Massively Multiplayer: Gaming In The New Millennium

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A New Era Begins
  • Welcome to Massively Multiplayer!

    This is a joint video game/popculture alternate history timeline written by Nivek and myself, with contributions from many different members!

    What is Massively Multiplayer?

    Massively Multiplayer is the sequel to the timeline Player Two Start, with the basic POD being: “What if Nintendo and Sony had decided to work together in the video game business?” The POD is in 1991, just before Nintendo was set to go behind Sony's back and strike another deal to create a CD-ROM console with Philips. This timeline is video game focused, but with ramifications for pop culture, sports, politics, business, and beyond.

    I didn't read Player Two Start.

    Well, go back and read it then!

    Player Two Start can be found here: https://www.alternatehistory.com/forum/threads/player-two-start-an-snes-cd-timeline.280151/

    It is highly recommended that you read it first before reading this TL. However, it being incredibly long (1,800 pages give or take a few), I don't blame you for wanting a summary instead. So here it is.

    In 1991, Hiroshi Yamauchi gets second thoughts about going behind Sony's back with Philips and decides to take one last look at Nintendo's contract with Sony. Instead of ditching Sony, he instead renegotiates the contract with them to have more favorable terms, giving more control over the new SNES CD-ROM format to Nintendo, but making concessions on certain things such as content censorship and third party licensing. Sony and Nintendo create the SNES-CD console attachment (and also a combined SNES/SNES-CD), which is the most powerful home video game console created to date, more powerful than the Sega CD and comparable to the capabilities of the later 3DO and Jaguar. The SNES-CD launches in late 1992 to initial slow sales, but sales are boosted by the release of the killer app Super Mario World 2, and boosted even further by the release of a controversial but highly lucrative uncensored Mortal Kombat port, along with the critically acclaimed (and vastly expanded from OTL) Secret of Mana. This, combined with a massive price cut in late 1993, breaks the back of the Sega CD and makes the SNES-CD the best selling video game peripheral of all time.

    Sega, with its back to the wall, makes a key decision. Instead of releasing the 32X peripheral, it releases a device called the Mega Charger. Based on the lock-on technology from OTL's Sonic and Knuckles, which ITTL is built into the original Sonic the Hedgehog 3 (at the cost of delaying its release for two months), the Mega Charger is like a Super FX chip on steroids, and at a very low cost compared to OTL's 32X, it's a hit. Along with Sonic 3, which is an even bigger hit than it was IOTL, it bolsters Genesis sales past those of the SNES and its CD peripheral for several months. During this time, the most important game released for the SNES-CD is Snatcher, which was released in obscurity on the Sega CD IOTL. Here, it sells enough copies to be considered a success, and is a notable influence on pop culture during the remainder of the decade and beyond. At the same time, Nintendo's relaxed censorship policies on games lead to a more permissive attitude toward children's entertainment that will also have ripple effects in the years to come. At the end of 1994, the releases of Squad Four (a game developed by the Star Fox team starring human characters instead of anthropomorphic animals that becomes the most successful non-OTL franchise to arise from the POD) and Donkey Kong Country put the SNES back in the lead over the Genesis to stay.

    1995 sees even more huge games for the SNES-CD, including Final Fantasy VI, The Legend Of Zelda: Ocarina of Dreams, Doom (a near perfect port, unlike OTL's disaster), Super Mario World 3, Tales Of The Seven Seas, Ballistic Limit, and Donkey Kong Country 2: Diddy's Kong Quest. The SNES and its peripheral become dominant, but there's a silver lining for Sega, who doesn't botch the release of the Saturn. The Saturn is released on its original intended date in September 1995, and without the Playstation to steal its thunder, it's not a failure at launch. It's more powerful than OTL's Saturn, as Sega has teamed up with Silicon Graphics and the system has much of the OTL Nintendo 64's internals, with a CD-ROM drive. The Saturn lacks an early killer app, but in 1996, those begin to trickle in: Resident Evil, Tomb Raider, Virtua Fighter 2, and the biggest one of all: Sonic the Hedgehog 4. Though Nintendo has a slate of quality games to keep the SNES-CD strong, including an increased focus on RPGs like Tale Phantasia and Chrono Trigger, Sega once again takes the lead in market share by the end of the year.

    Nintendo roars back in 1997 with the launch of the Ultra Nintendo. Despite doubts as late as 1995 whether Sony would even work with Nintendo on another console, the two companies ultimately decide to keep working together, and in November the Ultra Nintendo is launched to massive sales that dwarf any game console before it. Bolstered by a wave of hype and a spectacular launch lineup (including Super Mario Dimensions, Ultra Mario Kart, Star Fox 2, and Final Fantasy VII), the Ultra Nintendo remains sold out in most stores for more than a year, and the Saturn, despite a lower price and continued quality games (and Enix and Namco exclusivity), begins to plunge in sales. The Ultra Nintendo surges through 1998 with more quality titles, particularly The Legend Of Zelda: Temple Of Time and Goldeneye 007, and by 1999, it's clear the Sega Saturn is on its last legs. Meanwhile, the usually brilliant Tom Kalinske makes a series of marketing blunders, most notably declining to reveal the upcoming Sega Katana at E3 1999. He would ultimately be forced to resign from the company in April 2000. Nintendo continues to have a strong 1999 as Pokemon fever takes over the world just as it did IOTL. The company gets ready to launch its long awaited Game Boy successor, the Game Boy Nova (it had previously released the Game Boy Color in 1996, two years earlier than IOTL), and in March 2000, the Nova is released to stellar sales.

    But just when it seems that nothing can go wrong for Nintendo, tragedy strikes. Shigeru Miyamoto, creator of Mario, Zelda, and so many other classic franchises for the company, is killed in a car accident (ironically, as he was bicycling home from purchasing Dragon Quest VII for the Sega Saturn). Now, with Sega's new game console set to launch in 2001, and Microsoft joining the fray as well with the mysterious Xbox, Nintendo is left in a cloud of uncertainty, forced to select a new champion just as a promising new player enters the game...

    Why end Player Two Start there? Why start a new timeline?

    Massively Multiplayer represents the beginning of a new era. The name of the TL refers to the fact that some new companies are about to join the console wars, and not just ones you'd expect. With Nintendo's greatest genius gone, the company is about to start off on a new creative direction, and the video game industry is going to change in ways that will make this story different from the one we told in Player Two Start. Also, the format is changing a bit.

    Format change?

    While the writing style will remain basically the same, the updates will get somewhat shorter. General “monthly” updates are no more. Instead, they'll be replaced by shorter snippets, vignettes, and single-focus posts. Updates should be more frequent because we'll have less stuff to write. We'll do a sort of “recap” for every three months of time that will include descriptions of major hit games and maybe some sales info. Instead of describing only the really major games in out-of-universe style and other games with in-universe articles or quotes, we'll be describing every game we cover in out-of-universe style (this will also make it easier to draw comparisons to OTL games). We won't be covering every North American game either, we'll be doing it the same way we've done with the Saturn games: only the important ones will get descriptions, though we may mention a few others in terms of sales figures or quotes (for example, the annualized sports titles will be mentioned if something about them stands out, but otherwise will only be mentioned in terms of sales, which around 2000 or so were starting to really pick up).

    Will stuff besides games be covered?

    *M. Bison turns his head* Of course!

    And hopefully more often since the format lends itself to posting about stuff whenever I get the inkling to do so.

    Can I contribute?

    Shoryuken!

    Er, sure you can!

    Just send Nivek or myself or both of us at once a PM stating your intentions and what you'd like to contribute and we'll let you know if it fits into the timeline! If we give the OK, you can either post it yourself or let us post it for you! Plenty of interesting events in Player Two Start were fan contributions, and we'd like that to continue here! Plus, there's a lot of stuff that you guys know about better than us.

    So how long will this timeline be?

    We're hoping to take Massively Multiplayer right up to the present day and perhaps beyond, it all depends on how we're feeling about the project and if we want to keep it going. We have no plans for a sequel to this TL, so this will be it as far as this timeline goes.

    Brittany or Lyssa?

    Brittany.

    -

    I work with the most brilliant people in the world. I learn everything I can. That is the greatest benefit of my job.”
    -Masahiro Sakurai, director of Nintendo EAD, in a January 11, 2016 interview with Time magazine

    Steve Wozniak once told me that these things are the new cocaine. 25 years later, I have learned that not only was he right, but that this business is twice as cutthroat.”
    -Steve Jobs, in the August 2003 issue of Electronic Gaming Monthly

    You've gotta be outta your freakin' mind to take a job like this! The e-mails I've gotten, I mean, it comes with the territory, but it's still pretty jarring to see what people say to me because of basically video games. I understand the passion. The vitriolic rage, no. The passion, yes.”
    -Barbara Dunkelman, North American Director of Community Engagement at Samsung, in a July 13, 2014 interview with Kotaku.com

    Sega is changing, but we are still here.”
    -Reggie Fils-Aime, E3 2003

    It's time to suit up or get out.”
    -Master Chief, The Covenant

    Through all the successes, the missteps, the heartbreaks, the triumphs, the one thing that remains is my love for innovation. Knowing how far we've come in 25 years and knowing how far we'll go in the next 25 is what keeps me working. I can't wait to see what comes next.”
    -Ken Kutaragi, translated from an interview in the January 2016 issue of Famitsu

    -

    May 17, 2000

    Nintendo executives were meeting in Kyoto for the first time since Shigeru Miyamoto's death to discuss plans for the company's immediate future. From a creativity standpoint, Miyamoto was irreplaceable, and it was clear that the ultimate creative direction of the company would change from this point forward. Still, someone had to fill his shoes. A few names were floated. Masahiro Sakurai was probably the closest from a general creative standpoint, but he was far too young. Miyamoto had mentored Satoshi Tajiri, who was currently heading up Game Freak. Presumably he could be hired away from Sony, but his body of work was a bit too narrow, with Pokemon being the only real hit under his belt. Yamauchi wanted someone whose resume was a bit more diverse.

    The two names that Hiroshi Yamauchi had been mulling over were Hideki Konno and Katsuya Eguchi. Konno was the more talented of the two, but Eguchi had been working under Miyamoto for some time, and seemed to be the natural choice as the next man up. Yamauchi had also been considering Gunpei Yokoi, but Yokoi had divulged to him his intention to retire from Nintendo at the end of the year to pursue other avenues of work. The choice between Konno and Eguchi was a difficult one. Both had advocates amongst the senior executives. Eguchi seemed to be the safer choice, but Konno had the potential to take Nintendo in a more dynamic direction. He'd met with both men privately to discuss replacing Miyamoto as the head of EAD. Now, he was announcing his decision to the gathered executives, having already told his intended choice that he had selected them to replace the irreplaceable genius.

    “It is with a heavy heart and an eye toward the future that I have made my selection to succeed Shigeru Miyamoto as the director of our Entertainment Analysis and Development team,” said Yamauchi. “I have selected Katsuya Eguchi. He will begin immediately.”

    Eguchi, who, along with Konno, was seated at the table, gave his boss a gracious nod.

    “Thank you for this opportunity,” said Eguchi. “I know what a great burden and responsibility it is to be asked to succeed someone as brilliant as Mr. Miyamoto. I will work hard to continue to lead Nintendo down its current path of success.”

    Eguchi had spent a great deal of time working on the Star Fox games, Miyamoto's brainchild and a technological showcase for Nintendo. His most recent game had been Yoshi's Story, and he was currently at work on another game for Nintendo, though it was not the game he most wanted to create. He'd been tasked with making an updated Ice Climber game, one that would take the beloved Famicom classic in a modern direction. In order to make Ice Climber, he'd been asked to put his real pet project, a game involving a village of animals that worked and lived together in real time, on the back burner. Now, as director of EAD, he might be able to make his vision come to life...but perhaps it would be a vision best realized on a future Nintendo console.

    And interestingly enough, the next order of business was just that.

    “How is development coming on our newest project?” asked Yamauchi to one of the executives sitting at the table.

    “Sony is fully on board and initial designs are being conceived as we speak,” said the executive.

    “I'm pleased to hear that,” replied Yamauchi. Unlike the difficulties Nintendo had had with Sony concerning the Ultra Nintendo, with a number of compromises and snags along the way, Sony had expressed significantly more enthusiasm about helping to develop Nintendo's next generation console. The Ultra Nintendo's radical success meant huge profits for both companies, and Sony wanted the transition to the next generation to be as smooth as possible. “I would like to have a target launch date some time in 2003.”

    As successful as the Ultra Nintendo still was, the imminent release of the Katana and the Xbox necessitated that Nintendo already begin working on its successor, as the hottest game console ever made was on the verge of being technologically eclipsed.

    “The new console should have native DVD capabilities,” said Yamauchi, drawing quick nods from the others at the table. Indeed, Nintendo's creatives had even been brainstorming ways to add some kind of DVD peripheral to the Ultra Nintendo, but ultimately decided against it, instead resolving to make sure that the new system, like both of its rivals, could play DVD movies. It was also a given that the new console should be significantly more powerful than both the Katana and the Xbox. “The modern game consumer demands a multipurpose device.”

    This was a philosophy that Yamauchi had picked up from Sony. Shigeru Miyamoto had never fully subscribed to it, but Miyamoto was now gone.

    Nine years after making the fateful decision to partner up with Sony, Nintendo was still the #1 video game company in the world.

    But so much else had changed. And as time went on, those changes would grow and multiply.

    -

    But the future refused to change...”
    -Chrono Trigger

    The future is always changing.”
    -Steve Jobs, E3 2003
     
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    E3 2000 Recap
  • E3 2000 Recap

    Another year, another E3 in the books, and for the first E3 of the new millennium, all the big game companies seemed to be pulling out all the stops. We saw more fantastic games than ever before, and the future of gaming looks bright indeed.

    Nintendo's booth was anchored by The Legend Of Zelda: Majora's Mask, and despite the recent untimely death of Shigeru Miyamoto putting a damper on things, the mood seemed to be positive and enthusiastic, with everyone we saw very excited about the new Zelda game. Majora's Mask plays a lot like 1998's Temple of Time, which, considering the overwhelmingly positive reviews for that title, is probably a very good thing. Majora's Mask gives its hero Link just three days to save the world, though there are ways to slow down or even reverse the flow of time. Throughout the game, you'll gather up numerous enchanted masks to help you in your journey, all the while racing to keep the moon from crashing down and destroying the world. We also saw a lot of Super Mario RPG 2: A Plumble Beginning, the sequel to 1996's joint Nintendo/Squaresoft Mario role-playing game. The game explores the origins of Mario and Luigi's heroic adventures, while introducing a brand new world to explore and brand new characters to meet. We loved the colorful graphics and upbeat music, and this one seems to be a frontrunner for RPG of the year. And after Nintendo teased us so tantalyzingly last year, it was great to see a lot more of Metroid: Darkness, Samus Aran's first Metroid adventure in six years. The game combines 2-D gameplay with 3-D environments to create a complex and exciting new world for Samus to explore, even if most of the game that we saw appears to take place on a massive space station. The game features fully voiced cutscenes and for the first time in the series, Samus will be interacting with fellow residents of the galaxy inbetween battles with fearsome and frightful beasts. Metroid: Darkness seems to pick up exactly where Super Metroid left off, and we can't wait to play it when it hits our Ultra Nintendo systems this fall. We also caught a glimpse of some of the major titles Nintendo is poised to release next year, including Dreamscape, the sequel to 1998's fantastic platforming adventure title The Dreamers, and Star Fox 3, the latest in the fast paced space shooter series. Nintendo's also bringing back one of our favorite old school puzzlers with Ultra Dr. Mario, which features spiffy 3-D graphics and all new game modes that should provide a fun challenge for puzzle vets and new players alike. And, in another very intriguing announcement, Nintendo revealed a partnership with Peyton Manning to develop a brand new NFL football title (in the same vein as their Ken Griffey Jr. MLB games and their Grant Hill NBA series). Of course, it wouldn't be a Nintendo show without a little bit of Pokemon action, or in this case, a lot. Pokemon Sun and Moon, which releases next month for the Game Boy Nova, had a massive display, showing off many all new creatures to capture and battle. There's also a brand new Pokemon Stadium title confirmed to release on the Ultra Nintendo next year that will take advantage of all the new Pokemon. If that wasn't enough, Nintendo had a brief demonstration of a title that will allow players to use a microphone accessory to talk to an interactive Pikachu on their television screens! No word on the release date for that game, but what we got to play showed off several dozen different words, and Nintendo is promising that Pikachu will be able to learn more than a thousand when the game is finally finished. Finally, Nintendo showed off Pokemon Puzzle League, which appeared to be a reskin of Tetris Attack featuring Pokemon characters and locations. While it's not the most original title, it was still a fun diversion, and fans of Pokemon will definitely want to consider checking it out.

    It wasn't just Nintendo showing off Ultra Nintendo titles. Squaresoft in particular had several RPGs on display, most notably Chrono Infinite, the sequel to 1996's classic RPG Chrono Trigger. Infinite is one of the best looking video games we've ever seen, though Squaresoft only had a few minutes worth of gameplay footage on display. The preview trailer was cryptic but impressive, implying that a number of characters and locations from the original game will return, and showing off the possibility of dimensional travel within the game's storyline. We also got to enjoy a short battle demonstration that outlined the basic gameplay of battles. The ATB system from Final Fantasy and the original Chrono Trigger has been scrapped in favor of a more situational turn-based system of combat, though the combination attacks that made the first game so much fun have returned. The game appears to take a few battle mechanics from Fairytale, where character relationships play a big role in bolstering your party's attack and defense power. Squaresoft is keeping a lot of information about this game close to its chest, most likely in anticipation of the game's big reveal at this year's Tokyo Game Show in September. Still, from what we've seen, Chrono Infinite looks like it could be a top contender for next year's best game. We got to see a lot more of Squaresoft's big game for this year, Mystic Creature, which is clearly Pokemon inspired. It features beautiful artwork and it seems to put a lot more focus on the personalities of the actual creatures themselves, which indicates that this could be a much deeper game than Nintendo's franchise starter. Mystic Creature comes to the Ultra Nintendo in November. Squaresoft also demonstrated gameplay from Parasite Eve 2, which sees Aya Brea return to do battle with an infection that's causing otherworldly creatures to appear all over New York City. Squaresoft had two brief CGI cutscenes to play, one of them showing Aya stepping out of the shower after a mysterious visitor appears in her apartment, and the other showing off one of the huge creatures tearing its way across the Brooklyn Bridge. There's noticeably less hype for this game than there was for its predecessor, but with both a new Chrono game and a new Final Fantasy game being released next year, it's understandable that Square's priorities might be a bit crowded. And speaking of Final Fantasy IX, we were treated to very promising video footage from the game. Unfortunately, we weren't able to play the interactive demo, which was exclusive to a few very select VIPs at the show, but the battles looked like typical Final Fantasy fare, and the video footage revealed a massive, post-apocalyptic world to explore.

    Other promising Ultra Nintendo titles included Tony Hawk's Pro Skater 2 (which is also coming out for the Saturn and later, the Katana), Ballistic Limit 3, Dog Dash 4, Wrath and Ruin, Hitman (which also looks to be another multiplatform title), and a stealth game called Novus Ordo that was reminiscent of Metal Gear Solid but with a lot more combat focus and an intriguing plot that puts the player in the shoes of an assassin working for a cabal of billionaire powerbrokers who control the world from behind the scenes. One of the most exciting experiences at E3 was Iron Battalion, which put us behind the controls of a giant mech, and gave us an enormous controller to pilot it with. The controller, which is said to be mandatory to play the game and which raises the game's price to $200, featured flight sticks, windshield wipers (yes, seriously), and a flashing eject button that the player is required to use in order to keep their save file intact. It sounds challenging and expensive, but may be an experience unlike any modern video gamer has ever had before. Speaking of giant mechs, a Konami title called Zone of the Enders looked very intriguing as well, and with this game, there's no $200 controller required. Developed by Hideo Kojima, Zone of the Enders is a fast-paced hack and slash title that is very reminiscent of last year's Squad Four: Rebellion, only with gigantic mech suits. If that doesn't get you excited, perhaps the ability to gather up computer code to customize and power up your mech suits does. Zone of the Enders could prove to be one of the biggest sleeper hits of 2001 when it releases here in the States in spring.

    The Ultra Nintendo boasted easily the most impressive lineup of software at E3, dwarfing that of the Sega Saturn, a system on its way out. With Sega largely focused on the Katana, the Saturn understandably got the short end of the stick, but that didn't mean the venerable console didn't have some impressive games of its own to show off. We were most enamored with Vintage Speed Series, a new racing title that features dozens of old school cars racing one another all over the world. Vintage Speed Series seems to occupy a niche between the realistic Gran Turismo and the arcade gameplay of Virtua Racing, providing fun racing action without getting too outside the realm of reality. The game clearly loves showing off its lineup of classic cars, which includes a 1960s Shelby Cobra, a 1950 Hudson Hornet, and a classic Corvette Stingray, among many others. There's even a VW Bus if you feel like being particularly groovy! The biggest game being shown off for the Saturn was probably Extremis, a survival horror title about animals that mutate and begin attacking humans, putting its protagonist in a position where he's the only one who can stop them. He must do so while protecting a teenage girl looking for her family. The combination of navigating through scary environments and protecting a young woman makes Extremis a challenging and terrifying experience, and we're sure it'll be a hit when it releases later this year. There were also plenty of RPGs being shown off, including Panzer Dragoon Saga II, Planetary Probe II, Song of Autumn, and the most intriguing of all, Skies of Arcadia, which has your character taking to the skies and fighting off pirates in fierce aerial RPG combat. And Dragon Quest VII, the hit Japanese RPG, is finally making it to our shores next year. It'll be the first and only original Dragon Quest game to be released for the Sega Saturn, and if it sells anywhere near as well here as it did in Japan, it'll surely be a major hit. Heretic: Unrepentant, a brand new Heretic title created especially for the Sega Saturn, was also announced to be nearing completion. The game, which started as a port of Heretic II, has had a troubled road to release. We covered it at last year's E3 when it was much more like the originally intended port, before being redesigned from the ground up for the Sega Saturn. We asked Raven Software why they didn't design the game for the upcoming Katana console, and they told us that they wanted to reward Saturn owners for their patience and bring this game to the system it was originally designed for. The company has also announced the potential of a port of this game to the Katana in 2002 if it sells well on the Saturn. Capcom's Onimusha, coming only to Ring-equipped Saturn systems later this year, looked extremely impressive for a Saturn game, and features some of the best combat we've ever seen. The game appears to be inspired by the Zelda series, with a number of puzzles shown off in demo footage, but with its emphasis on combat, it may end up being a formidable rival even to Nintendo's flagship adventure game. It too has been announced as a game that could potentially receive a Katana port sometime next year.

    The Katana itself was unveiled to an excited crowd at Sega's keynote address. Debuting next year with a surprisingly low price tag of $250, it will play DVD movies and features games that look far better than anything on the Saturn or the Ultra Nintendo. Sega revealed a number of launch titles, including Commander Keen: Worlds United, which brings together characters from many different Sega properties to join the boy hero on his adventures. Sega was clearly pushing this game harder than any other game at the show, and we spent a lot of time playing through both the single player and multiplayer modes, battling enemies and even a couple of the game's bosses, including Dr. Robotnik himself. It's clear that with the Katana's first Sonic game still a considerable amount of time away, Sega is looking for Keen to bridge the gap, and if the very impressive preview is any indication, the game should more than keep Katana buyers properly tided over. Another big aspect of the Katana that Sega is pushing is online gameplay, and Phantasy Star Online, an RPG in the vein of the PC-exclusives Pirate Quest and Ultima Online, is at the forefront of Sega's online plans. Characters will be able to form parties and tackle big bosses and smaller scale challenges, all the while gaining experience and leveling up to become even stronger. We also saw Sega's online intentions laid out with the company's slate of sports titles, a brand new series of games called 2K. NFL 2K1 debuts at launch, while we'll see NBA 2K2 and NHL 2K2 released later in the year. The graphics of the upcoming games are spectacular, the most lifelike yet seen in console sports titles, and all three games are said to feature online gameplay and matchmaking with players all over the world. Sega also had a massive Virtua Fighter booth on display at the show, demonstrating both Virtua Fighter 4 and its RPG counterpart, Virtua Quest 4. The two games are said to tie heavily into one another, with VF4 dropping first in the summer, followed by VQ4 later on in the fall. The games looked incredible, with Virtua Fighter 4 showing off Sega's latest arcade technology, and Virtua Quest 4 featuring stunning cutscenes and professional grade voice acting. Sega's making it very clear that fans should purchase both games to get the full Virtua Fighter 4 experience, and they'll both be heavily advertised as their release dates draw near. Sega's also rolling out Virtua Soccer, a more arcade-like experience than the typical FIFA game, but one that looks quite stunning and features dozens of teams from around the world. They're hoping to capture some of FIFA's rabid fans with this game, which is set to release in July. The Sega Katana is also boasting the definitive version of Resident Evil 3: Nemesis, which launches first on the Ultra Nintendo in March, then later on the the Katana in May. The Katana's version of the game not only looks better, it's set to include an exclusive Mercenaries mode that puts you in the shoes of a brand new zombie hunter looking to rack up the dough by slaughtering as many of the undead fiends as he can. The mode has an arcade-like feel that should make longtime Sega players feel right at home, and is a great companion to what looks to be a terrifying new Resident Evil game. Another title that should be at its best on the Katana is Victory, Capcom's reboot of the hit SNES-CD franchise. It's launching for all three major consoles, including the brand new Xbox, but Sega is laying claim to the best version of the game, which also features a mode exclusive to the Katana: a top-down battle mode that allows players to pick a protagonist while trying to complete abridged versions of some of the missions from the original two games. Platformer fans should be excited about the Katana's first year as well: with no less than three huge games, NiGHTS: Into the Labyrinth..., Aerio: Ride The Wind, and Spare Parts 2 all set to be released next year, the games join Commander Keen: Worlds United as Katana exclusives that should all be contenders for action game of the year. We didn't see as much of NiGHTS as we did of Keen, but the gorgeous trailer showed off the game's new combat and exploration mechanics and revealed the game's plot which sees the titular protagonist descend into a maze of nightmares to rescue his friends. The other game we actually got to play at E3 was Aerio, and though the game's barely half finished, we loved the game's use of wind physics, which the protagonist Aerio uses to boost herself up onto platforms and blow her enemies away. Developers are promising that the game will feature more than a dozen worlds to explore, and showed off designs of massive boss monsters that players will need to use a multitude of tricks to defeat. The Katana's E3 lineup was small compared to the Ultra Nintendo's, but boasted some of the show's best games, and made a very compelling case to both Saturn owners and Nintendo fans alike that the Katana could well be the best game system of its generation.

    Microsoft was at the show to demonstrate its Xbox console, but only had a few games on display. The two most notable were The Covenant and The Witcher, the later of which is an enhanced port of a popular 1997 PC role-playing game. The Witcher's massive world looked very impressive on the Xbox, and the game features voice acting and full-motion video cutscenes that weren't present in the original PC game. The world itself was even bigger than its PC counterpart, and the sense of scale doesn't really hit you until you're actually exploring the game's world for yourself. While the graphics were nothing better than we saw on the Katana, the Katana, outside of perhaps Enix's Revolution Alpha, didn't seem to boast a game with such a massive world to explore, and producers told us that the game is still in an early stage of development. Of course, Microsoft's flagship title was The Covenant, and this appears to be the game that the company is hoping will sell Xboxes next year. It's a third-person shooter developed by Bungie, and stars a soldier simply known by his title: Master Chief. The soldier, clad all in green, could be seen charging into battle with hordes of hostile robots alongside a squadron of soldiers. The soldiers could be given orders to attack or defend certain areas, and Bungie also told us that the soldiers can be used to help clear obstacles and complete puzzles later in the game. They were ambiguous about what the title itself referred to, only that it was an important element of the game's mythology and that it didn't refer to an actual "covenant", or promise. Bungie was also very excited about the game's multiplayer mode, which allows players to engage in four-player deathmatches across a multitude of maps. Bungie tells us that the game initially started as a first-person shooter, but later became a third-person title after designers saw how games such as Metal Gear Solid and Squad Four: Rebellion utilized the third-person perspective and played much more fast, while also being more adventurous in scale. The company has plans to develop an FPS down the road, but for now is focusing all of its efforts on making The Covenant worthy of all the hype it's starting to receive. For the most part, the Xbox seems like a more powerful system than the Katana, though we wish we had more games to make a more accurate assessment. Microsoft has participated in the video game business before with their hit PC titles, but entering the console ring with Nintendo and Sega has been a fool's errand for every company that's tried it thus far. We've yet to have seen a company so confident or so competent as Microsoft take a shot at it, and the Xbox clearly has more hype than any other system that's attempted to do battle with the two titans before.

    This may also have been one of the best years for PC games that we've ever seen at E3. The most hyped game of the show was probably Deus Ex, and though there's been a lot of disappointment about the game's recent delay announcement (the initial June 2000 release date has become December 2000), the game itself looked absolutely fantastic and it's clear why the delay was needed: there's so much to do and the game looks gorgeous. Deus Ex takes place in the future and puts you in the role of a cybernetically enhanced special agent tasked with battling a group of dangerous terrorists. EA has remained VERY secretive about the game's plot beyond that basic premise, indicating that there will be lots of unexpected twists and turns along the way. The game itself allows you to fully customize your character's stat progression, allowing you to tailor make the gameplay according to your chosen playstyle. It is also said to boasts dozens of different branching story paths, while allowing you to deal with characters, both "good", "evil", and everywhere in between, in any way that you deem fit. The game was presented at E3 in what is said to be a "mostly complete" state, and what we played did an excellent job of showing off just how big and complex the game really is. And as good as Deus Ex was, Sid Meier's Civilization III might have been even better. Though still a year out from release, Civilization III boasts a number of improvements to its predecessor, which is considered by many here at Gamespot to be one of the greatest games ever made. The graphics are significantly better than in Civilization II, and cities now boast influence over a surrounding area, which allows for more strategic decision-making in city placement and development. Civilization III seemed to be the one PC game that had a longer line to play than Deus Ex, as everybody wanted to see just what a next-generation Civ title would play like. We're excited to see just how much better the game looks as its development progresses. Another exciting PC title set to be released next year is Gemstone, a hybrid single-player/multiplayer RPG currently being developed by Black Isle Studios. The game casts the player as a hunter of rare and powerful magical jewels that bestow the favor of various gods upon their wielders. Utilizing these gemstones, players can conquer different areas of the game's world. In the single-player game, the player is tasked with either saving the world from an evil emperor, or taking over the world for themselves. The multi-player game puts the player into a massive world where they can level up by capturing portions of the world utilizing the power of the gemstones while other players are doing the same. Players will be able to form guilds and team up to take entire portions of the map in what is said to be a very ambitious ongoing storyline that will receive regular updates from the game's producers. If it works, it could be one of 2001's biggest games and we'll be keeping a close eyes on all future developments with this one.

    So while the "big" story of E3 was the twin unveilings of Sega's Katana and Microsoft's Xbox, the biggest thing we took from E3 is just how many hit games are going to be released over the next 18 months. There's no shortage of creativity among today's game designers, and it couldn't be a better time to launch a brand new console. We'll continue to cover all of these games and many more as the weeks progress.

    -an article posted on Gamespot, May 15, 2000

    -

    Game Critics Awards E3 2000

    Best Of Show: The Legend Of Zelda: Majora’s Mask
    Best Original Game: Deus Ex
    Best Console Game: The Legend Of Zelda: Majora’s Mask
    Best PC Game: Civilization III
    Best Peripheral/Hardware: Sega Katana
    Best Action Game: Blackheart
    Best Action/Adventure Game: The Legend Of Zelda: Majora’s Mask
    Best Role Playing Game: Deus Ex
    Best Racing Game: Gran Turismo 2
    Best Sports Game: NFL 2K1
    Best Fighting Game: Virtua Fighter 4
    Best Strategy Game: Civilization III
    Best Social/Puzzle Game: Chu Chu Rocket
    Best Online Multiplayer: Phantasy Star Online
    Special Commendation Awards: Blackheart, Civilization III, The Covenant, Deus Ex, Way Of The Samurai
    Best Booth: Squaresoft

    -

    Shigeru Miyamoto's death cast a pall over the E3 festivities. Though we all enjoyed the games, most of us couldn't help but feel a sadness at the loss of such a titanic game creator just days before the show. There was nowhere the pall felt heavier than over Nintendo's Legend of Zelda: Majora's Mask display, where Eiji Aonuma was clearly melancholy as he demonstrated and talked about the game. The man was clearly still in mourning for his friend, though he did a fantastic job showing off one of Miyamoto's last works of genius. Majora's Mask looked fantastic, and we left the booth saddened but also excited for what surely would be an amazing game.

    The Ultra Nintendo had another banner year at E3. It was clear that with Sega focused on the Katana, Nintendo needed to show that the Ultra Nintendo, while inferior in technology, was superior in games. Metroid: Darkness was their other big game besides Majora's Mask, though they had plenty of other titles to show off as well, including a brand new Star Fox game and a couple of games from Rare: Conker's Twelve Tales and Dreamscape. Rare also cryptically alluded to a game that would be different (and more edgy) than anything they'd yet produce. That game, which would come to be known as Dick, would be fully revealed at a press conference later in the year, but for now all we had to go on was a mysterious silhouette of a man in a trenchcoat and fedora who called to mind the beloved Dick Tracy. Metal Gear Solid was also an influence on some of the games that Nintendo showed off, particularly Blackheart, a game that won over a lot of critics and even some Best of Show awards. We also saw the first footage of Novus Ordo, which seemed a bit cheesy when we first saw it, though the gameplay looked great. Metal Gear Solid itself was absent from the show, though Hideo Kojima wasn't. He was showing off Zone of the Enders, and when asked about Metal Gear Solid 2, he just smiled and said "you will see". It's clear that Konami was saving that particular title for a later date, and indeed, Metal Gear War would later be revealed at that year's Tokyo Game Show to an incredible reception.

    Squaresoft, it was universally agreed, had a great show, and that's even after they put most of the good Final Fantasy IX footage behind closed doors for GameTV (which would be canceled in just four short months)! Chrono Infinite was unveiled and blew us all away, Parasite Eve 2 (and Aya Brea in the shower) looked fantastic, and Mystic Creature was revealed to be more than just a shameless Pokemon ripoff. They even impressed us with The Bouncer, an Ultra Nintendo-exclusive beat-em-up that looked more impressive than The Savateur, which was the Saturn's upcoming game from the same genre. The Squaresoft booth was the place to be at E3, even as the entire show was impressing people left and right.

    Sega revealed the Katana, of course, and a number of fantastic games. The online component of the system was especially impressive, with crowds flocking to play all the new sports titles that Sega had lined up. Chu Chu Rocket was a very addictive puzzler, and Phantasy Star Online took Sega's classic RPG series online for the very first time. Commander Keen: Worlds United was positioned as the Katana's big launch game, but most of us were far more impressed with Sega's future titles for the system, including a sequel to NiGHTS and Enix's Revolution Alpha (which made Dragon Quest VII look like crap when viewed one after the other), along with Virtua Fighter 4. Virtua Fighter 4 was everywhere at the show. It was inescapable. Sega had arcade machines everywhere and they were hyping the Katana version to the moon as well, while saying that you also needed to buy the RPG spinoff Virtua Quest 4 (at full price, of course) to get the full story. Most of the reporters at the booth just said "no thanks, I'll take my fighting game, hold the story please". The Saturn wasn't left out of the fun, and boasted a surprisingly robust lineup for a system about to be retired. E3 2000 was a lovely swan song for the Sega Saturn, which would see quality games released for it well into the next year.

    Microsoft and its Xbox were impressive. Very few games, but those games that were playable were quite fun, and, more importantly, looked better than what the Katana was boasting. Visually, at least. The Xbox seemed a step above Sega's new system. A small step, but an important step, as Microsoft spent a lot of time trying to convince people to hold out a few extra months for their system instead of springing for Sega's, promising more games would be revealed throughout the year. It was clear to most people gathered there that the company was planning a lot of its big reveals for next year's E3, which would be right after the Katana's launch. Microsoft did just enough to get people really excited, while keeping a lot of its cards close to its chest until it knew just what it was holding. Whether that strategy would pay off had yet to be seen.

    Finally, it goes without saying that there was Pokemon there. Lots of it. Pokemon Sun and Moon was about to have its big North American launch, and Nintendo had the new Pokemon everywhere. The new TV show episodes were playing in the booth. There were toys on display. We all knew it would be the biggest selling game of the summer, and yet most people were talking about the Sega Katana. Pokemon's success, by this point, had stopped being news. It was just kind of a given by this point.


    -IGN's retrospective of E3 2000, based on this real-life article: http://www.ign.com/wikis/e3/E3_2000
     
    The Games Of June 2000
  • (This update showcases the new games of June 2000! Normally this kind of an update would be reserved for the three-month summaries that we're planning to do later on, but since April and May were already covered in Player Two Start, today's update is June only. We'll do July-September all in one bunch in a future update!)

    Ultra Nintendo:


    Legend Of Mana

    Due to the increased level of success enjoyed by Secret Of Mana and Elements Of Mana, Legend Of Mana has many more similarities to those two games than OTL's game did, especially in terms of playstyle. The game allows for three playable protagonists at once, out of a total of six characters, and unlike in the first two games, players can swap between them at save points. Combat plays out as it did in the last two games, action-RPG style with real time combat and the unique ring menu, with damage numbers appearing on screen (unlike IOTL's game, which abandoned visible hit points and damage numbers). The graphics are highly stylized, a mix of 2-D and 3-D. Koichi Ishii intended the game to feature a fully 3-D world, but development time and the Ultra Nintendo's graphical capabilities didn't quite allow for his full vision to be realized. Nevertheless, it's considered to be a gorgeous game, just a tiny step below games like Final Fantasy VIII for graphical prowess.

    Like in OTL's game, the player controls a protagonist that they name themselves and can pick whether or not the protagonist is male or female. They are joined by five other heroes: Elazul, a knight from an oppressed race seeking to save the last of his people, Sierra, a noble dragoon who fights to defeat the evil empire (whom her brother works for as a soldier), Matilda, a holy priestess who must be protected, Kazan, a ninja who starts out trying to assassinate Matilda but eventually falls in love with her, and Kukui, a sprite who slings powerful black magic. (Elazul, Sierra, and Matilda are based on characters from OTL's game, while Kazan and Kukui are original to TTL's game). The game is positioned as somewhat of a prequel to the original Mana games, depicting the heroes on a grand quest to plant Mana Seedlings in order to sprout a giant Mana Tree that will bring peace and benevolence to the world, all the while trying to stop the conquests of the Empire that seeks to prevent the Tree's birth. The Seedlings are in reality the essences of noble maidens who give their lives to form the Seedlings in the hopes that the world can be liberated from oppression, and as they are planted, more of the world opens up (in a somewhat similar way to the Land Make system of OTL's game). Eventually, the heroes stop the conquering Empire, but tragically, the Seedlings fail to sprout into the Mana Tree. It is Matilda who must give up her life, becoming the final Seedling to create the Tree and save the world. The game's ending is bittersweet, but the world is left in peace and prosperity for a thousand years because of the heroes' noble deeds.

    Legend Of Mana is considered one of the summer's best games, with critical reviews comparable to those for Elements of Mana. Though the plotline and gameplay are seen as slightly derivitive, the game's graphics and musical score more than make up for those shortcomings, and the Mana series continues to be remembered as one of Squaresoft's top franchises. It becomes the #2 selling new game of the month, behind only Pokemon Sun and Moon.

    Castlevania: The Occulted Circle

    Castlevania: The Occulted Circle is the sequel to Symphony of the Night. It tells the story of two vampire hunters: Siegfried van Heldorf and his young apprentice, Johan Belmont. The two men seek to stop a centennial ceremony known as the World Reaping, where 13 powerful vampire lords gather at an ancient castle to carve up the world into spheres of influence, where each vampire and his underlings will feed for 100 years. The World Reaping always proceeds a century of terror, where millions are made victims of the vampires' insatiable thirsts. If Siegfried and Johan can kill the vampires gathered there, it will usher in a century of peace. But the two men, unbeknownst to them, have been betrayed, and in the resulting ambush, Siegfried is killed and Johan is trapped in the darkest underbelly of the castle. Johan must fight his way through the castle and defeat the vampire lords on his own if he is to save the world and avenge his master. The game itself plays much like its predecessor, with a vast mazelike castle to explore and with the opportunity for Johan to level up and get stronger along the way. There are hidden passages, treasures to find, and lots of enemies to kill. Each vampire lord holds sway over a part of the castle, which reflects their own tastes and affinities. For example, the third vampire lord, Florina, has a love of deadly plants, and her section of the castle is full of living flowers and plant-like beasts. The sixth vampire lord is Ruger, and his section of the castle is a blazing furnace similar to the fires of Hell. Finally, Johan defeats all the vampire lords and makes his way to the spire of the castle, where he does battle with Count Dracula, the leader of the circle who wields power over death itself. Along the way, Johan reunites with his master Siegfried, who has been bitten by the twelfth vampire lord, Dracula's dark bride Nasira, who cruelly forces her new thrall Siegfried to battle his former apprentice before doing battle with Johan herself.

    The Occulted Circle holds some gameplay similarities with the OTL Game Boy Advance game Circle of the Moon, particularly the DSS card system that allows Johan to use two special cards in unison that grant him a different power. There are 144 different combinations of cards in this game, with all sorts of different effects, most of them utilizing Johan's magic meter. The game's graphics are considered to be a slight step up from Symphony of the Night, but still considered fairly modest, especially by the standards of TTL's Ultra Nintendo. Though critics enjoy the game (some even consider it to be better than Symphony of the Night), it's a relative failure in terms of sales, especially in North America, where it struggles to sell half the copies Symphony of the Night did. This is largely due to a lack of good advertising for the game, and competition with games like Legend of Mana.

    Nightsquad: City Of Angels

    The third game in WayForward's popular Nightsquad series, this is a fairly standard action shooter set in Los Angeles, where the Nightsquad must take down a gang of dangerous bank robbers who possess powerful weapons and experimental technology. These robbers start out knocking over banks, but it soon becomes apparent that they're working for someone a lot more dangerous, and eventually the Nightsquad are embroiled in a battle to save not just the city, but the entire world. The game features the same five squad members as the previous two games, though it seems to focus a lot more on the personalities of each individual squad member and makes very few references to the plot of the previous two games, making it seem almost like a reboot. Whereas Nightsquad 2 had to compete with all the other Ultra Nintendo launch games, City of Angels launches against little competition, at least in its own genre. The graphics are significantly better than they were in the previous game, and the increased focus on characters and plot makes it much more palatable to critics. It also abandons the sidescrolling gameplay entirely in favor of a fully 3-D open world approach that gives it a much more modern feel. It averages around 8/10 with critics and sales are increased over the first title, making it one of the top selling new Ultra Nintendo games of the month.

    Sega Saturn:

    Ultima: The Resurrection Stone

    The final Ultima game to be developed for the Sega Saturn, The Resurrection Stone once again puts the Avatar as the protagonist. He is tasked with finding an ancient stone by Lord British, whose wife the queen has fallen ill to a dreadful plague, and whose body is now possessed by a corruptive force that brings evil and misery to all of Britannia. The Stone only appears to one who has sought out the eight Champions of Virtue, who are being held prisoner by agents of the Corrupt Queen and must be liberated before it can be found in an ancient temple at the center of the world. The Resurrection Stone represents the biggest departure yet from the original PC titles, with very little in the way of customization or free exploration. The player is given a defined quest and must embark on it by exploring the world, though there is a very clear order in which the Champions must be found, and critics are quick to point out the "Zeldafication" of the Ultima series. While Richard Garriott denies that this was the case, it's clear to many that the game is attempting to emulate the Zelda franchise, and to many, it's a somewhat lackluster imitation, with review scores ranging from mixed to only slightly positive. It's considered the worst of the three Saturn Ultima games, and worse than Ultima IX: Ascension (which ITTL was much more positively received than its OTL counterpart). Despite the reviews, the game sells quite well, becoming one of the more successful Saturn releases of the year. Saturn fans tend to remember the console's Ultima trilogy fondly, even if this game is remembered somewhat less fondly than the previous two, and the strong sales lay the groundwork for the series to continue on the Katana, though it's around this time that EA and Origin are reconsidering whether or not to continue the Ultima series on consoles at all.

    The Savateur

    The Savateur is the other major Saturn release in June 2000. It takes place in 19th century France, amidst the slums of Paris. The protagonist, Jean, is an enforcer for a gang leader who is attempting to unify the city's street gangs into one in order to start a rebellion against the upper classes of the city. He is opposed by other gang leaders who are trying to dominate the slums by intimidating the very poor. After Jean is forced to watch the brutal murder of his mentor, he sets out to eradicate the gang responsible and prevent them from taking over the underbelly of the city. The game is characterized by its vicious combat, involving the fierce and powerful low kicks utilized by the martial art of savate. Most of the brawling moves in this game are various types of kicks, and counters to those kicks, though the combat system is fairly complex for games of its time. The graphics are excellent, among the best on the Saturn (especially since the game is exclusive to the Ring), and really accentuate the desperation and decrepit nature of the Parisian slums in those days. Despite being a technical marvel, reviews are mixed to the point of polarization. Many reviewers consider the game among the year's best, though others consider it to be a major disappointment (especially Gamespot, which savages the game in its review, giving it a 5.5 and leading to somewhat of a controversy). Most of the major publications are quite positive about the game, but sales are a disappointment. It was projected to be one of the top selling Saturn titles of the year, but ended up reaching only about half of its projections. The disappointment that was The Savateur is considered a major sign that the Saturn truly is on its way out and that people are gearing up for the Katana. Ring sales by this time had slowed to a crawl, with most unwilling to buy the peripheral due to the fact that the Katana was backward compatible with both Saturn and Ring-exclusive games.

    Game Boy Nova:

    Nintendo Wars Nova

    The first Nintendo Wars game to appear on a North American system, this game has many similarities to OTL's Advance Wars in terms of story content and gameplay, though the graphics are similar to those featured in the OTL Nintendo DS game Dual Strike. The biggest difference from OTL's game is the addition of voice acting and anime cutscenes, though these are used very sparingly, with only a few minutes worth of voice-acted lines in the game (mostly battle quotes). The game is as well received as it was IOTL, perhaps even moreso, becoming one of the best reviewed Game Boy Nova games to date. It will be a front runner for the Nova game of the year, and its sales are robust, though paling in comparison to Pokemon Sun and Moon.

    Pokemon Sun and Moon

    To be detailed in its own update.

    Multiplatform:

    Reversal Of Fortune

    Reversal of Fortune is an "arcade-style" FPS developed for consoles, with very quick gameplay, enormous enemies, and massive (and at times ludicrous) guns. It takes place in the middle of an alien invasion, plopping the player down into a succession of stages and sending them into battle against increasingly deadly enemies, human, robot, and alien alike. Reviews are middling, with many criticizing the game for its lack of realism, its "excuse plot", and its rather narrow stages, which are highly linear with few chances for exploration. But even though reviews are average, the game manages to sell decently well. A good marketing campaign (with TV and magazine ads showing off the game's strange but funny characters, including its protagonist, a soldier who spouts quotes that could be straight out of a cheesy action movie) and its general aesthetic, which set it apart from more serious FPS games like Velvet Dark and Disavowed, made it seem fresh and unique to many players, which translated into enough sales for the game to become a mildly successful franchise.

    -

    Ted Crosley: So what didn't you like about The Savateur?

    Alex Stansfield: This game gets repetitive in a hurry. The combat, while fun for the first few fights, eventually deteriorates into a tired sequence of kick kick block, kick kick block, block kick, kick kick block, over and over ad infinitum.

    Ted: You're crazy, there are tons of moves in this game!

    Alex: Which you don't really have to use since there are basically three combos that once you learn them, you'll never have to use anything else. Not even on bosses, which by the way, don't really qualify as bosses because they're basically regular enemies with more health.

    Ted: The boss fights were some of my favorite parts of the game.

    Alex: Kick kick block, kick kick block, dialogue, block kick, kick kick block. That's what boss fights were.

    Ted: So you didn't like the city? Or the voice acting?

    Alex: The city looked great. I'll give the developers that, they made a lovely looking Paris. But the voice acting, I didn't really like it that much either.

    Ted: Well, I loved this game, I thought it lived up to the hype, and I'm giving it a 4.5.

    Alex: That's the thing about hype, you make your game sound too good to be true and it usually is. I'm giving it a 3.

    Ted: I feel like you'd be more excited about this game if it had Mario in it.

    Alex: I feel like if Brittany wasn't on her honeymoon, she'd be yelling at you right now.

    -excerpted from the June 27, 2000 episode of GameTV

    -

    "And that's the problem with games like The Savateur that put graphical prowess before fun gameplay. Ultimately, they're only fun just long enough to stave off any initial pangs of buyer's remorse. Once you progress past the first couple of stages, the gameplay is wearing thin but you've got too much time invested to stop playing and take the game back to the store. You press on, long after it becomes a chore, in hopes you'll at least be blown away by the design of another gorgeous building. But even that starts to wear thin eventually."

    -excerpted from Gamespot.com's review of The Savateur, posted on June 22, 2000

    -


    Best Selling New Games Of June 2000 (by first four weeks of North American sales):

    1. Pokemon Sun Edition (Game Boy Nova)
    2. Pokemon Moon Edition (Game Boy Nova)
    3. Legend Of Mana (Ultra Nintendo)
    4. Ultima: The Resurrection Stone (Sega Saturn)
    5. Mario Tennis (Ultra Nintendo)
     
    Pokemon: Gen 2
  • Pokemon Sun and Moon

    Pokemon Sun and Moon is the sequel to Pokemon Red and Green. It is released in Japan in December 1999, as a launch game for the Game Boy Nova in that country. Its North American release is on June 23, 2000. Like the original games, it comes in two different versions, each with certain Pokemon that cannot be caught in the other game. As the counterpart to OTL's Pokemon Gold and Silver, it has many similarities to those two games, and particularly to the remakes, HeartGold and SoulSilver. Due to the graphical capabilities of the Game Boy Nova, Sun and Moon bears a strong graphical resemblance to the OTL Nintendo DS Pokemon titles, and in battle, Pokemon actually can be seen to move somewhat, in a way resembling the battle animations in OTL's Pokemon Black and White. Thus, the game is a massive graphical step up from OTL's games in every conceivable way. In terms of gameplay mechanics, the gameplay improvements from OTL's Gold and Silver, including the Special stat split, night/day mechanics, the new Dark and Steel types, and berries all appear in TTL's game. In addition, a number of improvements from OTL's Ruby/Sapphire and Diamond/Pearl games also appear, including Pokemon natures and abilities. A notable improvement that does not appear is the addition of physical/special components for moves. All moves in Pokemon Sun and Moon are still either physical or special based on their type, and not a separate component of the move. The game's musical score is considered to be a major improvement as well, due to the enhanced sound capabilities of the Nova, allowing for orchestral songs to appear at certain points in the game. A lyrical theme song for the end credits was considered, but ultimately rejected to save memory space for other game features.

    The OTL Gold and Silver featured 100 new Pokemon in addition to the 151 already present in the previous game. Sun and Moon feature 106 new Pokemon (including 7 legendaries as opposed to 6 IOTL), 68 of them either completely the same as OTL Pokemon or very very similar with only slight changes (such as a name change), and 38 new Pokemon that did not appear IOTL.

    Some Pokemon that appear in OTL's game that also appear in Sun and Moon include:

    -All 9 starter Pokemon (Chikorita, Bayleef, Meganium, Cyndaquil, Quilava, Typhlosion, Totodile, Croconaw, Feraligator (no R removed ITTL))
    -Spinarak/Ariados
    -Mareep/Flaaffy/Ampharos
    -Hitmontop
    -Phanpy/Donphan
    -Skateray (OTL Mantine)
    -Pichu/Elekid/Magby/Cleffa (but no Igglybuff)
    -Kingdra
    -Miltank
    -Blissey
    -Larvitar/Pupitar/Tyranitar
    -Entei/Raikou/Suicune
    -Ho-Oh/Lugia (though Lugia's role as a version mascot is removed)
    -Celebi

    Some Pokemon that appear in OTL's game that do not appear in Sun and Moon include:

    -Sunkern/Sunflora
    -Houndour/Houndoom
    -Slugma/Magcargo
    -Murkrow
    -Unown
    -Teddiursa/Ursaring
    -Hoppip/Skiploom/Jumpluff

    Some of the original to Sun and Moon Pokemon are:

    -Tazap (a taser-like Electric/Steel Pokemon)
    -Scareprize (a Ghost/Psychic Pokemon that floats around as a sphere of energy before popping out a big scary face to attack)
    -Chilpup/Timberg (an Ice-type wolf Pokemon that starts out as a little wolf pup and then evolves into a majestic timberwolf)
    -Larvii/Wasping/Hawksis (a three-stage Dark/Bug type tarantula wasp Pokemon, unlike most three-stage Bug evolutions, it evolves at later levels into an absolutely vicious creature, Hawksis is basically a Cazador from New Vegas with a 525 BST: 75/140/65/70/50/125)
    -Seamaster (a third stage for the Goldeen line to compliment Kingdra)
    -Stagle (Heracross becomes a second stage Pokemon ITTL, Stagle is his pre-evolution)
    -Seeding/Leaflette/Bloomarch (A three-stage Grass evolution with a large flower as its final stage, basically replaces the Sunflora/Jumpluff line ITTL)
    -Gloombeak/Raveness (a two-stage Dark/Flying line with raven-like Pokemon, essentially replaces Murkrow
    -Rivitor/Constructer/Kraftscrap (a three-stage Steel/Fighting line, Rivitor is like a cute little construction worker while Constructer gains metal appendages and Kraftscrap has six arms and can shift its body parts around like a robot, it has very high Attack and Defense)
    -Lunalux (the Moon version mascot, a beautiful Psychic/Flying legendary bird Pokemon that shoots moonbeams from its plume and is rivals with Ho-Oh)

    Ho-Oh can only be caught in Sun, Lunalux can only be caught in Moon, and Lugia can be caught in both and later becomes the version mascot for Eclipse (Nivek came up with the name for the later third game).

    The gym leaders mostly remain the same, with a couple of changes:

    Bugsy in Azalea Town is replaced with Josh, a Fighting type Gym Leader, and Chuck in Cianwood is replaced with Uma, a Bug type Gym Leader. Essentially, Fighting and Bug switch places.

    The plot of Pokemon Sun and Moon shares much with Gold and Silver, and indeed with most Pokemon games: you start out as a young boy (or girl, in this game you can pick) who gets a starter Pokemon from the professor (Elm, same as OTL) and sets out on a journey to complete the Pokedex, conquer the gyms, and become a Pokemon master. In this game, Team Rocket returns as Team Shrapnel, and their goals are somewhat darker than IOTL's game. After Team Rocket was defeated in Red and Green, they return as Team Shrapnel, though Shrapnel consists of only the most extreme members of the old Team Rocket along with new, hardcore recruits, who stop at nothing to capture powerful Pokemon and in this case, conquer the world at the behest of their new leader, Breaker. As the player progresses on their journey, they encounter Team Shrapnel on numerous occasions, each plan more dastardly than the last. They still attempt to capture Gyarados at the Lake of Rage, and in this case, they succeed despite the player's best efforts, gravely injuring Dragon Master Lance in the process. Other Team Shrapnel plans include the abduction of Gym Leader Whitney (the player has to rescue her before they can fight in Goldenrod Gym), the raiding of a Pokemon Day Care (they try to use Ditto to hatch powerful Pokemon before the player stops them), the poisoning of milk from Moo Moo Farm with a toxin that compels whoever drinks it to give up their Pokemon, and finally, toward the end of the game, the attempted assassination of the Gym Leader Clair via the use of the Shining Gyarados (though in the end, Clair and the player foil this). After Team Shrapnel is defeated in Blackthorne City, Breaker gets away, but this is left unresolved in the main game, as the player must complete their journey. Because of Lance's injury, the final Champion at the end of the Elite Four is Zacharias, an elite trainer who assisted the player in rescuing Whitney and whom the player helped after he injected some of the tainted milk and nearly gave up his prized Tyranitar (whom he's more than happy to use against the player in the final battle). Defeating Zacharias wins the main game, but there's an entire postgame left over...the player must journey to Kanto, just as IOTL Gold and Silver. Here is where the Breaker storyline is resolved once and for all, after Breaker takes over the Cinnabar Island Gym. Giovanni meets him there to try and talk him down, but is severely wounded by Breaker's Hawksis, and the player must defeat him. In the end, Breaker, in a desperate attempt to kill the player and Giovanni, tries to trigger Cinnabar's volcano, but ends up falling in instead in the first on-screen death in the Pokemon game series (ITTL, there will be many more, due to Sony creative's influence on Game Freak gradually leading the series' plotline down a more serious path). The final challenge in this post game is to defeat Red at Mt. Silver, just as in OTL. He's even more powerful and dangerous than in OTL's game, with a level 100 Pikachu that players will need to train seriously to defeat. Finally, after Red is defeated, the game is at last truly beaten, with the only goal remaining being to "catch 'em all"!

    Needless to say, the sales of Pokemon Sun and Moon are exceptionally strong. Though the game has a bit of a slower start than Gold and Silver did IOTL (simply due to the fact that fewer people own the new and somewhat expensive Game Boy Nova), the game drives Nova sales in a major way, and the game remains near the top or at the top of the sales charts for the remainder of the year and beyond, eventually selling about as many if not a bit more total copies in North America than Gold and Silver did. Reviews are also very strong for the game, it averages around 9/10 in most review outlets, with particular praise going to the expanded game world, the designs of the new Pokemon, the improvements in graphical presentation and sound quality, and the stronger storyline compared to the original game. Sun and Moon continues the Pokemon craze still sweeping the world, and as of the end of 2000, it shows no signs of slowing down.

    -

    Tai's Adventures In Johto - Seasons 3 and 4 of the Pokemon Anime

    The third season of the Pokemon anime, based on Pokemon Sun and Moon, began airing on Toonami on July 10, 2000. New episodes aired every Friday, while reruns aired the rest of the week (this was necessary for the dub company to be able to keep up, since these episodes started airing in Japan in October 1999). Taking place ten years after the original season based in Kanto, its protagonist was Tai (voiced by Joshua Seth), whose appearance was based on the male protagonist of the game. Unlike Sato, who was energetic and hot-headed, Tai was somewhat cold and aloof, and had difficulty making friends, even with his starter Pokemon Totodile. Tai started out on a somewhat reluctant journey with Totodile, while his rival, the peppy (if somewhat arrogant) Suki (voiced by Melissa Fahn), based on the female protagonist of Sun and Moon, started with a Chikorita and seemed to train circles around her fellow young trainer. Tai's first real friend was Josh (voiced by Ben Diskin and based on the Azalea Town gym leader), who he met early on in his journey and who helped Tai out of a jam when he got himself into a fight with a much tougher and bigger trainer. Unlike Brock, who was a fairly serious character, Josh was a prankster, and it was his ability to make Tai laughed that helped the boy to open up. Later on, Suki would reluctantly join Tai and Josh on their journey after having to rescue the two of them from Team Breaker, though at first Tai resented her and Josh had to frequently break up arguments between the two. As the three progressed through the world, with Tai and Suki both battling their way through gyms (a unique situation for the anime, which wouldn't repeat such a dual-protagonist arrangement until a much later season), Tai had to learn to trust people and gradually open up. The relationship between Tai and Suki became one of the most complex relationships in the anime. The two of them were constantly fighting, though unlike with Ash and Misty, who frequently argued over trivial things, these two had a genuine clash in personality, and occasionally said deeply hurtful things to one another, which, at a certain point, drove Tai away from the team for several episodes just before the Olivine City gym battle. The two seemed to rescue each other a lot as well, which became a point of pride for the one doing the rescuing, though in a later episode they'd encounter a situation where they'd have to bail each other out (the Siege of Goldenrod City episode following the Mahogany gym battle). The villains, Team Shrapnel, were quite vicious, with few comic relief moments for them (though a pair of Team Shrapnel members, Lake and River, were somewhat like Jessie and James and would eventually be redeemed, unlike most of the rest of their gang). Tracker (from The New Land), returned as well, as a main lieutenant of Breaker, who proved to be the main villain of the first season of the Sun and Moon saga. After Breaker was beaten and taken into custody, the Johto tournament began, with Tai and Suki both reaching the semifinals and having to face one another for the right to battle in the finals against Zacharias. Tai defeated Suki when his Feraligator was able to overcome Suki's Meganium's type advantage and defeat it for the first time, but Tai would lose in the finals in a fierce battle. However, this would open the door for a new chapter of Tai's tale when Dragon Master Lance invited the young hero and his friends to Kanto to help him with a special mission. It was at this point that Professor Elm would present Tai with a special "Omega Ball" and ask him to bring it with him to discover the secret of unlocking the Pokemon inside.

    The second season of Tai's journey would air on Toonami in 2002. It chronicled Tai and his friends' journey in Kanto, where they would ultimately meet a grown-up Misty, who had been separated from Sato (now voiced by Johnny Yong Bosch) for several years and was in desperate need to find him. During Tai's stay in Kanto, he would also have to deal with an escaped Breaker (who was taken down in a 12-episode midseason arc that involved some of the most emotionally charged Pokemon battles in the series, where ultimately Suki was the one to defeat Breaker's Hawksis with her Ampharos, driving him to the act of desperation that led to his demise in the anime). Tai and friends also encountered the reformed Jessie and James on numerous occasions, the two of them had become wacky inventors, though they had about as much luck coming up with inventions legitimately as they did when they were with Team Rocket. He and his friends met Giovanni, Sato's father, who was concerned that Sato is becoming evil like he did. They met and battled Gary in the Viridian City gym, and saw that Gary was now a changed man with a deep caring for his Pokemon, who also desired to see Sato safe and well. Eventually, Tai, Suki, and Josh, along with Brock, Misty, and Gary, ventured to Mt. Silver, where they found that Sato had became an emotionally distant recluse. Tai was reminded of the person he used to be, and was determined to make Sato realize who his true friends are. Sato's Pikachu, though still loyal to Sato and still always at his side, was deeply saddened by how driven Sato had become to catch every Pokemon. Sato revealed that he had caught all of them with the exception of Mewtwo and Mew, and unleashed the three legendary birds on Tai and his friends. Using their Pokemon Feraligator, Meganium, and Typhlosion, Tai, Suki, and Josh managed to overcome Sato's legendary bird Pokemon, forcing him to recall them. Sato then unleashed Pikachu, which took out Feraligator with one mighty Thunderbolt. Misty tried to calm Sato down, but Pikachu, despite its reluctance, took her Pokemon down as well. Sato had come to Mt. Silver to train to become strong enough to capture Mewtwo and Mew, remembering when Mewtwo and Mew's attacks turned him into stone (the original movie is canon here and everybody remembers what took place) and desiring to strengthen his body and mind so as to not allow that to happen again. Misty begged Sato to remember how much all the Pokemon there, even the ones that didn't even know him, expressed emotion that brought him back to life, even Mewtwo and Mew stopped their fighting to help bring him back. Sato was seemingly stirred by this, but he rejected everyone's pleas and went forth to capture Mewtwo and Mew. Scenes of Tai and his friends trying to find Sato are interspersed with scenes of Sato finding Mew, and Mew allowing itself to be captured, cowed by Sato's new strength. Sato then battled Mewtwo, and was able to defeat it, bringing it to its knees just as Tai and the others arrived. Sato ordered Mewtwo to attack Tai, who tried desperately to defend himself with Feraligator. Feraligator took an epic beating, but refused to stay down. Finally, Pikachu stepped in, and was nearly killed by one of Mewtwo's attacks. Shocked by his own friend's sacrifice and left in awe at the fact that so many other people were concerned about him, Sato realized the error of his ways and remembered the trainer he used to be, deeply caring for all of his Pokemon, with Pikachu as his best friend. Sato broke down and begged for forgiveness, letting all of his Pokemon out of his Pokeballs and offering to let them go free. Though the legendary birds were called away, and Mewtwo and Mew, though expressing respect for Sato, had to leave due to other obligations, all of his other Pokemon agreed to stay with him, and Pikachu leapt into his arms for the first time since Sato withdrew from all of his friends. Even Misty forgave him, and Tai realized just how much he himself had grown as a trainer. The final episode of the series was about Tai, Suki, Josh, Sato, Misty, Brock, and Gary discovering the secret of the Omega Ball together when they took it to Ilex Forest and opened it, revealing Celebi With the power to control time, Celebi can grant any wish, and Sato considered asking Celebi to take him back in time so he could relive those lost years when he was away from his friends, but Misty and Brock told him that he has plenty of time to make new memories, and the Pokemon trainers released Celebi into the world to find its own way. Tai returned to his hometown to spend some quality time with his beloved Pokemon, saying goodbye to Josh (who returned to the Azalea Town gym to finally take over for his older brother) and Suki, but only for now, promising to see them again soon.

    The fifth season of the anime was another filler season to cover the gap between the Sun and Moon generation and the upcoming generation of Pokemon games. It aired on Toonami in 2003, and brought Tai and friends back for one final series of adventures, but we'll cover that season next time, as it took a rather strange (if still pretty fun and adventurous) turn.

    -from "Recollections of the Pokemon Animated Series", an article on Karen's Anime Memories Blog, posted on July 17, 2010

    -

    Pokemon: Master Of Legends is the North American name of Revelation Lugia, the second Pokemon film. It premiered in the United States in theaters on November 3, 2000, and takes place at a vague period of time during the third season (in Japan, the film debuted in February 2000, and Tai's team included a couple of Pokemon he hadn't yet acquired in the anime up to that time, which was intentional in order to tease future episodes). In Master Of Legends, Tai, Suki, and Josh end up shipwrecked after strange weather tosses their boat aground on an island where a strange Pokemon named Slowking (the alternate evolution of Slowpoke introduced in Pokemon Sun and Moon live). The three are caught up in a mysterious legend involving the three legendary birds Articuno, Zapdos, and Moltres in great discord after an evil collector tries to capture them (it's not explained why the weather doesn't go haywire after Sato captures them in the actual series, though in the series, there's revealed to be more than one of each legendary bird, so....yeah the movie canon is kinda weird). Eventually, Lugia (revealed to be the master of the legendary birds) shows up, enabling Tai to save the world and fulfill some kind of prophecy that's rather vaguely explained. It's pretty funny to see Suki and Melody (the flute-playing girl who helps Tai save the world) fighting over him, though Suki never actually admits she likes him (she wouldn't in the anime until toward the end of the fourth season). It's a fun movie and arguably even better than the first, though it didn't gross as much as the original film did, opening to around $25 million and grossing a North American total of around $65 million. Still, the animation and music are great and for anyone who wants to see some awesome legendary bird action (and Lugia kicking ass), it's a recommended watch.

    -from the topic "Anime Movie Of The Week- Pokemon: Master Of Legends", posted on Gamefaqs.com's Contests Board on February 3, 2007

    -

    Ted Crosley: The bottom line is that Pokemon Sun and Moon makes a TON of improvements to the original. Pretty much every improvement I said the original game needed to make, it made! The graphics: better. The type disparities... mostly better although Dragon types are still too damn strong, thankfully I can chill them out with the badass wolf Pokemon Timberg but they're still too strong. Really the only problem I have with this game is that you still have to trade to catch 'em all, and that's a pain in the ass.

    Alex Stansfield: Well, you know my stance on that, it's part of the game's design and come on, man, you've got plenty of people to trade with.

    Ted: Most of you guys won't trade with me!

    Alex: Because you want an Articuno for a Pidgey! Come on, man!

    Ted: They're both birds though! It's a fair trade!

    Alex: *shaking his head* I've really got to hand it to Nintendo, they outdid themselves. They even gave you something REALLY fun to do after you beat the game, but I'm not going to spoil it quite yet, wait for a future episode of GameTV to detail all the awesome stuff you get to do after beating the final boss.

    Ted: It's not the BEST looking game on the Nova, but it's definitely the biggest, and with 257 Pokemon crammed into this thing, you'll have plenty to do for hours on end.

    Alex: I'm giving it a 4.5 out of 5, it's one of the best RPGs in what's been a pretty good year for them.

    Ted: You know what, I agree. Pokemon Sun and Moon gets a 4.5. It'd get a 5 if I didn't have to trade with you guys to get all the Pokemon.

    Alex: Highly recommended game, if you don't have a Game Boy Nova yet, here's your reason to get one!

    -excerpted from the June 20, 2000 episode of GameTV

    -


    June 30, 2000

    Satoshi Tajiri couldn't have been happier to hear of Pokemon Sun and Moon's success in North America. He'd gotten a phone call from Howard Lincoln just a few days after the game's release, where Lincoln had told him, "we couldn't be selling Game Boy Novas faster if we'd have cut the price in half". What had started as a fascination with catching bugs had turned into a global phenomenon, and had given him the freedom to do whatever he wished in an industry he deeply loved. There would of course be people clamoring for yet another Pokemon game, and he had many ideas for what the third installment would bring, but there were other concerns. Game Freak was getting the opportunity to develop games other than Pokemon, and Tajiri himself had been asked to come to North America to meet with another of Sony's partners in game development, a company that was about to release two of the year's biggest games one after the other.

    Tajiri was familiar with Dog Dash, and had enjoyed the time he'd spent playing it when it was recommended to him by a friend. But the man Satoshi Tajiri was about to meet was mainly responsible for another of the company's franchises: Tales Of The Seven Seas.

    Tajiri was seated at a table at one of the best restaurants in Santa Monica, with a representative from Sony Entertainment who had arranged the meeting.

    "He's running a little late, I'm sorry," the representative said, looking a bit embarrassed. "We're just about to send the new Seven Seas game to stores and there's a lot of work getting ready, I think he's been at another meeting all morning."

    "It's all right," said Tajiri, who would normally frown on such tardiness, though in this case, still riding high from the success of Sun and Moon and excited to be meeting another creative professional, he was more than willing to forgive the breach of etiquette. "It's a very busy time for everyone."

    Tajiri wasn't kept waiting long. A member of the wait staff was escorting a man to his table. Tajiri recognized him from a picture in Famitsu magazine as one of the most important game developers at Naughty Dog.

    "Mr. Tajiri, this is Mark Cerny," said the Sony representative, as Mr. Cerny extended his hand for Tajiri to shake. Tajiri stood up and did so, and smiled graciously.

    "It's an absolute pleasure," said Cerny, his smile equally beaming. "Your game is brilliant. I really hope we can work together someday."
     
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    The Tribe Has Spoken - TTL's Survivor: Borneo
  • In the summer of 2000, a television phenomenon swept America. Survivor, created by Mark Burnett, would take 16 Americans and maroon them on a desert island, where they would be forced to brave the elements and forage for food while cameras followed their every move. Every three days, one of them would be voted off the island until just two remained. These final two survivors would have to convince a jury comprised of the last seven castaways to be voted off that they should be awarded a million dollar prize.

    The show was hosted by Jeff Probst, though Mark Burnett initially considered Christopher Reeve (who turned Burnett's offer down because he was too busy filming a movie) and GameTV's Ted Crosley (who MTV didn't want to let go of, though this was just before the network began seriously considering the show's cancellation later that year). In an ironic twist, Jeff Probst had been one of the people initially considered to host GameTV, though show producers dismissed the idea when they determined that he was too old and that they wanted hosts who knew considerably more about video games.

    The sixteen castaways were divided into two tribes, Pagong and Tagi. The tribes consisted of:

    Pagong-

    Colleen Haskell (23)
    Dirk Been (23)
    Greg Buis (24)
    Gretchen Cordy (38)
    Heather Fonn (24)
    Lauren Stoner (28)
    Ronald Goldman (31)
    Rudy Boesch (72)

    Tagi-

    Andrew Winkell (25)
    B.B. Andersen (64)
    Gervase Peterson (30)
    Kelly Wiglesworth (22)
    Ramona Gray (29)
    Richard Hatch (39)
    Sonja Christopher (63)
    Susan Hawk (38)

    Though none of the castaways knew one another, casting had initially been concerned about allowing Ron Goldman, who had become famous for a time as being the person who discovered the bodies of O.J. Simpson and his wife Nicole Brown Simpson after the Simpson murder-suicide, onto the show. However, it was determined that after nearly six years had passed, Goldman had largely become an obscure figure again, the answer to a trivia question more than anything, and that his "fame" would give him no advantage on the show (later seasons of Survivor would have no qualms with adding far more famous people as castaways).

    The season began with a focus on the castaways surviving the elements, but as the early days passed, it was clear that Richard Hatch had come into the game with a strategic mindset dwarfing that of anyone else on the island. He quickly formed a core "alliance" with Kelly, Susan, Gervase, and B.B., while on the Pagong tribe, though Ron and Rudy bonded somewhat and Colleen, Heather, and Lauren formed a fairly tight bond, alliances weren't really a part of the game on that side, with the vote largely consisting of who performed weakest in individual challenges. Tagi and Pagong alternated the first four eliminations, with Sonja, Heather, Ramona, and Colleen being voted off in that order. Pagong would lose the next two challenges, and though Ron and Rudy had initially been aligned with Greg and Dirk, Ron formed a bond with Gretchen and Lauren, and sent Greg and Dirk packing. At the merge, Richard's plan to get rid of the Pagong tribe members was set in motion, and he set his sights on eliminating Ron first. But Ron won the first two immunities, and the Tagi alliance was forced to vote out Lauren, and then Gretchen. Realizing that his days were numbered, Ron reached out to Andrew, who seemed the odd man out in Tagi. Meanwhile, B.B.'s temper, which had gotten him into trouble numerous times over the past few episodes, flared up again in an incident with Susan, who insisted to Richard that B.B. be voted out next, and persuaded Kelly to join her. B.B. was the next to go, though the Richard/Kelly/Gervase/Susan alliance seemed strong enough to take the Tagi Four all the way to the finals. But Richard's arrogant attitude stood in contrast to Ron's personable and easygoing nature, and Kelly in particular was tempted to switch sides, much to Sue's consternation. Ron won another immunity challenge, and the Tagi Four stayed together, voting out their former tribemate Andrew instead of Rudy, due to Andrew's strength in challenges (he'd finished second twice in recent immunities). In the final six, Kelly and Sue had a major blowup, and Kelly decided to switch sides and team up with Ron and Rudy. The tribal council vote was deadlocked between Gervase and Ron, but in the end it was Gervase who went home because of a tiebreaker (he'd gotten one more total vote over the course of the game than Ron). In the final five, Kelly had the swing vote between Ron/Rudy and Richard/Sue. Sue and Kelly seemed to reconcile, but ultimately Kelly decided to vote out Richard, taking out the strategic mastermind once and for all. In the final four, Sue tried to get Kelly to vote out Ron because of how likeable he was. In a memorable tribal council, once it had become clear that Kelly was going to side with Ron and Rudy to vote out Sue, Sue went into a rant about how she wouldn't spit on Kelly if she were on fire, calling Kelly a rat and calling Ron a pussy (though this was bleeped out). In the final three, the challenge came down to Ron and Rudy holding onto a pole for several hours. Finally, Rudy collapsed to one knee (he was briefly tended to by Survivor medical, but turned out to be okay) and Ron won the immunity and the right to choose who he'd take with him to the finals. He ultimately chose to vote off Kelly, despite knowing that Rudy would be the stronger opponent, because of how close the two had bonded over the course of the show. In the finals, the jury decided that while both Ron and Rudy were worthy of the million dollars from a personal standpoint, Ron had been stronger strategically and in challenges, and ultimately, Ronald Lyle Goldman was named the sole Survivor and the million dollar winner.

    After paying about $450,000 in taxes, Goldman would split his prize money evenly between charity and his restaurant, which had been on the verge of going under when he'd gotten called to be on the show. The prize money saved the restaurant, and starting in 2005, it had become so successful that Goldman decided to start a chain. The initial restaurant had been known only with an anhk symbol, but after Survivor, he decided to name the restaurant "Goldman's", and that's what the chain went by as well, with the slogan "Come in and have a great time!". There are now 16 Goldman's locations throughout California and Arizona, with a 17th planned to open in Scottsdale. Goldman has also stated his intentions to open a restaurant in the Las Vegas area.

    Survivor, of course, became the biggest hit of the summer, and continues airing new seasons to this day, having filmed on location in five continents. It would spawn a host of inspirations and imitations, its influence felt for nearly 16 years and counting.

    -from "Summer Reality Hits: The Beginning", an article on tvline.com, published June 23, 2016
     
    Summer 2000 (Part 1) - The Films
  • The summer of 2000 was the most crowded blockbuster season in recent memory, and in pure monetary terms, was the most lucrative since the summer of 1996. Like the summer of '96, there were superhero films (Wonder Woman and the Green Lantern sequel), family films, and long awaited sequels to a number of major franchises. Among the summer's top blockbusters were:

    Terminator 3: Last Stand- James Cameron's Titanic was a success, but not the game-changing film James Cameron hoped it would be. He decided to go back to the franchise that made him famous, and penned Terminator 3 in early 1998, bringing it to the screen on Memorial Day weekend, 2000. Taking place in 2004, ten years after the events of Terminator 2, the film brings back yet another T-800 (played once again by Arnold Schwarzenegger) to protect the future of humanity. John Connor, now grown up (and played again by Edward Furlong) is trying to live a normal life with his mother Sarah (played by a returning Linda Hamilton, who took a break from filming Star Trek: Voyager to appear in this movie), believing the events of Judgment Day will not come to pass. Indeed, in their dimension, Judgment Day will never happen, and humanity will survive and prosper into the future with no threat from Skynet and its apocalyptic goals. But, as the Connors will soon learn, Skynet still exists in another timeline, and its hatred for humans is so great that it is attempting to bring about Judgment Day in all possible futures. It sends a powerful Terminator, the T-Omega (played by Michael Clarke Duncan) to kill John Connor and his mother Sarah, who only avoid the attempt on their lives after the T-800 arrives at the last moment. At the same time, John and Sarah meet a mysterious girl named Skye (played by Jessica Alba) who claims to have information about Skynet but cannot access it. As John and Sarah flee the attacks of the T-Omega, and John and Skye begin to bond, Sarah discovers that Skye is actually Skynet. After being destroyed by a future squad of humans, Skynet managed to upload a corrupted version of itself into a new model of Terminator body and send it back to the past. If Skye is able to recall her mission, she can reactivate Skynet in John and Sarah's dimension, re-initiating Judgment Day in their timeline and destroying humanity for good. Tension erupts between Sarah, who wants to destroy Skye, and John, who has fallen in love with her. The T-Omega realizes that Skye will be unable to complete the mission, and manages to steal some of her data. He uses it to re-activate Skynet just before being destroyed by Sarah and the T-800 (which sacrifices itself to save Sarah's life). Meanwhile, Skye, who has been exposed to the cruelty of humanity, struggles with the decision to save humanity (by uploading herself into Skynet, negating its orders but sacrificing herself) or to doom it (by doing nothing). In the end, Skye's love for John prevails. She makes the ultimate sacrifice by self-terminating, the first Terminator ever to be able to do so, destroying Skynet forever and saving humanity for all time. The film is largely praised by critics, though not as much as Terminator 2. Though it's seen as a bit of a mess, the performances and the strength of the new characters carry the film. One of the summer's most highly anticipated movies, it makes $75 million over the four day Memorial Day weekend, en route to a final domestic total of just over $200 million.

    Kingdom Of The Sun- The next Disney animated musical after Aida, the film is essentially an adaptation of The Prince and the Pauper, set in the Incan Empire. It stars a young and spoiled prince named Kuzco (voiced by Boy Meets World's Ben Savage), who decides to switch places with a young street urchin who happens to look just like him. After an evil witch named Yzma (voiced by Eartha Kitt) turns Kuzco into a llama, she takes over the kingdom, using the switched prince as a sort of puppet ruler. Meanwhile, Kuzco is destined to be taken to market when he is found by teenage llama herder named Maritza (voiced by Lacey Chabert). Kuzco and Maritza must find a way to stop Yzma's evil plans, getting some help along the way by a down-on-his luck merchant named Pacha (played by John Goodman). The film features several musical numbers composed by Alan Menken and Tim Rice, with some help from the recording artist Sting. Plagued with production troubles, the film was nearly delayed and retooled before things came back together in early 1999, enabling the film to meet its deadlines and make it to the screen. It's regarded as Disney's best animated film since The Lion King, grossing more than $150 million in domestic box office receipts and keeping the company's streak of hit animated musicals alive. Disney's next animated musical would be The Snow Queen, which would be released over the Thanksgiving weekend in 2001.

    Mission: Impossible II- Tom Cruise returned as Ethan Hunt in one of the biggest action hits of the summer. The film's opening weekend grossed over $65 million, making it the second biggest opener of the summer behind Wonder Woman. The film sees Hunt attempting to stop a cult of religious fanatics from deploying a bioweapon in North America. The film garnered some controversy for its use of right-wing Christians as the villains (indeed, some critics attribute this to Tom Cruise's Scientology, which was not seen as a major issue before the runup to the film), but ultimately was well-received by critics and fans alike.

    Charlie's Angels- Starring Drew Barrymore, Cameron Diaz, and Lucy Liu, this was an adaptation of the hit 70s TV show about a trio of buttkicking female secret agents. Along with Wonder Woman, this film was seen as part of the spearhead of "girl power" action blockbusters that hit theaters that summer, and though Angels wasn't quite as lucrative as the superhero smash, it still performed extremely well at the box office, with an opening of $50 million. Cameron Diaz wasn't the first choice to play Natalie, in fact, Drew Barrymore (who co-produced the film) wanted her friend Lyssa Fielding to co-star with her, but ultimately she was overruled when Cameron had an excellent screen test with Barrymore and Liu (making this the second time in two years that Lyssa Fielding narrowly missed out on a major role in a summer blockbuster after losing the part of Harley Quinn to Madonna in Batman Triumphant). Not only was the film a success, its soundtrack was a chart-topper, particularly the Destiny's Child song "Independent Women Part I", which topped the charts for several weeks toward the end of the year.

    Scary Movie- This horror movie spoof written by the Wayans Brothers and parodying hit contemporary horror films such as Scream was a major smash in the summer of 2000. It wasn't expected to be one of the year's biggest hits, but its cross-demographic humor and a star turn performance by Anna Faris made Scary Movie a massive sleeper hit and launched a film franchise that continued to produce hits for nearly a decade afterward.

    Marked Man- Harrison Ford turned down What Lies Beneath for this action thriller about a retired spy targeted for death by vengeful remnants of a government he once helped to topple. After assassins kill his wife and kidnap his daughter, he embarks on a quest for revenge, with the help of a woman (played by Isabelle Adjani) who used to work as a spy for the government now trying to kill him. Though a fairly cliched and predictable film, it's a hit with audiences and grosses nearly $125 million in North America.

    Blackest Depths- The third of the "girl power" action films of the summer, this movie starred Rachel Weisz as a scientist working in an underwater laboratory situated at the bottom of the Marianas Trench. When the laboratory comes under attack by mysterious creatures from the darkest abyss, the scientist must lead her team in an all out battle for survival against the otherworldly creatures. Featuring gripping terror and thrilling special effects, the film was light on plot but heavy on action, and proved to be a financial success, especially overseas.

    Shut Up!- The second biggest comedy of the summer behind Scary Movie, this college comedy starred Melissa Joan Hart and Elisha Cuthbert as polar-opposite college roommates, with Hart as Blake, the studious quiet girl, and Cuthbert as Sarah, a ditzy partier. After Sarah's boyfriend gets a massive crush on Blake (who has no interest in him), it starts an all-out war between the two. Hart and Cuthbert's performances are both highly praised and ultimately carry the film, which proves to be a major hit among girls and grosses $120 million in North America.

    -from "The Films Of 2000 (Summer)", an article on Movietimes.com, posted on April 22, 2008
     
    The Cartoons Of 2000
  • Toonami To Expand To Three Hours

    Starting on June 5, Toonami will expand to a three hour block with the introduction of the anime shows Tenchi Muyo and Kronia. Kronia is, of course, the anime adaptation of one of Japan's biggest manga series, about a boy with the ability to travel through time. So far, over 100 episodes have been aired in Japan and the series is still ongoing there, while 52 episodes have been dubbed for the show's first season on Toonami. Tenchi Muyo is a hit anime franchise about a young man named Tenchi whose life gets much more complicated after several beautiful young women move in with him. The show will premiere with the 13 episode OVA series, before the made-for-television Tenchi Universe premieres immediately afterward.

    With the addition of the new shows, Toonami's lineup will look like this:

    4:00 PM: Sailor Moon
    4:30 PM: Pokemon
    5:00 PM: Kronia
    5:30 PM: Tenchi Muyo
    6:00 PM: Dragonball Z
    6:30 PM: Gundam Wing

    Ranma 1/2
    has also been announced to premiere on the block later this year.

    -from an article on Toonzone.net, posted on May 27, 2000

    -

    Current "Cartoon Cartoons" in order of average ratings as of June 30, 2000:

    Larry and Steve
    Courage The Cowardly Dog
    Ed, Edd, 'n Eddy
    Exterminator Squad! (the newest Cartoon Cartoon as of April 2000, an action comedy about a crew of wacky exterminators that fight giant bugs)
    Star Girl: Middle School Superheroine
    Mike, Lu, and Og

    -

    *Link unsheathes his Master Sword as hordes of enemies charge toward him. Honey Kisaragi is shown transforming into Cutie Honey, and then we see Hercules lifting a big building while his classmates cheer.*

    Narrator: The action never stops on Animagic, and this fall it's going to be more exciting than ever before!

    *The heroes of Princess High are seen running on a soccer field.*

    Princess Stacy: Time to kick some Raccoon tail!

    *A giant space battle is shown on Legend Of The Galactic Heroes, followed by another scene from The Legend Of Zelda as Ganondorf readies his army for battle.*

    Ganondorf: We'll make them all pay.

    Scoop Honey: Just look into the camera! *laughs as she blasts some bad guys with her magical camera*

    Narrator: Your old favorites are back for more...

    *More scenes from Hercules, Legend Of Zelda, Princess High, and Legend Of The Galactic Heroes are shown*

    Narrator: And some brand new heroes are joining the action!

    *Scenes from Cutie Honey Flash and Shades, a brand new American action show about a shadowy hero with a magic pair of sunglasses, are shown next.*

    Matt (the hero of Shades, in his normal persona as a young reporter): I don't take anything for granted. I think it's time I slip in there and see what's really going on. *lowers his sunglasses*

    Narrator: Including the most awesome hero of them all...

    *Mulan is shown standing back to back with Shang as a bunch of skeleton soldiers advance on them.*

    Narrator: The all new Mulan: The Animated Series launches this fall!

    Mulan: *leaps down with a flying kick on a foe* I'm no damsel in distress.

    *Zelda is protecting Link with a magical barrier as Link pulls back his bow.*

    Zelda: Link, I've got your back!

    Narrator: Animagic is better than ever, and it can only be seen right here on the Disney Channel!

    *Scenes from all seven shows are rapidly played on the screen. The block's logo is shown, followed by Link facing down a villain.*

    Link: I won't give up.

    -a commercial for the Disney Channel's Animagic block that aired during the summer of 2000

    -

    Fox Kids Continues Ratings Surge While Kids' WB Plummets

    Driven by the success of Tamagotchi, and aided by new hits like Cybersix, Big Guy and Rusty the Toy Robot, and Cinemadness, along with the continued success of Power Rangers which is poised to enter its seventh season, Fox Kids has been rapidly climbing in the ratings from its low just two short years ago. Tamagotchi remains the highest rated show on broadcast kids' TV, and is debuting a brand new 40 episode season in July. Meanwhile, Cybersix proved to be the big hit of 1999-2000, and just got picked up for a new season of 22 episodes. The show, which features a mysterious android detective who battles the dangerous Von Reichter, scored high ratings amongst boys and girls alike, and, along with Tamagotchi, anchored the network's Saturday morning block of shows. Fox Kids is looking to continue its strong run with several debuting anime series, including Visions of Escaflowne and Zoids: Chaotic Century.

    Meanwhile, Kids' WB has seen its fortunes decrease significantly as several of its comedy shows came to an end after declining ratings over the past year. Only Batman Beyond and Static Shock have been successful, and the network is hoping to see its fortunes improve by introducing more superhero-based shows to the block over the next season, including a new Wonder Woman show to take advantage of the hit film. Kids' WB is also looking to introduce anime shows to the block, but parent company Warner Brothers has had more success airing anime shows on its cable channel Cartoon Network, whose Toonami block has enjoyed increased success since airing shows like Pokemon, Dragonball Z, and Sailor Moon.

    Nickelodeon In Transition

    With Phineas and Ferb having recently ended and Swashbucklers entering its final season, Nickelodeon is entering a new era, where many of their 90s-era hits have already ended or are close to ending. Though the hit Nicktoons Rugrats and Sam and Kira are still airing new episodes, and All That is entering its sixth year on the network, Nick has introduced a lineup of new shows that seem to be designed for a new generation of viewers, such as Constant Payne, a Nicktoon that takes its inspiration from hit anime shows in both content and style, The Amanda Show, an All That-spinoff which features Amanda Bynes as the star of a sketch comedy show, and Save The Date, a show about a girl who tries to form love connections between her classmates. These shows join returning hits Spongebob Squarepants and Caitlin's Way as the vanguard of a new era at the network, whose ratings remain among the highest on cable. THe network has announced plans to scrap its Saturday Night SNICK block early next year in favor of a new Saturday Night block of shows, but details have not yet been announced, other than the fact that the block will be hosted by two teenage stars and that it will feature viewer input as a major component.

    -from an article on Yahoo! Entertainment News, posted on June 14, 2000

    -

    Constant Payne Season 1 Episode Summaries:

    Pilot/Ghost Ship (August 27, 2000)

    Pilot: Dr. Payne and his daughter Amanda must foil an attack on the city by the evil Welton.
    Ghost Ship: Dr. Payne and Amanda investigate a mysterious ship giving off massive readings of otherworldly energy.

    Hooky/The Rise Of Val (September 3, 2000)

    Hooky: Amanda tries to get out of class with her best friend Stephanie after finding out that her dad might be in trouble.
    The Rise Of Val: A demented villainess named Val attacks Dr. Payne while he's searching for a technological treasure trove.

    Weldon's Wave/Psycho Hotline (September 10, 2000)

    Weldon's Wave: Weldon attempts to build a tsunami-generating machine and only Dr. Payne can stop him.
    Psycho Hotline: A villain named The Jammer tries to overload all the phone lines in the world.

    Mechanic Panic/A Payne In The Rear (September 17, 2000)

    Mechanic Panic: The Paynes' mechanic friend Gregg is having trouble with a souped-up car and needs someone to test it. Amanda volunteers, despite still not having her driver's license.
    A Payne In The Rear: Piggles, a hoglike villain with an enormous rear end, attacks the city with his army of motorcycle robots.

    Take The Plunge/The Night Is Young (September 24, 2000)

    Take The Plunge: Amanda and Stephanie go scuba diving off the coast of an island and run into an abandoned undersea factory.
    The Night Is Young: The Paynes clash with a wolflike villain who stalks the city's residents at night.

    Taking Paynes/Don't Touch That Bot! (October 1, 2000)

    Taking Paynes: Amanda is kidnapped by Val, but proves to be a hassle for her captor.
    Don't Touch That Bot!: Weldon has created a massive attack robot, and unleashes it on the city to target Dr. Payne.

    Fungal Jungle/Nerd-Con 2000 (October 8, 2000)

    Fungal Jungle: Dr. Payne and Amanda explore the depths of the jungle and find a mysterious mushroom colony.
    Nerd-Con 2000: The annual comic convention in town, but a new villain uses it as a cover to launch a dastardly scheme.

    The Stone Golem/Game Over (October 15, 2000)

    The Stone Golem: Dr. Payne accidentally wakes up a massive stone beast and needs help to put it back to sleep.
    Game Over: Amanda gets sucked into a new video game and ends up coming face to face with Weldon, who has made himself the game's final boss.

    Souped Up/Underground (October 22, 2000)

    Souped Up: A chef-themed villain creates a delicious but dangerous soup that turns anyone who eats it into a loyal slave. After Dr. Payne eats the soup, Amanda must find a way to save her father.
    Underground: Amanda's class is trapped by an earthquake while going on a field trip and comes face to face with an underground colony of mole people.

    No Payne, No Gain/Cherry Blossom Heart (October 29, 2000)

    No Payne No Gain: Dr. Payne encourages Amanda to exercise more, but she soon turns into a fitness junkie, alienating her from her friends.
    Cherry Blossom Heart: Amanda clashes with a phantom-like villain while she and her father are on a research trip in Japan.

    Dead Wreckoning/Night And Day (November 5, 2000)

    Dead Wreckoning: Weldon's latest scheme is an army of construction machines programmed to destroy the city.
    Night And Day: Dr. Payne battles a pair of villainous brothers that gain or lose power depending on the time of day.

    Power Trip/Double Date (November 12, 2000)

    Power Trip: Amanda discovers a magical suit that transforms her into a magical superheroine, but not everything is as it seems.
    Double Date: Amanda reluctantly agrees to date a boy who's been crushing on her, but their date coincides with a date between the archvillains Weldon and Val!

    Memories (November 24, 2000)

    A special half-hour season finale. Weldon launches a cruel plan to destroy Dr. Payne once and for all, while Amanda discovers evidence that her mother, thought to be killed by terrorists, may actually still be alive.
     
    BONUS - Cartoon Network's Schedule (July 14, 2000)
  • Yeah, it kind of felt like Shudo didn't really realize what he was working on. He, to quote Yahtzee, "wrote a script for Lord of The Rings and saw it performed by finger puppets."

    While Shudo's vision will definitely be incorporated more into the series due to Sony's influence, they won't let him go full grimdark. It just means a somewhat darker, more mature series, especially as time goes on. It'll never be fully "grimdark", though the stakes will be higher.

    How's Power Rangers doing btw? Anyone have ideas what post-Space seasons would look like?

    That'd be up to Pyro, though if he doesn't want to do it, we'll decide on how to handle Power Rangers past Lost Galaxy.

    Who Said Seed would still be going? butterflies buddy....

    Well, Seed might still happen. All I know for sure is that Gundam Soul replaces Turn A Gundam. Now, Seed MIGHT turn into the new anniversary/compilation series that Turn A Gundam was IOTL, but we'll figure that out.

    If they are bought by Sega ITTL a popular Wing game on the Katana could add to the popularity of the show and justify a sequel series.

    Believe it or not, we've got a Gundam Wing game planned for the Katana! And it'll be localized!

    -

    Just so you have an idea as to what Cartoon Network was like at this time, here's a Friday schedule for July 14, 2000.

    6:00 AM- Cartoon-A-Doodle-Doo
    7:00 AM- Looney Tunes
    7:30 AM- Looney Tunes
    8:00 AM- Pokemon
    8:30 AM- Dragonball Z
    9:00 AM- Tom And Jerry
    9:30 AM: Tom And Jerry Kids
    10:00 AM: Scooby Doo, Where Are You?
    10:30 AM: Scooby Doo, Where Are You?
    11:00 AM: The New Scooby Doo Movies
    12:00 PM: The Flintstones
    12:30 PM: The Jetsons
    1:00 PM: Johnny Bravo
    1:30 PM: Cow And Chicken
    2:00 PM: Dexter's Laboratory
    2:30 PM: Captain Planet And The Planeteers
    3:00 PM: The Real Adventures Of Jonny Quest
    3:30 PM: Reboot
    4:00 PM: Sailor Moon
    4:30 PM: Pokemon
    5:00 PM: Kronia
    5:30 PM: Tenchi Muyo
    6:00 PM: Dragonball Z
    6:30 PM: Gundam Wing
    7:00 PM: Ed, Edd, 'n Eddy
    7:30 PM: Exterminator Squad!
    8:00 PM: Larry And Steve
    8:30 PM: Mike, Lu, and Og
    9:00 PM: Star Girl: Middle School Superheroine
    9:30 PM: Courage the Cowardly Dog
    10:00 PM: Batman: The Animated Series
    10:30 PM: The Tex Avery Show
    11:00 PM: Space Ghost: Coast To Coast
    11:30 PM: Cartoon Planet
    12:00 AM: Sailor Moon (TV-PG)
    12:30 AM: Tenchi Muyo (TV-PG)
    1:00 AM: Dragonball Z (TV-PG)
    1:30 AM: Gundam Wing (TV-PG)
     
    Summer 2000 (Part 2) - Sports Update
  • The 2000 NBA Playoffs was the first in more than a decade that didn't feature Michael Jordan's Bulls. The Bulls had been broken up, with Jordan retiring and Scottie Pippen going to the Los Angeles Lakers (joining Shaquille O'Neal and Tim Duncan). Chris Webber had stayed behind, but surrounded by mostly pedestrian players, it was a rough season for the Bulls, and they missed the playoffs with a 26-56 record.

    Instead, the Eastern Conference was dominated by the Boston Celtics, featuring Grant Hill, Penny Hardaway, and young rising star Rashard Lewis, who averaged a healthy 13 points and 7 rebounds a game in his second season in the league. The Celtics ran wild over a weakened Eastern Conference to the tune of a 63-19 record, giving them home court advantage throughout the playoffs and a chance to repeat as champions. Trailing behind them were the Indiana Pacers, featuring Reggie Miller, the retiring Rik Smits, and rising star point guard Steve Nash. The third and fourth seeds in the East went to Allen Iverson's Washington Wizards and the Toronto Raptors, whose prep-to-pro star Jonathan Bender finished closely behind Elton Brand for second in the Rookie of the Year voting.

    In the West, Tim Duncan and Shaquille O'Neal formed a fierce dynamic duo, pushing the Lakers to the #1 seed with a 62-20 record. Close behind them were the Golden State Warriors, with a 60-22 record, led by Kobe Bryant who was hungry for his first title.

    The playoffs featured few upsets. In the East, the top four teams all advanced as expected to the conference semifinals, though the Raptors had a tough five game series with the Charlotte Hornets. In the West, the Lakers swept their first two opponents to easily reach the conference finals. The Warriors swept their first round series, but had a tough 7-game battle in the conference semifinals against an unexpected foe: the sixth-seeded Vancouver Grizzlies, who were in their first NBA Playoffs thanks to the strong play of Raef LaFrentz. In the end, the Warriors won, and would battle the Lakers in the Western Conference Finals. In the East, the Celtics dispatched the Raptors in five, while the Washington Wizards pulled an upset on the Indiana Pacers, beating them on the road in Game 7 to end Rik Smits' career and put Allen Iverson in his first Conference Finals. Iverson vs. Hardaway was the top headline of that series, and there were some epic battles between the two, but the Celtics were able to win in five exciting games. The Warriors gave the Lakers a lot of trouble, and pushed them to Game 7, but Shaq and Duncan were too much for the small-ball Warriors to handle, and it was off to the Finals, where they would resume their epic rivalry with the Celtics.

    The Celtics/Lakers Finals drove headlines and lived up to the hype. The Lakers stole Game 1 in Boston, but Grant Hill put up an incredible 50/17/7 performance in Game 2 to push the Celtics to a two-point win and split the first two games. Then, the Celtics took advantage of the momentum to win Game 3. The Lakers stormed back to take Games 4 and 5 by a total margin of five points between the two games. The series returned to Boston, where the Celtics won Game 6 96-92. Then, in an epic Game 7, the Celtics overcame a six-point deficit with 1:35 remaining to push the game to overtime. There, they outlasted the Lakers, winning by a final score of 117-113. The Celtics were victorious, winning back-to-back titles, but it was clear to everyone that the Lakers would be a force in the league for years to come, and the NBA's most classic rivalry was once again back.

    -from the "NBA Playoffs 2000" page at Thad's NBA History Page, posted on March 13, 2004

    Just a few short years ago, the New York Knicks, Orlando Magic, and Chicago Bulls were arguably the three best teams in the Eastern Conference. But things can change rapidly in the NBA, and the three teams that had once been the envy of the league found themselves picking in the top five in the NBA Draft. To be fair to the Knicks, they were supposed to pick eighth (and would be picking lower had Patrick Ewing not suffered a season-ending injury in December), only for the ping pong balls to fall their way in the Draft Lottery, giving them the #1 pick. They chose Kenyon Martin from Cincinnati, the consensus top player in the draft and expected to be the heir apparent to Patrick Ewing, who will almost certainly either retire or be traded before the Knicks' 2000-01 season begins. The Bulls selected #3 and chose Stromile Swift, expected to flank Chris Webber in the front court or potentially replace him if Webber decides to leave next year after his contract is up. The Magic picked #5 and chose Spain's Pau Gasol, giving them their second European player (after Dirk Nowitzki, who has been a bright spot on an otherwise terrible Magic team). Other notable picks include Darius Miles from LSU, who went #2 to the Denver Nuggets, Marcus Fizer, who went #4 to the New Jersey Nets, and the NCAA Tournament's Most Outstanding Player, Jason Collier from Indiana, who went to the Detroit Pistons at #7.

    -from an article on Yahoo! Sports News, posted on June 29, 2000

    -

    "Bobby Knight deserves to be fired. Of that there is no doubt. Shoving Kent Harvey, no matter what disrespectful words Harvey might have uttered, was an act of assault. A crime that would get any student expelled from the university. But it's clear what the priorities of university president Myles Brand are: winning comes first, a dangerous attitude at any institution. Had Bob Knight's Hoosiers not toppled Duke in the NCAA Championship Game in April, there's no doubt that Knight would have been fired. His inaction on Knight is a black mark on Indiana University and on college basketball in general, and a disgusting statement on the priorities of what would otherwise be a respectable educational institution."
    -
    Bob Kravitz, in an editorial in the Indianapolis Star, September 11, 2000

    -

    Bob Costas: And now Jason Collier at the foul line, shooting two free throws, trying to give Detroit back the lead.

    Ahmad Rashad: And, you know, about Jonathan Bender, he's been such a consistent scorer. When he gets inside, points happen.

    Bob Costas: He's got the second best field goal percentage in the league right now, right behind Shaq. He's got 14 right now but with two fouls in the second quarter, he's got to watch out, he doesn't want to get his third.

    Ahmad Rashad: Collier is taking a long time to shoot his first free throw.

    Bob Costas: And now....now Collier is, he's collapsed onto the court now. Officials coming out to check on Collier.

    Ahmad Rashad: I'm not sure, it looked like he was maybe having trouble breathing... and now...and now they're calling for the trainer.

    Bob Costas: This is a bit worrisome what's happening with Jason Collier, it looks like his teammates are very concerned...

    -from an NBA on NBC telecast on December 10, 2000 of a game between the Detroit Pistons and the Toronto Raptors. Collier would be rushed to a hospital but would later die of cardiac failure from a congenital heart condition, in an incident very similar to the one suffered by Hank Gathers in 1990 (Collier died IOTL of his heart condition in 2005)

    -

    "It's gonna be like Rocky, when Rocky beat up Ivan Drago and saved the world from the evil Russians. I'm Rocky. I'm Apollo Creed. I'm Rocky Creed and I'm gonna beat the crap outta Vitali Drago. I'm gonna beat him so bad he's gonna go back to Russia and drink vodka until he dies of alcohol poisoning. I'm gonna send that Russian back to Russia. You better get ready. I'm gonna beat his ass. For America. Get ready."
    -Mike Tyson, at a press conference prior to his heavyweight championship fight with Vitali Klitschko on July 15, 2000, Tyson would ultimately lose the fight on a TKO in the eleventh round

    -

    The 2000 Summer Olympics
    (This will be done in out-of-universe style, I've tried to cover some of the major butterflies but it's a fairly short summary, if you have questions about other events feel free to ask and I'll address them in a collective post later on!)

    For the most part, the 2000 Summer Olympics in Sydney, Australia ran smoothly. There were no major incidents like the tragic bombing at the 1996 Olympics in Atlanta, and other than the fact that the Olympics took place two months later than usual due to Sydney's location in the Southern Hemisphere (which technically made them the Fall Olympics here and the Spring Olympics there), they were a fairly typical Olympics with their fair share of winners, losers, and heroes.

    The United States tied with Russia in the final medal count, with 92 medals a piece, though the USA held a slight edge in gold medals with 36 to Russia's 33. The United States and Russia clashed in numerous events, including basketball, where the USA won in a rout in the semifinal game, and in wrestling, where Alexander Karelin was pushed to the limit by Rulon Gardner, giving up his first point in six years, but ultimately winning in the gold medal match. Mexico won its only gold medal of the games in the 97 kg Greco-Roman wrestling event when Jose Rodriguez triumphed over the USA's Garrett Lowney in the final, this is notable because Mexico's wrestling team very nearly didn't compete, only getting enough funding at the last minute to field a team.

    The US swim team featured a pair of 15-year-olds, Kris Humphries and Michael Phelps, the two youngest members of a US men's swim team in decades. While Phelps failed to medal (getting fourth place in the 200 meter butterfly), Humphries nearly shocked the world, losing in the 100 meter freestyle event by just seven hundredths of a second to Michael Klim in the finals. The biggest star in the pool was Australia's Ian Thorpe, who won three gold medals and set multiple world records at just 17 years old.

    In gymnastics, Svetlana Khorkina put on a beautiful performance in the women's all-around event, scoring 38.8 points on her way to a gold medal. In track and field, Maurice Greene set a new world record in the 100 meter dash with a time of 9.77 seconds, breaking his own record of 9.78 seconds set the year before. His jubilant reaction to his time is one of the lasting images of the Games, along with Khorkina's stunning all-around performance.

    The closing ceremonies featured an Aboriginal dance performance, and concluded with a handoff of the Olympic Flame to Japan, in anticipation of the 2004 Summer Games in Tokyo.
     
    Summer 2000 (Part 3) - Tales Of The Seven Seas: The Victorian Legacy
  • "Where I go, the world follows..."
    -Victoria, Tales Of The Seven Seas: The Victorian Legacy

    Tales Of The Seven Seas: The Victorian Legacy
    is the third game in Naughty Dog's acclaimed Tales Of The Seven Seas series, and, like the title implies, it focuses most heavily on the character Victoria, who has matured greatly in the five years since she first ran away from home as a young debutante to start a life of adventure on the high seas. She started out as a somewhat haughty and selfish girl, but now she is an intelligent and strong young woman (though still retaining a somewhat posh attitude at times, and a love of creature comforts). All seven of the main characters are still around and still playable, though for some missions, an eighth playable character jumps into the fray: James, son of Emperor Frederick, who seeks Victoria's hand in marriage.

    The first two games on the Super Nintendo CD had relatively similar playstyles: a branching mission structure consisting of a hub world from which missions could be chosen, and then a top-down action-adventure style mode similar to the Saturn game Legend of Oasis where your chosen character would collect treasures, fight enemies, and achieve mission goals. Tales Of The Seven Seas 2 featured a greatly expanded hub world and slightly better graphics, but on the whole was very similar in style to the first game. In contrast, The Victorian Legacy makes a full leap to 3D. Combat and exploration have evolved: they now take place in a fully 3-D environment, with Zelda-style combat involving melee weapons and attacks, ranged weapons, and the occasional magic spell or special technique. When compared to the combat in a game such as Ocarina Of Time/Temple Of Time, it's a bit more fast paced, not quite on the level of a Squad Four: Rebellion or full hack-and-slash, but in some way comparable to a slower-paced Dynasty Warriors when multiple enemies show up. The combat is mostly well-received, though some critics believe it to be a bit clunky, and the camera doesn't always cooperate, making for a bit of frustration. The "hub world" is now a fully 3-D environment as well, and there are numerous hubs to explore, ranging from the inside of a castle, to a large city, to an open field, to the characters' familiar ship. Missions are selected in a somewhat similar fashion to the 3-D Grand Theft Auto games: multiple missions (in some cases only one mission, but in most cases you can choose from at least two) appear on a minimap, and the player has the character move to the location that has the mission they wish to select. On the way, players can battle enemies, find treasures, or talk to NPCs (which may open up more missions or treasures).

    The game is narrative-focused, with cutscenes (some of them a bit lengthy and all of them unskippable) bookending missions. Whereas previous Tales Of The Seven Seas games offered many different mission options, The Victorian Legacy pares things back a bit, offering 56 different missions to the player. The average player will complete between 14-18 main story missions to complete the game, though if they make an effort to do all the side missions they possibly can, they can potentially do around 40 or so in a single playthrough. Missions are somewhat longer and more involved than in previous games, with most offering more than one goal, so the main quest takes about the same time to beat (or even a bit longer) than it did in previous games. As in previous games, some missions can be played by more than one character, though others must be played by a certain character (most of these involve Victoria). The game ultimately has two main endings, which draws more criticism due to the fact that previous games in the series offered at least seven, though depending on the player's actions throughout the game, small aspects of each main ending can change.

    The eight playable characters are as follows:

    Victoria: The game's main character, Victoria has grown and matured into a fine young woman, but despite her love for her friends and adventure, she still misses her home and family, and when given a chance to return at the start of the game, she finds that she missed home more than she thought. Eventually, she will come to make a decision that will change the course of her life, her family's lives, the fate of her nation, and the fate of the world. Her voice actress remains Olivia D'Abo across all three games.

    Erick: The series' primary protagonist, Erick is now a seasoned pirate captain, leading his band of friends into adventure. Brave and heroic, Erick always strives to do the right thing and help others. He and Dona have been in a committed relationship for the past four years (ever since the events of Tales Of The Seven Seas 2), but he hasn't yet gotten up the courage to ask her to marry him. Erick is still voiced by Jason Marsden.

    Dona: Bold and adventurous, Dona is still as bold and witty as ever. After making peace with her family (whom she still writes often and occasionally visits), Dona can still be a bit mischievous, but has a heart of gold and is essentially the "mom" of her crew, despite being only 24 years old. She is Erick's girlfriend and wants him to make an honest woman out of her, and her patience about him not proposing to her is starting to wear thin, especially after her best friend Victoria's engagement. She is still voiced by Maria Canals.

    Creel: Though Creel has settled down from his early days of drinking and partying, he still loves a good fight and making trouble. He's taught Erick most of what he knows about piracy, and now he simply looks out for his friends while also looking out for an opportunity to pillage treasure. He's still voiced by Will Friedle.

    Albert: Albert is still the ship's navigator, and now he has a reputation for leading slave uprisings with the help of his crew, making him a fugitive throughout the seas. Albert has made his peace with Victoria, though he disagrees strongly with her decision to marry into the Emperor's family. He is now voiced by Phil Lamarr, after being voiced by Giancarlo Esposito for the first two games.

    McKenna: Now a teenager (and still with a rebellious streak), McKenna, though the youngest member of the crew, no longer wants to be treated like a baby, causing her to get herself (and her best friend/love interest Jack) into trouble from time to time. She also somewhat resents Dona's overprotectiveness of her, though she ultimately does respect her. Still voiced by Tara Strong (who was credited as Tara Charendoff for the first two games, before her marriage).

    Jack: Also a teenager, Jack has fully accepted the deaths of his family and has grown fully accustomed to the life of a pirate. He's fallen in love with McKenna, but has a fairly careful nature and hates being dragged into her misadventures. He's also trying to train hard so he can protect her, or at least just keep up with her. Now voiced by Rider Strong, after being voiced by Toran Caudell the previous two games. This causes fans to ask if there's any relation (due to the relationship between the two characters he and Tara voice). There is not. This does not stop them from asking.

    James: Son of Emperor Frederick and heir to the throne, James is a complex character who loves his father dearly but has grown disillusioned with the Empire's deeds, which include conquest and oppression. James sees in Victoria a chance to change his father, but he is also keenly aware of the potential power he could be giving up if he goes against his father, and is torn between a life of power and a life of freedom. James is playable only during a few of Victoria's missions toward the middle of the game. He is voiced by Aaron Lohr.

    The plot of the game is broken up into seven main chapters. Whichever of the two main paths you take, there will be seven chapters, though Chapters 5-7 have major differences depending on the main path you choose.

    The game itself takes place four years after the events of Tales Of The Seven Seas 2. Erick, Dona, Victoria, and their crew have gone on countless adventures together and now have a reputation as heroic cavaliers who battle evil, protect the innocent, and discover treasure. The seven friends have bonded very closely and are now like family, with one couple (Erick and Dona), and two "sort of" couples (Jack and McKenna, and Creel and Victoria, at least implied for a short time) forming amongst them.

    Chapter One: Called Home

    Chapter One begins with the crew discovering the whereabouts of a pirate city (somewhat implied to be Libertalia, though much less bleak than it was in OTL Uncharted 4). As they make plans to explore it, Victoria catches wind of the advancing Grand Empire (a sort of parallel to the real life Holy Roman Empire, though in a "names are changed/this does not resemble any real person, place, or thing" sort of way). The Grand Empire is expanding its territory once again, and is on the verge of absorbing the kingdom where Victoria's family serves as noble lords. Worried for the fate of her family and homeland, Victoria asks her crew to take her back home. They agree, and Victoria returns to her family after running away from them five years before. She is expecting a cold welcome, but her family is relieved and happy to see her back, and wish to hear of her adventures. While Victoria reunites with her family, there are a few missions available to the other characters (various people in the kingdom have jobs they wish the famous pirates to perform for them, and McKenna wants to spy on the advancing Empire). Victoria is so overwhelmed with joy that she is seriously considering remaining with her family. Then, she learns that the Empire's officials are already in the kingdom, looking to make peace with its rulers and absorb it into the Empire as an independent nation. Eventually, the Emperor himself arrives, along with his son James, who sees Victoria and falls immediately in love with her.

    Chapter Two: Intrigue And A Proposal

    The Emperor proposes a deal: If Victoria agrees to wed James, the kingdom will be given favored status in the Grand Empire, and its citizens lavished with riches. James rejects this deal and wants Victoria to fall in love with him on her own terms. She is surprised by this, and her initial reluctance to have anything to do with him is replaced with curiosity. During this time, a group of rebels attempt to assassinate the Emperor, and abduct James. Victoria and her friends go on a mission to rescue him, and depending on which character you use to complete the mission, it affects Victoria's later status with James. After the rescue mission, the Emperor is ingratiated to Victoria, and tells her that she may do whatever she likes, it will not effect her kingdom's status in the Empire. Erick and Dona urge Victoria to leave with them and the rest of the crew, but she decides to stay...she and James have gotten much closer.

    Chapter Three: James And Victoria

    In this chapter, the action is split between two focuses: Victoria and James, and the rest of the crew. Players can choose between developing the relationship between Victoria and James, or undertaking spy missions with the other crew members to dig up dirt on the Grand Empire. Players who spend more time with the crew will see just how ruthless the Grand Empire can be, and as a result, the crew (especially Erick and Dona) grow deeply suspicious of James and his motives. They also learn that the Emperor has heard rumors of Libertalia, though they do not yet know just how much he knows. Players who spend more time in Victoria's missions will get to undertake a series of missions where Victoria and James go on numerous adventures together and discover that they have a lot in common, with James having a serious adventurous streak. The two grow very close and if the missions progress enough, Victoria and James will share a tender kiss after defeating a particularly dangerous monster. James reveals to Victoria that he's fallen in love with her, and Victoria discovers that she is falling in love with him.

    Chapter Four: Where I Go

    In this chapter, Victoria makes her decision whether or not to marry James. If the player has performed enough actions to further Victoria and James' relationship, she will choose to marry him. If the player has performed enough actions to increase Victoria's suspicions of the Grand Empire, she will choose to reject James at the altar. If Victoria marries James, she becomes a high-ranking official in the Grand Empire and will begin undertaking missions in furtherance of its goals. If Victoria rejects James, it's war. The Emperor goes back on his word and begins attempting to take the kingdom by force. Either way, the story of Victoria and James does not end: the two remain inextricably linked for the remainder of the game. The Victorian Legacy is a two disc game, and at the end of Chapter Four, disc one ends.

    WEDDING PATH-

    Chapter Five: Admiral Victoria

    If Victoria chooses to marry James, the two of them will continue adventuring together as part of the Grand Empire. Initially, Victoria and James will start out on fairly benign missions, though these missions take strange turns and it soon becomes apparent that the Emperor intends to use Victoria and her reputation amongst the pirate community to gain access to Libertalia and the mysterious power that lies within. While Victoria is performing her imperial duties, the other crew members' missions initially have nothing to do with Victoria. They support her decision (having not discovered as much evidence against the Grand Empire as they do on the rejection path) and are preparing for life without her, when, at the end of the chapter, events come to a head and circumstances bring Victoria and her armada into conflict with Erick and his crew. It involves McKenna, who has gotten herself captured by imperial soldiers. Initially, it seems Victoria will fight against her own crew, but she and James devise a plan to save McKenna while keeping her crew unaware. Victoria now realizes that the Grand Empire is not truly her friend, and she may have to turn against it...but because of her marriage to the Emperor's son, it might be too late.

    Chapter Six: Weight Of The World

    Victoria and James work to undermine the Empire from within, while Erick and his crew continue to stymie the Empire in other ways. During this chapter, James is conflicted by his loyalties to Victoria, whom he truly loves, and his loyalties to his father. Ultimately, James reluctantly sides with his father. He is able to lure Victoria into a situation where she is forced to help the Emperor find Libertalia. At the same time, Erick and his crew are able to prevent the destruction of Victoria's kingdom, but now they must hurry to Libertalia to aid Victoria and save the world.

    REJECTION PATH-

    Chapter Five: Runaway Bride

    If Victoria rejects James at the altar, it starts an immediate conflict between her kingdom and the Grand Empire. She assists Erick and the others in slowing the Empire's activities, but she knows it is now only a matter of time before her kingdom is destroyed, and she feels guilt over her actions, especially once she realizes how much she hurt James by rejecting him for his father's actions. Her friends help to snap her out of it, and she ultimately leads the rebellion that forces the Empire out of her kingdom. The Emperor puts James in charge of battling against Victoria and her friends, though he is reluctant to do so. In a climactic battle that ends up in a one-on-one swordfight between Victoria and James, the crew captures the Emperor's son, and ponders what to do next.

    Chapter Six: Broken Hearts

    Victoria convinces James to join the crew, but it's clear their relationship has been damaged by her rejection. In the meantime, the Emperor is plundering pirate hideouts in an attempt to discover the secret of Libertalia, and the crew must come to the aid of its allies, spending most of the chapter rallying bands of pirates against the Grand Empire. In the end, Victoria confides in James that she still loves him, and she asks him to marry her. He agrees, but then he betrays Victoria by returning to his father and telling him the secret of Libertalia. Victoria is heartbroken, but determined to set things right, as she and her friends sail to Libertalia to stop the Emperor's plans.

    BOTH PATHS-

    Chapter Seven: The World Follows

    Depending on the path the player took to get here, the chapter starts out with either an escape mission for Victoria (the wedding path) or a major battle between multiple pirate crews and the Empire's armada (the rejection path). Either way, the chapter takes place at Libertalia, where the Emperor is trying to reach the Soul Of The Seven Seas, an ancient sword that will allow him to control an army of dead pirates (which the pirate founders of Libertalia intended to raise against any army that tried to stop piracy). Victoria leads the crew into battle to stop him, and though she is required for one of the final three missions, ultimately the player can use any of the seven main characters to battle the Emperor himself. In the wedding path, James helps the heroes battle his father, though in the rejection path, James must be defeated in order to reach the Emperor (the wedding path's Libertalia dungeon is a bit harder to make up for this). The game's two main endings ultimately concern the fate of James. In the wedding path, James sacrifices his life to save Victoria and prevent the Emperor from escaping with the Soul Of The Seven Seas. In the rejection path, James is unconscious during the final battle as the heroes defeat the Emperor, waking up just in time to see just how cruel and evil his father truly was. James lives, and Victoria forgives him and lets him go. In both endings, the Grand Empire is dissolved: in the wedding ending, the Empire crumbles with the deaths of the Emperor and his heir, while in the rejection ending, James abdicates the throne and sets out to make the world a better place to atone for his actions, hoping he can grow someday into the man that Victoria deserves. Either way, Victoria returns to her crew. After saying goodbye to her family one last time, Victoria once again says goodbye to her mansion and her riches and sets out on the high seas for another thrilling adventure with her friends.

    -

    July 17, 2000

    Tales Of The Seven Seas: The Victorian Legacy is released in North America. It would be released in Japan on July 31, and in Europe on August 7. The game sells extremely well in the weeks following its release, though sales would slow more than expected later on. Ultimately, The Victorian Legacy would sell just under two million copies worldwide, making it a success, but not as successful as the series' previous two games. Though critics praise the game, applauding its storyline, its production values (its graphics are among the most advanced console video game graphics to date, and its voice acting receives very high praise), and its 3-D gameplay (not quite as polished as Squad Four: Rebellion or The Legend Of Zelda: Temple Of Time, but certainly good enough to be fun), fan reaction is a bit more mixed. Some fans love the game, calling it the best in the series and praising the new narrative-driven direction, while others criticize the game for "railroading" the player far more than the previous two titles. Still other fans criticize the game for its focus on Victoria. The Victorian Legacy is easily the most controversial game in the series thus far, and the sales, while strong, are continued a disappointment by Sony and Naughty Dog, after the game was expected to be one of the top selling titles of the year.

    -

    Electronic Gaming Monthly: This isn't the first video game you've starred in, considering your huge role as Lara Croft in the Tomb Raider series, but how does it feel to have your character elevated into the starring role of this one?

    Olivia D'Abo: It's an incredible honor. Back in 1998 when I was first told that this game would be focusing on Victoria, I was pleased as punch! I was utterly gobsmacked, it was just a fantastic honor. And then to do all of the scenes I get to do, with so much more dialogue, it was a real challenge but so fulfilling to be able to perform all of these fantastic scenes.

    EGM: Has spending so much time with Victoria this time around made you appreciate her a lot more?

    D'Abo: Oh, absolutely! I've come to see so many different aspects of her character with everything that happens in the game. She gets to experience so many different things, from being a fighter, to being a leader, to being in love, and I'm looking forward to hear how the fans receive her journey just as much as I was to discover it on my own.

    EGM: So, who do you like to play more, Lara Croft or Victoria?

    D'Abo: *laughing* Don't even ask me that, it's like picking between my own sisters! That's not fair!

    EGM: Come on, surely you've got to have a favorite!

    D'Abo: Umm.... oh, God. Well....I suppose if I absolutely had to pick, I'd say Lara. But just by a little bit. She's just so cheeky! It's so much fun to play her. I love Victoria, but nothing beats a girl with guns.

    EGM: And speaking of Lara, any future plans for her?

    D'Abo: Well, I've been recording for Tomb Raider IV of course. And, you know, I was actually given a chance to audition for the live action movie coming out next year. But, you know how that went.

    EGM: Are you disappointed?

    D'Abo: Oh, not at all! *laughs* Angelina Jolie is such a talented actress, and so beautiful. She was born to play Lara. At least in the flesh!

    -excerpted from an Electronic Gaming Monthly interview with Olivia D'Abo for the magazine's August 2000 cover feature for Tales Of The Seven Seas: The Victorian Legacy

    -


    Ted Crosley: But what really blew me away about this game was the story. It's easily the best story out of the three games and it's not even close. Yes, it does limit your freedom a bit as opposed to the other two, but that's just to tell the story it wants to tell.

    Brittany Saldita: And I couldn't get enough of the gorgeous, breathtaking graphics, especially when you're out on the high seas. The wind flowing through your sails, and through Victoria's hair, I just couldn't get enough of just looking at stuff in this game.

    Ted: I'll be honest, I was really skeptical at first. I didn't think Victoria could carry her own game.

    Brittany: Because she's a girl? *smirks*

    Ted: Because she is...well, was, a spoiled brat!

    Brittany: People change. *smirks* When I first got here I thought you were an (bleep)hole.

    Ted: You still do!

    Brittany: *laughs*

    Ted: When I first got here I never thought I'd get so much into a game like this. Granted, I had to play through most of the side missions before I was really convinced how much I loved this game. Every character gets their due in this game. Yes, there might not be as many side missions to do, but the ones that are there are really well made, not even one of them seems like filler.

    Brittany: Yeah, even the stealth missions are well done, which is a rarity for a game like this. It's not as good as the stealth in Metal Gear Solid, but that would probably be too much to ask even from this great series. When it comes right down to it, The Victorian Legacy is the best Tales Of The Seven Seas game yet and probably the best game of the year so far.

    Ted: I agree that it's the best one in the series, not QUITE the best of the year for me but still good enough to earn a solid 5 out of 5. Tales of the Seven Seas: The Victorian Legacy.... is a mouthful to say, but it's also an amazing game and you should go out and get it right now.

    Brittany: I give it a 5 out of 5 as well.

    *The Hall of Fame siren goes off*

    Ted: Avast, a siren!

    Brittany: You know what that means, time to put this game on the wall where it belongs!

    -from the July 11, 2000 episode of GameTV
     
    Super Robot Wars Omega
  • Here is my contribution to your thread. As you can see, this game actually existed, but it was originally supposed to be released in the States but wasn't due to Harmony Gold's control of the Robotech IP(the game included Macross). To keep true to the element of butterfly effect I've decided to change some plot elements. I also feel this is the only SRW that might remain relatively intact series wise from what it was in OTL:

    Super Robot Wars Omega is part of the Super Robot Wars franchise, and was published for the Katana by Banpresto in 2000. It is noteworthy for being the first Super Robot Wars crossover game that was localized for American localization on December of 2001, in part due to the popularity of Gundam Wing. The localization was decided, after consent with the various copyright holders of the anime involved in the crossover, as well as Harmony Gold in order to deal with how issues surrounding the Macross license will be handled with.

    Plot:

    In the year 295 of the New Universal Calendar, the One Year War breaks out between the Earth Federation and the Principality of Zeon, but is halted when an object crashes to Earth, landing on South Atalia Island. An investigative team from the "Extra-Over Technological Investigative Institute" discovers the object is an alien battleship with highly-advanced technology. Heeding the warnings of Dr. Bian Zoldark, the Federation secretly increases its military power, while hiding the evidence of intelligent extraterrestrial life beyond the Earth. In the meantime, Bian utilizes "Extra-Over Technology" found on the ship to devise weapons capable of protecting the Earth from alien forces, should the planet become embroiled in conflict. However, the economic troubles caused by the Federation's buildup sees the rise of many anti-Federation movements, such as the Neo Zeon, who have retreated to the asteroid Axis. In response, the Federation establishes special forces units, including the Titans and the Organization of Zodiac. The Titans and OZ's autocratic behavior however incites further anti-Federation sentiments in the colonies, leading to the formation of the Anti-Earth Union Group and the launching of Operation Meteor against the Earth Federation

    Other forces, like the Dinosaur Empire and Dr. Hell begin their plans for world domination, but are pushed back by the "Super Robot" teams of Mazinger Z, Getter Robo, and Raideen.

    In the year 187, the battleship Excelion engages a force of "STMCs" (Space Terrible Monster Crowd) when they are suddenly attacked by another unknown alien fleet, codenamed the "Aerogaters". From there the game allows players to select from either a super robot or a real robot storyline, putting the player in command of the Grungust Type-2 or the Huckebein MK II, respectively. The Real Robot storyline starts with the player joining the AEUG after a run-in with the Titans seeking to take control of the Huckebein, while the Super Robot storyline starts out with the player working with the Magzinger and Getter teams to fight Dr. Hell and the Dinosaur Empire.

    This game is noteworthy for introducing various original characters such as the SRX team, which was created by Bian Zoldark to test out technology capable of fighting the Aerogaters. They were originally led by Ingram Prisken and consists of Ryusei Date, Raidiese F. Branstein, Aya Kobayashi. Ingram betrays the player's team halfway through the game and Ryusei takes over. If certain conditions are fufilled, it is possible to gain the SRX mech that is formed by combining Ryusei, Rai and Aya's mecha. This may also open up the possibility of convincing Ingram to return to the side of the heroes in the final battle with the Aerogaters. It is also possible for players to recruit the missing SRX pilot Mai Kobayashi, who was brainwashed by the Aerogaters into becoming the enemy pilot Levi Tolar of the Judecca mech. Recruiting of Mai would allow her to use the R-Gun mecha used by Ingram before his betrayal.

    The main antagonists are the Aerogaters, who are revealed to be a strike force of the larger Ze Balmary Empire. While much of the focuses in the various story branches focus on dealing with the villains of various series, the Aerogaters themselves are woven into the story through it's alliances with some of the villain groups respective to the various mecha series involved in the crossover, these being the antagonists from Victory Gundam, Combattler V and Voltes V. They also gain control of elements of the Titan army through Zeta Gundam villain Paptimus Scirocco, whom manages to take control of the Titans by launching a coup somewhat similar to his seizure of power in Zeta Gundam late in the game[*].

    This game is noted for branching paths depending on what choices the player makes through the Story. The branching paths are usually sorted out into three groups "Gundam UC", "Victory Gundam and After Colony", as well as "Super Robot". Accompanying the Gundam UC series for their story branches are the various Macross series, accomplying Victory Gundam and Gundam Wing story branch is Aura Battler Dunbine. The series is also significant for it's handling of the Neon Genesis Evangelion plot, which plays a key role in unified routes.

    Through a tradition at this point in the series, the game is noted for giving players will often have the chance to prevent the death of an ally, as depicted in his or her animated series, while some games take this a step further and prevent heroic deaths freely, without extra effort on the player's part. Additionally, some enemies can be convinced (usually those who are not completely villainous, or who have good intentions) to abandon the antagonists and join the player, whether they do so in their respective series or not. When these concepts are combined, players can create a team that has no chance of existing within the original series. This plays an important part in the final stage, as players can recruit a important antagonist character to fight against the Aerogaters/Balmary Empire; said character piloting a exceptionally powerful unit. Players that focus on the Gundam Wing path branches can get Zechs as an ally for the final stage, the Universal Century Gundam route offers Haman Karn and Anaval Gato as potential allies, while the Super Robot Route offers Prince Heinel of Voltes V as the secret ally.

    Series List:




    Reception: The game garnered mixed to positive reviews from the critics, whom noted the open-ended stage design and a diversity of secrets allowed for much replaybility. However criticism came over the fact that the game was not dubbed, but simply subbed, and that the tactics-RPG style gameplay was not one casual gamers could get into. They also noted how hard it was to get some of the "SR Points" needed to unlock the various secrets. The game itself sold quite well, in part due to the popularity of Gundam Wing at that time, and it's relative success was responsible for further Super Robot titles being localized and maintaining the popul. The game was also praised for its handling of the Evangelion storyline, with the characters, particular Shinji Ikari, being portrayed as more likable and having more "mature" characterization in contrast to his more polarized reception and characterization in Evangelion itself.

    Unsuprisingly the Gundam Wing route splits proved to be the most popular of the path branches among American Gundam fans.

    Controversy: Through Super Robot Wars Omega was a successful release, it has received controversy due to how the English port handled treatment of the Macross Storyline. In order to appease Harmony Gold and secure the localization of Super Robot Wars, much of the Macross characters had their names changed to resemble those of their Robotech counterparts. Also stages involving Macross Plus in the Japanese version was omitted in the English port and the stages involving these characters were changed significantly to accommodate the omission of Macross Plus. This was rectified in the 2010 remasted edition, which restored the Macross plotline and introduced Macross Plus.

    [*] Much of the changes in plot in Super Robot Wars Omega from OTL's Super Robot Wars Alpha was to to accommodate the series to US players so some plot points that play out differently in OTL Alpha play out the same way they do in the series as a way to introduce the plot of various series to the US audience. Aside from Zeta Gundam`s plot being handled closer to what it was in the anime, the plot of Gundam Wing is giving more emphasis with White Fang playing a greater role in the plot in contrast to OTL SRW Alpha, where they don't really appear, with stage 56 revolving around the heroes trying to stop White Fang, allied with Gihren's Zeon, from dropping Libra onto Earth(in OTL stage 56 was just the final confrontation against Gihren). Also the New Universal Calendar places more emphasis on AC than UC, with the date being 295(a reference to After Colony 195) rather than 179.
     
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    Summer 2000 (Part 4) - Blackheart/Valor
  • "You can't be an assassin if your emotions overwhelm you. You must be willing to do anything to complete your mission. The best ones even start to enjoy what they do."
    -Sadira, Blackheart

    Blackheart

    Blackheart is a stealth/action game developed by Ubisoft for the Ultra Nintendo. Its main character is a female assassin named Sadira Blackheart (though Blackheart isn't her real last name, it's one Sadira gave herself after realizing her coldhearted nature). Sadira herself, while a coldhearted assassin who doesn't mind killing (and in fact, even enjoys some aspects of it), can be rather witty at times and even a bit playful, making cheeky comments toward defeated foes (she's not over the top cheeky like Bayonetta, it's more of a dry wit). Sadira works under the employ of various black ops government organizations to provide a "permanent" solution to dangerous people like crime bosses, terrorists, and even heads of enemy states, by killing them. In order to achieve her missions, Sadira uses a variety of tactics, both lethal and non-lethal, though she always kills her target. The game itself is divided into a series of levels, where Sadira is given various tasks to complete in furtherance of her mission. The gameplay is a sort of proto-Splinter Cell, with elements of games like Metal Gear Solid and even Bayonetta mixed in. As a stealth game, completing missions without being noticed is important, though the game uses a sort of "carrot" rather than "stick" approach to stealth: rather than punishing players for failing to maintain stealth, they are rewarded for being sneaky through damage bonuses, special moves, and even bonus scenes/lines for completing tasks in a stealthy way. Sadira prefers to attack with ranged weapons such as sniper rifles and tranquilizer guns, but isn't afraid to get up close and personal, and has a variety of melee moves to dispatch enemies with (the melee combat aspect of the game is highly praised, even though a skilled player won't need to use melee often). Though she must kill her targets, she can choose to spare the lives of others such as guards and others who interfere with her mission. There's not a lot of open-world type roaming in the game, levels are relatively compact, though there are opportunities to go somewhat off the beaten path and take alternate routes to your goals. The game's voice cast is made up of mostly unknowns, including the main character Sadira: Ubisoft put a lot of money into the game's graphics, and decided to skimp on voice acting. Despite this, the voice acting itself is decently received, with particular praise going to Sadira's voice actress.

    The plot of the game is that Sadira has been hired by a very reluctant Interpol to assassinate a criminal overlord named Federov who has gotten his hands on nuclear material and is attempting to find a buyer. Sadira must first track Federov down by hunting down his contacts and associates, killing those who are too dangerous and intimidating others for information. Along the way, Sadira crosses paths multiple times with a woman codenamed Messiah, an ex-special agent gone rogue, who is now Federov's primary bodyguard. Sadira goes all over the world in her hunt for Federov, clashing with Messiah and dodging numerous assassination attempts on her own life as she uncovers more of Federov's evil deeds. Ultimately, Sadira discovers that Federov is trying to sell the material to a man known as the Vindicator, who is attempting to start World War III by bombing numerous cities around the world. Sadira also learns that Messiah is a double-agent who was trying to prevent Federov from selling the nuclear material to a rogue nation, and only serving as his "bodyguard" to keep an eye on his activities. However, Messiah was also given a second mission by her handlers, which is to kill Sadira. Eventually, Sadira kills Federov, tracks down the Vindicator, and has one more battle with Messiah (which she wins, but instead of killing Messiah, she spares her and leaves her in a rather humiliating position). Sadira then kills the Vindicator, preventing nuclear armageddon. She's completed her mission, but as she returns home, we see that Messiah has escaped and is now harboring an extremely deadly grudge against Sadira, setting up a plot thread for the sequel.

    Released on August 7, 2000, Blackheart had received a lot of hype prior to its release, with favorable previews in magazines and on the internet. It won several awards at E3, and with the hype mounting, Ubisoft gave the game a substantial promotional push leading up to its release. The game itself didn't disappoint: it won high praise for its gameplay, characters, and storyline, making it one of the best reviewed titles of the year. The excellent reviews and strong promotion drove plenty of sales for the game, and it became one of the Ultra Nintendo's biggest hits of the summer and the beginning of a major franchise for Ubisoft.

    -

    "I enlisted because there were people somewhere in the world who needed my help. Even if I'm the only one fighting, I've gotta help whoever I can."
    -Kenneth Perch, Valor

    Valor

    Naughty Dog's second major Ultra Nintendo game of summer 2000, and its first really serious (and M-rated) game, Valor is a war game in the vein of such games as Battlefield and Medal of Honor, though it differs from those games in that it features a third-person perspective and a great deal of exploration (in the vein of Naughty Dog's epic games from OTL like Uncharted and The Last Of Us). It takes place during World War II, in the days immediately following the D-Day invasion. Kenneth "Ken" Perch is a paratrooper who finds himself separated from his unit, and ends up having to liberate a small French village from a brutal SS commandant. The game takes inspiration from Spielberg's Saving Private Ryan, and Naughty Dog put a great deal of time and effort into producing a serious but entertaining World War II game. The combat interface is somewhat similar to OTL's Uncharted titles, in that Ken can take cover, shoot at enemies from distance (using the right control stick for aiming), or sneak up on them for melee attacks. He can even use grenades to take out groups of enemies from afar.

    Over the course of the game, Ken undertakes various missions to defend the village from the Nazi soldiers. He spies on their encampments, he lures them out of the village, he sets booby traps for them, he rescues villagers who are being punished by the occupiers, etc. He ultimately becomes a one-man army, though it's clear that Ken is just biding time for the rest of his unit to arrive, and a major plot point of the game is Ken looking for his unit so that he'll have backup to help him take out the Nazis.

    The game makes a point of developing Ken's relationships with numerous villagers. It gives him a love interest in a young French widow named Marguerite, whose husband was killed during the initial Nazi invasion in 1940. Ken also befriends a kindly old couple over the course of the game, and also befriends a young boy who reminds him of his younger brother back home. These relationships give Ken a reason to defend the village for more than just an "it's war and I have to kill Nazis" justification, he comes to care about these people like a second family, and whenever any of them is killed (and several of the villagers do die over the course of the story, including the young boy and the old couple), the player truly feels Ken's pain.

    Ultimately, Ken's deeds earn him notoriety within the Nazi ranks, and the SS commandant finally sends a crack team of elite troops after Ken, pinning him down with a wounded Marguerite in an old ruin. When all seems lost, the remainder of Ken's unit comes to his rescue, and the final level of the game is an epic battle between Ken's squad and the elite Nazi troops, with Ken and the commandant having a final showdown in an underground bunker. Ken and his squad liberate the village, and Marguerite recovers from her wounds. She begs Ken to stay with her, but he tells her that he's needed with his squad, and that he'll come back once Germany is defeated and France is free. He reunites with Marguerite in the streets of Paris on V-E Day, and asks her to marry him, which she accepts.

    Valor is released on August 21, 2000. Its excellent graphics and gameplay and its compelling (and at times heartrending) story earn it excellent reviews that surpass even those for Tales Of The Seven Seas: The Victorian Legacy. It becomes one of the company's biggest hits to date, ultimately selling more than four million total copies to become one of 2000's biggest hits and setting a new standard for war-based video games, surpassing even the praise and sales received by Medal of Honor.

    -

    This Naughty Dog Can Bark

    With two of the summer's biggest games under its belt, Naughty Dog is a rising power in the video game industry. Tales Of The Seven Seas: The Victorian Legacy and Valor have already sold a million copies between them, and with excellent reviews for both, they should remain top-selling games for the rest of the year.

    But what lies in Naughty Dog's future? Right now, development is in progress on Dog Dash 4, the latest game in the company's hit platformer franchise that's moved more than five million units worldwide. Dog Dash 4 is set for release next spring, and it's going to introduce a new character to Clark and Woofle's world: Jonjo, a mysterious magician who meets the heroes as they journey to a huge tropical island. It's unclear whether Jonjo is friend or foe, and Naughty Dog is keeping tight-lipped on the game, though they've shown off plenty of screenshots detailing the amazing new graphics of the game's tropical locale. Another big project on the way for the company is a platformer title known as Goblins, taking place in a massive underground world. The company is being even more secretive about this game, but promises to reveal more about it by the end of this year.

    Then there's Team ND Racing, a kart-racing title in the vein of the famous Mario Kart games. Featuring characters from Dog Dash, Tales Of The Seven Seas, and Crash Bandicoot, it sends them zipping along a variety of fun and zany tracks, giving them weapons to blast one another off the road. So far, 16 playable characters have been revealed, and Naughty Dog is teasing more than 20 available for the finished game. Speaking of Crash Bandicoot, though Naughty Dog has no current plans to make more console games for this current franchise, a port of the original Ultra Nintendo title will be released next year for the Game Boy Nova, with more handheld titles promised if the game sells well. There's also a Tales Of The Seven Seas port in the works for the Nova, and possibly a Team ND Racing port down the road.

    When asked if Naughty Dog, which works closely with Sony but is not owned by the company, has plans to release any games for the upcoming Sega Katana system, Andy Gavin stated: "We are proud of our association with Sony and with Nintendo, whose quality game consoles have been the perfect platform for our games to flourish. We have no plans to make any games for Sega's systems at this time." For now, Naughty Dog's games remain exclusive to the Ultra Nintendo, and will be a valuable arrow in Nintendo's quiver once the new generation Sega system is released.

    -from an article posted on Gamespot.com on September 16, 2000
     
    Summer 2000 (Part 5) - Super Mario RPG 2
  • "When Fujioka-san asked if he could explore Mario and Luigi's backstory for this game, it gave me pause, as it was something I'd not thought of very much before. We sat down and discussed it together for a very long time. I went back and reviewed every game, everything that Mario had appeared in to come up with a suitable origin story for the Mario Brothers. We had some disagreements, but in the end what you see in this game is what I feel is an appropriate story for the beginning of these heroes' great saga."
    -Shigeru Miyamoto in the May 2000 issue of Famitsu, one of the final interviews he gave

    Super Mario RPG 2: A Plumble Beginning is the direct sequel to 1996's SNES-CD game Super Mario RPG: Legend Of The Seven Stars. Developed jointly by Nintendo and Square, it shares many similarities with the original game, including its turn-based RPG battle system and its three-dimensional art style, though the Ultra Nintendo's graphics make the game look significantly better than the original. It also shares a few similarities with OTL's Paper Mario, mostly in stylistic choices such as the battle menu, which gives the player significantly more options than the original title did, including combination attacks and ultimates. Counter attacks return from the original. The game also includes badges, which are similar to the accessories featured in the original Super Mario RPG, but more than one can be equipped. In fact, the game uses the Badge Point system from OTL's Paper Mario, so stronger badges come with higher costs, while lesser badges come with a lower cost. The game features jumping sequences and puzzles similar to the original Super Mario RPG. The game is mostly designed by Squaresoft, with much of the original team, including composer Yoko Shimamura, returning for the new game, giving the game a distinctly different musical sound than OTL's Paper Mario. The game features limited voice acting in the form of narration and in-battle sounds, but is largely a non-voiced game. There are seven total playable characters, each of whom occupies a different role in battle. Three of them can be in the party at the same time. Characters can level up to 99, unlike in the original game, where they could only level up to 30, and the player can choose a stat to give a bonus to after each level up.

    The seven playable characters are as follows, with three returning from the original game and four newcomers:

    Mario: The heroic plumber is back and largely has the same moves as the original game, with the ability to jump and use Fire Flowers, though now, Ice Flowers are added to his repertoire. He's a jack-of-all-trades for the most part, similar to the original game, with good physical attack and decent magic.

    Luigi: Mario's brother makes his RPG debut. Though he has similar skills to his brother, he lacks Fire Flowers and Ice Flowers, and instead has more melee attacks, making him more physical than his brother.

    Geno: Geno returns from the original Super Mario RPG. In this game, he's a time traveler, who travels back in time to protect the Mario brothers on their first adventure, operating in a kind of "sage" role to them. He still has his familiar Star Gun and rocket punch fists, and now specializes in positive buffs for the rest of the party.

    Lana: Lana is a plucky human thief who lives in the Great Kalamari Desert. She joins Mario fairly reluctantly, but her speed and thieving skills make her a valuable asset. Her main ability is thievery, she can pilfer some of the best items in the game off of enemies.

    Petey: Petey is a young Piranha Plant who decides to join up with Mario and friends after Kamek enslaves his family. He is the main physical attacker of the party, playing a similar role to Bowser in the original game.

    Toad: Toad joins the party this time around. He specializes in healing the party, but can also hit the enemy with debuffs and status effects, and he's fairly durable for a healer.

    Wizzler: Wizzler is a Wiggler who knows powerful offensive magic. He joins up with Mario's group in the forest, and he's trying to do good deeds so that he can become a beautiful butterfly.

    The game begins with a quick cutscene revealing for the first time the origins of the Mario Brothers, though it's only part of the story, with the rest revealed later on in flashbacks. Mario and Luigi came from Italy, with their parents immigrating to Brooklyn when they were only a few years old. The two grew up in Brooklyn and became plumbers, and that's where the game begins, with Mario and Luigi in the sewers beneath New York City, investigating a strange disturbance in the pipes. This serves as the sort of "tutorial" level, where the player learns basic controls and moves. Eventually, after fighting a boss creature, the two are sucked into a pipe that takes them to the Mushroom Kingdom, where they are greeted as heroes and taken to Princess Peach's palace. Though the brothers are confused at first, they are assured that it is their destiny that they are here and that the kingdom is being threatened by the evil wizard Kamek and his army. The brothers are introduced to Peach for the first time, and Mario seems to be smitten, though he bravely accepts the task he is given, which is to liberate a nearby village of Toads from a bullying monster. The monster turns out to be a jumbo Hammer Bro., and one of the Toads that Mario and Luigi rescue join them for the boss battle. After another quest, the castle comes under attack, and Princess Peach is abducted by Kamek. The Mario brothers and Toad follow Kamek's army across the desert, but they pass out. Mario wakes up by himself in a mysterious town, where he is accosted by a thief named Lana who steals all of Mario's items and money. Mario pursues the thief, catching up to her, and the two eventually join forces. Meanwhile, Luigi ends up by himself as well, but after a bit of exploration, meets up with Geno, who claims to be from the future and that Mario and Luigi are known as great heroes in his time. The two pairs eventually reunite in the massive Pyramid dungeon, which requires the player to switch back and forth between the two parties to clear each other's paths, before Lana is captured by the dungeon's boss and Mario and Luigi reunite to take down the boss with Geno's help. For the first time, the player has a party of more than three and has to choose who to leave out (though like in the original game, party members who don't fight still earn experience).

    The quest continues, with the party visiting more strange places, fighting more enemies, and learning more about Kamek's evil plans (this is where the party learns about Bowser for the first time and that Kamek kidnapped Peach to give Bowser a bride). The party reunites with Toad, then Wizzler and finally Petey join the party, Petey joins about halfway through the game, completing the party. Around this time, the group discovers another large dungeon where they must split into two parties, a massive tower where Kamek and Bowser are holding Peach. There's a climactic showdown with Bowser, and Peach is rescued, but Kamek is determined to win, and he tries to finish off Mario and Luigi once and for all. Geno seemingly sacrifices himself to save the two of them, and everyone is returned to Peach's Castle. Though Peach is saved, she does not yet wish for Mario and Luigi to leave, and asks them to journey to the Star Road Library to find a book that she thinks might explain why they arrived in the Mushroom Kingdom. Lana also leaves the party at this time, as does Petey, leaving Mario, Luigi, Toad, and Wizzler to explore the library together. The library itself is another large dungeon, and at the end, they find the book they're looking for. The book explains that Mario and Luigi, along with Peach and Bowser, are Star Children, created by the wishes of the people of the Mushroom Kingdom. This explains why Mario and Luigi can jump so high, among other unique things about them. They were born from starlight in the Mushroom Kingdom and delivered by stork to their parents. But Kamek, whose evil wish brought Bowser into existence, saw the stars fall and identified the brothers as a threat to his future rule. He attacked and stole Luigi away, and the only thing that stopped him from taking both brothers was the timely arrival of a band of heroic Yoshis (the events of Yoshi's Island). The Mushroom Kingdom's great wizard Toadmerlin knew that as long as the brothers remained in the Mushroom Kingdom, their lives would be at risk. He created a portal to Earth and sent Mario's family through it. They landed in Italy, but after a few years there, Kamek discovered them there as well, forcing them to move to Brooklyn, a large city where they could hide. But Kamek eventually discovered them there too, sending evil magic and monsters into the world to flush the brothers out.

    Now knowing their origins, Mario and Luigi realize that they were born to protect the Mushroom Kingdom from evil, and decide to find Kamek and defeat him once and for all. They return to Petey's jungle to help him liberate his family from their captors, then after that is done (and Petey rejoins the group), they return to the Mushroom Kingdom, only to find Peach missing again and Lana seated in the throne. Lana assures them that she had nothing to do with Peach's latest appearance, and in fact arrived just in time to spot Bowser kidnapping Peach once again. Lana says that Kamek is demanding that three Mystic Treasures be found in exchange for Peach, setting in motion the next set of events of the game. Lana says that she's never been able to find the treasures, which have been scattered all over the planet, but with the team's help, she can track them down. The party hunts down the treasures, facing increasingly difficult perils each time. They then go to Bowser's Castle for the exchange, but when they reach Kamek and Bowser, they find out that of course, the two of them are lying and have no intention of giving up Peach. The two set a trap and the party is nearly killed, but Geno returns and saves everyone just in time, including Peach. They return to Peach's Castle, but even though everyone is safe, there's a problem: Kamek and Bowser have the Mystic Treasures. They have taken them to a place known as Dark Star Road, where they intend to use them to open a portal back up to Earth, where they intend to rule in a world without Star Children. Dark Star Road is the final true "dungeon" of the game, but after beating Kamek and Bowser in successive boss fights, Mario and friends are unable to stop the portal from being opened anyway, and Bowser is sent through it into Brooklyn, where Kamek transforms him into a massive, skyscraper-sized monster. Bowser threatens to destroy the city, kicking off a huge final boss fight between Mario's party and the gigantic Bowser. Bowser is taken down and forced back through the portal, which is about to be sealed off forever. Mario and Luigi have a decision to make: stay in Brooklyn and continue their peaceful lives as plumbers, or return to the Mushroom Kingdom to live out their days as its protectors. Of course, they choose to go to the Mushroom Kingdom, saying goodbye to home forever, but hello to a fresh start as the famous Mario Bros., heroes of the Mushroom Kingdom. Lana returns to her desert kingdom as a heroine (and with a lot of pilfered treasure to her name), while Wizzler turns into a butterfly in front of everyone, and Petey and his family resume their normal lives in the jungle. The post-credits ending reveals that many of the other Mario characters we love so much, like Daisy, Wario, and Waluigi, are Star Children as well, and that Mario and Luigi are destined to meet them in their future adventures. Geno closes a book and returns to his own time to resume his own duties as the Protector of Wishes, and the game ends.

    Released on September 4, 2000 in North America (after an early June 2000 release in Japan, and before a November 2000 release in Europe), Super Mario RPG 2 is a critical and commercial success, though it's not nearly as big of a success as other Squaresoft RPGs like Final Fantasy VII or Final Fantasy VIII. It sells slightly more copies overall than Legend Of Mana. Reviews praise the game for its expanded battle system and large world to explore, along with giving the Mario Bros. a compelling origin story (though fan reception toward the origin story is a lot more mixed, especially the aspects of the story that incorporate Brooklyn, which previously appeared only in Western TV adaptations).

    -

    Lyssa Fielding: Super Mario RPG 2 is really fun. It's more of the same, which is a good thing if, like I did, you loved the original.

    Alex Stansfield: Maybe too much of a good thing? I loved the colorful graphics and the soundtrack was great, but as RPG battle systems go, this game's was a bit boring, even with timed hits, battles got repetitive and compared to last year's awesome Final Fantasy VIII or all the modern action RPGs we have now, this one came away a bit dated.

    Lyssa: I thought it was just fine. And you have to admit that the battle menu is really creative!

    Alex: The battle menu looks great, the game is really polished, but I just felt that something's missing.

    Lyssa: Well, it could have used another girl. Princess Peach spent most of her time captured, remember the last game where she actually got to fight? Here her role is taken by Toad.

    Alex: And the one playable girl we did get, Lana, was pretty useless overall. You CAN use her to swipe some good stuff from bosses, but she does pretty lousy damage even if she does get to strike first. Overall, Super Mario RPG 2 IS a good game, don't get me wrong, and if you liked the first one, this one's right up your alley. Just don't expect any major improvements. I'm giving it a 4 out of 5.

    Lyssa: And I'm giving it a 4.5. Without spoiling too much, I'll say that the final boss fight might just be my favorite of the year.

    Alex: Oh yeah, definitely the biggest improvement over the original.

    -from the September 5, 2000 episode of GameTV
     
    The Legend Of Zelda, The Animated Series (Season 1)
  • Talk about being late to the party! I'm so glad that Massively Multiplayer is continuing on from where Player Two Start left off. Was that a hint towards Samsung eventually getting into the video game business? Crazy times the gamers of TTL's 2016 are going to be living in, that's for sure.

    I do wonder if butterflies will ensure Steve Job's untimely death will be avoided in 2011.

    Anyways, guys, I present to you something that I've been sitting on for a while now: part one of the first season of the Legend of Zelda show on the Disney Channel, helmed by Greg Weisman. I figured it was a good time as any to do so given we got a sneak preview of Animagic. So without further ado...

    ---

    "What Was the Best Non-Video Game Usage of Nintendo's IPs?"

    Zebes' Last Hope said:
    Hey guys, ZLH here. This topic came to me in a fit of boredom and I wanted to know what y'all think of it. Nintendo sure has come a long way since its humble beginnings as a card company; they've had their hand in a lot of things (including love hotels - seriously, look it up!). But as we all know, video games are finally where they hit their stride. Mario is one of the most iconic media figures in the whole world. They don't do half bad leveraging their intellectual properties either, so: what was the best usage of the Big N's various franchises, in your opinion?

    Pokemaster said:
    Not gonna lie, I'd have to say the original Star Fox. I mean, I don't think anyone really expected back then that a then unknown developer like Argonaut Games was going to help pull off one of that era's finest titles from Nintendo. Nor do I think that anyone expected the whole FMV segments to go as well as they ended up being; I mean, getting the Jim Henson Company involved? What?

    Somehow, though, Shigeru Miyamoto and Frank Oz made it work. Mad geniuses, I tell ya, even if the effects look somewhat dated today.

    Rarewareity said:
    I'm going to preempt anyone else and just put this: The Legend of Zelda. No, not the terribad '80s cartoon but the one that came out after Temple of Time. That was the shit. I mean, who knew that Disney of all companies would be able to pull it off - and do it well? That's far more surprising to me than having Fox as a Muppet.
    Come to think of it, that was about the time that Disney got J.H.'s work lock, stock, and barrel, too, right? [1] Guess that goes to show you that God's a Nintendo kid at heart.

    - thread from Nintendo Lifestyle's forums, dated March 10, 2009

    "We knew, even at the time, that we really wanted to do something special for the Zelda franchise when Temple of Time hit the Ultra Nintendo in 1998. We'd formulated at the time a pretty good marketing strategy but it lacked a certain 'oomph,' I thought. It didn't seem, well, 'legendary' enough for a franchise as big as it'd grown to be. People talk about Zelda even to this day like they're talking about Lord of the Rings! The only real question we had was, "What do we do?" Ironically, the answer came to us from Sega."

    "Sega?"

    "Yeah. Over at Nintendo, no one really cared much when Sega bought out Bandai. The Americans, I mean. To a lot of us it was just a toy company that had fallen on really hard times and couldn't recover. We all knew how it'd gone for Atari. But when Sega absorbed it that made a lot of folks back in Kyoto very, very nervous. Bandai wasn't just a toy company to them - it was an absolutely huge multimedia enterprise. A lot of their output only had nice markets outside of Japan but it was still a very big deal. Not only could Sega make little figurines for all their intellectual properties but they could do other things too. You know, movies and the like. Nintendo's always been very brand conscious and I think that really rubbed the top brass the wrong way. Our primary rival was trying to grab eyes and ears in a medium we didn't really know how to approach."

    "But the Pokemon anime had already been out by that time. That must have been used as a benchmark for the next step, right?"

    "Sort of. Pokemania had swept through Japan two years before it came out in the States, and while it eventually worked out for us over here, it was only just one show. We [Sony and Nintendo] had negotiated with Cartoon Network to put it on that afternoon block they had. But it was still very niche, like I said, even if the games were flying off the shelves. We had no in-house equivalent to what Sega could now do. Sega was always pushing themselves as the 'cool kids'' console and now they could appeal to fans of anime in a much more obvious way. With that in mind someone, I'm not sure I recall whom anymore, said, 'Hey what if we don't do that? Pokemon's being done over in Japan, so maybe we could take Zelda and do it over here.'

    That caused a big row, let me tell you. Arakawa-san remembered the '80s when we were tossing our licenses out left and right. The problem ended up being that when our partners got those licenses, it seemed as if they didn't care much what they did afterwards with it. I mean, I remember seeing a bit of those cartoons we'd put out with- I can't recall-"

    "DiC Entertainment?"

    "Yeah, that was them. I mean, I suppose they were alright for kid's shows but- there were times I'm told that some of the work in certain episodes was unfinished! That doesn't even count the problems we'd had with the production on the Mario Bros. movie. Miyamoto-san was very upset and to be honest I didn't blame him.

    Eventually, though, Arakawa started to come around. No one else really had a better idea and it wouldn't technically be against the law to not so subtly promote our own products with a half hour cartoon every afternoon after school.[2] The problem at that point was twofold: 1) how Kyoto would react and 2) who would handle it, if we were to do it?"

    "So who, exactly, turned you guys onto Disney? I mean, hearing about it back then was a huge deal. Like Elvis was meeting the Beatles or something."

    "Miyamoto-san, actually. Yamauchi was a very shrewd operator and I'll always respect him, but he could be very stubborn. He was very unenthusiastic when we approached him about the prospect of adapting Zelda. Brand power was something that was always at the forefront of his mind and he remembered what had happened during the '80s.

    But Miyamoto-san - after discussing the matter with Frank Oz, apparently - approached Yamauchi and said, 'Look, I know that those foreigners have screwed things up before, but I think we can make this work.' At the time, Jim Henson's company was in talks to being bought by Disney and he'd [Frank Oz] had been giving Miyamoto-san positive impressions of the company. I think the fact that Disney also made Peter Pan helped too. He's the inspiration for Link's green outfit, you know.

    Now, at the time, Disney had actually approached us about the matter when we let it be known we were looking for a partner in adapting our IPs. We had a few others; Nickelodeon turned us down for reasons I'm still not entirely sure on. Their own crop of cartoons was going pretty strongly so they probably saw no reason to take what seemed was a very large risk at the time. Warner Bros. was another and that actually came fairly close to happening. We [as in, Sony and Nintendo] were pretty chummy with them given Pokemon and we'd done some small media partnerships with them before."

    "Like Link in the Green Lantern movie, right?"

    "Yeah. Things like that. But after Miyamoto-san had talked with Oz, he wouldn't have any of it. If [Michael] Eisner and his gang didn't want to play ball, it wasn't going to happen. Arakawa and I headed down to Los Angeles and things just sort of went from there.

    To be quite honest, I think it was just being in the right place at the right time. Disney's brand power in those was (and still is) staggering but they had been looking for ways to further expand their own horizons. There was a lot of internal politics going on at that time, repercussions from their fallout with Jeffrey Katzenberg I guess, but there was a definite interest in what Japan was producing aside from video games. I mean, I've never really watched Japanese cartoons myself but I have seen all the wonderful films that Mr. Miyazaki has put out over the years [3]; that's all thanks to Disney, you know, for localizing them.[4] They even launched that sister channel of theirs to show similar cartoons to Warner [5]. Zelda was, is, huge and while it might not have been our plumbers it was an offer that they found too good to pass up, even if at the time Sony was none too pleased. Their partnership with DreamWorks was in its infancy and they wanted us to not tie ourselves so strongly to a rival company but they eventually relented on the grounds that it would strictly be a silver screen and comic book affair.

    So luckily for the fans, of course, those discussions bore fruit."
    - excerpt taken from a 7-part interview with Howard Lincoln on Polygon, over his time with Nintendo and in memory of Hiroshi Yamauchi (published December 2014)

    "Stepping away from your work in comics, what would you say you're most proud of in regards to the work you've done in television?"

    "Uh, wow. That's sort of a heady question... [laughs]"

    "We know it is! But when we said we were going to do be doing an interview with you, our forum members all wanted to know if it's Gargoyles or Zelda that you enjoyed doing more."

    "I'm not really sure I could fairly answer that, to be honest. I loved doing both for different reasons; with Gargoyles, it was something that I was directly a part of, even if I was only one drop in the ocean contributing to it."

    "Not even The Goliath Chronicles can sink your enthusiasm?"

    "[Laughs again] Well, no, and it may be hard to believe but I almost did part ways with Disney after I stepped back from it. In those days they were a lot more strict in what went on in their programs; lots of executive meddling. It really stifles you as a creator, you know? Especially with something that you were a midwife to. When Eisner approached me, after his talks with Nintendo I guess, about adapting a video game I only knew cursory stuff about I almost turned it down. I was sort of sick of dealing with them. I even almost went and did a show based on an old Mattel toy. Remember Max Steel? Well... I almost went and did that. [6]

    But when it comes to having to think about what's going to put food on the table, I knew that video games were big and that it was a shot in the dark for a toy line. I mean, at least with games they already have a story you can follow, right? So I sat down and pretty much marathoned the entire series up to that point. Since it was considered something pretty high on Nintendo's priority list I actually got an advanced copy of Temple of Time on the Ultra before it came out elsewhere. Er... I'm not sure if I'm still supposed to keep quiet about that!

    I'm sure a lot of people can describe what it was like playing their favorite game for the first time, but I'm not really sure I can put it into words. I know, really cheesy, right? But I popped the first game into a spare NES I'd gotten and I was hooked. Before I knew it I was onto the next one. Then the next. Discussions were still ongoing then but I came back to them pretty damn quickly, though I had a lot of reservations.

    If I were to say which I was more proud of, it would be Zelda, if only because I do think it helped open a lot of doors for other creators. We got to do a lot in the show that hadn't been done with Disney on TV before and it was a refreshing change of pace in comparison to what I'd come to expect from them. I'm still not sure why they gave me so much freedom; I guess they really wanted to impress Nintendo, maybe? But it started a trend, ultimately for the better I think, that said, 'Hey, you know all the stuff that shows like Sam and Kira are doing? Well, we can do that too.'"

    "You're saying that your work lead to shows like Rick & Morty [7]?"

    "Well, those came a lot later but if you look back before Zelda there's nothing really like it on the Disney Channel. Well, except maybe Gargoyles. I mean, in season two we got away with two onscreen deaths. Nothing graphic, mind you, but that's a huge sign of maturity when you're allowed to do something like that from 'the happiest place on earth' and another company that's such a huge stickler for its brand image as being for all ages."

    - audio transcript taken from a ComicsAlliance.com podcast interview with Greg Weisman (October 2014)

    "Legend of Zelda: A Link to Your Television!

    As many of our faithful readers know by now, Mario and Mickey have teamed up to bring you something very special this fall: a full-fledged cartoon based on the Legend of Zelda! Join our favorite hero in green Link, the wise princess Zelda, and the dastardly Ganondorf as you explore the land of Hyrule and uncover the secrets of the Triforce!
    Tune in to the Disney Channel Friday, August 6 at 5 p.m. PST to go on an adventure that you'll never forget."
    - advertisement for the Legend of Zelda cartoon taken from the July 1998 issue of Nintendo Power

    "Legends never die - they are forever engraved in memories."
    A Retrospective on Greg Weisman's The Legend of Zelda

    "In hindsight it's surprising, given how harsh the Internet often is, that the Legend of Zelda TV series became as big as it did. Not many adaptations can get away with altering the very foundations of the franchise (the first two NES games in this instance), move the main villain to a supporting role, and get away with it. But one of the strengths often found in properties that Greg Weisman has helped to create is the strong interpersonal connection between his characters and this, I think, is what won fans who were skeptical if this would be a quick cash grab on Disney's part over. Gone were the corny one-liners from the previous show Nintendo had given their blessing to and instead a work that focused on the nature of freewill versus fate, prejudice, and faith in family came in its place.

    Premiering on Friday, August 6, 1998, viewers were treated to an hour-long two-parter in the unimaginatively titled "Beginnings." One of the most controversial decisions that was made early on - and where the Internet backdraft did actually flare up - was the decision to give Link a voice. Shigeru Miyamoto had gone on record before saying that Link was the intended 'link' a player had to the avatar in the games and some felt that this was a betrayal of that vision. Admittedly as well, Michael Riesz's Link early on is a little jarring for a largely mute protagonist and many had a hard time differentiating him from Squad Four's Marcus. [8] As time went on Reisz's performance improved, culminating in the season two finale, but at the time it was for many an admittedly persistent gripe as the series started.

    In the opening narration, we are told the history of Hyrule. Long ago, three goddesses (called the 'Golden Mothers' here to avoid having to directly use this term as Disney was still quite sensitive to religious topics), bored with their existence, descended from the heavens and wondered what life outside of themselves could be like. Din in her power crafted every mountain, valley, hill in the world so that their subjects might inhabit them. Farore in her courage took it upon herself to populate these places with beasts and men. Lastly, Nayru in her wisdom gave to these beings laws and culture so that they might reflect on the blessings that had been bestowed upon them. But it readily became apparent that while their work was impressive it was not as idyllic as they'd hoped. With life came the concept of death, of suffering, and the Mothers looked on proud but troubled at what they had done.

    Greatly weakened from these tasks the Golden Mothers departed back to the heavens. But as powerful as the goddessess were, they were not omniscient or omnipotent and feared what would happen if their guiding hand was not around to protect their children. In response to this, they brought the most powerful magical artifact ever created, the Triforce, into existence. Necessitating that someone be ruled by each of the aspects of the Mothers themselves, the Triforce would allow mortal men and women to reshape the very fabric of the world itself to help tame the harsh place the world had become. However, since a such thing could not be used by everyone at once, the goddesses gifted the races with the ability to perform spells to further ease their lives; the first race to be able to do so, the Hylians, is said to this day to still be more finely tuned to magic.

    But in these stories, things go south like they always do.

    Over time, people began to covet the Triforce's power and were willing to hurt one another in their quest to obtain it. Those that had previously dabbled in magic began to find new and horrifying spells so that they might be able to one up each other in their quest to obtain the Triforce. Wars broke out and raged across the world, destroying lives, settlements, and nature alike. The Golden Mothers had proved to be too trusting of their creations that they would act responsibly.

    One man especially, named Calavir, became even more ambitious. Not only would he take the Triforce, but he would go one step further: use its powers to christen himself king. With an ever-growing band of followers both in his tribe and without, he marched with his army on the temple where the Triforce lay and at long last it seemed as if everything would be his. But the Golden Mothers had seen what had befallen the earth and were so horrified that they reached down from heaven and smite much of his forces then and there.

    For those that had simply committed bloodshed for no other reason than to obtain the Triforce, they would simply have to accept the golden power being removed from the material plane entirely. For those who followed Calavir however, each tribe was given its own unique punishment. The Sheikah were made indentured servants of one of the few races not to participate: the aforementioned Hylians. The Gerudo were cursed so that only a single man would be born to them every 100 years. But Calavir's tribe, the Zuma, suffered the worst fate of all.

    Summoning up a great mirror, the goddesses told them to literally reflect on what they had done to Creation and cast them into it, with Calavir first in line. In those strange twilight realms that had inadvertently been born when the Golden Mothers had committed to making the world, it was said they transformed into terrible monsters. Having going mad from the isolation and their exile many even began to create their own life, albeit a twisted mockery of it, in the land that they now called home.

    For their loyalty for almost having none of their number join Calavir's rebellion, the Hylians were granted a blessing to establish a kingdom (the very first as opposed to the petty chieftainships that existed before). On the same day that Calavir was cast out one of the Hylians' greatest warriors (Gustaf) was crowned king. Enraged that their experiment had gone so horribly wrong the Golden Mothers decreed that from that day forward only a select few would ever be able to allowed to touch the Triforce - and only after a test of one's heart. If that man or woman could not have a balance between power, courage, or wisdom then only a part of the Triforce would reside within them, making the shards nowhere near as effective. But he Triforce itself would be hidden away as well in a place that no mortal was said to be able step foot in: the Sacred Realm, the place that the goddesses themselves were supposed to reside in.

    With that exposition dump out of the way, the show can officially begin.

    Our story starts in one of the many rural villages of Hyrule's south, Moruge [9], where we first meet our hero: Link, a young man who helps his uncle, Rusl (voiced by Jim Cummings [10]) tend to their farm. Like any good Disney protagonist Link desires more out of life than just the cozy small town he lives in - he wants to uphold his uncle's and father's legacy by one day becoming a knight in Hyrule's army. Much of the first half of the two-parter is simply spent around the village, getting to know who's who and just what sort of relationship Link has with his uncle. Also like many other Disney protagonists, we come to find that Link (like his game counterparts) is an only child orphaned by the death of his parents, the victims of a recent war that raged throughout the land almost a generation prior, and is his uncle's ward. This is also where our earliest hints at tension between the two come from as well, after a heated argument about an upcoming tournament that will be held in the capital in a week's time. Link's uncle, a veteran of what was essentially a naked power grab on the king of Hyrule's part to force fealty onto the various races of Hyrule, wants nothing to do with the military and wants Link to live the good life with him in retirement. Link, however, believes that by participating in the tournament he can hopefully prove his worth to the nobility of the country and perhaps even be taken up by one as a squire.

    Meanwhile, across the kingdom, the young princess of the land suffers from persistent nightmares and has been losing more and more sleep lately. Though Zelda (played by Jennifer Hale) herself is unsure of what all of this means, her nursemaid, a Sheikah woman named Impa (voiced by B.J. Ward [11]) believes that they're omens of things to come and suggests that she take her concerns to her father. Her father, King Gustaf (voiced by Robin Williams [12]), is dismissive: the country has been at peace for almost 20 years and the festival about to begin marks another year without bloodshed. At this point, fans of Temple of Time might also notice a rather important background character: that of Nayru, voiced by Dee Dee Magno, as a figure in her father's court. As the episode comes to a close, we have a final shot in a peaceful woodland, which sits the Mirror from the series' pilot. The tranquil sounds of nature are abruptly interrupted by a cracking sound as the glass breaks and a thick black smoke begins to issue from within it...

    The second episode, "The Sum of His Parts," is perhaps one of the most well-regarded in the entirety of the first season as it introduces one of the fan favorite characters of the show: Ganondorf Dragmire, the king of the Gerudo people, voiced by Gargoyles alumnus Keith David. Even at the time David's performance as Ganondorf was well received by critics though the casting seems to have been more of a happy accident (it's said that David applied for the job as he saw Weisman's name was attached to the project, knowing almost next to nothing about the franchise when he auditioned). Though not Weisman's initial choice - Clancy Brown [13] had been approached but turned down the offer to play the thief - he almost immediately hired the actor after the test that David performed with Reisz and Hale.

    Much like how they're portrayed in Temple of Time the Gerudo are considered the dregs of Hyrulean society. Settled in the harsh and unforgiving land of the desert named after them the Gerudo have little to offer to their Hylian overlords in the way of trade; landlocked and considered cursed due to their historical involvement in the wars for the Triforce, the Gerudo's lot in life is one of raiding by necessity, though their fearsome reputation of all-female raiding parties (famed for their archery skills) is one of the biggest deterrents to law enforcement. In this poverty stricken community, Ganondorf rules over the hopeless tribe, the first male born in a 100 years. It's a testament to Weisman's skill that an episode that is little more than another slice-of-life segment is handled so well. Ganondorf is a put-upon man with few resources at his disposal, having to juggle with his subordinate position to the king of Hyrule and his people's needs, with sluggish population growth due to the still recent war and the lack of men (other than himself and his vizier). That other man is none other than Agahnim, the last Zuma in Hyrule after their effective ethnic cleansing. A fan's expectations when watching this become totally subverted: at this point, nothing villainous is ever done by either in the slightest. It is perhaps not coincidental that Keith David has training in classical theater, as Weisman’s love of Shakespeare will become apparent with the parallels between Dragmire and MacBeth.

    One of the greater points of controversy that the series generated at the time was the significant change in appearance to the Gerudo. As one might guess by virtue of David’s casting they were changed from the olive-skinned women encountered in Temple of Time to full-on African in appearance for the cartoon with the Zuma filling in the role of a Middle Eastern people. This was met with initial criticism both from longtime fans (who didn’t like that the art direction had changed) and critics (who felt it portrayed an uncomfortable narrative of the European-like Hylians being good while the African-like Gerudo were seen as evil). Though there is perhaps some merit to this argument given that there are a larger cast of sympathetic cast of Hylians and humans who also look white to draw from, and the Gerudo only have Din, Ganondorf, and Nabooru it is important to note that their actions within the show are born out of desperation. They are terrible overlords later but the events portrayed in season two and three are the result of generations of systematic oppression and warfare – the majority of which can be traced back to the pseudo racial supremacy the Hylians employ that can be seen in the upcoming festival, portraying themselves as the Golden Mothers’ chosen people, never mind the fact that the show dances around directly calling the Sheikah slaves. Though Skywave [14] might still disapprove of the approach taken by Weisman’s team it’s perhaps best to recall that at that point in time it was done as an attempt to add a greater diversity in the main cast.

    The next episode, “Thumbs Down,” aims just as much to impress visually as the previous episode did emotionally. As Link has just turned 16 his uncle takes him to sell some of their wares at the town market to ensure that they can live comfortably that winter. A festival seems like a great place to make money, after all, given the sheer volume of people. We learn that the festival in question is one held annually to commemorate the defeat of Calavir’s sorcerers and the foundation of Hyrule itself. In it fighters are intended to enter as representatives of the regions that they hail from and compete to bring glory to their villages.

    The competition is a literal metaphor for the ancient conflict and ends with the symbolic ‘crowning’ of a man or woman by the monarch themselves to symbolize Gustaf the Lawgiver [15]. As anyone can enter that means we get a casting call for many of the races that will feature prominently in later seasons: the rock-like Goron, the fish-like Zora who resemble their NES counterparts a little more closely than their 'cousins' found in Temple of Time, the Gerudo, Hylians, the ninja-like Sheikah, and humans with each having their leaders in attendance. One of the more interesting moments is the symbolic positioning of all the monarchs in relation to King Gustaf and Zelda. Each is seated in descending order, all the way down to the Gerudo, who are just barely above the Sheikah in rank, coupled with the fact that Ganondorf is about a foot taller than Zelda’s father. We are made to sympathize with the Gerudo plight even if we’re not actively being told about how they’re usually treated.

    But regardless of the casual racism directed towards them, Ganondorf and Agahnim have an ace up their sleeve: a young warrior named Nabooru (played by Reisz's future wife, Summer Cree [16]) who appears set on utterly crushing the competition. Zelda, however, is filled with a sense of dread at the tournament’s events. Her nightmares have grown more ominous since the annual announcement and they now revolve around being abducted by a malevolent creature made of darkness – but all is not hopeless. As she confides in Impa, at the dream’s end a burst of emerald light comes from the forest and manages to strike down her kidnapper, which ultimately takes the form of a young man. As the tournament begins Zelda can’t help but feel that her dreams have grown stronger for a reason, though Impa believes that even if things do go south, the tournament (with the presence of so many warriors) would be a deterrent to any potential threat.

    As the tournament begins, Link finds himself unable to pay attention to selling the food he and his uncle have grown, wanting nothing more than to participate. A childhood friend of Link’s, Farore (Melissa Disney [17]), another worker at Rusl’s stand, is initially unsure about letting him go, but after a small speech about wanting to prove himself and that winning would show his uncle what he’s capable of – ironically echoing many Disney princesses of the company’s Renaissance period – she reluctantly lets him go and says that she’ll cover for him if Rusl wonders where he’s gone off to. The episode concludes with the same dark smoke from before seemingly lurking in the shadows of the festivities.

    “Thumbs Up” is perhaps one of the more polarizing parts of the season. For the majority of its run it’s essentially one long action sequence similar to many shonen anime or manga that were popular around this time such as Dragon Ball Z on Cartoon Network. Though the battle sequences are fantastic to look at thanks to the gorgeous art direction it does tend to drag on for much too long. But the highlight for at least this writer is Link’s eventual confrontation with Nabooru and the ending. Just as you’d expect Link climbs his way to the top, though not without a lot of difficulty (indeed a lot of it through dumb luck, such as causing Error and Bagu [18] to knock each other out). Of course, as these situations are wont to in fiction, Rusl also eventually gets Farore to spill the beans that Link ran off to compete and is absolutely livid, intent on dragging the boy back to their stall kicking and screaming if he has to. As the final round begins, Link, unsurprisingly, almost loses the match. Nabooru mops the floor with him and he barely gets in any hits in return and it seems like the Gerudo will actually carry the day. But the cliché of Rusl just happening to figure everything gives us a plot point: he comes across at least two of the noblemen judges on his way toward the coliseum and hears that since things are going so sourly for Hyrule that there’s talk of sabotaging Nabooru’s victory. Concerned about the fallout Link would find himself in if word were to spread Rusl hurries to see if he can’t put a stop to any foul play. But as luck would have it Nabooru ultimately gets disqualified from a technicality as a loosened board on the stage (which we see, given that the platform is raised, and the underside is easily accessible) causes her to trip past Link and ultimately fall outside of the ring. Utterly humiliated at her loss, she storms away, leaving Link to be ‘crowned’ at the official start of the festivities, along with getting a ceremonial sword (in the place of a wooden one carved by Rusl for him that he used in the tournament itself). Link for his part is unsure of how to react; he’s gotten what he came for, which is the glory having won the tournament that had the best warriors from around the kingdom come and participate in. On the other hand he didn’t win through skill against several of his opponents, including the young woman who he was sure would have ground him into the dirt. Indeed, in a touching scene before the episode's ending, Link manages to find Ganondorf, Agahnim, and Nabooru planning to leave early and offers them the crown and sword. Despite the gesture Ganondorf turns Link down, stating that while he had no real interest in wearing the crown considering what it represents to the Gerudo, he feels that if there can be anything good to come out of the fixed competition at the very least Link has earned it because of his attempt to undo his fake victory.

    At the banquet at the end of the night, Rusl finally finds Link and berates him for leaving his job. This is another typical Disney trope that is given Weisman flair: while we know that Link is destined to become the hero we know him to be he really does seem unsure if it’s what he wants, especially in light of the fact Rusl confirms for him that the fight was thrown in his favor. Rusl implores Link to leave well enough alone and accept his lot in life, just as he has seemingly done after his knighthood. It’s also here that we learn an interesting tidbit that while Link’s uncle did manage to squeeze his way into the aristocracy he voluntarily gave up the position he’d earned as he became more and more disillusioned with his country. But Link reluctantly refuses. His dream of becoming a knight is intimately connected with his belief that it’s one of the last few links (no pun intended) he has to his parents.

    It’s at this moment that all hell breaks loose.

    The smoke that escaped the mirror several episodes ago manifests itself, taking the shape of a man. Longtime fans can immediately recognize him as Ekkadan (Ron Perlman [19]) and this is where the show establishes that its first season will greatly diverge from its source material. Admittedly, while Perlman’s performance is quite good, there isn’t a whole lot of material for him to work with beyond the role of ‘evil wizard.’ In recent years Weisman has stated that this was largely due to the team still trying to find its feet in regards to how and what would be taken from the games themselves and they were much more concerned with taking recognizable material from the games to Ekkadan’s detriment. Of course Agahnim comes out much better in this regard but watching the show nowadays does make one wish that they had been able to get their groove going earlier.

    Zelda’s nightmares prove to be true as Ekkadan delivers a villainous monologue stating that he’s longed to overturn the banishment of his tribe from the nether realm that the Golden Mothers trapped them in. To that end he demands that the royal family hand over the Triforce to him, though King Gustaf can’t comply given that they apparently haven’t had it for generations, much to Ekkadan’s rage. As per Zelda II lore, however, Ekkadan almost immediately senses there’s something “special” about Zelda herself. In true fairy tale fashion he kidnaps her and we see him construct the non-Euclidean tower he had in The Mystic Mirror effectively out of nothing (which had many fans happy, as many consider the almost Dali-like architecture of the place one of the creepiest locations in the franchise). Panic almost immediately breaks out and Rusl, Link, and Farore make a mad dash for Moruge as Gustaf retreats to his castle to call together the nation’s armed forces for a rescue operation. It goes about as well as you’d expect: as the soldiers try to storm the ugly blight that’s just appeared not far from the capital, they’re almost immediately swept away by a horde of monsters. The peace that Hyrule has enjoyed for so long has been shattered.

    “Forward March” picks up immediately afterwards. With Zelda gone and the soldiers scattered due to the menace posed by Ekkadan, Gustaf orders that all of Hyrule’s knights try to uncover the origin of the wizard’s sudden appearance. Meanwhile, back in Moruge, Rusl gets the message several days afterwards that the king has ordered even former knights to come out of retirement for this situation as well as preparing to call on the tributary states of his to assist in the mission. After much deliberation Rusl reluctantly goes to Castle Town, but not before another chat with Link. Link effectively tells Rusl that if he’s so sure that knighthood isn’t for him then having him directly volunteer with the recovery effort should dissuade him of any illusions that it’s a good life. Even if he doesn’t agree to letting him come along, Link pretty much states he’ll go anyway as he doesn’t feel right sitting the brewing conflict out. With a heavy heart Rusl agrees and they once again go back to see the king.

    When they arrive Gustaf states that several knights will act as ambassadors to the differing kingdoms and to try and mediate an agreement that will allow them to move through their lands in search of solutions without trouble (since such a thing would violate several treaties that are currently in place). Rusl, notably, is assigned to the Gerudo and we learn that this is due to the fact he was once stationed as a commander in the region with his Link's father. This is the first time we see the extent of the paranoia the Hyrulean royal family has for its minority populations: absurdly, Gustaf even suspects that the Gerudo are aiding Ekkadan given their non-response to the request for assistance. Rusl has been chosen due to the fact he cultivated a positive relationship with the current queen, Din (voiced by Kimberly Brooks [20]), while there. Link is taken aside once they arrive as well by Impa, who feels a strong connection between the boy due to his clothing and the person from Zelda’s dreams. Trusting that he’s the one chosen by destiny she takes him into the royal library where they meet with Nayru. Here Link learns why Zelda was deemed to be so special (though it’s covered in far more depth with Weisman’s run on the Legend of Zelda comics that were eventually put out by WildStorm once the Disney acquisition became solidified). After the royal family came to power, they were secretly blessed by the goddesses with a part of the Triforce: wisdom. Acting as a failsafe, the Golden Mothers thought they could prevent abuse of its power if they had an active presence on the earth through intermediaries of the Triforce's parts. But as time went by history repeated itself and they began to abuse its power and this culminated in the form of Prince Daphnes. An arrogant, cruel boy he used its ability to see into men’s hearts to consolidate power in his own hands at the acquiescence of his adviser – Ekkadan – for little reason other than it amused him. But little did he know that Ekkadan was merely using him as a pawn to experiment with the Triforce. When the prince’s sister, Zelda, tried to dissuade him from his course he only became more tyrannical, seeing her as merely wanting to take away their family’s gift. Unbeknownst to him, due to his heart, the Triforce had long ago stopped accurately reflecting how others truly were – only possible if the bearer had a clear head – and simply what they wanted to see. When she refused to leave him be, in his anger Daphnes cast a spell on her to leave him forever and sent her into an eternal slumber. At the realization she would never awake he became distraught and sought to bring her back to the waking world but to no avail. Angered at how he had lived his life and feeling betrayed he sentenced Ekkadan to be cast to the realm that had kept his spiritual forebears prisoner for ages: the Mystic Mirror. Praying for forgiveness, the Golden Mothers came to Daphnes and told him that they had been wrong and that the dynasty could be just as corrupt as any other man or woman and would (just as the other pieces) only give the Triforce of Wisdom to those who would use it wisely. Impa implores Link, now that Ekkadan has returned, that Zelda likely possesses that piece of the Triforce given that premonitions are one of its powers and that he’s going to be searching for the others. With little choice, Link reluctantly agrees.

    “Journey to the West” is where things begin to pick up pace. Link and Rusl set off for the Gerudo Desert with neither totally sure what to expect. Link has just made them look like idiots in front of all of Hyrule and Rusl left on sour terms more than a decade ago for reasons we’re not sure of yet. As is to be expected they get a rather icy reception upon arriving in Ganondorf’s court. Ganondorf is still reeling from many of the problems his resource-stricken country has and he’s reluctant regardless given that cooperating with the Hylians is likely to be a risible notion right now among his subjects. Rusl tries to point out that with monsters now roaming the land, hard times are going to be even harder but this doesn’t have much of an effect as Ganondorf assures him that their borders can be defended. As the arguments back and forth between them get more and more heated we finally learn why Rusl in paricular has been treated so harshly.

    As we’re familiar with from the games, the Gerudo have a reputation as thieves throughout the land. One day a raiding party escaped back into the desert with several troops that served under Rusl. Demanding that they be turned over, the border town where that had taken them in refused. With the situation tense, Rusl requested a mediator that was slow in showing up from the Gerudo and Hyrule. When his own messenger appears they order him to use extreme force. Disturbed, Rusl refuses though the noble overrules him and things go from bad to worse when the two sides engage one another and, though not in so many words, many Gerudo lie dead. Though the property that was taken is eventually returned it severely shakes Rusl and he resigns in protest. Even if he didn’t have a direct hand in it it seems as if Rusl’s apparent ability to connect with the Gerudo was simply another well-meaning mistake made by Gustaf.

    Link, however, points out to Ganondorf and Agahnim that while those mistakes are certainly black marks it doesn’t mean that an innocent (Zelda) should have to suffer for the mistakes of things beyond her control. Though Ganondorf recognizes that what he says is the truth, the issue is out of his hands, with Agahnim concurring. When all seems lost Queen Din throws her lot in with Rusl and Link. Even if they’re representatives of the country that has caused their people nothing but misery it does the Gerudo no good to antagonize Hyrule further and that helping bring back the princess might even gain them some leverage with Gustaf himself. It’s also heavily implied that Rusl and Din may have had an affair with one another for a time, given her almost immediate warmness on seeing him again and somewhat flirtatious nature with him. She suggests sending Nabooru, their most skilled warrior, back with them to assist in the rescue. Nabooru for her part is greatly angered given the major sleight from the tournament, though she begrudgingly accepts given that it’s an order coming directly from her queen. Still feeling that this is all a mistake but wanting to show consistent solidarity in the monarchy with his wife, Ganondorf reluctantly agrees to send Nabooru along with Rusl and Link.
    - Part of a series of articles written on Hyrule Castle Town, one of the largest Zelda fan sites on the Web, March 2012

    [END OF PART ONE]

    [1] Disney's interest in the Jim Henson Company predates the POD when Henson was still alive but his kids made sure that they were never totally taken over OTL. Here, however, a rougher ‘90s (due to butterflies) for the JHC means that by the present Disney has it as a full subsidiary. I'm not quite sure what all the repercussions of that would be, so if anyone wants to take a crack at it, they’re more than welcome to, I’m sure.
    [2] Given the Reagan administration's deregulation of television during its tenure, leading to the rise of the merchandise-driven kid's shows such as My Little Pony, Transformers, and G.I. Joe.
    [3] I literally have no idea if this is true or not OTL, but consider it a butterfly if you'd like.
    [4] Per OTL Disney retains exclusive distribution rights of Studio Ghibli films outside of Japan.
    [5] This would be Animagic, Disney's answer ITTL to Toonami. If it seems horribly dated even by '98, well...

    giphy.gif


    ...That's sort of the point.
    [6] With that the early '00s show for Max Steel has been butterflied away. Don't think I broke too many hearts with that one.
    [7] Well, if alt-Family Guy can technically show up as a cartoon on CN here, why can't Rick and Morty show up on Disney?

    For a good parallel from OTL, think of it like Dexter’s Laboratory meets Invader Zim: a lot of the humor is toned down, but it's still considered VERY risque, especially for a children's show. Rick and Morty's premiere ITTL was heralded as the start of an animation renaissance on the small screen for the channel in the future's present.
    [8] Thanks to Ry for suggesting this casting decision as it was something that had me stumped for quite some time. I think it's a pretty fair guess given that he's a young guy at about this time, his previous work with Nintendo on SF, and the fact that he's free given Digimon doesn't exist ITTL.
    [9] From Zelda II: The Adventure of Link.
    [10] You might know him best as Winnie the Pooh.
    [11] An actress with an extensive career, Ward was Scarlett on the original G.I. Joe.
    [12] It may be hard to believe that Williams accepted a role like this given the time period, especially given that Aladdin still came out ITTL and it's likely that his spat with Disney still occurred over Genie's marketing there but I think it's a reasonable casting decision. Gustaf is only a recurring character and not a protagonist - not to mention Williams is a huge Zelda fan and he gets to leave his own mark on the franchise in a permanent way.

    So consider that another possible butterfly: Williams mends ties with Disney a little sooner than OTL.
    [13] Clancy Brown is best known OTL as Mr. Krabs on Spongebob Squarepants but he was also the Kurgan in the 1985 action-fantasy movie Highlander. Despite his great (IMHO) voice for villains, apparently he doesn't like being typecast so I couldn't see him accepting any offers made to him.
    [14] Skywave is the Player Two Start universe’s version of Tumblr and its reputation as both a decent social media platform for its simplistic design and battleground over various fandoms’ issues of the week largely remains intact.
    [15] Keeping with medieval tradition of awesome nicknames – such as Charles the Hammer – and and the lame ones – like Wilfred the Hairy.
    [16] Following Player Two Start's tradition of wacky celebrity couples. I figured if James Rolfe can end up with Jennifer Morrison ITTL, so too can Mike Reisz end up with Cree Summer here and they do end up incidentally collaborating on a good number of projects in the future.
    [17] Melissa Disney played Ginger in As Told by Ginger OTL, but since that doesn’t exist in Player Two Start, this is her breakout role instead.

    Also, if you’re wondering, yes, she is a distant relative of Walt’s!
    [18] The two brothers from Zelda II and the former most famously of “I AM ERROR” fame.
    [19] Given his role OTL as the Lich King on Adventure Time, I thought it was fitting.
    [20] Another very talented voice actress with an incredibly extensive OTL body of work, such as Ashley Williams from Mass Effect, Daisy Fitzroy from BioShock Infinite, and Buena Girl on Mucha Lucha.
     
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    Children's Television In 2000
  • No update today, but now that The Legend Of Zelda cartoon post is up, I figured I'd go ahead and expand a bit on the kids' TV update I did last week, I'm going to go ahead and give a brief summary of the current state of kids' TV.

    First off, the networks, ranked in order of how successful they currently are as of the end of 2000.

    Fox Kids: Though Fox Kids had a bit of a rough patch from 1998-1999, it's bounced back thanks to the runaway success of Tamagotchi and several other hit animated shows. Though Power Rangers has been in decline, the block no longer needs to lean on it anymore and it's in a better place than it was IOTL at this time. The network is getting ready to launch a new wave of animated superhero shows based on Marvel properties. While Fox Kids is probably still headed for an inevitable decline along with the rest of network kids' TV, it'll be slower than it was IOTL.

    ABC: Disney has done an interesting thing, splitting its animated shows between its ABC One Saturday Morning block and its Disney Channel Animagic block: the comedies go to One Saturday Morning and the action shows go to Animagic. It's a strategy that's paid off thus far. ABC is doing just fine, with shows like Pepper Ann, Recess, and Sabrina, the Animated Series leading the way. While Disney never revived Doug like IOTL, there are other original TTL comedies that took its place, and ABC is in a comfortable second on network TV with kids' shows.

    CBS: CBS has pretty much turned into "Teletoon America", the block is filled with cheap Canadian import cartoons. On the one hand, CBS has just about the lowest ratings on network kids' TV, in a VERY close battle with Kids' WB to avoid last place. On the other hand, Canadian cartoons don't cost much, and they have just enough of a loyal following to keep CBS' Saturday morning kids block going. CBS has even gone back to showing the old Beetlejuice cartoon after Cartoon Network let the rights lapse, it's one of the highest rated shows on the block.

    Kids' WB: Kids' WB is in trouble. Because the network never acquired Pokemon ITTL, it never got the major hit it needed to push the other shows on the block. Without Batman Beyond and the upcoming Wonder Woman cartoon, the network would be completely screwed. They desperately need one if not both of these to do well in order to continue to justify the existence of the block.

    And the cable networks:

    Cartoon Network: Thanks to major anime hits such as Dragonball Z, Pokemon, and Sailor Moon, Cartoon Network is doing spectacularly well. Cartoon Network also has major hits on its hands with its Cartoon Cartoons block, Larry and Steve is still killing it in the ratings, and newer shows Courage the Cowardly Dog and Exterminator Squad! are hits as well. The only weakness the network has is that it lacks its own original action cartoons, but it will soon begin to remedy that problem.

    Nickelodeon: Nickelodeon is in a time of transition, but it's a fairly smooth transition. It's producing hit after hit after hit, with Spongebob Squarepants and Constant Payne among the top rated cartoons on cable, while The Amanda Show has been a relatively successful All That spinoff, giving Dan Schneider his third success on the network. It's not as wacky and irreverent as it used to be back in the early 90s, but it's still popular with kids, and with Constant Payne outperforming expectations, Nickelodeon may be looking for its first anime acquisition since Litt'l Bits aired on Nick Jr. back in the late 80s.

    The Disney Channel: The Disney Channel is continuing to make its way onto basic cable packages, and it's building a slate of successful shows. Despite its quality, Animagic is still lagging behind Nickelodeon and Cartoon Network's blocks in terms of ratings, but it's slowly catching up with the field. Meanwhile, the network has a major hit on its hands with Zenon: Girl Of The 21st Century, now airing its third season. The channel is about to launch its next live-action girl centric show Lizzie McGuire, which it hopes can repeat Zenon's success, and is also developing a vehicle for a young actor named Shia LeBeouf, who the network believes can be a star and carry a boy-centric show to counter the girl power of Zenon and Lizzie.

    Here are the ten most popular currently running kids' shows as of the end of 2000. As you can see, animated shows currently dominate the list, but these things tend to be cyclical, and the pendulum is sure to one day swing back toward live action. This isn't in terms of absolute ratings, but a combination of ratings, reviews, and cultural relevance:

    1. Dragonball Z (Cartoon Network)
    2. Pokemon (Cartoon Network)
    3. Spongebob Squarepants (Nickelodeon)
    4. Tamagotchi (Fox Kids)
    5. Zenon: Girl of the 21st Century (Disney Channel)
    6. Larry And Steve (Cartoon Network)
    7. Sailor Moon (Cartoon Network)
    8. The Legend Of Zelda (Disney Channel)
    9. Constant Payne (Nickelodeon)
    10. Cybersix (Fox Kids)
     
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    Summer 2000 (Part 6) - FPS Update
  • "The ultimate deathmatch finally comes home."
    -The tagline for the console version of Unreal Tournament

    Unreal Tournament

    One of the biggest PC hits of 1999, Unreal Tournament was ported to both the Ultra Nintendo and the Sega Saturn by Infogrames, released for both consoles on September 11, 2000. In terms of game modes, it was a perfect port of the PC game, but graphical and framerate compromises had to be made to port the game to home consoles. The Saturn version required the Ring in order to play, and even then, the graphics were criticized as lacking signficant detail compared to the PC game. Nevertheless, the game's highly praised deathmatch AI was fully intact, allowing players to have fun even without their friends around. However, local multiplayer was the main selling point of the game, and both versions supported four-player split-screen play. Despite the presentation issues, the game was considered to be one of the most enjoyable FPS multiplayer experiences of the year, and both games received high marks with reviewers, though not as high as the original PC version. A notable difference between this game and OTL's Unreal Tournament is the ability to play multiplayer deathmatch games in all of the original maps from the original PC version, a feature that wasn't present even in OTL's Playstation 2 (despite its considerable power advantage over TTL's Ultra Nintendo). This was achieved at the cost of graphical fidelity and a bit of a framerate drop compared to OTL's sixth-generation ports, and Unreal Tournament didn't have the same level of graphics as Velvet Dark or Disavowed, but it still proved to be popular with players who had no PC alternative.

    The key feature of Unreal Tournament was network play. The PC version allowed players to play over the internet with friends and strangers around the world. The console versions, however, lacked the online infrastructure allowed by the PC, but an interesting compromise was made. The Ultra Nintendo allowed for two consoles to be linked together across two television sets for eight-player local play with a limited stage selection. This was considered a novel feature, and few Ultra Nintendo games took advantage of this console link ability, which required a separate cable that was either sold separately or included with early copies of the game. However, because very few home players were willing to put two television sets in the same room, or gather up two consoles and eight controllers, few players experienced this special mode. There was one place where eight player Unreal Tournament matches could be relatively frequently experienced: college campuses, which had the equipment and the willing players on hand to conduct tournaments. Unreal Tournament for the Ultra Nintendo was a frequent sight on many campuses in the early 2000s for just this reason. The Sega Saturn DID have a rudimentary online network with Netplay, but had discontinued production of the required modem. However, the Saturn version of Unreal Tournament allowed for online play with Netplay, and Sega even put the Netplay modem back in production for a limited edition $129.99 Unreal Tournament bundle. Sega actually advertised this online aspect of the game, and that Nintendo didn't have any online options. This was a major selling point for the Saturn version, and with Saturn players being more receptive to FPS games than Ultra Nintendo players, the Saturn version of Unreal Tournament sold slightly more copies overall, and was a hot seller in the month of September. Apart from the college console link parties, Unreal Tournament on home console is largely remembered more for its Saturn version than its Ultra Nintendo version.

    -

    Arbiter Of Sin 2

    Arbiter Of Sin 2 is the sequel to the Ring-only Sega Saturn game Arbiter Of Sin, and like its predecessor, requires the use of the Ring to power its enhanced graphics. Like the original, it's a graphic, controversial first person shooter, about an ex-soldier named Mitch Atwater who makes a literal deal with the devil to restore his life in exchange for waging a one-man war against the forces of Heaven. The game takes place a few weeks after the events of Arbiter Of Sin, with Mitch now teamed up with a pair of human fighters: Shade Sicora, a raven-haired woman covered in tattoos, and Blade Kruger, a serial killer with a sadistic bloodlust. The two of them have made similar deals with Lucifer, and the three have fought together against Michael's time forces for the past few weeks. The game is structured similarly to the original: a series of levels interspersed with cutscenes explaining the plot. There are 16 levels this time around, and the game takes place in the modern era, as Michael and Lucifer have taken their unholy war to our world, causing terrifying incidents on every continent. Michael has infiltrated the minds of modern preachers and political leaders, who are seeking to impose theocracy on human nations in preparation for the battle of Armageddon. For most of the game, Mitch spends his time battling against the armies controlled by these leaders, with Shade and Blade at his side, conducting their own brutal missions. But as Mitch helps Lucifer's troops gain victory after victory, he becomes disturbed with Blade's sadism, and he also notices Shade's increasing melancholy. Mitch eventually learns that Shade is not fighting of her own accord, but to protect her younger sister, who died tragically at the hands of a murderer, who turns out to be Blade. Shade is fighting for Lucifer to prevent her sister from being tortured eternally by his demons, and as Mitch grows closer to Shade, he realizes that he might not have picked the right side. However, he continues to carry out his orders, and eventually, he and Shade (Blade is off on another mission) storm the gates of Heaven to take Michael down. There is a fierce final battle between Mitch and Michael, and Mitch only manages to win with Shade's help. The two defeat Michael and it's implied that they make love on God's throne before returning to Hell. Lucifer greets them and offers them a victory celebration, but Mitch wants to be alone. He also tells Lucifer to free Shade's younger sister, as she's fulfilled her end of the deal. Lucifer agrees to do so, and Mitch seems content, but he realizes that helping Lucifer take the Earth will ultimately damn every living soul to a fate as bad as they would have suffered under the power hungry Michael. He tells Lucifer that he didn't take down Michael for him, he did it for himself. Meanwhile, Shade discovers that Blade is the one who killed her younger sister, and goes to confront him, only for Blade to gleefully reveal that his own contract with Lucifer stipulated that should he complete his mission, Shade would belong to him. Mitch discovers this and demands that Shade be freed, only for Lucifer to tell him that he has one remaining mission: find and kill God himself. Mitch refuses, and when Lucifer tries to force him, Mitch defends himself with a weapon he took from Heaven as he was leaving. Lucifer casts Mitch out of Hell and back to Earth to await the coming apocalypse, while he intends to have Blade carry out his mission. The game ends on a cliffhanger, with Mitch resolving to rescue Shade and destroy Lucifer, and Lucifer preparing for the battle of Armageddon.

    Needless to say, Arbiter of Sin 2, with its exceptionally violent and graphic content, which now includes sexual themes, is just as controversial if not more controversial than the first game. Religious figures condemn the game, which sells extremely well, becoming one of the biggest Saturn games of the year. However, these sales come in spite of reviews that are not nearly as favorable as the first game. The graphics are barely an improvement from the original and the level design seems even more repetitive and uninspired. The plot draws the same criticisms as the first game, "edgy for the sake of edgy", while the character of Shade is heavily criticized for being little more than eye candy with very little agency of her own and a generic story, complete with a damsel-in-distress twist at the end. The multiplayer mode is popular amongst players, but compared to the multiplayer featured in Unreal Tournament, it's criticized for being too bland and improved very little over the original game. Reviews are mixed to only very slightly positive. The controversy over the game's content does come up in the election cycle (John McCain calls the game "disgusting", while Al Gore's wife Tipper criticizes the game's content at a town hall meeting), but fades fairly quickly by the end of the year. The controversy over the game's content would resurface a few short months later, however, and it would be at the center of one of the most enormous controversies concerning video games since the Mortal Kombat scare of 1993.

    But that is a story for another time...

    -

    Brittany Saldita: (Bleep) this game.

    Gary Westhouse: Wow.

    Brittany: I enjoyed the first. The first one had some really fun moments, the graphics were good, and the enemy designs were creative. But this game? Just awful. The graphics might be even worse than the first, the bad guys are just repetitive waves of humans, and I don't even wanna talk about Shade.

    Gary: Yeah, I didn't think Shade was a very well developed character. I liked Blade though.

    Brittany: I don't want to spoil anything about Blade but yes, he was at the very least well written. But this game itself, I mean, I personally wasn't offended, but it was definitely written in such a way to offend as many people as possible. And it doesn't even make you think, it's just like, "oooh, the devil's bad, the angel's good, go kill him". And that's it. No philosophical treatises on religion, no debate about the problem of Hell, which this game could have raised...

    Gary: You know, a lot of people who play video games don't want to think, they just want to kill stuff.

    Brittany: Well there's Doom for that! I mean, I criticized Doom: Inferno but at least it was fun to play, this game isn't even fun!

    Gary: It's a definite step back from the first game.

    Brittany: No. *points to the ground* Here's the first game. This game left the building, got in its car, drove backwards over a crowd of people, crashed into a building and set the car on fire. It's awful. I'm giving it a 0.5 out of 5.

    Gary: That bad?

    Brittany: Arbiter of Sin 2 is a piece of crap. And I feel like I'm insulting crap by saying that.

    Gary: I'm giving it a 2.5. It's perfectly average, which is not what a blockbuster game should be.

    Brittany: Please don't buy this game.

    -from the September 19, 2000 episode of GameTV (the final episode)

    -

    There's no denying that first person shooters are hot right now. Unreal Tournament just launched on home consoles, and Arbiter of Sin 2 is the biggest Saturn launch of the year to date. Quake II came to the Ultra Nintendo in August to robust sales. The arcade hit Silent Scope is coming to the Sega Saturn in November, and Medal of Honor: Underground is set to launch on the Ultra Nintendo early next year. Even handheld gamers are getting in on the fun with a port of Doom to the Game Boy Nova. And next year's launch of the next generation systems will bring even more FPS goodness our way.

    Why has the first-person shooter genre, typically a PC mainstay, leapt onto consoles so frequently in recent years? Perhaps the beginning of the modern FPS boom on consoles was the release of Doom on the Super Nintendo CD. The near perfect port was a sensation, overshadowing even the release of Super Mario World 3 and ultimately selling more than six million copies despite a complete lack of the multiplayer play that most modern FPS games are known for. Goldeneye for the Ultra Nintendo brought that aspect of first-person shooters to the forefront, and was a contender for 1998's Game of the Year. It was the first console-exclusive FPS to be a hit, and now consoles are seeing several upcoming FPS exclusives. 2001 looks to be a banner year with the game Load leading the way. Developed by id Software with consoles exclusively in mind, Load stars a mercenary who is given the task of hunting down a gang of dangerous drug lords, and features a talking protagonist, unlike its previous efforts Doom and Quake. When asked if the game took inspiration from Duke Nukem, which stars an even more vocal hero, John Romero was reported to say, "I'd be lying if I said we weren't a little bit influenced," showing that the new generation of FPS games stands on the shoulders of the gun-wielding giants who came before. Load is planned to be released on the Ultra Nintendo and the Sega Katana, with an Xbox port not ruled out.

    And speaking of the Xbox, though its flagship game The Covenant is a third-person shooter, developer Bungie said that they nearly developed the game as an FPS, but were ultimately inspired by other third person adventure titles to keep the game as a third person title, citing a "glut" of console FPS titles on the market when they made their decision. Microsoft itself doesn't seem as concerned about such a thing, and has already announced a "plethora" of FPS titles on tap for the console's launch year and beyond, including a mysterious title codenamed Black that the company has promised for the Xbox's launch window. With FPS games having found their original success on the PC, expect such titles to form a major part of Microsoft's strategy going forward. And expect the FPS craze to continue on the PC as well, with id Software having stated that development on Doom 3 is "well underway".

    The biggest FPS of the year thus far, however, is a console game. Velvet Dark launched to rave reviews and stellar sales on the Ultra Nintendo, and Rare has confirmed that a sequel is planned and in the development stage, though they have not yet stated whether or not the sequel will appear on the Ultra or on Nintendo's rumored next generation console. Velvet Dark not only built upon the success of Rareware's hit shooter Goldeneye, but crafted a compelling storyline and characters to go with it, earning high praise from a variety of sources. While Arbiter of Sin 2 is currently topping the charts, its graphic violence and ultra-controversial storyline has attracted negative attention from both within the gaming world and outside of it. GameTV's Brittany Saldita stated in a blistering review that she was "disgusted" by the game, and Tipper Gore has criticized it as being an "example of depravity". But film director James Cameron, who said that Arbiter of Sin 2 "disturbed" him in a recent interview, praised Velvet Dark for its storyline, stating that "the game could not have been timed any better with the release of Terminator 3, making a convincing argument for an artificial intelligence's ability to feel the emotion of love". And Steven Spielberg praised the game in a June interview, claiming that he recommended his friend Stanley Kubrick play the game as part of his research for his upcoming film A.I.: Artificial Intelligence. Velvet Dark isn't the first FPS to attempt to tell a serious story, Spielberg's own Medal of Honor did just that and was similarly praised last year. But it's the latest in a series of "thinking gamer's" FPS titles, and it avoided many of the pitfalls that Arbiter of Sin 2 seems to have stumbled into. Only time will tell which path the next generation of first-person shooters will take. One thing is certain: players will continue to have fun aiming at virtual baddies.

    -from an article in the December 2000 issue of Next Generation magazine
     
    Summer 2000 (Part 7) - A Look At Microsoft
  • The three of us sat down on a comfortable couch facing a large television. We were each offered a controller, and our host, Microsoft's Seamus Blackley, gave us a quick primer on what we were going to see.

    We'd already learned about some of the Xbox's hardware features, including the 8 gigabyte hard drive and the ability to play DVD movies. Today, we were getting a first hand look at some of the upcoming software, including games that had never been seen outside of this building.

    "We're using the latest graphical technology, the same kind of components we'd use on a PC," said Blackley. "So the crossover between PC games and home console games is going to be easier on the Xbox than on any prior console. The lines will be blurred significantly."

    The first game we got to play was The Covenant. After an intro screen displaying the game's control scheme, the world was revealed to us for the first time. We'd seen test footage at E3, but it was unpolished compared to what we were playing now. We were on an alien world. Abandoned technology littered the fields. Even in this early state, the game looked amazing. The closest comparison we could think of was Squad Four: Rebellion, but these graphics made that game look years older than it actually is. We could see much farther. Our characters, a squadron of space marines clad in green armor, led by Master Chief, looked smooth and realistic. The details in the background captivated us. As we walked, we discovered more. A large stone that upon closer inspection revealed itself as a piece of an ancient temple. A broken vehicle off in the distance. The sunlight reflecting off the dew on the grass. Everything was gorgeous. Everything gave us pause.

    Then the first enemies showed up.

    Master Chief barked orders to his men. We learned that we could give different orders with different control inputs. We ordered our squadmates to take cover while we ducked behind a nearby rock. We popped out and took aim at the aliens, who were firing back at us with their own weapons. The aliens were shouting orders to each other. Their tactics were smart. They seemed to be trying to outflank us. Again, the game was showing its technological prowess. The enemy AI was a step above Squad Four: Rebellion. A game we'd said had some of the best enemy AI ever now looked woefully outdated.

    Master Chief had no choice but to pop out of cover and finish off the remainder of the enemies himself. It was a close battle, but we were victorious. Our squadmates came out from behind cover and dusted themselves off. We pressed on.

    The story of The Covenant parallels the rocky history of the Xbox and its conception. The "X" in "Xbox" comes from "DirectX", a programming interface specializing in video and gaming. The Xbox is based off of this technology. While Microsoft was getting its ducks in a row on the Xbox's internals, the company was also scoping for games to appear on its upcoming console. Enter Bungie, a company hard at work on an immersive third-person shooter title for PCs, codenamed Solipsis. Microsoft initially approached Bungie about the game in early 1999, and the first deal was struck that precluded the game from appearing on Macintosh computers. Further entreaties from Microsoft eventually led to Bungie being bought up, and the game becoming a launch title for the next Xbox console. At one point, Microsoft and Bungie discussed making their game, now titled The Covenant, into a first-person shooter.

    "Ultimately, it was the success of Squad Four: Rebellion that convinced us to stand by our original vision and convinced Microsoft to back off from making the game an FPS," said Blackley, who also cited games like Metal Gear Solid as influences on The Covenant's gameplay."

    The comparisons between The Covenant and Squad Four: Rebellion stopped when we were given a chance to enjoy the game's split-screen multiplayer mode, which put the three of us and Blackley into an arena together to shoot it out in deathmatch combat. The playing field was big and immersive, and the third-person perspective gave everything a more expansive feel. Though we were used to FPS style combat, we quickly grew accustomed to shooting it out third-person style, and though the arena selection was VERY limited (i.e., to one battlefield), we still had plenty of fun playing a couple of rounds. It's clear that multiplayer is going to be a big selling point for The Covenant when it's released, another aspect that puts it well above any other similar game on the market.

    Once we'd had our fill of The Covenant (though all three of us wanted to keep playing), we moved on to other games, including The Witcher. We'd all played the original 1997 PC title, and not much had changed, other than a fresh coat of graphical paint that made the game look better than it ever has before. Even high-end 1997 PCs didn't look quite this good, and seeing the game in all its glory convinced us that Microsoft was out to build a powerhouse with the Xbox. Though Blackley couldn't give us the exact technical specifications for obvious reasons, he was able to use comparative language to put the system's power in perspective.

    "It is, without question, more powerful than the Sega Katana," said Blackley, without a hint of uncertainty in his voice. "We know what the Katana can do, and the Xbox will be more powerful, considerably so. This is a machine that's optimized with gamers in mind. We've got the best team in the business, people who have done this for more than 20 years, who know how to get the most power out of the components they set up. And the price is going to be competitive, absolutely. We're not going to do what they did with the 3DO, and put a $700 machine out there."

    We asked if he could guarantee that the system would launch under $400, which is the price that the Saturn launched at in 1995, and Blackley gave us his best assurances.

    "I can't absolutely 100% promise that at this time, because we're still fine-tuning the internals. But we're going to do our damndest to launch at a price lower than that. $300 seems to be the magic price point. That's where we WANT to get the Xbox, but we've got to make sure it's as powerful as it can possibly be. We're still a long way from an official price announcement, but $300 is where we'd like to be when all is said and done."

    After we were through with The Witcher, Blackley began to show us games that we'd never seen in action before. We tried out Dead Or Alive 2, which had just launched in arcades and would be exclusive to the Xbox at launch. It looked fantastic, even better than it did in arcades, and better than any other fighting game we'd seen, even the Katana's Tekken Tag Tournament. Characters moved with fluid detail, every inch of their skin looked smooth and clean. We could see beads of sweat rolling down characters' faces during close-ups. Then we played an NFL game that Microsoft planned to make exclusive to the Xbox. The NFL is looking to play a major role in the next generation of gaming systems, with Nintendo, Sega, and Microsoft all planning their own exclusive franchises. This one was a bit closer. It looked gorgeous, but so did NFL 2K on the Sega Katana, and it was hard to tell just from memory which one looked better. Needless to say, it looked better than any Madden game we'd ever played, though Blackley told us that Madden would be available on the Xbox too, and would look fantastic as well. We played a short demo of a game called Yoyo, a colorful 3-D platformer starring a strange-looking bird that uses a yoyo for a weapon. The enemy animations were a highlight in this one, with enemies reacting in different ways depending on where you hit them with the yoyo. (Yes, we tried for crotch shots, but they didn't have any of those animated, and Blackley had no comment on whether or not they would appear in the final game) We tried out another platformer in a very early stage of development about a cat with the ability to freeze and speed up time, and though there wasn't much of the game to play, what we did get to enjoy looked quite fun, and very innovative, reminiscent of Tick and Tock: Time Tricksters for the Sega Saturn, but with a higher degree of control over the time effects.

    We played two different mech games: MechWarrior X and Phantom. MechWarrior X, based on the classic mecha combat franchise, was definitely the more serious of the two, and the gritty graphics looked fantastic. We were moving through a driving rainstorm, and as thunder lit up the battlefield, our shots destroyed enemies and littered the surrounding area with scrap metal. Phantom seems to be a more light-hearted game, and will give players the ability to customize their robots before taking them into battle.

    It's clear from the day we spent playing a multitude of games that Microsoft is very serious about its entry into the console game business, and well aware of the failures of companies who tried to butt in on the Nintendo/Sega duopoly that's dominated the industry over the last decade.

    "The problem the other companies had is that they focused on the hardware before the games," said Blackley, as we played two-on-two on Microsoft's NFL title. "The first thing Microsoft told me to do after putting the basic console together is to sell this thing to software companies. Make them see that we're the system they need to develop for. Make them see how easy it is and how many possibilities it opens up to develop for us. It's something we've been doing for the last five years on our PC platform, and this is just a natural evolution of that. We know we're not going to be successful without being able to release as many if not more quality games than Nintendo and Sega are doing. You can have the most powerful system in the world, and without the games, it's not going to sell."

    Blackley told us about plans for other games in the works, including an exclusive Star Wars title and a possible future entry in the Castlevania series. The Star Wars title particularly piqued our interest when Blackley revealed that it might be an open-world RPG, similar to The Witcher.

    Microsoft also has plans for a robust online matchmaking system, though that will take time, and that games such as The Covenant won't be playable online because the company wants to get the best possible system in place before launching it.

    "We're not going to have it at launch," admitted Blackley, "but we're looking at something like 2002 or 2003. When it's up, we're going to make it a major focus of what we're doing as a game company. The Xbox will be the platform of choice for online gaming."

    When asked if he was worried about Nintendo (and probably Sony)'s follow-up to their ultra-successful Ultra Nintendo, he admitted that Microsoft was more concerned about Nintendo's next generation plans than Sega's, but assured us that the Xbox was designed to be futureproof, and that Nintendo would be hard pressed to match it in terms of power.

    "We've also got Nintendo's next console in mind when designing the Xbox. We're going to give ourselves enough breathing room that Nintendo's going to have a lot of trouble matching us and launching at a competitive price. We're not just coming at Sega, we're coming at Nintendo too."

    Microsoft has an uphill battle, but from what Seamus Blackley told us as we had a very fun and enlightening day at Microsoft headquarters, everyone at Microsoft knows it. And, in the words of the great American hero G.I. Joe, "knowing is half the battle".

    -from Electronic Gaming Monthly's October 2000 cover article on the Microsoft Xbox

    -

    September 27, 2000

    Sam Houser sat down across from Seamus Blackley, still somewhat taken aback by the short conversation the two men had had just a few minutes earlier. What this man was proposing was insanely risky, and could potentially cost their company millions of dollars in lost sales. The game he and his brother had been working on for over a year was going to be massive. So massive, in fact, that it was almost certainly not going to be able to fit on the leading game console in the world. The Ultra Nintendo wouldn't be able to handle the enormous, 3-D open world game that the Houser brothers had conceived as the follow-up to their controversial Race 'n Chase series. MAYBE if the graphics were compromised. MAYBE if the game came in at three discs. But they'd already dismissed the idea of allowing for disc switching. That would take the immersion away, it would take the player out of the world the brothers had visualized.

    So the Ultra Nintendo was out, though they weren't ruling out a possible port to its successor. That left two options on the table. Launching exclusively on the Katana seemed the obvious choice, it was more than powerful enough to handle the game's graphics and the entire game could fit on a single DVD. It was sure to sell well, and could be the biggest Katana game of the year, even bigger than Virtua Fighter 4. Or, Rockstar could go for a multiplatform launch to the Katana and to the Xbox, with a port to the Ultra Nintendo's successor coming whenever the hell that system launched, probably 2004 or later at the rate it was still selling, though the brothers had a feeling Nintendo wouldn't be able to hold out that long with two vastly more powerful systems on the market.

    Seamus Blackley had presented a third option.

    "Why the fuck would we want to release Grand Theft Auto exclusively on the Xbox?" Houser asked, an eyebrow raised. "If the thing tanks, so does our game."

    "Your game is going to help us bury Nintendo and Sega. Your game is going to be the one to do it."

    The Housers had high hopes for Grand Theft Auto, but even they didn't think their game would be the deciding factor in the console wars. They'd liked what Blackley had shown them of the Xbox, and its technology would make Grand Theft Auto look even better than it would on the Katana, but they would also be tying themselves to an untested platform, and if it tanked, so would their game.

    Then again, it would be far from the first risk the Housers had taken.

    "Timed exclusivity only," said Sam Houser. "We want to be free to release this game on the next Nintendo console. Two years, and of course we wouldn't announce the Nintendo version until the agreement's up. You'd have your killer app and we'd have a way out if that damn Xbox of yours is a flop."

    Blackley laughed, amused by Houser's blunt way of speaking.

    "We'd be willing to pay more for permanent exclusivity," said Blackley.

    "We're hedging our bets," said Houser, "but until the deal's up, we'll swear up and down that this game will never see the light of day on any system but the Xbox. Two years is enough to sell plenty of Xboxes if it's not a pile of shit."

    "I assure you it's not," said Blackley with another laugh. "But you've got a deal."

    "And you've got a killer app," said Houser, extending his hand. "It's a bloody pleasure doin' business with ya."

    The two men shook hands. The Xbox already had one Covenant that would transform the gaming world. Now it had another.
     
    Summer 2000 (Part 8) - The Rest Of The Games
  • Gran Turismo 2

    The sequel to the hit 1998 racing sim, Gran Turismo 2 was released in North America on September 25, 2000. The game is very similar to OTL's title, gameplay is virtually identical and the basic premise of the game is unchanged, though the graphics are better than OTL's game and better than TTL's original Gran Turismo, indeed, this game is probably among the very best looking games for the Ultra Nintendo, easily on par with many OTL Dreamcast games. With over 800 cars available, the game's selection of vehicles is greatly expanded from OTL's (indeed, the reason this game released several months later than OTL's game did is because of the larger car selection). Like OTL's game, Gran Turismo 2 came on two discs, one for arcade mode and one for simulation mode. A dispute between Sony and Nintendo briefly flared up over Nintendo's relatively low level of promotion for the title. The game even missed landing a Nintendo Power cover (due to the release of Super Mario RPG 2 in September 2000 and Metroid: Darkness the month immediately after), and it seemed to fly under the radar for a number of people. However, when the game was released, sales were excellent (due to the reputation of the first game and the stellar reviews received by this one), and Sony's anger with Nintendo quickly subsided. It would go on to be one of the best selling Ultra Nintendo games of all time.

    Legacy Of Kain

    Blood Omen: Legacy of Kain and Legacy of Kain: Soul Reaver were combined into a single disc and released together on the Ultra Nintendo by Eidos in August 2000. Apart from slightly improved graphics and about three minutes worth of extra cutscenes, there was very little enhancement over the original Saturn games. Still, these titles had been some of the most beloved on the Saturn by critics and fans alike, and just getting to play them on the Ultra Nintendo was treat enough for most fans. This compilation release was one of the month's top selling games, and convinced Eidos to make future Legacy of Kain series releases multiplatform from the start.

    Mega Man Legends 2

    The sequel to 1998's Mega Man Legends, this sequel featured improved graphics over the original game and faster-paced gameplay as well, with Volnutt gaining new melee moves to compliment his large selection of weapons obtained from enemies and from leveling up. The plot of the game differs nearly completely from OTL's: this is a space pirate saga, with Volnutt and Tron Bonne as the starring characters. Volnutt is living a peaceful life in a city when he receives a distress call originating from space: it's from Tron Bonne, who attempted to launch a pirate raid on a massive floating capital ship, but ended up getting her family captured. She barely escaped with her life, and now she's asking for Volnutt's help, not only to rescue her family, but to stop the ship, which happens to be the flagship of the Pyraxian Empire, led by the villainous Admiral Goldun. Volnutt must travel to the Pyraxian system to liberate a series of planets from Goldun's control. In addition, a member of Tron Bonne's family is being held on each planet, and Volnutt must rescue them as well (with a little bit of help from Tron Bonne). As Volnutt goes from planet to planet, he encounters strange environments and tougher and tougher enemies, until he finally makes his way to the Pyraxian flagship itself to take down the evil admiral once and for all.

    Praised for its graphics, its improved gameplay, and its fun (if somewhat light) storyline, Mega Man Legends 2 receives decent reviews, and is one of the top selling new games of July 2000 (though the month is overall a slow one, making the feat not quite as impressive).

    Quake II

    A pretty much straight port of the PC game, Quake II is mostly similar to OTL's title, apart from a few minor butterfly induced differences. It releases exclusively on the Ultra Nintendo in August 2000. id Software also wanted to port the game to the Saturn, but was unable to overcome technical hurdles, even with the use of the Ring, and decided instead to bring Quake III Arena to the Katana as a timed exclusive. Quake II has decent sales, though they're a bit disappointing considering how well the first game sold. It's largely attributed to August 2000 being a very crowded month and Quake II getting lost in the fold.

    Grant Hill's Ultimate Basketball 2000

    Grant Hill's Ultimate Basketball 2000 is an NBA-based basketball sim for the Ultra Nintendo, the sequel to Grant Hill's Ultimate Basketball. Featuring the endorsement of top NBA superstar Grant Hill, it's a bit more "arcadey" in nature than the NBA Live series. Nintendo promotes the game well, and ultimately it's the top selling basketball title of the year for the Ultra Nintendo, with NBA Live 2001 lagging very closely behind (Live 2001 is also released on the Saturn and is easily the top selling basketball game of the year on that console). It's a solid title, with few extra features beyond what the original game had, and reviews are in the 7 to 8 range, mostly praising the game's graphics and presentation. Live 2001 is reviewed slightly better, though it's generally agreed that basketball fans would be happy with either one.

    Ultra King Of Fighters

    Produced by SNK and released in Japan in January 2000 and North America in July 2000, Ultra King Of Fighters is designed specifically with the Ultra Nintendo home console in mind. It's based on the arcade title King Of Fighters '99, but with slightly better (though still 2-D) graphics and featuring two exclusive characters: Shadow Killer, an assassin clad in black, and Sarai Futama, a tall, slender woman with a long pink ponytail. Other minor improvements to the game's speed and presentation were also made for the port, and it's generally agreed to be one of the better King of Fighters home console ports ever released. Though sales are rather low, it's beloved by fighting game enthusiasts as an alternative to fancier titles like Killer Instinct Ultra, and it gains a major cult following.

    WWF Royal Rumble


    Released in August 2000, WWF Royal Rumble is the latest WWF title for home consoles, and, as the name would imply, has a focus on the title event, with a career mode that features the Rumble as a highlight match. It boasts the biggest roster of WWF wrestlers of any game to date, and also boasts a Create-a-Player mode. Though it largely shuns current storylines in favor of creating its own (and the career mode isn't all that well received), the game's actual wrestling gameplay is considered to be quite good and the game itself achieves good reviews and very good sales.

    Star Wars: Jedi Power Battles

    Based largely on the OTL Star Wars Episode I: Jedi Power Battles game, but featuring missions from all four Star Wars movies yet released, the game is a 3-D action brawler similar to the original. Players select one of several heroes (the selection differs depending on the movie the mission is based on, you can't, for example, take Han Solo to Naboo to battle Darth Maul... without a Gameshark) and embark on one of more than a dozen missions from throughout Star Wars history. Though it's not the best Star Wars game, it's relatively fun and the name recognition alone brings strong sales to the game upon its September 2000 release, making it one of the month's top new titles.

    Shadows Of The Moon II


    The sequel to 1998's highly acclaimed and massively popular Shadows of the Moon, this title sees protagonist Ariel return to action to battle werewolves and save our world. In this game, Ariel must infiltrate the werewolves' underworld lair by posing as their leader's destined bride. Once Ariel is welcomed to the werewolves' world, she throws off her disguise and seeks out the leader while taking out as many of his followers as she can. The game stays true to its Metroidvania-style roots, though the graphics are even better than the original, and Ariel has a bevy of new moves to defeat her foes, including a deadly kiss that injects silver into her enemies' veins, destroying them from within. She also gains a variety of powerful weapons, including a scythe, a halberd, and a massive gatling gun that fires thousands of silver rounds a minute. The game's plot has a twist about midway through: the werewolves' leader, Destin, is revealed to have genuinely fallen in love with Ariel, despite the fact that she's come to destroy him, and Ariel becomes conflicted about whether or not to kill him, especially once she discovers how he was initially infected with lycanthropy (hint: Ariel's sister Magritte, who was an ally in the first game, is in reality an evil werewolf and the one who was initially betrothed to the werewolves' leader). The game builds to a final climactic showdown between Ariel and Magritte for control of the underworld and for the salvation of Destin's soul.

    The game isn't quite as well reviewed as the original, but with mostly 8s and 9s among its review scores it maintains the series' reputation for excellence, and becomes one of Konami's best selling games of the year, and the fifth best selling new game of an extremely crowded month.

    Wrath And Ruin

    Developed by Sony (largely the same team that developed OTL's Legend Of Dragoon), Wrath and Ruin is a massive JRPG with a somewhat melancholy storyline, about a boy named Savion who is raised by an elderly couple (not his family, who were all killed in various violent incidents relating to the world's ongoing wars) in a village surrounded by war and death. The world Savion lives in is besieged by seven power-hungry gods who not only fight amongst themselves (in the form of terrible natural calamities) but who use the world's nations as proxy armies for their power struggles. Those who know the truth, that the gods must not be fought for but must be opposed, are shunned, persecuted, or in some cases killed, as was the case with Savion's older sister, Xiera, who is referred to many times throughout the game. Now that Savion is nearly an adult, he is expected to leave the village and join the army of Belzark, the nearby kingdom. But Savion never forget what Xiera, who learned magic in defiance of the gods and was killed as a heretic, told him. He plans to leave the village before he is to be enlisted into the army, but he lacks knowledge of the lands beyond, and knows he is likely to be killed if he leaves alone. He gets his chance when an older man named Genn comes to the village looking for him, with soldiers in pursuit. Genn tells Savion that he was Xiera's betrothed before she was killed, and that Savion has an ancient magic within him that can oppose the power of the gods. Thus begins Savion's journey, a journey that will lead him all over the world, a journey on which he will team up with eight other heroes who, like him, seek to overthrow the gods and restore peace to their world (though some of those heroes initially start out opposed to Savion). Along the way, Savion, Genn, and their allies encounter the horrors of war and tremble at the gods' great power. The game is full of incidents of disaster and death, and two of the party members, an old man named Sevro and a young woman named Belex, will perish over the course of the journey. Savion will also learn new things about Xiera, and about the priest who ordered her execution, a man named Harangody, who may now seek to atone for his past acts and who Savion might need to forgive if he is to safely reach the end of his journey.

    Spanning three discs, Wrath and Ruin is one of the most epic RPGs to date on the Ultra Nintendo, with a battle system very similar to OTL Legend of Dragoon's (involving timed hits and enemy counter-attacks). The game does have a slightly fasted paced leveling system, not requiring as much grinding as Legend of Dragoon did. Because of this, its reviews are slightly better than Legend of Dragoon, though in comparison to TTL's RPGs, it's not quite as critically acclaimed as games like Super Mario RPG 2. Due to heavy promotion by Sony and a good deal of pre-release hype, sales are decent, though not overwhelmingly strong, and though it's not among August's top new games, it does have longer staying power than many of that month's top titles.

    Quixsters: 2 The Quick

    Quixsters: 2 The Quick is the sequel to 1998's hit platforming game Quixsters, and features the four kid protagonists back for another exciting adventure. Gameplay wise, very little has changed from the original game, it's still the same fast-paced, sometimes competitive, micro-mission style gameplay of the first, and though some critics saw the game as a rehash, most gave Quixsters: 2 The Quick good marks, with the philosophy "if it ain't broke, don't fix it". Though it failed to sell quite as strongly as the first title (and failed to be one of the top five new games of the month of August), it was still considered a success for developer Silver Sail, and the franchise would continue with another title in another two years.

    Darklight


    One of the strangest new titles of 2000, Darklight, released in July, is a hybrid action/stealth title that can be somewhat compared to the OTL game Stealth Inc. in that the player must navigate carefully to avoid failure. It's a 2-D platformer, and uses light and shadow to provide the boundaries for the player's character. In most missions, the player must stay in the light and avoid the dark, but in some other missions, the player must stay in the dark and avoid the light. Its visual style can best be compared to Spy vs. Spy, and the magazine advertisements for the game were very stylistically unique, with art that featured dramatic contrast between black and white, with the protagonist carefully hidden inbetween. It scored positive critical reviews, but sales were mediocre at best and ultimately the game can be described as a cult classic.

    BMX Breakdown

    The main competitor to the Dave Mirra BMX game, BMX Breakdown is a more urban-themed BMX game, with a hip-hop soundtrack and a more racially diverse cast of bikers. It had a more arcade-like playstyle than Dave Mirra, with a higher level of difficulty and more tricks available to the player. It lacked some of the graphical and gameplay polish of Dave Mirra, but achieved good reviews and sold fairly well, becoming the first in a franchise that ran as long as the Dave Mirra franchise did. The original game was released only for the Ultra Nintendo in September, but subsequent sequels would be multiplatform.

    Block Party

    A somewhat "adult" answer to the Mario Party series (the game was rated T, and while it targeted adults, the humor was no more edgy than the typical TV-PG sitcom), Block Party is a party game played in a largely similar way. Players made their way across one of several boards, competing in minigames and challenges along the way. The key component to this game's success was the voice acting performance of the game's "host", Paul Reubens. Reubens has literally thousands of lines of spoken dialogue in the game, he taunts players who miss a question or who are just plain losing, sometimes his character does a random thing on the gameboard to change a player's luck, other times he simply cracks a game-appropriate joke. Reubens' performance turns what would otherwise be a fairly mediocre party game with the low sales typical of the genre into a mini-cultural phenomenon that would ultimately sell over a million copies. Because of the popularity of this game, the game show version of You Don't Know Jack, which IOTL premiered in the summer of 2001 on ABC and was canceled within a few weeks because of terrible ratings, actually survives a couple more seasons. In addition, the success of this game convinces Microsoft to explore the possibility of a Pee-Wee Herman video game starring Reubens. This game still has memes as of TTL 2016.

    Saturn:

    Fighters Megamix 2

    A sequel to the 1997 Saturn hit, Fighters Megamix 2 is released for the Saturn in July 2000. In addition to containing several new fighters from Virtua Fighter, Fighting Vipers, Tekken, and Soul Calibur, it also includes characters from Sonic and even Billy Blaze from Commander Keen. The game actually has two fewer fighters overall than the original game (due to dropping several games from its roster, including Last Bronx), the graphics are markedly improved, especially if the Ring accessory is used. Despite a somewhat muted advertising campaign, the game is still one of the top selling new console titles of the month, proving that fans are still eager to play a game featuring their favorite Sega-exclusive characters.

    Samba De Amigo


    Featuring virtually identical gameplay to OTL's original game, Samba de Amigo is a rhythm title where the player uses maracas to keep the beat of a variety of Latin pop songs. Due to this game being released on the Saturn, as opposed to the OTL game being released on the Dreamcast, the graphics are somewhat of a downgrade from the arcade version, even though the game requires the Ring. Perhaps the biggest change in the game is the set list: the game features several songs by Selena, though she declined to participate in the game's official promotion due to her obligations to Nintendo (they did not contractually preclude her from allowing her songs to be in this game, but they did ask her not to help Sega promote it). Despite Selena herself not promoting the game, it's still a popular console release, though not a blockbuster, helped by the increased popularity of Latin music ITTL. The continuing stronger Latin music boom will ultimately help Samba de Amigo to become a franchise, with several more installments.

    Crisis Zone

    Another August 2000 Saturn release, and exclusive to the Ring, Crisis Zone is the latest installment of Namco's Time Crisis series, released first to the arcades in 1999. Like OTL's game, Crisis Zone is a rail-shooter involving a team of special ops forces sent to liberate a building that's been captured by terrorists, though unlike IOTL, where the terrorists invaded an upscale apartment complex, ITTL the terrorists invade a luxury hotel. Other than the change in scenery, there's very little difference between OTL's game and TTL's game in terms of actual gameplay, though, again, the console version's graphics are a downgrade from the original. While Crisis Zone is regarded as one of the best looking Saturn games, critics still point out how the port shows the Saturn's age, and reviews are mixed to positive, with sales being only mediocre.

    Bits And Bytes

    The final major August release for the Saturn is Bits and Bytes, a 3-D platformer that stars a mysterious digital creature (who somewhat resembles a frog), who lives in a vast digital world and must hop and fight his way through a variety of environments. His world is slowly degrading due to the presence of a malicious computer virus, and as players get further into the game, this virus' effects on the surrounding world become more and more pronounced, until toward the end, when players must navigate a world that looks like glitch soup. Though the gameplay is largely reminiscent of the average 3-D platformer, the huge variety of environments (which can change on the fly due to digital effects) and the game's stellar graphics make it one of the best reviewed games of the year in its genre. It's the most successful Saturn platformer since Zodiac World, and ultimately launches a franchise for the company.

    Game Boy Nova:

    Castlevania: Simon's Return

    Unlike IOTL, where the Castlevania games for the Game Boy Advance were largely based off the action-RPG formula laid down by Symphony of the Night, TTL's handheld Castlevanias are decidedly more old-school. This game is considered to be a direct sequel to Super Castlevania IV, playing more like a platformer than a "Metroidvania", though it does have some Metroidvania elements to it. In Simon's Return, Simon must come out of retirement after Farrah, a countess who he's been courting, is abducted in her own castle by Count Dracula himself. Simon navigates though Farrah's castle using his whip and a variety of magical items, including several new ones, defeating enemies and bosses all along the way. Like Super Castlevania IV, the game features surreal effects and varying environments to invoke many different moods in the player. As Simon progresses through the castle, he learns more and more about Farrah, and comes to realize that she has not been abducted by Dracula, but that she has summoned him in order to lure Simon into a trap, as her family's bloodline has been plotting vengeance against the Belmonts for generations. After defeating Dracula once more, Simon does battle with Farrah herself, an extremely powerful vampire countess in her own right, who, in a multi-staged boss fight, transforms into a terrifying beast to finish Simon off once and for all.

    Simon's Return is extremely well received, scoring high marks with critics. It becomes one of the year's top selling original Game Boy Nova titles, and one of the top selling new games of July.

    Contra: Proliferation

    Rather than release a Contra III port on the Nova, Konami instead decides to take full advantage of the Nova's capabilities and release a brand new Contra title, featuring very advanced 2-D and even some 3-D effects to tell a new story in the Contra series. The plot of the game takes place in an alternate universe where the Soviet Union violently broke up, causing nuclear weapons to fall into the hands of dozens of terrorists and rogue nation states. Desperate, the United Nations hires a team of elite special forces fighters to hunt down and secure the weapons. Proliferation features 24 missions and six playable characters. In keeping with its setting (which takes place well before any of the main series Contra games), the game dispenses with robotic foes, though it does feature some advanced weapons technology that would be somewhat out of place in its otherwise 1990s-esque setting. Proliferation stays true to the Contra tradition of very difficult gameplay, difficulty is easily comparable to Contra III: The Alien Wars, though it's muted somewhat by the fact that players can save their progress every mission. Still, just getting through the missions with the limited amount of lives is a serious challenge (the Konami code, present in the game, does eliminate this for the most part). The game itself is highly reviewed, though sales are somewhat low due to its extreme difficulty. It becomes a cult classic, and is fairly hard to find in later years due to its somewhat small print run and desirability amongst players.

    Dog Dash

    An almost perfect port of the original SNES-CD game, with only some of the voice acting removed due to memory restrictions. Sells decently well, though it's not a major hit like it was on console.

    Resident Evil

    A somewhat downgraded port of the original Saturn/Ultra Nintendo game, it's comparable in a lot of ways to OTL's Deadly Silence, albeit slightly lesser. Despite the downgrade, it's a highly anticipated port and sells better than the Dog Dash port, almost becoming one of September's top selling new games.

    The Secret Sea

    A swimming-based 2-D platformer released in September, The Secret Sea is a game somewhat comparable to Sega's Ecco the Dolphin franchise, though this game features a humanlike protagonist in its merman hero, Dazzer. Dazzer is a boy living in an undersea kingdom hidden from human eyes. When Dazzer's kingdom is attacked by a mysterious force that resembles a wave of black water that sweeps beneath the ocean surface, he must journey away from his home to find a way to fight back the darkness. On the way, he meets undersea creatures who both help and hinder him, and a mysterious human girl named Ashlette who is somehow able to breathe and live underwater, for reasons unknown even to her. The game is known for featuring some of the best swimming mechanics on a platformer (which is typically difficult for game designers to get right), and for its memorable boss fights, stellar musical score, and varied environments. It ultimately becomes one of the top rated platformers of the year on the Nova, and though it doesn't sell well initially, it does have strong sales for a number of years afterward.

    Maelstrom: The Final War


    A top-down shooter in the vein of games like the SNES-CD Victory titles and Cannon Fodder IOTL, Maelstrom casts the player as a soldier in the far future, when mankind is pushed to the brink and Earth's natural resources are being fought over by desperate armies. There's really not much of a plot beyond that, players are simply thrust into a series of increasingly difficult battles, where most missions come down to killing all the required enemies. Despite the fairly simple plot, the gameplay is considered to be quite engaging and challenging, due to the large variety of weapons and the surprisingly large number of level environments. Players can even make their own levels to challenge themselves or their friends. While Maelstrom is never a huge seller, the game is well reviewed critically, and becomes a long-running franchise for handheld systems.

    Multiplatform:

    Tom Clancy's Seal Team Six

    The latest game in the Tom Clancy series, released initially for the Ultra Nintendo and the PC in July 2000, and later for the Saturn (in November), the Katana, and the Xbox, Seal Team Six follows the exploits of the real life elite special forces unit as they perform a variety of dangerous missions around the world. The game is a third-person squad-based shooter, where players are given command of one player in the squad, and must accompany the rest of the unit on missions. Like Secret War before it, Seal Team Six focuses heavily on realism, and is thus one of the more difficult games in its genre. One of the more controversial aspects of the game is its opening missions, where the protagonist must actually qualify for Seal Team Six by completing a series of grueling training missions. The fact that these opening missions are among the game's most difficult is a heavily criticized aspect of the game, and Tom Clancy deflected these criticisms in an interview by saying that "it's tough to get into the real Seal Team Six, why should the video game be any different?"

    Once the player actually makes it onto Seal Team Six, the actual missions begin. There's no single enemy in the game, at least initially. Players are sent into battle against a variety of opposing forces, including warlords and terrorist groups. Many of the missions take place in Africa or Arabia, and eventually, the missions start to become interconnected. The main antagonist is a Somali warlord, said to be connected to the militia that American forces fought in Mogadishu in 1993. The final mission is reminiscent of the one featured in Black Hawk Down, but this time, Seal Team Six is successful in neutralizing the warlord and liberating a large group of civilians who were slated to be executed. Though Tom Clancy's Seal Team Six doesn't receive quite the reception Secret War did, the game still proved to be a critical and commercial success, continuing the run of popularity for Tom Clancy games and ensuring that there would be more in the future.

    Dave Mirra Freestyle BMX

    The latest in the craze of extreme sports games endorsed by popular sports figures, Dave Mirra Freestyle BMX is nearly identical to OTL's game. Largely based on completing objectives and performing tricks, its realistic graphics and smooth play controls make it a success on both the Ultra Nintendo and the Saturn when it's released simultaneously for both systems in August. As IOTL, reviews are strong and sales are more than good enough to justify a sequel, though the game doesn't achieve the success of games like Tony Hawk or White Mountain.

    Glyph: Heart Of Adventure

    Released in July 2000 by Activision for the Ultra Nintendo, Glyph: Heart Of Adventure is a puzzle/RPG game sort of in the vein of Myst, though it's somewhat more action oriented and light hearted. It features two teenage heroes, Clyde and Sierra, who become lost after falling through a portal that opens up near the summer camp where they're working as camp counselors. They find themselves in a strange world and must explore a series of together until they discover a way back home. Though the game does have enemies to fight, most of the gameplay revolves around a series of increasingly complex and difficult puzzles. In some of the puzzles, the two of them work together, bantering back and forth in certain segments. In others, the two are separated and the player must take control of the characters alternating back and forth. Glyph is reviewed quite well, in fact, it's one of the most critically acclaimed titles of the summer. It's praised for being a more accessible variant on the Myst puzzle genre, and the two protagonists are praised as well. Though sales aren't spectacular, the game is considered a commercial success, and is eventually released for the two next generation platforms (the Katana and Xbox) as well.

    -

    Best Selling New Games Of July 2000 (by first four weeks of North American sales):

    1. Tales Of The Seven Seas: The Victorian Legacy (Ultra Nintendo)
    2. Fighters Megamix 2 (Sega Saturn)
    3. Tom Clancy's Seal Team Six (Ultra Nintendo)
    4. Castlevania: Simon's Return (Game Boy Nova)
    5. Mega Man Legends 2 (Ultra Nintendo)

    Best Selling New Games Of August 2000
    (by first four weeks of North American sales):

    1. Valor (Ultra Nintendo)
    2. Blackheart (Ultra Nintendo)
    3. Grant Hill's Ultimate Basketball 2000 (Ultra Nintendo)
    4. Legacy Of Kain (Ultra Nintendo)
    5. Shadows Of The Moon II (Ultra Nintendo)

    Best Selling New Games Of September 2000
    (by first four weeks of North American sales):

    1. Gran Turismo 2 (Ultra Nintendo)
    2. Arbiter Of Sin 2 (Sega Saturn)
    3. Super Mario RPG 2: A Plumble Beginning (Ultra Nintendo)
    4. Star Wars: Jedi Power Battles (Ultra Nintendo)
    5. Unreal Tournament (Sega Saturn)

    -

    "Despite the death of Shigeru Miyamoto, it could easily be argued that things were never better for Nintendo as the company left the summer of 2000 behind. By October of that year, the Ultra Nintendo was reaching its creative and commercial zenith. On the cusp of two of its greatest games: Metroid: Darkness and The Legend Of Zelda: Majora's Mask, and dominating sales charts with a seemingly endless stream of hits, Nintendo's market share had reached its highest point since the halcyon days of the NES. And just as Nintendo was reaching its high water mark, the Saturn was entering its final decline. New game releases were gradually trickling to a crawl. October 2000 would see one final burst of success for the system with the release of two of its finest games, but aside from that last spark of life, it was clear that Sega's ability to compete with Nintendo had reached a very low point. But just as the Ultra Nintendo was about to pass over the hump of its lifespan, two next-generation competitors were making their preparations to challenge Nintendo's position on the throne. Though the Ultra Nintendo still had many of its best games still ahead of it, the smoothest days of Nintendo's road would definitely be the final half of 2000. Once 2001 began, the speed bumps, though small at first, would start to appear."
    -
    from "An Abridged History Of Nintendo", an article in the March 2013 issue of Game Informer magazine
     
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    A Fond Farewell To GameTV
  • *GameTV opens to the six hosts standing together in front of the big TV, with somewhat somber looks on their faces.*

    Ted Crosley: I'm Ted...

    Alex Stansfield: And I'm Alex.

    Ted: And, as we told you last week just before signing off, this will be the final episode of GameTV.

    Alex: We've had a great run over these last five and a half years and we're really going to miss sharing our love of video games with all of you every week.

    Brittany Saldita: But don't be too sad because we've got a great show planned for you tonight! We'll still be giving you all the great previews, reviews, and news you've come to expect, and tonight we'll be reviewing Gran Turismo 2, Arbiter of Sin 2, and NHL 2001.

    Lyssa Fielding: We'll be giving you a preview of the upcoming Xbox game console that'll be coming out next year...

    Steve Horton: And we'll be taking you to the top of the mountain in Pokemon Sun and Moon, we'll be giving you the tips you'll need to beat the game's toughest challenge, a one on one battle with the mighty Red.

    Gary Westhouse: Plus, we'll be taking a look back at some of the show's greatest moments. We remember all of them, and we hope you do too.

    Ted: This is going to be a final show to remember. This is GameTV!

    -the introduction to the final episode of GameTV, which aired on September 19, 2000

    -

    The Impact Of GameTV

    It's been sixteen years since GameTV signed off for the last time, and a lot has changed in the game industry since then. There's never been a TV show before or arguably since that's brought video games into the mainstream quite like GameTV. Though some of the hosts changed over the years (though the core hosts, Ted, Alex, and Brittany remained throughout the show's run), the show itself retained largely the same formula from week to week, even as the industry changed around it. For those who don't remember, the show ran for an hour, on Tuesday nights between 9:00 PM and 10:00 PM on MTV. A rerun of that week's episode aired every Saturday afternoon at 4:00 PM (which allowed more younger viewers to enjoy the show if they weren't allowed to stay up late on a school night). During the first year and a half of the show's run, there was also a rerun aired at 11:00 on Friday night. Minus commercials, the show was about 45 minutes (commercials were shorter and slightly less in number back then, as now the show would only be about 40), and typically took this format:

    A 5-minute news segment recapping the week's video game news (with a sometimes humorous spin)
    Several game reviews lasting about 5 minutes each in length (Usually 4, but sometimes 3 or 5 or 6 depending on what else was scheduled that week), these reviews would be dispersed throughout the episode between the other segments
    Five minutes worth of brief sketches/skits/humorous segments
    Five minutes worth of gaming tips, which could be general strategy, cheat codes, how to get past a particularly difficult segment, etc.
    Ten minutes worth of game previews, which could be as simple as the hosts discussing an upcoming game or as special as the hosts going to a game company HQ to interview the developers

    The format wasn't always the same, sometimes there would be ten minutes of strategy and five minutes of previews, sometimes there'd be a 10 minute sketch and one less review, but the format above seemed to be the most frequent for the show.

    There were nine hosts over the course of the show. All of the hosts were young adults (the oldest, Ted Crosley, was born in August 1968, and the youngest, Lyssa Fielding, was born in December 1973), and all of them were serious gamers. The two main hosts were Ted Crosley and Alex Stansfield, and during the first few months of the show, they were featured significantly more than the other three hosts. But as time went on, the other hosts, particularly Brittany Saldita, but also Kazzi "Kaz" DeCarlo and John Walden, appeared more frequently in reviews and segments, to the point where Brittany ultimately came to be considered the show's third "main" host. Ted and Alex were brought on to be sort of like a Gen-X Siskel and Ebert. Ted was a Sega fan and a bit more hip (today we'd consider him a "bro"), while Alex was a bit more nerdy (albeit "Hollywood" nerdy) and a Nintendo fan. They'd known each other for several years before the show began and the producers quickly gravitated to them as the perfect main hosts (after considering J.D. Roth and Jeff Probst as the show's main duo). Brittany, an unknown who had been working as a reporter for a Los Angeles news station, was brought on as the token "girl" gamer and caused an immediate split amongst the producers, half of whom loved her and half of whom wanted someone more conventionally pretty (and were worried that male viewers would be intimidated by Brittany's gaming skill after she'd beaten Ted and Alex numerous times during screen testing). The deciding factor was the fact that Ted and Alex both liked her immediately, the three would share a sibling-like bond over the course of the show's production. John Walden was similarly brought on as a sort of "token minority" to lure in urban viewers, but his easygoing personality and infectious love for games won over viewers from all demographics, and he too formed a close bond with his fellow hosts. Finally, Kazzi DeCarlo was brought on as a "wild card" for the more serious hosts to play off of, and though his time on the show was short, he remained one of its most beloved hosts. After he left, Gary Westhouse was brought in to replace him. Gary was frequently the target of a lot of jokes and pranks on the show, but deflected the ribbing with good humor. His love for obscure games (particularly Neo-Geo titles) was used to bring games into the spotlight that would have otherwise been shunned, and he and John were usually the ones to discuss the various sports games reviews on the show. Lyssa Fielding was initally brought on as a replacement for Brittany, and to bring in more male viewers after producers concluded that Brittany wasn't pushing all the "sexy" buttons the producers wanted her to push. Though Lyssa did bring more T+A to the show, she was an unapologetic gamer who wasn't afraid to stand up for herself, and was as strong and opinionated as Brittany. Rather than replacing Brittany, Lyssa became her best friend, cementing Brittany's position on the show. They remained extremely close after the show ended, right up until Brittany's death in 2014 (according to her castmates on Hating Places, Lyssa was said to be "inconsolable" after learning of Brittany's death on set, shutting down production for the remainder of the day, and that her rendition of "Wind Beneath My Wings" at Brittany's funeral brought everyone present to tears). After John Walden left in 1998 to film a UPN sitcom, Adrien Fry replaced him. If Gary Westhouse was more "nerd" than Alex, Adrien Fry was more "bro" than Ted, though Adrien's sharp criticisms of games he hated and enthusiastic promotion of games he liked made him a fan favorite during his relatively short run on the show. The last host to come on was Steve Horton in 1999, and though Horton was certainly a fan of video games and performed adequately as host, fans didn't respond nearly as well to him. He came off as somewhat clueless compared to his fellow hosts, and seemed to represent a growing element of MTV that was focused more on hip trends and reality shows than on video games and nerd culture. Like the hosts before him, he was well liked by his fellow hosts and bonded well with them, but some fans saw him as a pariah, even blaming him for the show's cancellation in 2000.

    GameTV started off fairly low in the ratings, but began picking up fairly rapidly in early 1996. The ratings growth accelerated after Lyssa joined the show in early 1997, and reached their peak soon after the launch of the Ultra Nintendo (the two-hour Ultra Nintendo launch special was one of MTV's highest rated programs in its history up to that point). Ratings remained extremely strong throughout 1998, before finally starting to dip in the summer of 1999. During this time when GameTV was boasting millions of viewers a week, it had several imitators, most of them syndicated shows attempting to piggyback off its success. The most successful of the GameTV imitators was Digital Dash, a weekly show that aired in syndication on Sunday mornings, mostly on NBC affiliates. Starring David Hornsby and Kelly Lund, the show was a somewhat "bare bones" version of GameTV, where the two hosts spent a half hour reviewing the latest game releases. It lasted for a year and a half between January 1997 and June 1998. Other imitators popped up throughout the late 90s, one of which even aired on the SciFi Channel for about four months. But none reached anywhere near the popularity of GameTV. It became not only the most popular TV show about video games, it was probably the most powerful game journalism outlet of the late 90s. Its influence became so great that it became immune from the normal shady practices game companies have been accused of over the years (withholding review copies, threatening punishment for bad reviews, etc.). Companies did threaten to withhold review copies from the show during its early years, but producers and the show's hosts responded that they'd just buy a copy from the store and tell the show's viewers that the company had withheld review copies, which was always enough to get the company to relent. GameTV's power stemmed from its ability to provide very timely video game news. At the time, when the internet was still in its growing phase, the primary source of game journalism had been magazines. These magazines were published monthly, so news could be almost a month late or even more. GameTV was a weekly show with a turnaround of only a few days, and it was frequently the first source for game reviews. Usually, the show aired a review of a game a few days before its release, though in those days, street dates for most games were still fairly loose, and so most gamers simply bought games when they arrived at the store. Even if GameTV's review came in after the game's release date, most gamers would not have bought the game yet, and indeed, sales for many games had minor spikes after a positive review from the show. It can be argued that GameTV at its peak held more power than any other single source of game journalism before or since, even moreso than powerful websites like Gamespot, Blargo, Kotaku, or Games Over Matter (owned and operated by Alex Stansfield himself).

    The show's influence on women in games cannot be overstated. In particular, Brittany Saldita is cited as one of the most influential women in the history of the industry. For many young girls, Brittany was the first woman they saw on television who played video games at a high level. She was considered, by both the hosts of the show themselves and by later analysis from the show's fans, to have been the most skillful at games of all the show's hosts, and her advocacy of genres that weren't particularly thought of as popular amongst girls (such as fighting games or JRPGs, both of which she played with exceptional skill and enthusiasm) allowed many young female gamers to feel more comfortable in the fandoms of those games. She reportedly received thousands of letters a week from girls and young women who saw her as an inspiration. Voice actress Cristina Vee, who was bullied in school, recalls writing a letter to Brittany shortly after the release of Pokemon, and in addition to getting a letter back (with autographed GameTV swag and a game from Brittany's personal collection), she got a two-hour phone call, where the two not only discussed video games, but bullying and life as well. Brittany advocated for more female characters in games and more women in the industry. Unlike later (and more controversial) critics of games like Anita Sarkeesian and Wendy Halpers, Brittany took a somewhat more moderate stance on games, and enjoyed playing many games that Sarkeesian would consider objectionable, though she, like Sarkeesian, wasn't afraid to point out negative portrayals of women in certain games. Lyssa Fielding was also a positive role model for young women. Though she looked very much like a "typical Hollywood blonde", Lyssa shattered stereotypes with her extensive video game knowledge and astute analysis of all aspects of the hobby. Proud and confident, Lyssa certainly showed off some skin from time to time (causing a huge spike in male viewership after she joined the show), but also frequently poked fun at fans who watched the show simply to see her wearing a skimpy outfit or revealing costume. Together, Brittany and Lyssa formed a united front against sexism in the gaming community, and though GameTV didn't end sexism in gaming entirely (indeed, after the show went off the air, sexist rhetoric in the gaming community began to make a slow comeback), but it did put a major dent in it, introducing millions of young girl gamers to a hobby they would continue with for the rest of their lives. One aspect of GameTV that received a bit of criticism was its racial diversity. Though the show started out very diverse, with one Hispanic host (Brittany Saldita) and one African-American host (John Walden), every single other host was white. To their credit, producers did seek out more diversity amongst the cast (Aisha Tyler and Grant Imahara were both considered as hosts at one point or another), but ultimately, the show was seen as a largely "white" show, especially after John left. In particular, the show received criticism from the Asian community for not featuring a single Asian host. Producers deflected these concerns, stating that they were simply bringing in the best hosts for the show, but these statements did little to stem the harsh criticism the show received from Asian fans, especially in the show's later months. In particular, the selection of Steve Horton over Grant Imahara was seen as a particularly poor choice, especially considering how badly Steve was received. While bringing on Imahara likely would not have saved the show, it may have done more to improve its reputation among the Asian segment of the gaming community.

    Ultimately, all good things must come to an end, and GameTV was no exception. As ratings continued to decline during 2000, producers looked for ways to either cut costs, improve ratings, or both. A retooling, involving firing every host except Lyssa Fielding and bringing on an almost entirely new cast, was considered, but ultimately rejected when it was realized that not only would fans likely balk at any changing of the hosts, particularly the three long-time hosts, but that Lyssa would likely leave the show if any of the hosts were let go. Producers also considered cutting the hosts' salaries, which by then had grown to be substantial. It was thought that Ted, Alex, and Brittany would all stay even if their salaries were significantly reduced, but ultimately producers rejected this solution as well. Still, when the show was canceled, its ratings were amongst the highest on the network. Demographic shifts ultimately doomed the show. Though it still had plenty of viewers, advertisers weren't paying as much for them as they were paying for viewers on MTV's Total Request Live and The Real World, both of which were more likely to buy the products advertisers wanted to sell. GameTV's viewers were seen as "nerds" who were unlikely to purchase many of the more trendy products being advertised on MTV's other shows, and ads weren't selling for enough to justify keeping the show running. In addition, ratings were still falling. The rise of internet sites that could report game news instantly as opposed to the few days of lead time GameTV needed was slowly siphoning viewers away. Though GameTV WAS the only place where one could get live previews of games in the days when most internet connections were still dial-up, the increasing number of broadband connections meant that MTV's show no longer had a monopoly on video either. Though some of the show's producers valiantly advocated keeping it around, the decision came down in late August 2000 to cancel the show. The hosts got the news a few days later, before filming the September 12 edition of the show. Their reaction was of mostly shock and disbelief, though anger and sadness were included as well. None of the hosts, not even Brittany Saldita, who'd recently married fellow MTV personality Chris Hardwick and who now had a baby on the way, were ready to quit, and Alex Stansfield met with producers the next day offering to have his pay cut in half. Despite pleas from the show's hosts, GameTV aired its final episode on September 19, 2000. The episode included a particularly scathing review of Arbiter of Sin 2, leading to rumors that Sega had the show canceled, though it was MTV politics and not any particular game company that put GameTV out of business (indeed, the show had majorly boosted the profile of Sega's games, running nearly parallel to the lifespan of the Sega Saturn).

    Though GameTV lasted only five short years, its impact continues to resonate in the gaming community today. In a recent IGN article, the GameTV hosts were collectively ranked #100 on the website's list of the 100 most influential people in gaming of all time, and in an article on GrrlGamer, Brittany Saldita ranked #5 and Lyssa Fielding #19 on a list of the 50 most influential women in gaming. It changed the way video games were seen in the mainstream, helping to change the public perception of the medium from something that only "geeks" and "nerds" participated in to something that was "cool" (after all, if it was on MTV, it HAD to be cool, right?). It changed the way game journalism was done, and inspired a generation of game journalists. It launched several prominent entertainment careers, most notably those of John Walden and Lyssa Fielding (and Brittany Saldita, who was well on her way to becoming a prolific voice actress and comedienne when she got her cancer diagnosis in 2011), and launched very lucrative careers in television production and internet entrepreneurship for Ted Crosley and Alex Stansfield respectively. It remains the most influential and notable video game television show of all time, and though it was primarily a cultural reflection of the late-90s, its appeal remains timeless.

    -from a July 1, 2016 article on Wired.com

    -

    Ted: Gran Turismo 2 was a big step up over the first game. Just the sheer variety of cars to choose from will keep players busy for years. I've got absolutely no problem giving this game a 5 out of 5.

    Alex: It's a real showcase for what the Ultra Nintendo can do. It's a serious technological powerhouse from top to bottom. The graphics almost resemble what we saw from some of the Katana previews.

    Ted: It looks gorgeous. It must have taken them a lot of time to get all of those cars looking so real. The level of detail is astonishing.

    Alex: Yeah, and it drives great. Especially if you use a steering wheel accessory, but even if you use a controller, the game's a ton of fun.

    Ted: You ever play Gran Turismo on one of those simulators? They actually take a race car and build a screen into it and hook Gran Turismo up to the screen. It's really cool. It makes you feel like you're actually driving, and makes you jump when you're actually crashing.

    Alex: *laughs* Well, not like I would know since I never crash.

    Ted: You're telling me you never crash at Gran Turismo?

    Alex: I have gotten so good at this game, I bet I could drive a race car for real.

    Ted: I would LOVE to see that. As in, I'd love to see you get into a real race, have a bunch of other cars speeding around you, and hear you scream like a little girl.

    Alex: You were screaming like a girl when you were playing in the simulator.

    Ted: That was out of excitement! And speaking of excitement, this is the final GameTV review ever, so let's end this show the best way possible with a trip to the Hall of Fame wall. Alex, give this game a 5 and let's send this show out with a bang.

    Alex: As much as I would love to give a perfect score on our last review ever, I've got to uphold the show's tradition of journalistic integrity and be completely honest. I'm giving this game a 4.5.

    Ted: A 4.5? Why?

    Alex: There just aren't quite enough improvements over the first game for me to justify a 5. Yes, yes, I know, why change a good thing, but still, it seems like the developers spent most of the two year development time adding a bunch of pretty new cars to the game. I appreciate that and I loved driving the huge variety of cars, but I just didn't feel like this game was as revolutionary as the first. It's still an outstanding game but I just can't give it a 5.

    Ted: You ruined the finale.

    Alex: I'm sorry. *hangs his head*

    -excerpted from the September 19, 2000 episode of GameTV

    -

    And now for a brief update on where the last six hosts of GameTV went immediately after the finale.

    Ted Crosley- Ted Crosley went into television production after GameTV ended, beginning with a reality show on VH1. However, his real desire was to get video games back on television, and in 2001, he began scouting talent for a brand new television network, ultimately becoming one of the founders of TTL's G4 network, which began airing in November 2001. He got married in 2002.

    Alex Stansfield- Alex Stansfield went into web production, initially hiring on at IGN as their director of video game coverage. While working at IGN, he would join the pool of talent Ted Crosley was recruiting for G4, and worked simultaneously on both endeavors for a few years before starting his own video game website, Games Over Matter, in 2004 (and would get married in the same year).

    Brittany Saldita- After taking a few months off to have her first child, a boy named Arturo, Brittany Saldita picked up where she had left off before starting on GameTV: local television news production. She became one of the evening news anchors on the most popular station in Los Angeles, where she worked for six years (during which time she had a daughter) before leaving to further her career in comedy acting (along with radio hosting and voiceover).

    Gary Westhouse- Gary Westhouse went into local news as well, returning to Portland to become the lead sports anchor at one of the news stations there, a job he's still working at as of TTL 2016. He got married in 2007.

    Lyssa Fielding- Lyssa Fielding went immediately into acting after GameTV ended, after turning down a very lucrative offer from Vince McMahon to become a wrestler for the WWF (Vince once stated in an interview that Lyssa Fielding is the only woman he ever would have considered putting the WWF Championship on, had she joined and been sufficiently over with fans). Her first major television role was opposite Sinbad in a police drama in the fall of 2001 (though her character was killed off in the midseason finale, the show itself ran until 2006). She would later go on to star in many movies, with her first notable movie role being in Kill Bill Vol. 2 as the main lieutenant for Gogo Yubari's older sister Yuki, her character had a short albeit intense swordfight with The Bride before being impaled. Lyssa dated several famous Hollywood actors, though she didn't marry until 2014.

    Steve Horton- Steve Horton would go on to host a couple of short-running reality shows for MTV before leaving the entertainment business in 2003.

    -

    *Once again, the six hosts are gathered together, this time squeezed in on the big couch.*

    Ted: That's it for our show, and I just want to thank all of our viewers over these past few years for making GameTV such a fun and amazing experience. It really has been awesome bringing our love of video games into your homes, and we're all going to really miss doing this show every week.

    Alex: Yeah, these have been the best five years of my life, I've gotten to do so many things, go so many places, and of course play so many games, and it couldn't have happened without all of you fans here along for the ride. Is there anything else anybody wants to say before we sign off?

    Ted: Yeah, um, guess I have a confession to make, I'm not as big of a jerk in real life as I am on the show.

    Brittany: *smiling* He's really not, I love Ted. *leans over and hugs him tightly, looking very sad*

    Alex: It's been an incredible ride. When I was in high school, I never imagined that, being the huge geek I was, I would be starring in a show on MTV. MTV, of all places.

    Lyssa: You are not a geek. *kisses Alex's cheek* Mmm, yes you are, you're such a geek.

    Alex: And that I'd have such a gorgeous blonde hanging from my arm...

    Lyssa: *giggles, kissing Alex's cheek again*

    Brittany: *sitting up now, sniffling a bit* This...this has been, two words, a dream job for me. Getting to come in and get paid to discuss something I'm so intensely passionate about, something that...well it was just a hobby for me but it turned into a love and that love has given me the opportunity to reach so many different people, I....I'm really gonna miss this.

    Gary: *hugs Brittany seeing that she's about to cry, he's tearing up a bit as well* Uh, when I first came here, I was just in awe. Getting to come in, play games, hang out with awesome people...

    Ted: On the show we treated him like crap but you guys don't see what goes on behind the camera, we are all really tight friends.

    Gary: *laughing* I'm doing it again, I'm struggling not to laugh because I'm having so much fun just being here and I'm going to miss it so much now that it's over. It hasn't sunk in yet but I'm sure it will.

    Steve: It's been a hell of a privilege getting to come into your homes each and every week. I know I'm the last guy to get here but it feels like I've been here forever, and I wish it didn't have to end so soon.

    *By now all of the hosts are looking really sad, trying to smile but having a rough go of it, Brittany is wiping her face on Ted's shoulder a bit and Lyssa is reaching up and brushing a tear away from Alex's cheek*

    Alex: It's almost time to say goodbye, but before we do, here's a quick look back at five years of GameTV.

    *"Closing Time" by Semisonic plays over a montage of moments from the show. After it's over, the six hosts are seated together for one last moment.*

    Ted: GameTV might be ending, but you can still get all the latest news, reviews, and previews on GameTV.com, where updates will continue to cover the rest of this year's games and beyond. We hope you guys continue to follow the website, and as for us, I'm sure you'll see us all again at some point down the road.

    Alex: We want to thank you for watching, and even though it's game over for GameTV, we hope all of you remember to never stop playing.

    *The song continues as the camera pans one more time over the hosts, who are talking amongst themselves with a few hugs exchanged between them. The lights go dim on the studio one last time.*

    -the end of the final episode of GameTV, September 19, 2000

    -

    GameTV at Comic-Con 2016: Blu-Ray, DVD Announced, Along With Show Revival In 2017

    The GameTV panel at this year's San Diego Comic-Con gave fans a chance to interact with six of the show's nine hosts: Ted Crosley, Alex Stansfield, Kazzi DeCarlo, John Walden, Gary Westhouse, and Adrien Fry were all there to talk with fans. Absent from the panel was Steve Horton, who had work commitments, Lyssa Fielding, who was a speaker at the panel for the upcoming animated film Soldiers of Fortuna 2 (but sent her regards in a pre-taped video played at the GameTV panel, and who fielded GameTV related questions at the Soldiers 2 panel from fans), and Brittany Saldita, who passed away from ovarian cancer in 2014. It was moderated by Chris Hardwick (Brittany Saldita's husband for 14 years before her death), who expressed a heartfelt statement before the panel began about how much Brittany would have loved to see how many people were still enthusiastic about the show.

    The panel was to promote the upcoming Blu-Ray and DVD re-releases of the original GameTV series, starting with Volume 1, covering the episodes from May 1995 to November 1995. Initially it was believed that rights to the game footage precluded any re-release of the original series, but instead, it was stated at the panel by one of the show's producers that it was music rights that proved the biggest hurdle. In the end, fan demand ensured that the series would remain fully intact, and will be released in ten volumes, one coming out every three months, starting with Volume 1 in September. The Blu-Rays come on fewer discs but include more special features, including more cast commentary and a review archive that will let viewers select any game that was reviewed during the span of the episodes contained on the discs, the archive will play a 30-second clip of that review where the two hosts give the game's score.

    The biggest surprise coming from the panel, however, is the announcement of a revival series which will air on MTV beginning in 2017. The series will largely feature the same format as the original show, though with added content to reflect today's modern era of gaming, including e-sports coverage. The new hosts of the show were then introduced, and the young, diverse new cast spans both actors and internet personalities: Avan Jogia, Austin Watson, Mari Takahashi, Bryce Papenbrook, and Christina Grimmie. The new hosts then fielded questions from fans about the show. All five of them expressed that they had watched the original show, though Grimmie, the youngest of the new cast, said that she'd only watched the episodes after fans had posted them online, having been too young to enjoy the original show. The new GameTV is being produced by Ted Crosley, who was a leading figure at G4 before leaving the network in 2011. Crosley promised fans that the new show would retain the spirit of the old one, and that many of the original hosts might make occasional appearances.

    -from an article on Tubehound.com, posted on July 21, 2016
     
    Wonder Woman's Film Debut
  • 2000 was the year to be fan of DC Comic, even more the 2004 release of Justice League, when Warner Bros decided to not only release the hotly anticipated follow ups to 1998’s Green Lantern and 1999’s Superman: Man of Tomorrow, but also the long-awaited adaptation of Wonder Woman that year. It goes without saying is that Wonder Woman is a both a feminist and cultural icon, although the Amazon Princess never commanded the same sales as the Man of Steel or the Caped Crusader. Bringing Diana to the silver screen would present challenges of its own. Comic books and superheroes in particular had a primarily male audience and while there was the will to make the movie, there was a deeply ingrained belief that the 18-34 male demographic would not want to see a female-centric superhero film. Though as her creator William Moulton Maston intended, Wonder Woman would challenge those preconceptions.

    First they needed to find the right writer and director, with Buffy the Vampire Slayer’s success on television, Warner Bros hired Joss Whedon to pen the screenplay. Since his commitment to Buffy prevented him from taking the director’s seat, Warner Bros. approached several directors, including James Cameron. Cameron, who was occupied with pre-production of Terminator 3, declined and instead recommended his former wife and future Oscar-winner, Kathryn Bigelow. Indeed, her credentials spoke for themselves with Bigelow having directed action thrillers like Blue Steel and Point Break as well as the Saturn Award-winning Strange Days. Despite her initial skepticism, Bigelow accepted the job because it was, in her words, “a once in a lifetime opportunity.”

    Catherine Zeta-Jones, whose star was rising with The Mask of Zorro and Entrapment, was Bigelow’s pick for Princess Diana/Wonder Woman. Standing at around 5’ 7”, Zeta-Jones was not exactly as statuesque as the Diana from the comic books, but underwent an intense training regimen (that included swordfighting) in preparation for the role. The role of USAF fighter pilot and Wonder Woman’s traditional love interest, Steve Trevor, required an actor with charisma and alpha male qualities. Among the contenders were Brad Pitt and Matt Damon, but the role went to Matthew McConaughey whose Texas twang sold producers and Bigelow as well. Alfred Molina played the film’s central antagonist, Ares, and in a nod to the seventies television show, Lynda Carter returned to the franchise, this time playing Wonder Woman’s mother and Queen of the Amazons, Hippolyta.

    Carter’s role in the film was not the only instance of stunt casting in the film as Dana Delany reprises her role of Lois Lane is a scene where Diana meets the press upon arriving in Man’s World and even coins the name “Wonder Woman.” As a nod to the comics, Donna Troy (played by Kristin Kreuk) also makes a cameo early in the film. While many suspected that it was merely fanservice, Donna’s appearance was significant in that it foreshadowed Warner Bros. plans for the Teen Titans television series of which Troy would be an integral part of.

    Wonder Woman’s iconic “bikini” costume also ended up becoming a bone of contention among fans when WB released publicity photos of Zeta-Jones in her Wonder Woman uniform. Bigelow said in various interviews that she was striving to make the film stand out from its superhero contemporaries by emphasizing on the fantasy elements and thus wanted Diana’s uniform to reflect that. Hence while the Wonder Woman armour from the film resembled the costume from the comic books, Diana wore a leather skirt similar to Roman soldiers as well as plate armor on the shoulders and knees to give it a more practical look fitting of an Amazonian Warrior. While reaction from the comic fans was largely positive, purists contended that Bigelow sullied the classic uniform. However, their grumblings went ignored by the studio.

    The plot of the film closely mirrors that of 1987 reboot with a brief introduction of the Amazons and the birth of Diana narrated by Judi Dench. Most notable are the appearance of Demi Moore as the Goddess of Wisdom and Diana’s chief patron, Athena, and Nathan Fillion as Hermes who are among the gods and goddesses that bestow their gift on the newborn Diana. After the opening credits, the movie cuts to present day to a world that is teetering closer to war with conflict with a flashpoint being an unspecified location in the eastern Mediterranean where Bialyan fighters shoot down Colonel Steve Trevor’s fighter, but not before he ejects and washes up on the shores of Themyscira.

    His presence on the island causes a stir on the island, particularly with Diana who finds herself intrigued with Trevor as she had never seen a man before. While Hippolyta decrees that Trevor must leave the island once he recovers from his injuries, but the question is who will serve as his escort. Athena then informs the Amazons that the conflicts in “Patriarch’s World” are the result of Ares’ meddling in mortal affairs and tasks them to send a champion to put an end to his machinations. Diana immediately volunteers, but Hippolyta refuses and instead calls for a competition to determine who take the mantle. She bars Diana from the competition, but since the competitors wear masks, Hermes provides her with a disguise to participate.

    This portion of the film serves to display Diana’s prowess as a fighter and her divine gifts allow her to win the competition. Hippolyta reluctantly agrees to let Diana go and presents her with both the Aegis of Zeus and her iconic Lasso of Truth. Both become useful when Diana stops a plot to hold the UN Assembly hostage by Modoran terrorists, which earns the moniker of Wonder Woman. The film also shows its comedic side with Wonder Woman being a classic “fish out of water” story as she navigates through Patriarch’s world while either being oblivious to or resisting Steve Trevor’s advances.

    However, the plot grows more complicated when the film reveals that Trevor’s superior, General Darnell (played by Zeta-Jones’ future husband, Michael Douglas) is one of Ares’ pawns. It appears that with the end of the Cold War, the god’s power has waned thus he used some mortals’ lust for war to stoke conflicts across the world with World War III being his endgame. As such, Ares sends his sons Phobos and Deimos to destroy the recently-christened “Wonder Woman” before she can stop his plan. Darnell’s adjunct, Lieutenant Etta Candy (played by a then-unknown Melissa McCarthy) learns of Ares’ involvement and seeks out Col. Trevor and Wonder Woman to warn them of his plan, but ends up captured in the attempt though not before providing them with an important clue regarding the “Ares Project.”

    However, to go on an aside, while Candy’s role in the film itself is comparatively minor, Melissa McCarthy brought out an everywoman quality in the character due to her weight (the character had been overweight in the early Golden Age stories) and occasional clumsiness. The somewhat comedic nature is one of the reasons why General Darnell underestimated her. If there was one complaint about the film, it was that Darnell’s “General Ripper” tendencies and open misogyny made him appear more like a strawman than a fleshed out character. It does give contrast to Lt. Candy, who displays both resourcefulness and cunning in her escape from imprisonment.

    The second act slightly shifts focus to Steve Trevor and his conflicting feelings towards Diana. As established in his first scene, Trevor is an unapologetic womanizer who finds himself infatuated with the Amazon princess, but finds himself frustrated by her continual rebuffs. The fact that he is always “second best” to her as a soldier and warrior is equally frustrating. It is not that Trevor is incompetent, far from it. It is clear that he is out of his depth when faced with gods and monsters from myth and often requires rescue when modern weapons and tactics prove ineffective. However, towards the end of the film, Trevor discovers that he loves Diana for not only her beauty, but her strength and compassion as well.

    After Phobos and Deimos’ fall, Trevor and Diana surmise that the they can find more information on the Ares Project at the Pentagon. Using Trevor’s security clearance (and with Wonder Woman disguised as “Diana Prince” as a nod to her Pre-Crisis secret identity) they manage to get it, but get stonewalled when Trevor’s clearance isn’t high enough. However, Lt. Candy managed to escape and stole Darnell’s clearance. That is when they learn about Ares ultimate plan, to commandeer one of the United States’ nuclear bases to launch a nuclear strike against the other nuclear powers.

    Wonder Woman, along with Trevor and Candy in tow, confront Ares and his mind-controlled soldiers. While Diana battles Ares, Trevor and Candy attempt to stop Darnell who reveals that he is actually a willing participant in Ares’ plot. In a protected cat and mouse game, Trevor and Candy use a bit of genre-savviness to trick Darnell into ranting about the end of the Cold War, and how “peace is contrary to man’s nature. Trevor’s exchange with the General served as a distraction to position Darnell so Candy could shoot and incapacitate him. This grants the world from nuclear annihilation. When Trevor notices Diana struggling against the god of war, he rushes in to assist her.

    Ares’ power continues to grow as the world teeters closer to all-out war. He knocks her sword from Diana’s hand and strikes Diana down. Just as he is about to run his sword through her, Trevor rushes in between the two and Ares’ sword goes through him instead. In a well-shot, and well-acted scene we just a close-up of McConaughey’s eyes widen and his head jerk back in pain before he looks down to watch his blood drip from the tip of Ares’ blade. Trevor’s body slumps into Diana’s arms, and he uses his final breath to declare his love for Diana. Ares mocks his sacrifice, which causes her to attack and briefly overpower Ares in her fury. Tt is ultimately Steve’s declaration that moves Aphrodite and Athena to petition for Zeus’ (voiced by Christopher Lee) intervention in the battle. Zeus banishes Ares to Tartarus for his crimes. Despite her “victory” over Ares, a heartbroken Diana storms the gates of Hades to reclaim Steve Trevor’s soul. Despite her threats, the god of the Underworld (played by James Woods in another instance of stunt casting), Hades only agrees to release Trevor if she agrees to grant him a favour of his choosing at any time, which will play a role in the sequel Wonder Woman: Underworld Unleashed.

    After celebrations on Themyscira, Queen Hippolyta honours both Diana and Trevor, and declares an end to the Amazons isolation from Patriarch’s world. She names Diana Themyscira’s ambassador to the United Nations and Diana begins a relationship with Steve. The film ends with “it’s a bird” moment where Wonder Woman battles the Cheetah on the streets of Washington D.C. while onlookers gaze in complete awe.

    Warner Bros. had high expectations for Wonder Woman after the successes of Batman, Superman, and Green Lantern, but found themselves surprised by the Amazon’s success. Wonder Woman drew in more girls and young women than the aforementioned DC films, which combined with their usual male demographics pushed the film to outperform Green Lantern, but did not match Man of Tomorrow’s opening numbers. One possible explanation for Wonder Woman’s box office performance was cross-medium pollination where a generation of girls who grew up on video games branched out into other media to form a burgeoning “geek girl” culture. This did not go unnoticed by DC Comics and Warner Bros. as the latter commissioned a Wonder Woman animated series for its struggling Kids WB! Block.

    As for DC itself, eager to court more women as potential readers, the company started to aggressively promote Wonder Woman and other female superheroes. Female-centric titles like Birds of Prey received a boost while Black Canary received a promotion by headlining a title with love-interest Green Arrow in the renamed Green Arrow/Black Canary in addition to her role in the aforementioned Birds of Prey. Similarly, other female characters like Harley Quinn, Vixen and a reboot of Amethyst received their own titles to experiment and grow the fanbase in addition to cultivate female talent in the company’s ranks.

    Wonder Woman’s roots in fantasy helped distinguish it from its contemporaries and helps act as a precursor to the Harry Potter and Lord of the Rings film series’. However, what distinguished the film even more was that it began what would become a genre standard: the stinger. If one stayed to the end of the credits the film would treat you to scene of Ares’ imprisonment in Tartarus when the fall god of war hears a deafening “BOOM!” and he looks up to see a shadowed figure approach him. Though the character (voiced by Tony Todd) never identifies himself, the shape clearly matches that Darkseid from DC’s New Gods. He tells Ares that he has an offer for him, and the scene ends with Ares’ reply, “I’m listening.”

    News of this scene spread across the Internet like wildfire, prompting many fans to see the film again, which no doubt had an impact of the film box office gross. Many fans speculated that this was the official start of DC’s cinematic universe (separate from the comic book universe and animated universe, but part of its expanded multiverse) with a Justice League film on the horizon. DC and Warner Bros. were coy on the matter, but with speculation driving sales, Woman Woman was a harbinger of things to come.

    -Tales From The Superhero Wars, sequentialhistory.net, August 12, 2010
     
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