Massively Multiplayer: Gaming In The New Millennium

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BONUS: Thrillseekers Television Commercials
  • Well, the next update is the Thrillseekers one, which I've been looking forward to sharing with you guys for quite a while. It should be up tomorrow barring any problems, but for now I'll give you guys a quick taste :)

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    *Natasha Bedingfield's "If You're Gonna..." plays as action scenes from the game are shown, including the six main girls riding off a big ramp on their skateboards and riding down a huge slope on their snowboards.*

    If you're gonna jump, then jump far!

    *Scenes of gameplay showing Stacy, Kirsten, and Marina doing various skateboard combos off a variety of objects is shown*

    Fly like a skydiver!

    *A CGI cutscene of Elissa and Stacy jumping from a plane in their wingsuits is shown, followed by gameplay footage of wingsuiting.*

    If you're gonna be a singer...

    Then you better be a rockstar!

    *More gameplay footage is shown, featuring skateboarding, BMX biking, and surfing, showing off the variety of tricks you can do in the game, including Alex landing a big surfing combo.*

    If you're gonna be a driver...

    *Gameplay and CGI footage of Alex riding a BMX bike down a forested hill is shown, the CGI footage has Alex and Vivian riding side by side and smiling at each other.*

    Then you better drive a race car!

    *More CGI footage is shown of all six girls snowboarding again, followed by gameplay footage of Stacy doing several snowboard jumps and scoring a big combo.*

    'Cause I'm looking for a guard dog

    Not buying a chihuahua

    *More CGI and gameplay footage is shown, the CGI footage shows Alex skateboarding, Vivian biking, Kirsten skateboarding, Elissa wingsuiting, and Marina surfing, while the gameplay footage shows Stacy doing three of the sports and Alex doing the other two, the commercial ends with a scared looking Stacy in a CGI cutscene gliding to the ground in her wingsuit, barely making it to a stop. The main guitar riff of the song continues to play as the screen goes to black and the game's logo is shown.*

    THRILLSEEKERS

    August 17th

    *The Wave's "Experience The Power" logo is shown.*

    -from one of two North American TV commercials for Thrillseekers, which began airing in late July 2004, the "If You're Gonna..." commercial largely played on kids' TV networks like Nickelodeon and Cartoon Network

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    *The main guitar riff from Bikini Kill's "Rebel Girl" plays during CGI footage of the six main girls, along with CGI footage of the girls skateboarding, this commercial is a bit heavier on the CGI and less so on the gameplay.*

    That girl thinks she's the queen of the neighborhood...

    *CGI footage is shown of Alex doing skateboard tricks as Stacy looks on.*

    I got news for you, SHE IS!

    *The CGI footage continues, emphasizing just how cool and fun Alex is. The song skips the rest of the verse and goes straight to the chorus as the gameplay footage begins again, showing off a lot of skateboarding footage but also BMX biking and surfing.*

    Rebel girl, rebel girl, rebel girl you are the queen of my world!

    *There's more gameplay footage of stunts and tricks, but also a lot of CGI footage from the game's story mode, showing the six main girls doing sports together and looking cool, there's also footage from the scene of Alex shoving Marina during their argument that's briefly shown.*

    Rebel girl, rebel girl

    I really wanna take you home

    I wanna try on your clothes, UH!

    *More gameplay footage and cutscene footage here, culminating in Alex and Stacy walking past each other and high fiving after the final line of the chorus. The song's main guitar riff continues through a few more seconds of gameplay footage, followed by the screen going black and showing off the game's logo and release date as the music continues.*

    THRILLSEEKERS

    August 17th

    *The Wave's "Experience The Power" logo is shown.*

    -from one of two North American TV commercials for Thrillseekers, which began airing in late July 2004, the "Rebel Girl" commercial was primarily shown on the main networks and on cable networks like ESPN, even getting a bit of play on Lifetime, it also showed up on networks like The N from time to time as well
     
    Summer 2004 (Part 7) - Thrillseekers
  • Thrillseekers

    Thrillseekers is an extreme sports video game developed by Neversoft and published by Activision. The game combines elements from such hit games as the Tony Hawk skateboarding series, the Kelly Slater surfing game series, and the Mat Hoffman BMX biking series with an extensive backstory for its six main characters to create the most story-driven extreme sports game (and indeed, the most story-driven sports game of any stripe) ever made. First and foremost, Thrillseekers is an extreme sports compilation, featuring five different sports: Skateboarding, BMX biking, surfing, snowboarding, and wingsuit flying. While the skateboarding, biking, surfing, and snowboarding parts of the game all share heavy gameplay similarities with the Tony Hawk, Kelly Slater, and Mat Hoffman series of games, with trick-based gameplay and improvisation, there are key differences between Thrillseekers and those games, so as to set them apart from the already established extreme sports series that Activision has made. All five sports have been designed for a new engine, called the Thrillseeker Engine, which is essentially a modified version of the Tony Hawk engine, designed to make the sports all have a different feel to them while essentially allowing players to pick them all up quickly. The heads-up display has been stylized to match the game's motif, with slight tweaks for each character (i.e., Alex's HUD has a more “extreme” motif than Stacy's, which itself changes in the story mode the more that Stacy learns). Each sport also has a “support” bar that players can build up to make certain tricks easier to pull off, while a few tricks are only available to pull off when the meter is at a certain level. This bar is filled by impressing the character's friends, or performing a certain input at a certain time (there are other ways to fill the bar as well). In addition, unlike in Tony Hawk, situational awareness plays a big part in Thrillseekers, allowing certain characters to perform more tricks in certain parts of a stage, or after certain other tricks have been performed. The five sports themselves are described briefly here:

    Skateboarding: Skateboarding in Thrillseekers is for the most part similar to how it is in Tony Hawk, though it's a bit more improvisational and a bit less technical. There are also a slightly smaller amount of tricks that can be performed. Most gamers consider the skateboarding in Thrillseekers to be slightly inferior to the skateboarding in Tony Hawk, but it's still an excellent aspect of the game.
    BMX Biking: Biking in Thrillseekers is somewhat more terrain-based than it is in the Mat Hoffman series, with less opportunities to perform tricks, though it's slightly easier to perform bigger combinations. Overall, the BMX biking is probably considered the weakest aspect of the game compared to its standalone counterpart, but most players still enjoy it and it doesn't drag down the game overall.
    Surfing: Surfing in Thrillseekers is incredibly fluid and fun. The Thrillseeker engine is probably best tuned for a surfing game, and the vast majority of gamers consider the surfing element of the game to be superior to the Kelly Slater series (itself considered a fantastic franchise), the best part of the game itself, and even as of 2017 ITTL, Thrillseekers is considered by many to be the best surfing video game ever made.
    Snowboarding: Snowboarding in Thrillseekers is very fast-paced and trick heavy. The main comparison people make is to the White Mountain series, which doesn't belong to Activision but is the leading snowboarding franchise on the market to that point. Overall, the snowboarding in Thrillseekers doesn't quite match up, but it's close (and compared to White Mountain 3, might have a slight edge).
    Wingsuiting: A sport unique to Thrillseekers as far as games are concerned (though the gameplay in parts of Pilotwings is similar), wingsuiting involves performing tricks in midair while carefully balancing between the player's speed and altitude so they can land safely. Wingsuiting is tricky, definitely the hardest sport to learn, the sport most out of sync with the rest of the game, and frustrating to some new players, but most gamers consider it quite rewarding and fun. The game designers did take some creative liberties with this sport, as real life wingsuiting DOES incorporate a parachute whereas Thrillseekers wingsuiting does not.

    Thrillseekers offers three main modes: The story mode, which is called “My Epic Summer”, Freeplay mode, in which players can freely play any of the game's five sports without worrying about the storyline (and including 21 playable characters and a variety of locales, including the girls' hometowns of San Francisco and Eureka, along with various environments up in Oregon), and online mode, in which the player can challenge other players in online matches to get the highest scores. Story mode is further divided into two mode: the story itself, and challenge mode, in which various single-player challenges are unlocked over the course of the story and can be played as a sort of “sidequest”. While Thrillseekers is at its heart an extreme sports game, what truly sets it apart from other games in its genre is its extensive storyline mode, which takes the average player between 10-20 hours to complete. The game REALLY wants players to start with the storyline mode, it serves as somewhat of a tutorial that, by the time it's over, will leave the player knowing pretty much every trick in the game. Players gradually unlock items in the game as the mode is played, and when it's completed, every remaining charact (including a greatly statistically enhanced version of Stacy that boasts the best overall stats in the game), track, and costume is automatically unlocked (everything can also be unlocked in Freeplay mode, but it takes significantly longer). The story, which follows six recent high school graduates over the course of a summer vacation, was created by a team that included writers from Neversoft (including the writers of OTL's Tony Hawk's Underground and TTL's Daughter of Pearl and Codename: Siren), professional television writers (including Michelle Fazekas and Tara Butters, whose credits include Law and Order: Special Victims Unit), and the game's star Avril Lavigne (other cast members also got the chance to ad-lib lines and have some input on their characters). In order to create the game's extensive storyline mode and realistic character animations, Activision decided that the game would only be on the Nintendo Wave, due to its faster graphical engine enabling the most lifelike characters to appear in a console video game to date. The game features hours of cutscenes, necessitating one of the first double-layered DVDs of the sixth generation. It also features an extensive soundtrack which includes a mix of classic songs (such as Joan Jett's “I Hate Myself For Loving You” and Heart's “Barracuda”), newer classics (such as Bikini Kill's “Rebel Girl”) and contemporary rock and pop hits, all performed by female artists. There are also several songs exclusively created for the game, including three songs by a band called The Thrillseekers featuring three of the game's main voice actresses (Avril Lavigne, Erica Luttrell, and Lacey Chabert). The game's soundtrack includes 38 songs in all and is released on a 2 CD set at the same time as the game.

    The game features six main characters. Five of these characters are experienced in extreme sports, able to perform in any of the five sports featured in the game, though each specializes in one of them. The other is new to extreme sports but is a very quick learner. The main characters are:

    Alex Levesque: Alex learned to skateboard from a very young age, and was pretty much an average girl, if a bit rebellious. She had a decent relationship with her parents, but after her mother walked out and her father started to blame her, Alex lashed out more. Alex's father remarried someone Alex despises, especially since, just before her junior year, Alex's stepmom got a new job and Alex was forced to move from her hometown of San Francisco to the small city of Eureka up north. Her lashing out became full on defiance, and her relationship with her father was pretty much destroyed. Her grades and reputation began to tank, to the point where she was at risk of no longer being able to graduate high school. Due to her bad reputation, she got into numerous fights and most people at her high school were scared of her, including Stacy, who Alex begged to be her tutor. Thanks to her friendship with Stacy, Alex slowly learned to warm up to people again, and was able to graduate high school, though she doesn't plan on going to college afterward. Alex is an outstanding skateboarder. Despite her fierce exterior, she's incredibly loyal to her friends, and is a really good person at heart. Alex is voiced by Avril Lavigne and is modeled after her in physical appearance.

    Stacy Summers: A brilliant student with perfect grades and a loving family, Stacy has probably the least troubled home life of any of the main girls in the game, and lives a mostly normal life in her hometown of Eureka, California. However, Stacy has become incredibly timid and withdrawn after being viciously bullied as a young girl, which culminated in an incident in middle school where she got her hand smashed in a locker. Though the physical injuries healed (except for a small scar on her right ring finger), the emotional scars from that day still linger, and Stacy was afraid to get close to anyone until Alex managed to convince Stacy to tutor her. Thanks to Alex, Stacy has become a lot more confident in herself and more trusting of others, and is willing to try all the extreme sports that Alex and her friends partake in...though with some reluctance. Stacy graduated valedictorian from her high school and plans to study mechanical engineering at Stanford. She's got blonde hair like Alex, though it's a bit lighter and tied back in a ponytail. She's usually seen wearing glasses or goggles, though she sometimes wears contacts to participate in certain sports. She's voiced by Lacey Chabert.

    Vivian Martinez: Vivian is a reckless risktaker with a high tolerance for pain, as demonstrated by her not needing any help after she wipes out on her BMX bike. Though she's skilled at all kinds of extreme sports, biking is her specialty. She's Alex's second oldest friend, having met her in second grade after challenging Alex to a downhill bike race and winning (the first person in the school to be able to do so). Though Vivian's home life is definitely better than Alex's, she's had a bit of a bumpy road, often having to take care of her brothers and sisters when one of her parents is working late, leading to her often suffering from exhaustion. This has helped Vivian become more motherly and patient, and even though Vivian is initially the second hardest on Stacy (after Marina), she eventually does gain respect for her after seeing Stacy's perseverance. Despite Vivian's crowded schedule at home, she did fairly well in high school and is planning on attending Berkeley, hoping to earn her way into law school. She's Latina, with long, wavy black hair, and is somewhat modeled after her voice actress Brittany Saldita (though, to quote Saldita, “she is much younger and hotter than me!”)

    Marina Hirano: Marina is an expert surfer, in fact, she's the only one of the main characters to actually participate in professional competitions in her sport of choice (and is currently ranked #6 among girls under 21 in the country). Marina was the last girl of the main cast (besides Stacy of course) to befriend Alex. The two used to be bitter rivals in middle school, and at one point despised each other, with Marina being somewhat preppy and Alex being an outsider. However, the two gradually earned each other's respect after learning how devoted they were to their sports, and eventually became very close friends (though still occasionally being at each other's throats). Marina is a perfectionist. She pushes those around her extremely hard to succeed, but pushes herself the hardest, almost to the point of self-loathing (we learn that even though she's a champion surfer, she's incredibly insecure). She does well in academics, though not as well as Stacy due to devoting more of her time to surfing than to studying. She's one of the most popular girls at her school, but this is largely due to her perfectionism more than any sort of need for superiority. Though she and Stacy have a terrible relationship at the start, she eventually warms to Stacy, especially after Stacy helps her work through her own issues and after Marina helps Stacy have some catharsis for the bullying she's suffered. Marina, like Stacy, got into Stanford, and is studying business (according to Alex, Marina “would be perfect for that because she's bossy as hell.” Marina: “Shut the hell up!” Alex: “See?”). Marina is Japanese-American, and is voiced by Jennifer Tung.

    Elissa Settergren: Elissa is probably the most fearless of the game's main cast, though you wouldn't know it from looking at her: she's the shortest of the cast, about an inch shorter than Stacy, and looks very meek, with curly red hair and freckles. However, she has a proclivity for high places: bungee jumping, skydiving, you name it, she's done it. She has a particular affinity for wingsuit flying, something that even freaks out the normally very brave Alex. Elissa was in fact the first of the girls to meet Alex, as the two had class together in second grade and Elissa impressed Alex early on with her skateboarding ability (though she wasn't as good at it as Alex was). The two became very close, with Elissa's sweet nature balancing out Alex's rather hard edge. The two also shared a somewhat turbulent relationship with their parents, though while with Alex it was simply shouting matches, with Elissa it was full on physical abuse from her father, who beat her until Elissa and her mother finally got away from the situation when Elissa was ten. Though Elissa's tried her best to hide the emotional scars, they still haven't entirely gone away, and end up resurfacing somewhat after Elissa is kidnapped by a gang of criminals toward the game's climax. Elissa, like Marina and Stacy, got into Stanford (and in fact plans to room with Marina), and is studying psychology in the hopes of becoming a trauma counselor. Elissa is voiced by Francesca Marie Smith, who narrowly beat actress Ashley Johnson for the role (Johnson would later go on to say that while Smith deserved the part, not getting a role in Thrillseekers was one of her greatest voice acting regrets).

    Kirsten Cole: Kirsten is an expert snowboarder and a bit of a prankster, who enjoys joking and messing around with her friends. She and Elissa both get along with Stacy very easily early on, helping to break the ice somewhat during the trip. She met Alex during a third-grade field trip to Lake Tahoe, where she taught Alex how to snowboard. The two didn't go to the same school together until middle school, but they both lived fairly close in San Francisco and frequently visited each other (and Elissa and Vivian). Along with Stacy, Kirsten has the least amount of family issues among the main cast, with a fairly normal home life (though Kirsten does have an older sister who frowns on her extreme sports hobby and prank-playing, and, being African-American, she does deal with some racism living in San Francisco that is briefly touched on in the story). Kirsten plans on attending Berkeley (and is rooming with Vivian), and though she doesn't quite know what her major is going to be, she's leaning toward geology (and geeks out a bit when the girls visit Mount Hood, joking that she hopes she gets to witness an eruption). She's voiced by Erica Luttrell.

    The story mode can be broken into five “chapters”, though these aren't actually marked in the story. It includes about five hours of cutscenes (both pre-rendered and in game) interspersed with anywhere from 60-80 individual extreme sports challenges across the game's five sports that must be completed to progress. These cutscenes can be skipped by the player at any time, they can also be freely paused, rewound, fast-forwarded, or replayed from an in-game menu, meaning players who choose to do so can skip the cutscenes and enjoy only the challenges. The game automatically saves the player's last successful challenge run, and at the end of the game, the player is given the option to watch the cutscenes and challenge runs spliced in together as one big 10+ hour movie (divided into many parts so players can watch each individual segment at their leisure).

    The backdrop of the story is that Alex and her four best friends: Vivian, Marina, Elissa, and Kirsten, all lived together in San Francisco and did extreme sports and lots of other things together, until Alex was forced to move up to Eureka after her sophomore year of high school. Even after moving away, Alex kept in touch with her friends, talking on the phone with them every day and visiting them on school breaks and on summer vacation. After their junior year of high school, Alex went back to San Francisco to spend the summer with her friends, having an amazing time. After that, Alex, desperate to graduate so she won't have to attend remedial school (and thus miss out on the epic summer vacation she and her friends have planned to celebrate their high school graduation), begged Stacy, who was making some extra money by tutoring students, to tutor her. After some initial trepidation, Stacy began tutoring Alex. Not only did Alex's grades improve enough for her to graduate, but she and Stacy became extremely close friends (in fact, Stacy was Alex's first friend in Eureka). As a thank you, Alex invites Stacy to come along on the five friends' epic summer vacation trip to Oregon. Stacy is eager to join Alex but is nervous about not being able to participate in all the extreme sports activities they're planning. Alex promises Stacy that she won't be pressured into participating in anything she doesn't want to, but as the six girls are driving up to the park where they're planning to spend the summer together, Stacy decides that she'd like to try some of the sports. Alex has already taught her a little bit about how to skateboard, and she's curious about just how much fun she can have doing everything else. The six girls arrive at a cabin in a park near the Oregon coast, where they'll be spending their vacation. The adventure of a lifetime is about to begin.

    Chapter One: The first part of the game introduces the game's characters and serves as a basic skills tutorial for four of the game's sports, including skateboarding, surfing, biking, and snowboarding. During this time, Stacy is able to get the hang of some basic moves, and becomes friendly with Elissa and Kirsten. However, Vivian is mildly annoyed at Stacy's incompetence at biking, and Marina becomes both resentful of Stacy and furious at Alex for bringing her along (claiming that “we're not a bunch of babysitters”). The trip becomes a bit melancholy as Alex and Stacy's constant bickering with Marina starts to kill everyone's mood. The “chapter” ends with a fairly difficult BMX biking challenge that sees Vivian slowly start to come around and accept Stacy, giving Stacy a bit of hope that this summer won't be so bad after all.

    Chapter Two: This chapter ramps up the challenge, as Stacy is now getting the hang of biking, skateboarding, and snowboarding at a pretty competent level. This chapter also introduces wingsuit flying, one of the game's most memorable segments and one in which Stacy forges her first truly close bond with one of the other girls in Elissa. However, the tensions between Marina and Stacy/Alex reach a breaking point that sees Marina and Alex nearly come to blows and Stacy break down sobbing in her room and ask Alex to take her home. Alex is set to take Stacy home, but Stacy at the last moment decides to stick around. It's a real bonding moment for Alex and Stacy in which Alex promises to do anything Stacy needs to make her comfortable on the trip. We also see somewhat of a softer side to Marina, who sheds a few tears herself after being told that Stacy wants to leave. The final challenge of the chapter is a surfing challenge that sees Stacy finally start to win Marina over.

    Chapter Three: This chapter features the toughest challenges to date, in which Stacy becomes very good at all of the sports, including surfing and wingsuit flying. She's not as good as the other girls yet but she's definitely a quick learner and is soon riding alongside them in a variety of challenges. Marina and Stacy have an emotional talk, patching things up between the two of them (Marina is particularly heartbroken when Stacy privately tells her about the hand smashing incident, the realization that she's brought Stacy's old trauma back to the surface causes her to break down sobbing), and in general, Stacy forms a close bond with all the girls. The chapter ends with a difficult skateboarding challenge, then a cutscene in which the six girls sit around a campfire looking out over the ocean, laughing and talking and having an amazing time.

    Chapter Four: This chapter begins with a radio announcement about four escaped criminals who stole $25 million from a federal bank and are extremely armed and dangerous. The criminals themselves are introduced by a cutscene where they murder a forest ranger (offscreen, but we hear the gunshot). While out exploring, the girls stumble on the criminals' money. As tempting as it is, the girls don't take any of it... until Stacy points out that perhaps the girls SHOULD take it...to hide it and keep the criminals from escaping with it until they can notify the police. Alex and Vivian are on board with the plan, though Kirsten and Marina are somewhat reluctant and Elissa is in the middle. This leads to the criminals eventually discovering the girls, and after a series of challenges where the girls split up and there are some narrow escapes, they manage to isolate and kidnap Elissa, then call Alex and demand their money back in exchange for Elissa's safety. The problem, however, is that in the chaos of the chase beforehand, the money ended up getting buried after a cave-in and the girls can't get to it (also, the criminals are planning to murder Elissa and all the other girls anyway). They decide they have to rescue Elissa, and lure the criminals away using themselves as bait, while Alex goes in to save her. However, the plan goes somewhat awry. Fortunately, Elissa is able to free herself from her bonds and escape the cabin where she's being held. Just as she's exiting the cabin, the criminals discover she's escaping and chase her to a cliff. Stacy, who is in a rented helicopter hovering nearby, sees Elissa. Stacy is wearing a wingsuit, and Elissa tells Stacy that she trusts her before jumping off the cliff. In one of the game's most dramatic and difficult challenges, Stacy has to dodge gunfire and maneuver herself to catch Elissa, AND land safely with the wingsuit. She of course catches Elissa and the friends share an emotional reunion. There are a few more challenges in this chapter which set up the girls getting the criminals captured by the police. With the girls' lives out of immediate danger and the criminals captured, they can enjoy the rest of their summer.

    Chapter Five: A sort of denouement chapter where the girls enjoy the remainder of their summer, interspersed with the story mode's toughest challenges to show that Stacy has truly mastered each sport. The game ends with one final challenge incorporating all five sports before the girls end their summer. The girls have bonded immensely over the course of the game and are now ready for college. Stacy offers to help Alex study to get into college next year, and in the meantime, offers to let Alex room with her in her apartment off-campus. While Stacy's parents have given Stacy enough money to support both herself and a roommate, Alex says that while she's studying she'll take up a job in Palo Alto overcharging rich tech geeks for skateboarding lessons. The girls all agree to meet up the next summer for another vacation, and the story mode ends with the six girls driving back home while playfully arguing about where to go.

    Thrillseekers is released on August 17, 2004. Activision gives the game one of the most extensive marketing campaigns yet seen for a video game, including TV, radio, print, and signage virtually everywhere (it's almost impossible to go into a store that sells video games during the summer of 2004 without seeing at least one lifesize cardboard cutout featuring one of the main characters). The marketing campaign is directed at both girls and boys, with Activision hoping that the game sells equally among both. It's easy to pull in girls due to the game's focus on female main characters and highlighting of popular women music artists and the white-hot skateboarding star Avril Lavigne (who at this point is as famous if not moreso than Tony Hawk), but pulling in boys is a bit more challenging. Though the six main characters are all attractive young women, there's not all that much in the way of fanservice: the girls all dress fairly practically most of the time, sporting t-shirts and jeans, though we do occasionally see them in wetsuits and two-pieces when they're near the water). Advertisers do play up the game's “punk” angle and emphasize extreme sports action heavily when marketing the game for male gamers, and they do try to emphasize what fanservice the game does have. The critical reception toward Thrillseekers is stellar, both for its gameplay and its story mode, which is praised as featuring six of the best written video game characters in any game ever made. It's one of the year's best reviewed games, though in an extremely crowded year, it fails to compete for very many Game of the Year awards, and reception isn't quite as good as the very best games in its genre, such as Tony Hawk's Pro Skater 2.

    As expected, the game is a massive hit among girls and young women, though plenty of male gamers buy and enjoy it too. It sells more than 400,000 copies in its first week of release and would ultimately become one of the best selling Wave titles of the year. It launches a franchise of related merchandise, including spinoff games, a line of sports gear and apparel, a toy line, and more. It would receive spinoffs and sequels that continue to this day, an animated series, several junior novel series, and at least one comic book series. It cements Avril Lavigne's place as the most popular skateboarder on the planet, and it drives a major boom in girls and women getting into extreme sports, in the same way that The Hunger Games drove girls' interest in archery IOTL. It also becomes one of the most popular fandoms for fanfiction on the internet, particularly slash fanfiction: as of TTL 2017, there are over 21,000 Thrillseekers fanfics on Fanfiction.net, with at least 100 stories each for all 15 possible pairings amongst the six main girls (including nearly 4,000 alone for just Alex/Stacy). Though each of the girls mentions interest in boys at least once over the course of the original game (and Marina, Vivian, Elissa, and Kirsten all have at least one canon relationship with a boy over the course of the series), the series' creators never officially confirm any of the six main girls as exclusively straight, opening the door for fan speculation and theory (though that door would have opened regardless, the creators' stance encourages it even further). Thrillseekers would ultimately become one of the most popular LGBT fan communities on the internet, and Avril Lavigne, despite being straight herself and despite the character Alex being based on her, shows support for fan theories that interpret Alex as a lesbian or bisexual (and has stated during more than one interview that she reads Alex/Stacy fanfiction). Thrillseekers plays a major role in the transition from “riot grrl” to “skater grrl” in popular culture, initiating a massive wave of pro-feminism sentiment in the extreme sports community and being the culmination of the trend that Avril Lavigne started in the late 1990s.

    -

    Soundtrack:

    Disc One:

    1. “Up For Anything” by The Thrillseekers (original song TTL, main theme of the game)
    2. “Rebel Girl” by Bikini Kill
    3. “You Better Run” by Pat Benatar
    4. “I Hate Myself For Loving You” by Joan Jett
    5. “Don't Wait Up” by Mandy Moore (original song TTL)
    6. “Stand Together” by Destiny's Child (original song TTL)
    7. “The Adulteress” by The Pretenders
    8. “What I Am” by Edie Brickell
    9. “Trouble” by Pink
    10. “Hazy Shade Of Winter” by The Bangles
    11. “Not That Kind Of Girl” by Vitamin C
    12. “Barracuda” by Heart
    13. “Soulcrushed” by Bratmobile (original song TTL)
    14. “Bare Knuckle Girl” by Shampoo
    15. “Pretend We're Dead” by L7
    16. “Hit 'Em Up Style (Oops!)” by Blu Cantrell
    17. “Supernova” by Liz Phair
    18. “Bathwater” by No Doubt
    19. “Chase Me” by The Thrillseekers (original song TTL)

    Disc Two:

    1. “If You're Gonna...” by Natasha Bedingfield
    2. “Rhiannon” by Fleetwood Mac
    3. “I Am Not Your Gameboy” by Freezepop
    4. “Step Aside” by Sleater-Kinney
    5. “Zombie” by The Cranberries
    6. “Savior” by Alison Pipitone (original song TTL)
    7. “The Fight For Love” by Julieta Venegas (original song TTL)
    8. “Cherry Bomb” by Joan Jett
    9. “Even It Up” by Heart
    10. “You Learn” by Alanis Morisette
    11. “Needy” by Pink (original song TTL)
    12. “Aqua Girl Star” by Huggy Bear
    13. “Middle Of The Road” by The Pretenders
    14. “Big Exit” by PJ Harvey
    15. “We Got The Beat” by The Go-Go's
    16. “Destruction Pancake” by Puffy AmiYumi
    17. “Edge Of Seventeen” by Stevie Nicks
    18. “Today's The Day” by Aimee Mann
    19. “Unconformity” by The Thrillseekers (original song TTL, end credits song)

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    Tomorrow will see the release of the video game Thrillseekers, featuring extreme sports like skateboarding, snowboarding, and flying through the air in a wingsuit. There's a key difference between Thrillseekers and other games like it: unlike previous games which featured male athletes like Tony Hawk and Mat Hoffman, Thrillseekers features a group of high school girls, with a voice cast headed up by skateboarding superstar Avril Lavigne. The game's producers hope that the female cast will set Thrillseekers apart from other sports titles on the market, and it's already generated a lot of buzz among girls and women eager to step into the shoes of characters more like them. Our Janet Shamilan reports on one of the year's most anticipated new games.”
    -Tom Brokaw, from the August 16, 2004 broadcast of the NBC Nightly News

    -

    So, it's been ten years since Thrillseekers was first released, and with the recent release of the HD remake of games one and two for the series' tenth anniversary and with the recent passing of Vivian's original voice actress Brittany Saldita, I feel like now would be an appropriate time to go back and give some of my thoughts on this iconic game.

    From a technical standpoint, Thrillseekers was incredibly impressive for its day, with realistic character animations and gorgeous graphics in both gameplay and the game's extensive full motion video cutscenes. But I'd like to go back and analyze the game from a feminist perspective. There are a lot of things to be praised about this game, and indeed, it remains one of the best video games of all time in terms of how well it portrays women and how positive an example it sets for girls playing the game. The six main characters of Thrillseekers represent an extremely diverse set of backgrounds and ethnicities, with no real racial stereotypes to speak of. While it would have been nice to see characters from aboriginal backgrounds in the game, it's understandable that the creators wanted to focus on only six main characters, and that there are characters in future games from those backgrounds depicted, so from the representation perspective, Thrillseekers does just fine and is indeed one of the best franchises in terms of minority representation. One negative thing I will say about Thrillseekers is that it doesn't adequately represent diversity of body types. All six main characters in Thrillseekers, even the 'geeky' character Stacy, are thin, fit, and athletic. While I will credit the game in that it doesn't objectify its female cast, it could have included at least one but optimally more characters with more normal body proportions. Again, it's something that's shown a bit more in the game's sequels with characters like Morgan and Syrene, but it would have been a big step forward if one of the main six characters had a larger build, so as to represent a number of potential body types that young women can have. These flaws are indeed quite minor but still important to point out from an intersectionality standpoint, and it is good to see that the creators of the series, themselves a diverse group of women and men from numerous racial and financial backgrounds, address these flaws as the series goes on.

    But for all the good that Thrillseekers does in its depiction of girls, the most positive aspect of the game, and the most progressive from a feminist standpoint, is how the six main characters treat one another. With the brief exception of Marina in the first half of the game, these six girls are extremely positive and encouraging of one another, and indeed, a crucial mechanic of the game involves being supported by the other girls. When being emotionally supported by another character, your character can perform more and better tricks and score more points, in stark contrast to games like Grand Theft Auto that reward you for violently murdering other characters. Even Marina eventually comes around to become supportive of Stacy, once the two come to understand one another. The girls don't tear each other down, or make fun of one another, or compete over boys with one another. In fact, even in the game's sequel when the girls are seen with boys, they never try to 'compete' over each other's boyfriends, and indeed, the girls' relationship with men is a very, very, VERY small aspect of their characters overall, with their relationships to each other and their own unique interests forming the core and essence of their characters. This game promotes an extremely positive view of feminism and captures the core of what feminism is really about: women supporting other women. The characters are unfailing in their support of one another, particularly Alex and Stacy, whose relationship, as best friends and possibly a romantic relationship depending on your interpretation of the characters, is based on unwavering support and acceptance. Alex is unfailingly patient with Stacy and accepting of her flaws, and Stacy is likewise toward Alex. The entire series, but particularly the original game, is about acceptance and encouragement, and sends one of the most positive messages to young girls that a game can possibly send. It also goes without saying that the original game passes the Bechdel Test... 170 times over. More than any game before and more than a very, very tiny number of games since.

    Thrillseekers came along at a time when games featuring positive feminist messages were becoming increasingly difficult to find, after peaking in the late 90s and early 2000s. It came along at a time when I was ready to quit on games all together, but seeing the advertising and hype for Thrillseekers led me to believe that I had to buy this game. While not a fan of sports games in general, Thrillseekers spoke to me, and playing through the story mode not only showed me how fun these types of games could be, but also showed me that there were still beacons of positive feminism in games and that women's voices were not being completely ignored. It remains one of my favorite games to this day, and continues to be an example that games don't have to push fun and technical accomplishment aside in order to present a diverse and feminist message.”

    -from a video blog posted by Anita Sarkeesian on October 1, 2014

    -

    Ted Crosley: So everybody here at G4 is loving Thrillseekers, but let's hear from another of the game's stars, she plays the voice of Vivian and she's a very, very close friend of mine, she can't personally be here today but we can talk to her live on video chat, it's Brittany Saldita!

    *Brittany appears on a screen, her stomach is very big by now but she's still eager and energetic to talk about the new game.*

    Ted: Awesome to see you again, Brittany, hope you and the baby are doing well?

    Brittany: *rubbing her tummy* So close now, just a few days away!

    Ted: Well, Thrillseekers is coming out tomorrow, how excited are you for that?

    Brittany: Hella excited, seems like everybody's really hyped to play! What did you guys think of the game?

    *Cheering can be heard from Ted's fellow personalities on set, which include numerous G4 co-hosts and a number of Thrillseekers cast members, including Avril Lavigne, Jennifer Tung, and Francesca Marie Smith, along with guest athletes Tony Hawk, Kelly Slater, and a few NBA and NFL players as well*

    Brittany: Sounds like you're having a big party!

    Ted: It has been a great launch party for the game and the reception has been pretty much unanimously positive here.

    Brittany: Who's your favorite character, it's Vivian right? *laughing*

    *A few cheers go up at the mention of Vivian, especially among some of the guest athletes.*

    Ted: Have you gotten to play yet?

    Brittany: Believe it or not, I haven't gotten to play the final version of the game! I've been so busy and they're not actually giving me my copy until tomorrow, so hopefully I'll be able to sit down and play it a little bit then, assuming I'm not having the baby then!

    Ted: I can see you in labor in the hospital, lying there and playing the game.

    Brittany: *laughing* That's probably what's gonna happen, the doctor will be mad at me but you can't keep a gamer girl from her games.

    Avril Lavigne: Hell yeah! *waving at Brittany*

    Ted: Now I've asked some of your fellow cast members this, but I'll ask you: what kind of impact do you hope this game has on girls who want to play games featuring female characters?

    Brittany: Oh man, you know, I think this game is going to create an all new generation of gamer girls. This game has pretty much the best cast of characters ever, it's so diverse and these girls are so awesome and inspiring that I think it's going to get millions of girls into the hobby. There were times I was reading the dialogue that I just cheered, it's such a fun and empowering game and there's no question that it's going to have a positive effect on everyone who plays it, not just girls but boys too. I think boys will see the pretty girls on the cover and be sucked in and then they'll see that these girls aren't just pretty faces but kickass and amazing young women and I think they'll go back to games like Syrielle or The Darkest Ritual that they might've skipped before because of the girl characters and they'll play those games and love them too.

    *The crowd cheers at Brittany's response.*

    Ted: So can you see this being the first game that your daughter plays after she's born?

    Brittany: *laughs* I might start her on something a bit easier first, but yeah I can see this being one of the first!

    -from the G4 Thrillseekers launch special, broadcast on August 16, 2004

    -

    Twelve years later and Thrillseekers and I are as close as ever. Of course, it's not just because my mom voiced one of the main characters. Thrillseekers and I have been linked since the day I was born: August 17, 2004, the day the game was released. I've always felt a bit bad that my presence in mom's tummy prevented her from doing most of the promotional appearances for the game, especially when the cast got to go surfing together. I'm sure mom would've loved that since she grew up in Santa Cruz and surfed quite a bit when she was young. She probably could've outsurfed any one of her castmates! ...well, except maybe Avril. It was super nice of Avril and Lacey to send mom their well wishes that morning on Good Morning America while mom was in labor with me, and the two of them, along with Francesca and Jennifer, were some of the first people to come visit me after I came home from the hospital. And the first time Erica came down from Canada after I was born, visiting us was pretty much the first thing she did too! I still have all the pictures of the five of them fawning over mom's tummy during her pregnancy, and I'm sure I absorbed a little bit of all their love in the womb.

    I love Thrillseekers, it was one of the very first video games I played, and I've played pretty much all the spinoffs and sequels. My favorite in the series is Thrillseekers 2. I've seen every episode of the animated series too, of course. People ask me if I get sad when I play the games and hear mom's voice....I used to get a bit sad but now I just smile. Vivian was one of the legacies mom left, such an amazing character and every time I see and hear her I think of mom and I smile so much. She loved working on those games. Cristina Milizia does the voice of Vivian now and she's amazing too, and I don't mind playing the newer games and watching the web shorts with Cristina's voice in them. I still go back and play the old games every chance I get, and there's mom, waiting for me. Of all the amazing things mom did, this amazing franchise is one of my favorites. It connects me with my mom across time and space and beyond. I would say Vivian Martinez is my favorite fictional character of all time, and she is, but that will never be 100 percent true because there's a piece of her and of this game that will forever be real to me. I love you, mom.”

    -Regan Vivian Hardwick, in an article posted on The Nerdist, August 17, 2016
     
    Summer 2004 (Part 8) - The Xbox's Cinematic Trio
  • The Transporter

    The Transporter is an action/open world video game developed by Starbreeze Studios, the game studio that developed the OTL video game The Chronicles Of Riddick: Escape From Butcher Bay. The game is based off the Luc Besson Transporter film, which ITTL starred Vin Diesel as Frank Martin, and like IOTL, Vin Diesel was involved in the development of this video game, lending his voice and likeness to protagonist Frank Martin and also contributing input on the game's format, which is similar to titles such as The Wheelman and Grand Theft Auto. The game serves as a prequel to the film, showing how Frank Martin became known throughout the criminal underworld as an expert transporter of goods. In this game, Martin is given a variety of missions to carry out, both optional and non-optional. The non-optional missions advance the story, while the optional missions allow Martin to pick up more money and weapons. The game features an extensive melee combat system, among the best in its genre, and meant to convey the feel of a proper cinematic action sequence. The game's visuals themselves are very cinematic, with lots of movie-like camera angles and action setpieces that are again meant to convey the feel of an action film. The game's plot has Martin working his way up through the criminal underworld, building his reputation by transporting small sums of money and illegal goods, and also transporting the occasional person. During the game, he begins to establish his rules for carrying out jobs, which come from him learning by example after things go wrong for him during the game's missions. Eventually, Martin is asked to transport a mysterious package for someone he's come to trust over the course of the game. Martin learns that this package contains plutonium, and that if he completes the mission, he will be helping someone to assemble a weapon of mass destruction. He needs to figure out how to prevent the delivery of the package while keeping his reputation intact. Ultimately, he decides on covertly killing the person who gave him the mission and everyone else involved with the delivery, then taking the plutonium and burying it where it will never be found. The game ends with Martin taking on the same mission he took on at the start of the original film (getaway man for a bank robbery), linking the events of the game and the film directly together.

    The Transporter is released exclusively for the Microsoft Xbox on July 27, 2004. The game is highly praised for both its variety of missions and its combat system, while the cinematic visuals receive a lot of praise as well. It's considered to be one of the best movie to game adaptations ever made, due to the work that Vin Diesel did to ensure that the game would be entertaining for fans, and it ultimately becomes one of the best received games of the year. Sales are strong, though not hugely strong due to the Transporter franchise only being a mid-level blockbuster film franchise, but the game still turns a profit and brings a lot of money into the coffers of Starbreeze, while raising hype for their next project: a reboot of the Syndicate series, set for release in 2005.

    -

    Tank Girl

    Created by Gearbox Studios, Tank Girl is the first game to be created by the company that doesn't have to do with the Half-Life series. It's based on the British comic series and sticks MUCH closer to the source material than the 90s movie did, with direct impact from the creators of the comic. The game is in a cel-shaded style that somewhat resembles the OTL Borderlands games, and indeed, plays somewhat like a proto-Borderlands, with less RPG elements and more shooting, it's a first-person shooter with some third-person gameplay. The game has Tank Girl and her strange companions embarking on a number of missions, all while she attempts to escape a massive bounty that's been placed on her by the dictator of Australia (where the game takes place). The game, like the original comics, has an EXTREMELY surrealist tone, with all sorts of vulgar and random things happening to the game's cast. The game has an M rating but at one point was rated Adults Only before some of the more violent and sexual elements were slightly toned down (at one point, Microsoft considered relaxing their approval process to allow Adults Only games on the system, of which Tank Girl would have been the first, but mainstream retailers like Walmart ultimately balked and Microsoft was unable to get enough major retailers on board to allow such a thing, also, 2004 being an election year, Microsoft was a bit wary that Al Gore and/or John Kasich would take potshots at them). The game features a soundtrack headed by the band Gorillaz (of which one of the original creators of Tank Girl was a founding member). Ultimately, Tank Girl proves to be a critical success, with the cel shaded graphics and wacky shooter gameplay getting a lot of praise, but sales are somewhat lacking. It's released exclusively for the Xbox on August 17, 2004, the same day as Thrillseekers, inadvertently becoming another sort of "girl power" game to counter Nintendo's more mainstream-friendly extreme sports title, and doesn't even manage 50,000 sales in its first week. Still, like the film, the Tank Girl game becomes somewhat of a cult hit, and unlike the film, it does get a lot of critical love. The development of Tank Girl by Gearbox is also one of the critical factors in ensuring that the Half-Life 2 console port remains an Xbox 2 exclusive.

    -

    Quentin Tarantino's Kill Bill

    The highly anticipated hack and slash adaptation of Quentin Tarantino's two part epic film Kill Bill is released exclusively for the Microsoft Xbox on September 14, 2004. Quentin Tarantino was personally involved with every stage of development of the game, and would veto anything he played that he wasn't thoroughly entertained by and that he wasn't willing to play through more than once. The game is pretty much a straight hack and slash, Devil May Cry style, with a basic mission structure (24 missions in all) that retell the story of The Bride, from her origins as an assassin working for the crime lord Bill to her final revenge when she defeats her former master and lover at his Mexican villa, Kill Bill is an epic game featuring lots of blood and plenty of cutscenes, all of which feature the original actors from the film. The graphics are done in a stylized sort of half-cel shaded style, in which plenty of blood spews from defeated enemies, splattering all over the level and the screen (this is another game that was very nearly rated Adults Only, simply for the violence alone, and was Refused Classification in a number of countries until being censored). The first ten missions of the game are a prequel story that has The Bride working for Bill alongside O-Ren Ishii, Vernita Green, Elle Driver, and Bill's brother Budd, with O-Ren and Vernita becoming particularly close with The Bride and her fighting alongside them during a number of missions, including a mission where The Bride has to rescue O-Ren from a dangerous crime lord. The next fourteen missions are an adaptation of the films, though there are a few extra events that weren't covered in the films, in order to preserve the element of surprise and give the player something new to experience. The game's musical soundtrack combines the music from the films with a decent number of all new tracks, both lyrical and non-lyrical, but always holding to Tarantino's typical style (including a number of classic songs and some songs from foreign sources). The game, like the movie, ends with a climactic final showdown against Bill, but this time the player actually gets to experience the sword fight on the beach that had to be cut from the film in both OTL and TTL.

    Quentin Tarantino's Kill Bill receives overwhelming critical praise upon its release and is considered by many to be the best hack and slash game of all time, even better than Devil May Cry. It also begins a major debate with The Transporter over which movie to game adaptation is best, and some even compare it to Goldeneye in terms of quality. It becomes one of the best selling Xbox exclusives of the year, and its success convinces Tarantino to make more games based on his properties and to perhaps work on some original projects, but he also insists on oversight of every single one, refusing to approve projects without his involvement.
     
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    Summer 2004 (Part 9) - Yu Suzuki's Last Masterpiece?
  • Shenmue III

    Shenmue III is the third and final game of the Shenmue trilogy of open-world/adventure titles, meant to wrap up the story of Ryo Hazuki. Developed by Sega's Yu Suzuki, the game is easily the biggest in the series thus far, and is contained on three discs. The game spans six different cities, though these cities aren't as big as the Hong Kong of Shenmue II, but taken together they form an environment two and a half times as big as the one in that game. Shenmue III had the biggest developmental budget of any Shenmue game to date, or any Katana game for that matter, owing to the increased success that the franchise has had compared to OTL. The game chronicles Ryo Hazuki as he returns to Japan in pursuit of his father, who he previously believed to be dead, but has learned that his father is at the head of a massive crime syndicate, and is tracking him down to solve the mystery once and for all. Ryo is joined by a number of characters both old and new, who will play a major role in his journey, including seven total potential love interests (a returning Nozomi, along with Kagura, Shenhua, Joy, Zeifa, and two new girls: Leiko, a member of Ryo's father's crime syndicate, and Julia, an American college student). Which of the love interests that Ryo chooses to date not only has an impact on his personal love life, but on the overall plot, as each of the seven women has their own attitudes about the course of action that Ryo should take concerning his father. The gameplay itself hasn't changed too much from the first two games: it still features the same Virtua Fighter inspired combat system, and still allows Ryo to explore and live at his own pace, taking up odd jobs, doing favors for people, and other menial things around town. There's a lot more stuff for Ryo to do in terms of side quests: he can now race cars, and he can work for a rival crime syndicate that turns out to be a fairly benign organization (its leader is a pacifist who insists on a no violence policy, and the "crimes" that the syndicate commits are actually favors for people, the organization is actually somewhat of a comic relief device but will play a crucial role in Ryo's quest later on). The game's graphics are a noticeable step up from Shenmue II: even with the much larger environments, Suzuki still insisted on improving the game's presentation and detail, and the result is a technical achievement and one of the Katana's most beautiful games to date.

    The plot of the game begins as Ryo attempts to piece together the mystery surrounding his father Iwao and the fact that he is apparently still alive and heading up a crime syndicate in Japan. Ryo makes his way back to Japan and begins to solve the mystery. As the game progresses and Ryo learns more, more cities open up to him for exploration: the first two additional cities open up fairly early in the game, but it's not until disc 2 that cities four and five open, and not until disc 3 that city six finally opens. Ryo is perplexed about Iwao still being alive, since he saw him die and knows that his father is an honorable man, but at the end of Disc 1, Ryo finally sees Iwao with his own eyes and realizes what he believes to be the truth. However, at the end of disc 2, Ryu learns that the man he thought was his dead father is actually his older brother, Shao, who Ryo never knew (Shao is Ryo's bastard half-brother) and whose identity Iwao kept hidden. Shao, like Ryo, struggled to live up to his father's reputation, and when he learned that his father was dead, he had a mental break and decided to assume his father's identity, believing that he himself was unworthy of living. Shao has been carrying out crimes in Iwao's name ever since, something that Ryo finds deeply disturbing, but that Shao justifies by saying that their father's murder proves that only through strength can one survive in this dangerous and cruel world. The two have a fist fight at the end of Disc 2, but Shao wins and nearly kills Ryo, only the timely arrival of Ren at the end of the fight saves Ryo from being killed. The game's sixth and final city, which Shao rules over, is Yokosuka, meaning that Ryo must return to his hometown to settle the score (of course, during Disc 3, any of the game's six cities can be freely explored to complete side quests or odd jobs, or build Ryo's relationships with friends or love interests). During Disc 3, Ryo visits his father's grave, not knowing what to do about Shao: should he try to win him back as a brother, or should he kill him? Whether or not Ryo kills Shao depends on which of the seven love interests Ryo is closest to: if Ryo is closest to Kagura, Zeifa, or Leiko, Ryo will choose to kill Shao, but if Ryo is closest to Nozomi, Joy, or Julia, Ryo will choose to spare him. If Ryo is closest to Shenhua (considered to be the canon love interest of Ryo), there will be an extra cutscene after the final battle in which Ryo can choose whether or not to spare Shao. Killing Shao here will get Ryo the same ending as he would have gotten from Kagura/Zeifa/Leiko's ending, but sparing Shao with Shenhua as a love interest opens up the game's "true" ending, in which the spirit of Iwao appears and talks to both Ryo and Shao, encouraging them to reconcile as brothers and that he loved them both equally and considers them both to be the heirs to his legacy. This is the only ending in which Ryo and Shao truly reconcile, and the most satisfactory ending of the game. It would seem that Ryo is forced to date Shenhua to earn the true ending, but that's not true: Ryo can also acquire this ending with any of the other girls, by gathering six special quest items found throughout the game, one in each city, ensuring that the player can date any girl they want and still get the game's best ending.

    Shenmue III is probably the best reviewed game of the trilogy after its release on August 24, 2004, garnering major accolades for its scope, graphics, and storyline. However, sales decline slightly from those of Shenmue II, at least in North America. The game is a major hit in Japan, but in North America it's only a minor hit, and overall, the game barely sells enough copies to justify its massive budget. This, along with the disappointment of Virtua Fighter 5, leads to a great deal of tension between Yu Suzuki and top Apple brass, many of whom don't see eye-to-eye with Suzuki's style, believing him to be a part of the "old school" of Sega. Steve Jobs in particular considers cutting ties with Suzuki. Jobs is looking toward other developers to embrace the company's new direction, and doesn't believe that Suzuki's games will sell as much as they used to in the changing landscape of gaming. Reggie Fils-Aime wants him to stay on board, and it's Fils-Aime's faith in Yu Suzuki that keeps him around, at least for the time being.

    -

    September 8, 2004

    "So, you are not the only one who has noticed a major change in the company," said Yuji Naka. He was seated across from his friend and co-worker Yu Suzuki at a cafe in Tokyo, where the two had been discussing their recent games and the changes that Apple's top brass were making to the company, particularly where the old Sega developers were concerned. "I wouldn't be worried. Shenmue III was at the top of the charts in Japan for several weeks in the spring, the North American sales figures are nothing to be concerned about."

    "But Apple is a North American company," replied Suzuki. "If a game is not selling well there, it is seen as harmful."

    "Everyone is feeling a lot of stress over the declining sales for the Katana," said Naka, shaking his head. "It will be all right once the new iPod is released."

    "And that also concerns me...." said Suzuki. "I am not sure how to feel about the new iPod being pushed like a new Sega console... it's very strange and I'm not sure how well my games will play on such a device. A game like Shenmue certainly wouldn't work on it, the screen is far too small and the discs it uses couldn't possibly hold such a large game."

    Naka understood Suzuki's concerns, but he was actually looking forward to seeing how well Sonic titles would perform on the device, particularly the upcoming Sonic Neon port which was set to launch with the console.

    "I suppose it's simply a difference in philosophy," Naka said. "But...don't think I'm not concerned about certain things that are going on either. In fact, most of my team is concerned."

    "Reggie has promised me that my status with the company is secure," replied Suzuki, "although...perhaps it might be prudent for me to consider another path."

    "You're thinking of leaving?" asked Naka, with surprise and a bit of disappointment.

    "I....I suppose I could wait and see just how this new iPod is for developers," replied Suzuki, "but yes, I have been considering it."

    Naka couldn't imagine leaving Sonic Team, but he knew other developers at Sega that had already left, and many more that were thinking about leaving, some to form their own company and some to join up with Nintendo or Microsoft. Things had definitely changed since Apple had bought the company, and not all for the better, especially for the company's Japanese development teams.

    "I hope you decide to stay," said Naka, "but I would understand if you left. Just...let me know before you make any decisions, all right?"

    "Of course," Suzuki replied. "You'll be the first to know."
     
    BONUS - The Sad Tale Of Joe Quesada
  • Move over Magneto; look out Loki; and sorry, Doctor Doom, it looks like you’re not the biggest villain Marvel has in their expansive rogues gallery. That honour goes to one Joe Quesada. Does Joey Q deserve the reputation he has in comics? There is no denying that the man is a polarizing figure in the industry after the controversial Marvel: Disassembled and the even more heated “Ultimate Marvel” reboot that launched from it.

    The company had been cruising under the stewardship Mark Gruenwald after the speculator bubble crashed in the late nineties. Being a lifelong fan of the medium and its fandom, Gruenwald and his willingness to engage with fans at conventions made extremely popular. Thus it came as a great shock when he died suddenly in August of 2002. Joe Quesada, having made characters like Daredevil, Black Panther, and Punisher top sellers under Marvel Knights imprint made him “the Gru’s” successor.

    Unlike Gruenwald, who had a more gregarious personality, Quesada was more opinionated, abrasive, and wasn’t afraid to let people know what he thought. He made it clear that his ideal Marvel stories were the ones he had read through his childhood: i.e. an unmarried Peter Parker as Spider-Man. He had candidly remarked in an interview that if he had editorial control over the company, his first action would be to kill Ben Reilly. With Ben Reilly having been established as Spider-Man, many fans had come to accept it and many newer fans recognized him as their wallcrawler so it was natural that they would feel uneasy when NewsCorp gave Quesada the reins.

    Marvel stayed the course throughout 2003 and early 2004 without incident until Marvel dropped the bomb that summer: they would do a hard reboot of their universe as DC had done with Crisis on Infinite Earths nearly twenty years prior. Such a project would require top-tier like Kurt Busiek, who had proven his chops with his collaboration on Marvels with Alex Ross. While Busiek was originally attached to the protect, Quesada was extremely hands-on and his demands drove Busiek to sign an exclusive contract with DC. In what many fans considered an act of nepotism, Quesada handed the project to Brian Michael Bendis.

    Bendis, whose credits until then included independent titles and an acclaimed run on Daredevil under the Marvel Knights banner, was clearly not ready for such a world-shattering project. Despite this, Wizard magazine tried to hype up Bendis as the next big industry talent and staked their publication’s reputation on the event’s success. The untested writer worked from Busiek’s original notes that involved a plot involving a war between Kang the Conqueror and his future counterpart, Immortus, that spanned the entirety of the Marvel timeline including alternate timelines and parallel universes like the failed New Universe.

    Unlike Busiek, Bendis was not a living encyclopedia and outright retconned events fit a cluttered and often confused plot. However, what really enraged the fans was the death of Ben Reilly early in the series in #11 so that Peter Parker returned to the mantle for the remainder of the event. [1] While considered heroic, the fandom knew that the only reason it happened was because of Quesada’s open disdain for the character.

    It also didn’t help that the event was essentially a massacre where the deaths and brutal maimings occurred solely for shock value. Some were prominent characters like the Thing, Human Torch, Hawkeye, and Cyclops. Others were beloved supporting characters or ones with a cult following like Jim Rhodes and 90% of the New Warriors. And then there was the cannon fodder of obscure characters, whose only purpose was to die a gruesome death. By the time Marvel: Disassembled #0 hit shelves in September 2005, fans had mockingly created a drinking game for the series with the slogan, “100% guaranteed to give you alcohol poisoning.”

    Quesada responded to the vitriol in a completely predictable fashion: with sarcasm and mockery. When confronted by a fan at a panel over Ben Reilly’s death, he responded that, “Peter Parker is the ultimate Spider-Man having him leave the role was the company’s biggest mistake.” When asked about the strong online reaction to the series, he described the event’s detractors as, “bottom-dwellers who only leave their mother’s basements on Wednesday to pick up their comic books.” He made it clear that as long the event sold, he didn’t care what the fan reaction was.

    Indeed, Marvel: Disassembled enjoyed high sales despite the overwhelmingly negative fan reaction that carried over into the “Ultimate Marvel” relaunch with new #1s across the board. It was, for all intents, a complete reboot with the company’s characters given updated origins. Many character killed in Marvel: Disassembled returned as younger versions of their old counterparts. Peter Parker was again a high school student; the Fantastic Four ditched its space race roots in favour of a project similar to the then-under construction Large Hadron Collider; and Wolverine bearing an “uncanny” resemblance to Kiefer Sutherland and a noticeable increase in stature.

    Ultimate Marvel wasn’t completely bad. J. Michael Straczynski’s Ultimate Marvel: Captain America received both fan and critical acclaim, as did his work on Ultimate Marvel: Avengers. Jeph Loeb enjoyed a well-received run on Ultimate Marvel: Fantastic Four. Bendis received the plum assignment of Ultimate Marvel: Amazing Spider-Man, which rankled the fans. While it was nowhere as inflammatory as Marvel: Disassembled, the aftertaste and the split in the fanbase caused a slow hemorrhage of readers.

    Despite some of the talent behind the reboot (with JMS and Jeph Loeb), Quesada chased a great deal of it away. Joe Kelly, Steven T. Seagle, Joe Casey, and Duncan Rouleau who had worked on such titles as Spider-Man and X-Men prior to Marvel: Disassembled were vehemently opposed to the direction Quesada took the company and left to focus on their burgeoning production company, Man of Action. Similarly, the Kubert brothers signed exclusives with DC and much of the talent Quesada brought in simply wasn’t up to snuff. Works like Chuck Austen and Pat Lee’s run on Ultimate Marvel: Iron Man remain reviled by the fans to this day.

    While sales started strong on all their titles, many of them experience a sharp drop after six months if they didn’t have “X-Men” in the title. Some, like Captain America and Avengers leveled out at 40-50%, but others, like Iron Man, experienced a 70% drop. Even Spider-Man wasn’t immune with a 60% drop and while it still outperformed half of the company’s output, it was unacceptable to Quesada. Former staff told stories of how confused and angry he was was at the reception to Ultimate Marvel.

    With increasing pressure on him from the higher-ups as NewsCorp to bring up sales with the successes of the Spider-Man and X-Men franchises at the box office, he resorted to questionable practices. If retailers cancelled orders, Marvel would ship them anyway. In many cases, the company overshipped orders to retailers to inflate their numbers. This saddled the retailer with product they couldn’t sell and angered many to the point where they either gave them away, or simply recycled them. For the first time in many years DC gained a slight lead market share with smaller publishers like Image, Dark Horse, and even a resurgent Acclaim/Valiant eating away at Marvel’s share.

    Rumours of erratic behaviour emerged where Quesada screamed at his editors to “right the ship” at meetings. He also became infamous for trolling internet forums under assumed names to see what the fans were saying about the books. In September of 2006, an anonymous blogger claiming to be a former Marvel staffer known only as “Gruenwald’s Ghost” started a blog detailing the hostile work environment, which included verbal abuse from Quesada himself and throwing of furniture. It was impossible to corroborate this accounts at the time of their publication, but the stories spread quickly on internet forums, especially 4chan.

    NewsCorp dismissed the allegations as “unfounded” at first, but soon former Marvel employees and freelancers came forward to verify some details to paint a very bleak picture of company morale. Stan Lee admitted he was stunned, but only commented that nothing like that would’ve happened under his watch. Faced with a consumer revolt and increased scrutiny from his superiors, Joe Quesada resigned as Editor-in-Chief of Marvel Comics on February 19, 2007.

    Most regard Quesada’s legacy as a blemish on Marvel’s history as a man so consumed by his vision to bring the company of his youth back, that he nearly brought the House of Ideas down. His successor, Tom Brevoort was faced with the thankless task of rebuilding the bridges with an angry fandom. To this day, Marvel Comics has only just begun to heal with sales recovering, but nowhere near the heydays of Stan Lee in the sixties or Jim Shooter in the eighties.

    If there is a lesson to be learned from the Quesada debacle, it is how the Information Age shaped customer relations. Message boards and a nascent blogging scene brought the unpleasantness of Quesada’s Marvel to light while an emerging meme culture made him a figure of ridicule. The Internet gave the customer more power; creators could ill afford to antagonize their fan base when they could organize boycotts or twist their outbursts into image macros. Ultimately, Marvel Comics will have to take a more conciliatory approach if it is to return to its former glory.

    -from the blog "The Musing Platypus" by B. Ronning, April 16, 2014


    --

    [1] Much like DC’s Zero Hour, Marvel: Disassembled used a reversed numbering system that counted down to #0.
     
    Summer 2004 (Part 10) - Big Bad Hero (Part 1)
  • (Authors' Note: The game Big Bad Hero was contributed to us by PunMaster! We'll just be covering the basic gameplay and the game's commercial performance in this post, while leaving the story itself up to PunMaster, who has a very detailed summary of the game's plot ready to post soon after this.)

    Big Bad Hero


    Big Bad Hero is an action game developed and published by Nintendo. The game arose out of the success of Nintendo's Squad Four franchise and the company's desire to have another more "serious" type of story-driven game, one based more in fantasy than science fiction. Like Squad Four, the game features a mix of serious moments with lots of comedy (on the whole, Big Bad Hero is a more humorous game than Squad Four). The game's development was a joint effort between American and Japanese developers who Nintendo had assembled as part of a new development team informally known as R+D5, though the development team wasn't given an actual name. The game's protagonist is a sorcerer named Nero who awakens after a long slumber with the intentions of conquering the world, but is found by a child whom he comes to depend upon, and whom ultimately cause him to decide to save the world instead. The game takes place in a hub world that opens up as the game progresses, and can somewhat be compared to OTL's Spyro the Dragon in terms of overall game progression. Nero is able to interact with NPCs who present him with quests and items, and there are also enemies that appear in the hub world, and plenty of objects to interact with as well. From the hub world, there are other worlds for Nero to explore that give him the ability to grind souls, which are the game's unit of currency (sharing the name with the currency from OTL's Dark Souls). Defeating bosses grants new powers to Nero, and each boss defeated opens up a new hub world as well (there's more than one hub world in the game, each with its own NPCs and challenges). Nero can attack with a huge variety of magic attacks, and can also utilize weapons and other contraptions later on in the game, giving him one of the biggest repertoires of attacks and moves available to any video game hero yet. Different combinations of equipment (weapons, armor, and magical items) can enhance Nero's magic, so for example, he might wield a sword or a ray gun with the sole purpose of enhancing his magical attacks. In order to purchase equipment, the player can sell practically anything they find, particularly a wide variety of alien technology dropped by enemies defeated throughout the game. There are also side quests that the player can go on to acquire particular items (like in many games with side quests, the absolute most powerful gear can only be obtained by completing them). The game's graphics are quite gorgeous, not quite top of the line for Nintendo (compared to Super Mario Shades and LOZ: Hero Eternal), but still better than 90% of the games of the day. The music is considered excellent as well, and the voice acting is also quite good, with Henry Rollins' performance as Nero especially praised. Interestingly, the game's producers originally wanted Mako Iwamatsu as the voice of Nero, but as the game's focus shifted, the producers decided to go with Rollins. The general consensus is that both would have done a fantastic job (and there are still many fans of the franchise who wonder what might have been), but that Rollins was a better fit for the direction the character ultimately took.

    Big Bad Hero is released in both North America and Japan on August 23, 2004 (and in Europe in October). The game is considered one of the biggest releases of the year for Nintendo, but is somewhat overshadowed at the time by the release of Metroid: Homecoming. Its reviews are excellent, averaging in the high 8s amongst American critics and doing slightly better among Japanese critics, with a 38/40 in Famitsu (better than the 37/40 for Metroid: Homecoming, the 33/40 for Thrillseekers, and matched only by the 38/40 for Shenmue III). Sales are actually a bit stronger than expected, first week sales finish around 150,000 and it finds strong sales legs during the holiday season, ultimately making the game a multi-million seller over its entire lifetime and a major first party success for Nintendo.
     
    Summer 2004 (Part 11) - Pushing The Limits Of The Nova
  • Tomb Raider: Out Of The Past

    Tomb Raider: Out Of The Past is a Game Boy Nova title and the second Nova-exclusive Tomb Raider game. It serves as a sequel to 2001's The Ancient Library, and features significantly improved graphics and presentation from that title (which was already one of the better looking Nova games). It also features more voice acting, and in terms of size, the game is one of the biggest Nova cartridges overall. The gameplay is fairly similar to that of The Ancient Library, but more action-based, in contrast to the puzzle heavy gameplay of that game. In Out Of The Past, Lara discovers a diary that her parents wrote when she was a child, a diary that conceals secrets and mysteries that Lara must now unravel. Once again, Lara is hounded by fellow tomb raider Melissa Zanzair, who wants to reach the ancient treasure first. Rather than play rival to Lara in this game, Melissa ends up stumbling into trouble more than once, and Lara must rescue her while continuing to explore for the treasure. Eventually, Melissa realizes she's in over her head and concedes defeat to Lara, though Lara encourages Melissa not to give up on her dream and asks her to try safer expeditions in the future. Lara's pursuit of the treasure is impeded by an ancient order of knights that are possessed by a powerful curse, this curse was the reason Lara's parents stopped hunting for the treasure and tried to hide the diary away. Eventually, Lara is able to stop the knights and claim the treasure, though she's only able to claim a small bit of it before the rest is buried forever. Lara presents a piece of her spoils to Melissa, who has taken Lara's advice and has become an archeological research assistant. Out Of The Past is released in July 2004, and while considered a very technically impressive game for the hardware, is considered a fairly mediocre Tomb Raider game, with a predictable plot and fairly repetitive missions, and not quite as innovative or unique as The Ancient Library. Sales are decent, but the game isn't a blockbuster.

    -

    Velvet Dark: Cyber Wars

    A portable spinoff of the Velvet Dark game series, Cyber Wars is a first-person shooter that takes place between the first two games and sees Joanna and Velvet teaming up to stop a gang of rogue hackers from taking down the world financial and electrical system. Players play as Joanna most of the time, but occasionally get to play as Velvet during certain missions. The game plays like a stripped-down version of the Ultra Nintendo games, with graphics surprisingly close to those of the original 2000 game (Rare uses a number of graphical tricks to make the game look good on Nova, and uses a 128MB cartridge, the biggest available for the system and twice as large as the largest OTL Nintendo 64 carts). The gameplay is also a bit simplified but still plays like players remember Velvet Dark playing, some of the melee and auxillary systems are reduced in scope, but the shooting is identical to that of the Ultra Nintendo games. Overall, it's probably the best looking first person shooter ever to appear on a handheld (at least as of the time of its release), and the game features a good amount of voice acting as well. While the plot starts out as the typical "stop the hackers from crashing the grid" type of game, things begin to get complicated, as Joanna comes to realize that these hackers are themselves being targeted, and that their original plot was in reality a play to get Velvet's attention. The game ultimately becomes an exploration of Velvet's true nature and her relation to the human race, one of the male hackers has fallen deeply in love with her, and though Velvet doesn't reciprocate those feelings, as an AI, she spends a lot of time musing on if she could reciprocate them. The game explores the nature of fear, love, and sacrifice, in a plot arguably deeper than the plot of either of the two console games, despite being about a third shorter than either of them. Upon release, Cyber Wars is proclaimed as an outstanding title, the best FPS on the Nova, perhaps the best game on the Nova, and even perhaps the best of the three Velvet Dark games, as well as a dark horse Game of the Year candidate. The game is released in July 2004, just a day before Tomb Raider: Out Of The Past, and sells far, far better.

    -

    Fires Of Mana

    Fires Of Mana is the first original Mana title created on the Game Boy Nova (Birth Of Mana, despite its updates and differences, was a port of the original Seiken Densetsu). Developed by Squaresoft, Fires Of Mana is an action RPG similar to previous Mana games, in which the protagonist explores a vast world, fighting enemies and seeking to defeat a great evil. Unlike previous titles in the series where the player controlled a three-person party, Fires of Mana involves a single character, with the ability to have up to two guest characters at certain parts of the game, but for most of the game, the player will only control a single protagonist: Hiro. Hiro is called into action after the world's fires begin to die away, leaving homes without heat and energy and people without a way to cook their food. In addition, the diminishing of flames makes it difficult to forge and refine weapons, leaving Hiro's newly found Mana Sword in a rusted, damaged state. The blacksmith Watts, who can forge Hiro's weapons despite the dying out of the world's flames, is a major character in the game and one whom Hiro must visit to strengthen his weapons, including his powerful Mana Sword. Eventually, Hiro also learns to use magic from the eight Spirits inhabiting the world. Hiro comes to learn that the world's flames have been stolen by the Dark Witch, who thrives on the cold world that will rise without them. Hiro must reforge the Mana Sword and pursue the Dark Witch, while restoring what little flames he can to the world's people. The game is a fairly straightforward RPG, featuring most of the familiar Mana tropes and the series' charm, with a soundtrack by Hiroki Kikuta. The game is generally more well received than OTL's Sword Of Mana, but slightly less so than Birth Of Mana, which also featured a single protagonist but stuck a bit more closely to the classic formula. The emphasis on weapon forging was seen as a welcome difference from previous games, but the somewhat disjointed narrative, the fairly forgettable guest characters, and the predictable plot were all criticized. However, the game is still seen as one of the Nova's best RPGs of the year. The game is released on August 2, 2004 in North America, and sales are good for the genre, about on pace with Birth Of Mana in North America.

    -

    Metroid Zero

    Metroid Zero is a remake of the original Metroid game, very similar to Metroid: Zero Mission IOTL, though with slightly better graphics reminiscent of Metroid: Revenant. The game contains much of the same items and bosses as Zero Mission, and also features extended gameplay segments with the Zero Suit. In fact, there are even more of these segments, due to the popularity of the Zero Suit segments from Metroid: Darkness. Metroid Zero is released on August 2, 2004, the same day as Metroid: Homecoming, and people who own both games have the ability to link them with one another to unlock special features in both games, including database entries and an alternate costume in Homecoming and an extra boss fight and a few upgrades in Zero. Sales are quite strong, due to the connection and shared advertising and hype for Metroid at the time, and many people buy both Homecoming and Zero at the same time (some stores even have discount promotions for buying them both). The release of Metroid Zero somewhat overshadows Fires Of Mana, which still manages to carve out a sales niche regardless (in fact, it might benefit a bit from the residual Metroid sales, as some folks buying Zero go ahead and buy both games).

    -

    Nintendo Expected To Reveal Nova Successor At Upcoming Spaceworld

    Nintendo's Spaceworld 2004 has been in the works for months now, and though the company refuses to acknowledge any rumors at the moment, it's almost a certainty that a successor to their popular Game Boy Nova handheld will be the centerpiece at this year's show. A number of rumors have floated that Nintendo and Sony are working in concert on some sort of brand new handheld device, and that Sony has patented a new type of miniature disc capable of storing up to 2 GB of data. The Game Boy Nova has been an enormous sales success for Nintendo, with over 60 million units sold worldwide, and the popular Nova S model has kept sales strong for the past two years. However, the console is clearly showing its age, and with hype building for Apple's iPod Play, a variant of the popular iPod music player with the ability to play games exceeding Katana titles in graphical prowess, Nintendo may be looking to steal some of the thunder from Apple's new device. Nintendo's previous Spaceworld show back in the spring of 2002 was focused on showing off the Nintendo Wave, and generated a large amount of buzz for the release of the console. We're not sure when the Nova successor will actually be released or how far along in development the handheld is, but expect a summer 2005 release date at the absolute earliest, which would give the iPod Play nearly a year's head start.

    Nintendo's Spaceworld show is set to begin on October 11th.

    -from an article posted on Gamespot on September 21, 2004
     
    Summer 2004 (Part 12) - XRPGs Can't Stop The Wave
  • Seedlings Of Echo

    Seedlings Of Echo is an RPG released exclusively for the Microsoft Xbox. At its core, the game is a JRPG, despite being designed by a Western studio. It does feature a lot of open world exploration and character customization, features usually typical of WRPGs, and can be considered somewhat of a proto-Xenoblade type game, with massive environments and enemies fought directly on the battlefield with computer-controlled party members and a player controlled leader. Characters attack primarily with melee strikes, though they also have special attacks that can be utilized by entering certain button combinations or navigating to a pre-selected attack. The game's aesthetic is steampunk, with characters navigating through large cities connected by highways and open plains, with many battles and a lot of the game's exploration taking place either within cities or their outskirts. The game's graphics are comparable to the OTL Xenoblade, with detailed character animations and a variety of well designed environments (the cities and locales are considered some of the most beautiful aspects of the game, no two cities look alike, even though the game remains consistently steampunk throughout). The game features a decent amount of voice acting, and the characters, though often times sticking to familiar RPG tropes, are still well developed and for the most part interesting. The game takes place in the world of Armatia, a world where industry has reached to every corner of the planet, encroaching on the natural environments where people once called home. Most native peoples gave up and moved to the cities, but others stayed behind, protecting their land as best they could. The game's main protagonist is Koll, a member of a native civilization which has become city-dwelling, forming a large settlement in the smoke-filled city of Parcherta. Koll is a thoroughly modern young man who prefers the technology and bustle of the city to the old ways of life his elders muse about. One day, the Parcherta security teams begin a crackdown on the native neighborhoods, and Koll learns why: seedlings have formed into vines and dangerous plants inside one of Parcherta's modern buildings, and Koll's people are blamed. Similar events are happening all over, with the seedlings sprouting into a variety of things: some beneficial, but many dangerous. Koll must learn the mystery of the seedlings before their arrival leads to war between the native peoples and the city dwellers. Eventually, it's learned that these seedlings are the reincarnation of the planet's old gods, who died when industry overtook the land. Koll must find a way to calm the old gods while preserving the balance between nature and technology.

    Seedlings Of Echo is released in July 2004. It's an extremely ambitious RPG, with a massive, 70+ hour quest. It's one of the Xbox's most popular RPGs to date, though on a system that doesn't have many RPGs to speak of, that's not a huge accomplishment. Reviews praise the game's huge world, though they're a bit critical of the somewhat stunted combat system and the fairly lackluster musical soundtrack, which doesn't quite convey the grand majesty of the game. Still, it's considered to be a very good, if flawed, game, and despite being on the Xbox, it achieves a level of sales that can be considered a success.

    -

    Beyond The End

    Beyond The End is an Xbox exclusive WRPG that plays most similarly to the Ultima titles but has a number of unique elements, including elements of survival games. The game is about a 13-year-old girl named Ashana who finds herself awakening on a desolate, post-apocalyptic world where nature has consumed all, leaving her alone to forage and survive and discover what remains of civilization. While the premise sounds similar to the OTL PS4 game Horizon: Zero Dawn, Beyond The End has a somewhat less complex story and a good deal more solo exploration, with less of an emphasis on combat as well. Ashana spends about a third of the game wandering alone before finding the first human survivors of the apocalypse, and these survivors begin to define her role in the world and rebuilding the civilization that once thrived. The civilization that collapsed ten years before the events of the game is based on a high medieval/Renaissance-era civilization with just a bit of steampunk tech, and it's learned that it was a great plague that wiped out Ashana's civilization, leaving much of the old infrastructure intact. Ashana starts out by finding just isolated pockets of survivors, but eventually stumbles upon fiefdoms and walled cities containing much larger pockets of civilization. Ashana can hunt and forage for food and resources, and once she starts finding other people, can choose who to help and who to ignore. The game is like Ultima in that events hinge heavily on the moral qualities that Ashana values. It's the player who ultimately decides Ashana's morality (Ashana is a "silent" protagonist, speaking only the dialogue choices picked by the player, and even then, her responses aren't voice acted). Ashana can choose to value kindness and bravery, hard working survivors, or even survivors who rely on strength and force of will. The things that Ashana values shape the world that rises from the ashes of the old. Eventually, Ashana aligns herself with a group of humans, and engages in two final battles: one against the leader of the human group most opposed to Ashana's ideals, and the other against the Plague Wraith, the supernatural evil force that caused the plague that wiped out humanity. Whatever faction Ashana sides with, the Plague Wraith must be fought and defeated. Afterwards, Ashana gets one of six ending variants depending on which type of world she chose to create.

    Beyond The End is a beautiful, if at times gritty and very difficult game, with some of the best graphics and one of the biggest open worlds yet seen on the Xbox. While the game isn't universally praised, reviews are good and it has a strong sales performance, finishing behind Splinter Cell: Shadow Strike as the console's biggest new release of August 2004. It falls a bit short of the tremendous hype it was receiving from certain news sources, but nonetheless is a fine game that continues the console's reputation for excellent WRPGs.

    -

    Panspermia

    Panspermia is a Microsoft-developed title that has similarities to the old Enix game E.V.O.: The Search For Eden, though rather than playing as the evolving creatures, you play as a human soldier who must protect them. In Panspermia, the human race is searching for a new planet to call home after Earth has been rendered uninhabitable. The ship that the protagonist, a young soldier, is traveling aboard, is equipped with a huge store of DNA with which new life forms can be created. The player's job is to construct a creature using this DNA and then use that DNA to "seed" a prospective planet. Once the life forms grow and thrive, humans can come down to the planet to live. There are five different planets in the game, each one favorable to certain kinds of life and hostile to others. Once a suitable creature is grown, the human soldier must accompany that DNA to the planet and protect it from the hostile creatures, which themselves take many different forms and have many different abilities. As the human soldier explores planets, he acquires new DNA samples that can be used to create even more exotic and resilient creatures. As each planet is made safe for humanity, it is considered fully colonized if the soldier and a squad of created lifeforms can defeat the "queen" creature of that world, usually a large, mutated version of that planet's most dangerous species. If the player has done a good job protecting and creating their creature, the "queen" can be defeated, and once that happens, humans can safely move in. The five planets feature a variety of environments: the first planet is a jungle world, the second planet is a desert world, the third is a dark mud world, the fourth is a hostile ice world, and the fifth is a Venus-like planet completely unsuitable for life but rich with resources that will help humanity get back on its feet very quickly. In order to conquer this fifth and final planet, players must use their ingenuity to create creatures that can withstand this incredibly harsh environment and defeat the most powerful queen monster in the game. Once the monster is defeated, the planet can be terraformed and humans will have finally achieved a new golden age as they colonize a world rich with amazing resources.

    Panspermia is another Xbox game that gets a great deal of hype prior to its release, similar to the kind of hype that the game Spore got IOTL, though Panspermia was never quite that ambitious. The game has a number of flaws, including somewhat lacking detail in its graphics, an over-reliance on certain archetypical creatures, and long segments of boring walking and exploration, but the game, despite its flaws, is considered to be decent nonetheless. It's released in September 2004, and sales, while not great, are still enough to have the game be considered a decent success.

    -

    Mindy Kaling: And despite a strong lineup of exclusives, including hits like Beyond The End and Panspermia, Microsoft's Xbox has fallen behind the Nintendo Wave in North American sales during the month of August.

    Patrick Clark: The console had led in North America for the past several months, but the Wave has seen a surge in sales, due to the recent release of blockbuster games Metroid: Homecoming and Thrillseekers. Thrillseekers in particular has driven sales of the Wave heavily among female buyers, a demographic that the Xbox hasn't done well with.

    Kaling: And in terms of worldwide sales, the Wave's lead looks a lot bigger: it more than doubled the sales of the Microsoft Xbox during the month of August. This, despite a $50 higher price tag, has led many industry analysts to conclude that Microsoft's Xbox has peaked. The Xbox's sales chart, seen here, actually resembles more of a plateau: sales aren't dropping, but they also haven't been going up. The system's growth has slowed, and it's likely that Microsoft has Nintendo's surging Wave console to blame.

    Clark: Things may be looking up for the system with the impending release of mega-blockbuster exclusive The Covenant 2, but Nintendo's still got numerous hits on the way as well, including brand new titles in the Mario and Zelda franchises, the new cutesy town simulator game Animal Crossing, and Squaresoft and Disney's dream crossover game Kingdom Hearts.

    Kaling: And now we have an exclusive: our newest reporter Olivia Munn went to talk games and consoles with Microsoft's J Allard, who gave up some key insights on the company's business strategies going forward.

    (...)

    Olivia Munn: So what kinds of games do you see Microsoft pushing in the months ahead?

    J Allard: Well, as you know we've recently come out with Seedlings Of Echo, an RPG much like the Final Fantasy series. We actually think RPGs could be a big growth area for the Xbox, not just games like Elder Scrolls or even our new Star Wars title, but more traditional Eastern-styled RPGs, which I think have played a big role in our competitors' success.

    Munn: So in a way, it's "monkey see, monkey do"?

    Allard: *laughing* Well, we're not going to imitate our competitors 100 percent, of course, but we're also not blind, we're trying to see what works for other players in the industry and see how we can apply their success to our success, but in a unique Microsoft way.

    Munn: Speaking of imitation: Apple's got the iPod Play and Nintendo's rumored to be showing off a new handheld soon. Is there any chance that Microsoft could jump into the portable arena?

    Allard: Right now we're focused on creating big, cinematic experiences for players' living rooms, which doesn't leave us a lot of room for a handheld in our plans. We'll certainly never say never, but I think right now we're very competitive in the console arena and we're going to keep pushing ahead with that and see where that takes us. If you want to play Xbox games on the go, it might be prudent to find a good gaming laptop and play some of our Windows offerings, of which The Covenant is one and, you know, Half-Life 2 is going to be on Windows only, not Mac, so there you go. And we're also proud to say that Grand Theft Auto: San Andreas, the computer version, will also be coming exclusively to Windows, so you can play that on the go too, on your laptop.

    Munn: I like being able to hold the games in my hand!

    Allard: Well, if you have big enough hands, I mean...

    Munn: *laughing*

    -from the September 20, 2004 episode of the G4 Weekly News
     
    The Billboard #1 Hits Of 2004
  • It's about that time for 2004's list of Billboard #1 hits...

    January 3: “Hey Ya!” by Outkast
    January 10: “Hey Ya!” by Outkast
    January 17: “Hey Ya!” by Outkast
    January 24: “Hey Ya!” by Outkast
    January 31: “Hey Ya!” by Outkast
    February 7: “Hey Ya!” by Outkast
    February 14: “Hey Ya!” by Outkast
    February 21: “Comin' In Hard” by Aggro
    February 28: “Comin' In Hard” by Aggro
    March 7: “Comin' In Hard” by Aggro
    March 14: “Comin' In Hard” by Aggro
    March 21: “Comin' In Hard” by Aggro
    March 28: “Comin' In Hard” by Aggro
    April 4: “Comin' In Hard” by Aggro
    April 11: “Comin' In Hard” by Aggro
    April 18: “Laser Focus” by Usher ft. Aggro
    April 25: “Laser Focus” by Usher ft. Aggro
    May 2: “Laser Focus” by Usher ft. Aggro
    May 9: “Laser Focus” by Usher ft. Aggro
    May 16: “Laser Focus” by Usher ft. Aggro
    May 23: “Laser Focus” by Usher ft. Aggro
    May 30: “Laser Focus” by Usher ft. Aggro
    June 6: “Laser Focus” by Usher ft. Aggro
    June 13: “This Love” by Maroon 5
    June 20: “This Love” by Maroon 5
    June 27: “The Gentle Way” by Christina Aguilera
    July 4: “Back To School” by Aaliyah
    July 11: “Gon Rip It” by The Grifter ft. Snoop Dogg
    July 18: “Gon Rip It” by The Grifter ft. Snoop Dogg
    July 25: “Gon Rip It” by The Grifter ft. Snoop Dogg
    August 1: “Gon Rip It” by The Grifter ft. Snoop Dogg
    August 8: “Gon Rip It” by The Grifter ft. Snoop Dogg
    August 15: “Gon Rip It” by The Grifter ft. Snoop Dogg
    August 22: “Gon Rip It” by The Grifter ft. Snoop Dogg
    August 29: “Gon Rip It” by The Grifter ft. Snoop Dogg
    September 5: “I Don't Want To Break Up” by Ciara
    September 12: “I Don't Want To Break Up” by Ciara
    September 19: “Hell If I Know” by No Doubt
    September 26: “Hell If I Know” by No Doubt
    October 3: “Hell If I Know” by No Doubt
    October 10: “Hell If I Know” by No Doubt
    October 17: “Out” by Finger Eleven
    October 24: “I Won't Shed A Tear” by The Dixie Chicks
    October 31: “I Won't Shed A Tear” by The Dixie Chicks
    November 7: “I Won't Shed A Tear” by The Dixie Chicks
    November 14: “I Won't Shed A Tear” by The Dixie Chicks
    November 21: “I Won't Shed A Tear” by The Dixie Chicks
    November 28: “I Won't Shed A Tear” by The Dixie Chicks
    December 5: “I Won't Shed A Tear” by The Dixie Chicks
    December 12: “I Won't Shed A Tear” by The Dixie Chicks
    December 19: “Surge” by Nina Sky
    December 26: “Surge” by Nina Sky

    (Authors' Note: By now, pretty much every #1 song is a song that doesn't exist IOTL. Only "Hey Ya!" and "This Love" are songs that existed IOTL. Music is more susceptible to butterflies than games, TV, and movies, so this trend will largely continue, including more artists original TTL as well.)
     
    Summer 2004 (Part 13) - Sonic Rover
  • Sonic Rover

    Sonic Rover is an action platforming game for the Apple Katana, and the seventh "main" title in the Sonic The Hedgehog series. It sees Sonic and friends on yet another adventure, but this time, the story and plot take somewhat of a back seat to the platforming gameplay. Sonic Rover was conceived as an alternate spin on the Macintosh-exclusive platformer Roaming Rover, which involves a small robot exploring procedurally-generated platforming levels. Sonic Rover has Sonic doing much of the same, though the procedural level generation is saved for the game's "challenge" mode, which is set apart from the main story. The game's adventure mode has Sonic journeying through more than 60 pre-created levels, which combine classic Sonic The Hedgehog platforming with a sort of puzzle-like feel that calls to mind the Super Monkey Ball games, in which figuring out how to get Sonic from point A to point B is a major part of the challenge of the game. Because the slow and deliberate movement of the Super Monkey Ball games runs counter to the rapid-fire, fast running platforming of Sonic titles, play is set up in such a way that there are large segments of "speed" sections, with ramps and loops connected to one another to enable Sonic to run a great distance before the player has to stop and set Sonic up for the next segment. Many of the levels, which are for the most part shorter than in previous Sonic games, have branching paths to allow players to choose segments that mesh with their own playstyle. Players not confident in their jumping abilities can choose more combat-heavy sections, or choose sections requiring faster reaction time rather than exacting button presses. Sonic's moveset (and those of the other two playable characters, Tails and Knuckles), is also somewhat streamlined: Sonic has less melee moves, and is expected to use his spin moves to take out most of the game's enemies. Again, the emphasis of the game is largely on platforming instead of combat. Other characters appear in the game sporadically throughout levels, to give advice or power-ups to the playable characters, or occasionally to end up in trouble or to lend a helping hand during a fight. Eggman returns as the primary villain, and appears at the end of each collection of levels ("worlds" in this game are known as "circuits") to battle Sonic, Knuckles, or Tails, appearing in a different vehicle each time. Levels in the game's adventure mode start out very short, but as the game goes on, they become noticeably more complex, with many branching paths and difficult challenges, though they never resemble the large, more open levels of games like Sonic Neon. Each "circuit" (there are 12 in all) has its own visual motifs and themes, though levels aren't quite as defined by these themes as they are in previous Sonic games. Apart from the game's adventure mode, there's also the Freestyle mode, and this is where the game's most unique aspect can be found: procedurally-generated levels, mixing up hazards and level layouts to create unique challenges. Players can generate levels in one of three ways: completely randomly, where the computer spits out a mixed up level based on the player's specifications (which the player can select difficulty, types of hazards, enemies, etc.), levels generated from songs stored on the player's Katana or iPod system (typically, more fast-paced or "harder" songs will generate harder levels, death metal songs in particular make for extremely vicious layouts), or piecemeal, via a creation system where the player lays out a customized track on their own. This isn't comparable to OTL's Mario Maker, it's more like the park editor from a Tony Hawk game or the track editor from a racing title: it's got a lot of tools to it and lets the player build many, many different types of courses, but it's not a complete 100% customizable Sonic creation tool (though the inclusion of the custom mode in Sonic Rover generates demand for such a tool). Players can share their created level layouts online via SegaNet. In terms of graphics, Sonic Rover is a beautiful game that tops just about anything else on the Katana. The smaller levels give the creators the ability to really go into detail with the game's graphics, and it looks significantly better than Sonic Neon. The voice cast from Sonic Neon returns, though there's not nearly as much voice acting in this game as there is in previous titles. The new young girl character Lydia (who isn't done in a realistic human style like the OTL 2006 game's human characters are, but is more cartoonish like Eggman) is voiced by Jessie Flower.

    The adventure mode's plot involves a young girl named Lydia, who's lost her robot friend Rover (the protagonist of Roaming Rover, though Lydia herself didn't appear in that game). Eggman appears before Lydia and manages to trick her into helping him with her own robotic expertise, in exchange for him helping to find Rover for her. Rover meets up with Sonic and friends and helps them through the world by pushing switches and serving as a platform to help Sonic cross gaps that are too big. Occasionally, Sonic has to free Rover from cages or re-assemble the robot, which frequently gets smashed to bits. The twelve "courses" of Adventure Mode are as follows:

    Course 1- Beginner (A grassland-like stage with numerous short and easy levels to help players acclimate to the basics.)
    Course 2- Starter (This course has a variety of motifs, including grassland, jungle, and desert. Introduces some longer stages and trickier hazards.
    Course 3- Mild (Introduces some ice stages to the mix, with slippery floors that can cause Sonic and friends to slide off the stage.)
    Course 4- Medium (Features a few more longer stages and another diverse mix of environments.)
    Course 5- Moderate (The toughest stages yet, but nothing too terribly challenging.)
    Course 6- Tricky (Like the name implies, this course has some trick levels to trip Sonic and friends up.)
    Course 7- Difficult (A gauntlet of tough levels with a focus on fire stages.)
    Course 8- Hard (This course has only three levels, but they're all long and quite tough.)
    Course 9- Expert (By now, pretty much every level has some really difficult segment in it, though there's also a lot of branching paths in these stages to let players do what they do best.)
    Course 10- Master (A selection of extremely difficult levels, with a very tough boss waiting at the end.)
    Course 11- Grandmaster (This course has nine levels in all, the most of any course in the game, and they're all very long and filled with some of the game's toughest challenges.)
    Course 12- Ultimate (A two-stage course, also probably the two most plot heavy stages in the game. At the end of stage one, Lydia finally turns on Eggman and reunites with Rover, only to be kidnapped by him and trapped in his most diabolical machine yet. At the end of stage two is the final showdown, Sonic and Rover vs. Eggman to rescue Lydia. Once Eggman is defeated, Lydia helps Sonic and friends return to their own world.)

    Sonic Rover is somewhat of a polarizing game among the Sonic fanbase. It's a definite change of pace from previous games, but in the eyes of series purists, it's a change for the better: getting back to the series' roots of fast-paced gameplay and tricky platforming, with the procedural Freestyle mode just icing on the cake. For those who were enjoying the more plot-heavy elements of the Sonic universe, it's a disappointment, and many fans of the series' storylines head to message boards to cry: "APPLE RUINED EVERYTHING, FUCK YOU STEVE JOBS!" Critics love the game, it scores higher than 90% on Gamerankings, the series' best reviews since Sonic The Hedgehog 4 in 1996. Sales, while very strong, are slightly down from Sonic Neon, making the game somewhat of a disappointment despite the franchise remaining the biggest in Apple's collection. Sonic Rover is pretty much a flop in driving Katana sales, which continue to decline, but hype for the iPod Play and its rumored Katana connectivity still give Apple plenty of hope that their system, the least powerful but also least expensive by far of the consoles currently on market, can keep selling steadily until Project Pippin is ready for release.

    -

    Thread Title: "Should I Buy An iPod Play Or Wait For The Next Game Boy?"

    Message: "Nintendo's definitely about to show off the new Game Boy system at Shoshinkai next month, but the iPod Play looks really awesome. I've wanted an iPod for a long time, and I picked the perfect time to save up for one, since the next one doubles as a game system! But I also love my Nova and can't wait for Nintendo to show off the next Game Boy which will probably be just as powerful. What should I do?"

    "Man, wait for a Game Boy, Apple sucks."

    "I would definitely save my money for the new Game Boy, since it's going to have Mario, Zelda, Metroid, Final Fantasy, a ton of great games on it. What's Apple going to have, another Sonic game? Pass."

    "We don't even know what the iPod Play is going to be like, so I would save my money until we get more information."

    "You don't want to be like those dumbasses who bought the Motorola Elite, do you?"

    "Don't listen to a lot of the people who posted before, this IS NintendoFAQs after all. I think Apple's new device looks really great, and the games all look incredible. It's going to have more than just Sonic the Hedgehog, they've already announced plans to have Mega Man, Resident Evil, and Tony Hawk on there too. There's a Star Wars game coming too that looks sweet as hell, and it's going to have a really cool rhythm game to play with all your iTunes songs. It'll be the first truly next generation handheld and I wouldn't be surprised if it ends up being more powerful than Nintendo's next system. Start saving again for the new Gameboy if you want, but in the meantime I'd really look into buying the new iPod, especially if you already have the money saved up."

    "I think the new Game Boy is going to be the better of the two, but Apple's iPod Play does look pretty sweet, and the games they've shown off for it look pretty good, especially that FPS. Have any games even been announced for the new Game Boy yet? Do we even know if it's going to be called Game Boy whatever?"

    "Apple sucks, get the Game Boy"

    -from a thread on GameFAQs.com's Current Events message board, posted on September 25, 2004

    -

    Ted Crosley: So here's the big dilemma that I have... well, maybe not me in particular because I'm getting both anyway, but if you're only willing to get one, because let's face it, $299 is a LOT for a handheld...what do you do, get the iPod Play or wait for Nintendo's new thing?

    Bill Sindelar: That's a tough one. The Game Boy has such an amazing track record that don't you have to give Nintendo the benefit of the doubt and wait on them?

    Ted: But what if it's not until like 2006 and the iPod Play turns out to be really awesome?

    Bill: Well, you know what they say, good things come to those who wait.

    Ted: I mean REALLY awesome, we've seen Virtua Fighter running on it and it's got Commander Keen too. This thing is a serious piece of hardware, Apple's not screwing around.

    Bill: Obviously we'll know at least a little bit about the new Nintendo thing from Spaceworld since that's next month and the iPod Play doesn't come out until November. I hope they show off some games. You gotta think they'll show off a new Mario or Zelda game for it.

    Ted: Would they show off a Zelda game, since it's so soon after this new one coming out?

    Bill: I think we'll see a Mario game.

    Ted: I think we will too. And maybe Final Fantasy VII, I think they'll remake that the same way they remade all the SNES and SNES-CD games for the Nova.

    Bill: Final Fantasy VII on there would be amazing. So yeah, I mean....I'd still wait Nintendo out if I wasn't prepared to buy both. There's just too many good Nintendo games out there that you'd be missing on the iPod Play.

    Ted: I think, especially if you don't have an iPod yet, that if you think this is the thing for you, if you want to play a lot of classic Sega games on the go, and you like what you see in turns of current games, spring for it. Even if it's 300 bucks, I think it does so much, and it costs as much as a normal iPod anyway. Less memory, but it does so much more.

    -from the September 27, 2004 episode of G4's Blister

    -

    *A video of silhouetted figures dancing to the guitar riff from Franz Ferdinand's "Take Me Out" is played, the figures are dancing against a variety of colored backgrounds that change colors as the silhouettes change. At first, just the music is featured, but then one of the silhouettes can be seen flipping the iPod horizontally and starting up a game, first is Sonic Neon. The gameplay footage is shown while the silhouette can be seen playing against a blue background, the same color as Sonic.*

    I say don't you know
    You say you don't know
    I say... take me out!


    *As the silhouettes and colors change, the game being shown changes as well. Next up is Deva Station, showing two teenaged girls in Evangelion-like outfits running through a crowded city and blasting robotic enemies, then, Super Monkey Ball is shown, despite playing identical to the Katana titles, it's a whole new game with new courses and improved graphics.*

    I say you don't show
    Don't move, time is slow
    I say... take me out!


    *More game footage is shown, including FPS footage from The Raid: New Recruit, and racing footage from Vintage Speed Series, during which the silhouetted person is moving his arms like he's driving a race car (the iPod Play doesn't have motion controls, it's just done for visual effect)*

    I say don't you know
    You say you don't know
    I say... take me out!


    *The footage now focuses on classic titles, including the Genesis games Sonic The Hedgehog and the Saturn game Panzer Dragoon. The person can briefly be shown buying a game from the iPod Store, then it switches to show him playing his newly purchased game, Super Street Fighter II.*

    If I move this could die
    If eyes move this could die
    I want you...to take me out!


    *Two silhouetted figures are shown battling each other in Commander Keen: Dimensional Destruction, then someone is seen playing Soul Calibur II. Someone is then shown playing Songhopper to the beat of the music as the song enters another instrumental portion.*

    iPod Play.

    *A silhouetted figure is briefly shown playing Sonic Neon again.*

    November 19.

    *A silhouetted figure is briefly shown playing Ulala: Save The Future.*

    *The Apple logo is shown.*

    -from the original North American iPod Play commercial, which began airing in September 2004, initially broadcast during the 2004 Emmy Awards
     
    Summer 2004 (Part 14) - Gore To Kasich: "That's Not True!"
  • Going into the 2004 Democratic National Convention, incumbent president Al Gore held a two point lead over presumptive Republican nominee John Kasich in an average of top national polls. The convention came at a time when Gore's popularity numbers were rebounding somewhat, thanks to a surging economy during the first half of 2004 that saw large numbers of new jobs and some of the lowest gas prices since the turn of the century thanks to a temporary dip in the price of oil to below $30 a barrel. The relative stability in the Middle East after the capture of a number of Al Queda leaders and a calming, at least temporarily, of the situation in Pakistan contributed heavily to this, and even Saddam Hussein's rhetoric, for the time being, had become less confrontational. This led the Democrats to have a very positive mood going into the convention. Optimism abounded, and the mood was stoked even further by the keynote speech, given by John F. Kennedy, Jr. Initially, JFK Jr. had spurned politics, declining to run for the New York Senate in 2000, the election eventually won by Hillary Clinton. But after Geraldine Ferraro, who had won election to the Senate in 1998, declined to run again in 2004, the son of Kennedy threw his hat into the ring, and won his primary with 61% of the vote. Clearly a rising star within the party, he would be asked to give the keynote address, and chose an optimistic tone that encouraged the Democratic Party to continue to serve the needs of all Americans, pushing for a minimum wage increase, better health care, and more jobs for the 21st Century. He struck a delicate balance between invoking memories of his father and carving his own path, and his speech was received with a thunderous ovation.

    President Gore would speak on July 29th, and would give one of the boldest speeches of his career, in contrast with the "boring" tone that many associated with him. He spoke passionately about the need for economic and environmental justice, and to keep America a champion for peace in the world. He reiterated his administration's accomplishments, including financial reforms and the death of Osama Bin Laden, a crucial victory against the terrorists who perpetrated the 9/11 attacks. He championed the economic recovery, the continued balanced budget, and urged voters to keep the progress going, promising that he would continue to fight for the American people. The convention was considered a successful one, and Gore's bump gave him a double digit lead over Kasich in the weeks following the convention.

    The Republican National Convention at the end of August saw John Kasich and his running mate, George W. Bush (whom Kasich picked in July after considering Elizabeth Dole and Mitt Romney) champion a new vision for America, and claimed that Al Gore and his predecessor Bill Clinton had led America down a "path to failure". Kasich attacked Gore's economic policies as toxic for small businesses and for American workers, and his environmental policies as wasteful and unnecessary. He also claimed that Gore wasn't doing enough to protect American against the threat of terrorism, though he stopped short of calling for military action in the Middle East, as his running mate Bush had done. Kasich advocated fiscal responsibility, and claimed that it was Republicans in Congress who deserved credit for keeping America's books balanced over the past decade. He claimed that if Gore got another presidential term, he'd enact wasteful policies that would send America spiraling back into debt. Kasich also issued a strong attack on what he called the "morally wayward" policies that had come into place over the past 12 years, claiming that the country was becoming far too permissive with abortion and gay rights, and disrespecting the religious liberty of Americans. It was Kasich's most socially conservative rhetoric to date, and while it seemed strange for him to be turning to the right on these issues at the convention, his remarks drew big applause from the crowd. He went on to say that America was on the verge of a "great awakening", of "moral strength and clarity", and emphasized the need for America to be a strong leader of the free world.

    Kasich's post-convention bump wasn't quite as big as Gore's had been, only about 5-6 points, but it came at a time when Gore's bump was subsiding, and he pulled even in the polls for the first time since the beginning of July. Going into the last two months of the race, it had become a dead heat, and the electoral maps showed that Kasich might be at a slight advantage electorally due to his lead in Ohio.

    -

    The 2004 Atlantic hurricane season was one of the most memorable in recent years, due to the large number of powerful storms that made landfall. There were 16 total named storms, and of those, eight of them became major hurricanes of at least Category 3 status. It's rare to see such a high proportion of tropical storms develop into major hurricanes during a season. Of those, four made landfall at major strength, three of those in the United States.

    Hurricane Bonnie: Hurricane Bonnie formed in late July in the Caribbean. It impacted Puerto Rico as a strong tropical storm before heading out into the open Atlantic and strengthening, somewhat rapidly, into a Category 3 with winds of 125 mph. Thankfully, by then it was headed out to sea, and it weakened fairly quickly after it achieved major status.

    Hurricane Danielle: Tropical Storm Danielle formed near the Florida Keys in the first week of August, and entered the Gulf of Mexico. Once there, it fed off the warm waters of the Gulf and quickly churned into a powerful Category 4 hurricane, with winds of 140 miles per hour, generating alarm and warnings all across the Gulf as it threatened an area stretching from New Orleans to the Florida Panhandle. It underwent an eyewall replacement cycle, causing it to lose its major status, and the cone of uncertainty narrowed to the western Florida Panhandle and the Alabama and Mississippi coasts. It re-strengthened to a major hurricane as it made its final approach, and came ashore near Mobile as a Category 3 with winds of 115 miles per hour. It became the most damaging hurricane to impact the Gulf Coast since Hurricane Lisa struck Tampa in 1998, causing $7.1 billion in damage and 34 deaths.

    Hurricane Earl: Hurricane Earl formed as a Cape Verde storm, emerging off the coast of Africa as a tropical wave on August 12th. It managed to reach Category 3 status, with 120 mile per hour winds, but stayed far away from any landmasses.

    Hurricane Frances: Hurricane Frances formed in the eastern Caribbean Sea, and hit the Dominican Republic as a strong Category 1 hurricane, then emerged out over the Atlantic and strengthened into a Category 4 monster with 150 mile per hour winds, reaching its maximum strength at the same time as Earl. It too avoided hitting any landmasses as a major hurricane, but for a time it did have an outside chance of striking Bermuda.

    Hurricane Georges: Hurricane Georges formed just behind Earl, and despite passing over water churned up by Earl, it too became a Category 4 hurricane during its passage over the Atlantic, with top winds of 135 miles per hour, and for a time, there were three major hurricanes in the Atlantic at the same time. It even briefly underwent a Fujiwhara interaction with Frances (which may have spared Bermuda from a glancing blow), though it never at any point threatened a populated landmass.

    Hurricane Ivan: Hurricane Ivan also formed in the Caribbean in early September, and became the strongest hurricane of the season, achieving Category 5 status with a top wind speed of 170 miles per hour as it fed off the warm waters. It would pass between the Dominican Republic and Puerto Rico, and make a turn to the west, still a strong Category 4. It intensified back to a Category 5 and seemed to be making a beeline for Florida, causing panic all up and down the Florida coast, with people thinking Ivan would be another Floyd or Andrew. However, Ivan turned to the northwest before reaching the Bahamas, and Floridians breathed a sigh of relief...but the East Coast wasn't out of the woods, as Ivan was picking up steam and making a beeline for the Carolinas. Ivan would eventually come ashore near Morehead City, a Category 4 with winds of 135 miles an hour. It would be the season's strongest landfalling hurricane, and would pass directly over Greenville, North Carolina as a Category 1 as it continued inland. Ivan caused a total of 70 deaths in the United States, and over $15 billion in damages.

    Hurricane Lydia: After the retirement of Lisa in 1998, Lydia was chosen to replace it on the list for 2004. Lydia formed in the Caribbean in early October and entered the Gulf of Mexico as a fairly weak tropical storm, run ragged after skirting the Yucatan Peninsula and soaking Cancun, ruining fall break for thousands of college students. After entering the Gulf, Lydia exploded, rapidly intensifying into a Category 5 in just 48 hours, and taking aim at New Orleans. For the second time this hurricane season, New Orleans was under the gun from a major hurricane. But Lydia would curve hard to the north, turning away from the Big Easy and instead taking aim at the Florida panhandle. Lydia would undergo an eyewall replacement cycle, but would be packing winds of 125 miles per hour as it came ashore at Pensacola, Florida, which had already taken a hard hit earlier in the season from Danielle. Lydia would be a direct hit, and would impact the city even worse than Hurricane Opal in 1995, ultimately causing $12 billion in damage and killing 18.

    Hurricane Nicole: Hurricane Nicole formed as a Cape Verde-type tropical wave in late October. Ragged at first, it got its act together and by the time it reached the Lesser Antilles, it was a major hurricane passing directly over the island of Barbuda as a weak Category 3 with winds of 115 miles per hour. Fortunately, the residents of Barbuda were prepared for the storm, though its powerful storm surge still killed nine people and destroyed much of the island's capital of Codrington (which had suffered similar damage during Hurricane Luis in 1995). Nicole would continue to gain strength as it curved north over the open Atlantic, achieving winds of 130 miles per hour. It would continue to make its way to the north and west, with the cone of uncertainty for the storm very briefly including the eastern Canadian maritimes before the storm ultimately passed out to sea.

    -

    Protests Continue For Second Week In Venezuela

    For the second straight week, anti-Hugo Chavez protesters have filled the streets of Venezuela, the country's largest protests since 2001's mass demonstrations that led to the deaths of 23 protesters. The protests are said to be connected to the upcoming recall election in September, in which voters will have the opportunity to remove Chavez from power. Venezuela's economy has suffered a downturn, which has been largely attributed to sinking oil prices, which fell from $38 at the start of 2004 to their current price of $29.33/barrel. Venezuela is one of the world's largest exporters of oil, and its economy is heavily tied to oil revenues, which are used to fund Chavez's popular social programs. Shortages and interruptions in crucial services have become sporadic throughout the country, though in a speech last Tuesday directed at his supporters, Chavez blamed "capitalists and imperialists" for the country's recent woes. Despite Chavez's statements, analysts say that if he survives this recall election, an outcome considered heavily likely, he may choose to implement economic reforms if the price of oil remains low. Venezuela's problems have seeped into the U.S. presidential race, with John Kasich recently comparing Kasich's policies to that of President Al Gore's, and Gore stressing the need for free and fair elections in Venezuela, stating that "the United States hopes that President Chavez will respect the democratic process in his country".

    -from a Yahoo! News article, posted on August 18, 2004

    -

    "And tonight, more on what people all throughout Russia and throughout the world are calling the Beslan Miracle: after a group of Chechen terrorists stormed a school and took nearly its entire student body hostage, a group of Russian special operations forces who had been drilling nearby managed to foil the attack and rescue more than 1,000 hostages with no loss of life among those taken captive. In this video taken during the shootout that followed the storming of the school, you can hear gunshots in the background as Russian soldiers engage with the terrorists. According to eyewitness reports, two of the terrorists were killed just moments before they would have detonated their explosive vests in the middle of large crowds of hostages. The dramatic news coming out of Russia today is the latest in what officials there are calling an ongoing battle against separatist Chechen rebels. Today, Russian president Vladimir Putin praised the special forces soldiers, who themselves suffered two fatalities in the battle. He called them 'among the greatest heroes that Russia has ever known', and that the two soldiers killed in the battle would be given 'state funerals befitting saviors of the Russian people'. Eighteen hostages were injured in the rescue, including two critically, but all are expected to recover."
    -Dan Rather, from the CBS Evening News on September 1, 2004

    -

    Jim Lehrer: Mr. President, you've discussed that you would like to see the national minimum wage increased to nine dollars an hour. That's nearly twice the current minimum wage, which is $5.15 an hour. Do you think such a significant minimum wage increase could have a harmful impact on the ability of low-skill workers to find employment?

    Al Gore: Well, first of all, it's not going to be phased in immediately. My plan would phase the increases in incrementally over the next four years. But getting to the meat of your question, the current minimum wage is unacceptably low. It's impossible for a single mother, for example, to feed her kids on that low a wage, even while working more than 60 hours a week. I feel that the American economy is booming, it's the strongest it's ever been, and corporations and small businesses alike are seeing record profits. So I think that they could absolutely handle this increase in the minimum wage, and even further increases in the future. I'd certainly like to see it at $10 an hour within the next ten years.

    Lehrer: Mr. Kasich, your response?

    John Kasich: First of all, Mr. President, you're absolutely wrong about it not having a harmful impact on small business owners. I know a small business owner right now in Elyria, Ohio, who has already had to lay off workers due the increased business regulations pushed by your administration. Mike Fritter, of Elyria, Ohio. I spoke with him just a few weeks ago, and he's told me how many problems he's had during your administration. An increase in the minimum wage, especially such a large increase, would destroy his business unless he stopped hiring workers all together. This is a job destroying proposal you're making, and it's going to seriously cripple America's economy.

    Gore: I have seen small business owners succeed and thrive over the past few years. America is undergoing the longest period of economic prosperity in its history, even after the catastrophe of 9/11, with sustained growth in jobs and GDP. Small business owners all over this country have been thriving in the new economy, an economy of information and technology and ideas.

    Kasich: These pie-in-the-sky notions about the new economy, for the people in the Midwest and in the Rust Belt who are seeing factory jobs leave by the day, those aren't going to do them any good. Not every job is done with computers, not everybody wants to work at Ebay or Amazon or Lycos, Mr. President. We have factory workers and retail workers who are going to be in real trouble if the people hiring them have to pay nearly twice as much.

    (...)

    Lehrer: This question is for John Kasich. Mr. Kasich, you seem to have reversed course somewhat on your previous stance of America's use of military force for intervention in the Middle East. Both you and your vice presidential running mate have stated that it may be necessary for the American military to get involved in Iraq, after you stated numerous times during your primary campaign that America should stay out of the Middle East. What is your definitive stance on military involvement in Iraq and elsewhere?

    Kasich: My stance on the Middle East hasn't changed. I don't think that America should be getting itself involved in any pre-emptive strikes in Iraq or anywhere in the world, including in Darfur where President Gore said that he might deploy troops-

    Gore: That's not true.

    Kasich: You said-

    Gore: That's not true.

    Lehrer: Mr. President, please let Congressman Kasich finish.

    Kasich: Thank you.

    Gore: That's not true. *shaking his head*

    Kasich: To return to my earlier point, I have stated that I do believe Iraq's aggression, if left unchecked, could threaten our interests in the region, particularly Israel. I have said numerous times that I would do what was necessary to protect our allies, and if that means responding in kind to an Iraqi military action, that is what I said. I have never, ever said, even one time, that we need to go into Iraq unprovoked.

    Lehrer: Mr. President, your response?

    Gore: Well first of all, I have never ever said that I wanted to send troops into Darfur.

    Kasich: You said on 60 Minutes-

    Gore: I said I wanted to support the United Nations peacekeeping efforts in Darfur.

    Kasich: By sending United States Marines.

    Gore: In an advisory role.

    Kasich: On the ground.

    Gore: Not in combat.

    Kasich: You said-

    Gore: That's not true.

    Kasich: Marines in Darfur!

    Gore: That's not true.

    -from the first United States 2004 Presidential Election debate on September 30, 2004

    -

    Sean Connery: You're the man now, dog!

    Al Gore: That's not true.

    Milton Waddams: I believe you have my stapler.

    Al Gore: That's not true.

    Becky Blaze: You gotta eat your vegetables!

    Al Gore: That's not true.

    Sonic The Hedgehog: If someone tries to touch you in a place or in a way that makes you feel uncomfortable, that's no good!

    Al Gore: That's not true.

    Ugoff: Ugoff is hungry!

    Al Gore: That's not true.

    Kathleen Hanna: That girl thinks she's the queen of the neighborhood!

    Al Gore: That's not true.

    -from "Al Gore Denies Everything", posted on October 1, 2004 on YTMND
     
    BONUS - GameTV Host Popularity Polls
  • Yeha, of the non-Steve hosts, Adrien was probably my least favorite. He was just a bit too "Bro for me.

    GameTV Host Popularity Poll (2013):

    Who was your favorite GameTV host?

    1. Alex Stansfield: 22.27%
    2. Brittany Saldita: 21.61%
    3. Ted Crosley: 19.55%
    4. Lyssa Fielding: 18.93%
    5. Kazzi DeCarlo: 6.70%
    6. Gary Westhouse: 4.03%
    7. John Walden: 3.81%
    8. Adrien Fry: 2.27%
    9. Steve Horton: 0.83%

    GameTV Host Popularity Poll (2015):

    Who was your favorite GameTV host?

    1. Brittany Saldita: 37.25%
    2. Alex Stansfield: 18.02%
    3. Lyssa Fielding: 15.16%
    4. Ted Crosley: 14.90%
    5. Kazzi DeCarlo: 5.44%
    6. John Walden: 3.37%
    7. Gary Westhouse: 3.31%
    8. Adrien Fry: 1.91%
    9. Steve Horton: 0.64%

    Who was your favorite GameTV host?

    GameTV Host Popularity Poll (2017):

    1. Brittany Saldita: 28.50%
    2. Alex Stansfield: 20.71%
    3. Ted Crosley: 19.33%
    4. Lyssa Fielding: 15.86%
    5. Kazzi DeCarlo: 5.59%
    6. John Walden: 3.62%
    7. Gary Westhouse: 3.50%
    8. Adrien Fry: 2.17%
    9. Steve Horton: 0.72%
     
    Summer 2004 (Part 15) - Kingdom Hearts
  • Kingdom Hearts

    Kingdom Hearts is a role playing game co-developed by Squaresoft and Disney that brings together characters from both companies and also incorporates original characters and an original storyline. Like IOTL, the game is directed by Tetsuya Nomura. In Kingdom Hearts, characters roam freely through massive 3-D worlds, exploring, finding treasure, and fighting enemies. Unlike OTL's game, however, TTL's Kingdom Hearts does not feature an action-RPG battle system, but instead features a turn-based battle system that works like an evolved version of the system found in the Chrono and Fairytale games. Initially, Kingdom Hearts was to have an action RPG battle system like IOTL, but that was scrapped after it was determined that such a battle system would make the game too similar to Rareware's already established The Dreamers series, particularly Dreamscape, which features an action-RPG inspired battle system almost identical to that of OTL's Kingdom Hearts. The battle system in TTL's Kingdom Hearts has Sora and his companions encountering enemies and then touching them to begin a battle, although some encounters can take place just by wandering into a pre-scripted area (like in Chrono Trigger). Once in combat, Sora, Donald, Goofy, and sometimes a guest character will take turns attacking, based on an Active Time Battle system bar. Donald, Goofy, and the guest character can be programmed to act on their own by the player, or the player can choose their actions manually, somewhat like OTL's Final Fantasy XIII. The player can act as soon as their ATB bar crosses Level 1, or they can choose to wait and build up a stronger attack, a special attack, or can bank their attack bar to save for later in order to use a combination attack (like OTL's Xenogears). There are also timed attacks and blocks and evades that the player can use. Unlike in OTL Kingdom Hearts, damage numbers appear after attacks to show how many hit points worth of damage has been done. The battle system is actually quite dynamic and complex, and moves very quickly, the player is rarely stuck waiting on an attack, and enemy attacks happen in real time. This makes for a combat system that, while turn-based, still plays in many ways like an action RPG system. Squaresoft would expand upon this idea in the later Final Fantasy XI. Like IOTL, Sora receives experience points and munny, and occasionally items, when enemies are defeated, with leveling up allowing him to learn more abilities and gain stat bonuses (many of the same sword techniques and abilities from OTL's Kingdom Hearts are in the game, with dynamic timed commands in battle replacing the movement abilities learned IOTL's game). Like IOTL's game, Kingdom Hearts features plenty of voice acting. Because Final Fantasy VII and Final Fantasy VIII were voice acted ITTL, those actors reprise their roles in Kingdom Hearts, freeing up the celebrity voice acting budget for the original characters and Disney characters. Sora, Kairi, and Riku all appear in the game, in largely the same roles they were in IOTL, though their actions during the course of the series will at times significantly differ from OTL's game. Daryl Sabara, famous for his role in the Spy Kids films, voices Sora (Disney attempted to get Haley Joel Osment, but he was too busy with other projects), Daveigh Chase, who dubbed the voice of Chihiro in the North American dub of Spirited Away, voices Kairi, and Shia LeBeouf, who had been filming Odd Jobs for the Disney Channel, voices Riku. Robin Williams would return to reprise his role as the Genie (initially he wasn't going to do it but Nintendo begged him to), and others like James Woods (Hades), Megan Mullaly (Olga, the Snow Queen), and Ming Na (Mulan) would also reprise their Disney character roles. The Gummi Ship returns as the means for moving between worlds, with a bit more of a Star Fox feel to it. Yoko Shimamura would comprise the music, as IOTL, and the game's graphics are among the best in a Nintendo Wave game (or any console game), to date, outstripping the graphics in OTL's Kingdom Hearts 2 and in some ways even approaching the quality of the OTL PS3 remaster. TTL's Kingdom Hearts has two versions of the same theme song, performed by different singers. The song is called "The Light From My Heart": in the Japanese version, the song is performed by Hikaru Utada in Japanese, while in North America the song is performed in English by Courtnee Draper (who IOTL is an established pop singer at this point, having moved on from a brief acting career).

    Like IOTL, the game begins on Destiny Island, where Sora, Kairi, and Riku live in peace, training and playing games with each other. TTL's game expands on the Destiny Island segment somewhat: it's not a full out and out world, but we do get to spend a bit more time with the trio, learning about each of them, their hopes and dreams (they all want to be adventurers), and their motivations for getting off the island. Like IOTL, there are some kid versions of Final Fantasy X characters hanging out on the island with them, and also kid versions of Chrono, Marle, and Lucca from Chrono Trigger (there will also be cameos from the Mana and Fairytale franchises at points during the game, mostly in Traverse Town but also in other places). Eventually, however, the island is invaded by darkness, and the three are separated. Sora ends up in Traverse Town, meets Donald and Goofy (and a few Final Fantasy VIII and Mana characters) and eventually learns about the Keyblade, keyholes, and the destiny of the Keyblade wielder. Then, it's off to his first Disney world. Just as in OTL, Sora, Donald, and Goofy will come to explore numerous worlds in their search for Kairi and Riku (and King Mickey). Some worlds are from OTL's game, others are entirely new. The eight Disney worlds explored are:

    Wonderland: Just as IOTL, Sora must navigate his way through the tricky Wonderland world to save Alice and defeat the Queen of Hearts. This world is probably the most similar to OTL's, including the Trickmaster boss at the very end.

    Olympus Coliseum: Olympus Coliseum returns from OTL, and is a bit expanded: Megara shows up here along with Hercules, as in OTL Kingdom Hearts II. After Sora does some training and goes one on one with Hercules, he eventually has to help defeat the Hydra (unfortunately, "get up on the Hydra's back" does not make an appearance ITTL). Like IOTL's game, Sora can return here throughout the game to take on challenges, including a battle at the very end with Sephiroth.

    Land Of Dragons: The Land Of Dragons, Mulan's world, shows up in the first game this time around, and once again, Sora gets Mulan as a guest fighter. There's no Storm Rider boss here, instead, after a number of small quests where Sora helps Mulan to become a soldier, the heroes battle Shan Yu on the roof of the Emperor's Palace to close out the world.

    Atlantica: The Little Mermaid's world returns from OTL, with Ariel as the guest character. Sora and his friends battle their way through a series of quests that are a bit more exploratory in nature than IOTL, before eventually doing battle with giant Ursula, much like OTL's final battle for this world.

    Treasure Island: Treasure Island, from the animated film of the same name, shows up ITTL and somewhat replaces both Monstro and Neverland. Sora starts out on a ship, helping Jim Hawkins and Long John Silver fight off a bunch of Heartless, culminating in a fight against an evil ghost heartless who tries to wreck the ship. Of course, once they arrive on the island, the real trouble begins, as Long John Silver tries to gain the power of the island's treasure, which is a massive amount of pure heart energy. He abducts Jim's friend Sarah, forcing Sora, Donald, Goofy, and Jim to pursue Long John Silver to the cave where the treasure is and battle him in a swashbuckling boss fight to rescue Sarah and liberate the pure heart energy.

    Agrabah: Agrabah is the next world, another world making an appearance from OTL's game, and this world culminates in a battle with sorcerer Jafar and then genie Jafar in the Agrabah Palace. Genie shows up quite a bit more than IOTL, and Robin Williams does some really excellent work, making the Agrabah world a fan favorite.

    Frozen Realm: The Frozen Realm is the Snow Queen's domain, in which the evil Snow Queen Olga has frozen everything over and has abducted the young boy Kai to serve as her son. Kai's friend Gerda implores Sora and friends to journey into the queen's realm and battle the Snow Queen to win Kai back. The Frozen Realm is really battle heavy, with lots of ice powered Heartless and two boss fights: one against the Ice Titan, which Maleficent and the Snow Queen have "borrowed" from Hades to guard the Queen's castle, and then a fierce fight against the Snow Queen herself. Kai is saved, and the world's heart is reclaimed, though it comes at a steep price: the abduction of Gerda, one of the Seven Princesses of Heart (along with Kairi, Snow White, Cinderella, Aurora, Belle, and Jasmine)

    Enchanted Dominion: The seat of Maleficent's power after she cast the curse that sent the realm into an eternal slumber, this world somewhat replaces Hollow Bastion (in that Maleficent is fought here rather than there ITTL). Sora and friends must first save Prince Phillip, and then team up with him to save Aurora from Maleficent, who first sends Riku to battle Sora, then attacks them herself, first as a sorceress and then as a dragon. Maleficent's defeat causes her to implore her "master" for more power, but he rebukes her, causing Maleficent and then Riku to disappear into the void. Sora can see an ancient city in the void, but he must first learn how to reach it by returning to Destiny Island, where three keyholes seen there at the first part of the game can now be opened.

    Maleficent's master is Exaltia (voiced by Idris Elba), an ancient knight and the last living member of an organization known as the Order of Darkness. Exaltia and his knights used to be members of the ancient Round Table (based on the classic King Arthur myth), charged with protecting the realms and the pure-hearted royalty from harm. But Exaltia became convinced that the pure hearts of those he was sworn to protect were steeped in lies, and sought to use ancient magic to uncover the darkness within people's hearts. In doing so, he created the Heartless, and when his fellow knights tried to stop him, he took their hearts and sealed them away. Exaltia's kingdom is now the City Of Ruin, a castle of pure darkness from where he directs the Heartless to infect all realms with their evil.

    City Of Ruin: Sora and friends make their way into the City of Ruin to find Exaltia. They run into the Beast along the way, who is looking for Belle, who was taken here with the other Princesses of Heart. Eventually, Sora battles his way through to Exaltia himself. He seeks to make Riku his knight follower and offers to make Sora one of his knights as well, but Sora turns him down. After battling Riku once again (who has been transformed into a Heartless Knight), Sora is able to free Riku's heart from Exaltia's influence, and next battles Exaltia himself, who takes on three forms during the final battle before finally being defeated for good. Though the battle is won and though the Princesses of Heart are free, Riku and Mickey have both gone missing, as IOTL. Sora knows there are more mysteries to uncover, and sets out to find Riku with Goofy and Donald at his side. However, this time, Kairi is seen picking up a keyblade as well, desiring to go on her own adventure as she sets out to find companions of her own.

    The response to Kingdom Hearts is generally positive: the battle system is praised as an excellent evolution of the traditional ATB battle system and a good way to mix turn based combat with action gameplay. The use of Disney worlds and characters is also praised, though the game is criticized for being a bit too straightforward and predictable. Fans enjoy the game as well: sales are high in North America, Europe, and Japan, and it's considered one of the biggest commercial hits of the year and well worth the wait after a four year development time. Tetsuya Nomura is immediately asked to direct another Kingdom Hearts game, though rather than going the portable route, Squaresoft wants him to develop another title for the Nintendo Wave. This will ultimately force Nomura to trim some material from the sequel, streamlining his intended plot, in which he hopes to expand on Exaltia's kingdom and his fellow knights. Ultimately, Kingdom Hearts is seen as one of the year's best RPGs, and proves to be one of the most popular games of 2004.
     
    Summer 2004 (Part 16) - The Rest Of The Games
  • (Here are the other notable North American game releases from July 2004 to September 2004!)

    Nintendo Wave:

    Graviton Legends

    In a month that would see two Telenet RPGs released in North America, Graviton Legends, the sequel to Graviton Knights, was actually released in spring 2003 in Japan, about nine months before the Japanese release of Tale Valiant. Graviton Legends is a traditional turn-based RPG that plays quite similarly to Graviton Knights, though the plot is entirely different. It features an older cast of heroes than the original game's young adventurers, and establishes them all as heroes who once helped to save the world but have become complacent and out of practice in a time of peace. Graviton Legends tells the story of these six legendary heroes who come together to save the world one final time, and has a significantly more serious and melancholy tone than the previous game. Much of Telenet Japan's time and energy was going into Tale Valiant, and the company collaborated with Taito to work on the game. Graviton Legends is considered a perfectly mediocre RPG, with average graphics and extremely generic gameplay, though the soundtrack is a highlight. Graviton Legends was dubbed and released by Working Designs, and did fairly poorly, bought by hardcore RPG fans only (who were mostly buying the game for the deluxe collector's package Working Designs released).

    Mario Party 5

    The first Mario Party game for the Wave features a host of new boards (10 in all), new characters, and new features, with an all new graphical presentation and online gameplay. It also features more than 80 minigames, with a lot of brand new ones, and carries over the ability for players to team up from the OTL game. It's the best reviewed Mario Party game since the second one and the best selling game since the original. Sales are only moderate in the first month, but they start to pick up around the holiday season as the game becomes one of the top family titles of the year on the Wave.

    Tale Valiant

    Tale Valiant (working title Tale Valentia before late 2003 when Telenet decided on a name change for the North American version) is an action RPG and the fourth title in the Tale series of RPGs. It's also the first game in the series to be released on Nintendo Wave. Originally conceived as an Ultra Nintendo title, Telenet Japan decided to extend the game's development time to take advantage of the new hardware. During this time, they underwent a number of tumultuous problems, including being spun off by Nintendo back into an independent company, a situation that they would have had trouble surviving if not for the success of the Graviton series, good sales of Tale merchandise, and an infusion of money from Taito during the development of Graviton Legends. Development problems aside, Tale Valiant ended up being a very beautiful (certainly moreso than Graviton Legends) and well regarded RPG title with a lengthy quest and a spectacular new battle system reminiscent of late-era OTL Tales games such as Tales Of Graces. The game features a medieval setting, somewhat like OTL's Tales Of Zestiria, with knights and wizards and Arthurian style legends. The protagonist is a young squire named Lance (alluding to Lancelot) who desires to be a knight in order to slay the Sanguinian Dragon, a massive beast that has been said to have plagued the land for many centuries. When the dragon abducts the beautiful princess Espera, Lance, who has loved Espera for his entire childhood, is inspired to complete his knight's training. The game starts out very straightforward, with Lance and his best friend Wayn (a reference to Gawain) journeying to defeat the dragon and getting into a number of adventures along the way. They also team up with a traveling bard named Clu and a crossbow wielding assassin girl named Martine. Together, they eventually raid the dragon's lair and “save” Espera, defeating the dragon in the process. This mission, about two fifths of the way through the game, is where a MASSIVE twist occurs that turns everything on its head, it's an even bigger twist than OTL Symphonia's Tethe'alla twist and essentially becomes the point where the game stops being a straight up tale about knights and dragons and turns into a tale of science, a death cult that's existed for many millennia, and an ancient order of witches that have been condemned by everyone but in actuality are protecting the world. Essentially, Espera is a witch, and by killing the dragon and “saving” her, Lance and friends have actually slaughtered Espera's familiar, the being keeping an ancient technologically advanced empire tethered to the planet. The dragon's death (though as it will later turn out, the dragon is just sleeping and returns in spectacular fashion near the end of the game) leads to a chain of events that threatens the entire world, but through bravery, intelligence, and Lance and Espera's love (when Espera is first revealed to be a witch, she's treated like a “villain”, but soon the party realizes she's not evil and she becomes a valuable ally, her personality isn't like that of a typical princess, she's very cold and domineering, somewhat like Satsuki in Kill la Kill, though once the party gets to know her she's actually got a very big heart), the world is saved and redeemed and the game has a very happy ending (at first it seems that Espera will be sealed away, but Lance uses the power of Excalibur to save her).

    Tale Valiant is the most commercially successful Tale game since Lemuria in 1998. It does considerably better in Japan than in the States, but is still quite successful in North America. It does have the unfortunate effect of holding down the sales of Telenet Japan's fellow July 2004 RPG release, Graviton Legends, but the failure of Graviton Legends in North America is ultimately a non-issue. Critically, Tale Valiant gets excellent reviews for its graphics and gameplay. Its plot gets a bit convoluted immediately after the Espera twist, but it comes together quickly, and ultimately it's regarded as one of 2004's best JRPGs.

    Tron 2.0

    A port of 2003's hit PC title, Tron 2.0 is a first person shooter that serves as a sequel to the original movie, and its plot is fairly close to that of OTL's game, involving the son of Alan Bradley, a young man named Jet, forced to enter the computer world to rescue his father and encountering all kinds of resistance from hostile AIs and the evil corporation fCON. The Wave port is somewhat of a downgrade from the original PC title, though Disney decided to port the game to the Wave to take advantage of its advanced graphics chip. It's a solid port, but the game is generally considered somewhat mediocre.

    Twinblade: Wave Of Fury

    The first installment in the Twinblade series in nearly six years, the series returns to the Wave with a mix of classic and new characters. The game, like previous games in the series, involves 2-D fighting with characters who dual wield a variety of weapons in battle. The game's graphics are fairly good for fighting games of the time, with highly praised character animations. Reviews are generally good, averaging about a 7.5/10, but fighting games and the Twinblade franchise's profile have dipped quite a bit since the release of the last game, and it's somewhat of a commercial disappointment.

    Animal Crossing

    Animal Crossing is a social simulation game, similar to OTL's hit title from 2001/2002. Directed by Katsuya Eguchi, it was a project that Eguchi had wanted to develop since the days of the Ultra Nintendo, but due to his new duties as Nintendo creative director, had been unable to work very quickly on the game. When he finally got his chance, he decided to develop it as a Nintendo Wave game, to take advantage of the system's capabilities and its hard drive to enable a much larger village with more villagers. He also decided that it would be an online game, and would be one of the first games to heavily push the Nintendo Wave's online functionality, with people able to give gifts to and visit the villages of other players. It plays much like OTL's Animal Crossing, with real-time events and holidays taking place even while you're not playing the game. In addition to OTL characters like Tom Nook and Resetti, the game also introduces the librarian Pinky, a pig girl who has many different books for the character to peruse (and might get new books depending on what's on the player's hard drive), a fisherman lion named Bo who is in charge of a fishing minigame, and a cat woman named Rhubarbara who teaches the player how to cook, with different recipes having different effects. Like OTL's game, Animal Crossing can connect to the Game Boy Nova for more player bonuses.

    Animal Crossing was released in September 2004 and proved to be a major success in both North America and Japan, with sales picking up even more during the holiday season. Reviews, while not great, are about on par with OTL's game if not a bit better, with some sources giving it extremely high reviews and calling it fantastically addictive. Like Metroid: Homecoming, Thrillseekers, and Big Bad Hero, and later games such as Metal Gear Solid II and the new Mario and Zelda games, Animal Crossing is part of a major sales surge for the Nintendo Wave in late 2004.

    Psycho Squad 2

    Psycho Squad 2 is the sequel to the 2003 Ultra Nintendo title Psycho Squad, a third person shooter about a team of soldiers with psychically enhanced powers. While that game wasn't a huge success, it was one of the most successful Ultra Nintendo games of 2003, and the developers quickly started work on a next-gen sequel. Psycho Squad 2 is somewhat more of the same, with the same fast paced mix of shooting and special powers that made the original game a minor hit. The game retains the entire original cast and introduces three new soldiers with all new powers to the team. The game also introduces a multiplayer mode that includes online co-op, though lag somewhat mars this experience. Ultimately, Psycho Squad 2 scores reviews that are slightly better than the original, averaging about an 8/10, and the game scores decent sales, carving out a fairly large niche and keeping the series successful.

    The Lotherian Tome

    The Lotherian Tome is a turn-based JRPG developed by Enix. It's released for the Nintendo Wave in September 2004. The game plays much like a traditional RPG, but its battle system has some quirks to it despite being turn-based at its core: Players consult a book for all their attacks and specials, and each action performed by the player during the entire game writes something into the book. By chaining together attacks and specials not only over one battle but over many, they can create unique combinations that have more and more effects the more the book is written into. It's a highly intuitive system that, when mastered, allows players to create a combat rhythm that works best for their party (which can have up to four characters at once, out of a total of ten playable characters). The game's graphics, though not the most detailed, have their own unique style, and receive a mild amount of praise. The soundtrack, by Motoi Sakuraba, is considered outstanding, one of the best RPG soundtracks of the year. The game is fully voiced, and unlike prior Enix titles which used New York City based voice acting, the company contracted Funimation to do the game's voices, with a cast led by actors such as Sean Schemmel, Laura Bailey, Kyle Hebert, Christopher Sabat, and Caitlin Glass, among others. Laura Bailey's performance as the young mage Sylla would receive especially high praise and would be considered one of her very best early roles. The primary protagonist, a young adventurer named Roan, would be voiced by Sean Schemmel, who would use pretty much the exact voice he used for Goku IOTL (since Funimation never dubbed Dragonball Z ITTL, this is the first time we would hear such a performance from him).

    The game's plot revolves around the titular book, called the Lotherian Tome. Penned by an ancient civilization, think of it like The Art of War, an exceptionally powerful spellbook, and the Necronomicon all in one. Rulers, tyrants, and powerful wizards have used the book to accomplish their goals, and just one page has been enough to change the world in years past. The game revolves around the quest of ten mighty heroes to find the pages of the book, which have been scattered to the winds over the years, in a quest to keep the pages out of the wrong hands. The party meets with a huge variety of characters, some good and some evil, many of whom have found a page of the book. The quest spans a massive 50+ hours, and though it gets bogged down somewhat in fetch quests (especially early on), it eventually all comes together and becomes a titanic struggle of good versus evil that sees the party confront a powerful evil wizard who has assembled all the pages of the Tome except for the one page held by the heroes. The Lotherian Tome is considered one of 2004's very best RPGs, with outstanding reviews. Even sales are quite good, with the game ultimately exceeding the sales of the Ultra Nintendo's port of Dragon Quest VII in North America (and while sales pale compared to that game in Japan, it's still very big there as well).

    Urban Raiders: Abandoned

    The sequel to 1998's cult classic 3-D adventure game Urban Raiders, which got great reviews and decent but disappointing sales and whose sequel was stuck in development hell, Urban Raiders: Abandoned is an attempt to revive the series for the next generation, bringing in a new cast of characters while trying to update everything for the Wave. However, the game ends up being a disappointment: the cast isn't nearly as compelling as that of the previous game, the graphics, which, while technically better than those of the original game, lack the haunting charm of the original (and aren't as good for the Wave as the original's were on the Ultra), and the gameplay is really generic, unlike the dramatic and fun gameplay of the original. Ultimately, reviews are fair to mediocre, and the game disappoints severely from a sales perspective, even tarnishing the legacy of the original somewhat.

    Ultra Nintendo:

    Shin Megami Tensei: The Seven

    A spinoff in the Shin Megami Tensei series, The Seven is a dungeon crawler game somewhat like Etrian Odyssey or Soul Hackers, in which a group of teenagers must explore seven dungeons in order to defeat and destroy powerful demons representing the Seven Deadly Sins. This game, originally released in 2002 for the Ultra Nintendo, took a long time to come to the States due to its difficult gameplay and very dark storyline, but reviews are strong and it's pretty much the epitome of a cult classic.

    Rayman: The Lost Specter

    Rayman: The Lost Specter is probably the last notable game released for the Ultra Nintendo, save for perhaps a Madden title or two. It's a spinoff of the Rayman series in which Rayman must hunt down a mysterious ghost that could either be friend or foe. The game is a 2-D platformer with some 3-D elements, and while enjoyable to long time Rayman fans, it's for the most part a generic platforming game. Still, it's considered a decent way to send off the Ultra Nintendo, and is one of the top selling new games on the platform in 2004.

    Apple Katana:

    Tragedy

    A horror title and a spiritual successor to the minor 1999 horror hit Imprisoned, in Tragedy, you play as a man whose entire small town has been taken prisoner by a gang of sadistic criminals, and who must fight against overwhelming odds to liberate everyone. Like in Imprisoned, the player must determined who to try to save and who to ignore, and the player's actions ultimately determine who lives and who dies. One of the most controversial and violent console games yet seen, with cutscenes comparable to films such as the Saw series (which would debut just a few months after the release of this game), Tragedy, while well written and an enjoyable game, is criticized for edginess in the wake of the Arbiter of Sin series. It achieves decent sales, though not quite up to the level of Imprisoned.

    Cowboy Bebop

    Based on the anime series, Cowboy Bebop plays a lot like the OTL game, taking the form of a brawler/third-person shooter with anime cutscenes based on the television show. Like Knockin' On Heaven's Door, the game takes place late in the series, and involves the crew of the Bebop hunting for an assassin with a connection to Vicious' crime syndicate and possibly to Julia. The game's review scores are somewhat better than the OTL game's scores, due to the fact that the game's development time is a bit longer than OTL's game, but it's still largely considered mediocre, and sales are a bit below average compared to other anime video game adaptations.

    Crossfade

    Crossfade is a rhythm/puzzle/action title that plays a bit like Frequency meets Super Monkey Ball. You have to control a character as they ride a series of musical pads that play parts of a song, while also avoiding falling from the stage. Unlike some other Katana rhythm games, it doesn't allow players to use songs saved to the hard drive, but it does have a fairly large playlist of songs. It's quite fun and generally considered an excellent game, but sales aren't very strong.

    Katamari Damacy

    Namco's strange title about rolling a ball to collect objects to make your ball larger and larger, Katamari Damacy is virtually identical to OTL's game, complete with quirky characters and a unique soundtrack. It's actually more of a mainstream success on the Katana than it is IOTL, thanks to getting some of the Katana's best reviews of the year and a lot more attention for Apple. The success of Katamari Damacy would help make the game one of Apple's best exclusive franchises.

    Narcotics Squad: Old Habits Die Hard

    The third game in the Narcotics Squad series of crime-based action titles, Old Habits Die Hard features protagonist Ethan Stone, one of the two main characters in the original game, who was forced to work for a gang of drug traffickers in order to save his kidnapped wife. This game takes place five years after Ethan's wife left him at the end of the original game, and Ethan's life has severely deteriorated. He's developed a heroin habit, and is one screwup away from losing his career as a police officer. The game chronicles Ethan's attempts to infiltrate a drug trafficking ring, and ultimately becomes a story of Ethan attempting to rescue a nine year old girl from human traffickers. The gameplay is somewhat updated from the previous two titles, with a revamped shooting system and a complex interrogation system that allows players to read the vital signs of suspects and interrogate them in different ways depending on what kind of resistance they're putting up. The game is a bit shorter than the previous two games in the series, and the plot is arguably the darkest in the series to date, with a bittersweet ending: Ethan manages to rescue the girl (he also has an emotional reunion with his ex-wife), but is fatally wounded in the process. He dies, but not before arranging for his ex-wife to take care of the rescued girl. Old Habits Die Hard receives generally positive reviews: while the gameplay is seen as being fairly generic and not too interesting compared to other shooters of the day, the plot receives high praise from critics and is seen as a good way to wrap up the trilogy. Sales are about on par with the series' previous Katana game, making it one of the year's better selling Katana titles. Despite the strong sales performance of all three games, Apple would struggle to find a place for the Narcotics Squad franchise when the time eventually would come to reboot the series.

    Microsoft Xbox:

    Spinner

    Spinner is a Psygnosis developed platformer title about an anthropomorphic porcupine that spins in place to attack foes and activate switches. It's an attempt to make a Sonic-like game, and while it's a good game, with some unique puzzle solving and combat, it's fairly derivative as a platformer and is a sales disappointment, ultimately paling in comparison to the performance of the Klepto series, which releases a game soon after that would completely overshadow Spinner. It also comes at a time when 3-D platformers are starting to fall by the wayside unless truly excellent or innovative, which Spinner is neither.

    Codecrawlers

    Codecrawlers is a combination stealth/puzzle game where codebreaking and computer hacking play a major role. There's limited combat as most of the game is focused on infiltrating various computer systems, and the game itself has a rather lighthearted feel, with some really fun teenaged characters and really good voice acting (due to the use of six main characters, all with their own quirks and distinct personalities, some in the media call it “Thrillseekers for nerds”). It's not hugely popular but it definitely gets enough sales to be successful.

    Klepto: Night Of The Cat-Burglar

    The follow-up to 2002's Klepto, Psygnosis' reboot of the series for the Xbox, Night Of The Cat-Burglar stars the sneaky titular thief and introduces a decent amount of new characters, including a mysterious burglar who goes around in a cat costume and steals from museums, the Cat Burglar turns out to be a beautiful woman (leading many to accuse the game of ripping off Catwoman from DC). A fun little stealth action title with lots of humor, Night Of The Cat Burglar sees a slight dip in sales and review scores from the previous game but is still fairly successful, and the series can be seen to somewhat be occupying the niche that Sly Cooper occupied IOTL (though with human characters instead of anthropomorphic ones). The game is one of the more successful family titles on the Xbox in 2004.

    Serious Sam 2

    The sequel to the hit FPS Serious Sam, Serious Sam 2 sees the titular character return to battle the villainous Mental. Unlike OTL's game, which took a more light-hearted tone than its predecessor, TTL's Serious Sam 2 keeps things quite serious, with a lot of violence and dark subject matter in which Mental systematically hunts down Sam's friends and allies. The theme of the game is revenge, and Xbox FPS fans lap up the game, even if its online multiplayer is somewhat subpar. It's considered one of the best single player FPS campaigns of the year, and sales are very strong, on par with those of the PC version of the game

    Game Boy Nova:

    Grow A Hero

    Grow A Hero is a 2-D platformer where the player must first farm and grow their hero. Depending on the seeds and fertilizer used (and the location of the soil and a variety of other things), the hero will have different abilities (stronger melee, more health, a better jump, etc.) After the hero is grown and given a name, the player must then unleash them into a world of platforming levels. It's a unique concept and it's a generally fun game, though the platforming aspect has a lot of major flaws, with repetitive level design and enemies that are quite easy no matter how weak the player's hero is. The game proves to be somewhat of a sales flop, but the concept gets some praise and the developers plan to revisit it at a later point with more refinement to the formula.

    Multiplatform:

    Onimusha 3

    The third game in the series and the first to be released on multiple platforms, Onimusha 3 is a hack and slash sword adventure similar to the previous two titles in the series. Like IOTL, Onimusha 3 attempts to appeal more to the Western market by bringing the hero into modern times, but unlike IOTL's game, Samanosuke doesn't switch places with a modern French soldier, but instead, ends up on his own in London and joins a man named Blake Sadler, a member of the British special forces who ultimately must fight alongside Samanosuke, and becomes somewhat of an apprentice to him as they fight together to rid Nobonaga's demonic armies from modern day Britain. Blake is occasionally joined by his girlfriend Caitlin, herself a member of the British intelligence service who has some moves of her own. Samanosuke fights across 14 levels of action to defend Britain as he tries desperately to get home. The game's graphics and combat both get improvements from the previous game (especially the graphics, which look gorgeous on the Nintendo Wave), and reviews are quite solid, with the game averaging between an 8 and a 9 in most publications. While the release on all three major consoles splits the game's sales somewhat, it achieves success on all three console, and future releases in the Onimusha series would also see multiplatform release.

    Quixsters Blitz

    Quixsters Blitz is the follow-up to Quixsters 3: Too Many Heroes! and is both the first multiplatform release in the series and the first to see release on the sixth generation consoles. Quixsters Blitz is somewhat of a return to basics for the series: while many of the new heroes from Quixsters 3 show up in cameo roles, Quixsters Blitz returns to the classic four heroes, who must navigate new pint-sized platforming levels, completing challenges along the way. These are “microlevels”, as the game's title implies: most challenges can be completed in under 30 seconds, testing the player's quick thinking and resourcefulness as they perform the various challenges in the levels. While the introduction of some new game mechanics is a welcome change to the classic formula, many reviewers see the game as too easy and simplistic, with others saying that it's trying too hard to be a game like Warioware. Reviews are generally positive but about a point and a half short of the stellar reviews given to Quixsters 3. Still, sales are strong on both the Wave and the Katana (it doesn't get an Xbox release). The game doesn't reach a million sales, but it does make a decent profit.

    Balance Of Power 2

    Balance Of Power 2 is the sequel to the 2001 arcade/Ultra Nintendo hit 2-D fighting title. It returns in a next generation game for all three consoles, and features a 14 character roster and a revamped playstyle. Like the original game, it rewards aggression and punishes excessive guarding and evasion, and also has a strong single player campaign, with exclusive “showdown” fights and good voice acting for the characters. While it's no Divine Wrath, the series has carved out a decent niche in the fighting game community, and reviews and sales are generally good.

    Bloodrayne 2

    A sequel to the hit hack and slash title about a vampire-killing half-vampire, Bloodrayne 2 continues the main character's journey, with Marta betraying Rayne and attempting to lock her up in an underground torture chamber. Rayne escapes and begins hunting down Marta's followers in a quest for revenge. Despite the fairly generic storyline, the game features an improved combat system over the previous game, with a number of memorable boss fights. The graphics have also gotten a big improvement, especially on the Wave version of the game. While it's not as highly regarded as Shadows: Avenged, Bloodrayne 2 still manages strong sale, particularly on the Wave.

    Perky Birds

    A racing game for the Wave and Katana where players race on big, cartoony birds. It's sort of reminiscent of chocobo racing, but with a lot more cartoonish elements and platformer gameplay. It gets some hype as a decent family game but isn't anything special. The animations of the birds are somewhat hilarious, the game ultimately is best remembered as meme fodder.

    The Fell

    The Fell is a hack and slash title, but with a focus on teamwork and somewhat on stealth. During a mission, the player is accompanied by either one or two companions, and depending on that companion's position in the stage, the player can take advantage of a variety of bonuses and special strikes. The gameplay is a bit more slow and deliberate than most hack and slash titles, with careful positioning and parrying required to defeat most difficult enemies. The characters are unusually athletic, with the ability to climb walls and objects almost at will. The game's protagonist is Lorenzo, a member of an elite squad of highly trained superhuman ninja assassins who are the best at what they do: killing people. They kill at the behest of the nation of Katai, one of the world's most powerful nations, due in large part to their use of these ninjas to assassinate their enemies. The assassins rarely visit Katai, receiving their orders usually from many thousands of miles away. One day during a mission, Lorenzo is troubled after being ordered to kill an old man who has seemingly done nothing wrong. Because of these second thoughts, Lorenzo becomes a target himself, pursued by two fellow assassins: a woman named Arete and a man named Shu. Despite the player's efforts, Lorenzo is subdued by Arete, but instead of killing him, Arete reveals that she too has had second thoughts about the missions, and Shu has had them as well. They ask Lorenzo to join them in a revolt against Katai. They are joined by three more assassins over the course of the game, and together, this squad of rebels is known as The Fell, who make it their mission to sabotage Katai's efforts and eventually to return to Katai and destroy its leadership. The plot takes a number of twists and turns along the way, but it ultimately ends with the fall of Katai and the rise of a new ruler who promises to use the nation's superpowered former assassins for noble purposes.

    The Fell is regarded as one of the best new hack and slash franchises to be released since Devil May Cry, praised for its outstanding graphics and gameplay. The fight scenes are especially impressive, with the superhuman ninja fights making for spectacular battles both on the ground and in the air. Comparisons to Quentin Tarantino's Kill Bill, released in the same month, are made almost immediately, starting a vigorous debate about which is the better game. The Fell achieves its best sales success on the Wave, with the Xbox version somewhat lesser due to competition with Kill Bill, and the Katana version also a bit less successful due to its lesser graphics (which still rank among the very best on the console). Though the game's ending wraps things up very well from a storyline perspective, a sequel is almost immediately ordered due to the game's commercial and critical success.

    -

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

    July 2004:

    1. Velvet Dark: Cyber Wars (Game Boy Nova)
    2. Virtua Fighter 5 (Apple Katana)
    3. Turok: Extinction (Nintendo Wave)
    4. Turok: Extinction (Microsoft Xbox)
    5. The Transporter (Microsoft Xbox)

    August 2004:

    1. Thrillseekers (Nintendo Wave)
    2. Metroid: Homecoming (Nintendo Wave)
    3. Madden 05 (Microsoft Xbox)
    4. Tom Clancy's Splinter Cell: Shadow Strike (Microsoft Xbox)
    5. Metroid Zero (Game Boy Nova)

    September 2004:

    1. Sonic Rover (Apple Katana)
    2. Kingdom Hearts (Nintendo Wave)
    3. Quentin Tarantino's Kill Bill (Microsoft Xbox)
    4. Animal Crossing (Nintendo Wave)
    5. The Fell (Nintendo Wave)
     
    The Amazing Race, Season 6
  • The Amazing Race: Season 6: Some Dysfunction To Be Had By All.

    Coming just three short weeks after season five, season six wasn't the greatest season to continue on. In fact, there were numerous incidents that marred this season for a lot of fans. These incidents, which angered, alienated and hooked fans, were not as numerous as they could have been, but they were still there. There was, however, one welcome rules change: starting with this season, no individual player can do more than six roadblocks a season (though this would change slightly in later seasons the same basic rules are intact). Also the Yield went from all the way through the season to once or twice a season.

    Also the number of legs went from 13 to 12 this season. This race was filmed from August-September 2004.

    The Cast

    Lena and Kristy: Sisters from Utah. Lena is a single mother, and practicing Mormon, and Kristy, a former striptease instructor (believe me, that's what it says on the show's website), is not as devout, shall we say. Still they get along fine and are a formidable, as well as fan favorite, team.

    Meredith and Maria: Friends from Queens, New York. Their only real flaw was not knowing how to drive stick, which is kind of like going on Survivor and not knowing how to make a fire. Still they survive for a little while.

    Don and Mary Jean: A married couple in their mid to late 60s. They are friendly for the time they were on the race.

    Lori and Bolo: Married wrestlers, though you might not see them in the WWF. Don't let their size fool you, they are faster than you think.

    Uchenna and Joyce: Married couple who lost their jobs in the Enron and WorldCom collapses. They are also trying to reconnect. And, unlike other couples, they mostly succeed. Also, they narrowly beat out two other couples: Hope and Norm (who also auditioned for season two, but were cut in favour of Marc and Polly) and Hayden and Aaron (about whom I'll talk about next season). Though this isn't the first time Joyce was on TV as she appeared as a helmsperson on Star Trek: The Next Generation. Another fan favorite team.

    Kris and Jon: Long distance dating couple. They want to use the race to see if they're compatible. Normally, I hate that but they make it work. Yet another fan favourite team.

    Avi and Joe: Best friends, and Jews (don't look at me like that, these two mention it every chance they get). They're from Brooklyn so they have a subplot for a few legs where they "feud" with Meredith and Maria.

    Adam and Rebecca: Exes, they wants to see if they can still work together. Spoiler warning: they don't. Also Adam has two tufts of hair that look like horns on the front of his head (Dumbest. Hairstyle. Ever.)

    Gus and Hera: Father and daughter team. They don't get along at first, though that changes. Though I do feel bad for Hera. Not for anything that happens on the race. What happens to her afterward. I'm not going to say anything here, as it's not the place for it, but there are some articles online about what happen. Be warned, it's not pretty.

    Freddy and Kendra: Engaged models, he's 10 years older than her. They are an energetic team, though they do bicker a lot.

    Jonathan and Victoria: Ugh. A married couple, he owns several spas and she is a Playboy model (Miss January 1996, if you want to look) and artist. He is probably one of the most hated contestants to EVER be on the show. One description of Jonathan I read online said that he was Wil from season two with the temperament of a six year old. But I think that's way too kind, as both Wil and the six year old would be more mature. But I'm getting ahead of myself, so I'll just say this: Wil, and Frank and Colin to whom Jonathan is also compared to, were just being competitive. They would never act like Jonathan on their worst day on the race.

    The Race

    Leg #1: "This is one frosty wakeup call!"

    Original Air Date: November 16, 2004.

    Starting at Chicago's Buckingham Fountain, teams get $175.28 and are told to go to Reykjavik, Iceland on one of three flights. They land within five minutes of each other, though bad weather causes some delays. Once in Reykjavik, teams have to go to the Seljalandfoss Waterfall. Behind the waterfall, is the next clue. This clue sends teams to Vatnajokull, Europe's biggest glacier, by first driving there, then by shuttle bus and finally by snowmobiling themselves. Teams have to spend the night here and leave the next morning at: 8:00 A.M., 8:30 A.M. and 9:00 A.M.

    Once they get back to their cars teams find the Detour: Ice Climb or Ice Search. In Ice Climb, teams have to go to a bay and climb an Ice Wall to get their next clue. In Ice Search, teams go to a different bay and search among the icebergs for a buoy with their clue on it. At some point after this the Roadblock happens but it was cut because it didn't really affect team placement. I also can't find out what it was. Anyway, teams now have to go to the Pit Stop: The Blue Lagoon.

    1. Kris and Jon 5:40 P.M. Won a Hawaiian vacation.

    2. Lena and Kristy 5:42 P.M.

    3. Uchenna and Joyce 5:45 P.M.

    4. Freddy and Kendra 5:46 P.M.

    5. Meredith and Maria 5:47 P.M.

    6. Jonathan and Victoria 5:49 P.M.

    7. Gus and Hera 6:00 P.M.

    8. Avi and Joe 6:03 P.M.

    9. Lori and Bolo 6:30 P.M.

    10. Adam and Rebecca 6:35 P.M.

    11. Don and Mary Jean 6:40 P.M. ELIMINATED.

    Leg #2: "He shouldn't scream like that, especially not at his wife."

    Original Air Date: November 23, 2004.

    Getting $181, teams are told to go to Oslo, Norway. Once there teams go to the Holmenkollen Ski Jump. There teams run into the Roadblock. In this Roadblock, one team member has zip line from the top of the ski jump to the bottom. Then teams have to go to a Viking Village in Brandbu, where they stay the night. The next morning, teams have to split into two groups and row, in two different boats, from one side of the river to the other.

    Once on the other side, teams have to go to the Honefoss train station and take a train to Voss. (Freddy and Kendra take another clues after they lose one and get penalized for it.) In Voss teams have to go to a field where they find the Detour: Endurance or Accuracy. In Endurance, teams have to roller-ski down a three-and-a-quarter mile course. In Accuracy, teams have to complete three Viking games of skill: throwing sticks at a circle of eight short logs called kubbs before knocking over the king in the center, then one team member has to throw an ax into a log, then the other team member has to short a target with a bow and arrow. Then it's off to the Pit Stop: Nesheimstunet Farm.

    1. Lena and Kristy 2:45 P.M. Won a seven night Alaskan cruise.

    2. Kris and Jon 2:46 P.M.

    3. Jonathan and Victoria 2:54 P.M.

    4. Gus and Hera 2:55 P.M.

    5. Adam and Rebecca 3:05 P.M.

    6. Lori and Bolo 3:06 P.M.

    7. Uchenna and Joyce 3:07 P.M.

    8. Avi and Joe 3:20 P.M.

    9. Freddy and Kendra 3:47 P.M.

    10. Meredith and Maria 4:10 P.M. ELIMINATED.

    Leg #3: "That was extremely lucky."

    Original Air Date: November 30, 2004.

    Receiving $363, teams have to travel, by train, to Stockholm, Sweden. Then teams have to go to The Ice Bar, where teams have to slide a shot glass made of ice across a bar made of ice to a specific target to get their next clue. Then teams have to go to the world's largest IKEA store to do the Detour: Build It or Count It. In Build It, teams have to build a computer desk using a kit. In Count It, teams have to count every pot pan and stuffed animal in three big bins. The total being 2,304.

    After this, teams have to travel by train to Haggvik, the ride a tandem bike to a farm with those large cylindrical hay bales. This is where the Roadblock is. In this Roadblock, one team member has to unroll hay bales until they find a clue. There are 270 hay bales and 20 clues. All the teams, except Adam and Rebecca, get the clue to the Pit Stop: The ship Af Chapman. This marks the first time Phil has had to meet a team in the field to eliminate them.

    1. Uchenna and Joyce 2:02 P.M. Won a seven night cruise on the Mexican Riviera.

    2. Kris and Jon 2:04 P.M.

    3. Gus and Hera 3:05 P.M.

    4. Lena and Kristy 3:07 P.M.

    5. Jonathan and Victoria 3:09 P.M.

    6. Avi and Joe 4:55 P.M.

    7. Freddy and Kendra 6:10 P.M.

    8. Lori and Bolo 7:44 P.M.

    9. Adam and Rebecca 10:15 P.M. ELIMINATED.

    Leg #4: "Dude, seriously?"

    Original Air Date: December 7, 2004.

    Getting $305, teams go to Stockholm's Town Hall Tower (though there is some confusion about when it open, but it doesn't last as long as it could have). Teams are then told to go to Dakar, Senegal. Outside the airport, teams are given a poem and told to go poet's grave. The poet, former Senegalese President Leopold Sedar Senghor, is where teams find a book of his poetry and are told to go to Kayar. At a market, teams find the Detour: Stack 'Em Up or Pull 'Em Up.

    In Stack 'Em Up, teams have to cover a drying table with small fish. In Pull 'Em Up, teams have to board boats, go out into the heavy surf and pull up four fish using traditional lines. After this, teams have to go to Lac Rose, where the Roadblock is. In this Roadblock, one team member has to go into the lake and harvest enough salt to fill a 25 gallon basket. Then teams have to take a ferry to the Pit Stop: Somewhere in the streets of the Ile de Gorée.

    1. Kris and Jon 12:44 P.M. Won a seven night Caribbean cruise.

    2. Lena and Kristy 1:30 P.M.

    3. Jonathan and Victoria 2:11 P.M.

    4. Lori and Bolo 2:12 P.M.

    5. Freddy and Kendra 2:22 P.M.

    6. Uchenna and Joyce 2:29 P.M.

    7. Gus and Hera 2:40 P.M.

    8. Avi and Joe 2:46 P.M. NOT ELIMINATED/BANKRUPTED.

    Leg #5: "We all have to live with the choices we make."

    Original Air Date: December 14, 2004.

    Everyone, except Avi and Joe, gets $80 for this leg. Teams now have to pay their respects at the Slave House, where generations were forced into slavery by being forced onto ships headed to the New World. From this stain on humanity, teams have to go to one of the last remaining sections of the Berlin Wall still standing. Teams are then told to go to a statue of a Broken Chain across the street from a partially destroyed church. This is where teams find the Detour: Beers or Brats. In Beers, teams have to go to a specific Brauhaus, find five coasters with their picture on it and give steins of beer in exchange for the coasters. In Brats, teams travel to a place called the Citadel and, using a hand operated sausage maker, make five seven inch links. Dirty jokes abound.

    Teams are then told to go to Teufelsburg, there they find the Roadblock. In this Roadblock, one team member has to complete a soapbox derby course in 37 seconds. After that, teams make their way to the Pit Stop: The Brandenburg Gate. This is where one of the more infamous incidents of the race occurs. You see on the way to the Pit Stop, Jonathan puts his bag down to gain greater speed. Vitoria, not wanting Jonathan to have his bag stolen (probably not realizing that production usually keeps an eye on things like that), picked it up and for this, and for not winning the leg, Jonathan shoves Victoria hard enough that she nearly falls to the ground. This angered a lot of fans, myself included. If this were the only bad thing he did Jonathan MIGHT have gotten bit more leeway, but I doubt it. As things stand, this is just the latest in a long line of things that many consider abuse. Though given the way this show is edited, we might not get the whole picture.

    1. Freddy and Kendra 2:53 P.M. Won a vacation to Mexico

    2. Jonathan and Victoria 2:54 P.M.

    3. Kris and Jon 3:04 P.M.

    4. Uchenna and Joyce 3:05 P.M.

    5. Gus and Hera 3:07 P.M.

    6. Lena and Kristy 3:08 P.M.

    7. Lori and Bolo 4:01 P.M.

    8. Avi and Joe 4:30 P.M. ELIMINATED.

    Leg #6a: "They really need counselling."

    Original Air Date: December 21, 2004.

    I'll explain the numbering in a minute. After receiving $408, teams are told to go to Checkpoint Charlie, the (in)famous gate posting of the Berlin Wall. From there, teams have to go to the 1936 Olympic Stadium, which has a sign up board. In the morning, based on the order they signed up in, teams complete the Roadblock. This Roadblock is something called a Hot Rocket Bungee, where you get flung into the air instead of jumping off a building. All the women do this one. After this teams fly to Budapest, Hungary, where they have to drive these notoriously unreliable local cars called Trabants, to the town of Eger.

    Specifically to the castle at Eger, where teams find the Detour: Catapult Crash or Cannonball Run. In Catapult Crash, teams have to hurl a watermelon with a catapult at a wooden target 150 ft away. In Cannonball Run, teams have to haul a cannon, then take as many trips as necessary to bring 55 four pound cannonballs up and stack them in a small pyramid beside them. Then, with Lori and Bolo falling behind, teams have to go to the Net Klub Internet Cafe to get their next clue. Which doesn't open until 10:00 P.M. To Be Continued.

    To Be Continued? Yep, the producers have decided that this will be a Double-Length Leg, or a leg that's twice as long. Why did they do this? Well, hilariously, it sounds like it was by accident. Supposedly, what happened was that this was supposed to be a Non-Elimination leg. But at the last minute, the producers found out that begging was prohibited by law in Hungary, so they just merged this leg and the next into one mega-leg. So onwards.

    Intermission: Clip Show: "Phil is a Choo-choo Charlie."

    Original Air Date: December 28, 2004.

    This is a clip show, one of only two the show has ever done (the second one happened in the next season). Both show old clips, interspersed with new ones. Among the new clips: Bolo faking Cerebral Palsy to hurry past the long line at the airport in the first leg (as someone who has to use a wheelchair to get around, I'm offended); Rebecca upsetting Adam by flirting for a sandwich on the train from Oslo to Stockholm and Jonathan repeatedly mispronouncing Senegal as Synagogue (don't ask me how that came about, all I know is that it's hilarious).

    We also get: Uchenna and Joyce singing with their cabbie in Senegal. Kris and Jon playing with kids on a beach in Senegal. Jonathan talking with a local in Senegal about the local's screenplay. And Kris laughing about the absurd awfulness of the Trabant. Other than that there is nothing else to add.

    Leg #6b: "This is hotter than I thought."

    Original Air Date: January 4, 2005.

    Continuing on from the last leg, teams get to the Net Klub Internet Cafe (Lori and Bolo manage to get in the next morning), sign into their AOL accounts and get their next clue: go to the Heritage Rail Museum. Here teams have to ride a little cart to their next clue, which also contains the Fast Forward. In this Fast Forward, teams have to a labyrinth, follow the music to a guy in a cloak and each down a goblet of pig's blood. Lori and Bolo take this Fast Forward.

    The other teams go to the Nemzeti Sportuszoda where they find the Detour: Swim or Paddle. In Swim, teams have top score a point against a local water polo player. In Paddle, teams inflate a raft and then paddle it across the Danube. From there, teams head to Gundel Restaurant where the Roadblock is. In this Roadblock, one team member has to eat a bowl of spicy Hungarian soup. Yeah. Then it's off to the Pit Stop: the Fisherman's Bastion.

    1. Lori and Bolo 11:11 A.M. Won a trip to Europe.

    2. Kris and Jon 12:00 P.M.

    3. Lena and Kristy 12:01 P.M.

    4. Jonathan and Victoria 12:02 P.M.

    5. Uchenna and Joyce 12:07 P.M.

    6. Gus and Hera 12:15 P.M.

    7. Freddy and Kendra 12:21 P.M. ELIMINATED.

    Leg #7: "Foot wine anybody?"

    Original Air Date: January 11, 2005.

    Receiving $31, teams go to a winery in the Budapest neighborhood of Budafok, where their nest clue is in front of a giant keg of wine. This clue tells teams to go to Ajaccio, Corsica and find Napoleon's birthplace. There an actor dressed as Napoleon hands teams there next clue and the Fast Forward. In this Fast Forward, teams have to put on one of those old diving suits and get the clue from the bottom. Jonathan and Victoria, unfortunately, get it. They get taken to the Pit Stop by plane and car. This is where, in a video that was on CBS' website, Jonathan goes on at length about how much he loves Italy. In Corsica. Which is French.

    The rest of the teams have to go to Camp Rafalli, a fortress where the French Foreign legion train for the Detour: Climb up or Fly Behind. In Climb Up, teams have to use an ascender to climb a 45 foot wall, go to a marked terrace, get a medal then rappel 75 feet to get their clue. In Fly Behind, one team member is towed behind a Zodiac boat, in an inflatable raft, while the other is in the Zodiac and look for one of 12 clues on 25 buoys. Then it's off to a winery in the village of Zilia where teams face the Roadblock. In this Roadblock, one team member has to stomp 55 pounds of grapes enough to create five bottles of wine. Then they have to drink a glass. Then it's off to the Pit Stop: La Pietra.

    1. Jonathan and Victoria 12:14 P.M. Won a Caribbean vacation

    2. Lena and Kristy 2:00 P.M.

    3. Kris and Jon 2:10 P.M.

    4. Lori and Bolo 2:11 P.M.

    5. Uchenna and Joyce 2:15 P.M.

    6. Gus and Hera 2:28 P.M. NOT ELIMINATED/BANKRUPTED.

    Leg #8: "Maybe they thought they had two asses"

    Original Air Date: January 18, 2005.

    Everyone but Gus and Hera gets $143 with their instructions to catch the ferry to Nice. There teams get a clue telling them to go to Addis Ababa, Ethiopia. Once there teams catch one of two charter flights to Lewz Village in Lalibela. Here, on a cliff overlooking the village, teams find the Detour: Raise the Roof or Mud the Hut. In Raise the Roof, teams have to carry a thatched roof two-thirds of a mile and put it on top of a small Ethiopian house, then put a small jug on top of it. In Mud the Hut, teams use a plaster made of dirt, straw and water to cover the exterior wall of another house.

    Teams then have to collect two donkeys and bring them to St. George's Church, an 850-year-old house of worship that was carved into solid rock. Jonathan and Victoria, misreading the clue, bring one donkey with them on their first trip and try to get Lori and Bolo to yield another team. They aren't successful. Once they deliver the donkeys, teams do the Roadblock. In this Roadblock, one team member goes into the church, get a cross from the head priest and find the cross that matches. Then it's time to go to the Pit Stop: Lalibela Lookout.

    1. Uchenna and Joyce 1:14 P.M. Won a trip to Mexico.

    2. Kris and Jon 1:32 P.M.

    3. Lori and Bolo 1:35 P.M.

    4. Lena and Kristy 1:45 P.M.

    5. Gus and Hera 2:18 P.M.

    6. Jonathan and Victoria 2:56 P.M. ELIMINATED.

    Leg #9: "It's the little things."

    Original Air Date: January 25, 2005.

    This leg was filmed before the tsunami of 2004. It's hard to imagine how many of the people in the background of this episode survived what happened. Anyway, the teams get $171 and are told to head back to Addis Ababa. There teams have to go to Addis Ababa Stadium where they have to run a four person relay with two local runners. Then teams have to go to Sri Lanka, where they have to go from Colombo to Galle by train. Then teams took tuk-tuks to Fort Galle where they find the Detour: Tree Trunks or Elephant Trunks.

    In Tree Trunks, teams have to go to a coconut plantation, climb up a tree, cross narrow rope bridges, collect some sap, bring it down and put it in a basin. In Elephant Trunks, teams play polo, but with elephants instead of horses and both team members have to score one goal. Then it's off to the Temple of the Tooth in the city of Kandy. Yes, really. There they have to buy an offering from the art association across the street and deliver it to the priest. Teams have to go to Lion Rock in Dambulla where the Roadblock is. In this Roadblock, one team member has to climb the 1,000 steps of Lion Rock and use binoculars to locate the race flag. Then teams have to go to the Pit Stop: Hotel Sigiriya, where they have to swim the length of a pool before they check in.

    1. Kris and Jon 11:58 A.M. Won a vacation in Europe.

    2. Lena and Kristy 12:03 P.M.

    3. Uchenna and Joyce 12:04 P.M.

    4. Gus and Hera 12:05 P.M.

    5. Lori and Bolo 12:15 P.M. ELIMINATED.

    Leg #10: "I can't deal with this right now."

    Original Air Date: February 3, 2005.

    After getting $142, teams go to Shanghai, China. Once there teams go to the Yu Yuan Garden and search the ground for the next clue. After that teams go to Huaneng Union Tower, where Uchenna and Joyce Yield Kris and Jon. It's also here that teams find the Roadblock. In this Roadblock, one team member has to go to the top of the building, sit in a window washer's chair and lower themselves to a marked window that, when cleaned, will reveal the phrase Tai Chi. Once at the bottom, teams repeat the message and get their next clue.

    Teams now have to go to the Monument to the People's Heroes, on the Bund, and find one of four masters among a group performing Tai Chi. Teams now go to Jiang Pu Road where they find the Detour: Bricks or Ice. In Bricks, teams have to use a traditional device to transport 300 bricks off a barge to a nearby pallet. In Ice, teams have to load two 220 lbs. blocks of ice onto a flat bed tricycle and deliver them to a fish market four blocks away. Then it's off to the Pit Stop: The roof of the Peace Hotel South.

    1. Uchenna and Joyce 11:19 A.M. Won a Hawaiian vacation.

    2. Lena and Kristy 11:28 A.M.

    3. Kris and Jon 12:13 P.M.

    4. Gus and Hera 12:22 P.M. NOT ELIMINATED/BANKRUPTED.

    Leg #11: "4 continents, 24 cities, 40,000 miles." Part I

    Original Air Date: February 8, 2005.

    Getting $150, teams have to catch the train to Xi'an, China. Once there teams have to go to the Drum Tower. There teams find the Detour: Spray or Scroll. In Spray, teams have to spray paint a locally made car at an auto factory. In Scroll, teams go to a textile factory and search through 10 scrolls for two Chinese characters. Everyone chooses Spray.

    Teams then have to find the next clue hidden among the statues on display at the Terra Cotta Warriors Museum. Teams then have to go to the north peak of Mount Hua. There teams find the Roadblock. In this Roadblock, one team member has to use a key to unlock one of 3,000 locks. Teams then have to get to the Pit Stop: The South Gate of the Xi'an City Wall.

    1. Kris and Jon 5:25 P.M. Won a Caribbean vacation.

    2. Lena and Kristy 6:22 P.M.

    3. Uchenna and Joyce 10:08 P.M.

    4. Gus and Hera 10:10 P.M. ELIMINATED.

    Leg #12: "4 continents, 24 cities, 40,000 miles." Part II

    Original Air Date: February 8, 2005.

    On the last leg, teams get $200 and are told to go to Puu Ualakaa State Park in Hawaii. Once there teams find the Detour: Outfits or Outrigger. In Outfits, teams have to go to a clothing distributor and search racks that have 165,000 items of clothing for the loud Hawaiian clothes that match the patterns they chose. In Outrigger, teams have to join a steersperson in paddling an outrigger canoe along a two and a half mile course.

    Teams then go to Kamaka Air, where the Roadblock is. In this Roadblock, one team member will tandem skydive from 11,000 ft up to a clue box on a sandbar in waist deep ocean waters. Teams then go to the final destination city: Chicago, Illinois. The next clue is in front of the Water Tower. Then teams go to Gino's East Pizzeria, where teams have to eat two slices, each, of a four slice deep dish pizza to get their next clue. Don't know what to say, except to wonder if it's good pizza. Then it's off to the finish line: Ping Tom Memorial Park. It's neck and neck until the end.

    1. Lena and Kristy WIN

    2. Kris and Jon PLACE

    3. Uchenna and Joyce SHOW

    The Review

    This season tends to get a bad rap among fans. While it's not the best race, it's definitely not as bad as it could have been. Especially with all those young couples running it. However, most of them were eliminated by the half way point. Double length legs something that was, as I said, created by accident would be added into some later races as a means of shaking things up.

    The challenges were decent, the racers were good, Jonathan, and to a certain extent Freddy and Kendra, notwithstanding. Best of all, this is the first season of the show to have an all female team win. In fact, the top three this season was easily the most popular for a long time. What really brings this season down were the number bunching points along the course. I like teams being able to catch up to each other, but it happened way too often this season. Still, this is my number 11 race.

    Using the momentum from this season, CBS decided to premier season seven three weeks after this one. This marks the only time in franchise history that three seasons of the American version of the show would air within a year of each other. How would fans Survive?

    -Globetrotting: An Amazing Race Blog by R.C. Anderson on the website Reality Rewind, October 10th, 2016.
     
    Fall 2004 (Part 1) - Looking To Japan And The Immediate Future
  • RPGs Make A Splash At The 2004 Tokyo Game Show

    The annual Tokyo Game Show was once again one of the hottest shows in Japan, where game developers from all around the world come to showcase their wares. We got a bigger spotlight on some games that went somewhat under the radar or weren't quite ready for May's E3, and with many of them set to come out next year, it really set the tone for 2005 to be another huge year for games.

    The biggest news to come out of the Tokyo Game Show? RPGs are back, after taking somewhat of a back seat to shooters and action titles in recent years. The biggest and most popular games of the show all seemed to be role playing games, and the biggest among those had to be Squaresoft's upcoming Final Fantasy Online. Final Fantasy Online, which is set for release in Japan this December and in North America and Europe in the spring, takes place in the mythical land of Vana'diel, and allows the player to create their own character and enter a vast world filled with monsters, treasures, and most importantly, other players. Final Fantasy Online boasts amazing graphics easily comparable to those of Final Fantasy X, and a world that Squaresoft says is more than ten times bigger, meaning that players will have hundreds of hours worth of adventures available to them from day one. Squaresoft is hoping to have at least two million subscribers worldwide by this time next year. With the subscription fee expected to be $10/month, that seems like it might be a tall order, but it would make Final Fantasy Online one of the most profitable video games in history, and would likely put it ahead of its rival, the recently released World Of Warcraft which had the most successful launch of any MMORPG ever. The game will release first for the Nintendo Wave, but Squaresoft is hoping it'll show up on the PC before the end of 2005. Apart from Final Fantasy Online, Squaresoft was showing off a number of other games at the show, most notably Seiken Densetsu 5, the newest installment in the Seiken Densetsu franchise (aka Reverie Of Mana in the West). The game looks to play much like the classic SNES-CD Mana titles, though with a massive upgrade in graphical presentation. Director Koichi Ishii says that he really wants to capture the classic feel of Seiken Densetsu 2, which he believes to be the most beloved game in the series. The game's three protagonists include a boy named Toma who is a reluctant Mana Sword wielder, a young bookworm named Zanna who enthusiastically joins Toma on his quest, and an older boy named Krigen who has a dark secret. The trailer revealed that the Mana Sword can be wielded by any of the three young heroes, who gain stat boosts and special skills when they're the one wielding the sword and that the player will need to trade the sword evenly between the three to have success in the game. Squaresoft hopes for a spring 2005 release for the game in Japan, but did not announce a release date for the West. Squaresoft also showed off The Bouncer 2, which releases in Japan next month and in the States early next year. A complete Japanese version of the game was playable at the show, and it seems like this time around, the protagonist will actually be working as a bouncer a lot more, though in this case, the protagonist is a "cosmic bouncer", tasked with keeping evil possessed humans out of our realm. Squaresoft also teased Final Fantasy XI, but only with a short preview video that implied that the game may be taking place within Ivalice, the setting of the Final Fantasy Tactics games, and that future information would be revealed at a later show (TGS 2005 most likely).

    The other big action RPG title at the show was Enix's Full Metal Alchemist, which generated as much, if not more buzz than Reverie Of Mana and at times had as busy a show booth as Final Fantasy Online. Full Metal Alchemist casts the player as young Edward Elric, an alchemist in training whose attempt to use alchemy to revive his dead mother goes horribly wrong, resulting in the loss of his arm and the transformation of his younger brother Alphonse into a hulking suit of metal. Full Metal Alchemist is developed by Quintet, but unlike Revolution Alpha, which followed an Illusion Of Gaia-like story progression, Full Metal Alchemist is more like Terranigma, complete with a prologue sequence taking place several years before the main events of the game that serves as somewhat of an extended tutorial. Players cast alchemy by entering certain button commands, but must always follow the law of "equivalent exchange", in which something of equal value to the material generated by the spell is given up. Usually this comes in the form of gathered materials, but other times the player may choose to dip into their own life force to cast particularly powerful alchemy. Not too much of the plot was revealed, though it was teased that the player will be coming up against powerful enemies corresponding with the Seven Deadly Sins. Battles in Full Metal Alchemist can turn quite spectacular, with action-packed and intense fighting that goes by at a much faster pace than that of Quintet's previous games. However, there is a tactical element to the fighting as well, requiring that powerful enemies be engaged with careful planning and caution. Full Metal Alchemist is set to be released by the end of the year in Japan, and has been confirmed for the West, but likely won't be ready until well into 2005. It's been announced as a Wave exclusive, but Enix has also stated that they may consider releasing the game for future consoles (perhaps on the Xbox or Katana successors once they're ready?). Enix also showed off Dragon Quest VIII, though that game isn't expected to be out until the summer of 2005 in Japan. The game boasts a cel shaded style and is said to focus on an ancient transformative curse (perhaps the game will have a horror aesthetic?). There was a playable battle segment, and as par for the course in Japan, the game drew a large crowd, but it's clear that Enix wanted to focus on Full Metal Alchemist, as they had far more of that game to show. It's likely Enix will feature Dragon Quest VIII at its own event, possibly during the holiday season. Other RPGs shown off at TGS 2004 included the Katana exclusive Radiata Stories, another action RPG but featuring a massive amount of recruitable characters. The game drew a decent crowd, but was overshadowed heavily by Square and Enix's Wave exclusives.

    Enix also showed off, through their subsidiary Treasure, a new sidescrolling action game called Through The Breach. It's a game quite similar to their Troublemakers series, as well as the Gunstar Heroes games and their Katana launch title Way Of The Samurai. It features massive bosses, beautiful cel-shaded graphics, and RPG-esque leveling, and will be released in Japan next year on the Wave and Katana, with no North American release date announced as of yet. Capcom had a huge presence at TGS 2004, with two major announcements: they had begun development on Street Fighter IV, and the sequel to Star Siren, Star Siren Nakama, is set for a 2005 release. Street Fighter IV's existence had already been leaked by rumor sites prior to the event, but the announcement during a Capcom press conference generated major applause at the show. The game is set for a 2005 arcade release, with a console release sometime after. The game looks to be done in the cel shaded style but features the classic Street Fighter gameplay fans have come to know and love. Star Siren Nakama, the sequel to the Wave launch title Star Siren, continues the story of the transforming heroine Saiyuki, with the game's main plot revolving around her recruitment of the Star Souls, four heroines to fight at her side. Saiyuki's friend Mariko was revealed as Star Soul Blue, and the school tough girl Kagata was revealed as Star Soul Red. The identities of Star Soul Green and Star Soul Yellow, the other two Star Souls, had yet to be revealed, but it was shown that players will be able to fight as any of the Star Souls or as Star Siren in battle, and that the game will allow for up to four players at once. In addition to Street Fighter IV and Star Siren Nakama, Capcom also showed off a new Iron Combatant game and a bit of the next generation handheld title Mega Man 9, which has been confirmed only for the iPod Play.

    And speaking of the iPod Play, Apple had a major presence at the show, in particular showing off the iPod Play and a number of games. The iPod Play booth was one of the show's most crowded, and games like Deva Station and Soul Calibur II proved very popular. Capcom was present to show off Resident Evil: Desertion, and Apple revealed gameplay footage of Virtua Fighter Infinity as well. iKatamari, which will be a launch game when the iPod Play is released in Japan, looks even stranger than the original Katana game, and was another hit. Steve Jobs himself was there to give a speech at the show, and fans responded extremely enthusiastically. The iPod has been a major success in Japan, and Steve Jobs seemed just as at home in the Land of the Rising Sun as he is in the USA, even stopping to let admirers take pictures with him. Jobs was the closest thing to a "rock star" at the 2004 TGS, an extremely unusual sight at an event normally dominated by Japanese game companies, and the iPod Play's "silhouette" advertisements could be seen all over Tokyo during the week of the show. Apple looks to be trying to get a jump on its future competition, the Game Boy Nova successor which looks to be the centerpiece of Nintendo's upcoming Spaceworld event, and from the looks of things at TGS 2004, they may have succeeded. Apple also showed up a few upcoming Katana titles, including the RPG Runic Convergence and the highly anticipated platformer/puzzler Endotherm. While Nintendo itself was a no-show from TGS 2004 (understandable due to Spaceworld), their partner Sony did show up to hype next year's Ballistic Limit Cross, which sees Ash Beckland leaping between dimensions to fight otherworldly enemies. The short playable segment revealed that in addition to the series' typical first/third person shooter hybrid gameplay, the game will introduce the concept of mid-battle dimension hopping, in order to attack both the enemy and their "ghost" in the alternate dimension. The game and the new gameplay concepts both looked very promising, and we're sure Ballistic Limit Cross will be among the most anticipated Wave games of 2005. Other companies that had a notable presence at TGS 2004 include Tecmo, which showed off Dead Or Alive 4 and Ninja Gaiden Black, both exclusive to the Xbox (which continues to struggle in Japan, though the Techno Angel series has been a tiny bit of a bright spot).

    -from a Gamespot article posted on September 24, 2004

    -

    *Satoru Iwata takes the stage, along with Katsuya Eguchi.*

    Iwata: Hello, everyone, and thank you for coming to Nintendo's 2004 Spaceworld presentation. *he bows* The Game Boy Nova has been available for nearly five years, and it has been a very successful follow-up to our Game Boy handheld, released all the way back in 1989. The Nova, which was developed with the help of our longtime partner Sony, was created as a next generation handheld device capable of playing more powerful and diverse games than the Game Boy hardware would allow. It has not even been five years since the Nova's release, but technology has allowed us to innovate in handheld gaming once again, and with the help of Sony, we have once again created a device that represents the cutting edge of handheld gaming, allowing for advanced graphics and new kinds of gameplay, but most importantly, providing more fun than ever before to our players around the world. Please watch this short video.

    *A short video begins, showing an 8-bit Mario running across level 1-1 of Super Mario Bros. The video then segues into Mario running across level 1-1 of Super Mario Nova, which featured significantly more advanced graphics and gameplay. Mario stops and looks around, and the world turns into a beautiful 3-D landscape. It's the Mushroom Kingdom, as depicted in Super Mario Dimensions. The gameplay footage now shows Super Mario Dimensions, but featuring significantly better graphics, somewhat close to the graphics of the upcoming Super Mario Shades. The game looks amazing. Once again, Mario stops in place. He begins to look across the field and sees a strange creature transforming into all sorts of shapes and sizes right before Mario's eyes. The footage segues into footage of another game being shown off featuring the creature, which turns into some kind of slime puddle that starts grabbing and flinging enemies, then turns into a fire-breathing dragon attacking a large kingdom full of more enemies. The dragon flies up into the air and turns into a jet fighter plane that zooms over a vast landscape. The game continues to show the creature transforming and venturing through a variety of environments before stopping and turning back just before reaching a large city at night. The footage segues into another game, showing Dante from the Devil May Cry series approaching a large horde of monsters.*

    Dante: Let's rock.

    *Dante leaps into the crowd of monsters and attacks them in spectacular looking hack and slash gameplay rivaling any other Devil May Cry game thus far. After footage of this game ends, Dante can be shown walking down the street when he spots a box lying in the road. He approaches it, only for Solid Snake to emerge. There's another brief trailer of footage now, showing an exclusive Metal Gear Solid title for the device, with Snake sneaking through a compound and taking out bad guys, before being joined by someone who looks like Raiden. The Metal Gear preview footage is followed by footage of an unnamed Naughty Dog game, with a character in a futuristic looking world. He does something that causes him to go back in time to a sort of Wild West stage, does something there, and returns to the future, which has changed based on the changes in the Wild West World. More game previews are shown, including a Castlevania game which looks like Symphony of the Night but with a new protagonist, a new castle, and MUCH better graphics. Finally, the trailer goes back to Mario, and segues into a preview of a Mario Kart game, showing how beautiful Mario Kart looks on the new console. Mario and friends race into the screen and then the trailer comes to an end, generating a large amount of applause. Satoru Iwata then pulls out a large handheld device that looks much like a slightly less bulky OTL PSP-1000, with colored A/B/X/Y buttons, and a 3DS-like analog stick and D-pad rather than an analog nub and D buttons.*

    Satoru Iwata: This is the Game Boy Supernova, our next generation gaming handheld. It has, as you can see, a very large high resolution screen, much larger than the Nova screen and optimal for playing our new generation handheld games. It plays these: *he holds up a round disc slightly larger than the iPod Play's discs* which can store up to 2 gigabytes of digital content, including both games and digital movies.

    *Iwata continues to discuss the Supernova's features, before playing a new game on the device...the original Super Mario Bros.*

    Iwata: The Supernova will have day one wi-fi connectivity, for accessing the Web and for downloading digital content, including classic Nintendo games. We will have games from the Famicom, Super Famicom, Super Famicom CD, and Game Boy available from Day 1, and hope to have Nova and Ultra Nintendo games available for purchase at a later date.

    -from Satoru Iwata's speech, translated from the original Japanese, introducing the Game Boy Supernova at Spaceworld 2004 on October 11, 2004

    -

    The Game Boy Supernova was the major centerpiece of Nintendo's Spaceworld presentation. Featuring a high resolution screen and the capability of playing 2 GB game discs, it looks to be a direct rival to Apple's new iPod Play. From the games we got to play and see at the show, the graphics are very similar to those of the iPod Play, if not a bit better, with a few games comparable to the Wave in terms of graphical power (though this may have been because of the smaller screen allowing games to look more impressive in low resolutions). Unlike the iPod Play, the Supernova doesn't have a hard drive, but will be able to use SD cards for flash memory (though currently, SD cards above 128 MB are quite expensive, so downloading Super Nintendo CD games to the device will be a challenge). The Supernova's onboard Wifi, like that of the iPod Play, will allow players to play with their friends online at hotspots or near their home router. The analog stick is fairly big but will allow for precise controls in games like Super Mario Dimensions, the very first game announced for the console (which Nintendo says is a remake of the original Ultra Nintendo game, but with new stars and challenges, and a significant improvement in graphics). Other games announced at the show included a new Resident Evil game, a new Metal Gear game, a new Castlevania game, an original Nintendo platformer featuring a transforming protagonist, and a new Mario Kart game. Squaresoft was also there at the show, and promised that they would have an original SRPG available within the Supernova's launch window, and also announced a pair of new games based on their Fairytale franchise. They also announced that a Final Fantasy title was in development for the device, though whether it's an original game or a remake of Final Fantasy VII has yet to be seen. Nintendo did not announce a price for the console as of yet, but said that it would be "competitive" with other handhelds on the market. It's likely that the lack of an internal hard drive will allow Nintendo to release the Supernova at a lower price than the iPod Play, though whether that price will be as low as $200 or as high as $250 is a mystery.

    Nintendo didn't just show off the Supernova at Spaceworld. A number of other games were either announced or elaborated on. We saw plenty of footage from the new Star Fox game, Star Fox: Hyperspace, and another teaser for the upcoming Heroic Universe crossover. Nintendo also showed off footage from a new Fire Emblem game, set for release next spring in Japan. We also got the very first teaser for Velvet Dark: Conspiracy, which showed Joanna Dark in contact with a group of young hackers on what looked to be a covert ops mission. This was the first time that the game was given an official name, and has been confirmed for a release sometime next summer.

    -from an article posted on Games Over Matter on October 13, 2004

    -

    Alex Stansfield: What do you think the biggest feature is that sets the Game Boy Supernova apart from the iPod Play?

    Ken Kutaragi: There are a number of key differences, a lot of them subtle, that are going to make our games better in the long run. Our discs are 2 GB, theirs are 1.5 GB. Ultimately, that means games are going to be able to be significantly bigger and take advantage of our better hardware. Our memory is expandable, and as the cost of flash memory comes down, you'll be able to store a lot more games on this device and a lot more cheaply than you can on the iPod Play. Our analog stick has a lot more freedom of movement than their analog stick. Their stick has to slide back into the device, so it can't come out as much as ours can, ours can move around more, which means it's more responsive. You'll have more games on our device that can control a lot better. The Supernova also has motion control, it's very subtle, that will allow certain games....it's built-in force feedback, built in rumble and motion control, that lets players feel like they're more in the game.

    Stansfield: This will be the first handheld device with a built-in rumble feature.

    Kutaragi: That's correct. It can be turned on and off by the player to save battery life, which is another advantage this device has, is a bigger battery and we think about an hour longer battery life when playing games.

    -excerpted from an Alex Stansfield interview of Ken Kutaragi, posted on Games Over Matter on October 13, 2004

    -

    "From what I can tell, the Game Boy Supernova looks to be subtly better than the iPod Play in a lot of ways, but not definitively better in any of them. The graphics? Just a bit better. The disc space? Just a bit bigger. And the analog stick, which was touted as being better than the iPod Play's, actually seems almost identical to that on Apple's device, which is itself somewhat of a marvel of engineering for being so compact and yet able to slide around so naturally. The Supernova IS a more powerful system, but how much more powerful looks to be up to the eye of the beholder, and that eye may have to be quite discerning: if I had to put a number figure on it, I'd estimate that the Supernova is about 20% more powerful than the iPod Play. Will that make a difference to gamers next year if Apple's new device is a hit? Once again, it'll probably come down to games. The fact that the Supernova is launching with a Super Mario Dimensions remake and not an original Mario game is a bit puzzling, but Super Mario Dimensions, at 47 million units sold, is the best selling Mario game of all time and the second best selling video game overall, behind only Tetris. People WILL buy a lot of copies of this, some just wanting to have a portable version of the game and others for the improvements, which, apart from graphical improvements, don't look like much thus far. Perhaps Nintendo is testing the waters for what kind of portable Mario they'll be able to make on this device, and it IS good that they're not rushing something out the door like they appear to be doing with the upcoming Super Mario Shades. We'll likely see lots of Ultra Nintendo and perhaps even Wave remakes on the Supernova, but I think this handheld may need its own original killer app if it hopes to fend off what looks to be extremely fierce competition from Steve Jobs' new iPod, which is already looking to be the most desirable item of the holiday season."
    -Alex Stansfield in his Spaceworld wrap-up article, posted on October 16, 2004 on Games Over Matter
     
    Fall 2004 (Part 2) - Hero Eternal
  • The Legend Of Zelda: Hero Eternal

    The Legend Of Zelda: Hero Eternal is the first game in the Legend Of Zelda series for the Nintendo Wave, and the seventh game in the main console Zelda series, following Majora's Mask. It's the first game in the series to be made without any input from Shigeru Miyamoto, and instead is fully directed by Eiji Aonuma, along with Katsuya Eguchi and Takashi Tezuka. The game shares many gameplay and graphical similarities with OTL's Twilight Princess, with graphics comparable to or slightly better than the Wii version of that game. It shares the enhanced AI introduced in OTL's Twilight Princess, with inspiration also taken from the Metal Gear Solid games. The game features a mechanic where certain enemies of the same variety can be more intelligent or skilled than other enemies in that same group, taking on a sort of "leader" role and allowing Link to identify and defeat that leader first. The game also introduces a LARGE number of new items to the series. Classic series items such as the Bow, Bombs, the Hookshot, the Boomerang, different types of arrows, and other classic items all return, but are earned outside of the game's dungeons. Instead, every single item earned in a dungeon has never appeared in a Zelda game before ITTL (though they did appear in other Zelda games IOTL, they all make their first appearances in Hero Eternal ITTL). Players can equip up to four items at once, with items usable on the ZL, ZR, X, or Y buttons. Hero Eternal is the first Zelda game to introduce a completely modern world to the series. While some commentators refer to the game as "fantasypunk", it's not really a "punk" world so to speak: Hyrule City is, for the most part, a very cheerful place, certainly with some dark underpinnings, but for the most part it's a lot like a normal modern city. The game presents a modern aesthetic but blends in fantasy/magical elements as the game goes on, almost giving the game a sort of Once Upon A Time feel, with fantasy elements and magic being gradually introduced into a modern world. The only "fantasy" element that is treated as normal initially is the presence of Gerudo/Zora/Goron/Kokiri/etc. in the city, they're treated pretty much like any normal Hylian and it's not seen as weird to see a Zora or a Goron mingling among Hylians. The city is divided into three parts: a surface city, an undercity, and a sky city. The surface city is the normal area where the first three dungeons are and where the player is limited to when starting out, the undercity is the sort of underbelly of the city (think the under layers of Coruscant in Attack Of The Clones), where there are more seedy happenings and where a lot more people know about magic and Hyrule's fantastical origins, and the sky city is where the rich live and work. The surface city is the only accessible part of the city for the first third of the game and is also the biggest part of the city, and 60% of it is accessible from the very beginning of the game, allowing Link to do a LOT of exploring early on. The undercity is the only part of the game accessible from when Link beats the third dungeon to when he beats the sixth, closing off the surface city (and some of its treasures, but everything that's necessary to complete the undercity dungeons also exists in the undercity so it's impossible to get trapped there), and the sky city, the smallest part of the game but still fairly big, is only accessible after Link completes the sixth dungeon. The game's soundtrack is composed by Koji Kondo, Toru Minegishi, and Kenji Yamamoto, and is a mix of fantasy-inspired tracks and classic Zelda themes with a hint of modernity and mystery. The game is fully voice acted, though Link remains silent. Nintendo decided to go with a completely new cast rather than recast the actors from the animated series, as they wanted to give the game a unique feel different from any previous Zelda work. Zelda is voiced by Ali Hillis (who at the time was extremely new to video game voice acting), and Ganondorf is voiced by Keith Silverstein. Other voice actors include Tony Jay as the ancient knight of Hyrule who gives Link his first sword and who narrates the game, Wade Williams as the city's mayor and Zelda's father, and Jennifer Darling as Frela, an old woman who befriends Link in the undercity.

    The game begins with Link as an ordinary high school student being raised by foster parents who care deeply for him but know nothing of Link's ancient legacy, and Zelda as the beautiful daughter of the city's mayor. Both Link and Zelda have some idea that there's something special about them (and have been noticing the glowing Triforce on their hands for some time now), but are still unaware of their true destinies. Ganondorf is a rich and powerful Gerudo businessman who has been making shady deals all over the city, including with the city's mayor. Link admires Zelda from afar, but knows that an orphan like him could never be with a rich and beautiful girl like Zelda. However, he's starting to have troubling dreams, showing Zelda in danger. The game opens up to allow Link to explore at this point, though without a sword there's not much he can do except collect a few treasures and some Heart Pieces. However, after a few cutscenes, Link is visited by an old man and given an ancient Hylian sword, then told to seek out the Earthen Temple. That temple is in the middle of a large excavation site in the city that workers are attempting to uncover, and Link has to sneak past them to reach the temple entrance. Once he does, the game truly begins...

    Earthen Temple: The game's first dungeon, the Earthen Temple contains ancient Hylian ruins, an incredible sight in the middle of a vast modern city. Like most first dungeons in Zelda games, it's fairly simplistic. The temple's treasure is the Drill, an ancient mechanical drill that can unlock doors sealed with screws and can also drill holes into weakened ground and walls, it can also be used to damage certain armored enemies. It's a nifty tool, and once Link finds it he can access the other half of the dungeon. The temple's boss is the Guardian Automaton, which has to be defeated by unscrewing its armor plating and then targeting its now exposed weak spots with Link's sword.

    Defeating the boss opens an exit door that the ancient knight enters through. He tells Link that these temples were buried within Hyrule City to obscure the truth about the ancient heroes of Hyrule and to trap the magic of the three ancient goddesses, which continues to sustain Hyrule throughout the ages. Finding and conquering the dungeons releases a part of the Goddess Seal placed upon each of the goddesses' powers. This dungeon was part of Farore's Goddess Seal, and finding and unlocking the seal entirely will unlock the Seal of Courage, allowing Link to reclaim the Master Sword which he will need to defeat the ancient evil soon prophecized to return. Link emerges from the temple and is told to seek out the next one. Before Link finds the next temple, he has another vision of Zelda, while Zelda too has a vision and discusses it with her father. She is also shown being quite uneasy around Ganondorf, who seems to notice Zelda's Triforce glowing. Eventually, after a few more story events and some exploration, Link reaches the next temple.

    Centerpark Temple: The Centerpark Temple is hidden in Hyrule City's largest park, somewhat reminiscent of Central Park. The park is overgrown with plant vegetation but is largely intact, including a lot of metal railings visible from the moment Link walks in. These railings become a lot more important after Link gets the temple's treasure: the Railboard, basically an ancient Hylian skateboard that Link can use on the grind rails and in other places to navigate more quickly and reach certain areas. The Railboard works somewhat like the Spinner from OTL Twilight Princess, and Link can even do tricks on it (and he can also use it in the city to access more areas as well, including a couple more Heart Pieces). The boss of the temple is Organum, a giant plant monster that Link defeats by channeling his inner Tony Hawk, using the skateboard to grind off nearby railings and jump on its weak spot.

    Following the Centerpark Temple, there's a bit more exposition, including Link's first actual meeting with Zelda (something Ganondorf secretly witnesses). Zelda realizes that she and Link are both connected somehow, and gives him a pendant of hers that will help him find the Master Sword. Shortly after this, with the help of the Railboard, Link discovers the third dungeon, not exactly a temple but...

    Hylian Archive: The Hylian Archive is a sort of museum where ancient meets modern, concealed within the modern Hyrule City Museum Of Ancient History. The treasure here is a Projectile Shield, a shield that deflects bullets (very useful against the very modern guards who have invaded the dungeon right behind Link). The dungeon's boss is the Gatlinger, an ancient robot utilizing a modern gatling gun, and which the Projectile Shield can protect against for a short time.

    Following Link's conquest of this dungeon, Farore's Goddess Seal is released, and Link can go collect the Master Sword with the help of Zelda's pendant. But as Link approaches the sword, Ganondorf's private guards attack. The chase eventually causes a collapse that causes Link and the sword to fall into the Undercity, and Ganondorf believes him to be dead. However, Link is very much alive, awakening near a huge underground market. The Hyrule Undercity is a very curious place with lots of modern technology (think the Midgar slums) but also some strange and magical occurrences. Fairies live there, and the people don't see magic as weird or strange at all. The Undercity is sealed off from the surface world by choice of its dwellers, who see the surface dwellers as people who have turned their backs on the ancient legends and on the goddesses of Hyrule. Link soon encounters Frela, an old woman who will be appearing many times throughout the rest of the game (and who becomes one of the most popular characters in the entire franchise for her wit and sass). Frela knows EXACTLY who Link is, and wants to help him fulfill his destiny. She first helps him find his Master Sword in a somewhat lengthy mini-quest, then guides him to the next temple, where the first of the seals on Din's Goddess powers can be released...

    Ruined Temple: The Ruined Temple is a beautiful underground labyrinth in a state of great decay, with much of its infrastructure collapsed or collapsing. There's no signs of modernity here, save for the dungeon's treasure, a Crossbow that's essentially an upgrade to Link's regular Bow that he picked up before entering the second dungeon. The Crossbow can fire projectiles a lot farther, a requirement to hit some of the switches in the temple, and it can also do twice the damage to enemies, which is quite helpful. The boss of the Ruined Temple is the ancient beast that caused all the collapses: the Wreckasaur, a massive horned dinosaur beast. Link will need the Crossbow to hit the creature in its weak spots, which exposes more weak spots for his sword.

    Following the Ruined Temple, Link is able to explore beyond the Undercity's main market district, opening up a vast world of underground swamps and revealing evidence of an ancient war. Link learns that Hyrule City was built over an ancient battlefield on which a great civilization was defeated by the Hylian Army in a war that enabled Hyrule to become modern. The next temple is the fortress in which that civilization made its last stand...

    Fort Kyren: Fort Kyren is a complex, multi-level dungeon full of many traps, puzzles, and especially switches, some of which can be activated by hand or by arrows, but others can only be activated via the use of the Remote Switcher, an ancient mechanism that can activate switches from afar. Using this treasure opens up the rest of the dungeon, and eventually, Link must battle the dungeon's boss, King Kyren himself. King Kyren is a skeletal knight inhabited by the vengeful ghost of the ruler of the Kyren civilization, and Link must use the Remote Switcher to stun Kyren by moving parts of the room around, where he can then get close and strike at the ghost king's vulnerable body.

    After this segment, there are some story scenes that alternate between Link and Frela's adventures and those of Zelda in the surface world, as Ganondorf exerts more influence over her father and slowly turns the city into a police state run by Ganondorf's private guards. Zelda learns more of the truth, and there's a cool scene where she rides her motorcycle into the night to avoid a security patrol. Eventually, Link locates the sixth dungeon, which shares a name with a dungeon from OTL Twilight Princess...

    Arbiter's Grounds: Arbiter's Grounds is an underground government type building structured like a Roman temple, with a massive glass domed ceiling (this becomes important at the end of the dungeon). Link must find the dungeon's treasure, the Stasis Rod, which serves a similar effect to the Stasis ability from OTL Breath Of The Wild which allows Link to freeze a moving object in place. Link must also use this treasure to defeat the dungeon's boss, Anacondrix, a massive three headed snake creature. Link's final blow to the creature causes it to zip around the room wildly. Link uses the creature's momentum to shatter the glass ceiling of the temple dome in a spectacular scene that causes him to emerge in the surface world for the first time since the end of the third dungeon. This causes all sorts of commotion, but before Link can be apprehended, Zelda finds him on her motorcycle and spirits him away back to her room.

    After some more story sequences, Link is now free to explore both the surface world and the Undercity before taking on the game's next dungeon. Frela also shows up to offer Link and Zelda some advice. The releasing of Din's Goddess Seal has made a great source of power available in the world, and Link must go to the next temple to claim it before Ganondorf is able to. Zelda stays behind to try and talk some sense into her father while Link makes his way to the sky city and the Sky Temple, the game's seventh dungeon.

    Sky Temple: The Sky Temple is a massive temple in full Art Deco style, with numerous sections taking place outside the dungeon, and very much resembling the City In The Sky from OTL's Twilight Princess. This dungeon even grants Link an upgrade to his Hookshot, the Double Hookshot, which is similar to Twilight Princess' Double Clawshot, and pretty much lets Link swing around like Spiderman (this treats the player to some absolutely gorgeous views of Link swinging around above the streets of Hyrule as cars and people watch in awe from below). The Sky Temple's boss is a massive bird called the Arkenhawk, a huge predatory bird that Link must allow to chase him to a place where he can then strike back at the bird from above. After defeating the Arkenhawk, Link releases a part of Nayru's Goddess Seal and is in position to gather the power released from Din's seal when he is suddenly attacked by Ganondorf, who reveals his Triforce of Power and overwhelms Link.

    Meanwhile, down below, Zelda is praying to the goddess for wisdom when a massive earthquake begins and darkness overwhelms the city. People are screaming in terror as Ganondorf finally reveals his duplicity and unleashes his full power, causing ordinary citizens to transform into Moblins and chaos to reign. Zelda outraces the darkness and tries to find Link. The two are about to come together, only for Zelda to be pulled away by Ganondorf, who takes her captive and disappears. Link is left alone in a now darkness infested city, seemingly hopeless when he is found by the old Hylian knight and by Frela. They encourage him to continue in his quest. Despite much of the city being transformed by darkness, it's still fully explorable as it was before (though obviously people's reactions to Link have somewhat changed). Link can now access new areas of the Sky City, including the eighth dungeon.

    Hyrule Opera House: An ancient opera house built to honor the three goddesses, this is a music themed temple, and its treasure, the Strings Of Light, is a guitar that allows Link, when he plays it, to clear darkness from darkness ridden areas and to destroy darkness enemies, which proved lethal threats earlier on. With the guitar in hand, Link can remove the temple's darkness and access the boss area to battle Maestro. Maestro is a gigantic conductor who fights similarly to Bongo Bongo from Ocarina Of Time, though with more complex attacks and with more stages to the fight (the boss theme is a dramatic symphonic piece meant to sound like a Beethoven composition). Defeating Maestro removes the second part of Nayru's Goddess Seal, and furthermore, allows Link to access most of the rest of the upper city. He uses the Strings Of Light to play a melody that temporarily weakens the hold that Ganondorf's darkness has over the city, revealing the location of the ninth and final temple, where Zelda is presumably being held. He climbs to the top of the tallest skyscraper in Hyrule, sword in hand, replicating the iconic pose from the game's original trailer.

    The final dungeon is, appropriately enough, Ganon's Tower, which was hidden within the Hylian Tower which served as the city's government center. By unleashing his powers of darkness, Ganon was able to reconvert the tower into his fortress of evil, which Link must now ascend if he is to defeat Ganondorf once and for all.

    Ganon's Tower: The game's final dungeon is an enormous and tall tower, a skyscraper of pure evil where Link will have to use all the skills and weapons he's gained thus far as he battles numerous minibosses and solves some of the game's trickiest puzzles. The dungeon's treasure is the Dark Armor, which, in addition to providing Link with a great deal of protection (three times what the default armor provides), greatly reduces damage from darkness-based attacks. He reaches the top floor, where Zelda is being held captive, and battles against Ganondorf, who attacks Link in human form. After defeating Ganondorf, Nayru's Goddess Seal is undone, allowing Zelda to access her full powers. However, Ganondorf is not fully defeated, and takes on a second form, becoming Dark Warrior Ganondorf, clad in powerful armor and wielding a much deadlier weapon. After dealing enough damage to this form of Ganondorf, Link is struck down and it seems Ganondorf will finish him...but he is then impaled by a Light Arrow, fired by Princess Zelda herself, who has freed herself with the power of Nayru's love. With Ganondorf now vulnerable, Link is able to finish him off with his sword, defeating the dark mastermind once and for all.

    Link and Zelda emerge from the tower, but there's another massive earthquake, emanating from below... Ganondorf is using the power of the ancient hatred toward Hyrule from its days as a conquering nation. The city streets begin to crumble...Ganondorf is becoming the ancient dark beast Ganon, fueled by the power of evil and hatred. The ancient knight sacrifices himself to prevent a wave of dark energy from killing Link and Zelda, and the two realize they must go down below the city and end this once and for all. There's one final "dungeon" which is more like a short gauntlet of enemies and a couple of puzzles before Link is able to reach Ganon, who has taken on the form of a massive pig beast (like the second form of the final boss in OTL Twilight Princess), which Link must defeat...but after that, Ganon keeps growing...and in a throwback to the Ocarina Of Dreams final boss fight, Ganon mutates into a Godzilla-sized kaiju for the true final battle, which involves numerous phases, including Link getting close by riding with Zelda on her motorcycle while shooting arrows at the beast, Link using his Railboard to grind across buildings, and finally Link climbing up the top portion of Ganon before attacking his head to finish him off. Finally, kaiju Ganon falls, and the city of Hyrule is (mostly) safe. Link and Zelda are celebrated as heroes by a grateful city (who now fully remembers the ancient Hylian legends), Zelda reunites with and reconciles with her father, Freja has some funny final scenes...and a reporter approaches Link asking him for an interview, but instead of indulging in his new fame, Link runs off and the credits roll. After the credits, it shows Link "escaping" with Zelda to a temple in the heart of the city, the temple where Link found the Master Sword. He places the sword back in its stone and he and Zelda hold hands as a version of Zelda's Lullaby plays, which then segues into a version of the classic Legend Of Zelda theme as the game ends.

    The Legend Of Zelda: Hero Eternal is released worldwide on October 5, 2004, amidst a massive amount of hype. Despite initial skepticism about the game's modern theme, it is greeted with overwhelming critical praise, immediately becoming the best reviewed game of 2004 up to that point. Critics laud praise on a variety of things, including the graphics, the soundtrack, the voice acting, and the gameplay, along with the temple design and the refreshing updates to the game's combat. The fusion of fantasy and modernity is received extremely well, while the game's main theme, that the legend of Zelda is eternal and that the hero Link will always return to save Hyrule, even after Hyrule has long forgotten the ancient legends, is said to bring the Zelda story full circle. For what it's worth, Aonuma would state in numerous interviews that Hero Eternal will be the only modern Zelda game, and that he was inspired to create it partially from his feelings about Shigeru Miyamoto's death: the idea that long after someone is dead and gone, they exist in the world and cannot be removed from it no matter how much things change around them, resonated greatly with Aonuma, who began to wonder "what will happen to Link and Zelda once Hyrule becomes like our modern world? What will people still think of them? Will people still remember? Are we still worthy of being protected?" Despite Aonuma's explanation of his reasoning for doing a modern Zelda, and the game's high quality, a small segment of the Zelda fanbase continued to reject the idea of the game, and it remained a point of contention amongst the fandom. Most Zelda fans, however, gave the game a chance, making it one of the top selling games of the year despite only being out for a small part of it. While Hero Eternal will always remain somewhat controversial, its legacy as an outstanding game, one of the best of 2004 and perhaps one of the best of all time, is almost unassailable.

    -

    "Oh god dammit, is that a fu- a skateboard? A skateboard in The Legend Of Zelda? ....I.... ugh. The Railboard, that's...that's a dumb name. All right, all right, you know what, fine. ....grrr.....ugh....ggggh.... ....heh. ....whoa, that's....okay, that's actually pretty cool. ....oh, oh man, this is actually...this is awesome! I...can't believe I'm saying this, but I'm skateboarding in a Legend Of Zelda game and this is awesome! This kicks ass! This game kicks ass! Oh man, I don't even care anymore, I'm having the time of my life! Hahahahaha.... YES!"
    -Alex Stansfield, from footage he took of himself playing The Legend Of Zelda: Hero Eternal for the first time for his Games Over Matter review. He would give the game a perfect score and would name it his personal Game of the Year for 2004.
     
    Fall 2004 (Part 3) - Katanas Of The Apple And Sword Variety
  • Gunstar Heroes: Rerisen

    Gunstar Heroes: Rerisen is a run and gun sidescrolling title developed by Treasure and released exclusively for the Sega Katana. It features stylised 3-D graphics in a 2-D playstyle that feels just like the original games, where players run through a level filled with enemies and hazards, killing everything they see along the way before encountering large and powerful boss monsters. The game features the return of the original heroes, Red and Blue, along with their siblings, Yellow and Green, all of whom are playable and who employ different fighting styles even utilizing the same weapons. The game features fourteen different weapons in all, with all of them able to be combined with one other weapon, making for 182 possible combinations, each of which has a different effect. Combined with each sibling having a different fighting style, and there are 728 different possible combinations for players to use. Before beginning one of the game's 40 levels, players can allocate a stock of life points, which starts at 200 and can be built up throughout the game by collecting life increased items. These life points can be distributed amongst the four characters, so someone can choose to give all their points to one character, split them evenly amongst the four, or anywhere inbetween, with players able to switch between anyone who has life points at any time. As is par for the course for Treasure, the boss fights (of which there are 68 in all, most levels having multiple bosses) are spectacular, with the big end of chapter bosses being the most powerful and difficult. The game features full voice acting and anime cutscenes at certain stages of gameplay.

    The plot sees the four Gunstar Heroes returning to action after the Empire returns under new leadership, that of Madame Blanc, who has constructed for herself a massively powerful attack robot and seeks to conquer the world. She sends her armies to invade, and only the Gunstar Heroes stand between Blanc and total world domination. It's a fairly simple plot, with little in the way of twists and turns (but a lot of spectacular action set pieces). Essentially, people are playing this game for the action, and the game largely succeeds at delivering. It recieves mostly positive reviews, though the short levels get some criticism (most levels, including boss fights, can be beaten in about five minutes, making certain segments of the game seem like more of a boss rush than a legitimate run and gun), and the bare bones plot is also criticized when weighed against some of the other games released at the time. Rerisen also has the unfortunate distinction of being released on the exact same day as The Legend Of Zelda: Hero Eternal, causing it to be completely overshadowed by that game in both advertising and coverage. Still, it's a really good game. Sales in the West are decent, though nothing near what the game receives in Japan, and it's ultimately considered a successful revival of the series.

    -

    The Seven Samurai

    The Seven Samurai is a hack and slash title exclusive to the Sega Katana, based on Akira Kurosawa's classic film. The game sticks fairly tightly to the film's plot when it can, though it understandably adds a number of fights to the game in order to give the player more action. The game plays more like Dynasty Warriors than a typical hack and slash, with large numbers of enemies on the screen at certain times, and the ability for the player to control all seven samurai at once during certain battles by giving orders to the other samurai while controlling one of them. Each of the seven samurai has their own distinct fighting specialties that again borrow from the film, and the game itself depicts classic film scenes between battles. The game intersperses scenes of the farming village in the present day with flashback scenes about the samurai and how they all ended up becoming ronin. Because the game follows the film's story so closely, samurai are killed during the course of the game, and once that happens, the player no longer controls them in battle, so the final battle itself is fought with five samurai, just like in the movie.

    The Seven Samurai is released on October 19, 2004. It's a high quality game that gets a lot of critical praise, but is somewhat damaged from comparisons to the earlier Quentin Tarantino's Kill Bill, another hack and slash game based on a samurai film, but a game that plays quite differently from The Seven Samurai and to which the comparisons are largely unwarranted. The Seven Samurai plays out somewhat more slowly, with more deliberate combat and more tactical layers (the samurai are often trying to protect certain objectives in the village, while Kill Bill has no such missions and is a simple solo sword game). The combat in Seven Samurai is a bit more stiff, though it's arguably more satisfying because of this (ultimately though, it depends on someone's preferred playstyle). The biggest praise is for how closely the game follows the movie and replicates a lot of the film's emotions, with the voice acting being especially heavily praised (despite the use of mostly unknown voice actors for the lead roles). It's a very, very good game, and many believe it to be one of the Katana's best of the year. Sales are a bit underwhelming and the game comes to be known as a mostly underappreciated classic in the following years.

    -

    Despite Stagnant Sales, Apple Vows To Continue To Support The Katana

    In a recent interview with the British game magazine Edge, Apple's Director of Interactive Entertainment, Reggie Fils-Aime, discussed a number of things, including the upcoming release of the iPod Play. But he also spent a lot of time discussing the Katana, which has been a distant third behind the Nintendo Wave and the Microsoft Xbox in recent months. Though the system's sales decline has slowed, it's still a far cry from what it was just a year ago in terms of unit sales, and many are wondering if the Katana is on its way out. Fils-Aime, however, says that's far from the case.

    "We're going to continue to support the Katana. That's just the bottom line," said Fils-Aime, when asked if the release of the iPod Play meant that Apple would be focusing on its new game handheld and not Sega's legacy console. "We're still seeing very strong software sales, and hardware sales remain steady. We feel it's still a great system, competitively priced and supported by the best online gaming community in the world, and it's not going anywhere."

    Fils-Aime is referring to SegaNet 2.0, which continues to be a bright spot for the company. The service continues to gain subscribers month to month, though the pace of new subscribers has substantially slowed since the service was introduced last October. Apple continues to add new features to the service, including in-game voice chat with a headset accessory, and the ability to connect to new users via a favorite games list that will pair players with potentially compatible new friends based on their top games, with players able to list up to 100 ranked favorites. The service has more subscribers than Microsoft's Xbox Live, though that gap is narrowing.

    Fils-Aime did reveal that once the iPod Play was released that the company would begin to focus on a successor device to the Katana, but this has been an open secret for some time, and Apple officials have publicly discussed a "post Katana future" at various trade shows, including this year's Game Developers Conference. Fils-Aime reassured Katana owners by stating that the iPod Play would "enhance" the functionality of the Katana, as the two devices would be linked in a number of ways through the existence of SegaNet 2.0 and numerous cross-platform games that could be played between Katana owners and iPod Play owners.

    "So you'll have a team shooter for example, where one team is comprised of Katana players and the other is comprised of iPod players, sort of a friendly competition type thing. We'd love to incorporate lots of that over the next few years."

    The Katana is expected to drop in price to $129 for the upcoming holiday season, when the system will be offered with a number of game and accessory bundles, including the new Sonic Rover and a built in hard drive.

    -from an article posted on Gamespot.com, October 10, 2004
     
    Fall 2004 (Part 4) - Welcome To The Jungle
  • Grand Theft Auto: San Andreas

    Grand Theft Auto: San Andreas is an open world crime-based game developed by Rockstar Games. It's the third game in the Grand Theft Auto series, and the first to be released as a multiplatformer at launch, for both the Microsoft Xbox and the Nintendo Wave. Like IOTL's game, San Andreas greatly expands on the first two games by including three cities and a massive amount of open space between them. It also diverts from Grand Theft Auto: Miami in that it returns to giving fictional names to cities, with Los Santos standing in for Los Angeles, San Fierro standing in for San Francisco, and Las Venturas standing in for Las Vegas. San Andreas also introduces a fourth "city", which is about a third of the size of the other cities and is presented as a suburb. It's called Palisade, and it's about halfway between San Fierro and Los Santos. OTL San Andreas had suburbs as well, but none as large as Palisade, which is about as big as one of the three sections of Liberty City in Grand Theft Auto, and where several required missions take place. San Andreas introduces a more detailed character customization system as well, in which more skills can be built up than IOTL's game, and the dating system is also revamped to make that a bit more interesting as well (with up to 16 girlfriends and unique dating missions for each one). The game introduces a "morality" system, in which it's legitimately possible for the protagonist to become a "noble" thief if the player takes a very large number of pacifistic actions, which include going out of one's way to kill as few people as possible, performing many ambulance/firefighting/police missions, AND dating a saintly girlfriend (3 of the 16 girlfriends in the game qualify). If the protagonist meets all these criteria, he will start to actively avoid killing civilians even if the player tries to force them to, and will even have different dialogue options during missions. Conversely, the player can also go out of his way to make the protagonist an extremely vicious and ruthless criminal who kills people for fun and who expresses much harsher sentiments during missions. Again, this takes a LOT of effort (frequently getting into multi star warning levels, gunning down hundreds of civilians, etc.). 95 percent of the time, the protagonist will be in "default" mode where he's as good or as bad as the player makes him to be, with the normal dialogue and mission actions. For the most part, San Andreas introduces many of the elements that were introduced to the series IOTL, while elements like swimming, which debuted earlier in the series, also return. The graphics are quite a bit improved from the previous two games, though they're obviously not up to OTL Grand Theft Auto IV standards. They're about on par with what would be considered a "good" looking game ITTL, still not one of the best looking games but also not nearly as bad as the graphics in the OTL PS2 games. The game features more than 15 different radio stations, with three talk radio stations and 14 music stations with a total of 131 songs, spanning from the 60s to the early 90s (like IOTL, the game takes place in 1992). There's a station with mostly grunge music this time around, and also a music heavily featuring female artists with Kathleen Hanna voicing the DJ (the DJ is also one of the girls the protagonist can date, and depending on how the protagonist treats her, she'll talk about him on her radio show...let's just say you really want to treat her well). The game features an all-star voice over cast. Like IOTL's game, it's probably the most star studded cast featured in any video game to date. OTL voice actors like James Woods, Samuel L. Jackson, and Chris Penn appear in the game ITTL, while new voice actors original TTL include Christopher Lloyd, Harvey Keitel, Holly Hunter, Lucy Liu, Harry Lennix, Jason Isaacs, and Anna Gunn. The protagonist himself is named Tre (an homage to Boyz n the Hood's protagonist) and is voiced by Aggro, an original TTL music artist who is still one of the most famous hip hop acts in the country at the time of the game's release (Aggro's voice is somewhat like the voice of the actor who voiced CJ in the OTL game, though it's a bit deeper). The "Hot Coffee" controversy from OTL never arises, as Rockstar decides to include a somewhat milder (still raunchy and pushing the tippy top of the M rating, but not quite enough for an AO rating) sex scene in the game. The game itself is DEFINITELY a hard Mature, generating enormous amounts of controversy, which only serves to push its sales higher and higher.

    Grand Theft Auto: San Andreas starts much like OTL's game, with Tre returning to his old neighborhood on Grove Street in Los Santos to mourn someone he cares about. This time, however, it's not his mother (his mother abandoned him when he was less than a year old). Instead, it's Tre's best friend (in another homage to the character Ricky from Boys n the Hood). Tre reunites with his old friends and decides to get his old gang back together, kicking off the game's events. He begins in Los Santos, and like IOTL, is unable to leave the city and its immediate environs (if he tries, he'll generate an unriddable five star wanted level) until enough storyline missions are complete. Players are able to conduct gang wars and a variety of other activities and side missions in Los Santos and its suburbs, which comprise a really large area. Tre eventually comes up against a group of corrupt police officers led by Officer Tenpenny, once again voiced by Samuel L. Jackson. Instead of forcing Tre to work for them like OTL's game, they're forcing one of Tre's friends to work for them instead (they have another inside man in the gang, Jay, who's working for them willingly and serves a role similar to Big Smoke IOTL). Eventually, Tre is forced to leave Los Santos in order to conduct business elsewhere, and after a brief stopover in Palisade and running a few missions out in the woods (where he meets The Truth, another returning character from OTL, who is somewhat different IOTL's game, he's a disgraced federal agent somewhat similar to Mulder from The X-Files, and is trying to find his partner, a female agent somewhat similar to Scully, she's antagonistic to him at first but if Tre performs the right missions she'll eventually reconcile with The Truth and become an ally, if not then Tre will eventually be forced to kill her in a storyline mission toward the end of the game), Tre heads to San Fierro, where he teams up with some of the local gangs to battle the Triads. The Russian Mafia plays a much bigger role in this game, somewhat serving as tertiary main antagonists along with Jay and Tenpenny (they're eventually defeated toward the end of the game in the final Las Venturas mission), and Tre comes across them for the first time in San Fierro. Eventually, after finishing his business in San Fierro, Tre heads out to the desert, where he works with Mike Toreno like OTL (there's no frustrating flight school missions in TTL's game, but they're replaced with a series of equally frustrating stealth missions that must all be completed before heading to Las Venturas). Tre makes it to Las Venturas, where he starts out antagonistic with the Triads but eventually teams up with them to take down the Russian Mafia and their casino business. All the while, Tre continues to be harassed by Tenpenny, who feels legal pressure squeezing in on him. Tre eventually returns to Los Santos, where he helps his friend finally escape Tenpenny's influence and wins back a massive amount of territory for his old Grove Street Gang. Just as OTL's game, there's a citywide riot after Tre helps out his friend, and he uses the chaos of the riot to confront Jay and Tenpenny once and for all. The final mission can differ somehwat depending on Tre's morality: if the player has turned him into a "hero", Tenpenny will take Tre's girlfriend hostage and she must be rescued during the final mission. If the player has turned Tre into a "villain", there's a brief diversion during the mission where Tre kills a whole bunch of cops. If Tre is of the default morality for the final mission, the diversion is that Tre has to fend off another Ballers attack before he can continue pursuing Tenpenny. Each of these three little "bonus" segments have about the same level of difficulty, so there's no real in-game advantage to giving Tre a specific alignment. Either way, the final mission ends similarly to OTL: Tenpenny is killed after a spectacular car chase, and Tre returns to Grove Street to a celebration with his friends.

    Grand Theft Auto: San Andreas is one of the most critically acclaimed games of the year. Its graphical and gameplay improvements over the first two games are lauded highly, and it gets a review score about on par with the previous two games. The pacing of the storyline missions is considered to be a bit worse than OTL's games (with the Palisades missions and the Toreno stealth missions being particularly criticized), so San Andreas doesn't get QUITE the golden reception it got IOTL, but it's still considered to be one of the year's best and is massively popular with gamers the world over. It's released on October 26, 2004, the exact same day it was released IOTL, and sales are outstanding on both the Wave and the Xbox, with the Wave version selling a few thousand more copies in its first month of release as The Legend Of Zelda: Hero Eternal, and the Xbox version selling even more than that. The game gets plenty of controversy from the usual suspects, and the "cop killer" segment during the final mission gets news coverage for encouraging violence against police officers (though the game's creators and the fanbase point out that in order to get that segment to show up, Tre has to already be an awful person even by GTA protagonist standards), but as the old adage goes, controversy creates cash and every news segment just gets more people eager to try the game. It's considered to be the most feminist-friendly Grand Theft Auto game to date due to the multiple well developed love interests for Tre (and the voice acting of Kathleen Hanna in the game definitely helps) and excellent female supporting characters like Agent Sarah (The Truth's Scully-like former partner, voiced by Holly Hunter) and Karen Tan (Tre's Triad ally in Las Venturas, voiced by Lucy Liu). San Andreas is the most successful Grand Theft Auto game to date, and Rockstar immediately begins work on a true next-generation sequel to the original game.
     
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