
 
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As a jouralist, one thing I could see in games journalism we lack in OTL: actual journalism courses and schools teaching it.

In OTL, its either seen as a field of PR puff pieces beholden to the studios, or basement dwelling bloggers, right or wrong.

With the boost in popular culture gaming has had ITTL, maybe there will be attempts to formalize journalistic coverage of the industry, like there is with music or film.

That alone would have massive effects on gaming and games journalism.
 
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