Massively Multiplayer: Gaming In The New Millennium

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Winter 2004 (Part 1) - An Angel Rings In The New Year
  • *Footage from Techno Angel: Salvation plays, showing Adriana in her exoskeleton hovering over a city as soldiers fire at her, she shields herself with an energy barrier before returning fire.*

    Sergeant: Don't let her escape!

    Adriana: *just leaps onto the roof of a tall building and begins running as a military helicopter fires at her, she rolls out of the way and forms a missile launcher to blast the helicopter out of the sky* I can't stop running... not now...not ever.

    *Adriana's one-time friend and now lead pursuer Samuel jumps down in front of her.*

    Samuel: Adriana, it's the end of the line. Come quietly or I'll be forced to-

    Adriana: *just leaps back up into the air*

    Samuel: ....

    Adriana: *flying away* I have too much left to do to let them catch me now...

    Narrator: This New Year's Eve, be the first to play the latest Xbox hit, Techno Angel: Salvation. Come to your nearest X-Zone location, where we'll have the full game ready to play on over 100 big screens. Join your friends for some multiplayer action, or experience the first part of Adriana's story in the game's campaign mode. Bring your memory card and save your file, then load it up when you purchase the game for yourself on January 19, 2004 and get a head start on the epic storyline.

    *More scenes from the game are shown, depicting both multiplayer mode and the single player mode with the game's dynamic HUD, which switches on the fly as the player changes weapons.*

    Narrator: And on the day of the game's release, come back to the X-Zone for the all new X-Zone Experience, The Hunt For Adriana. It's an all new interactive game where you'll team up with other players on a top secret mission to hunt down the world's most wanted fugitive and recover the stolen Omniscient exosuit. The Hunt For Adriana will be featured at select X-Zone locations, including our newest locations in Charlotte and Atlanta. *a message is displayed on the screen that reads "Call your local X-Zone location for availability."*

    *One more scene from the game is shown, depicting Adriana in a fight against a massive tank along with dozens of heavily armed soldiers.*

    Narrator: Be the first to play Techno Angel: Salvation on New Year's Eve. Buy Techno Angel: Salvation and experience The Hunt For Adriana on January 19th.

    Microsoft X-Zone: Where the Power of X becomes reality.

    -from a nationwide commercial promoting Microsoft's X-Zone arcades and Techno Angel: Salvation which aired during the month of December 2003

    -

    Techno Angel: Salvation

    Techno Angel: Salvation is an FPS developed by Microsoft exclusively for the Xbox. It's the sequel to 2002's blockbuster hit Techno Angel, taking place a year after the original game. It features much the same gameplay as the original title, which plays somewhat like a first-person Oni or Gunvalkyrie, with elements from Call Of Duty and OTL Halo. The main feature of the game is its complex heads-up display, which gives the player a massive amount of useful combat information, including enemy status and environmental features. In Salvation, this HUD becomes even more useful with the addition of more dynamic elements that allow it to become more situational depending on Adriana's current weapon and item loadout. Think of it sort of like the system in OTL Overwatch, only with considerably more variance. Adriana's mobile exoskeleton, the Omniscient, along with many of her weapons, can now be modded and upgraded, providing improvements to the HUD such as improved aiming reticles and more enemy information, including when the best times to strike an enemy will be. The Omniscient's capabilities remain largely the same, giving Adriana the ability to run, jump, hover, and even fly. The progression of the campaign mode has changed quite a bit from the original game as well: whereas Techno Angel featured a linear level progression, Salvation's level progression features a branching level tree. Adriana can choose from several missions to engage in as she travels around the world rescuing and defending people. Players will have the opportunity to take on easier missions or harder ones, depending on personal preference. Depending on when Adriana takes on a mission, it may or may not be more difficult: before a mission is selected, the screen will tell the player whether or not there are enemy soldiers present, as mercenary soldiers and United States army special forces units will be pursuing Adriana as she completes her missions. Each mission will award the player a certain number of Salvation Points, these points essentially serve as "plot coupons" that allow Adriana to progress through the game. More difficult missions will advance the story more, though sometimes, the player can choose between a mission that might give Adriana more rewards and a mission that will give less rewards but more Salvation Points. Some missions become locked out if Adriana doesn't pick them within a certain amount of time, though other side missions might be available throughout the course of the game. The game also features an improved multiplayer mode, which was worked on mostly late in development, based on complaints about the original game's multiplayer. It features a large number of arenas for players to do battle in, and a greater amount of modes and customization, addressing complaints about the simplicity of the first game's multiplayer. Because Salvation began development even before the release of the original game, it doesn't feature very much in the way of graphical improvement over the original. Despite this, it's still one of the better looking games on the Xbox at the time of its release. Jennie Kwan and Nathan Fillion both return to reprise their roles as Adriana and Samuel respectively, while other major voice actors who appear in the game include Mark Meer and Terry Crews.

    Techno Angel: Salvation takes place in 2048, one year after the original game. Adriana has fully embraced her role as the Techno Angel, using her mobile exoskeleton, the Omniscient, to protect and save people all over the world. Despite her heroic new role, she has become more cynical and jaded, both from seeing the worst that humanity has to offer and from the hundreds of people she's had to kill to protect the innocent. Her personality change can be somewhat attributed to the onset of PTSD, which is addressed a number of times during the story. At the same time that Adriana is performing her heroics, the increasingly imperial and belligerent United States military is attempting to capture Adriana and reclaim the Omniscient suit. The elite military unit sent to retrieve the suit is led by Adriana's former friend, Colonel Samuel McClane. While McClane believes in Adriana and doesn't want to see her hurt, he's still a loyal soldier, and has sworn an oath to hunt Adriana down. As the game begins, Adriana performs a number of humanitarian missions. While she does mostly good, not all the people helping her are good themselves. She's assisted by a morally dubious black hat hacker named Switch (played by Mark Meer), who seeks to create chaos and whose vices are barely reigned in by Adriana. Adriana also makes a powerful enemy in an African warlord named Becque (played by Terry Crews), another AWOL United States soldier who draws parallels between himself and Adriana (and Adriana becomes increasingly uneasy when she realizes how many similarities the two of them have). While this is going on, Adriana repeatedly clashes with the US military, including with Samuel, who wants Adriana to return to the military under her own auspices and fight alongside them. The life of a fugitive and killer soldier is seen to be wearing on Adriana, and she also still harbors a love for Samuel. These factors both weigh heavily on her as she continues to perform her missions and evade the military. She eventually engages in a climactic showdown with Becque, in which, after killing him, she saves Samuel's life. She has a chance to kill Samuel, but spares him instead. Late in the game, Adriana learns that the military is about to perform a coup d'etat against the American government. She attempts to stop it, with Switch's help, but despite saving the life of the designated survivor (the Secretary of the Interior, a woman named Kara Zehler who plays a significantly larger role in the next game of the series), she is unable to prevent the decapitation of the government during the coup, or her own capture. Framed and set up to be executed for the military's actions, Adriana is about to be killed when she is saved by Samuel, now piloting the Omniscient. He relinquishes it back to her, and in the game's final mission, Adriana escorts both Samuel and the designated survivor to safety through a furious military assault, during which it's revealed that the military has finally begun to mass produce their own exoskeletons similar to Adriana's. Unlike the original Techno Angel, which had three endings, Salvation has only one: Adriana's actions have kept the civilian resistance to the military coup alive, but it's clear now that the events that have transpired are just the beginning of a second Civil War...and Adriana, despite confirming her love for Samuel and becoming the hero of the resistance, is more deeply emotionally traumatized than ever.

    Techno Angel: Salvation, despite its relatively rushed development, is still an excellent game that lives up to its considerable hype. The improved single player and multiplayer gameplay are both noted by reviewers, and the game receives outstanding review scores (though not quite as good as the original game's scores, mostly due to the fact that it's not considered as innovative as the original). Sales for the game are excellent as well, with its release in January helping to break up the typical post-holiday doldrums (at least for the Xbox). The plot is received well, though people are a bit critical of Adriana's occasional timidness and the need for her rescue toward the end of the game. However, the realistic depiction of PTSD gets a good amount of praise. Adriana's personality in the game is somewhat like Samus' in OTL Metroid: Other M, however, since Adriana was never really a "badass" to begin with (she started out as a fairly meek and timid scientist before being chosen to pilot the omniscient), it's received with much less controversy. According to one reviewer, Adriana's personality in Salvation can be seen as a critique of "badass" characters: she spends much of the first half of the game putting up a badass front, only for her true personality to emerge when she's repeatedly confronted with emotionally overwhelming situations, her attempt to portray herself as being tougher than she really is ultimately leads to her emotional dysfunction toward the end of the game. Ultimately, the success of Techno Angel: Salvation, 2004's first majorly hyped game, is seen as a promising sign for the year to come.

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    Techno Angel Leads Xbox To Soft Post-Holiday Landing

    While Nintendo's Wave saw a steep drop-off in sales from December to January, Microsoft's Xbox saw only a 29% month-to-month drop from the busy holiday season. This is in large part due to excellent sales for its newest FPS hit, Techno Angel: Salvation. Released on January 19th, the game sold more than half a million copies in its first week of release and propelled the Xbox itself to a January victory in North America over the Wave, its first such month since the Wave's release in March 2003. While Wave worldwide sales still topped sales of the Xbox, it was extremely close, with only 23,000 total units separating first from second in worldwide sales during the month of January.

    Microsoft interactive director Larry Probst specifically praised Techno Angel: Salvation for the Xbox's success. In a recent statement to the gaming press, he said: "Techno Angel has been one of our most successful original franchises, and we were extremely pleased to hear of the sequel's success. It's pushed the Xbox to one of its most successful months to date, and I'm expecting that momentum to continue with the other great games we have yet to release this year."

    Probst went on to mention games such as Star Wars: Knights Of The Old Republic, the highly anticipated Star Wars RPG set to release next month. He also mentioned the success of Xbox Live, which continues to add new subscribers every week and remains the most popular online service of the three major home console companies.

    -from an article on Gamespot.com, posted February 8, 2004
     
    2004 - Grammy/Oscar Recap
  • 2004 Grammy Nominees: (winners in bold)

    Best New Artist-

    Courtnee Draper
    Evanescence
    Fat Wallace
    Fountains Of Wayne
    Sean Paul

    (Notes: As IOTL, Evanescence takes this award, with Amy Lee's powerful vocals impressing the music industry and winning the band a major legion of fans. Fat Wallace and Sean Paul somewhat split the vote between them, though it likely wouldn't have mattered. Fountains of Wayne, just like OTL, gets nominated thanks to the success of their song “Stacy's Mom”, which may or may not end up a one hit wonder. And then there's Courtnee Draper, who's known to gamers IOTL as the voice of Elizabeth in Bioshock Infinite. Here, she parlays her brief stint of fame as a Disney Channel actress into a pop album that's surprisingly well received, somewhat filling Michelle Branch's OTL niche. She still continues acting, but the success of her debut album makes her mostly a music singer ITTL.)

    Song Of The Year-

    “Beautiful” by Christina Aguilera
    “Dance With My Father” by Richard Marx and Luther Vandross
    Neverland” by Ashanti
    “Shoulder To Cry On” by Whitney Houston
    “Soul In Flames” by Julieta Venegas

    (Notes: The OTL winner Richard Marx loses here to Ashanti in what's considered a mild upset. Whitney Houston's comeback album earns her several nominations, but she'll go home empty handed.)

    Record Of The Year-

    “Clocks” by Coldplay
    Hey Ya!” by Outkast
    “Soul In Flames” by Julieta Venegas
    “That's The Way (Ay Ay)” by Destiny's Child
    “Villain” by Gorillaz

    (Notes: IOTL, Coldplay beat Outkast. ITTL, Outkast's “Hey Ya!” has a slightly better critical reception due to it standing out even more in the music world thanks to the somewhat lessened success of southern hip-hop. This is seen as a strong category, with all five songs seen as having a chance at the award. The fact that Clocks lost even with the vote somewhat split between Outkast and Gorillaz is a testament to how well received the song was.)

    Album Of The Year-

    Captured by Julieta Venegas
    Fallen by Evanescence
    I'm Still Here by Whitney Houston
    Speakerboxxx/The Love Below by Outkast
    Power Of Three by Destiny's Child

    (Notes: And for the second straight year, the OTL winner is also the TTL winner. Outkast's groundbreaking album would make even more of a splash ITTL, and they likely run away with this award. At one point, Julieta Venegas was seen as the frontrunner, her loss is seen as somewhat of a “jump the shark” moment for the Latin pop boom. The delayed hiphop boom is finally surging forward, with Outkast leading the way. And I'll just go ahead and confirm: ITTL, Beyonce doesn't hook up with Jay-Z.)

    -

    2004 Oscar Nominees: (winners in bold)

    Best Picture-


    Black Tuesday
    House Of Sand And Fog
    The Lord Of The Rings: The Return Of The King
    Lost In Translation
    West Side Story


    (Notes: While the 2004 Academy Awards are still seen as a “coronation” of sorts for Return of The King, this is MUCH closer than it likely was IOTL. Lost In Translation very nearly would steal both Best Picture and Best Director, especially since Academy voters were somewhat reluctant to give Best Picture to a fantasy film for two straight years. In the end, though, Return Of The King is still the king, winning a slew of awards, including a Best Original Score Oscar for Jeremy Soule.)

    Best Director-

    Fernando Meirelles for City Of God
    Peter Jackson for The Lord Of The Rings: The Return Of The King
    Robert Redford for Kingmaker
    Sam Mendes for Black Tuesday
    Sofia Coppola for Lost In Translation

    (Notes: And Return Of The King wins this one too. Of note: Kingmaker is seen as perhaps the best directorial job of Redford's career. It's a film about a political wizard whose morals eventually come into conflict with his job, and is seen as one of the year's best films, though not quite enough to be a Best Picture nominee. Black Tuesday is a historical drama about a stockbroker played by Leonardo DiCaprio who loses it all in the 1929 stock market crash and contemplates suicide. It's also seen as one of the year's best films and nearly wins DiCaprio an Oscar.)

    Best Actor-

    Ben Kingsley for House Of Sand And Fog
    Bill Murray for Lost In Translation
    Jamie Foxx for West Side Story
    Leonardo DiCaprio for Black Tuesday
    Russell Crowe for Gothika

    (Notes: Bill Murray wins it ITTL thanks to the slightly better critical reception for Lost In Translation and a weaker category overall. Kingsley and DiCaprio give him a run for his money, but Murray was the frontrunner from the beginning and wins his Oscar here.)

    Best Actress-

    Beyonce Knowles for West Side Story
    Charlize Theron for Monster
    Helen Reddy for Room 160
    Kim Basinger for When I Wasn't There
    Lindsay Felton for Liquid

    (Notes: Charlize Theron gives the same stunning performance as serial killer Aileen Wuornos as she did IOTL, but is beaten out by an incredible performance from Kim Basinger as the matriarch of a broken family in When I Wasn't There, with the two essentially trading awards all season. In the just happy to be there category: Beyonce as Maria in West Side Story, a surprising out of left field comeback performance for Helen Reddy in Room 160, a dramedy about an elderly woman who wins a fortune in Las Vegas, and Lindsay Felton, fresh off Nickelodeon drama Caitlin's Way, in a visceral performance as a meth addict in Liquid, a film that would win her an MTV Movie Award for Best Actress, but no Oscar.)

    Best Supporting Actor-

    Alec Baldwin for The Cooler
    Danny DeVito for The Court Reporter
    Jack Nicholson for The Tenant
    Mykelti Williamson for Action
    Phellipe Haagensen for City Of God

    (Notes: Alec Baldwin wins in a role he received only a nomination for IOTL. He beats out Danny DeVito's turn as a mob boss in The Court Reporter, Jack Nicholson's greedy landlord character in The Tenant, and Mykelti Williamson's heartwrenching performance as a store worker who receives a crippling injury and joins a class-action lawsuit against the company in Action.)

    Best Supporting Actress-

    Aaliyah for Fadeaway
    January Jones for Black Tuesday
    Meryl Streep for Anathema
    Shohreh Aghdashloo for House Of Sand And Fog
    Sophie Marceau for Against Hope

    (Notes: Perhaps the night's biggest upset, Shohreh Aghdashloo beats Meryl Streep, becoming the third OTL loser to win an Oscar ITTL. Streep's performance in Anathema, as the head of a convent where nuns are secretly being pimped out, was an excellent performance but not a standout for Streep. Pop star Aaliyah was a surprise nomination for her role in Fadeaway, as the girlfriend of a prospective basketball player, and she, like many others at the Oscars that night, was just happy to be there. Sophie Marceau was seen as a stealth contender for her role in Against Hope as a fighter in the French resistance during World War II, but it was Aghdashloo who took home the Oscar in a strong field of contenders.)
     
    NFL: 2003-04 Recap
  • The 2003 NFL season featured a number of intriguing stories as numerous stars emerged. While much of the usual cream of the crop stayed at the top, several surprise teams emerged to make things interesting as the season progressed.

    In the AFC, Tom Brady and the Indianapolis Colts were the top dogs. Brady scored a total of 46 touchdowns, with 15 of them to rookie Dallas Clark, who had one of the best seasons ever for a tight end. The New England Patriots, led by Donovan McNabb and a staunch defense, finished second, while the Browns and Steelers once again clashed in a tight AFC North race that saw both teams finish with a 10-6 record and the Steelers win the tiebreaker by division record.

    The major surprise story in the NFC was the Tampa Bay Buccaneers, who started with a 10-0 record thanks to the outstanding play of Patrick Ramsey, who bounced back from a terrible rookie campaign to have an amazing sophomore season. While the Bucs would slump toward the end of the season (causing them to finish 13-3 and lose the division title to the 14-2 Saints), Ramsey still won the league's MVP award. The defending champion Washington Redskins found themselves hampered by injuries and slumping. Ultimately, they'd end up in a desperate race with fellow NFC East team the New York Giants (who were surging due to a great rookie campaign from running back Willis McGahee) for the final playoff spot, and would be eliminated in the last week of the season.

    NFL Playoffs 2003-04:

    Wild Card Round

    (3) Pittsburgh Steelers: 37, (6) Miami Dolphins: 17

    The Miami Dolphins made major steps forward during the 2003 season, but Pittsburgh remained one of the league's best teams. Veteran QB Kordell Stewart had one of his best games of the year, and the Steelers were able to win without much trouble.

    (4) San Diego Chargers: 20, (5) Cleveland Browns: 19

    The Chargers surged to the AFC West title with a 10-6 record, giving them home field advantage in their wild card round game. While the Browns were expected to build on their 2002 success thanks to the play of Michael Vick, they stumbled somewhat due to inconsistent play. They played well at the start of this game, taking an early 13 to 3 lead, but the crowd willed the Chargers back into it, and they would go on to win by a point.

    (6) New York Giants: 20, (3) St. Louis Rams: 7

    The Rams didn't have much of an answer for the Giants' explosive running attack, and though they managed to keep the game from being a total blowout thanks to forcing three turnovers, they couldn't take advantage of those turnovers and the Giants would advance to the divisional round.

    (5) Tampa Bay Buccaneers: 24, (4) Green Bay Packers: 21

    In a showdown between cagey veteran Brett Favre and dynamic sophomore Patrick Ramsey, it was the young gun who came out on top thanks to a staunch effort from the Bucs' defense. It was believed that the Bucs would ditch head coach Tony Dungy after their rough 2002 campaign, but they stuck with him, and he shared an emotional moment with his quarterback in the locker room after the game.

    Divisional Round

    (1) Indianapolis Colts: 24, (4) San Diego Chargers: 14

    The Chargers put up a valiant effort, but the Colts' defense, led by Julius Peppers, rose to the occasion, stopping two late Chargers drives into Colts territory. Brady had a fairly average game, with two touchdowns and two interceptions. The Colts would advance to the AFC title game for the second straight year.

    (2) New England Patriots: 6, (3) Pittsburgh Steelers: 3

    The Patriots-Steelers rivalry continues, with the Patriots getting revenge for the previous year's AFC Championship loss. Despite the close score, the game was somewhat of a mess, with lots of turnovers and sloppy play. Bill Belichick's defense held the Steelers to 152 total yards, while the Steelers forced four Patriots turnovers, including three interceptions that briefly led to Donovan McNabb being benched. The Patriots won, but it was a very ugly win.

    (1) New Orleans Saints: 42, (6) New York Giants: 7

    The Giants' Cinderella run ended in embarrassing fashion for the New York Giants, as the Saints win yet another crushing playoff victory. Peyton Manning had a 5 touchdown, 391 yard party, and this was over early in the second quarter when the Saints went up 21-0 and didn't look back.

    (5) Tampa Bay Buccaneers: 15, (2) Philadelphia Eagles: 13

    The Eagles lost another playoff heartbreaker, with the Buccaneers winning by two. The difference was a safety in the second quarter, scored after the Eagles were pinned at their own 2-yard line by an outstanding punt. The game was mostly a back and forth affair, and though Tim Couch played a fairly mediocre game, he wasn't seen as the goat like he was in the Eagles' 2002 wild card round loss. The Buccaneers actually came into this game with the better record, 13-3 to the Eagles' 12-4, and were a 1 ½ point favorite to win in Vegas.

    Conference Championships

    (1) Indianapolis Colts: 31, (2) New England Patriots: 10

    The Colts had no problem beating the Patriots in the Dome, thanks to Tom Brady's outstanding performance, with a touchdown thrown to each of his three main weapons: Harrison, Moss, and Clark. The Patriots couldn't get anything going on offense, with Donovan McNabb sacked five times, thrice by Julius Peppers.

    (1) New Orleans Saints: 21, (5) Tampa Bay Buccaneers: 16

    In this clash of division rivals, it was back and forth all the way. The Saints jumped out to a 7-0 lead, the Buccaneers put together three drives into Saints' territory which resulted in three field goals to take the lead, 9-7, early in the second half, the Saints scored a pair of touchdowns to go up 21-9, and then the Buccaneers fiercely rallied in the fourth quarter, putting together one epic touchdown drive and nearly putting together a second before the Saints intercepted a deep Patrick Ramsey pass to seal the deal. Peyton Manning and the Saints would meet Tom Brady's Colts in the Super Bowl.

    Super Bowl XXXVIII:

    Indianapolis Colts: 26, New Orleans Saints: 19

    Super Bowl XXXVIII, which was played in Seattle, would prove much more entertaining than the previous year's blowout, with Manning and Brady playing a relatively close game. The Colts were somewhat in control throughout, as the Saints could never get into a good rhythm due to injuries sustained by their offensive line leading to multiple sacks on Manning. At numerous points during the game, Manning seemed visibly frustrated during plays when the pocket collapsed on him. This would lead to some FCC controversy after Manning could clearly be heard yelling “FUCK!” on the live broadcast during a play in the middle of the third quarter which saw Julius Peppers charge right through a massive hole in the Saints' line and chase Manning through the backfield for several seconds. Though the FCC got a few complaints, the obscenity was ruled to be “justified in the heat of an intense football play” and CBS got off clear. The halftime show, a Nirvana reunion featuring several of their biggest hits including “Smells Like Teen Spirit”, “Breed”, and “Way No Way”, was initially a cause for concern, but the band behaved themselves and ultimately turned in one of the most well received halftime performances in Super Bowl history. The national anthem was performed by rising musical star Courtnee Draper, and also received positive reviews.

    2004 NFL Draft

    The 2004 NFL Draft was thought to be one of the most stacked in NFL history, featuring a number of promising QB prospects as well as players at other important skill positions. The big prize was thought to be Eli Manning, younger brother of Peyton Manning, and the Chicago Bears were sitting pretty with the top pick and a chance to grab Manning. However, the Denver Broncos, who held the 12th pick, also wanted Manning, and were willing to trade a massive bounty of picks and players for a chance to pick him. Manning himself wanted to go to the Bears, and would memorably hold out for a huge rookie contract from the Broncos, who picked him at #1 despite his objections. The Atlanta Falcons grabbed Philip Rivers with the second pick. Standout wide receiver Larry Fitzgerald was grabbed by the Tennessee Titans with the third pick, which left the Houston Texans, who had pick #4, with a dilemma. Ryan Leaf, who they picked up in a trade with Tampa Bay, had been a disappointment. They wanted Ben Roethlisberger, but they also desperately needed Robert Gallery to shore up their pitiful offensive line (which had infamously gotten Carson Palmer paralyzed for life). They decided to pick up Gallery. Roethlisberger ended up falling to the Bears at #12, who not only got the quarterback they needed, but a ton of picks from the Broncos, which they would use to great effect, scoring players such as Bob Sanders and Jerricho Cotchery with the extra picks. Sanders would contribute to what would become one of the league's most hard hitting defenses, and Cotchery would form one of the league's best QB-WR combinations with Roethlisberger for the rest of the decade.
     
    Winter 2004 (Part 2) - Platformer Evolution
  • Magicka Universe

    Magicka Universe is the third installment of Ubisoft's Welcome To Magicka series, an action/adventure/platforming series that has performed quite well for the company (the original game sold 1.66 million copies, while the sequel, Magicka 2, sold 2.41 million). Magicka Universe brings the series to the Wave, making it the first game designed exclusively for a sixth-generation console (Magicka 2 was ported to the Katana but was designed as an Ultra Nintendo game). It largely continues the series' adventuring gameplay, with characters traversing a series of diverse environments, all the while solving puzzles, battling enemies, and learning new spells to enhance their character. However, the game mixes things up by introducing numerous other genres of gameplay. There are segments with first/third person shooting gameplay, a JRPG-like segment, a Zelda-like segment, a racing minigame, an Aerio-like flying sequence, and an XCOM-like tactical sequence, among others. In addition, there's a collectible card game that plays a heavy role in the game's main storyline, though the game is more simplistic than most popular real life TCGs. Magicka Universe takes place in a hub world that links to ten different magical realms, each with a different magical motif. In addition to the Fire/Ice/Lightning/Wind/Light/Darkness/Time/Gravity realms returning from Magicka 2, there are two new realms: Rock and Moon. As the player accomplishes more tasks, more of these magical realms open up to them. These realms tend to be somewhat smaller than the realms featured in Magicka 2, though the genre shifts and gameplay variety pad this out somewhat. Magicka Universe's gameplay is more staggered than the open world style of Magicka 2, players face a series of challenges rather than discovering them through exploration. There are four main characters in Magicka 2. In addition to the returning Garry (from the original Welcome to Magicka) and Elise (from Magicka 2), there are two new characters: an anthropomorphic cat named Whisker and a nerdy boy named Thomas. Challenges are split up between the four main characters, with each character assigned a specific set of challenges in each world that corresponds with their various skills. The plot of the game involves magic gradually disappearing from all the realms, and the four main characters being summoned by their teachers to unite and restore magic by gathering the lost spells. It's learned that a great and evil force called the Singularity is causing all the magic to disappear, and the four heroes, after restoring magic to the ten lost realms, must come together and defeat the being at the core of the Singularity if they are to restore magic and save the multiverse.

    Magicka Universe is the second majorly hyped game of 2004, following Techno Angel: Salvation. It's released exclusively for the Nintendo Wave on January 26, 2004. The reason for the exclusivity is that Ubisoft believed that the Wave's technical capabilities made the game easier to design, and also as a sort of "quid pro quo" for the exclusivity of Tom Clancy's Rendition on the Xbox. Initial sales for Magicka Universe are quite good, and the game would ultimately be a financial success for the company, though sales dip somewhat from Magicka 2. Reviews are also quite good, though not up to the level of the previous two games. Reviewers are somewhat taken aback by the genre shifts, and some view the game to be a bit of a mess. They also don't like the fact that players are required to use a certain character for each task in the game, and aren't allowed to try out certain missions with more than one character. Despite the somewhat mixed critical response, overall fan reception to the game is favorable, and the Magicka series remains a premiere series for Ubisoft.

    -

    Shade 'n Myco

    Shade 'n Myco is a horror-themed platformer game, released for the Xbox and the Wave on January 26, 2004, the same day as Welcome to Magicka. It's a 3-D platformer, but with certain segments utilizing a 2-D gameplay style (typically, environments that take place inside something have 2-D, while environments outdoors have 3-D). The titular protagonists are Shade, a creature made of shadows that can change form, and Myco, an anthromorphic fungus with a deathcap mushroom for a head. Shade is typically in humanoid form but he can assume all kinds of shapes depending on the situation. While Shade speaks (voiced by Jason Marsden, who gives a somewhat sarcastic performance), Myco is silent with the exception of occasional growling or screeching noises. Myco can shoot vines at enemies or shoot spores which have the potential to infect enemies (think of Myco as a hybrid of Groot from Guardians of the Galaxy and a Last Of Us Clicker). Typically, the player controls Shade and gives commands to Myco, but the player has the option of controlling Myco (if Myco is being controlled, Shade will act independently, though his AI is usually quite good). Gameplay consists largely of typical platforming, with jumping and rudimentary combat. Shade can extend his arms to strike enemies from a distance, and can also change forms depending on how much Shadow Energy he currently has (more Shadow Energy means more powerful forms). Myco can fight enemies as well, using brute force or his spores to inflict damage. Puzzles mostly consist of jumping and environmental puzzles where the player must use Shade and Myco's abilities in tandem to get by. Enemies range from friendly pixies and forest creatures to powerful, frightening enemies that range from giant animals such as lions and spiders to eldritch horror creatures (most of these are bosses). The game's tone is very dark and cynical. It's a Teen rated game (and arguably a hard Teen rating at that, with a considerable amount of blood and violence). Most of its environments are very gloomy, the game's soundtrack (composed by Bruce Broughton) is quite haunting, and overall, this definitely isn't your mama's 3-D platformer. Despite the gritty mood and dark atmosphere, the game's advertising is very subdued and doesn't try to flaunt its mature content, it simply lets the haunting images in ads speak for themselves. The plot of the game involves Myco, a cursed creature, being exiled from his forest home by a band of very haughty pixies, led by Noara, the pixie queen. At the same time, Shade is attempting to snuff out the pixies' light crystals in order to have more territory to spread his darkness. He meets up with Myco and after a harrowing escape from a giant boar, the two decide to get revenge on the pixies. This quest for revenge is interrupted when the two accidentally rouse an eldritch creature, Psychadeka, from its ancient slumber. The pixies attempt to form a tentative alliance with Shade and Myco to combat this creature, but Noara refuses and ultimately is eaten alive by Psychadeka while conjuring a spell to finish off an injured Myco. The remainder of the game sees Psychadeka waking up more abominations and spreading its evil to other worlds. Shade and Myco become reluctant heroes, protecting existence from the creature they woke up. In the end, the two save the world (or at least what's left of it), and decide to maintain their friendship to see what other mysterious beasts they can find and defeat.

    Shade 'n Myco is not hugely hyped in advertising, but there is a quiet buzz for the game from both game publications and the internet community, due to its haunting advertisements and favorable previews. It ultimately launches to good reviews (not QUITE as good as the reviews for Magicka Universe, but on average, a fraction of a point below, which is impressive considering the profile of both games). Sales, while not blockbuster level, are still enough that the game is considered a success. It would sell about equally well on the Wave and the Xbox, with little difference graphics-wise between the two console versions.

    -

    Alex Stansfield: Shade 'n Myco is a flawed game, the controls take some time to get used to and some of the puzzles are a little rough, but it's innovative in a lot of ways and I like what it tried to be.

    Victor Lucas: You know, I gotta disagree with you Alex, I thought it was a great game, minimal flaws, I think it's one of the best platforming games in a long time.

    Alex: For me, it's a frustrating experience. The camera needs some work, which is a real shame considering how great the graphics are.

    Victor: I didn't think it was much of a problem. And we also disagreed on one of the game's villains, though we won't go into much detail because it's a big spoiler.

    Alex: Let's just say I liked the first villain way more than I liked the second villain.

    Victor: I loved the second villain.

    *Alex and Victor's scores appear on the screen, Alex's 7.0 in a red circle and Victor's 9.0 in a yellow circle.*

    + INCREDIBLE SETTING
    + GREAT MUSIC
    + INNOVATIVE PUZZLES

    - OCCASIONALLY FRUSTRATING CONTROLS
    - FUNKY CAMERA
    - NO TWO PLAYER

    Victor: On the positive side, the dark and gloomy setting is amazing, and you'll love discovering what the creators come up with next. The music, scored by a freaking Oscar winner in Bruce Broughton, is amazing. And the puzzles are really creative and move along quickly.

    Alex: And on the negative side, the controls can definitely be a bit of a chore to deal with, especially when you're also fighting the game's camera. And we both agreed that this really should've had some kind of two player co-op mode, since we would've liked to have been able to control Shade while also controlling Myco.

    -from the February 2, 2004 episode of G4's Judgment Day

    -

    "And we can definitely understand why some players are becoming bored with typical platformers as we imagine them," Cerny added, noting that games such as Dog Dash 5 were not given a very favorable reception by players or reviewers. "With the new consoles and the new technology, we're always looking for a new way to entertain players, and that's going to require more than just a graphical upgrade. With the transition from the SNES-CD to the Ultra Nintendo, we were able to change things sufficiently simply by going from 2-D to 3-D. Now with the sixth generation, the transformation has to come from a gameplay mechanics perspective, with more complex gameplay that cuts across different genres."

    One of the biggest challenges of this latest generational transition has been in keeping gameplay fresh and new. The somewhat muted reception to last year's Squad Four: Upheaval, which was highly praised but missed out on many of the end-game awards won by its predecessor, Rebellion, showed Nintendo that it may be time to rethink the typical platformer formula.

    "So with Dog Dash, we're probably going to need to go back to the drawing board on that one. We need to look for opportunities to keep the game itself familiar for fans, while truly transforming it for both old and new players. For our new Tales Of The Seven Seas game, Hoist The Colors, we're going to be transforming that series as well."

    Though not thought of as a platforming series, Tales Of The Seven Seas has included platforming elements throughout its three games, and when Hoist the Colors was announced at the recent MTV Video Game Awards, it was revealed that the series was going back to its seafaring roots, making sea exploration a major part of the gameplay, with pirate raids and island treasure hunts sprinkled amongst the game's main plot quests. The reveal was a very positive one, and Cerny expects the game to become one of the most anticipated titles of the year.

    "We're going back and looking at all of our franchises to see which ones could use a facelift. We're focused more on gameplay innovation than graphical innovation in this generation. The Wave can do a lot of our heavy lifting, which takes a lot of the burden off of us from a design perspective."

    Nintendo has forged much of its success off of platformers, the Mario series in particular. Though the company is expected to release a new game in the series by the end of the year, few details have been released so far, and it's expected that Nintendo will remain tight-lipped about their new Mario until E3 in May. Whether or not the company takes Naughty Dog's innovative approach with their new Mario game, or stick close to the classic Mario gameplay that's made the series one of the most successful in history has yet to be seen. Of course, Mario isn't the only beloved platforming series seeing a release this year. Apple's Sonic Rover is one of the year's most anticipated games, and the company is promising a huge departure from the gameplay of previous Sonic adventures, with a more fast-paced, puzzle-like approach that's being compared to the Super Monkey Ball franchise.

    -from the online exclusive GameInformer article "A New Approach: How This Generation's Platformers Are Changing The Game", posted on February 27, 2004
     
    Winter 2004 (Part 3) - Afraid Of Dead Carnage
  • Afraid

    Afraid is a horror title produced and developed by Activision. The gameplay is similar to that of many third person shooter titles on the market, though as typical of the genre, there isn't much in the way of bullets or enemies to use those bullets on. Instead, much of the gameplay revolves around exploration and puzzle solving, where the player must unravel a mystery while dealing with the numerous terrifying occurrences they come across. Afraid's protagonist is a man named Trent Whitman. Trent is in his early 20s, and is an urban explorer, who wanders through old, abandoned buildings, primarily in search of valuables left behind. After learning of a massive stash of money left behind by the previous tenants of an old apartment building, Trent decides to make his way to the building to find the treasure. However, once he arrives, he's immediately besieged by visions of terror, including murders and violent acts which supposedly took place there. When Trent tries to leave, the building partially collapses, trapping him with the tormented souls still inhabiting the building. The only way he'll make it out is by traveling up to the roof, but in order to do that he must navigate through 12 floors of sheer terror, scavenging whatever weapons he can find and discovering the building's secrets, including the fact that he may not be alone. He eventually discovers a pale, blind, sickly young woman named Leni who was abandoned in the building as a little girl and hasn't ventured outside in 12 years. Leni is Trent's key to learning exactly what's happening him as he wanders the halls of the building, in which his terrifying visions are coming to life before his eyes. Leni isn't entirely innocent: indeed, at one point she becomes the most dangerous living thing in the building. However, once Trent escapes her and finds a way to purge the evil from her mind, he heals her of her torment and restores her to sanity. He must then protect Leni as he finishes his journey to the roof. After defeating one last horrifying ordeal, Trent and Leni emerge on the roof of the building. As the sunlight hits Leni's eyes, she opens them and realizes that her vision is restored as she looks out across the sky. The two escape using the fire escape just as the building completely collapses. As Trent and Leni say their goodbyes, there's one final twist: a part of the evil in the building has followed Trent home, and we see that Trent has become a psychopathic killer, which will eventually cause the apartment where he lives to become as haunted as the one he just escaped from.

    Afraid got a lot of hype prior to its release, due to being Activision's first really major survival horror game. Reviews are generally favorable, though there's a lot of criticism toward the level of gore in the game, which verges on being over the top. Still, the psychological horror and tense gameplay get a fair amount of praise, and it sells well when its released on February 9, 2004, exclusively for the Nintendo Wave.

    -

    The Dead Must Die

    The Dead Must Die is a horror/action title set in a rural town in western Massachusetts. The town is undergoing an invasion of the undead, not just zombies, but ghouls, ghosts, wraiths, and even mummies, which are brutally killing the residents of the town. Into all the chaos rides Father Magnum, an exorcist with an arsenal of holy weapons at his disposal. As implied by the title and by the somewhat over the top premise, The Dead Must Die is a bit more tongue in cheek than most horror games. It's played for laughs, though Father Magnum himself is a somewhat serious character who sees killing the undead as his sacred duty. The game plays like a third person shooter/hack and slash hybrid, where Magnum can collect combos and power-ups as his carves his way through his undead foes. Magnum is voiced by Christopher Lloyd in what is considered to be a very good performance, with the rest of the cast rounded out by typical voice acting figures like John DiMaggio and Nika Futterman. Reviews are quite good, and the game ends up with somewhat of a cult following due to its gameplay and some memorable humorous moments, particularly during the grocery store level where Magnum kills zombies as they're "shopping" for brains. The game sees release on both the Xbox and the Wave, and doesn't really sell all that well on either, though it does sell about twice as much on the Xbox as it does the Wave. There's no multiplayer mode, though the game does feature online leaderboards where players can compare high scores. It would also be a somewhat popular speedrunning game for marathons thanks to its entertaining gameplay and the ability to finish objectives very quickly with the proper methods.

    -

    Carnage

    Developed by id Software exclusively for the Nintendo Wave, Carnage is a first-person horror title that, while featuring gameplay similar to the Quake series, takes place largely in a small town, both outside and indoors. Its protagonist is Sam Lord, a police officer who is drawn into a nightmare of unspeakable horror after a series of brutal and violent murders begin taking place in a previously peaceful neighborhood. These murders are caused by the villain of a fictional television program called Real Kill, the hottest show on the air. The villain of the show, a serial killer named Carl Cobb, delights in killing his victims in creative and painful ways, and each episode features a more memorable murder. When these murders start playing out in the real world, Lord realizes that the lines between fiction and reality have blurred and that he's got to take action. To make matters worse, Cobb has the ability to summon homicidal demons into the real world, said to be the tormented souls of some of history's most violent murderers. To save the town, Lord has to defeat these demons, all the while hunting down Cobb, who taunts the townspeople via their televisions. The game is both a bloody FPS and a critique of media violence, a somewhat satirical critique considering id's reputation with the media. Lord can arm himself with both his regular police equipment, the weapons he finds in people's homes (which get more and more powerful as Cobb's rampage continues), and the weapons the demons drop when they're killed. Eventually, Lord finds a portal into the TV show itself and must hunt down Cobb, who is trying to summon the power of Satan himself to unleash upon the world.

    Carnage gets a mixed critical reception. It's praised for its visual imagery and its storyline, with Carl Cobb himself becoming one of the most popular new game villains of the year, thanks to his personality which is reminiscent of Freddy Krueger. However, the gameplay itself is fairly boring FPS fare, with nothing new or innovative, and even seen as a regression from some of id's recent work. Apart from the villain's antics, Carnage is considered rather boring, and most gamers consider it to be a disappointment. It's released on March 15, 2004, to initial strong sales that fall off fairly quickly.

    -

    Doom 3 Confirmed For June Release, Console Port Said To Be "In Development"

    id Software raised a lot of eyebrows at 2002's E3 show, when Doom 3 was unveiled and promptly blew everyone's minds with its stunning graphics and terrifying horror visuals. However, we haven't heard a lot about the game since then, other than the occasional news of a delay. Once Half-Life 2 was announced, Doom 3 somewhat fell by the wayside. However, id has been working hard on the game for the past two years, and now we know it'll be released on June 14th for PC. As for the possibility of a console port, John Romero recently announced at GDC that it's a "near certainty" Doom 3 will see release on a current gen console. While nothing has been confirmed, we do know that the company has been working extensively with the Nintendo Wave, and recently released the horror title Carnage, which got decent reviews and strong sales in its first week. Romero and other id Software developers have repeatedly expressed their enthusiasm for the Wave, and have floated the idea that Doom 3 would make its way to the console. id has also been working with Microsoft's Xbox, particularly on the Quake series, which remains one of the most played franchises on Xbox Live.

    At GDC, the company showed off a new Quake console title which is planned for both the Wave and the Xbox, and designed specifically for consoles. It boasts graphics that, while not quite up to par with Doom 3, are extremely impressive for the current console generation. Director Eric Biessman stated that the game will feature both an "extensive" single player campaign, while also having the most complex multiplayer deathmatch mode to date. It's being developed alongside Quake 4 which is expected to debut on PCs around the same time that the new console Quake launches. Both games are tentatively scheduled for a 2005 release.

    -from a Gamespot.com article posted on March 24, 2004
     
    Top Software Sellers - Ultra Nintendo
  • Here's something I've been spending a good deal of time compiling, it's the software sales chart for every million selling game on the Ultra Nintendo. In total, 169 games sold at least a million copies on the Ultra Nintendo, slightly more than the OTL PS1 and Nintendo 64 combined. In addition to the 140 million+ Ultra Nintendo consoles sold, the system had a very high attach rate, and thus almost certainly sold more software than any console before or since. This chart tracks worldwide sales, and only includes the Ultra Nintendo version of multiplatform games. While there's still a few games to come out for the Ultra Nintendo in 2004, only one (Harry Potter and the Prisoner of Azkaban) will reach a million sales, so there are no spoilers on this list.

    1. Super Mario Dimensions: 53,764,210
    2. Ultra Mario Kart: 32,775,864
    3. Gran Turismo 2: 24,680,519
    4. Super Mario Ranger: 22,618,415
    5. The Legend Of Zelda: Temple Of Time: 19,605,344
    6. Gran Turismo: 18,665,483
    7. Final Fantasy VII: 14,582,441
    8. Goldeneye 007: 13,269,330
    9. Squad Four: Rebellion: 12,775,480
    10. Killer Instinct Ultra: 9,574,188
    11. The Legend Of Zelda: Majora's Mask: 9,416,557
    12. Final Fantasy VIII: 8,563,104
    13. Tony Hawk's Pro Skater 2: 7,915,664
    14. Pokemon Stadium: 7,652,814
    15. Velvet Dark: 7,452,815
    16. Metal Gear Solid: 7,403,116
    17. Ballistic Limit 2: 6,305,780
    18. World Of Color: Millennium: 6,279,045
    19. Tony Hawk's Pro Skater 3: 6,150,218
    20. Final Fantasy IX: 5,818,524
    21. The Dreamers: 5,750,326
    22. Harry Potter And The Sorcerer's Stone: 5,659,683
    23. Pokemon Safari: 5,306,555
    24. White Mountain Extreme Snowboarding: 5,274,581
    25. Ultra Donkey Kong Country: 4,707,535
    26. Tony Hawk's Pro Skater: 4,653,827
    27. Resident Evil: 4,632,164
    28. Disavowed: 4,560,273
    29. Metal Gear War: 4,557,546
    30. Super Smash Bros.: 4,261,445
    31. Pokemon Stadium 2: 4,257,319
    32. Medal of Honor: 4,205,421
    33. Star Fox 2: 4,137,862
    34. Resident Evil 2: 4,080,569
    35. Super Smash Bros. 2: 4,051,668
    36. Novus Ordo: 3,960,528
    37. Tomb Raider II: 3,727,554
    38. Need For Speed: Unleashed: 3,724,520
    39. Parasite Eve: 3,706,824
    40. Dreamscape: 3,544,923
    41. Ballistic Limit 3: 3,416,824
    42. Metroid: Darkness: 3,405,631
    43. Fairytale: 3,300,568
    44. Final Fantasy Collection: 3,280,526
    45. Emergency: 3,215,547
    46. Velvet Dark: Synthesis: 3,120,856
    47. White Mountain 2: 3,102,145
    48. Chrono Infinite: 3,016,419
    49. Quixsters: 2,970,528
    50. Tomb Raider: 2,926,887
    51. Peyton Manning's NFL Play Action: 2,913,427
    52. Rise A Knight: 2,877,861
    53. Ultra World Of Color: 2,800,545
    54. Harry Potter And The Chamber Of Secrets: 2,770,218
    55. Medal Of Honor: Underground: 2,680,445
    56. Final Fantasy Tactics: 2,677,425
    57. Half-Life: 2,670,446
    58. Need For Speed: Unleashed 2: 2,614,542
    59. Dragon Quest VII: 2,584,446
    60. Street Fighter III: 2,580,348
    61. Ultra Derby Stallion: 2,574,991
    62. Valor: 2,568,334
    63. Star Fox 3: 2,545,211
    64. Dead Midnight 2: 2,521,549
    65. Goblins: Children Of The Underworld: 2,500,346
    66. Mario Golf: 2,460,543
    67. Silent Hill 2: 2,384,159
    68. Wheelman: 2,374,510
    69. Shadows Of The Moon: 2,371,404
    70. Dog Dash 3: 2,360,750
    71. Metal Gear Gaiden: 2,305,421
    72. Tale Lemuria: 2,284,754
    73. Blackheart 2: 2,280,561
    74. Fire Emblem: The False Princess: 2,236,471
    75. Quixsters: 2 The Quick: 2,211,685
    76. Divine Wrath: 2,205,749
    77. Tomb Raider III: 2,174,826
    78. Dino Crisis: 2,131,574
    79. Resident Evil 3: Nemesis: 2,100,678
    80. Tales Of The Seven Seas: The Victorian Legacy: 2,098,667
    81. Medal Of Honor: Frontline: 2,080,318
    82. Conker's Twelve Tales: 2,054,029
    83. Dead Midnight: 2,026,944
    84. Star Wars: Shadows Of The Empire: 2,025,315
    85. Madden NFL 2000: 2,015,744
    86. Resident Evil: Operation Stormwind: 1,970,506
    87. Ultra Derby Stallion 2: 1,921,374
    88. Tomb Raider IV: 1,904,721
    89. Twisted Metal 2: 1,904,673
    90. Ken Griffey Jr.'s Ultra Grand Slam: 1,903,554
    91. Emergency 2: Distress Call: 1,890,435
    92. Wave Race: 1,885,746
    93. Runner Mike: 1,880,386
    94. Doom: Inferno: 1,877,504
    95. Primrose Soldier: 1,874,536
    96. NFL Play Action 2003: 1,840,651
    97. Silent Hill: 1,840,321
    98. Quixsters 3: Too Many Heroes!: 1,840,215
    99. Mario Party: 1,805,559
    100. Mortal Kombat 4: 1,786,421
    101. Kingdom Quest: 1,750,888
    102. 1080 Snowboarding: 1,744,528
    103. Blackheart: 1,734,187
    104. Load: 1,715,449
    105. Mystic Creature: 1,709,526
    106. Parasite Eve 2: 1,700,826
    107. Fairytale 2: 1,685,314
    108. Welcome To Magicka: 1,663,751
    109. Yoshi's Story: 1,653,114
    110. Pokemon Puzzle League: 1,650,412
    111. WWF War Zone: 1,626,784
    112. Naruto Hyper Chousin!: 1,625,774
    113. Harry Potter And The Prisoner Of Azkaban: 1,618,452
    114. Madden NFL 98: 1,604,558
    115. Burnout: 1,604,214
    116. Wheelman 2: 1,580,431
    117. F-Zero: Ultracharged: 1,574,218
    118. Dog Dash 4: 1,571,239
    119. Mario Party 2: 1,543,216
    120. Supercar World Circuit: 1,539,933
    121. Race'n'Chase: 1,526,829
    122. Mario Tennis: 1,504,425
    123. Tom Clancy: Seal Team 6: 1,504,218
    124. Syphon Filter: 1,486,101
    125. Dino Crisis 2: 1,474,213
    126. Carpathia: 1,466,851
    127. Magicka 2: 1,450,217
    128. Grant Hill's Ultimate Basketball: 1,445,218
    129. NFL Play Action 2004: 1,419,273
    130. Sun-Sun San: 1,401,732
    131. Tale Illumina: 1,371,440
    132. Deathblow: 1,364,321
    133. Dead Midnight 3: 1,360,422
    134. Legend Of Mana: 1,355,647
    135. Ice Climbers: 1,340,521
    136. Super Mario RPG: A Plumble Beginning: 1,327,881
    137. Aeroboy: 1,307,581
    138. Rugrats: The Search For Reptar: 1,306,431
    139. Ultra Detective Club: 1,286,373
    140. Hey You, Pikachu!: 1,285,521
    141. Load 2: 1,280,316
    142. Idol Mystery Saga: 1,275,426
    143. Star Wars: Episode I Racer: 1,260,427
    144. Ultra Kirby: Dreamland Friends: 1,254,267
    145. Emergency 3: Claustrophobia: 1,250,441
    146. Wave Race: Ultramarine: 1,240,357
    147. Star Wars: Grandmasters: 1,230,711
    148. Rayman 2: The Great Escape: 1,225,458
    149. WCW/NWO Revenge: 1,197,052
    150. Earthbound 3: 1,194,216
    151. Block Party: 1,188,421
    152. Dog Dash 5: 1,180,216
    153. Infinity Age: 1,180,145
    154. Wipeout 2: 1,174,226
    155. Ape Escape: 1,170,845
    156. Tekken Legacy: 1,147,566
    157. NFL Blitz: 1,135,274
    158. NBA Live 99: 1,121,438
    159. Academy: 1,105,548
    160. Mario Party 3: 1,102,438
    161. Ultra FIFA Soccer: 1,080,541
    162. Dance Dance Revolution: 1,074,532
    163. Turok Trilogy: 1,050,883
    164. Dick: 1,042,560
    165. Crash Bandicoot: 1,025,774
    166. Snowboard Kids: 1,020,454
    167. WWF vs. NWO: 1,018,337
    168. Twisted Metal 3: 1,017,450
    169. Lorelai: Glorious Reminiscence: 1,004,568
     
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    Winter 2004 (Part 4) - Call In Delta Force!
  • Tom Clancy's Delta Force

    Tom Clancy's Delta Force is a squad-based FPS which shares an engine with 2003's Tom Clancy's Rendition. It centers around a group of elite Delta Force soldiers who are sent around the world to conduct some of the military's most dangerous missions. Rather than follow a cohesive narrative like Rendition, Delta Force features numerous disconnected missions, taking its team around the world to engage in a series of largely unrelated engagements. While the game plays almost identically to Rendition, it centers around a combat team, not a single soldier, and it requires the use of tactics and stealth, as opposed to Rendition which is more of a quick encounter/run and gun type of game. In Delta Force, the life bars and status of your squadmates are displayed prominently on screen, and players must take care to protect those squadmates in combat, as it's game over if any of them is killed. Fortunately, the AI of the player's team is quite good, and squadmates will rarely stupidly rush into the line of fire (though the player can stupidly place teammates in the line of fire). Careful attention in combat is a necessity, especially in the later, more difficult missions. In addition to Delta Force's single player campaign, the game also features a very robust multiplayer mode, which is also squad-based and includes a lot of team-based objective combat, in addition to the typical team deathmatch mode. Delta Force is one of the first games to feature wide voice chat support on consoles, and in some modes, voice chat is extremely advantageous, as it helps players to coordinate and complete their missions. As mentioned before, Delta Force shares many similarities with Rendition in terms of gameplay and presentation. The graphics are excellent, as is typical of a Tom Clancy game. The PC version features the best graphics, followed by the Wave, then the Xbox, then the Katana. The game is optimized for the Nintendo Wave, so the Wave version's graphics are significantly better than even the Xbox's, especially during cutscenes. The Katana version isn't that much of a step down from the Xbox version, and looks really good for that system. The game features voice acting, and it's considered competent, though there aren't really any big names (similar to the cast of Rendition).

    The plot of the game centers around six elite Delta Force squad members, who the player gets to know extensively over the course of the story. The main protagonist is Chase Whitley, a young soldier who just earned a position in the squadron. Over the course of the game, Whitley and his fellow squad members form an extremely close bond as they perform missions and engage in intense combat with numerous enemies. The first half of the game consists entirely of disconnected missions such as hostage rescues and assassinations, but the latter half of the game has the Delta Force squad learning about a rogue Eastern European micronation whose dictatorial leader may be attempting to acquire a thermonuclear weapon. The squad performs a number of highly dangerous recon missions to learn more about this dictator and his activities before finally engaging in a climactic mission to stop him, just as he's attempting to launch his missile at the United States which would potentially start World War III. During this final mission, two members of the squad lose their lives heroically protecting Whitley and the other members from death. Their mission successful, the Delta Force squad honors its dead before regrouping to prepare for the next mission.

    Tom Clancy's Delta Force is a highly anticipated game at the time of its release, especially for owners of the Sega Katana and Nintendo Wave, which missed out on Rendition due to its Xbox exclusivity. The game is released on February 16, 2004, for the Wave, Katana, and Xbox (and also on PC, in addition, the Nova and Motorola Elite (the Elite version of Delta Force is probably the last "major" game released for that system, which is seeing a rapid decline in sales at the beginning of 2004) get a version of the game that features downgraded graphics, less missions, and no multiplayer, and is considered a fairly bad port that doesn't really sell well. Reviews for Delta Force are somewhat mixed: the game is considered inferior to Rendition in terms of storyline. The single-player gameplay, while considered solid, can be a bit frustrating due to the need to keep the player's entire squad alive. The game has disappointing Xbox sales (since Rendition game out just three months before and with Splinter Cell also present on the system, Xbox players are experiencing Tom Clancy overload), though the Katana version does all right and the Wave version does quite well. In fact, the Wave version of the game is one of the first really popular online multiplayer titles on the system. Delta Force's multiplayer mode is considerably more popular than its campaign mode, making the game possibly the most popular online FPS since Cyberwar. It's played extensively on PC, and is one of the first major games that Ubisoft uses to promote its "Frag Dolls" girl gamer team. Though Delta Force isn't an enormous hit, it's a solid entry in the Tom Clancy series of games and is considered an important early title for online multiplayer on consoles.

    -

    Adam Sessler: The big question I'm asking right now is this: does Delta Force steal a little bit of thunder from Nintendo's upcoming SOCOM?

    Morgan Webb: Wouldn't that be something? The second time in six months that one of Nintendo's big releases gets upstaged by an Ubisoft game. I mean, first you've got Beyond Good And Evil outperforming Squad Four: Rebellion, and now potentially Tom Clancy's Delta Force giving the Wave a big team-based online shooter just a couple of months before Sony was set to release one of their own.

    Adam Sessler: I will say this about SOCOM, it does come with its own headset, which you can then use for Tom Clancy's Delta Force.

    -from the February 26, 2004 episode of TechTV's X-Play

    -

    SOCOM: U.S. Navy Seals is a game four years in the making, and next month it'll be making its way onto the Nintendo Wave! You'll need to cooperate with your fellow players if you want to achieve success in this challenging shooter title from Sony. Teamwork is a big component of success in SOCOM, whether you're coordinating to pin down an enemy squad, or splitting up to rescue hostages, you won't get anything done without working together.

    The game takes place in 2008, as conflicts flare up all over the world. The elite forces of the United States Navy SEALs are called in to neutralize the threats and keep the free world safe. You'll take on five different missions over the course of the game, each one requiring different skills to achieve success. These missions can be undertaken alone with AI partners, or you can go online and team up with up to three other players to complete them. You can also go online and engage in battles with other teams, but be careful: the other teams will be communicating just like yours!

    -excerpted from Nintendo Power's preview article for SOCOM: US Navy SEALs in the March 2004 issue
     
    Winter 2004 (Part 5) - Dead Midnight Update/RE4 Preview
  • Dead Midnight: Fade

    The first truly next-generation title in Capcom's third person shooter series, Dead Midnight: Fade is released for the Wave, the Katana, and the Xbox. Like the games before it, Dead Midnight: Fade emphasizes fast-paced shooter action, though it mixes things up a bit as it makes its Wave debut and drops the numbered titles. Dead Midnight: Fade not only returns Steve Sheckert and the Mystic family, but the other main characters from the first two games. It also introduces several brand new characters to Steve's team, including a volatile explosives expert named Katia, a mysterious ninja-like man with extendable blades in his arms named Jacob, a pair of muscle-bound enforcers known as the Brothers Donnelly, and a quirky teenage girl named Amy who has a big crush on Derek Mystic. Steve returns as the main character, though you can control other characters during missions if you choose (though not all characters are available, only Steve, Raya, Derek, Darla, Divebomb Grey, Gabriel, Alma, Katia, and Jacob are playable, with the other characters available as supports). There's an enhanced combat system in the game that emphasizes melee strikes and also allows for ranged weapon combos in certain situations. The True Weapon system from Dead Midnight 3 has been replaced with a control scheme that allows for three weapons to be equipped at once: a ranged weapon, a melee weapon, and then a weapon for special circumstances, if you start attacking with one weapon you can combo into a second attack with that weapon or possibly an attack with another weapon. This gives Dead Midnight: Fade a more run and gun approach than traditional third person shooters, and the game proves to be the least stealth-based title in the series. The game also sees a major increase in sci-fi elements and weapons as compared to previous games, including a teleportation mechanism and advanced non-lethal weaponry. The game itself feels a bit shorter than previous games in the series, due to the increased emphasis on story segments and cutscenes. There are more "segments" in Fade than there are levels in Dead Midnight 3, but many of them are fairly short. Because Fade is designed specifically for the next generation consoles, it's definitely the best looking game in the series to date, especially the Wave version, while the Xbox and Katana versions look much better than the Dead Midnight 3 port.

    Dead Midnight: Fade begins with Steve Sheckert and his team infiltrating a yacht, where a rich businessman is being held hostage. This segment serves as both a tutorial and an introduction to the new characters and their skills/personalities. Eventually, it seems that Steve's team will successfully complete the mission, but things go south and the businessman the team was supposed to protect is killed. Steve comes to learn that there's a mole on his team, and it's heavily implied to be one of his old friends rather than one of the new recruits. In fact, Steve's closest partner, Raya, has a lot of the evidence pointing to her. This sows a great deal of distrust between the members of Steve's team. Things get even worse when two members of the team (Marie and then Divebomb Grey) end up killed. The team also has to deal with attacks by a counterintelligence group known as Death's Circle, which is exterminating special forces and intelligence teams throughout the world. Steve and his teammates are driven to their limit by the events, and eventually Steve and Raya confront each other after Steve is convinced she's working against him. The two engage in a brutal fight, but Steve eventually realizes that Raya would never betray the team, especially after the events of Dead Midnight 3. In an emotional scene, the two reconcile and make love on a rooftop (the first time the two have been explicitly shown in a relationship). After several more missions, Jacob is revealed as the traitor, and the leader of Death's Circle. After a confrontation in which Jacob gets the best of his former teammates, he abducts Amy and takes her to an old war monument where Death's Circle has set up their base and is planning to launch a massive EMP that will take the world's cities off the grid long enough for the group to assassinate numerous world leaders in a coordinated strike. Steve and his team lead a final assault on Jacob's base and Steve engages Jacob in a one on one fight (after Derek is beaten to within an inch of his life trying to rescue Amy, and Raya is shot saving Derek). Steve defeats Jacob, but is unable to save Raya, who dies in his arms. The world is saved, but it's bittersweet: three members of the team are dead, many others are permanently injured, Amy has gone from being a sweet, carefree spy girl to being deeply traumatized and guilt-ridden, and the team eventually decides to break up. Steve is left alone to continue the fight while he also confronts his new demons.

    Dead Midnight: Fade is released on March 22, 2004, and received with great controversy, both for its gameplay (which gets a mixed reception, critics say it "tries to be Devil May Cry and Metal Gear Solid and falls well short of both") and for its storyline, which takes the gritty tone of DM3 and ramps it up to new heights. Despite the controversy and mixed reviews, the game sells well and many players really enjoy it. However, it's clear that the Dead Midnight series has fallen from grace somewhat, and that Capcom needs to consider taking the series in a new direction. However, with Bloodlines coming in 2005, it's clear that the series has become fully annualized and that Capcom may not have learned enough from the failures of Fade to bounce back with its next entry.

    -

    Dead Midnight: Innocence Lost

    Dead Midnight: Innocence Lost is a game released for the Ultra Nintendo on the same day as Fade. It's the last game in the series for a fifth-gen console, and is a prequel of sorts, about Derek and Darla Mystic, the twin children of Raya Mystic, when they were 13 years old. The game introduces their mentors, Elliot and Samantha Cardin, a 19 and 18 year old brother and sister pair and the children of an old flame of Raya's, who Raya has brought in to help train her twins. When the four are trapped together on an island after their plane is shot down while en route to a training mission, they must work together to escape and uncover the island's mysteries. The game plays much like the original two Dead Midnight games, with none of the innovations of Fade but with a few new gadgets, weapons, and combat tricks to make the game feel fresh and new. It's also a bit shorter than previous games, and though it has a good amount of dark material, it also brings back some of the humor of the first two titles as well, making it a throwback of sorts to the beginnings of the franchise. The game's voice cast also includes Alexa Vega as the voice of young Darla Mystic, probably the biggest name that the series has landed in terms of voice acting. The gameplay is generally well received, and overall, Innocence Lost is somewhat less controversial and gets slightly better reviews than Fade. It's also one of the best selling Ultra Nintendo games of 2004 (though it's the worst selling game in the series to date) with just under a million sales worldwide. It's remembered as an interesting side game in the series but isn't played by a whole lot of people, even after it's eventually given an enhanced port to the sixth-gen consoles in 2006.

    -

    Bill Sindelar: So what did go wrong with Dead Midnight: Fade?

    Ted Crosley: I don't think anything went wrong with it, I thought it was a good game myself. I think the problem is more franchise fatigue, which we've seen happening somewhat with the Resident Evil series as well. There have been so many Dead Midnight games and I think maybe people are getting tired of the formula.

    Bill: You don't think it might be something like the changed tone of the game, the new gameplay additions, that sort of thing?

    Ted: I liked the gameplay too, I thought Dead Midnight transitioned really well from the Ultra Nintendo to the Wave. I don't think they changed enough, that was the problem. As for the storyline, it's a mixed bag and likely a matter of taste.

    Bill: For me, I think the franchise has gotten away from what so many people loved about Dead Midnight, and that was that it didn't take itself too seriously. Remember, the original game debuted the same month as the original Metal Gear Solid, and the reason it survived as an alternative, the reason it formed a niche was because of the tone. It was so tongue in cheek, almost a sort of Hot Shots type feel to it, remember those movies? It lampooned itself-

    Ted: Metal Gear Solid doesn't always take itself seriously either.

    Bill: That's true, but it took itself a lot more seriously than Dead Midnight did. Now, the franchise is trying to be Metal Gear Solid, it's trying to be all gritty and serious and not everybody likes that. It's becoming just like every other third person shooter franchise out there and the world's not big enough for all of them.

    -from the April 12, 2004 episode of G4's Blister

    -

    And while Dead Midnight remains one of Capcom's flagship franchises, with over 10 million total sales, a number sure to grow with the releases of Dead Midnight: Fade and Dead Midnight: Innocence Lost, the company's big blockbuster release for 2004 looks to be Resident Evil 4. Details have only barely trickled out, but the company has given us a first in-depth look at the title, ahead of its formal reveal at this year's upcoming E3.

    The game will take place in an abandoned French village that has become a sort of "company town" for Umbrella...though its residents aren't scientists or soldiers, but ordinary provincial villagers, manipulated by a new kind of virus to become mind controlled slaves for a mysterious controller.

    "Umbrella's had to go off the grid somewhat, due to the events of the previous games. They're rich and influential, but even a powerful corporation like Umbrella can't get away with everything they've done previously," said Shinji Mikami. "So they've had to set up bases in secret, and this village is one of them."

    Leon Kennedy is sent in as an agent of the United States government, in order to infiltrate the village and find out the mysterious Umbrella operative running the show. Soon afterwards, he meets a young girl named Sophie...but Sophie has a terrifying secret, that Leon soon discovers after he and the girl are cornered with villagers closing in on them.

    "So we see Leon firing, but there are too many and he and Sophie are trapped. Then there is a loud scream and a shower of blood..."

    To his horror, Leon discovers that Sophie's arm has mutated into a monstrous appendage, with claws that slice through the villagers like a knife through butter. It's clear that Umbrella has been experimenting on the girl, but to what extent?

    (...)

    When we finally got to play the game, we were controlling Leon. We had to protect Sophie, who has limited control over her mutations and can't always defend herself. In fact, we soon learned, we had to delicately balance Sophie's needs with our own, because not only was there the risk of her being killed when she couldn't fight back, but there was also the risk of Sophie turning on Leon should she lose control of her mind...and there are certain Umbrella agents who are capable of controlling Sophie and turning her on us. Occasionally, we'd hear Sophie crying out a warning, like "there's someone in my head..." or "get away from me Leon!" Fail to find the Umbrella agent nearby, and Leon would be subjected to a brutal, bloody death. Thankfully, these moments are few and far between, and Mikami tells us that as time goes by and Sophie learns to master her powers and gain control, these agents will be much less of a danger.

    Still, we had a healthy sense of trepidation as we made our way through the village and its surrounding environs. While we never felt the classic survival horror sense of desolation as we had in previous Resident Evil games, it was still plenty scary.

    -excerpted from GameInformer's April 2004 cover article, previewing Resident Evil 4
     
    Winter 2004 (Part 6) - The Wave Marches On
  • Pokemon Gem Hunters

    Pokemon Gem Hunters is an action/adventure title and the first Pokemon adventure spin-off game for the Nintendo Wave. The gameplay is somewhat of a hybrid between the Mystery Dungeon games and action-RPGs like Secret Of Mana and Terranigma. In it, you play as a young Pokemon trainer who is given an unorthodox mission: he or she (the player is able to pick his character's gender before starting a game) must hunt down the 17 Gems which have been scattered throughout the world by a powerful evil Pokemon. These Gems, one for each type, contain the essence of that type and can be used to take control of Pokemon of that type or to strengthen or weaken them, making them dangerous should they fall into the wrong hand. The game features up to 30 playable Pokemon from Gen 1 and Gen 2 (none from Gen 3 though), and the player starts with Pikachu and then must find other companions. The combat system takes place in real time, with the player's Pokemon able to use one of four moves, corresponding to the A/B/X/Y buttons on the Wave controller. Like the main series games, only four moves can be learned at a time. The player must venture through numerous caves, forests, and other dangerous places. For every Gem found, a boss Pokemon of that same type must be battled. The dungeons are fairly short, though some contain puzzles and various other things to trip players up. There are also towns, shops, and other things typical of action-RPG type games. Gem Hunters doesn't feature voice acting, though Pokemon do speak in similar fashion to the animated series, calling out their names instead of their cries.

    The thirty playable Pokemon are as follows: Pikachu, Venusaur, Blastoise, Charizard, Hitmonchan, Mr. Mime, Dodrio, Beedrill, Graveler, Weepinbell, Molcrush, Meowth, Magmar, Dragonite, Mewtwo, Ampharos, Donphan, Miltank, Suicune, Scareprize, Timberg, Scizor, Raveness, Bloomarch, Espeon, Quagsire, Crobat, Heracross, Delibird, and Sudowoodo. Despite some of these Pokemon being evolved or even Legendary Pokemon and much stronger than one another in the mainline games, in Gem Hunters, each Pokemon has its strengths and weaknesses and the game can easily be beaten with any of these Pokemon (though yes, Pokemon like Mewtwo and Suicune are a bit easier to play through the game as).

    Pokemon Gem Hunters is well received at the time of its release, even with its somewhat repetitive gameplay. The combat and puzzle solving are praised, as are the game's whimsical graphics, and it's considered a nice appetizer for the upcoming Naughty Dog Pokemon Wave project in 2006. Sales are very strong, as is par for the course for Pokemon spinoffs.

    -

    The Containers

    The Containers is a Wave-exclusive action title by Capcom, made to be somewhat more light hearted than games such as Dead Midnight and Devil May Cry. Its protagonists are a pair of scientists named Carter and Julie. The two scientists work for a secretive organization known as Paranormal Energy Securing, Testing, Extracting, and Receiving, also known as P.E.S.T.E.R. Carter and Julie's roles are those of "containers", agents who wear special suits that they can use to capture sources of mysterious energy, which is then absorbed into their bodies, giving them temporary superpowers that help them combat the monsters and machines influenced by other sources of paranormal energy. The game plays somewhat like a more fast-paced 3-D Mega Man title with the stealth and shooting mechanics of a Dead Midnight game. Players can control either Carter or Julie, while the one not being controlled is controlled by the A.I. (unfortunately, there's no two player co-op in this game). When one of them absorbs a source of power, the other absorbs it as well unless told not to by the player. Initially, Carter and Julie's suits can hold only one source of power, but later in the game, upgrades allow them to store as much as three, allowing the player to save certain powers or swap out on the fly. Powers range from something as simple as super strength to massive psionic energy fields to the ability to bring back the dead, indeed, there are 56 different powers in all, each one able to do something special. Many of these powers can be channeled through special projectile guns wielded by P.E.S.T.E.R. agents. There are also rival agents who have similar suits and can do battle with Carter and Julie. The game itself is very tongue in cheek, it's a T-rated game featuring some slapstick violence and raunchy humor, but definitely nothing approaching the content of Capcom's M-rated fare, as the game is mostly made for older kids (in similar vein to the Star Siren series). Carter and Julie themselves typically banter playfully on missions, Carter is somewhat of a jokester while Julie is the more serious of the two, though she's a bit of a shy, nerdy type (their relationship is somewhat like the one shared by Martin and Diana in the Martin Mystery series, without the stepsibling dynamic and with a bit more maturity since the two are in their 20s). The plot itself involves the player traveling from city to city, investigating strange occurrences, absorbing new powers, and protecting civilians from danger, with levels having a 3-D Mega Man type structure to them: a lot of battling and item collecting, some cutscenes inbetween, and eventually a boss fight. There are 15 levels in all, making the game a bit on the short side, but since the levels are wide open and 3-D, there's plenty to explore. Eventually, Carter and Julie must do battle with a gang of three rogue agents who combine their powers to form a massive amalgam of biology, mechanics, and paranormal energy. This enormous being takes the form of a giant mech which can use a variety of powers, and in a chaotic and multi-staged fight, Carter and Julie have to take it down. The three rogue agents are apprehended, and the world is saved.

    The Containers gets positive reviews upon release, and sales, while not overwhelmingly big, are enough that Capcom decides to make the game into a franchise. It's released in a fairly crowded March for the Nintendo Wave, with games like Pokemon Gem Hunters and VeloCity to contend with, but manages to find an audience nonetheless.

    -

    VeloCity

    VeloCity is a Rare-developed racing game. Released with somewhat less hype than other Rare releases, it's considered a side project for the company, similar to Dick, though without quite as much fanfare or controversy, seen as somewhat of a transition title smooshed inbetween Killer Instinct 3 and Donkey Kong And Battletoads. Gameplay is somewhat between Mario Kart and F-Zero, featuring extremely fast, extremely colorful vehicles that are reminiscent of Tron's lightcycles (though drivers are inside of them inside of riding outside), which are capable of using a variety of weapons and powerups as they race down futuristic tracks at hundreds of miles per hour. There are 18 total playable characters, most of them new and unique, but there are a number of Rare characters who make cameos in the game, including Joanna and Velvet Dark (both of whom are playable) and Jago from Killer Instinct, along with Conker from his eponymous platformer series. They join characters that include humans, robots, and anthropomorphic animal characters, all racing one another in the streets of VeloCity, a massive, futuristic city that's become famous for fast racing and features 22 different tracks within its city limits. Despite all the tracks being contained within a single city, the tracks span a variety of environments, including simulated forests and volcanic fields. A majority of the tracks, however, do take place in cityscape environments. The game contains the typical slate of racing game modes, including a "grand prix" mode (though in VeloCity, it's called Adventure Mode), a time trial mode, vs. mode, and a battle mode. While vs. mode and battle mode all support up to 4 local players, VeloCity lacks online play. Rare's reasons for this are numerous: too much effort going into the online modes for Killer Instinct 3 and the upcoming Perfect Dark Wave title, Nintendo's difficulty with the online mode for Double Dash, and Rare's desire to flesh out the single player mode as much as possible. Rare's Ken Lobb apologizes to fans in a statement for the lack of online gameplay, but promises online support for a future sequel if one is made. Despite the lack of online, the game itself is rich with content, with the Adventure Mode spanning four circuits (the first and second circuits feature 5 tracks each while the third and fourth circuits feature 6) and telling a story about a heroic racer who saves VeloCity from an incursion by an evil corporate overlord who seeks to take over the city's race tracks and force everyone in the city to work for him. While it's somewhat predictable, it's a surprisingly heartfelt story due to the diverse cast of characters in the game (while all the original VeloCity characters are involved with the Adventure Mode story, none of the Rare crossover characters are, unless you pick a Rare protagonist, though even then, no other Rare characters will appear). The interesting thing about the game's Adventure Mode is that, while each protagonist acts differently, the events of the story stay largely the same. There are a few small changes, but the basic elements of the story: a heroic race car driver arrives in VeloCity, makes friends and enemies, and does battle with the evil corporate overlord by racing as hard as they can, stay the same. The game features full voice acting, with the characters being voiced by the people who voiced them in their original games.

    VeloCity gets major praise from critics, who applaud its graphics (comparable in many ways to Gran Turismo 3) and compelling storyline. Lack of online multiplayer is considered a minor quibble, with nearly all critics considering the game another example of Rare's amazing track record. Sales are very strong, with the game being one of the biggest critical and commercial hits of March 2004.

    -

    Thread title: "Oh man there sure were a lot of awesome Wave games to come out this month"

    Thread content: "Too bad all of them suck compared to how awesome Knights Of The Old Republic is gonna be!"

    -an Xbox fan trolling on the Gamefaqs.com Nintendo Wave message board, the topic was posted at 8:31 PM on March 14, 2004 and deleted by a moderator for trolling at 9:12 PM the same night
     
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    Winter 2004 (Part 7) - Kids' TV In 2004
  • And here is the next kids' TV update, which will address the state of kids' TV as of March 31, 2004.

    -

    Network Television: This will be the last update to cover kids' TV on network television, because, as IOTL, it's pretty much faded from the scene (in fact, it's had somewhat of a harder fall, even though that fall came later on). ABC and CBS will both be ending their Saturday morning cartoon lineups at the end of spring 2004, with ABC canceling most of its lineup and moving the rest to Toon Disney, and CBS ending with somewhat of a whimper as its slate of Teletoon imports return to being exclusive to Canada (with a couple making the jump to syndication). Fox Kids got to go out on its shield, airing the final season of what's known as Era 1 of Power Rangers, with Hexagon resolving all the old storylines, bringing many of the old Power Rangers back together, resolving the Serpenterra and Scorpina stories, and pretty much ending the series with an amazing finish. It gives Fox Kids a small bump in the ratings, but not enough to save the block (Power Rangers is flanked by a few rather obscure anime shows that have niche fandoms at best). Many of these shows, including Power Rangers, will find a new home on the cable channel Fox Family, which is currently fourth in the ratings among "family" channels, behind Disney, Nickelodeon, and Cartoon Network. While the E/I law ensures that "family" programming will remain on network television on weekend mornings, it, like IOTL, will take the form of educational shows, and apart from a few diamonds in the rough, including a couple late 2000s game shows that will be covered later on, is nothing to write home about. Those looking for animated kids' shows on network TV will need to check their local schedules for syndicated fare from this point forward.

    Cartoon Network: The biggest news surrounding Cartoon Network at this point in time is the fate of weekday Toonami. IOTL, Toonami was replaced by the Miguzi block in spring 2004, with Toonami moving to Saturdays (and eventually being dispensed with all together). ITTL, the continued strong ratings for anime and action shows keep Toonami alive on weekdays for the time being, but Saturday night Toonami also becomes a thing, giving viewers six nights of some of the best action cartoons on television. Yu Yu Hakusho, Inuyasha, One Piece, and Untethered, along with Dragonball Z reruns and the venerable Pokemon, form the weekday lineup, and there's something to be said for the staying power of Dragonball Z when it's frequently the highest rated show on the block, challenged only by One Piece. Toonami has become somewhat of a "boys' club", with only Inuyasha skewing female. However, the Saturday night block features much stronger shows for girls, including Azumanga Daioh, Dynamic Point, Sailor Moon reruns (thanks to Cartoon Network's better treatment of the show ITTL, they were able to negotiate a better deal with Toei for more years to air the reruns), and the DC animated series Birds of Prey, which follows Batgirl (not Oracle, though there is an arc where Barbara Gordon is temporarily paralyzed and becomes Oracle), Huntress, Black Canary, and other female superheroes as they fight crime in Gotham City. Birds Of Prey, in fact, has surpassed Justice League Unlimited in the ratings after its critically acclaimed first season. The Saturday night Toonami block (which also features the somewhat disappointing but just renewed for season 2 Level Infinity, the now runaway hit Spy School, shonen mainstay Naruto, and Star Wars: Clone Wars), has proved to be extraordinarily popular, and has helped to make action cartoons the dominant shows on Cartoon Network. Cartoon Cartoon Fridays remains, but as somewhat of a shell of its former self, airing Larry and Steve, Courage the Cowardly Dog, Ed, Edd, 'n Eddy, and The Cariocas, along with a rotating lineup of reruns of older shows. Comedy toons are somewhat on the outs on Cartoon Network, but perhaps another hit could bring them back.

    The Disney Channel: The Disney Channel continues to be the launching ground for young careers. The latest is Rock Out!, a show about a high schooler played by Tanner Elle Schneider (known currently IOTL as Elle King), who plays her guitar pretty much everywhere, including in class, much to her teachers' annoyance, and is always trying to get gigs. Her father on the show is played by her real life father, Rob Schneider (at the time a big get for the Disney Channel), while her quirky mother is played by Kristen Wiig, who at the time was an unknown comedy actress. The show definitely has similarities with the OTL Hannah Montana, though while Hannah Montana was a superstar, Tanner (whose character shares a name with her actress) plays small-time gigs and doesn't have a secret identity. The show is positioned as somewhat of a rival show to Nickelodeon's still white-hot Taina, and becomes enormously popular, eclipsing Lizzie McGuire (which is about to enter its final season). It, along with Odd Jobs, are being pushed heavily by the channel, which is leaning majorly toward its live-action fare while largely eschewing animation. The exception is the Animagic block, which still airs on weekdays from 4-6, and is about to get a heavy revamp in the fall of 2004. The flagship show will be W.I.T.C.H., based on an Italian comic about five girls who acquire magical powers. It'll be helmed by Greg Weisman from the start (unlike the OTL show, which didn't have Weisman as the showrunner until season 2) and is hyped to the moon by Disney. It will be joined in the lineup by three more new shows, including Treasure Island: The Series, a French animated show called Garage Kids (OTL's Code Lyoko, which ITTL retains its original name), and the wildly popular new Naoko Takeuchi anime Crossroad Pier, which Disney won a bidding war against both Nickelodeon and Cartoon Network to acquire.

    Nickelodeon: Nickelodeon, more than any other network, illustrates the current divide between live action and animated on kids' TV: live action shows are typically comedies, animated shows are typically action-based. There are, of course, exceptions: Spongebob Squarepants remains the flagship Nicktoon, though unlike IOTL, its popularity has entered a slow decline. It's still one of Nick's highest rated shows, but the live action fare is beating it, and it's losing ground to action titles on the same network. The network has already planned a big sendoff for Spongebob, with the upcoming movie (debuting in November) planned as the "grand finale". Recent comedy shows such as Tom Toolery and Bear It have also seen ratings declines, with Tom Toolery pretty much a flop out of the gate. Meanwhile, My Life As A Teenage Robot has taken a decidedly more dramatic turn (sort of similar to what's happened to Star vs. The Forces Of Evil IOTL), and so has Rocket Power, which is seeing more dramatic storylines with more continuity, and will continue to go in this direction as the show is influenced heavily by the upcoming video game Thrillseekers. Meanwhile, Nickelodeon has begun airing anime, though it's mostly been playing it safe with shows like Yu-Gi-Oh, Squad Four, and NiGHTS. All three have done well in the ratings, though Yu-Gi-Oh remains Nickelodeon's biggest anime hit. The network made a bid to acquire Crossroad Pier, but somewhat lowballed due to the show's heavy content and need for editing, and pretty much let Disney win the bidding war. Nickelodeon instead hopes to engage Disney on the battlefield of live action, with Taina still the biggest show on kids' TV as of 2004. Its star, Genesis Rodriguez, has blossomed into a megastar, and she even got some nerd cred after she worked on and drove the middleweight division winner for Battlebots' sixth season in summer 2003 (something that couldn't have happened had the show not moved from Comedy Central to Fox after season 5, because since Nickelodeon and Comedy Central are owned by the same company, it would have created accusations of fixing). The other big live action show for Nick has been Dan Schneider's Drake and Josh, starring Drake Bell and Josh Peck as a pair of bumbling stepbrothers, and Emily Osment as their younger sister Megan (who is a notably nicer and more popular character than Miranda Cosgrove's OTL Megan). The success of these two shows has recently prompted Nickelodeon to announce at their February 2004 upfront that they will be relaunching SNICK, their Saturday night lineup, with these four shows: Taina, Drake And Josh, Megas XLR (which, as IOTL, was renamed from Lowbrow), and Waterwitch, a transplanted show from The N that was the second highest rated show on the network (behind only Degrassi, which was considered too risque even for a Saturday night 9:30 PM timeslot). The relaunched SNICK will compete directly with Cartoon Network's Saturday night Toonami in a matchup it's expected to handily win.

    -

    Here are the ten most popular currently running kids' shows as of April 2004. This isn't in terms of absolute ratings, but a combination of ratings, reviews, and cultural relevance:

    1. Taina (Nickelodeon)
    2. Rock Out! (Disney Channel)
    3. Drake And Josh (Nickelodeon)
    4. Spongebob Squarepants (Nickelodeon)
    5. Odd Jobs (Disney Channel)
    6. Spy School (Cartoon Network)
    7. Lizzie McGuire (Disney Channel)
    8. Birds Of Prey (Cartoon Network)
    9. Yu-Gi-Oh (Nickelodeon)
    10. Star Wars: Clone Wars (Cartoon Network)

    -

    Cartoon Network Acquires "Avatar: The Last Airbender"

    Avatar: The Last Airbender, an anime-inspired action cartoon, will begin airing on Cartoon Network sometime next year. The show, created by Bryan Konietzko and Michael Dante DiMartino, takes place in a world divided into four nations, each aligned with one of the four classic elements: earth, water, fire, and air, and populated by people known as "benders" who can control one of these elements. Special among these is a single person called the "Avatar" who can control all four elements and is said to bring balance to the world. After a purge by the totalitarian Fire Nation drove the Airbenders to near extinction, one last airbender, who is also the Avatar, is found, and together with some brave friends, must confront the Fire Nation to save the world from tyranny.

    It's not yet known if the series will air on Cartoon Network's weekday Toonami block, the weekend Toonami block, or even its Adult Swim block, but it is said to be the network's most expensive undertaking to date and is meant to challenge the rising prevalence of action cartoons on rival networks such as Nickelodeon's hit Yu-Gi-Oh and breakout rookie hit Megas XLR, and Disney Channel's upcoming Animagic block which will feature the popular anime Crossroad Pier.

    -from an April 21, 2004 article on Toonzone.net
     
    Command And Conquer Retrospective (Part 3)
  • Greetings, I'm the Jovian and after a series of delays here's entry #3 in my TTL Command & Conquer retrospective, here's where the changes in the games become more pronounced. Please enjoy.

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    Greetings, I'm the Jovian, and before we get to today's main topic here's a brief history lesson about Westwood's multiplayer only title Sole Survivor.

    It exists. And that's all I know about it. I mean I know it was made, I know it was multiplayer only and I know that it was released around '98 and that's really it, given that Westwood ended up disowning it fairly quickly, we all shouldn't expect anything else.

    And now it's time for our feature presentation:

    Tiberian Sun was a sequel that could've been a massive letdown. After EA purchased Westwood in 1998 the studio was faced with the possibility of having this game shipped 18 months ahead of schedule due to EA's insistence on getting it ready by the end of Q3 1999, according to Westwood co-founder Brett Sperry, had the game been shipped around August 1999 as EA wanted, it would've been shipped missing its "Unit Loadout" feature as well as several units that were still being worked on around that time, examples being the GDI Juggernaut Artillery and Mobile EMP units as well as the Nod Limpet Drone (actually that bit of uselessness wouldn't have been missed at all).

    Westwood however pushed really hard against the release date and eventually EA was willing to relent under the condition that they ceased work on the sequel to Dune 2000 that Westwood was having in early pre-production at the time. While a sequel to Dune 2000 would eventually be released in 2004 under the title of Dune: The Fall of an Emperor (which I've already talked about back when it turned 10 years old), the blow to Westwood's morale was massive and then-lead designer of the Dune 2000 sequel (James Steer of Westwood collaborator Intelligent Games) was very vocally disappointed with EA's decision. It was however easy to see EA's point of view, Westwood was doing a sequel to a game that didn't do so good critically or commercially and they felt that the "first truly 3D Westwood RTS" should be a title from their flagship Command & Conquer series. Why waste the time and energy to do a Dune game when Tiberian Sun was the sequel everybody has been waiting for.

    Still the game would be shipped only a couple months ahead of schedule on November 20th, 2000 to critical acclaim and be heralded as one of the best RTS titles of all time (until Insurrection would come along seven years later). Commercially the game also sold really well, better than the first one in any case and Westwood was back in EA's good graces, with EA now focused on building up hype for the upcoming Red Alert 2.

    Tiberian Sun opens 30 years after the events of the original game with the assumption that the first game's GDI campaign is the canon one, with Kane's Brotherhood of Nod resurfacing once again to challenge GDI. In the meantime Tiberium infestation has resulted in most of the world becoming infested with Tiberum-based wildlife forcing humanity to very arid desert areas and polar regions where the Tuberium infestations are progressing much more slowly. Nod's ultimate objective this time around (and the one you're working towards in the Nod campaign) is to collect enough Tiberium to create a "World altering missile" which will finish the infestation job and most likely render humanity extinct.

    Unlike the first game where the Nod campaign isn't canon (although it's very easy to head-canon it into a prequel to the GDI campaign, with Nod overrunning Africa and hijacking an Ion Cannon to blow away a famous landmark becoming the catalyst for GDI being taken more seriously and given the support necessary to defeat Nod when they begin to expand their influence to Europe), both campaigns follow the same narrative from the two factions' perspectives and in fact the best way to play the campaigns is to do it one mission at a time, play Nod Mission 1 than GDI mission 1 and keep alternating the two campaigns to get the best experience.

    In the GDI campaign the player character is Michael McNeil (played by Michael Biehn in between filming the X-Men films) and we follow him as he flies around the globe trying to stop Nod from turning it into an ironic hell for a Greenpeace activist, in the process you rescue a group of people mutated by Tiberium from Nod called the Forgotten (because they feel forgotten by the GDI, get it?), who will get their chance to shine in the expansion, and take back a crashed alien ship from a drugged-out Nod General and then capture him (I'll get to him in a sec).

    In the course of these missions, McNeil learns from the liberated Forgotten leader Tratos that Nod has an alien data storage device called the Tacitus and Tratos translated it for Kane, a mistake that allowed Kane to design the World Altering Missile and destroys several Nod research facilities to try and slow down the development of the World Altering Missile (from henceforth shortened to WAM).

    The Nod campaign in the meantime has player character in the form of Jake McNeil (played by a baby-faced Aidan Gillien), Michael's younger brother and a former GDI officer who defected to Nod out of jealously for his older, more successful brother. The rivalry between the two makes the bulk of the story's emotional core, I just have to give major props to Joe Kucan's direction and Beihn and Gillien's performances, when I look at the two actors together I believe that they are brothers that have let their hatred of each other get the better of them.

    As I've said, the Nod campaign's main story thread is the development of the WAM. But firstly Jake is tasked with reuniting the fractured Nod factions after Kane's death, from Kane himself who faked his death in the first game (or survived it and just decided to roll with the world thinking he was dead, the game doesn't tell me which is true). After that Joe Kucan's baldy awesomeness of a performance as Kane instructs you to rebuild the Temple of Nod in Sarajevo (which got vaporized in the end of the first game) before making several attacks against GDI to secure the resources and technology necessary to build the WAM (best acronym ever).

    The two campaigns come to a head in a series of missions where Nod takes control of the GDI Hammerfest base and uses it as the location from which to launch several ICBMs at the GDI orbital command center Philadelphia, giving them an opening to launch the WAM, while GDI's last missions involve escaping from the captured Hammerfest base and making a mad dash across Europe to Sarajevo to (fail to) stop the WAM's launch but in the process McNeil seemingly kills Kane and recovers the Tacitus, hopefully giving GDI a chance to find a way to reverse the WAM's effects. The WAM detonates in low orbit and the shockwave knocks McNeil's command vessel "the Kodiak" out of the air, causing it to crash and ending the story on one hell of a cliffhanger.

    TibSun definitely tried to have a much more epic and emotional story than its predecessor, and the hour-and-a-half worth of FMV cutscenes showcased a story that was ultimately the tale of two brothers on the opposite sides of a war. Michael Beihn and Aidan Gillien's performances as Michael and Jake McNeil were excellent. Every scene where the two were on-screen and interacted physically with one another was the highlight of the game. The two leads were definitely the best in terms of casting and performances.

    The supporting cast deserve some mentions as well, James Earl Jones adds much needed gravitas to the GDI General, and McNeil's boss throughout the game, James Solomon, who will sadly be missed as he was blown up with the Philadelphia, Kris Ijer was really good as McNeil's BFF/co-commander/occasional comic relief Chandra (who would get his chance to shine in the expansion as well), Gil Birmingham and Madeleine Stowe were serviceable as Forgotten fighters Ghost Stalker and Umagon respectively and am I the only one who thought Stowe was too young to be McNeill's love interest? Please let me know if I'm the only one who found their relationship kinda creepy? (Okay I just googled the two actors ages after writing this review and as it turns out they've got less of an age difference than my parents do so forget I said anything.)

    Over on the Nod side of the supporting cast, the acting MVP award goes naturally to Joe Kucan as Kane, he is rightly the series mascot and his magnanimous performance is the stuff of legend, I doubt anyone else could ever do this role justice in an inevitable reboot (don't cock it up EA), Monika Schnarre was decent as Jake's love interest and Nod femme fatale Oxanna Kristos, sadly short changed for development and not given much to do in this game. Still I'd like to know why she vanishes in the expansion? My fan theory is that she died in the WAM shockwave. Next we have Francesco Quinn and his really funny turn as the Nod butt monkey and drugged-up fail elemental General Vega, I'm pretty sure that the several molecules of his body that survived getting nuked deserve a proper burial just from the character's entertainment value alone. Lastly we have Jennifer Hale as the voice of Nod's AI CABAL and my god, does she ever give Terri Barous's performance as SHODAN a run for its money in the "creepy, female-voiced AI" department. CABAL is a million flavors of awesome in this game especially her idea of what constitutes a "favourable outcome".

    Meanwhile on the gameplay front, the newest addition to the franchise's mechanics is the "Unit Loadout" system which, in addition to giving you an excuse to listen to the awesome map theme for longer than it takes to hear the mission briefing, also enables you to choose what units you get upon mission start-up, a useful way to ensure you always get a tactically diverse unit formation from the beginning but can also mean the difference between success or failure in the game's baseless missions and as a gameplay mechanic, it definitely puts you in the shoes of a commander deciding which units to send into battle. It's just neat all around.

    Another new mechanic is the use of light and how it impacts the weapons range of individual units. Basically if a unit is in darkness (such as maps that take place at night) other units need to get closer in order to be able to get in range to attack it than they would if the unit was in solid daylight. As such a building called "Spotlight Tower" is now available to both factions to allow the generation of light, making it so that the side that has the Spotlight Tower can shoot at units from the opposition while it still needs to get closer to hit the guys that have the Spotlight Tower (you know, kinda like in real life) adding another tactical layer to attacking and defending bases.

    The GDI tech tree has had a bit of an overhaul, in addition to their (regrettably still piss weak) Ion Cannon, you now have access to the Firestorm barrier defensive superweapon, which allows you to build Firestorm walls which when activated become impenetrable, indestructible barriers that nothing can get past and flying units die upon contact, this results in a lot of funny scenarios where a whole squadron of Nod Banshee bombers decide to bomb your base only to die like bugs on a windshield the instant they fly over the Firestorm walls.

    New units to the GDI arsenal include the Hover MLRS, like the original's Rocket tank except it can hover making it amphibious, which while not sounding really all that tactically useful without Red Alert-style naval combat, it is still really handy for getting rid of Veinhole monsters (I'll get to those in a sec) before they can spread to devour your whole base. Another new addition is the Disruptor, a sonic tank that much like its Dune 2000 Atreides counterpart is not very useful en mass and prone to friendly fire incidents, as well as the Juggernaut artillery mech which is made of 100% awesome and really useful in combination with the last two new additions, the support Sensor Array and Mobile EMP units, which are designed to detect Nod burrower and stealth units and disable Nod vehicles and cyborgs respectively and they're pretty good at their jobs.

    In terms of aerial units, the GDI retains their Orca gunships from the previous game, which now come in two forms, the Orca Fighters which are decent against ground targets but pretty good against enemy aircraft, and the Orca Bombers which can carpet bomb a sizable area to ensure (when massed in large numbers) that the enemy base is reduced to rubble.

    Infantry-wise there aren't a whole lot of new additions, with the new Riflemen and Disk Thrower being graphical updates to the Minigunner and Grenade Thrower units from C&C95 without any mechanical differences (except for the "bounce the disk" trick but I doubt anyone had the patience to micromanage a unit enough to use it very often). The biggest addition is the Jump Jet Infantry which can scale cliffs like a proto version of the allied Rocketeers from Red Alert 2 and the Zone Troopers from Insurrection but are otherwise very fragile against AA fire.

    The GDI hero unit is the Mutant Ghost Stalker, armed with a rail gun that can one-shot most infantry and tanks, he is however very vulnerable to massed anti-infantry units due to his slow rate of fire. And he's also useless against aircraft so a Nod player should just break out the Banshee bombers when they see him.

    Over on the Nod side of things the Brotherhood has been channeling Bugs Bunny in its weapons design as it has wholly embraced burrowing weapons with their main tank the "Tick Tank" being able to partially burry itself and turn into a stationary turret, the game's update to C&C95's flame tank, the "Devil's Tongue", can burrow underground to really troll the opposition by burrowing behind enemy lines and emerging to wreak havoc in the enemy base and Nod has access to a Driller APC which can also burrow underground (just in case the preceding unit wasn't enough of a pain).

    In addition Nod is now much more reliant on Stealth as it now as access to the Stealth Tower which can cloak all nearby Nod buildings and units necessitating the use of the aforementioned Sensor Arrays to ensure that a GDI player doesn't get blindsided.

    Furthermore Nod scientists, despite working with literal 3rd world countries' resources, and expertise, have somehow managed to create powerful cyborgs and an AI that puts GDI's EVA units to shame, and the cyborgs under CABAL's command end up putting GDI's infantry to shame even though they sound like bored office drones speaking through a karaoke machine (and it would take until Insurrection for them to get a more appropriate voice, like maybe Ben Croshaw's Darth Vader impression).

    The Nod hero unit this time around is the Cyborg Commando which does not leave a single ass un-kicked in its way towards ensuring Kane's One Vision, One Purpose with its tiberium cannon, too bad it is likewise useless against aircraft and a few bombing runs by Orca Bombers can ensure it dies all the same.

    Aircraft-wise Nod is limited to the aforementioned Banshee bombers, which, while pretty decent against ground units are not as strong as their Orca counterpart and cannot attack air units. In addition both sides have a Carryall unit which can swiftly carry up to five infantry (or one vehicle) anywhere on the battlefield.

    Another major addition to this game are the epic units, the GDI Mammoth Mk. II Walker and the Nod Montauk Transport. The Mammoth is basically an AT-AT with even more badass guns and armour and it requires only minimal support to demolish entire bases by itself, while the Montauk (much like the Battle Fortress of Yuri's Revenge) has no guns by itself but can be garrisoned with Nod infantry to make it an all-purpose assault vehicle that can (you guessed it) burrow underground and really piss in a GDI player's cornflakes, so much so they actually nerfed it in a patch to avoid unfair victories for Nod players.

    Lastly there's the game's most distinctive new feature, the Tiberium wildlife.

    Since the game takes place 30 years after the original, Tiberuim has been spreading all over the planet and is mutating creatures into much more savage and horrifying forms. The Tiberium Fiend is a mutated wolf that has Tiberium crystals growing from is back and even resembles a patch of Tiberium when stationary (so be sure you scout a Tiberium field for those before sending in a hervester) and can shoot Tiberium shards at your units. The Visceroid is the end result of an unfortunate schmuck being exposed an mutated by Tiberium into a giant amoeba that eats everything it can get its hands on (and just creeps me out). The Floater is basically a flying jellyfish that can shock ground units and is more damage resistant than the Mammoth Walker, and lastly the Venhole monster is the Sarlac pit from Return of the Jedi except with enough tentacles to put Cthulhu to shame and any vehicle that drives over the tentacles will take damage over time, and trying to attack it with infantry will cause it to emit Tiberum gas which can damage them or even mutate them into Visceroids.

    Overall this is a truly great game, a great sequel that outshines its predecessor in every way that matters, the story is excellent, the gameplay is a marked improvement with a greater strategic depth to it, the characters range from decent to amazing and soundtrack, composed by Frank Klepacki and Jarrid Mendelson is the sort of haunting, techno-esque tune that fits the game's apocalyptic tone to a tee but was criticized by some fans as not being rock-y enough when compared to the first game's tunes (the lack of a version of "Act on Instinct" probably didn't help the case either).

    With a success like that and a cliffhanger ending Westwood had to work overtime not to keep fans waiting for a resolution for another five years. Thankfully an expansion was right around the corner.

    Next Week: The Firestorm rages on.

    This is the Jovian, signing off.

    - The Jovian's Journal (13/09/2015) - Command & Conquer Retrospective (Part 3) - Tiberian Sun (2000)
     
    Winter 2004 (Part 8) - The Republican Primary/Trouble Overseas
  • Bush Squeaks By In Three-Way Photo Finish In Iowa

    In one of the closest Iowa caucuses ever, front-runner George W. Bush has claimed a narrow victory over his two closest rivals with 29% of the vote, while Rick Santorum finished with 28% and John Kasich finished just a few dozen votes behind Santorum, also with 28%. The close result followed an intense race in which the three Republican candidates squared off in numerous debates and took jabs at one another in speeches and interviews, leading up to the caucuses themselves. It was thought that Rick Santorum might be able to pull off the upset, thanks to Iowans' positive reception to his social conservatism, but John Ashcroft, who took fourth in Iowa with 7% of the vote, played spoiler and prevented Santorum from pulling away. Meanwhile, John Kasich, who had been gaining in the polls leading into Iowa's race, doesn't seem to have lost momentum despite the third place finish. He addressed his supporters in a speech shortly after the last of the returns came in, claiming victory and encouraging supporters that he would have a strong finish in New Hampshire, where he leads Bush by 7 points in the latest poll.

    -excerpted from a Yahoo! News article from January 20, 2004

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    George W. Bush: 29%
    Rick Santorum: 28%
    John Kasich: 28%
    John Ashcroft: 7%
    Elizabeth Dole: 5%
    Peter Fitzgerald: 2%
    Others: 1%

    The Iowa caucus results confirmed that the 2004 Republican primary to challenge Al Gore was down to a three-person race. By the time the caucus took place, the field had officially narrowed to six, and the day after the caucuses, Peter Fitzgerald suspended his campaign, with John Ashcroft doing so the day after. Elizabeth Dole remained in the race, hoping that New Hampshire would be friendlier. On January 27th, the New Hampshire primary took place. John Kasich, whose economic-focused message resonated heavily with voters from the "Live Free Or Die" state, was expected to win, with George W. Bush expected to finish a close second. Santorum had largely written off New Hampshire, but hoped to pull in at least double digits.

    John Kasich: 45%
    George W. Bush: 27%
    Rick Santorum: 18%
    Elizabeth Dole: 9%
    Others: 1%

    Santorum's unexpectedly strong third place finish, along with Kasich's thrashing of Bush, were a wake-up call to Bush and a pleasant surprise for social conservatives, who didn't expect New Hampshire to be so receptive to their message. Meanwhile, Dole's failure to make any sort of headway in the state put the nail in the coffin of her presidential aspirations, and she suspended her campaign on the 28th. It was now officially a three-way race headed into February's slate of primaries and caucuses, and Bush intensified his campaign efforts, hoping to regain the ground he'd lost to Kasich.

    Missouri Republican Primary-

    John Kasich: 41%
    George W. Bush: 35%
    Rick Santorum: 24%

    North Dakota Republican Caucus-

    George W. Bush: 40%
    John Kasich: 37%
    Rick Santorum: 23%

    Oklahoma Republican Primary-

    George W. Bush: 47%
    Rick Santorum: 28%
    John Kasich: 25%

    South Carolina Republican Primary-

    George W. Bush: 50%
    John Kasich: 29%
    Rick Santorum: 21%

    George W. Bush roared back on February 3's slate of conventions, winning three of them, while Kasich had to settle for a narrow win in Missouri. Santorum performed strongly, but still lagged significantly behind both Bush and Kasich in the delegate count. He would now have to hope for a strong push on Super Tuesday in order to catch up to the leaders.

    Washington D.C. Republican Caucus-

    John Kasich: 48%
    George W. Bush: 43%
    Rick Santorum: 9%

    Tennessee Republican Primary-

    John Kasich: 38%
    George W. Bush: 36%
    Rick Santorum: 26%

    Michigan Republican Primary-

    John Kasich: 50%
    George W. Bush: 35%
    Rick Santorum: 15%

    Nevada Republican Caucus-

    John Kasich: 50%
    George W. Bush: 46%
    Rick Santorum: 4%

    Wisconsin Republican Primary-

    John Kasich: 57%
    George W. Bush: 26%
    Rick Santorum: 17%

    Arizona Republican Primary-

    John Kasich: 43%
    George W. Bush: 39%
    Rick Santorum: 18%

    John Kasich's upset win in Tennessee and then his crushing win over George W. Bush was the first sign of serious trouble for the Bush campaign. Kasich's economic message and his ability to articulate his views to voters was resonating heavily in those states, and he also had more social conservative credentials than Bush, who was starting to be seen as a war hawk and little else. As for Santorum, he had hoped to gain some ground in Tennessee, but he couldn't finish higher than third there, raising serious questions about the viability of his campaign, after he'd appeared so strong going into Iowa.

    -

    Wolf Blitzer: And with Super Tuesday just three days away, the campaign is heating up, as Governor Bush fires back at John Kasich after Kasich's latest speech in St. Paul, Minnesota accused Bush of warmongering following Bush's statements concerning the need for military action against Iraq. Listen to Kasich's speech, and then we'll play you a clip from Bush's recent interview with NBC News.

    *John Kasich is shown addressing a crowd of supporters.*

    Kasich: Now, I have always supported the military and I've always been in favor of a strong military. But we've got to take a step back for a moment and realize something and that something is this: we can't play world police forever. We've got to be fiscally responsible and only send the military where it's absolutely necessary. My opponent wants to get us into a war with Iraq, and frankly that's just something we can't afford right now. We've already had twelve years of wasteful spending by the last two administrations, folks, and it doesn't matter whether you've got a Democrat or a Republican in the Oval Office if they're just going to waste YOUR money. *the crowd cheers* And I promise you, when I'm president I'm not going to waste your money! *the crowd cheers louder*

    *George W. Bush is sitting down with Brian Williams.*

    George W. Bush: Kasich said I want to go to war. Now Brian, that's the furthest thing from the truth I think that anybody's ever said about me. I don't want to go to war with anybody, but Brian, Saddam is a butcher. He's butchering his own people, he's involved in support for terrorism... and frankly I think John Kasich has his head in the sand. He just doesn't realize that as long as Saddam Hussein is in power in Iraq, the world is going to be a dangerous place.

    Wolf Blitzer: Bush went on to claim that a John Kasich presidency would make the world more dangerous, a remark that Kasich strongly condemned.

    *The CNN Breaking News graphic appears on screen.*

    Blitzer: And now we've got breaking international news, coming out of Ukraine right now, where there is a massive protest occurring in the Ukrainian city of Uzhhorod. That region has been the center of numerous demonstrations and major tension following remarks by Hungarian prime minister László Sólyom in late January which urged Hungarians living in the Zakarpattia region of Ukraine to assert their rights. This immediately followed Hungary's application for admission to the European Union, and is a statement that European nations such as France and Germany condemned as inflammatory. As you can see from these live images, there appears to be over 100,000 people demonstrating in that city, and numerous clashes with the police occurring as we speak.

    *A small fire can be seen coming from one area of the crowd, as a large mob of people are tossing things into it to make the fire bigger and demonstrators nearby are clashing with police physically.*

    Blitzer: Tensions between Hungary and Ukraine have been at an all-time high for several weeks now, and the situation there seems to be ramping up very quickly, which may complicate Hungary's admission into the EU. Numerous European leaders and recently President Gore have spoken out against Sólyom's statements.

    *Police are now rushing protestors, tackling them and physically fighting them, there is a great deal of movement and chaos in one part of the crowd and a Molotov cocktail is thrown at the police, causing even more chaos.*

    Blitzer: That, I believe, was a Molotov cocktail, and this protest is starting to get extremely ugly.

    -from a CNN broadcast on the early afternoon of February 28, 2004

    -

    The flare-up of tensions between Ukraine and Hungary played a minor role in the lead-up to Super Tuesday, as President Bush tried to take advantage by claiming that the world was a dangerous place that needed American leadership. He was sharply pro-Hungary, while Kasich took a more neutral stance and Santorum continued to push for more social conservatism, largely ignoring the international situation at the time. The rising tensions between the two European nations continued to play out as voters went to the polls on Super Tuesday.

    -

    Tim Russert: And the first returns starting to come in now, and this is very good news for Kasich and very bad news for Bush.

    *A graphic is shown on the screen displaying the returns for Connecticut's Republican primary: 61% for Kasich, 27% for Bush, 12% for Santorum, then we see Rhode Island's returns: 65% for Kasich, 30% for Bush, 5% for Santorum, then Vermont's returns: 77% for Kasich, 19% for Bush, 4% for Santorum*

    Russert: Kasich really appears to be cruising to victory in these Eastern states.

    Brian Williams: And it's not terribly surprising considering that Kasich was favored to win all three, but the margins, especially in Connecticut where it was expected to be very close, are not favorable for Bush at all.

    Russert: In the late polling, Kasich had separated himself from Bush a bit but he's still outperforming his polling here by a good 10-15 points, this is not good for Bush at all.

    Tom Brokaw: And early returns from Ohio, only 28% of the vote is in but Kasich is winning by a strong margin, 70% to 19% over George W. Bush. Obviously, it's his home state and another he was expected to win, but again, the margin shows that Kasich is in a dominant position right now.

    -from NBC News' coverage of Super Tuesday on March 2, 2004

    -

    *A map of the United States is shown on the screen with the primaries won by each candidate. John Kasich has taken Connecticut, Massachusetts, Minnesota, New York, Ohio, Rhode Island, and Vermont. George W. Bush has taken Georgia and Maryland, while California is unshaded.*

    Dan Rather: California is still too close to call right now, with George W. Bush very slightly ahead, 45% to 43% over John Kasich there. It seems at this point now that Bush needs to win California to maintain some level of momentum over John Kasich, who has had a very good day today, especially in the Northeast. We just saw Kasich give a speech tonight in Columbus, Ohio, where he had a very big win with more than two-thirds of the vote. Tonight's results come as somewhat of a surprise, even with Governor Bush lagging in the polls to some extent, down by five points in the national polls before tonight's vote. Certainly, he was expected to do somewhat better in both New York and Minnesota, the latter of which he lost by thirteen percent.

    *An update is given, showing both candidates at 44 percent with 89% of the vote in.*

    Dan Rather: And there you see it, the latest update shows John Kasich closing the gap in California. It is still a very close race, but Kasich is closing in with 11 percent of the vote left to be counted.

    -from CBS News' coverage of Super Tuesday on March 2, 2004

    -

    Wolf Blitzer: And as you can see now, smoke rising from the Ukrainian border as there have been shots fired, we believe by Hungarian troops into Ukraine, as the border troubles between these two countries continue to escalate. First there were those demonstrations in Uzhhorod last week that led to the death of 31 protesters and four Ukrainian police officers, and now we appear to have some kind of military action taking place between these two countries as tensions continue to ramp up.

    *More images are shown from the border as smoke continues to rise, a few more shots are fired and we can see a Hungarian troop detachment moving quickly to the north.*

    Blitzer: ...we are now just getting word that it may have been a Ukranian soldier who fired into Hungary, not, as initially reported, Hungarian troops firing into Ukraine. Obviously this is a very chaotic time and we've been getting conflicting reports all morning, but that... that is what the AP is now reporting, and they do have journalists on the ground. Right now, we're hearing that Ukraine may have taken military action against Hungary.

    *We can continue to see smoke and troop movements on the screen, though there's not all that much going on aside from the occasional firing of a weapon or a few soldiers running back and forth. It looks somewhat less chaotic even than the demonstrations in Uzhhorod appeared to be.*

    Blitzer: We're going to take a quick break from this for a moment, because right now Rick Santorum is making a speech to his supporters in Bethlehem, Pennsylvania, let's listen in.

    *The video starts in mid-speech.*

    Santorum: ...everyone who supported us on this journey, this long and difficult journey, I want to thank all of you. You showed me just how strong the moral heart of America continues to beat. You showed me and my family that there are still so many Americans who are praying every day for the soul of this nation, and I will continue to fight for you. This is not the end of the road, this is only the beginning. We may not have gotten as many votes as we would have liked yesterday, but we made our voices heard, and I assure you, those voices will echo through the chambers of government of this great nation! *the crowd applauds loudly* I will continue to push for the sanctity of life, the sanctity of marriage, and the strength of the American family. *the crowd applauds again*

    *Santorum's speech continues, where he continues to talk about the need for strong families and strong moral leadership, and has not endorsed one of the other two candidates. After a few more minutes, the video stops and returns to the fighting in Ukraine.*

    Blitzer: So as you just heard, Rick Santorum, who finished in third place in every caucus and primary yesterday, has suspended his presidential campaign. Now only two candidates, John Kasich and George W. Bush, remain in the race, with Kasich leading Bush and in a strong position after winning eight of yesterday's ten contests, including that very close but very big win in California.

    -

    After Super Tuesday, Kasich was the clear front-runner in the Republican primary, while George W. Bush once again found himself trailing after at one point being the long-time front runner. The continued skirmish between Ukraine and Hungary provided Bush another opportunity to emphasize his foreign policy credentials, calling on NATO to invoke Article 5 on Hungary's behalf. This led Kasich to counter with a strong retort condemning Bush for encouraging the United States to stand against Ukraine, an American ally. He emphasized the need for a peaceful solution for the two nations, and Bush had to walk back his statements somewhat, making it clear that he wasn't calling for America to go to war with Ukraine, but that NATO did need to condemn Ukraine, who was viewed to be the aggressor in the conflict. As Ukraine and Hungary continued their awkward border clashes (which led to less than a dozen combined casualties on both sides), the March 9th primaries brought welcome news for Bush, as he would sweep them, including the important Florida primary, where he actually managed to beat his poll numbers. The March 9th wins evened things up somewhat, though Kasich still held a delegate lead going into major contests in Illinois, North Carolina, and Colorado. Bush campaigned hard in Illinois, hoping to narrow the 14 point gap that Kasich held at one point in early March. By the March 16th Illinois primary, Bush had narrowed Kasich's polling lead to single digits, and continued to close the gap as best he could by peeling off some of Santorum's former supporters. He also pushed hard for an endorsement from Santorum, but Santorum refused to endorse either candidate for the time being.

    -

    Tom Brokaw: Turkey in Chaos. A military coup ousts President Erdogan and his ruling AKP. After months of crackdowns on demonstrators, the Turkish military seems to have had enough, and now the country's future is shrouded in fog, with few, if any reports coming out of the country. We'll have the latest report from Ankara. Illinois Decides. Tomorrow Illinois goes to the polls, with George W. Bush in desperate need of a win. Can he pull out the victory he needs, or will Kasich's momentum continue into the spring? And: The Latin Nashville? Corpus Christi, Texas is one of the fastest growing cities in North America, largely thanks to pop superstar Selena. She's building a state of the art recording studio there, all while pregnant with her first child. We'll check in on this rapidly blossoming city, its music scene, its brand new sports stadiums, and we'll talk to Selena herself, who says that Corpus Christi's growth is only just beginning.

    -from the introduction to the NBC Nightly News on March 15, 2004

    -

    Turkey's bloodless coup which ousted President Recep Erdogan and his ruling AKP threw another wrench into the foreign policy debates surrounding the 2004 presidential primaries, and once again, Bush hoped to capitalize. However, Illinois voters largely ignored overseas affairs, and John Kasich ended up winning the primary 54% to 46%, just as polls had projected. The Illinois win gave Kasich a commanding lead going into April's primaries, and with foreign affairs largely calming down over the next few weeks, with EU officials in Brussels putting heavy pressure on Hungary to calm down its rhetoric and work out a peace with Ukraine, and the aftermath of the Turkish coup being a largely peaceful one, Bush's emphasis on foreign policy and American military strength would come to be seen more and more as pointless warmongering. Kasich's lead in both national and state polls would only grow as primary season went on into the spring, and soon there would be more and more calls for Bush to exit the race so that Kasich could focus on beating Al Gore in the general election.

    -

    (Authors' Note: A big thanks to Coiler, who gave us the idea for the Hungary/Ukraine conflict and the Turkish coup, and to Unknown, who gave us the idea for the Corpus Christi/Selena mention.)
     
    Winter 2004 (Part 9) - Knights Of The Old Republic
  • (Authors' Note: Several ideas for the game, such as having Vima Sunrider appear as was originally conceived and the "Tusken messiah" sidequest were given to us by the reader DanielXie!)

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    Star Wars: Knights Of The Old Republic


    Star Wars: Knights Of The Old Republic is an RPG set in the Star Wars universe, developed by Bethesda and released exclusively for the Microsoft Xbox (though it would see a PC release in 2005). While taking many of the plot elements from OTL's game, it makes a number of major changes to the plot that are functions of both the gameplay changes and the various butterflies that have affected the game's development (though the game is developed by Bethesda and not Bioware, both the OTL and TTL games share some members of the game's writing staff, meaning that the plot itself still comes out with many similarities to OTL's game). The largest changes are to the gameplay, which, while still a WRPG, is considerably altered from OTL's game. It no longer uses the D20 system from OTL's Knights Of The Old Republic, eschewing that for a more action-based game. While some comparisons can be made to The Elder Scrolls: Morrowind, Bethesda developed much of the game's combat system from the ground up, giving the game a third-person perspective and making combat more quick and smooth than Morrowind's, in order to accommodate the fast-paced lightsaber duels that have become a staple of the Star Wars series, and also to improve upon ranged attacks, which are a much larger part of this game. Like IOTL's game, the main protagonist can have up to two companions, though they play a bit smaller of a role than the party members in OTL's game. Players can equip numerous items to their main character to enhance their stats, and there are 16 different Skills present in the game, twice the number present in OTL's game. All these Skills can be leveled up as the player gains experience. Players can assign bonuses to two stats at the start of the game, while the other two bonuses will be determined by which of eight Affinities (equivalent to OTL's three classes) that the player selects at the start of the game. Skills and stats level up largely as the player uses them, though stat bonuses can also be selected at each level up. Like IOTL's game, Knights Of The Old Republic allows the player to follow the Light Side, fall to the Dark Side, or fall somewhere in between, depending on relationship and morality values built up through the completion of certain missions in a certain way. The game has a "tighter" feel in terms of exploration than the Elder Scrolls series: players are able to generally explore the small area they're in, which might be a town, a space port, or an area of a planet, but they can't explore a large, open area like in the Elder Scrolls games. Instead, the sense of openness and freedom comes from the player being able to interact with large numbers of NPCs or undergo side quests, usually at their leisure. This allowed Bethesda the ability to put more detail into the more important geographical areas of the game, giving it a much sharper focus than Morrowind. The game features excellent graphics rivaling anything yet seen on the Xbox, a sweeping soundtrack reminiscent of the films, and a talented voice cast, including the aforementioned Jennifer Hale as female Revan, James Arnold Taylor as male Revan, Raymond Cruz as Darth Xelas, and Bettina Bush as Vima Sunrider. The only major voice actors who voice the same characters in OTL and TTL are Raphael Sbarge as Carth Onasi and Kristoffer Tabori as HK-47. In development for four years and having been known by the public for three, it's one of the most hyped Xbox games ever, if not THE most hyped, at the time of its release.

    Knights Of The Old Republic features both OTL characters and new ones. Its primary protagonist, as IOTL, is Revan, a former Dark Lady of the Sith (ITTL, Revan is canonically female, though the player can choose to make Revan a male) who becomes amnesiac after being betrayed by her former apprentice and the game's main protagonist, Darth Xelas (TTL's equivalent to Darth Malak, though with a number of key differences). Revan is voiced by two different actors, one for the male version and one for the female version, the female Revan is voiced by Jennifer Hale (The OTL character of Bastila is butterflied away, with Juhani being named Bastila as was originally the plan). Vima Sunrider (the issues with the name that surfaced IOTL aren't an issue here) largely takes Bastila's role in the story, with a number of differences, and also serves as the main love interest for the male Revan path. Other OTL characters that appear ITTL are Carth Onasi (Revan's love interest if Revan is female), Canderous Ordo, and HK-47. Characters original to the game and exclusive TTL include a bounty huntress named Zera Bleekar who is tasked with hunting Revan down but eventually comes to respect her, a wookie named Wakkatsa who takes Zaalbar's place in the story but is somewhat more of a comic relief character, Falcon Wintras, a young wanna-be soldier who looks up to Revan as somewhat of an idol, and Hobstrat Laird, a cloaked old merchant man who proves himself to be unusually resourceful and gets into frequent verbal sparring matches with HK-47.

    While the game begins much in the same way as OTL's game, on board a ship in the middle of a fierce battle, it diverts from OTL almost immediately, with Revan ending up on Tatooine once escaping from the ship, and encountering Vima Sunrider before anyone else, as Carth Onasi isn't met until later on. Vima defends Revan from an attack by Tusken Raiders, though Revan will remember the encounter (later on, in the Dark Side path, Revan can become a "messiah" of sorts to the Tusken Raiders by helping them accomplish certain dirty deeds). Though Revan can perform a number of side missions on Tatooine, the ultimate goal is to find a way off world, to the marketplace world of Laruqoa. After Revan rescues Vima from the Hutts (not that she needs it, as she was about to escape on her own), the two venture to Laruqoa, where a number of characters, including Carth, Canderous, Wakkatsa, and Zera, will be met for the first time. Vima wants to return to her Jedi Temple on Eifan in order to report her encounter with Revan and the mysterious visions the two of them have been having, but there are a number of adventures that Revan and her companions get into on Laruqoa first. Eventually, however, they do make it to Eifan, where Revan is accepted into the Jedi Order as Vima's Padawan (an arrangement Revan isn't too happy with but accepts reluctantly). Revan is trained in the ways of the Jedi, which are strangely familiar. At one point, Zera, who attempted to assassinate Revan once on Laruqoa, returns and tries to do it again, forcing Revan into a duel. Revan wins and spares Zera, who starts to speak but is in disbelief that Revan just spared her and decides to flee. After Revan completes the first stage of Jedi training, Vima and the heroes are called away to another world to quell a rebellion there, said to be provoked by an agent in league with the Sith. This is where Revan confronts Xelas for the first time, and Xelas too seems to have some familiarity with Revan, though after the encounter, he leaves without saying very much. As Revan's journey continues, forming a closer bond with her companions (including Zera, who eventually joins the group after once again seeing that Revan isn't who she thought, and young Falcon, who becomes a "padawan" of sorts to Revan even if it's not an official Master-Padawan arrangement), Revan comes to question the Jedi philosophy that Vima has been teaching, and instead begins to have thoughts resembling those of a Sith Lord. Meanwhile, Revan and Xelas have numerous confrontations as the journey continues. The game differs somewhat from OTL's in that instead of obtaining Star Maps to progress, TTL's game gives the player a more "flexible" route, where the story choices made determine what planets the player visits. Familiar planets such as Kashyyk can be visited, but aren't mandatory parts of the game, as the player can choose to explore other, unfamiliar planets if they so choose. Ultimately, however, Revan comes to find out her true identity as a former Sith Lord, something that both Vima and Carth knew beforehand and something that Revan is furious about being hidden away from her. This leads directly to Revan's encounter with the Rakatans and the Star Forge, elements which are also carried over from the previous game. Around this time, one of two of Revan's companions can be turned to the Dark Side by Darth Xelas: Falcon, if the player chose male Revan, or Vima, if the player chose female Revan. Here, one of the motivations behind Xelas' acts are revealed: Xelas' family was murdered by a rogue Jedi named Kaitan when Xelas was very young. He was very close to two of his family members: his father and his older sister. His older sister, Shera, was herself a powerful Jedi, who disagreed with Kaitan on a critical piece of Jedi dogma, the dispute resulting from this ultimately leading Kaitan, who viewed Shera as a heretic on the verge of falling to the Dark Side, to slaughter her entire family, knowing that while it would ultimately taint his own soul with darkness, it would prevent a great evil from befalling the galaxy. Xelas came to view Revan as either a father (male Revan) or older sister (female Revan) figure, but after viewing a prophecy that Revan would someday betray him, he attempted to kill Revan to spare himself the pain of loss he'd felt upon losing his family as a child. Consumed with hate, fear, and rage, Xelas than turned his sights on the galaxy, seeking to dominate all in order to soothe his own pain. By turning one of Revan's closest companions to the Dark Side, Xelas hopes to share his own pain with Revan. Revan would ultimately confront both Xelas and his new apprentice at the Star Forge. Depending on Revan's actions, Vima/Falcon can be either killed or spared, and depending on Revan's alignment, a spared Vima/Falcon will either choose to join Revan as his new apprentice or fight at his side, either as Master (Vima) or Padawan (Falcon). Revan and Xelas engage in a final showdown to decide the fate of the Galaxy. Revan can then choose to either continue fighting for peace throughout the Galaxy (Light Side) or dominate as a Sith Master (Dark Side).

    Knights Of The Old Republic is released on the Xbox on March 16, 2004, a Tuesday (this is significant, because for quite some time, most major games had been released on a Monday, there would be a growing trend throughout 2004 that would eventually lead to nearly all major games seeing Tuesday releases, much like IOTL). It gets a very positive critical reception and is generally considered to have lived up to its considerable hype. However, it's not QUITE as positively received as OTL's game. It's a bit shorter and the plot and characters aren't regarded with quite the same enthusiasm as OTL's. Vima is extremely popular, as are Canderous and HK-47, but TTL's Bastila (who's essentially OTL's Juhani) isn't nearly as popular as OTL's. The OTL game was a Game of the Year contender for 2003, while TTL's game falls just short of that distinction, averaging in the high 8s/low 9s with critics, a smidge below OTL's game which mostly got 9s and 10s. It's definitely not considered a disappointment by any stretch of the imagination, and sales are extremely strong, especially initially. It beats each individual version of Dead Midnight: Fade in first month sales (though it sells slightly below the game's combined sales between all three versions) and would come to be considered a classic game among both RPGs and Star Wars titles, just like IOTL. It's not QUITE an Xbox killer app, but it's pretty close and would spawn at least one sequel.
     
    Winter 2004 (Part 10) - The Rest Of The Games
  • (Here are the other notable North American game releases from January 2004 to March 2004!)

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    Nintendo Wave:

    Battlebots


    Based on the combat robotics show that began on Comedy Central and is now airing on Fox as of 2004, Battlebots is somewhat similar to the canceled OTL Gamecube adaptation of the game, where players can take control of bots from the show or build their own. The control scheme and scoring are meant to be as realistic as possible and the game has a more realistic feel than OTL's Robot Arena games, though it's still not exactly like the show. Players can enter a 32-bot tournament (no preliminary rounds in this game) with commentary from Bil Dwyer and Tim Green like in the show. They can also play exhibition matches and in rumbles with up to four person local multiplayer. It's satisfying for Battlebots fans (moreso than the OTL Game Boy Advance games) but it gets fairly low sales and ends up being the only Battlebots game to be made.

    Disgaea: Hour Of Darkness

    A tactics-based SRPG, Disgaea: Hour Of Darkness shares many similarities with its OTL counterpart, including major characters Laharl, Etna, and Flonne, and the OTL game's humorous, tongue in cheek tone, which lampoons many traditional video game conventions and breaks the fourth wall. The game also introduces the Prinnies, penguin mascots who can be thrown and exploded like bombs. As for the game's main plot, it also shares a lot of similarities with TTL's game, with Laharl awakening from slumber and raising an army to conquer the demonic underworld. It's the game's second half, which features a much more well developed heroic team, that is changed a lot more from OTL. The game's second half heavily lampoons traditional RPGs and features a cast of heroes consisting of Final Fantasy spoofs, including a spiky haired sword wielder meant to parody Cloud and a mysterious green haired girl meant to parody Terra. While these heroes are earnestly trying to save the world, Laharl makes fools of them on numerous occasions. Eventually though, Laharl must reluctantly team up with them to battle the evil Betrayor, a former member of the heroic team who betrays them in order to gain ultimate power (Laharl repeatedly rips on the heroes for trusting him even though his NAME is Betrayor). Disgaea is received positively by critics, and gets much the same cult following it does IOTL, especially due to the lack of quality Wave JRPGs released in early 2004.

    Weatherfall

    Weatherfall is a platformer/adventure game about a group of young heroes who must navigate a world where the weather is changing rapidly and becoming more intense. These heroes meet a scientist who grants them special suits that they can use to control the weather, turning it on their enemies and using it to clear obstacles out of their way. The main hero, a boy named Sonny, can redirect the heat of the sun and use it to start fires and make plants stronger, while there's also a girl named Rayne who can control precipitation, a girl named Wendy who can control the wind, etc. While the graphics are fun and colorful and combat can be a blast at times, levels themselves are rather poorly designed, the plot and characters are predictable and generic, and the controls can be somewhat frustrating. Critics consider it a game with an interesting concept but a somewhat flawed execution, but despite the mixed reviews, it finds an audience among younger players and ultimately turns a profit.

    Baldur's Gate: Exodus

    A console-exclusive spinoff of the Baldur's Gate series, Baldur's Gate: Exodus expands upon the exodus of wizards that took place in the Elven Exodus book from the OTL and TTL games. As disaster and desolation sweep across the land, a young wizard separated from his clan must find a way to reunite with his teacher and forge a new calling in a world changing rapidly. The game has a much smaller focus than earlier titles, and this comes at the expense of a somewhat smaller world compared to previous games. Because of this, reviews aren't as good as expected, and sales really lag behind, making the game one of 2004's early disappointments and hurting the future of the series on the Wave.

    Max And The Magic Running Shoes

    In this puzzle platformer, the protagonist is a boy named Max who's gifted with a pair of shoes that give him tremendous running speed. He's given the task of running from place to place, catching objects that are knocked down and fixing things that are broken by a pack of mischievous monsters seeking to release a great evil. The wacky animation and fun music score make the game somewhat more enjoyable, but it does get a bit frustrating at times, and it's not the most popular platformer either, especially compared to Weatherfall. Reviews, however, are a bit better than Weatherfall, and the game becomes another fondly remembered sixth generation platformer that failed to find an audience.

    Silpheed Destiny

    A vertical side scrolling shooter developed by Game Arts as a next-gen successor to the classic series, Silpheed Destiny has a lot in common, at least gameplay-wise, with OTL's Silpheed: The Lost Planet. The player controls a ship tasked with leading a squadron into battle with an enemy from a parallel dimension, and must fight an armada of powerful rival ships and enormous creatures. As far as shooters go, it's a high quality game, though it gets a lot of comparisons to Gradius: Wave Of Destruction, which is released around the same time. It's considered the easier and the more cinematic of the two games, and thus gets a bit more mainstream attention, even though Gradius is hyped somewhat more. It's definitely the more modern of the two games, and sales, while not huge, are surprisingly strong.

    Twilight: Assassin Of Darkness

    A rail-shooter type game that's somewhat reminiscent of Silent Scope, this game has the player navigating a variety of environments in search of a different target in each level. While the graphics are somewhat poor, the game's mechanics are fairly fresh and introduce many new elements into the classic arcade-style rail shooter that make the game unique, including the ability to control the protagonist's movement in all directions and to choose alternate paths through levels in order to get the jump on certain enemies who might ambush the player otherwise.. Sales are a bit disappointing but reviews are solid.

    Yu-Gi-Oh: Guardians Of The Cards

    This game, based on the card game and anime from Konami, features a brand new stand alone story with a customizable main character and most of the cards available in the actual card game up to that point, along with a large number of exclusive cards. While there have been games before based on Yu-Gi-Oh for the Ultra Nintendo, Katana, and Game Boy Nova, this features the best presentation and representation of the card game to date and would ultimately come to be considered the best game in the series, before or since. It sells very well.

    Dragonball Z: The Legendary Super Saiyan

    A combination fighting/adventure game that sort of plays like a proto Xenoverse, The Legendary Super Saiyan puts the player in control of numerous DBZ heroes to play out the events of both the Saiyan and Frieza sagas, with full cinematics and Budokai-style fighting. It also features a Combat Arena mode where more than 20 different Dragonball Z characters can battle it out. It gets a positive reception, though it doesn't sell quite as well as Yu-Gi-Oh does.

    Gradius: Wave Of Destruction

    A sidescrolling rail shooter based on the classic Gradius series of games, it plays more like an old school shooter than OTL's Gradius V, and features unrelenting difficulty and not much of a plot apart from the standard “defeat the aliens trying to blow up humanity” excuse plot. While hardcore Gradius fans tend to really enjoy the game, mainstream audiences gravitate to Silpheed instead. North American and European sales are disappointing, but it does outsell Silpheed in Japan.

    Ultra Nintendo:

    The Comatose

    Another psychological RPG by Capcom and one of their final games for the Ultra Nintendo, The Comatose is about a comatose man who gains the ability to travel into the minds of other comatose people. He must unite them in order to battle a dangerous enemy who threatens all of them. While not as popular as State: Crisis, the game is well made and reviews are good, though sales are rather low, especially for a Capcom game.

    XCOM Luna

    A spinoff in the XCOM series that has been in development hell for quite some time, it was nearly moved to the Wave but the developers decided to keep the game on the Ultra due to it being nearly completed in 2003. It centers around the residents of a massive space station on the Moon who must defend it from an alien invasion, ultimately making themselves the last line of defense between the aliens and Earth. A rather low-tech game, even for the Ultra, it gets accolades for its strategic depth, but it's WAY primitive for a game released in 2004 and sales are quite low, resulting in the game becoming a rarity and coveted among hardcore XCOM fans.

    Spy School

    Based on the hit Cartoon Network animated series, Spy School is a combination school-sim brawler game. It can almost be compared to the more recent OTL Persona titles in that the characters' relationships with one another in school help to make them stronger in battle. Though its quirky gameplay and proto cel-shaded graphical style make it a decent game critically, it comes out too late in the Ultra Nintendo's lifespan to get many sales. A Spy School game would come out for the sixth-generation systems in early 2005, but it's extraordinarily generic and gets a fairly mediocre reception.

    Sega Katana:

    Fatal Frame 2

    Released exclusively on the Katana in the West (though in Japan it also gets an Ultra Nintendo release), Fatal Frame 2 is a survival horror title that takes place in a post-apocalyptic Tokyo (rather than the ghost town of OTL's game). Its protagonists are a trio of school girls who return to their old city two years after the cataclysm that destroyed it in order to retrieve a picture album. As they scour the city they begin to encounter mysterious, terrifying monsters and must depend on each other to survive. The game plays similarly to the previous title, which involves taking pictures of ghosts and demons in order to destroy them and protect the player's companions. Depending on the player's actions, all three girls can survive the events of the game or any combination of the three (including none of them) will survive. The game ramps up the horror of the previous game, making it one of the scariest games ever made. Like the original, the game has a solid cult following on the Katana, enough to keep the series profitable in the West, though it will remain a Katana exclusive in the West for the time being.

    Out Of Darkness

    A stealth/shooter game about a spy who must avoid the light as much as possible. When he travels into the light, the enemies are able to detect him, making it almost impossible to escape back to the darkness (and if he does, he'll still be pursued). This turns levels into somewhat of a puzzle, as the safe areas shift and shrink as the player progresses through the game. As stealth is of utmost importance and guns make a flash that causes temporary light, silent takedowns and melee attacks are vastly preferred to the use of firearms. The stealth mechanic is done fairly well, though the game itself isn't that big of a hit.

    Bits And Bytes 2

    The long awaited and long delayed sequel to the Saturn's 2000 platformer (one of the last major platformer hits for the Saturn), this game takes place in a vastly expanded world from that of the previous game. Like the previous game, it takes place inside a computerized world, but instead of starring a frog-like creature, its protagonists are a boy, a girl, and a mysterious cat creature, all of whom are lost in this huge computerized world as it begins to glitch up and delete itself. The trio roam the world together, exploring the various worlds, which are spoofs of famous video games and elements of computer culture. Eventually, the three come to realize that they themselves are characters in a computer game, and that their enemy is the malicious and godlike Developer, who they confront in a plane designed to resemble the real world. This game features numerous gameplay enhancements over its predecessor, rather than being just a basic platformer like the original game, it has elements of shooters, adventure titles, and puzzlers, though the core gameplay is still a 3-D platformer. The numerous changes from the original title (a big reason for the game's delay to 2004, after being shown off at E3 as early as 2001), get a mixed reaction from critics, who find the plot and gameplay, especially toward the end, to be somewhat of a mess. Positioned as the Katana's biggest platformer of the early part of 2004, sales are quite good, but it's not the hit it was originally imagined to be.

    Initial D: Finality

    Developed for the Katana as a combination racing/combat game, Initial D: Finality is a retelling of the story Takumi Fujiwara, giving him a new quest to undertake as he tries to become the fastest driver in Japan. The player engages in dozens of races throughout the game, and must race in an extremely aggressive and breakneck style in order to succeed. The player must not only be fast enough to win the difficult races, but must race in such a fashion that other racers are damaged and slowed (and sometimes destroyed) in order to gain victory. In some races, there IS no finish line, and Takumi must simply race to survive and disable the other vehicle before he himself is disabled. The game features some of the best graphics to date in a Katana racing game, with beautiful cars and beautiful tracks. There are numerous cutscenes depicting the game's main story, which sees Takumi racing against a dangerous gang of racers known as the Devil Syndicate, who use illegal modifications to make their cars unnaturally fast. The game is one of the most popular Katana titles of 2003 in Japan, but its North American release in early 2004 fails to sell quite as well (and by that I mean it sells about a quarter of what it sells in Japan), despite excellent critical reviews that laud it for being an outstanding racing game and a dream game for fans of the manga and anime.

    Amy Rose's Wild Ride

    Amy Rose's Wild Ride is a Sonic The Hedgehog spinoff title, featuring Sonic's girlfriend, the pink hedgehog Amy. As suggested in the title, the game is a hybrid platformer/racer, in which Amy must not only run around the world battling enemies and collecting treasures, but must win races in order to advance in the game, and must also find vehicles that can transport her from place to place. She pilots over 20 different vehicles over the course of the game, including numerous cars, a train, three types of planes, a hovercraft, and even unorthodox vehicles like a motorized trash can and a baby stroller. She even gets a Segway at one point. The plot of the game is that Sonic has been kidnapped by Eggman, though by the time Amy comes to save him, he's already saved himself (which pisses Amy off something fierce, she yells at him to get back in his cage so she can save him). The game, while not quite as good as the mainline Sonic platformers, is still great fun. The vehicle controls are excellent, the world Amy travels through is nice and big, and the game is full of humor and charm. It averages in the high 7s/low 8s with critics, and it's a decent seller, competing with Bits And Bytes 2 for the biggest Katana platformer of the season. Its perception as a “girl” game harms it somewhat, but not significantly.

    Microsoft Xbox:

    Dune: Awakening

    Dune: Awakening is an FPS based on Frank Herbert's Dune franchise, based heavily on the Legends Of Dune prequel series being released at the time, and centering around the events of the Butlerian Jihad, when the first sentient machines were rising up against humankind. The game thus serves as a sort of prequel to the prequel, with the “Awakening” in the title referring to the awakening of sentient AI and its immediate attempt to raise an army against humanity. The majority of the game takes place on a military base, in which thousands of sentient machines have risen. Goren Atreides, a minor infantry soldier and ancestor of the legendary family that would appear numerous times throughout the book series, becomes an unlikely leader of the human counterattack against these machines. The game, meant to resurrect the Dune game series on consoles, becomes the most critically lauded Dune game since the SNES-CD title from the 90s, and is considered one of the top FPS games of the early part of the year, featuring outstanding graphics and a strong lineup of futuristic weapons. It has a multiplayer mode, though it's not a very robust one and doesn't have many players on Xbox Live. The game is a minor commercial success, on par with expectations.

    Fatal Strike: Lineage

    The classic brawler series returns, with a brand new protagonist: Akatsukan, a descendant of Notukaga, who must defend his family's honor after his bride is abducted on his wedding day by the masked warrior Sabataka. While the return of the popular series was fairly highly anticipated, the game is somewhat of a disappointment, especially compared with the next-gen Ninja Gaiden game. Fairly generic gameplay and plot doom this game to critical and commercial mediocrity, though it doesn't tarnish the popularity of the old games.

    Kill Cycle

    Kill Cycle is a motorcycle combat game in which tricked out bikes compete in huge arenas. Featuring lots of bloodshed and some very edgy characters, it's seen as an even more brutal version of Twisted Metal, and while popular with casual fans, it's not a very good game critically due to the smallness of the arenas and the somewhat repetitive nature of the game's combat. Sales are still good enough for the game to be considered a success.

    Warhammer

    Based on the Warhammer Fantasy Battle series, this is an RTS game in which the player can take control of numerous armies of humans, elves, dwarves, and other races, engaging in brutal combat as the world struggles against the influence of Chaos. While the game features a fairly basic and simple interpretation of the game's vast storyline, the combat itself, which adapts mechanics from the tabletop game into a video game setting, is quite positively received, and the game is ultimately a satisfying experience for fans of the franchise. The game would be critically successful, though its niche source material only gives it minor sales (still, this justifies the eventual release of a sequel based on the 40K series).

    Botundai: Savage Battle

    A 2-D fighting game with Japanese-themed characters using a variety of weapons and fierce fighting moves, it features cel shading and plenty of blood. The game gets a lot of comparisons to the Soul Caibur series, though it doesn't have as deep a plot, and of course it's a lot more violent, with characters even capable of losing their limbs if certain moves are used in battle. It's not Divine Wrath popular, but it's definitely one of the most popular fighting games of 2004, in what's considered to be a down year for the genre.

    Brutalball

    An extreme sports title that combines football and soccer with fighting, and takes place in large arenas filled with bloodthirsty spectators. Its graphics and physics and online play win it some fans, but it isn't the big hit that its publisher was expecting it to be. Instead, it finds more fame in terms of some of the memes it spawns thanks to its rather over the top announcer who reacts quite vigorously to every painful play that happens on the field.

    Iron Man

    Based on the Marvel comic series, this game doesn't tie into the movie, and instead tells its own story, where Iron Man must battle his way through evil armies of technologically enhanced foes to stop his arch-enemy, The Mandarin. The game plays like a third-person shooter, with Iron Man able to launch missiles at his enemies and hover in the air, drawing some Techno Angel comparisons. It's one of the more violent of the superhero adaptations, earning it a Teen rating. It's also fairly dark and gritty, with many battles taking place on desolate battlefields or in dreary factories. The game is considered solid, with the graphics receiving especially high praise, but as far as superhero titles go, it's middle of the road in terms of sales.

    Breakdown

    Namco's first person shooter title from OTL appears in TTL as well, also as an Xbox exclusive. It's mostly the same as OTL's title, featuring realistic object interaction and fighting game elements fused with the game's first person gameplay. The plot also remains largely the same, featuring a protagonist named Derrick Cole who is injected with a supersoldier formula and must escape the facility in which he's being held, with the help of a woman named Kyra (changed from OTL's Alex). Time travel and genetic modification are heavily featured in the game's plot, though the gameplay itself has been influenced somewhat by games like Squad Four and No One Lives Forever, giving the combat a more action-esque feel and also giving the main character more dialogue and people to interact with. There are times when reviewers say that the game almost plays like a first-person hack and slash. The changes cause Breakdown to be received somewhat better than it was IOTL: reviews are quite good, in the 8/10 range, and sales, while not hugely strong, are more than enough to ensure that ITTL, the game actually gets a sequel.

    Wipeout Nitro

    The second Wipeout game for the Xbox, Nitro steps up both the presentation and gameplay. The graphics look even better than those in Wipeout: 2200, and there are many more tracks and racers than in the previous game. The most notable addition to the game is the ability to modify one's vehicle in-race, via 10 second “pit stops” on every lap that the player can choose to avail themselves of or skip (when the player is able to pit, the option appears on screen for the player to press a button and go into the pits). You only lose about a second for pitting, but the modifications made can help the player adjust to some of the game's more difficult courses. Like 2200, Nitro is very positively received and continues the series' success on Microsoft's system.

    Game Boy Nova:

    Disavowed: Declassified

    Disavowed: Declassified is an FPS for the Game Boy Nova, taking place between the original game and Disavowed: Blacksite. The game plays largely like a typical FPS, with most of the new features from Blacksite removed, along with the series' familiar multiplayer mode. Spanning eight large stages, the game chronicles Kevin Straborg's mission to rendezvous with a black market weapons dealer, a woman named LeFann. Eventually, LeFann betrays Straborg, and he must hunt her down before she can sell the weapons to a band of terrorists. The graphics, which resemble those of PS1/N64 era FPS games, are among the best on the Nova, though the gameplay itself is fairly run of the mill. There's no voice acting, and the cutscenes are rather clunky and plagued by slowdown when there's a lot going on. Despite its flaws, it's a decent enough FPS game, and scores good reviews and sales.

    Klonoa: Blue Beasts Of Banza

    The sequel to 2003's Nova exclusive Klonoa platformer, Blue Beasts Of Banza takes place on the continent of Banza, inhabited by blue monsters of all shapes and sizes. While many are friendly, some are not, and Klonoa must tame the vicious beasts if he is to make Banza safe for all the friendly creatures there. While the game doesn't innovate all that much from previous Klonoa fights, the levels are gorgeous and the bosses are really creative, giving the player some of the most entertaining fights of the series. This game came less than a year after the previous Klonoa Nova game, though it was in development since before that title's release, and despite a lack of innovation, wasn't really rushed and scores good reviews, continuing the series' quality streak on the Nova.

    Spy School: Secret Missions

    The first Spy School game for the Nova, this is a side-scrolling beat em up title that lets the player take control of one of the six main characters through a series of increasingly tricky levels, battling enemies all along the way. The game gives the player the ability to earn currency to use to buy improved gadgets and moves, and proves to be one of the Nova's more competent cartoon adaptations and the best selling Spy School game over the life of the series.

    Star Siren

    A somewhat abbreviated port, the Nova version of Star Siren takes the Wave game and condenses it down to ten episodes, with the same basic plot as the original game and pared down graphics. It DOES feature some added scenes and a few new bosses/sequences, and it's one of the few Nova games to have a considerable amount of voice acting. While the Wave version is definitely better, this is a competent port and a great way to play Star Siren on the go. The franchise would later get Nova games that would have their own plotlines.

    Mascoteer 2

    Mascoteer 2 takes the original game, which was an action title with a number of genre switching moments, and ramps everything up, adding more costumes (40 in all) and more playable characters (in addition to Patrick returning, there's his friend Amy, his girlfriend Laura, and the new playable character, the foreign exchange student Rodrigo). The four high schoolers must dress up in various special costumes that give them a variety of powers as they work together to battle the forces of evil, which have possessed various people in their town, causing some of their most trusted friends to turn bad and causing buildings to transform into deadly labyrinths! There's a new puzzle based element to the game in which parts of the town are unlocked for exploration after completing certain tasks. Indeed, Mascoteer 2 has somewhat of an open world feel, as the town is explored to open up adventure levels. Mascoteer 2's epic scope is praised by critics, and while the game doesn't quite achieve the stellar scores of its predecessor, it's still considered one of the best Nova games of the year and would achieve sales about on par with the first game.

    Outfoxed: Pocket Tails 3

    Konami continues the successful Nova platformer series with a third installment, which, like its predecessors, features an anthropomorphic fox and competent 3-D platforming gameplay. There's definitely a sense that Konami rushed this: it's still a good game but not quite as good as the last two, with somewhat repetitive levels and enemies and a fairly mediocre excuse plot. It's definitely not a failure, but not quite as successful as the other games in the series. Konami would take its time developing the series' next game for the next generation of handhelds.

    Multiplatform:

    Batman: Moonlight

    Based on no particular source material, Batman: Moonlight is an original story based on the Batman mythos, in which a mysterious crime boss calling himself The Judge has set his sights on Batman, and seems to know a lot more about Batman than he lets on. The game also has Dick Grayson as Nightwing, Tim Drake as Robin, and Barbara Gordon as Batgirl, all playing crucial roles in Batman's quest. The game takes the form of a beat-em-up title, and doesn't feature much in the way of open exploration, instead progressing from story segment to story segment and giving Batman defined goals in each level. It's heavily storybased, having Bruce Wayne confront both the demons of his past and of his present, as The Judge's actions cause more and more of Gotham to rise up against him. Villains from Batman's rogue's gallery, such as Poison Ivy, Scarecrow, and Mr. Freeze also appear at certain points, as well as Harley Quinn (but not the Joker). Catwoman also plays a critical role in the game, as she vacillates between her life as a criminal and her love for Batman. While Moonlight is praised for its story, its gameplay is a bit repetitive, with combat not quite matching up to games such as Devil May Cry. Its graphics also leave somewhat to be desired on the Wave and the Xbox, though it looks very good for a Katana game. Ultimately, reviews are fair, and sales, while not great, are good enough due to the Batman franchise's built-in audience.

    Nightsquad

    Nightsquad's next generation entry sees release for all three major consoles, and revamps the series, upping the number of characters in the squad to six instead of five and concentrating heavily on adapting the gameplay for a true three-dimensional experience. In Nightsquad, you control a single character, but are always accompanied by a “squad” of characters who you can control on the fly, with button presses directing their actions. Gameplay takes the form of a combination shooter/beat-em-up, where strategic deployment of your “squad” is both easier and more important than ever. The game takes place in a crime-ridden city where a band of vicious criminals have raided a police storage facility, granting them access to elite SWAT-level gear. Only the Nightsquad, the city's top six cops, can stop them. Though the game retains the sort of fun, tongue in cheek feel of previous titles, it has a serious feel to it at times since the criminals really are quite dangerous and vicious. The game also allows for four player local multiplayer, though Player 1 still controls the unused members of the squad. The game, in a lot of ways, is more like a remake of the first game than a reboot (which the previous title City Of Angels attempted to do with some success). It scores even better reviews than City of Angels and is considered by some to be the best game in the series to date. It also achieves decent sales, though not quite as much as the previous game due to somewhat of a lack of hype.

    The Fixer: One By One

    This video game adaptation of the popular TTL-exclusive NBC action television series comes to the Wave and the Xbox, and does its best to capture the feel of the series, with star Christian Bale reprising his role as the voice of his character on the show. In this game, a third person shooter, his character is given a list of eight individuals he needs to kill by a mysterious man threatening to blow up a building full of hostages if his demands aren't met. As the Fixer begins to kill the people on this list, most of them reveal themselves to be quite bad anyway, but there's at least one who the Fixer is reluctant about killing, and soon he realizes he'll need to find a way to get out of the blackmail arrangement he's found himself in. The game receives a decent critical reception and is generally recommended for fans of the show. Sales are mediocre, as the series is in a bit of a ratings slump as of early 2004.

    Alien Lancer: Rise Of Morgath

    A sci-fi based FPS for the Wave and the Xbox, this game sees the Alien Lancer, Jane, return to battle in this tongue in cheek series that's even more fun and dynamic than the previous game. Jane must gather her allies and her courage in order to take down the evil overlord Morgath, who has already conquered a large chunk of the galaxy and has his sights set on Jane's homeworld. Rise Of Morgath corrects many of the problems with the first game: it's significantly longer, the humor is greatly improved (much less cheesy), there are a bunch of fun new characters introduced including the weapons technician Ellie and the cigar smoking soldier Rayburn, a pastiche of Duke Nukem who, while quite stupid, is still a competent ally to Jane throughout the game and becomes a fan favorite. Its multiplayer mode is fairly simplistic but its single player campaign is considered one of the best of the year. Alien Lancer: Rise Of Morgath sees a significant boost in both review scores and sales over the previous game: it sells excellently on the Wave and has decent sales on the Xbox.

    Cel Damage Overdrive

    The sequel to the popular cel shaded car combat game comes to the Wave and Katana, with improved graphics and a vastly improved selection of weapons and cars. While the game looks prettier on the wave, it sells slightly better on the Katana, due to Apple's heavy promotion of the game's online multiplayer mode.

    HeartXX: I Need You!

    A strange, anime-styled game in which the protagonist is the servant of a voluptuous noblewoman. After learning of the noblewoman's evil intentions, the protagonist must choose whether to help her or to kill her. A game with a lot of humor, fanservice, and rather unique gameplay (think visual novel meets RPG, you can “level up” your resistance to the noblewoman's commands), it's INCREDIBLY niche but gets a mild following on the Katana. The Xbox version sells enormously poorly despite being the superior version of the game. Surprisingly, the game doesn't see a Wave release, as the company making the game doesn't believe it would be as popular on the Wave as it would be on the Xbox, due to the fanservice and the success of the Dead or Alive series on the Xbox console.

    Road Storm

    A gritty reboot of the Road Storm franchise, ditching the game's cast of colorful, family friendly characters for a biker gang aesthetic. The game features a cross country motorcycle race as its backdrop, and has the racers on big, heavy choppers, not only trying to beat each other in racing, but trying to kill each other with fists and chains. Despite the dramatic change in tone for the franchise, the game isn't all bad: the graphics are excellent, especially on the Xbox, some of the characters are compelling (this isn't Ride To Hell: Retribution), and the racing is solid, with controls on par with previous entries in the series. Still, the change in tone is jarring to long time fans, and sales suffer a bit as a result. The game is released on the Katana and the Xbox, and sees much, MUCH stronger sales on the latter console.

    The Harrowing 2

    The sequel to 2003's moderately well received FPS title, this game, like its predecessor, is released for the Xbox and the Katana, but skips out on the Wave. Its tagline is “War Comes To The Surface”, and it sees the protagonist, a resident of one of the refuge cities for defected underdwellers, forced to repel an attack from soldiers of the underground cities. While the game is fairly hyped prior to its release, especially with the added multiplayer mode, it's a bit of a disappointment: it's shorter than the original game, and it's also criticized for a lack of weapons and enemy creativity. Despite this, the multiplayer mode is considered to be excellent, with creative levels and really good gameplay balance. It would become one of the more popular games on the SegaNet and Xbox Live services, and would lead to an arena-based spinoff game down the road.

    Wheelman 3

    The sequel to Wheelman 2 and the equivalent to OTL's Driv3r, Wheelman 3 is an open-world driving/shooting/crime game released on March 30, 2004 for all three major consoles (it also gets a version for the Game Boy Nova which is considered one of the better open world games for that system). It takes place in Miami, Florida (like OTL's game, though TTL's game takes place almost entirely in Miami), and Tanner returns as the protagonist, though in TTL's game he's not an FBI agent, but a skilled driver who's trying to land a big score, and he's not voiced by Michael Madsen, but by James Franco. He eventually forms a rivalry with hotshot driver Selina Ruiz (voiced by the singer Selena), as the two race one another repeatedly in competition for a big job with the city's big crime boss, Larry Elder (voiced by John Goodman). Eventually, Tanner impresses Elder enough to get the job, and is given a series of tasks to perform to prove his worth. Meanwhile, Selina turns out to be an undercover DEA agent, and infiltrates another crime gang to get close to Elder, who she's hoping to take down. Tanner will ultimately work for numerous crime lords over the course of the game, crossing paths with Selina numerous times until finally things come to a head: Tanner and Elder eventually turn on one another, and Selina is taken hostage by Elder after being ambushed while trying to apprehend him. In the game's final, spectacular mission, Tanner must pull off the best driving of his life if he is to stop Elder and rescue Selina.

    Wheelman 3 is received significantly better than OTL's game, avoiding TTL's “Driv3rgate” scandal due to the fact that the 9/10s the game receives from numerous outlets are actually deserved. It becomes one of the top selling multiplats of the month, though it would lose narrowly to Dead Midnight: Fade, largely due to the fact that people are a lot more hyped about the upcoming Grand Theft Auto: San Andreas than they are about Wheelman. Still, the great critical and commercial performance for Wheelman 3 keep the series going quite strong.

    -

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

    January 2004:

    1. Techno Angel: Salvation (Microsoft Xbox)
    2. Grand Theft Auto: Miami (Nintendo Wave)
    3. Magicka Universe (Nintendo Wave)
    4. Batman: Moonlight (Nintendo Wave)
    5. Disavowed: Declassified (Game Boy Nova)

    February 2004:

    1. Tom Clancy's Delta Force (Nintendo Wave)
    2. Tom Clancy's Delta Force (Sega Katana)
    3. Tom Clancy's Delta Force (Microsoft Xbox)
    4. Afraid (Nintendo Wave)
    5. Yu-Gi-Oh: Guardians Of The Cards (Nintendo Wave)

    March 2004:

    1. Star Wars: Knights Of The Old Republic (Microsoft Xbox)
    2. Dead Midnight: Fade (Microsoft Xbox)
    3. Dead Midnight: Fade (Nintendo Wave)
    4. VeloCity (Nintendo Wave)
    5. Wheelman 3 (Microsoft Xbox)
     
    Spring 2004 (Part 1) - Apple's Big Plans
  • Yuji Naka's panel at GDC 2004 was one of the most anticipated panels at the event, addressing a number of topics, such as Sonic Team's game design philosophy and whether or not Apple's acquisition of Sega would have a major impact on the way the team develops its games. We were also promised a first look at the upcoming Sonic Rover at the event, though Naka waited until the second half of the panel to present it.

    The game itself is quite beautiful. Graphically, it's the best looking Sonic game to date, with detailed environments and lush worlds that appear even smoother and more visually stunning than the environments in Sonic Neon. As for the gameplay, Sonic Rover is greatly streamlined compared to Sonic Neon. Gone are the vast, open environments of recent Sonic games, with gameplay somewhat devolving to the simplicity of titles like the Saturn's Sonic the Hedgehog 4. Speed and platforming return as the focus of the gameplay, and the Super Monkey Ball feeling we got from early preview videos and screenshots appears to be right on the money: Sonic is placed in a level and must figure out how to get to the end of it. Obstacles such as pits, spikes, and enemies line his path, with ramps and loops that shoot Sonic off in different directions. It still plays like a platformer, but there are puzzle elements as well, as players must deduce how to best move Sonic forward and get him to the end of the level. Sonic, Tails, and Knuckles were announced as playable characters, with other familiar characters such as Amy, Corona, and Big appearing as helpers to grant advice or power-ups. We didn't get any plot details from Naka, who largely wanted to discuss the game and its design philosophy. Naka largely focused on the game's main storyline mode, which features defined levels, but he also briefly covered the game's open-ended procedurally generated mode, in which players could take on one of an infinite number of possible levels generated either via random code or by the songs in the player's music library, similar to the platforming title Roaming Rover, which proved to be a hit on Macintosh systems. Naka admitted that Apple's design philosophy, stressing simplicity and ease of access, was a major influence on the game, but that he appreciated the opportunity to create a new type of game for the Sonic the Hedgehog series.

    -from a blog posted to IGN.com on March 26, 2004

    -

    Reggie Fils-Aime: Now what you're about to see and play for the first time is a stage from the main adventure mode of Sonic Rover.

    Mindy Kaling: I'm really excited for this, fire it up!

    *The game starts off on Level 2, Sonic is shown at the end of a long stretch of grassy field that opens up into a big ramp and a loop, there's a pit near the ramp with a floating enemy hovering back and forth over it, the level has an obstacle course feel to it.*

    Patrick Clark: It looks like Super Monkey Ball, doesn't it?

    Fils-Aime: The game has a really similar feel to it, but all the classic Sonic moves are there.

    Kaling: *sends Sonic into a Spin Dash* Oh, this is so cool.

    Clark: Take him up the ramp!

    *Sonic Spin Dashes up the ramp and leaps over the pit and the enemy with ease, there's more of the level stretched out before Sonic, a bunch of small pits with enemies criss-crossing between them, Sonic can leap onto enemies as he does in the games, or he can carefully navigate the pits. There's a small detour nearby with Big the Cat holding up a sign.*

    Fils-Aime: You might want to go over there and see what Big's up to.

    Kaling: *has Sonic go over to Big* Let's see what ya got for me, big guy....

    *Big the Cat tosses a power-up to Sonic, it's an invincibility powerup that lets him just run right through those creatures, clearing the next part of the stage easily.*

    Kaling: All right, let's race to the finish! *takes Sonic through a few more brief obstacles and finishes out the level*

    Clark: It's a pretty short level isn't it?

    Fils-Aime: That's balanced out by the fact that there are a lot more levels in this than in the typical Sonic game. It lets us do a lot more really creative things and the levels do get longer as you progress through the game. Go on, try another one!

    *Sonic starts up in the air on level 3, there's a massive bunch of obstacles stretched out before him.*

    Clark: Gimme the controller, it's my turn.

    Kaling: I don't want to give it up!

    -from the March 29, 2004 episode of G4 Weekly News

    -

    "My first impression of Sonic Rover is this: Apple's attempting to go back to the old school of Sonic the Hedgehog level design, taking the lessons they've learned from the popularity of the Super Monkey Ball series. What I got to play was fun, but it's something that might get old quick unless the later levels really change things up. We've also gotten no word on the actual plot of the game, which could be anything from a simple excuse plot or a massively complex mess. While I doubt they'll make the plot too convoluted, considering the style of the game itself, it's something to keep in mind that we likely won't hear what this game's actually about until Sega shows the game off at E3."
    -Jeff Gerstmann, in a March 31, 2004 blog entry

    "Apple's little magical mystery tour for Sonic Rover has definitely gotten people fired up one way or the other. Some people love the game but a lot of longtime Sonic fans are PISSED. 'The levels are too short!' 'Where's Eggman?' 'I don't have iTunes!' Are these mostly the same people who have been pissed since Sega was bought by Apple? Absolutely. Still, this game's generating controversy everywhere it goes."
    -from a post on "Sega Katana Discussion Group" on Friendster, posted on April 2, 2004

    -

    Katana Sales Stall In Q1 2004

    Sales of Apple's Sega Katana, which had been on an upward trend since the release of Seganet 2.0 in October, have come down steadily since the end of the holidays. 184,000 Katana units have been sold worldwide in March 2004, down from 235,000 in February and 280,000 in January. The lack of a major exclusive release for the system is being blamed for the lack of sales: apart from family platformers Amy Rose's Wild Ride and Bits And Bytes 2, there were no notable Katana exclusives released between January and March. Business is expected to pick up once the highly anticipated Rockstar title The Chase: Flee The Scene is released in May, and major installments in the Virtua Fighter, Shenmue, and Sonic franchises are set to release this summer. Still, times have been tough for the Katana, and industry analysts believe the company will need a strong E3 to turn things around. A bright spot for the system has been its SegaNet service, which continues to see growth thanks to a strong user community and the release of classic downloadable games from the Genesis and Saturn systems, including classics such as Vectorman and Panzer Dragoon Saga. Apple is continuing to give away free games monthly with a SegaNet subscription, while others can be purchased and downloaded to the Katana for a few dollars.

    When asked about the Katana's recent troubles, Executive Vice President Reggie Fils-Aime had this to say: "I think it's a post holiday downtime that every game company is experiencing right now. We're down, Nintendo's down, Microsoft's down. There's just not a lot going on this time of year, but our SegaNet service is a year round success, and we're still seeing subscriber growth in that division. We'll continue to grow both our community and our classic games library, and we've always got new games ready to be released."

    In comparison, the Microsoft Xbox has seen its sales grow each month from January to March this year.

    -from an April 19, 2004 article on Gamespot.com

    -

    April 22, 2004

    Lyssa Fielding made herself right at home as she sat on the couch beside her friend Brittany Saldita, watching as Brittany logged into her SegaNet account to play Tom Clancy's Delta Force on the Katana. She kicked her socked feet up on the legrest and took a sip from a bottle of fruit juice as Brittany started up the game. It was late in the evening, after Brittany had come home from another night at the anchor desk. Chris was playing with Arturo in the other room, leaving the two of them all to themselves.

    "So why play this on the Katana again?" asked Lyssa, raising an eyebrow. "Looks so much better on the Wave."

    "Hardly anybody plays online on the Wave," replied Brittany, "though I did finish the campaign on there."

    "You ever play on Xbox Live?"

    "Sometimes," Brittany replied. "Not this game, but some of the exclusives. The new Techno Angel, that one's really fun."

    The two continued to talk as Brittany played a couple of matches. Her team won them both, neither match had been close. Despite the demands on her time from her dual careers and family, Brittany still had plenty of time to hone her skills at her favorite hobby. Lyssa smiled as she watched Brittany dominate on the game, fond memories running through her mind.

    "So, it's been like a year since Apple bought out Sega....what do you think, has it gotten any better?"

    "The online has," replied Brittany. "I love going on SegaSpace, it's a lot of fun. The games....eh."

    Brittany shrugged. As far as she was concerned, Nintendo and Microsoft had Apple soundly beat in the games department. Wasn't even close. She was looking forward to Sonic and Virtua Fighter, and was hoping for an announcement about a new Phantasy Star Online game or even just an expansion, but apart from that, she wasn't too excited with the games Apple had to offer.

    "Remember when the Ultra came out and I had so much trouble picking between the Ultra and the Saturn that you threatened to shoot me with a Super Soaker?"

    Brittany couldn't help but giggle at the old memory. She nodded, smiling as she looked over at Lyssa.

    "Were you for real? I mean....not able to choose between them?"

    "Yeah, I really was! At the time...we didn't know the Ultra Nintendo was going to be so amazing."

    "Oh come on, anybody could've seen that Saturn's goose was cooked."

    "But Sega still had Sonic, you LOVED Sonic 4..."

    "I did.... I still do," said Brittany, sighing. "But still....Nintendo was Nintendo. Sega blew me away when Sonic 3 came out, I thought they really stood a chance of beating Nintendo in 1994. Ten years later though... wow....WOW. It's been...almost exactly ten years. Lyssa, that Sonic 3 report I did...did you ever see it?"

    "Sonic 3 report? Like back when you were a reporter?"

    Brittany quickly exited out of the matchmaking screen and ran over to shut off the Katana. She opened up a large cabinet full of VHS tapes and pulled out an old tape labeled "KTLA- SONIC THE HEDGEHOG 3- April 18, 1994" and put it in the VCR. The tape had an old news report in which Brittany, then working as a news intern, reported live on the video game, explaining it for the audience and even playing through part of a level.

    "Oh my god, you were so cute back then!" said Lyssa with a loud giggle. "Look at your smile, you looked so happy to be talking about video games."

    "That was the first live news report I ever did..." Brittany said wistfully. "And luckily for me, a producer from MTV happened to be watching."

    Lyssa's smile grew bigger.

    "Brittany, this was...the start of everything. You being on GameTV, you meeting Chris, you meeting me..."

    "And all because somebody at that studio wanted to have someone reporting who actually knew what they were talking about."

    "They found the right person," said Lyssa. The tape ended and Brittany removed it from the VCR. "So...how's the new baby coming along?"

    "Five months," Brittany replied, rubbing her tummy on which a noticeable bulge had formed. "Should be coming out right around the same time as Thrillseekers."

    "I'm really happy for you guys, although...doesn't that mean you won't be able to promote the game very much? You'll be super huge by then!"

    "If I can walk, I can promote the game," said Brittany with a smirk.

    "I am psyched as hell for you, oh my god... I mean you're in what looks like the game of the freaking year and you're gonna have another baby. You know, I've got a little project of my own coming up but....I can't say anything yet."

    "Is it for sure? This project of yours?"

    "Yeah but I signed an NDA so I can't say squat until it's announced. I mean...I could trust YOU not to say anything, but you'd probably tell Chris and I can't trust him not to blurt it out to one of his nerd friends, and once it's out there it's out there and that leak would get traced right back to me."

    Brittany snickered. She wanted to protest that Chris would keep his mouth shut, but Lyssa was probably right, better safe than sorry.

    "This must be huge if you're not even telling me," said Brittany.

    "It's a dream come true," Lyssa replied.

    Brittany was quiet for a few seconds.

    "....I will shoot you in the face with a Super Soaker if you don't tell me."

    "You'll get your house all wet!"

    "I don't care, tell me!" screamed Brittany, playfully lunging at Lyssa. Lyssa shrieked and laughed and pushed Brittany away. "TELL MEEEEE!!!"

    The two continued to play fight until a faint "Daddy, why is Mommy yelling at Aunt Lyssa?" could be heard from the other room.

    "She's keeping secrets from me!" Brittany yelled.

    "Mommy said you shouldn't keep secrets from your friends!" Arturo yelled back.

    "It's a huge secret I'd get in soooooo much trouble if I told anyone!" screamed Lyssa. "You'll find out on the news!"

    Another pause, and then...

    "Mommy, did Aunt Lyssa kill someone?" Arturo yelled.

    "Britt, what the hell kind of video games are you letting your kid play?" Lyssa said to Brittany before the two women once again broke down with laughter.

    -

    Steve Jobs was working well into the night once again, trying to hammer out his company's presentation for E3. Industry analysts and reporters were buzzing that this presentation could make or break Apple's foray into the game industry, and he knew he had to wow everyone at the show. While a number of new Katana games were going to be shown off, the biggest part of Apple's presentation would center around the iPod Play.

    "Let me tell you something, this....this is no Game Boy," said Jobs, holding up the unit as he paced back and forth. "No....no, the first part of that line, that's not...that's what Hulk Hogan would say. No, I like the 'this is no Game Boy' part but it needs a better setup..."

    Jobs continued to practice the line over and over again, imagining himself in front of a room full of reporters. He had to sell them on this handheld, he had to make them buzz about it because if the focus wasn't on the iPod Play, it would be on the Katana, which was continuing to flounder. The story had to be the iPod Play, and Jobs had to make sure everyone would be talking about it at the show.

    "On the surface, the iPod Play looks like just another handheld. But this is no Game Boy."

    Jobs shook his head. It still wasn't coming out right. He was going to use the 'no Game Boy' line after announcing the system's price point: $299 for the 5 GB model, and $399 for the 10 GB model. A staggering price for a gaming handheld, especially when compared with its competition. That's why Jobs had to make sure it stood apart from its competition. People weren't buying it just to play games...this thing was going to be the center of their media world, and it would fit inside the average pocket.

    "Yes, that price may seem steep, especially when compared to other handhelds on the market. But this is no Game Boy."

    Did Jobs really want to re-emphasize that the iPod Play would be so much more expensive than the Game Boy Nova?

    "I can't remind reporters a second time about the price. I have to make them forget about the price because all they're thinking about is how incredibly awesome this thing is."

    "What's the difference between the iPod Play and every other handheld? It comes down to one thing: this is no Game Boy."

    Jobs spent more than an hour just practicing how to deliver that one line. He paced the floor until his feet hurt, until he started to sweat. That night, he still wouldn't have a delivery for that line that satisfied him.

    He eventually went back to his desk, well past midnight, and looked through some folders he'd left there. Most contained promotional materials for the iPod Play. But one of the folders was marked "CONFIDENTIAL" in bright red letters. Inside was a series of documents and blueprints for a device still in the extremely early stages of development. Jobs thumbed through them for a few moments before setting the folder back down. He'd have time for them after he figured out how he was going to promote the iPod Play at E3 2004. Maybe, just maybe, this new device would be ready for at least a mention at E3 2005.

    On one of the pages inside the folder was printed two words on the upper right corner.

    "Project Pippin"
     
    Comic Update - Big Things Are Coming
  • Almost twenty years after DC Comics sent shockwaves through the comics world with the seminal Crisis on Infinite Earths, the company will again shake up its universe and nothing will be the same. The unexpected return of Barry Allen in last July’s Flash #200 and the death of Waverider in February’s Batman/Superman: World’s Finest #6 appeared to allude to a larger event and an unknown threat to the DC Universe. Paul Levitz confirmed that both events are part of the lead-up to the company’s next big event with former Legion and Superman writer, Grant Morrison, as its primary architect.

    While the company remains mum on the specifics on the recently announced Hypercrisis, it has announced the launch of four six-issue miniseries whose ends will directly tie into Hypercrisis #1 next February.

    The Flash of Infinite Worlds (Grant Morrison [W] and Oliver Copiel [A])
    Haunted by the memories of Barry Allen’s last “return.” Wally West travels through the timestream to find clues of whether this Barry is the genuine article or another imposter. However, the answers he might find are not the ones he wanted or expected.

    Secret Society of Super-Villains (Mark Millar [W] and J.G. Jones [A])
    The daughter of Deathstroke, Rose Wilson, goes undercover as the Ravager on a mission for Batman. Her mission: infiltrate the new incarnation of the Secret Society and find information on its enigmatic leader, but is this former Titan in over her head?

    Fall of The Linear Men (Dan Jurgens [W&A])
    Waverider’s death was only the beginning as an unknown force is murdering time travellers across the universe. So Rip Hunter gathers the surviving time travellers including Booster Gold and Cosmic Boy of the Legion of Super-Heroes and pursues the killer across time.

    Rann-Thanagar War (Keith Giffen [W] and Scott Kolins [A])
    The homeworlds of Adam Strange and Hawkman are now war after the events of the Adam Strange mini-series, and it threatens the fragile peace of the galaxy. Now a ragtag group outcasts may be the universe’s only hope.

    -Excerpted from Wizard: The Comics Magazine #149, March 2004.


    --


    The twenty year period between 1985 and 2005 was one of tumult for DC Comics with Crisis on Infinite Earths, Zero Hour, and Hypercrisis. With the success of its burgeoning film franchise as well as its animated endeavours Justice League Unlimited and Birds of Prey, the company wanted to steer the public’s attention back to its comics. DC announced the "Road to Hypercrisis" at the height of the buzz the Justice League film was receiving.

    Grant Morrison, whose acclaimed runs on Legion of Super-Heroes and the Superman revamp earned him high standing with the company, was the main driving force behind the event. “A Flash of Infinite Worlds” was very much a prelude to the main event where DC placed the main Flash title on hold where Wally West would make a startling discovery: the multiverse did not end with Crisis on Infinite Earths, it evolved.

    As Morrison described it, the main DC timeline was like a river that began that branched off into infinite tributaries that occasionally intersect with each other, including the main branch. The Barry Allen that appeared in Flash (vol. 2) #200 was “real,” albeit a version from a timeline where the pre-Crisis Earth-1 still existed. “A Flash of Infinite Worlds” explored the new cosmology of the DC Multiverse and unified several concepts. Notably how the Speed Force, introduced in Mark Waid’s run on the Flash, was the energy barrier that separated realms like the Dreaming from Neil Gaiman’s Sandman, the Fourth World, and other “higher” planes from the physical multiverse. [1]

    Meanwhile, Dan Jurgens’ “Fall of the Linear Men” read more like a straight murder mystery with Rip Hunter and his entourage chasing a murderer through the timestream. The mini-series became something of a grand tour DC’s storied history including from its war comics (including Sgt. Rock and the Blackhawks), Anthro, Jonah Hex, Kamandi, and the Legion of Super-Heroes. While the series does stand on its own from a narrative standpoint, Jurgens did utilize ideas from Morrison’s proposal for Hypercrisis, such as the murderer being not so much a person but a thing.

    Despite being under the “Road to Hypercrisis” banner, neither Secret Society of Super-Villains nor Rann-Thanagar War directly tied into the event in any meaningful way. It was largely a marketing move to bring attention to other aspects of the mainstream DCU. The success of Wonder Woman and its sequel Underworld Unleashed, brought more women and girls into the fandom. Birds of Prey, originally written by Chuck Dixon and then Gail Simone, starring Barbara Gordon as Oracle and Black Canary (with Huntress and a new Power Girl later joining the cast) gained a sizable following.

    Many female readers also gravitated to the Nightwing title then written by Devin Grayson. Nightwing had taken Rose Wilson, the illegitimate daughter of Deathstroke, as his protege following the Teen Titans/Nightwing/Deathstroke crossover “Blood Ties” at Slade’s behest after the fourth Ravager, Wade DeFarge kidnapped Rose. As such, Rose became a fixture in both Titans and Nightwing. However, she did not take the mantle of Ravager until “Secret Society” where Deathstroke disappears after refusing to take a contract with the society, which prompts Rose to go undercover to find out what happened to him. Indeed, Rose became something as a cult favourite among the fans because of conflicting loyalties to Nightwing, the Titans, and her father, who was still very much a mercenary.

    As for "Rann-Thanagar War," the mini-series served as a showcase for the cosmic side of DC. It continued the events of the Adam Strange mini-series, where a rogue Thanagarian officer used the Omega Beam (an enhanced version of Sardath’s Zeta Beam) to transport the planet Rann into to the Polaris system which pushed Thanagar from its orbit and renders the planet uninhabitable. Both empires declare war on each other, and other galactic powers from Colu to the Vega System. However, unlikely allies Adam Strange and Hawkman uncover a conspiracy afoot with the Dark Circle pulling the strings behind the conflict.

    While serious in tone, some of the trademark Giffen humour and irreverence from Justice League International comes to the fore with the inclusion of Lobo. The Main Man had been absent from the comics landscape since the cancellation of his series in 2001. He makes his glorious return his this mini-series taking a contract with the Dark Circle to eliminate Strange and Hawkman, but finds himself double-crossed and insteads joins the pair to dole out his revenge on his former employer.

    One of the highlights of the mini-series is the composed and orderly Hawkman butting heads with anarchic Lobo, with Strange caught in the middle. The mini-series became an inspiration for future Lobo director, James Gunn. Not so much in terms of story elements, but in that in introduced him to the larger Cosmic DC tapestry and titles such as Omega Men and L.E.G.I.O.N. from the late 80s and early 90s.

    Needless to say that “Road to Hypercrisis,” in tandem with the continuing success of the DCEM, led to DC Comics’ dominance the industry for the rest of the rest of the year. For the first time in decades, the company maintained a larger market share of its old rival: Marvel. This did not go unnoticed by the House of Ideas. While its workhouse franchises: X-Men and Spider-Man (along with their spinoff titles) continued to have robusts sales, its other franchises began to languish.

    While Captain America and Iron Man’s films were by no means failures, it did not translate into higher sales as was the case for Wonder Woman and Green Lantern at the Distinguished Competition. With Hypercrisis promising to eat up their declining market share, Marvel needed to fight fire with fire. Or in this case: massive event with massive event. Starting in the May of 2004 advertisements displaying the shattered logos of Fantastic Four, Avengers, Spider-Man, and X-Men began appearing in Marvel’s titles with the ominous words…

    MARVEL: DISASSEMBLED

    -from the blog "The Musing Platypus" by B. Ronning, April 14, 2014

    --

    [1] Similar to Multiversity from OTL.
     
    Spring 2004 (Part 2) - Rockstar Ramps It Up
  • Internationale

    One of Rockstar's three console exclusive games released in the spring of 2004, Internationale is a spy thriller exclusive to the Wave, which combines elements of games such as OTL's LA Noire along with No One Lives Forever. The protagonist of Internationale is Marie Renoir, a French secret service agent on loan to the American CIA during the Cold War. The game takes place in the early 60s, during the height of Cold War intrigue, and Marie must investigate reports that the CIA has been infiltrated by Soviet agents. Because no one at the CIA can be trusted, the President sent for a French spy to run the investigation. Marie must use her wits and her charms to complete her missions, catching her targets off guard and infiltrating secret meetings and hideouts in order to root out the spies and prevent them from sabotaging America and its allies. While the game shares an engine with Grand Theft Auto, it plays very, VERY different. Marie does have the option of resorting to violence and can even use weapons such as guns, but it's almost always advised not to harm or kill anyone, save for the occasional silent takedown. Marie is nearly always outgunned, and the use of violence can lead to an instant mission failure. The game features some of the best visuals of any Wave game to date, with players needing to carefully read facial expressions and enemy biorhythms (similarly to LA Noire) to decide Marie's best course of action. There's a bit of a stealth element to the game, but often times players are encouraged to simply go right up to where Marie needs to be and use deception to proceed. The game itself is broken down into four chapters: in the first chapter, Marie cuts her teeth with the CIA and performs a few basic missions to test her mettle and prove to her superiors that she's capable of doing her job. In the second chapter, things get much more intriguing: Marie gets numerous leads on a potential traitor, a man named David Hecht, who Marie gets herself assigned to as a partner. In chapter 3, Marie confirms that David is indeed a Russian spy, and that he's connected to an entire network of Soviet operatives operating in the United States. In chapter 4, Marie ultimately returns to France to prevent David and his handlers from sabotaging a joint American-British-French military exercise. Ultimately, Marie is successful in rooting out the spies, and is offered a position in the CIA, but instead chooses to return to France and rejoin the spy service there. Internationale is released on April 5, 2004, and gets a very positive reception from critics, though it isn't for everyone: some critics decry the rather slow missions, and cite some of the stealth segments as frustrating since Marie has very little firepower to defend herself. Sales are good, due to the Rockstar hype, though it obviously doesn't sell as well as a Grand Theft Auto game normally would. Still, it's considered by many to be the best of the "Rockstar Three", with a fantastic storyline and a unique style of gameplay.

    -

    The Chase: Flee The Scene

    The Chase: Flee The Scene is a Katana-exclusive Rockstar title with a heavy focus on skillful driving to evade the cops. The protagonist is a criminal wanted for a string of armed robberies, who is strong-armed into becoming a getaway driver for a group of mobsters. While the game takes a lot of cues from Grand Theft Auto, your character rarely gets out of his car, as each level essentially consists of a driving challenge in which the protagonist must evade police capture. During these chases, you can drive off the beaten path to collect money or perform tricks that will give you the ability to upgrade your car, whether it be for speed, durability, handling, or even the addition of various weapons such as spike strips or a machine gun. As the game continues, the chases get more and more complicated: there are more cop cars, the cop cars get faster, and the FBI and even the Army join the chase, just like in Grand Theft Auto when the player's wanted level goes up. Not only is the game compared to titles like Grand Theft Auto, but it's also compared to games such as Wheelman and even Crazy Taxi. Despite the focus on driving over shooting, the game still gets an M-rating due to blood and language (it's still possible to run people over for example). While Rockstar promised to make the driving controls in the game some of the best to date, it comes up a bit short on that end, with some players reporting frustration with the car's handling during some of the tougher missions, even with upgrades. It's not a perfect game by any stretch of the imagination, but it's still plenty of fun and reviews are generally positive. The game generates some controversy with police groups who say that it encourages people to lead officers on high speed chases (the game does show snippets of TV coverage of your chase during levels, which leads some critics to state that the game glorifies fleeing from the police). In typical Rockstar fashion, the company largely shrugs off the complaints. Sales are strong for the game when it's released on May 10, 2004, making it one of the top selling Katana games of the first half of the year.

    -

    Fight To Survive

    A Rockstar developed OTL Manhunt-like game exclusive to the Xbox, Fight To Survive has the protagonist trapped in a city consumed by rage and violence, and must fight his way out to survive while rescuing hostages. The game takes place in Carcer City, and the backdrop is that an overcrowded supermax prison has experienced a catastrophic jailbreak, sending thousands of bloodthirsty murderers, rapists, and gangsters into the city, which is already the most gang-infested, crime-ridden city in the country. The jailbreak results in urban warfare in which the cops have basically given up. The protagonist, a small-time criminal named Rhett who starts the game handcuffed in an overturned and burning police van, isn't a violent person at all, but as the game goes on, Rhett finds himself committing more and more violent acts. He justifies it to himself by saying that he's only hurting bad people, but as he takes more and more pleasure in his violence, he soon comes to realize he may be the most dangerous criminal of all. The game is somewhat of a critique on the violence that Rockstar games have become known for, taking an introspective look at violence by showing it in a much more horrific and brutal light, oftentimes criticizing the player for participating in the spectacle. It IS perhaps one of Rockstar's most violent titles ever. Replacing OTL's Manhunt, which was butterflied away, Fight To Survive includes many of the same brutal, graphic kills that that game was infamous for. The game also has a good amount of horror elements, in a similar fashion to the cinematic Purge franchise, as Rhett enters parts of the city completely taken over by the criminals. Ultimately, the player must choose whether to have Rhett succumb to his demons or become a scarred hero, as the player is given the choice to concentrate on rescuing innocents, going on killing sprees, or a mix of both. The game has three endings: in the good ending, Rhett ends up successfully defending a woman named Lena, who he saved from a gang of criminals early in the game and who he repeatedly has to protect as he guides her through the city. If Rhett protects Lena successfully and hasn't killed too many criminals in too brutal a way, he'll keep his humanity with Lena at his side. If Rhett fails to protect Lena or if Rhett protects Lena but has been too brutal and violent, Lena is either killed earlier in the game or she is killed after refusing to stay with Rhett any longer and wandering into a criminal's territory. If Rhett doesn't protect Lena AND is too brutal and violent, he succumbs completely to his demons, becoming the leader of the evil criminal gang that's taken over Carcer City. The last we see of Rhett, he's leading a group of violent criminals into a confrontation with the Army. Fight To Survive gets a very mixed reaction from critics. On the one hand, it's a very fun game at times, offering the most freedom of any game in the "Rockstar Three", with some very creative combat and kills. On the other hand, it's incredibly violent and its treatment of Lena is also controversial. Fight To Survive would ultimately be the best seller of the "Rockstar Three" after its release on June 28, 2004, selling slightly more than Internationale.

    -

    Rockstar Confirms No GTA: San Andreas To Katana

    Grand Theft Auto: San Andreas, which is expected to be presented at the E3 show coming up in a few weeks, will be appearing on both the Microsoft Xbox and the Nintendo Wave later this year. However, as widely expected, the game will not be appearing on Apple's Katana system. When asked why, Rockstar's Leslie Benzies said: "The massive open environment in Grand Theft Auto: San Andreas is just too big for the Katana system to handle. With three enormous cities and an entire state's worth of open landscape, it wasn't technologically feasible to port the game to the Katana, which just isn't up to snuff graphically compared to the Wave and the Xbox". When it was pointed out that the Katana uses DVDs just like the Xbox and the Wave, which all hold the same amount of information, Benzies added that the level of graphical detail in San Andreas was too much for the Katana and they didn't think the game should be watered down to be on that particular console.

    Benzies, however, did not rule out a potential port of the original Grand Theft Auto and Grand Theft Auto: Miami to the Katana down the road. He was not able to confirm when or if that might be happening. However, we now have confirmation prior to E3 that Grand Theft Auto: San Andreas will not be appearing on the Katana.

    -from a Gamespot.com article posted on April 24, 2004
     
    Spring 2004 (Part 3) - Red Sun At Morning
  • Red Sun

    Red Sun is a first-person shooter published by Microsoft exclusively for the Xbox. The game is described in promotional materials as a "true next-generation FPS", with emphasis on three major gameplay elements:

    Advanced AI: Enemies and squadmates act realistically, responding to events in a true to life way. Enemies will identify the dead bodies of their comrades and will react accordingly, they'll outflank you and your teammates, they'll seek to draw you out of cover, they won't charge in stupidly (except in certain appropriate circumstances, there are individual stupid enemies and also if you can piss enemies off enough they might charge you), while squadmates will have your back, follow numerous orders, and take steps to protect themselves.

    Reaction Time: Enemies and squadmates react extremely quickly. If you pop up out of cover, they won't take time to finish their AI patterns, they'll shoot you as quickly as possible if they're looking at you, and will also fight back more quickly if surprised from behind and not sufficiently incapacitated.

    Close-Quarters Combat: Enemies are also skilled at fighting in close range, if you get up close with them they won't try to use a weapon (unless it's immediately ready or it's something like a shotgun), they'll melee you and a few enemies are very skilled at this. The game puts special emphasis on close-quarters combat with an advanced melee fighting system.

    Both enemies and allied fighters work in teams in a realistic way. If a soldier and a terrorist are getting into a scrap and the terrorist calls for help, help may arrive quickly if there are other terrorists in the vicinity. This works both ways: both you and your squadmates can call out for help as well. It's recommended that players work to separate enemies from one another if at all possible. There are also creative ways to silence foes even with enemies nearby, players can, for example, punch an enemy in the throat, or use a gag, which might prevent an enemy from calling out even as they're fighting you (though if the fight gets loud and stuff gets knocked over, that might also draw enemy attention).

    Red Sun's protagonist is Chris Severn, member of an elite special forces unit tasked with fighting terrorism all over the world. The unit is given the top secret mission of going after a splinter cell called Red Sun. Red Sun has broken off from a group of Eastern European terrorists which managed to steal a massive cache of Soviet WMD material. Red Sun has taken this material, and their leader, Pavlov Zhukarev, plans to launch apocalyptic attacks all over the world with biological, chemical, and nuclear weapons, in the hopes of wiping out modern society and starting over. Red Sun has operatives all over the world, and it's up to the elite task force to bring them down. The problem is that they only have seven days to do so, and the clock is ticking.

    In addition to Red Sun's single player campaign, the game features a robust multiplayer mode. There are no single-player modes available in multiplayer, everything is team based, and in most game modes, each player has their own task to perform, forcing cooperation. The advanced melee and combat modes from the campaign are also present here, allowing players to get into fierce brawls with one another as their teammates are sniping from across the stage. Red Sun is a game more than three years in the making, designed to be a modern FPS with a storyline taken right out of a blockbuster movie. Though its graphics are considered excellent for their time, the game's real attraction is the gameplay itself, and that's what's emphasized in the game's advertising.

    The main campaign mode is broken up into seven "days", with each day broken down into a variety of sub-missions. Days 1, 3, and 4 feature two missions each, Days 2 and 7 feature three missions, Day 6 features four missions, and Day 5 features a single mission, meaning that the campaign mode has 17 missions in all. These missions take place all over the world, across six of the world's seven continents, as the team is rapidly deployed to a variety of locations, mostly urban centers but in a few cases (such as Day 5's single mission) missions take place in isolated wilderness areas. The team itself consists of eight operatives, seven men and one woman. Six of the men are soldiers, while the other serves as a combat medic and the woman is a computer hacker/engineer with some combat expertise. Red Sun is a group of about 200 terrorists plus endless waves of mercenaries who make life a living hell for the squad as they hunt the terrorist group all over the world. Unlike some other war games which are fairly introspective about war and killing, Severn is a fairly "plain" soldier who is devoted to the mission and doesn't spend much time lamenting about the enemies he kills. He's a professional soldier whose primary goal is to see his mission through. There's also no romance between Severn and his female comrade, Severn is a happily married man with a 4-year-old son, while the engineer has a boyfriend at home, and four of the other soldiers and the combat medic have wives/girlfriends of their own (which is sometimes a source of humor during the occasional combat small talk that occurs during missions). The most interesting characters in the game are probably the members of Red Sun, including the leader, Zhukarev, who has come to see the modern world as "cursed". We don't get an explicit reason for Zhukarev's hatred of the world, but there are some implied reasons, including Zhukarev's abandonment by his family and the fact that he was badly swindled in the immediate post-Cold War period by some Russian mobsters. There's also a female sniper in Red Sun, Vania, who hates technology in general and laments that humanity has grown weak by using it (this brings her into conflict with the strike team's engineer more than once, leading to a very interesting sniper vs. hacker duel on Day 7 in which Severn must hunt down Vania while also covering the engineer, as the engineer uses her hacking skills to disrupt Vania's shots). Ultimately, Severn and his team bring down Red Sun just before they can launch their attacks, saving the world. Along the way, two members of the team have been killed (one during Day 6 and one during Day 7, both the combat medic and the engineer survive, it's two of the other soldiers who get killed), but the world and its people are safe.

    The campaign, which is well-paced with fascinating, if not overly popular characters, is received about as positively as the game's popular multiplayer mode, and Red Sun becomes a major hit, one of the best if not the best reviewed FPS titles of the year. The game is released on April 27, 2004. It's the biggest hit FPS on the Xbox since Cyberwar, and scores massive sales and an excellent critical reception. It continues the Xbox's reputation as the best system on the market for FPS games, putting the pressure on Nintendo's Wave to respond in kind (the next big FPS title on the Wave, expected to be the next Perfect Dark game, hasn't even been announced as of Red Sun's release date). It doesn't QUITE reach the popularity plateau that the Modern Warfare games achieve OTL, but it does continue the shift from WW2-based series such as Medal of Honor and Call of Duty to modern series such as the Tom Clancy games and now Red Sun.
     
    Spring 2004 (Part 4) - The Mind Of Messiah
  • Codename: Messiah

    A spin-off of Ubisoft's Blackheart franchise, Codename: Messiah is a spinoff about Sadira Blackheart's rival, the counter-operative Messiah. The game serves as both a prequel and a sequel to the events of the trilogy, with both flashbacks concerning Messiah's past and present-day gameplay taking place after the events of Blackheart 2, in which Messiah was pushed into a crumbling building by Sadira and left for dead. The game features much of the graphical aesthetic from Blackheart 3, but ditches a lot of the more advanced gameplay mechanics, such as the tri-meter system and the ability to brutalize and intimidate enemies, in favor of a more straightforward stealth shooter with some melee elements in the vein of the Syphon Filter and Metal Gear Solid games (indeed, Codename: Messiah would receive a lot of comparisons to the upcoming Metal Gear Solid II, due to their similar gameplay elements and the use of both flashbacks and present-day scenes in gameplay). As the player progresses through the game, Messiah is tasked with a variety of objectives and must complete them to complete her missions. There's a good deal of flexibility in how the player completes their objectives, and it's not always as simple as sneaking around and killing enemies. Sometimes, Messiah must talk to certain characters or sneak to a certain location, and the player is also sometimes given the option of a more aggressive or passive way to complete their mission. The gameplay is at a somewhat slower pace than the recent Blackheart games, with less run-and-gun and more sniping and strategic shooting. Messiah is more careful and deliberate in her movements, and in contrast with the rather cheeky and sadistic Sadira, Messiah is more calm and empathic. While she has been conditioned to complete missions without objection, she has much more of a heart than Sadira does, and can often get more emotional as well. The game's graphics are comparable to those in Blackheart 3, making it one of the better looking games of 2004, but not quite as visually stunning as Blackheart 3 was in 2003. Messiah, like Sadira, has been given a new voice actress for the sixth-generation games, her original voice actress in the first two games was Christine Flowers, but her new voice actress, beginning in Codename: Messiah and continuing to the present day, is Grey Delisle. Unlike with the change of Sadira's voice actress, there was very little controversy surrounding the voice actress change for Messiah: Grey Delisle's performance is universally considered by fans to be the superior of the two.

    Codename: Messiah begins with a flashback recreating the final boss battle of Blackheart 2, Sadira vs. Messiah, but this time the player controls Messiah. After doing a certain amount of damage, Sadira automatically wins and sends Messiah to her death. We then see Messiah crawling out of the wreckage of the building and swearing revenge on Sadira, but she then realizes two things: she can't move her legs, as her spine has been severed in the fall (she crawled using just her arms), and secondly, she's got massive internal bleeding. As Messiah begins to pass out, there's a flashback to her very first mission as an operative for Opalescence, the organization she works for. We learn that her real last name is Zobrist, but we don't learn her first name yet. Messiah is sent on a mission to shadow a group of much more advanced operatives and is expected to take a passive role. After these operatives are pinned down, however, Messiah singlehandedly takes out the enemy and saves them all, earning her codename. After this, Messiah awakens in the present day, being nursed to health by a woman named Jillian who we soon learn is Messiah's older sister. She also calls Messiah by her real first name: Mariska. Jillian is a former agent of Opalescence, who used to be an expert marksman and fighter, and briefly served alongside Messiah in the organization before she was blinded for refusing to make a kill. Messiah wanted revenge but remains a member of Opalescence only because Jillian tells her to. Jillian, despite her lethal skills, has become a pacifist and is an exceptionally kind soul, and has a slight superpower, the power of empathy, to feel the pain and emotions of others. Jillian was able to track Messiah down after her near-fatal injury because Jillian has secretly been tapping into Opalescence's activity and they were about to retrieve Messiah (and almost certainly kill her since her injuries would've made her useless as an agent). Jillian, despite her blindness, is able to take care of Messiah and has a special medicine that can restore her to perfect health, though it will cause Messiah extreme pain for a prolonged amount of time. Messiah takes the medicine and immediately begins to scream involuntarily despite her high tolerance for pain. Jillian, because of her empathy, begins to weep uncontrollably, and Messiah, despite everything she is feeling, tries her hardest to suppress her pain as she has another flashback, this time to the mission where Jillian refused to kill her target. Jillian and Messiah were working together on this mission: they have been tasked to track down a terrorist ringleader, and are able to corner the target by working together. As they prepare to execute the target, a group of reinforcements are closing in, and Messiah volunteers to deal with them, leaving Jillian with the target: an emotionally-damaged 14 year old girl. Jillian begins to experience her empathic "superpower", a side effect of drugs she's been given to hone her assassin skills. Because of this empathy, Jillian is able to get through to the girl when no one else could, and realizing that this girl and her younger sister Mariska have a lot in common, she refuses to make the kill and lets the girl escape. Jillian takes full responsibility and takes her punishment. Messiah is furious when she finds out what happened to Jillian, but Jillian makes her promise to continue to obey Opalescence's orders completely, and the flashback ends. We see a scene where Messiah is slowly recovering, and Jillian tells her that she got into this situation because of her desire for revenge. Messiah furiously curses Sadira and Jillian tries to make her younger sister understand that revenge is a pointless thing. Messiah also tells Jillian that she won't go back to Opalescence after everything that's happened. Jillian says that if Messiah betrays Opalescence, she'll have to go into hiding. Jillian then shows Messiah that she's been hacking into Opalescence for some time (using a unique audio-based computer due to her blindness), tracking the activities of dangerous individuals all over the world, including the members of Sadira's mercenary group. Jillian says she'll share the information with Messiah so that Messiah can interfere in their operations, as long as she promises not to go after Sadira herself. Messiah agrees, and begins to hunt down an operative known as Shogun, who has been influencing shipping in Asia, driving up electronics prices by sabotaging shipments in order to enrich a large computer conglomerate. Messiah begins to hunt Shogun down, while at the same time, rendezvousing with some of her old friends in Opalescence who are also tracking Shogun's operation. There are a few more brief flashbacks, none of them playable except for one brief mission, detailing Messiah's relationship to her old comrades, including an old flame named Lorenzo. Messiah and Lorenzo even fight side by side on a mission taking place aboard a large container ship that Shogun plans to hijack.

    However, Messiah's run-ins with Opalescence have had a consequence: the group eventually uncovers Jillian's hacking, and sends a team of assassins to hunt her down. While this is going on, Messiah is betrayed by two of her old comrades, but when she's about to be killed, Lorenzo and a female operative named Karen take out the would-be assassins and warn Messiah of the attempt on Jillian's life. Messiah races to be at Jillian's side, but in a cutscene we see that Jillian is holding her own. Despite her blindness and despite being away from Opalescence for several years she's still an incredible fighter, taking out numerous skilled assassins in close-quarters combat. However, it's all for naught: as Messiah runs up the hill overlooking the remote cabin where Jillian lives, she sees Jillian being put on her knees and coldly shot in the head. Enraged, Messiah uses her sniper rifle to kill the remaining assassins (the player is given control during this part in which Messiah must snipe more than 20 incoming assassins, cursing them out the whole time). When Messiah enters Jillian's cabin, she sees a note Jillian left as the assassins were approaching, begging her not to take revenge no matter how angry she is. However, Messiah's one and only desire now is to take down Opalescence. She soon learns that Lorenzo and Karen, along with a few other disgruntled Opalescence agents and others have formed a secret organization working as a counter-agency to Opalescence. The second mission after Jillian's death is a spectacular three-way battle between Messiah and her allies, Opalescence agents, and the last of Shogun's forces inside Tokyo Tower. Messiah must take out Shogun (or allow Opalescence to do it) and then seize a disc of key Opalescence data and make a daring helicopter escape from the tower. However, even as Messiah and her group are fighting Opalescence, Jillian's words still ring in her mind, and she wonders if what she's doing is right: after all, despite Opalescence's brutal way of dealing with failed agents, they're still doing an incredible amount of good in the world, taking out terrorists and criminals. Also, Messiah is coming into conflict with people she once called friends, and she feels deeply guilty killing them (unlike Sadira who would take pleasure in it). Events come to a head in the final mission: Opalescence is leading a massive raid on the underground base that Messiah and her allies are calling home, and Messiah must help defend her new allies. The first part of the mission is Messiah's attempt to defend the base during an overwhelming Opalescence assault. Lorenzo and Karen go down fighting and Messiah escapes the base, but after she escapes she is fired upon by an overwhelming amount of agents, forcing her to defend herself. The final part of the mission has Messiah forced to kill her pursuers and take out an attack helicopter. The helicopter crashes and the leader of Opalescence crawls out of the wreckage. Messiah stomps him to put out the flames, then points her gun at his head. Instead of killing him, she spares his life, refusing to take revenge on him. When he points out that she's already killed dozens of his agents and that her gesture is meaningless, she replies that her sister Jillian killed dozens of people until the one time she chose not to. "I've changed," she says. "Maybe it'll stick, maybe it won't, but if every life has meaning than me sparing you means something no matter what you say." She starts to walk away and he responds that Opalescence will never stop coming after her. Messiah replies that she has no one else in the world and that she can take care of herself just fine, then keeps walking away and doesn't look back. Messiah returns to her sister Jillian's old cabin and sees that Jillian's computer is still operational. She might not be with Opalescence anymore, but she still wants to help people and the computer will tell her who needs help and where they are. After scanning a few potential missions, Messiah gets a ping...it's Sadira. The computer knows exactly where Sadira is and what she's up to. Messiah now has a decision....resume her vendetta against Sadira, or let it go? We don't see what Messiah decides to do, only that she smiles as the credits begin to roll.

    Codename: Messiah gets a strong amount of pre-release hype due to numerous trailers and its connection to the popular Blackheart series. It's released on May 11, 2004, for the Wave, the Xbox, and the Katana. Reviews are good, praising the game's strong storyline and characterization and the competent shooter gameplay, but it's not quite as well received as the recent Blackheart games are, with gameplay considered to be somewhat bland compared to Blackheart 3, and even the plot is considered fairly predictable, with Jillian's "shocking" death in particular being something that many reviewers saw coming a mile away. Still, the game manages to score a solid 8.0-8.5/10 with most reviewers, and sales, while not quite on par with Blackheart 3, are still very good. Also, the game does build a considerable amount of hype for Blackheart 4, coming in 2005.

    -

    One of the things we at EGM liked most about Codename: Messiah was the excellent vocal performance from Grey Delisle, who managed to bring the kickass Messiah to life like never before! We briefly talked to Mrs. Delisle about this, her first starring role in a video game, and whether she had a chance to try the game out for herself.

    Electronic Gaming Monthly: Thanks again for sitting down for this interview!

    Grey Delisle: It's always a pleasure!

    EGM: What was it like to audition for the role of Messiah?

    Delisle: Well, I'd heard vaguely about Blackheart before, I mean I'm not a gamer myself but it's a pretty popular series and my agent said they were going to redo all the roles with LA-based voice actors and asked if I'd like to come in and audition. I actually auditioned for the main character Miss Blackheart initially, she was the really cool one and I was hoping to get to do her voice since she's one of the most popular game characters out there right now. So I auditioned for her, and I got called back which was exciting, and after I did the callback the producer asked if I'd audition for this other character which of course is Messiah. And I didn't know who she was, so they sat me down and kind of told me who she was, she's Blackheart's rival, that sort of thing. So I kind of used more of a higher-pitched voice, just a bit higher than I used for when I auditioned for Blackheart, since Messiah is more of a heroic character. It wasn't until after I'd booked the part that they told me I'd be getting my own game.

    EGM: They were having you audition for Codename: Messiah.

    Delisle: Right! I thought I was just going to be kind of a supporting character but then the producer's like "no, your first project for her is going to be your own game, you're going to have all these lines and this is your backstory and she's this really really important character" and I'm just happy to be getting more work than I thought I was going to get.

    EGM: Your first starring video game role!

    Delisle: I know, right? And what makes it really gratifying is getting to work with Mary Kay (Bergman), because she's my voice acting mentor and in fact she plays my older sister in this! Which was really cool! We didn't get to record any scenes together but they played some of her lines for me in the booth to help me out and she did amazing as she usually does.

    EGM: Have you done any games like this before or is this a unique role for you?

    Delisle: This is definitely different than anything I've done before. I run the full rollercoaster of emotions in this game and of course there's a lot of shouting and grunting and yelling since this is a really intense game. I get to die a ton of times in this game, I think there are like 38 different death noises I get to make? Maybe more? Those are always fun to do.

    EGM: And have you gotten to play at all?

    Delisle: Well, like I said, I'm not a gamer but they did let me try it out and it was really tough! I died in the very first fight, it was really embarrassing. Between all my acting jobs I really don't get much time for gaming, which is kind of a bummer because I know my fans ask me about things and I want to be able to talk with them about it without having to fake it! Not too many of us voice actors play games, I know Kari Wahlgren does a little bit and Mary Kay plays with her husband some, and of course Brittany Saldita who I've done some work with on Spy School used to BE on a gaming show and she's amazing at them so maybe I'll go over to her house and just watch her play sometime. Would that be cheating? I don't think that's cheating but maybe it is.

    EGM: Any other projects you're currently working on?

    Delisle: Well, in addition to Spy School, there's The Cariocas, there's Birds Of Prey which is an AMAZING show about female superheroes, those are probably the biggest I've got going on right now. I did do a few recent games like the new Squad Four game and Dick, which was probably my biggest video game before this because I did two major characters on there.

    EGM: That game was hilarious by the way, you did an amazing job.

    Delisle: Thank you! I've got kind of a raunchy sense of humor so I was pretty much cracking up while recording the game, and I actually got to work with Simon Pegg a little bit and he's amazing. As for the other stuff I'm working on, a lot of it I can't say because it hasn't been announced yet, but you'll be hearing me in a few more things soon!

    EGM: Thanks again for the interview!

    -from "An Interview With Messiah", in the July 2004 issue of Electronic Gaming Monthly
     
    Spring 2004 (Part 5) - Prince Of Persia... Is Different
  • Prince Of Persia

    Activision's Prince Of Persia is an action-adventure game and a quasi-reboot of the series that incorporates a few plot elements of other titles in the series, particularly The Jade Queen, the first 3D Prince of Persia ITTL and the first game Activision published utilizing the license. Unlike OTL's The Sands Of Time, Activision's game does not have the involvement of original series creator Jordan Mechner, as Activision acquired both the rights to the past games and the Prince of Persia IP when they acquired Broderbund in 1998 (because of the success of the Carmen Sandiego console games, Broderbund was able to buy the Prince of Persia IP out from Mechner in the mid-90s). Activision's game plays more like a Legend Of Zelda title than OTL's more action-oriented game. The wall-running from OTL's game is gone, replaced by a more weapon-based moveset for the Prince, who acquires new moves and actions as he progresses through the game's seven temples. There is also an enormous overworld that the Prince is able to explore, visiting towns and small dungeons on his way between the game's temple dungeons. There are numerous puzzles in each temple for the Prince to complete, though unlike in Zelda, these puzzles are for the most part quite small and don't usually serve as large set pieces. There are many combat-oriented challenges in each dungeon as well, where the Prince must battle a variety of enemies who bar his path. The game takes place on a large desert continent based somewhat on the Arabian Peninsula, with the seven temples scattered across a vast desert expanse. The Prince is aided on his journey by Shana, the peasant girl who the Prince befriended in The Jade Queen. Shana has become betrothed to the Prince since the events of that game, and is thus destined to become the princess of the realm, but in the time that the Prince was away, an usurper, the evil vizier Kazim, has taken the throne, using the powers of the Shining Eye, an enormous pink ruby, to enthrall the Prince's former subjects into bowing to his will. In order to free the minds of his subjects, the Prince must gather the Seven Sacred Treasures from the ancient temples, but Kazim has set his royal guard on the Prince and Shana, menacing them every step of the way. Shana doesn't follow the Prince as closely as OTL's Farah, only accompanying him directly in one dungeon. She works mostly from behind the scenes, leading rebellions or helping the Prince to discover secrets that Kazim has hidden. She's a frequent damsel in distress during the game, though most of the time she's able to assist in her own rescue, save for her captivity during the events surrounding the second temple and her capture by Kazim at the end of the game. The game's voice cast consists mostly of fairly obscure voice actors, with the most recognizable name among them being Necar Zadegan as the voice of Shana (though at the time, this would have been one of her very first roles in anything).

    The game begins with the Prince being prepared to take his rightful place on the throne, when he is met by Shana. The Prince's mentor, a wise old man named Khorem, does not approve of this since the Prince was not to reunite with Shana until he was back on the throne to formally announce their engagement to his people. However, Shana brings troubling news: Kazim, the treacherous vizier who once served the Prince's father, has assumed control of the realm. The Prince tries to confront Kazim, but barely makes it out with his life, and is then tasked with visiting the seven Temples to gather the Sacred Treasures. The Temples are as follows:

    Temple Of The Evening Star: The game's first temple, on the outskirts of the royal city. It's a fairly straightforward temple with few puzzles, with the most dangerous enemies being the pursuing royal guards. The boss at the end is a wispy spirit creature (there's an impressive visual effect with this boss, the stars and constellations are prominently displayed on its body).
    Temple Of The Sun-Drenched Coast: The Prince explores a cliffside temple here and solves temperature-based puzzles in which he must make rooms that are too hot to proceed cool enough to traverse. The boss is a walking totem that Shana is tied to, the challenge is defeating the totem while also avoiding injuring Shana.
    Temple Of The Forgotten Oasis: This temple is a water-based temple set amidst a massive oasis. The Prince must solve a series of water puzzles to proceed here, and the boss of the temple is an enormous cobra.
    Temple Of The Lost Lovers: This temple is set amidst a ruined city in which two ancient lovers died defending their city from attackers. Shana teams up with the Prince here, and together they must survive where the two lovers could not, in a re-enactment of that tragic battle. The boss of this temple is an ancient battle tank piloted by a mummified general.
    Temple Of The Scorpion Man: This temple is set in an underground insect burrow in which massive desert insects roam. It's a very scary temple, especially for players who fear insects. The boss is a half-man, half-scorpion hybrid who has a huge tail he can use to poison the Prince.
    Temple Of The Endless Minaret: Set in a massive ancient house of worship, the Prince must navigate a minaret that's more than a thousand feet tall, solving puzzles to enable access to higher points of the minaret. The boss in this temple is a huge bird diety who strikes once the Prince has ascended to the tallest part of the building.
    Temple Of The Shining Eye: The final temple in the game, in which the Prince must gather a Shining Eye of his own to counter the Eye held by Kazim. There are three bosses in this temple: an ancient stone guardian, Kazim himself, and then an enormous Sphinx-like beast formed after both Kazim and the Prince place their Shining Eyes into the eye sockets of an ancient statue. The beast finds both the Prince and Kazim unworthy and kills Kazim, then turns on the Prince, who must defeat the beast to free the minds of his people and save the realm.

    After the beast is defeated and Kazim is no more, the Prince reunites with Shana and retakes his throne, announcing his love and engagement to Shana as the Prince's realm is free once again.

    Prince Of Persia is released on May 25, 2004. It's generally a very well received game, though its critical reception doesn't quite match up to OTL's game. It DOES get a lot more praise than The Jade Queen did, and as for sales, it actually sells slightly better than OTL's Prince of Persia, thanks to a greater amount of hype. Without the transcendent OTL game to compare this to, it's seen as a very very successful revival of the series, and fans embrace it whole-heartedly. And, like most successful Activision properties, it becomes the start of its own franchise, with a sequel announced for 2006.
     
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