Massively Multiplayer: Gaming In The New Millennium

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Fall 2004 (Part 5) - More Xbox Exclusives
  • Deep Black 3

    Deep Black 3 is the third game in the Xbox's exclusive FPS franchise, published by Microsoft. This is the first game in the series to be developed by an outside studio, but it maintains the familiar gameplay of the first two titles, with a heavy focus on stealth and the requirement that the player get a weapon off an enemy, keeping them sparsely armed otherwise. The graphics have seen a slight improvement from the previous two titles, but the gameplay has seen a big upgrade, with improved AI and the ability to talk to civilians in order to get them to do favors for your characters, such as killing or distracting enemies or stealing items needed to progress through the level. Civilians can be sweet talked or they can be threatened, depending on their temperament and what exactly your character wants to get out of them. The game features a new protagonist, a special forces soldier named Kenneth Vargo, who is tasked with going into an Eastern European country currently in the throes of civil war. Vargo's job isn't to favor any one side, he's tasked with evacuating an American diplomat safely from the country. The diplomat has been taken hostage by the rebels, and Vargo and a small squad of soldiers must find and extract the diplomat by any means necessary. There are also a number of students and tourists in the country that Vargo's team must help extract, and they must do this while causing a minimal amount of casualties, in order to avoid causing an international incident. There are friends and foes on all three sides: the rebels, the ruling government, and the Americans being evacuated all have people who will help or hinder Vargo's quest, and it's the player's job to figure out who they can trust. The game features a somewhat open-ended level system, where fulfilling certain objectives in different ways may cause the player's mission to take a different path. The game's approach to level progression is significantly more open-ended than other games of its day, and it's seen as somewhat of a breath of fresh air. The game features the most loaded voice cast of any game in the series to date, with Carlos Bernard starring as the voice of Vargo, Carmine Giovinazzo and Fred Savage playing two of Vargo's squadmates, and a few talented career voice actors such as John DiMaggio, Cat Taber, and Kevin Michael Richardson playing other minor characters like civilians or rebels.

    Deep Black 3 is released exclusively for the Xbox on October 12, 2004. Though developed over a fairly short time, it's still considered an excellent game by many reviewers, with even better reviews than the second game of the series (which was itself lauded significantly more than the first). The civilian dialogue system is particularly highly praised, with some calling it an "RPG-like" system. One reviewer praises the game as "the best installment yet in what has come to be known as the thinking man's FPS". It sees stronger sales than the previous game in the series, and though many would call for Deep Black 4 to be released as soon as 2005, Microsoft decides to put the series on hold for now, making Deep Black 3 the final installment on the original Xbox. They would save the next game for the Xbox 2.

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    Fallout: Van Buren

    Fallout: Van Buren is the third mainline game in the Fallout series. Developed by Black Isle Studios, the game is quite similar to what was planned for OTL's original Fallout 3 (before the series was given to Bethesda). While Van Buren, like IOTL, was intended to just be a code name for the game, a number of Black Isle staffers including a high-level producer thought that the title sounded "cool", and ultimately, the game would be called Van Buren rather than Fallout 3, named after the "state" of Van Buren which was created out of the southern half of Colorado and the northern parts of Arizona and New Mexico after the nuclear devastation of the world in the late 21st Century. Fallout: Van Buren is a turn-based, tactical RPG, and has a lot of similarities with OTL's Knights Of The Old Republic (despite being developed by Black Isle and not by Bioware), with fully 3-D combat and cutscenes, but not in real time like OTL's Fallout 3. The player still has a great deal of freedom to roam about the wastelands of Van Buren, visiting towns, talking to people, and fighting mutated creatures, Super Mutants, and other denizens of the wastes. The game, like previous Fallout titles, utilizes the S.P.E.C.I.A.L. system for character stats. Presper, from the OTL Van Buren concept, returns as the main villain of the game, but instead of being primarily a mad scientist, he's a preacher (but still also a mad scientist), who seeks to use his virus to "cleanse" the world of "inhuman filth". Presper is voiced by Christopher Lloyd, while the protagonist, known as the Prisoner (for being trapped in a prison cell at the start of the game) is unvoiced and can be either male or female. Ron Perlman, as always, serves as the game's narrator. The main quest is a rather short one, though there are lots of sidequests the player can do, with over 50 different settlements of various sizes scattered across Van Buren, each with their own NPCs and missions. The main quest follows the Prisoner as they evade capture by Presper's robots long enough to talk to Presper himself. The player can choose to join Presper's church and help him carry out his mission, or refuse and lead a rebellion. Ultimately, the player can choose whether or not to defy Presper and take over Van Buren (which can have various results depending on the Prisoner's moral alignment) or can choose to carry out Presper's mission, killing all non-humans in Van Buren. There are also variants of this path, including killing Presper but carrying out his mission anyway, or going even farther than Presper and killing most humans as well.

    The game is released on both the Xbox and the PC on October 19, 2004. Because Microsoft kicked in some of the funding for the game, it (and the port of the Wasteland Simulator spinoff, which came to the PC in 2003 but won't make it to Xbox until 2006) is released exclusively on the Xbox as far as consoles are concerned. The game is considered to be quite good, with the transition to fully 3-D graphics getting a decent reception from critics and fans (the graphics are considered fairly mediocre on both platforms, though given the size of the game's world, that's to be expected, and it certainly looks better than the first two games). The PC version is considered superior, achieving mostly high 8/low 9 ratings, while the Xbox version averages in the mid to high 7s due to the lesser graphics. While Van Buren is the best selling Fallout title to date on consoles, it's still largely overshadowed by other titles coming out around the same time, such as Grand Theft Auto: San Andreas, and so it's only considered a mediocre seller on the system. It's a hit on PC, though it doesn't quite reach the "classic" status in its genre that the previous two games did. Van Buren leaves Black Isle Studios at somewhat of a crossroads with the series. They're being pushed to take the series in a more "modern" direction, but want to keep to the original style of the games, with turn-based combat and tactical gameplay. They would ultimately take a third option: keep the original series true to its roots, with a Fallout 3 that plays like the original games, and create a spinoff series to try more experimental styles of gameplay, such as they did with Fallout Tactics and Fallout: Wasteland Simulator. Ultimately, that new spinoff series would begin with 2008's Fallout: The Boneyard, which is the first Fallout game that could be properly compared to OTL's Fallout 3.

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    Eternal Warriors

    Eternal Warriors is a game developed and published by Acclaim, based on the Valiant-created and Acclaim-owned comic Eternal Warrior. The game is a beat-em-up that allows players to choose between three characters: the main character, Gilad Anni-Padda, his brother Armstrong, and the futuristic warrior Magnus, Robot Fighter. The three are masters of battle tactics and of all kinds of weapons, skills honed over thousands of years of fighting. The game can be considered to play somewhat like OTL's God Of War, but unfortunately it's not as polished and somewhat more repetitive: fights are brutal and fierce, and conducted against lots of enemies, but the three characters don't have a huge repertoire of moves. They somewhat make up for this by being able to fight with a large selection of melee weapons (and a few ranged weapons later on). It continues the Turok tradition of giving players a lot of weapons to choose from, but the strategies with most weapons are the same: just keep swinging as much and as hard as you can. Typically, the fastest and longest weapons will give players the easiest time in combat, allowing them to hit many enemies at once. Bosses usually take the form of large, hulked-up generals for players to fight. The game features seventeen different levels, fought across eight time periods: Ancient Egypt, Ancient Rome, the Three Kingdoms Era, The Crusades, the Napoleonic Era, World War II, the present day, and the future, with the final stage actually taking place in the present day (after Gilad stops a robot apocalypse in the future, he finds a time machine that takes him back to the present). The game's main villain is Nergal, an evil death god who infects the minds of various people during the eras that Gilad and his allies go to. Nergal seeks to wipe out humanity, and the heroes have to stop him. It's a fairly basic plot, and while the game tries to explore some of the deeper parts of Gilad's story, the plot is mostly just window dressing for the fighting, of which there's a lot of it. The game does have some fairly cool moments, including a scene where Gilad helps to protect the evacuation of Dunkirk by fighting thousands of Nazis with his bare hands and a scene where Gilad and Magnus are fighting a gigantic mech with laser swords, but these are mostly set pieces and don't add much to the main plot of the game.

    Eternal Warriors is released on November 23, 2004, two weeks after The Covenant 2. Despite being somewhat overshadowed by the much, MUCH bigger game, this one still gets a lot of hype and manages to quite easily be the second biggest new Xbox game of the month, falling far short of #1 but performing about on par with its own high expectations. Critics are rather lukewarm toward the game. Its graphics and weapon selection get a lot of praise, but many elements of the game leave a lot to be desired, and review scores settle in the mid 7s. It's one of those games that's a bigger hit with players than critics, and it ends up being one of the year's most popular new Xbox games, pleasing Acclaim and leading it to consider its second Valiant spinoff game after Turok to be a resounding success. The success of Eternal Warriors puts Microsoft back in the lead in the negotiations to acquire the company, but ongoing developments in the comic book world are currently boosting Valiant at the expense of Marvel, potentially making Acclaim too rich for either Microsoft or Apple's blood...
     
    Fall 2004 (Part 6) - Metal Gear Solid II: Children Of The Patriots
  • Metal Gear Solid II: Children Of The Patriots

    Metal Gear Solid II: Children Of The Patriots is the sequel to 2002's Metal Gear War for the Ultra Nintendo, and is the sixth game overall in the Metal Gear series. It serves as both a prequel and a sequel to the previous games, incorporating the events of OTL's Metal Gear Solid 3: Snake Eater with events in the present day, tying both the past and present narratives together to bring many of the series' current plotlines together, including the origins of Solid Snake and Liquid Snake, the story of the legendary soldier Big Boss, the true identities of the mysterious Patriots, the schemes of Revolver Ocelot, and the fate and parentage of Vapor Snake/Lyra Marin. As OTL's equivalent to Metal Gear Solid 3: Snake Eater, the game incorporates many of the systems that game introduced, including the Close Quarters Combat system, the camouflage/stealth system, and the new health system, in which both Naked Snake and Solid Snake must tend to individual wounded body parts. Not only is the game divided between past/present segments, but the gameplay has some differences in both as well: past segments rely more heavily on the camouflage aspects of stealth, feature a sonar-related system for enemy detection, and incorporate the stamina system. Conversely, in the present day, enemies are somewhat smarter and more heavily armed to compensate for Solid Snake's better technology/weapons and his greater stamina that doesn't require him to forage for food. Metal Gear Solid II incorporates many of the systems that Hideo Kojima wanted to incorporate in Metal Gear War but couldn't due to the Ultra Nintendo's last-generation technology. It features the series' most advanced AI to date, with plenty of enemies appearing during certain scenes (where they had to be limited before). Because there are certain segments that take place in the past and some that take place in the present, it's possible to perform certain actions during the Naked Snake segments that have an impact on the Solid Snake segments for missions taking place in that same area. For example, after Naked Snake fights a certain boss in the past, parts of the arena that are destroyed during the fight are still destroyed when Solid Snake visits it later on, making his mission either harder or easier depending on what areas were destroyed. Naked Snake can also kill certain people in the past (ones that won't create a time paradox, anyway) and they'll be dead during Solid Snake's segments, which also somewhat changes the flow of his missions or certain aspects of the lore. Metal Gear Solid II is a major graphical improvement over Metal Gear War, with quite possibly the best graphics of any console game in 2004 (only the character animations during certain Thrillseekers cutscenes exceed the quality of the cutscenes in this game). The familiar voice cast from previous games returns for this one, with David Hayter doing double duty as Solid Snake and Naked Snake, Mari Devon returning as Lyra/Vapor Snake, Patric Zimmerman as Ocelot, etc. Among the new voice actors for the game include members of the Cobra Unit, with Lori Alan as The Boss and Gregg Berger as The Pain reprising their roles from OTL's Metal Gear Solid 3, though others, including EVA, have different voice actors ITTL, with EVA voiced by Susan Egan. The five "Patriots" (introduced in Metal Gear Vaporized) all play major roles in the game and are all voice acted for the first time, with Jim Ward as Landers, Steve Blum as Leonel, Crispin Freeman as Lindeman, M. C. Gainey as Logan, and J. D. Roth as Lucas.

    As stated before, the game switches between multiple perspectives. In addition to the two main characters, Solid Snake and Naked Snake, there's also Vapor Snake, who the player occasionally takes control of for certain parts in the "present" segments. From time to time, Vapor Snake is shown either in cutscenes or controlled by the player. While Solid Snake searches for her and for the Patriots, Vapor Snake, while doing missions for the Patriots, is also shown slowly piecing together her own past, with the player privy to both what she and Solid Snake learn throughout the game. The mystery of Vapor Snake's past forms a major part of the game's core narrative, with everything only coming together toward the very end of the game. Interestingly, while the "past" segment of the game involves worldwide stakes (the prevention of World War III and nuclear armageddon), the "present" segment of the game is entirely personal and is a mission of discovery and a treatise on the nature of free will, particularly for its protagonists, Solid Snake and Vapor Snake, but also, to some extent, that of Revolver Ocelot, who serves as the game's primary antagonist.

    The game begins with a "prologue" segment in the present day, an extended raid on a facility where Solid Snake has traced activity that may lead back to the Patriots. The facility is fairly large, and while this does serve as somewhat of a tutorial, it's a serious mission in its own right, and serves to jump players right into the main action of the game. At the end of the facility is the game's first boss: Metal Gear Phantom, a large mech being piloted by a renegade soldier. Metal Gear Phantom is a difficult boss fight and a somewhat spectacular one for a first boss. After defeating it, there's some exposition that reveals that the soldier was exposed to an advanced form of Demon drug and was being manipulated, likely by Revolver Ocelot. Snake also discovers a trail of evidence that continues him on his journey to track down the Patriots, but also implores him to learn more about his past by revealing to him a hidden series of files about the activities of a previous operative: Naked Snake. As Solid Snake sits down to study the files, the game segues into the first chapter and its first "flashback" segment.

    Chapter 1: To The Pain

    This chapter starts out much like OTL Metal Gear Solid 3, explaining the circumstances surrounding the Cobra Unit and Big Boss' defection. The totality of the "past" segments in this game are about 2/3rds the length of OTL Metal Gear Solid 3: there's some material excised from what was depicted OTL, though when added to the "present" segments, the game itself is about 50% longer than OTL MGS3. The "past" segment of this chapter largely retraces the events of the beginning of OTL Snake Eater, including Naked Snake's first meeting with EVA and his battle with The Pain (who, like IOTL's game, uses killer hornets against Snake). After Naked Snake defeats The Pain and a few more cutscenes play out, events return to the present, where Solid Snake is getting a distress call from Otacon. Snake traces the distress call to a server farm that belongs to a large computer company ostensibly owned by young tech mogul Graham Lucas, a member of the Patriots (Lucas, and all the other members of the Patriots, are actually an AI system manipulation, but Snake and the players don't know that yet). Though Lucas himself never appears as a person, he ultimately does "battle" with Snake after Snake is able to infiltrate his corporate HQ and rescue Otacon. Lucas triggers a massive amount of AI security systems to take out Snake, including a large security robot, but Snake defeats them all, and Lucas "dies" in a massive explosion that takes out most of the building. As Snake is making his exit, Vapor Snake attempts to kill him, and the player must ultimately survive by dealing enough damage to her that he's able to flee. Vapor Snake finds a disc in the destruction and accesses data from it as the chapter ends.

    Chapter 2: The Sound And The Fury

    After a brief segment where Solid Snake goes over the data gleaned from Lucas' archives, there's another flashback to the continuation of Naked Snake's mission. Naked Snake learns of the Philosopher's Legacy, a massive hidden stash of money stored away by the Philosophers, the precursors to the Patriots. He eventually battles The Fury, who takes the place of The Fear from the OTL game (IOTL, Snake battled The Fury somewhat later on). The fight is rather similar to OTL's battle, as The Fury utilizes a flamethrower to try and kill Snake (this battle has implications for the later boss fight in this chapter, as depending on how much of the arena gets burned, the battlefield for Solid Snake's later battle will be changed). Soon afterwards, Snake and EVA are both captured by Colonel Volgin (who also serves a similar role in this game and OTL's game) and the flashback ends. In the present, Solid Snake discovers information about an army general, General Andrew Logan, who may have ties to the Patriots, while in another segment, after a brief action sequence, Vapor Snake stumbles upon an old archive that contains information about EVA. Solid Snake must raid an army encampment to find General Logan, who is in a giant tank that fires at Snake as he battles his way through Logan's most elite soldiers. Eventually, Snake gets to the tank itself, and manages to destroy it and Logan by gradually planting explosive charges around it.

    Chapter 3: Tidal Wave

    Naked Snake must survive Volgin's torture (which includes the segment where Naked Snake has his eye shot by Ocelot) and break himself and EVA out of prison. After he does so, the two of them reach the Black Sea and must raid an underwater facility, a segment that didn't exist in OTL's Snake Eater. The facility is being controlled by one of Volgin's top lieutenants, who is being guarded by another member of Cobra Unit and the only one original to TTL's game: a soldier known as The Wave, whose skin has been replaced with an artificial membrane allowing him to control the water. This eventually leads to a battle out on the sea, where The Wave tries to crush and drown Naked Snake using his manipulation over the water. Naked Snake has to use a motorboat to get out to him and then rig the boat to explode just as The Wave is cresting, killing him and blowing Snake back out over the water, where he is rescued by EVA as this flashback segment ends. The present segment has Solid Snake tracking the oil magnate James Landers to a large Black Sea oil operation, where Snake must raid the facility and assassinate Landers. However, Landers, who repeatedly talks to Snake over the facility's video screens, has a surprise for Snake: a number of dangerous, exotic animals that stalk Snake through the facility. There's also Vapor Snake, who once again tries to kill Snake and who Snake must ultimately fight and then flee from. This all culminates in a boss fight in a very large room against Landers himself, shooting at Snake with a high powered rifle as Snake runs across narrow platforms, dodging oil explosions and more pets from Landers' menagerie. It's actually a very epic boss fight that has the feel of a really major battle (considering that it marks the halfway point of the game, it really should), and once Snake is able to take down Landers himself and end the fight, it's very satisfying. After a number of plot revelations, including the revelation that Liquid Snake is somehow still alive (which is explained during the next chapter during Vapor Snake's segment) and a conversation between Ocelot and Vapor Snake in which Ocelot reveals to her his motives for serving the Patriots and Lyra's real personality surfaces for a few brief seconds, the chapter ends and segues into the next flashback segment.

    Chapter 4: A Man Of Constant Sorrow

    The flashback segment largely involves a short battle between Naked Snake and Ocelot (supported by his Ocelot Unit) and then Snake's flight through the sewers, where he eventually comes across The Sorrow and is treated to the same "river of souls" segment from OTL's game, in which Naked Snake is confronted by the souls of everyone he's killed thus far (and thus this can be an easy segment or a very difficult one depending on how many people Snake has killed). Snake reunites with EVA and finds the hangar of Volgin's doomsday weapon, the Shagohod, and rigs the hangar to blow it up. The two must now find the Philosopher's Legacy before The Boss can get to it. In order to do so, however, they have to pass across a dangerous field where The End is in sniper position. Snake sends EVA away before heading to the field to confront The End, though the flashback ends before that confrontation can occur. Back in the present, Solid Snake is being pursued by the soldier Leonel, another member of the Patriots and considered a "soldier's soldier". The two eventually end up in an abandoned town and engage in a sort of cat and mouse game that's somewhat similar to the Krauser fight from OTL Resident Evil 4, with Snake having to sneak up on Leonel and knife him, but Leonel being able to do the same to Snake. Eventually, Snake is able to kill Leonel, who is revealed to have been injected with massive amounts of Demon serum and might not be who he appears to be. Before Snake can unravel the mystery any further, he is contacted by Otacon, who tells Snake that he's being pursued by the United States government. Snake evades his pursues and discovers that someone within the CIA is calling the shots against him. Meanwhile, Vapor Snake is personally called to the CIA by her contact Lindeman, who has a special mission for her. This is just after Vapor Snake discovers that Liquid Snake is a clone, though it's not clear whether the Liquid Snake currently alive is the clone or if it's the original and the one who died during the events of Metal Gear Solid is the clone. Either way, the presence of Liquid Snake jolts further memories in Vapor Snake, and brings her Lyra personality even more to the surface, making her begin to wonder what in her mind is real and what isn't.

    Chapter 5: The End Of All Things

    Chapter 5 begins immediately with Naked Snake's sniper battle with The End. After defeating The End, Snake then works his way to where the Philosopher's Legacy is being kept, though he's soon parted from it by The Boss, who has also captured EVA. After some more cutscenes and dialogues, Snake's battle with Colonel Volgin and Shagohod takes place, which is fairly similar to what it was in the original game. After Volgin is defeated, Snake and EVA hunt down The Boss, and this segment ends with Snake getting ready to confront her. The "present" segment of the chapter involves Solid Snake's daring raid on the CIA Headquarters, which involves confrontations with both Liquid Snake and Vapor Snake. Liquid Snake is revealed to indeed be a clone, kept by the Patriots as a "failsafe" (as it turns out, this failsafe activated because Ocelot was at risk of going rogue, and he was actually intended to kill Ocelot, but we don't find that out until later on). The two have a discussion about how they've both been manipulated by the Patriots and that they should work together to stop them, but before the two can either come to an agreement or come to blows, they're both set upon by a military special forces squadron and Solid Snake has to make a daring escape. This is soon followed by a brief confrontation with Vapor Snake, though Snake is once again able to get away from her. He can't, however, get away from Lindeman, and this begins one of the most unique boss fights in video game history. Lindeman, who deals heavily in knowledge and information, knows EVERYTHING about Solid Snake. This fight, in how it manipulates the player, is like the Psycho Mantis fight from Metal Gear Solid, but on steroids. The game quietly keeps a record of the player's style of play, and then Lindeman deploys challenges for the player based on what they have the most difficulty with. In addition, Lindeman makes comments on things such as the content of the player's Wave hard drive (including their other games played) and their history on the Wave's internet browser if they've chosen to go online. Lindeman also makes references to common real life conspiracy theories, and depending on dialogue choices made by the player throughout the game and actions taken during the Naked Snake segments, offers up a concise understanding of the history of the Metal Gear Solid world during the fight. If the player has played Metal Gear Vaporized, Lindeman comments on the player's behavior during THAT game. The battle ends with Solid Snake standing over a trenchcoated figure who speaks in Lindeman's voice. Lindeman tells Solid Snake that the Patriots die with him and asks him if that's what he really wants. When Snake asks Lindeman about Lyra, that's when things really get interesting, as a MASSIVE info dump is given here: Lyra is Big Boss' biological daughter, making her Solid Snake's sister. When Snake says that's impossible, as he discovered earlier that Big Boss was rendered sterile due to radiation, Lindeman says that Lyra's very existence is a miracle, something even the Patriots could never have accounted for. He too mentions that Lyra is the "child of war and peace", but when Snake asks what that means, Lindeman claims not to know the phrase's exact meaning, only that Ocelot kept saying it to them. However, says Lindeman, he does know who Solid and Liquid Snake's mother is. This ends chapter 5 and begins chapter 6.

    Chapter 6: Children Of The Patriots

    The boss battle between Naked Snake and The Boss kicks off this chapter, and despite a few butterfly induced differences, it's largely the same as OTL's boss fight, with emotional revelations framing a truly epic boss battle that ends with the iconic shot of The Boss' body on blood-stained flowers. Many of the plot revelations from the ending of OTL's Snake Eater are given here, before the game finally returns back to the present, leaving Solid Snake stunned but also furious at all the manipulations and lies. Big Boss, The Boss, both of them twisted by events beyond their control but set into motion by people like Lindeman. Snake, after a furious monologue, shoots Lindeman in the head just as Vapor Snake enters the room. She flies into a rage, as she saw Lindeman as the closest thing she has to a father, and attacks Solid Snake. Solid Snake valiantly tries to defend himself, but is defeated. As Vapor Snake gets ready to kill him, Ocelot arrives and tells her to wait. Solid Snake is taken back to a prison facility and is tortured by Ocelot in a callback to Metal Gear Solid. Once again, Snake resists the torture, and once Ocelot leaves, Snake breaks free. He fights his way out of the building he's in and enters an extended jungle/stealth segment that plays out like one of Naked Snake's stealth missions, before finally arriving at the building where Ocelot is holed up. Once arriving here, Snake learns that the Patriots he "fought" were all fakes: Lucas, Logan, and Landers were all AI programs, while Leonel was an ordinary special forces soldier drugged up and implanted with false memories, and Lindeman was an old CIA contact of Ocelot's with a computer chip in his brain. It would seem that Ocelot himself is the man behind the Patriots, and once he's defeated, the Patriots will truly be destroyed and Lyra freed from their control. Solid Snake eventually makes his way to a large room where he once again encounters Vapor Snake, and the two have one final climactic battle. This time, Solid Snake finally overpowers her, but despite everything she's learned and despite Solid Snake's pleas, she refuses to be anything but Vapor Snake. Realizing that Lyra may be more than brainwashed, Solid Snake prepares to kill her, but before he can, Liquid Snake shows up and attacks him. Solid Snake seems to have the upper hand, only for Vapor Snake to strike as well. The two overpower Solid Snake, and confront one another. Vapor Snake, who is now fully in control of her faculties, learns everything: the Les Enfants Terribles project, the fate of The Boss... but she doesn't seem to care about any of it. She takes off her mask and tosses it to the floor, and tells Solid Snake the reason why she doesn't want to go back: her entire life was a lie. All of it. Her life as Lyra was just as big a lie as her life as Vapor Snake, but as Vapor Snake she has power. Everything she did in her life as Lyra, one way or the other, Ocelot was manipulating it. Her search for the truth was orchestrated by him to bring her under the Patriots' thrall so they could make her into a living weapon. She blames both Solid Snake and Liquid Snake for everything that's happened to her, and says that the only way she'll ever find peace is if both of them are dead. This begins a massive, epic three-way battle between Solid, Liquid, and Vapor Snake: the Children of the Patriots. This battle is entirely done in CGI, the player doesn't get involved with it at all, which many players were disappointed by. Ultimately, this battle is made playable in future versions of the game, but Kojima explained that if the battle was playable, most players would just sit back and watch Liquid and Vapor Snake kill each other, and that would take away from his intentions. The battle itself is shown for more than five minutes before finally ending in a stalemate with all three bloodied and broken but unable to gain any kind of advantage over the others. Solid Snake reluctantly decides to team up with Liquid Snake to knock out Vapor Snake, whose speed makes her the bigger threat. This leads to a boss fight against Liquid Snake. After the player prevails, the two brothers share one final dialogue before Snake gives him a fatal nanite injection, finally finishing him off for good. After this, Lyra awakens, and she and Solid Snake stand poised to kill one another before she collapses to her knees, asking Snake to finish her off. Snake refuses, causing Lyra to scream at him and put a gun to her own head as he's leaving. Snake hears a single shot, then bows his head, going to confront Ocelot. The two have an intense dialogue before entering into an epic, multi-stage boss fight in which Ocelot uses a variety of tactics as the battle shifts through numerous phases. Eventually, even though Snake "wins", Ocelot is able to get the upper hand on him, but just as he's about to kill Snake, he's shot through the head....by Vapor Snake. Rather than kill herself, Lyra fired a bullet into the ceiling instead, and then sat there for some length of time, trying desperately to process everything that's happened to her. She eventually decided that helping Solid Snake would be her best course of action. The two have a long dialogue about everything that's happened, and Lyra concludes that she can't go back to her old life, but can't give up on her new one either. She doesn't know what she'll do with what's been done to her, but both she and Solid Snake understand that there are mysteries about themselves and about the world yet to be uncovered and that they can't stop until they've found the truth. Snake offers to go with her, but Lyra decides that she has to go on her own.

    The ending of the game is somewhat bittersweet. The Patriots are seemingly destroyed, but Solid Snake has to live with the knowledge of what he is and what the FOX-DIE virus will eventually do to him, as he's already undergoing some of the advanced aging process. He takes comfort in the fact that Lyra won't have to deal with any of that and that she's slowly coming to terms with everything that's happened to her. Meanwhile, Lyra tracks down EVA, who she believes to be her biological mother, and asks her why she betrayed Big Boss. EVA explains her motives and expresses her regrets, and that she truly did love him, but that she never had a child and that she isn't Lyra's biological mother. Lyra is left with the cryptic phrase she's been given: "the child of war and peace". Since Big Boss clearly represents "war", she realizes that her mother, whoever she is, represents "peace", and leaves with the understanding that she too will need to find her own peace in order to move on. Solid Snake returns to Ocelot's body, and kneels down beside it. It's a clone, made utilizing the same process that birthed the Liquid Snake clone. The real Ocelot is still alive out there somewhere, and that means that the Patriots are still around as well. Indeed, in the end credits scene, Ocelot is seen once again, but this time he's not working with the Patriots: in fact, this whole time, he was trying to learn what had truly happened to the real Patriots, and he's succeeded. The "La-Li-Lu-Le-Lo" faction, it turns out, was essentially "Patriots 1.0". The "real" Patriots are elsewhere (as we'll eventually come to discover, "Patriots 2.0" are much closer in nature to the AI programs from the OTL games). Ocelot hasn't been working with the Patriots: he's been trying to take them down, but his true motivations and whether he's friend or foe remain a mystery.

    Metal Gear Solid II: Children Of The Patriots is widely acclaimed as one of the best games of the year after its release in North America and Japan on October 19, 2004. It receives praise for both its technical prowess and its complex storyline, though the large amounts of CGI cutscenes (which come in at nearly 9 total hours) lead some fans to call it "the best game I ever watched" or "the best movie I ever played". These cutscenes are skippable, but can't be replayed, forcing fans to either sit through them or miss out on important storyline details. Despite these quibbles, the game is an enormous commercial and critical success. The release of Grand Theft Auto: San Andreas the week after does hurt its sales somewhat, but after a stiff second week drop, the game maintains fairly steady sales that even tick up during the holiday shopping season.
     
    Fall 2004 (Part 7) - Resident Evil 4
  • Resident Evil 4

    Resident Evil 4 is the latest game in Capcom's Resident Evil series. It's a survival horror title but like OTL's game, it features a much more action-oriented style of gameplay, with an over the shoulder perspective for the main character Leon. Unlike OTL's game, Leon is able to move while shooting and firing his gun. The game also introduces the context sensitive controls from OTL's Resident Evil 4, which includes quick-time events. The game also introduces the merchant from OTL's game, who buys and sells items and weapons. While the game has many similarities to OTL's title, its plot and secondary protagonist differ quite a bit: instead of having the president's daughter Ashley appear as Leon's partner in the game, Leon is instead accompanied by a 10 year old girl named Sophie who has become a victim of Umbrella's experimentation. For reasons explained near the beginning of the game, Leon must carefully watch Sophie's temperament and circumstances, lest she transform into an uncontrollable beast that will tear him to ribbons. Sophie can barely control her strange powers, though she is fully lucid most of the time and is extremely intelligent for her age, if still obviously scared about what's happened to her. In the beginning of the game, Sophie is very vulnerable to outside attacks and can be killed fairly easily (moreso than Ashley in OTL's game). She can also be influenced by Umbrella agents who know how to turn her and command her to attack Leon. However, later in the game, Sophie gains much more control, and can be just as big a threat to the Umbrella agents and other enemies as Leon is. Even then, Leon must carefully balance between maintaining Sophie's emotional state and letting her go off on her own, if he lets her get too frightened or angry she can still go out of control (Sophie's emotional state is measured by a comprehensive meter at the bottom of the screen). The game's graphics are outstanding and seen by many critics as the best part of the game, it's easily up there with Metal Gear Solid II, Hero Eternal, and Thrillseekers as the Wave's best looking game of the year, with graphics surpassing OTL's Wii version of the game. The voice acting, while a bit cheesy at times (similar to OTL), is still considered good and a clear step up from the first few games of the series. Paul Mercier is cast as Leon, same as OTL, while Lara Jill Miller voices Sophie. Salli Saffioti (who voiced Ingrid in OTL's game) voices Marie Lemure, a reporter who gets caught up in the situation and plays a somewhat similar role to OTL's Luis Sera while also serving as the closest thing to a "love interest" for Leon in the game. Other characters include a corrupt Umbrella mercenary named Stanford, voiced by Paul Eiding. Stanford serves as the game's primary antagonist, though Albert Wesker is also lurking in the shadows, making numerous appearances of his own. Other villains include a creepy shadowed figure named Antares who repeatedly tries to trigger Sophie's powers by traumatizing her (he bears a striking resemblance to the OTL Slenderman character, though the two have nothing to do with one another), and a woman named Calora who may or may not be Sophie's biological mother, Sophie calls her the Wicked Queen and she's voiced by Susanne Blakeslee.

    The game begins quite similarly to OTL's Resident Evil 4. Leon is being dropped off near a small village, in this case a French village rather than a Spanish village like OTL. He is sent in to investigate a hidden Umbrella facility, but quickly comes across hostile brainwashed villagers instead. After fighting off the villagers and running from them for a while, Leon finds an abandoned, scared little girl named Sophie, and quickly discovers that there's much more to her than meets the eye when she eviscerates a villager with a gigantic mutated claw arm. Sophie, it turns out, has been injected with a new form of the T-Virus... a virus that mutates one's body, but at will. Sophie has gained limited control over the virus, and has used it to escape the facility where she was being held. She tells Leon that she's being chased by a wicked man who haunts her dreams, who turns out to be Antares. After exploring the village some more, and saving a woman named Marie from being guillotined by some more psychotic villagers, the three flee deep into the woods, where Antares is said to lurk. When Antares nears, Sophie's powers manifest in strange and horrifying ways, and eventually, one of Sophie's mutations causes her, Leon, and Marie to all get separated from one another. Antares captures Leon and tries to torture him, but Leon escapes and eventually reunites with Sophie, only for Antares to pursue them both through the woods. In a terrifying but unique boss fight, Leon is able to severely wound Antares, and then in a brutal cutscene, Sophie finishes him off, conquering her recurring nightmares in the process. The next part of the game sees Umbrella mercenaries descend on the area, forcing the two to flee to a laboratory, where Leon learns of the experiments that created Sophie. The player gets their first glimpses of both Stanford and Calor here, Stanford is the Umbrella mercenary who runs the village, while Calor is a wicked scientist who volunteered her own child for experimentation (Stanford can somewhat be compared to Hoyt from OTL Far Cry 3, whereas Calor is like the evil love child of Maleficent and Josef Mengele). Leon manages to find Marie being held prisoner in the laboratory, but Sophie is captured by Calor after a bunch of heavily armed Umbrella agents attack. Leon and Marie head to Calor's chateau to try and find Sophie (it's an environment somewhat reminiscent of Salazar's castle from OTL Resident Evil 4, but more creepy than crazy, and smaller as well). Calor is having trouble keeping Sophie contained, as we see in a cutscene where Sophie rips through eight armored Umbrella guards, and so tries other methods to keep her under control. Leon, escorting Marie, fights his way to Calor, but by the time he gets to her, Sophie's already been transferred to another place. Calor, in typical video game mad scientist fashion, injects herself with a modified version of the T-Virus, but instead of being able to control it, it mutates her into a hideous beast that Leon has to fight and kill. She does manage to gain some lucidity toward the end of the fight, but, as is typical of a Disney villain, plunges from the top of the chateau to her death after Leon dodges a kill strike from her.

    Leon resolves to go and rescue Sophie, and tells Marie to find the nearest way to contact his superiors and send in an airstrike, just in case. The two almost kiss, but Leon decides he doesn't want to get attached to her and leaves. He then makes his way toward where Sophie's been taken. After a harrowing trek through an underground facility, Sophie breaks free and has her most frightening mutation yet, but Leon is able to calm her down and Sophie breaks down in tears in his arms, telling him she doesn't want to hurt anyone anymore. Leon, who found a clue about a possible antidote in Calor's chateau, promises he'll cure Sophie. Unfortunately, the cure is in the hands of Stanford, who is looking to mass-produce Sophie's T-Virus to create a race of super soldiers to make Umbrella unstoppable. As Leon and Sophie progress through the area, they come across more twisted and mutated soldiers, and eventually the soldiers are so strong that only Sophie using her powers can defeat them. Eventually, Stanford himself attacks, and manages to separate Sophie and Leon. Leon is captured, while Sophie ends up alone. She is about to freak out (and mutate out of control) when she runs into Marie, who decided to come back to warn Leon about the incoming airstrike. For this next segment, the player controls Sophie, and can use her powers freely to battle an advancing horde of mutated soldiers in order to get to Leon and save him. After Sophie makes it through (and defeats a huge "boss" soldier), she once again breaks down. Marie is able to calm her, and despite only having known each other for a very short time, the two seem to be forming a kind of mother-daughter bond with each other. They find and free Leon from captivity, and after a brief escape sequence, Leon and Marie finally kiss deeply. As they are kissing, Marie out of the corner of her eye sees Stanford about to snipe Leon. She turns him around and takes a bullet to the back, and after a short scene in which Marie realizes she's dying and Leon tries to help her, she dies in Leon's arms. Sophie goes berserk, losing control completely and attacking Stanford, who turns a rocket launcher on her, only for her to run right through the explosions. Sophie and Stanford both disappear and Leon has to go after them. He realizes that only the antidote can save Sophie now, and pursues Stanford into an old World War II era bunker for a final confrontation with him. The boss fight has two parts: a chase sequence in which Stanford and Leon occasionally fight each other but in which Stanford also sends mercs and mutants after Leon, and a final brutal knock down drag out sequence that mixes gunfighting and fisticuffs, with both quicktime events and realtime fighting. The boss fight ends with a cutscene in which Leon is about to take the antidote from Stanford, only for Stanford to smash it. He laughs, telling Leon that Umbrella will rise when the world is in chaos. Before Leon can kill Stanford, Sophie, in a humanoid but still terrifying mutated form, shows up and rips Stanford to pieces. Leon tells Sophie that he couldn't get the antidote but if she calms down he can try to help her. Sophie screams at Leon: "YOU PROMISED!" over and over again, while mutating rapidly between humanoid form and other forms, and the game's true final boss battle begins. Leon can only damage Sophie in certain weak spots, and hitting a weak spot causes her to transform. She goes from humanoid to other mutated forms, and Leon needs eight hits to win the fight. Each time Leon hits a weak spot, a dialogue cutscene plays out. Finally, after the eighth hit, Sophie collapses, badly injured and in her normal human form, breathing hard and sobbing. Sophie tells Leon she wants to die, but Leon refuses to kill her and promises her again that he'll find a way to save her. Sophie tells him something that she remembers Marie doing, and this causes Leon to remember that Marie was injected with something while Calor had her in captivity (this isn't a sudden plot point, it's referred to several times during the game that Marie was given a T-Virus injection but was immune to it). Leon picks up Sophie in his arms and takes her to where he buried Marie. While Marie has been dead for several hours, there are still some live cells in Marie's heart that can serve as an antidote to Sophie's T-Virus. He takes the cells from Marie and gives them to Sophie. Sophie gasps, and Leon can see that she's cured of the virus. He picks up the injured Sophie and begins to run out of range of the airstrike set to destroy the facility. After they make their escape, a helicopter lands, and Leon tells the pilots to take Sophie to the nearest hospital to treat her injuries. The ending shows Leon visiting Sophie in the hospital. She's feeling better now and the doctor says that while Sophie will make a full recovery, he found a strange mutation laying dormant in her cells. Leon returns to Sophie but decides not to tell her about the mutation, hoping that whatever it is, it won't bring any more pain or suffering to Sophie.

    Resident Evil 4 gets an excellent critical reception, with praise toward the game's new action-oriented style, its multitude of scares, and its surprisingly heartwarming plot. IOTL, Resident Evil 4 was seen as a spectacularly influential game and one of the best games of all time. While TTL's Resident Evil 4 retains much of the OTL game's quality (though the game's pacing isn't quite as good as OTL's, there are more downtime moments and protecting Sophie is actually a bit more frustrating than protecting Ashley, leading to some difficult moments for the player), it's not seen as being quite so innovative and influential. This is due in large part to the success of The Covenant, a third person shooter that in some ways made many of the innovations that OTL's Resident Evil 4 did. Other games such as the Blackheart series also beat Resident Evil 4 to some of the innovations it was known for OTL. While it's still seen as an outstanding video game, probably the best in the series since either Resident Evil 2 or the original, it's not considered to be one of the best games of all time, and in most circles not even a contender for Game of the Year (though this is due in large part to TTL's 2004 being far more crowded with outstanding games than OTL's 2005, which saw God Of War as the game's only real competition). The game is released on November 16, 2004 for the Wave and the Katana (but not the Xbox, whose fans would have to wait several years before an HD rerelease of the game for the Xbox 2). Sales on both consoles are quite strong, with Wave sales outpacing the Katana's by about a 2 to 1 margin. The Katana version obviously doesn't look as good as the Wave version, but the graphics are still quite good for the time, a smidge better than the graphics of OTL's Gamecube version of Resident Evil 4.
     
    BONUS - The Valiant Renaissance
  • Marvel’s fall from grace with its fans opened up an opportunity for many of the smaller comic book companies to gnaw away at the giant’s market share. This included Image and its imprints, who had launched a superhero universe of its own with a relatively-unknown Robert Kirkman making a splash with Invincible. However, Acclaim Entertainment had seen an opportunity to revitalize its dormant comic book franchises. With Quantum and Woody, Harbinger, and Shadowman in various stages of development at Sony Pictures and Eternal Warriors heading to the X-Box, there was some clamouring for Valiant to make its return to its native medium.

    The rare early Valiant Comics issues like Solar, Man of the Atom and Magnus: Robot Fighter began to spike in price. Shortly after Eternal Warriors’ release, Acclaim announce the return of the Valiant brand with the crossover Unity 2.0 written by company co-founder and former Marvel editor-in-chief, Jim Shooter and art by Steve McNiven. In what proved to be a major coup in the comics world, Acclaim lured Mark Waid away from DC to serve as editor-in-chief of the reborn imprint.

    Though most critics gave Unity 2.0 a tepid reception as a strictly “by the book” crossover (albeit with impressive visuals) with somewhat stilted dialogue, it received a warmer reception from burned by Marvel: Disassembled. The book established the pre-1994 Valiant Comics and the post-1994 Acclaim Comics as separate universes with the latter being an “experiment” of Doctor Solar’s opposite number, Doctor Eclipse. Now that his experiment had concluded his experiment, Doctor Eclipse sought to clean the slate and destroy both universes. Naturally, this brought him into conflict with Solar and the heroes of both world in a war that span from ancient times (Eternal Warrior, Armstrong, and X-O Manowar) to the Lost Land to Magnus’ future era.

    Tying it to original event was the entry of Mothergod into the conflict, who the heroes free from her wormhole to pit against Doctor Eclipse. Their plan ultimately backfires as while Mothergod destroys the villain, their battle also obliterate both universes thought Solar talks her back to sanity. Horrified by her actions, she takes the fragments of both universes and use them to create a “unified” universe with Solar. This effectively left the new Valiant universe with a clean slate to work with going forward.

    The Valiant Reborn initiative launched the week after Bryan Singer’s Harbinger released in theatres with a special zero issue handed out to moviegoers during its opening weekend. The relaunch started with five titles : Solar: Man of the Atom, Magnus: Robot Fighter, Shadowman, Harbinger, and (of course) Quantum and Woody, which had gained a cult following with the film. The company subsequently released more titles in waves to year’s end with a conservative fifteen titles in all compared to Ultimate Marvel’s fifty-six.

    While Valiant couldn’t match the initial sales of Ultimate Marvel, it had better reader retention and critical reception. A key part of this was the carefully-crafted online community that boasted moderated forums where fans could engage with creators in civil conversation (Valiant’s community guidelines were notoriously strict back in the day.) As such, the drop in sales was not as drastic some of Marvel’s titles. Moreover, the company captured some of the camaraderie of the halcyon Marvel days under Stan Lee with playful banter and bombastic showmanship. Something that was lacking in Quesada’s Marvel, which many fans complained was increasingly insular and elitist.

    The company also followed Image’s lead by focusing on trade paperbacks and getting into bookstores like Barnes and Noble. The company had also reprinted the hard-to-find early Solar and Magnus series, which few off shelves faster than Valiant could supply them and became two of the highest selling trades of 2005. Little by little Valiant rose in the sales charts, with Priest’s Quantum and Woody becoming a mainstay in the Top 25 for couple years, and Samuel L. Jackson’s highly publicized six-issue run on Shadowman (with the titular character taking the likeness of the actor, who played him in the 2006 film) breaching the coveted Top 10.

    No doubt Valiant’s newfound success in the comic book medium had ripple effects on Acclaim, who had once been a struggling video game company. The hat trick of Quantum and Woody, Harbinger, and Shadowman in the theatres convinced the company to establish a presence in Hollywood with Valiant Productions. With the Valiant Cinematic Universe gaining a foothold in the burgeoning superhero genre in theatres with the possibility of making the jump to television, the company’s fortunes seemed to have recovered from the speculator market in the 90s.

    - "The Valiant Renaissance" from the blog "The Musing Platypus" by B. Ronning, April 21, 2014
     
    The 2004 United States Presidential Election
  • After the first presidential debate, John Kasich found himself still in a dead heat with incumbent president Al Gore in the polls. Most analysts had awarded him with a narrow win in the first debate, as voters seemed to find some of Gore's answers and responses to Kasich somewhat ineffectual, punctuated by Gore's repeated utterances of "That's not true!" that had become somewhat of an internet meme. The second debate took on a town hall format, where ordinary voters would ask questions of both candidates. Questions were asked on a number of topics, most notably the economy, but also on things such as the environment and military action in Iraq, which Gore was strongly opposed to and to which Kasich was opposed, but only tenuously. While Kasich seemed to be asked somewhat tougher questions than Gore, including from one parent who had two sons in high school and was worried about a potential draft should Kasich be elected and the United States invade Iraq, but Kasich handled the questions and the St. Louis crowd quite well. He was experienced with talking to Midwestern voters, and he parlayed that experience into yet another debate win, this one by a more significant margin. The debate performance put Kasich up on Gore in most polls, with his lead ranging from 1-4 points overall. Gore seemed to be reeling: while the country was doing fairly well under his leadership, average Americans had a multitude of concerns and problems that they didn't believe Gore was doing enough to solve. In addition, 12 years of Democratic control of the White House was starting to seem like too long for many Americans, who believed that a changing of the guard would cause enough of a shake-up in Washington to improve their lives. Gore needed an excellent performance in the final debate, which was held on October 14, 2004. While Kasich stuck to his "man of the people" approach that had served him so well in the first two debates, Gore chose to go on the offensive, making passionate cases for the issues he held dear. He took on a confrontational approach with Kasich, but instead of repeatedly saying "that's not true" like he did in the first debate, he took advantage of better preparation to articulate why he believed what Kasich was saying wasn't true. The third debate of the 2004 election was arguably the best debate for both candidates, but especially for Gore. Neither man made any major gaffes, and both laid out their cases for the American presidency in an effective manner: Gore claimed that America had been thriving over the past 12 years, and while there was definitely still work to be done, he was determined to finish the job and raise the standard of living for all Americans while ensuring a peaceful and green 21st Century. Kasich claimed that Gore hadn't done nearly enough for middle and working class America and that he would bring jobs and prosperity back to all working Americans, while also promising to keep the peace and prevent another deadly 9/11-style attack from ever happening again. Pundits declared Gore the winner of the final debate, and Gore pulled even in the polls. Going into the election on November 2nd, it really was anybody's race.

    The three closest swing states going into Election Day were Iowa, Tennessee, and Florida. Ohio, John Kasich's home state, had been fairly close before the debates, but Kasich had pulled nearly six points ahead prior to Election Day, and most pundits agreed that he wasn't going to cough it up. Florida had been the big battleground state of 2000, which Gore had won by just a few hundred votes over John McCain. Kasich had a very narrow lead but it was widely agreed that Florida would be extremely close yet again. Al Gore's home state of Tennessee seemed like it should probably go Kasich's way from a demographic standpoint, but Gore had won the state narrowly in 2000 and he was only a point or two behind going into the election, with a loyal cadre of Gore supporters ready to vote for him yet again. Iowa was a bellwether state and was too close to call going into Election Night: the state famous for its caucus could also be the state that would decide the presidency.

    -

    Tom Brokaw: It's Election Night 2004, and polls have closed in more than 20 states at this time. We can already bring you some of the results from the presidential race, though there's not much suspense early on as these are the states that we can call quite easily and that we've been expecting to go one way or the other for quite some time. In perhaps the least surprising news of the night, we can call Massachusetts and its 12 electoral votes for president Al Gore, he wins Massachusetts and we're expecting him to win in that state by a wide margin. And we can call Illinois and its 21 electoral votes for Al Gore as well. We do have a race that's too close to call right now and that's Tennessee. Things have been shifting in Tennessee for some time now, many have been believing it may have gotten much redder just in the past four years, but right now it's too close to call with less than 20 percent of the votes in. Ohio, Pennsylvania, New Hampshire, North Carolina, and Florida are also too close to call right now, and some of those states we don't expect to be calling for quite some time. But we can give both Alabama and Mississippi to John Kasich, he wins both of those states, no real surprise there. Also, Oklahoma going for Kasich as well, NBC projects that the state of Oklahoma will go to John Kasich.

    -from NBC's Election Night 2004 coverage on November 2, 2004, at 9:10 PM

    -

    Dan Rather: And right now, Pennsylvania is leaning toward Al Gore, but we still cannot make a projection at this time. Gore leads by five points in Pennsylvania with just over half the vote in, but we will not make a projection just yet. We can, however, make a call in the Illinois Senate race, and this is a big one: Barack Obama, the young state senator from Chicago, we can project, has beaten Jack Ryan, the Republican candidate for United States senate. Obama, who was trailing in the polls as late as September, surged ahead of his rival in recent weeks and now we can make the call, and it looks like Obama is going to win by a wider margin than the polls indicated, he is winning right now by about five points in Illinois and much of the Chicago vote is still being counted. And that is a really big gain for the Democrats, who were poised to lose a couple of seats in the Senate tonight and perhaps their majority, but this win by Barack Obama will keep them at least in what looks to be a 50-50 tie and possibly with a narrow 51-49 majority depending on the results in the New York race, the one that everyone is watching, between John F. Kennedy, Jr. and former New York City mayor Rudy Giuliani.

    -from CBS' Election Night 2004 coverage on November 2, 2004 at 9:37 PM

    -

    Tim Russert: And Al Gore has gone back to Tennessee over and over again during this campaign, trying to keep that state in his column.

    Tom Brokaw: And you know, it is part of that "New South", people are talking about, upper middle class people going down there, moving to those Southern states and turning them redder.

    Russert: They vote on the economy, which is Kasich's big wheelhouse. So you'd think that'd be advantage Kasich, but they really like Al Gore in Tennessee, he has made a real effort to reach out to the people down there and connect with them. Remember the visit to Graceland back in September? *laughing* Doing his Elvis impression, trying to win people over.

    Brokaw: It wasn't, I don't think, a very good Elvis impression...

    Russert: No, but Gore is hoping it made an impression on the voters down there. If it puts him back in the White House, does it really matter that he can't sing "Love Me Tender"?

    Brokaw: It is 10:00 on the East Coast, polls closing on the West Coast, and we can now call the state of California and its 55 Electoral votes for Al Gore. We can also call the states of Washington and Oregon for Al Gore, but again, those are all states that were almost certain to go for Gore based on polls and now we can tell you with certainty that those states can be added to the Gore column.

    Russert: So now we're sitting at 212 electoral votes for John Kasich and 211 electoral votes for President Gore. The entire Upper Midwest, this swath of states down here in the Southwest, and of course New Hampshire, Tennessee and Florida, all of which are very close right now, still too close to call at this point.

    -from NBC's Election Night 2004 coverage on November 2, 2004, at 10:00 PM

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    Dan Rather: And so now we have another state in John Kasich's column, that would be Colorado. The Southwest is now filling out for John Kasich, and that would put John Kasich at 241 electoral votes to President Gore's 221.

    -from CBS' Election Night 2004 coverage on November 2, 2004 at 10:27 PM

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    Tim Russert: And that's why things I think are looking so dicey for Al Gore right now, because if he loses Florida, that would put John Kasich right at 268, and Gore would have to run the table in every other at large state to hold onto his presidency.

    Tom Brokaw: Kasich has pulled ahead in Florida now, the latest update shows him two percentage points ahead of Al Gore with most of the vote counted. We're not going to call Florida just yet, but it appears that John Kasich may have taken a decisive advantage in that state.

    Russert: Now, the one good thing that Gore can lean on is that every other state except for Tennessee is going his way right now. Wisconsin, he's up by four points. Michigan, he's up by five. Iowa, he's up by three. And Tennessee... Tennessee is really, really close, and I don't think Kasich actually expected that Tennessee might go for Al Gore again. Al Gore has worked so hard in Tennessee to get the votes he needs there, but maybe at the expense of Florida, which Kasich has been lighting up these past few weeks. Now, maybe Gore's done his homework, because if he can get there in Tennessee he might not need Florida. But he is in such shaky ground right now-

    Brokaw: I have to interrupt you because JFK Jr., who just won the New York Senate election over Rudy Giuliani, is making his victory speech right now and we're going to listen in.

    -

    John F. Kennedy Jr.: *speaking in front of a massive crowd in New York City* And I just want to say that I love this country, because America is a country of dreamers and of doers. *the crowd cheers* People in this country aren't afraid to dream and they aren't afraid to work hard to achieve those dreams. I don't remember a lot that my father told me because I lost him when I was so young, but one thing he said to me sticks out in my mind and it's been with me my entire life: "When people work together, they can accomplish the impossible." There are so many things that people say are impossible. They say that ensuring health care for all Americans is impossible. They say that protecting our planet from environmental destruction is impossible. They say that bringing back good middle class jobs for all American workers is impossible. But the one thing about the American people is that they have always been willing to come together and work to make anything possible. *the crowd cheers loudly* A few years ago, I didn't think I would go to Washington. It wasn't that I didn't think I could, it's that I believed the people who were already there were ready to make change happen. But when I saw that there weren't enough dreamers, that there weren't enough doers, I answered the call. I answered it on behalf of every American, not just the ones who voted for me. The ones who didn't vote for me, I want to give them a reason to believe. I am going to go to Washington and I am going to work for the American people, and with your support I know that together, we CAN make the impossible happen! And we will! *the crowd roars with approval*

    -

    Brokaw: And by winning that election, no matter what happens in those other three very close races, it appears almost certain that the Democrats will have at least a 51-seat majority in the Senate. The Republicans are winning all three of those very close races, but unless they can take another seat, which doesn't look to be possible for them at the moment, the Democrats will control the Senate come January and that is important no matter who is in the White House.

    Russert: Right, we're talking about the Supreme Court potentially, we're talking about legislation, and now even if Kasich wins he's going to have to come across the aisle and work with some of those Democrats. And meanwhile, look at the House. Democrats have done well tonight in quite a few of these races, and it appears, though again, we can't call anything at the moment, that they may have a chance to take back the House as well.

    -from NBC's Election Night 2004 coverage on November 2, 2004, at 10:46 PM

    -

    Dan Rather: And now, just past midnight on the East Coast, CBS can call Florida for John Kasich. This is an enormous win for John Kasich because it keeps his presidential hopes alive, because Gore has indeed won those Upper Midwest states including Iowa, which we called just ten minutes ago, and now, it is down to only one state. John Kasich has 268 electoral votes, Al Gore has 259 electoral votes, and it's Al Gore's home state of Tennessee, where John Kasich leads by just 3,500 votes with 93 percent of the vote in, that will decide the presidency. Tennessee and its all important 11 electoral votes and the United States presidency both hang in the balance.

    -from CBS' Election Night 2004 coverage on November 3, 2004 at 12:21 AM

    -

    Tim Russert: Would you have imagined that Tennessee would be the state to decide this election? Demographically, it's a state that Kasich should've won by several points, even with Al Gore's home state advantage. I think what really hurt Kasich here is that he didn't push those social issues as much, he chose to really focus hard on the economy. I think the fact that Rick Santorum still has a Senate seat and that he did so well in the primaries shows that there are segments of America, especially down here in the Bible Belt, that are responsive to social conservatism. In the polls leading up to the election, a large segment of voters did list "morality" as one of their leading issues going into the election.

    Tom Brokaw: And of course Al Gore still fairly conservative on those social issues compared to I think a growing segment of his party. He did come out in support of civil unions but also is against gay marriage itself, which, with the increasing number of states legalizing gay marriage has become an issue among an increasing number of evangelical voters, who are starting to come back out of the shadows again and vote in larger numbers.

    Russert: With 97 percent of the vote in, Al Gore clinging to less than a thousand vote lead in Tennessee, and...you have to imagine that there's probably going to be another recount even after this state is called. So we have, for the second straight election probably, a recount situation that could drag on for weeks.

    Brokaw: And not that it matters, but as you can see from our updated count, we have in fact called the national popular vote for Al Gore, it looks like Gore will indeed win the national popular vote, he's up by just under a million votes right now. So he could potentially lose the presidency but win the popular vote.

    Russert: And believe it or not he could get a majority of the popular vote, which hasn't been done since George Bush beat Michael Dukakis in 1988. He could end up with a hair over 50% of the overall popular vote and still lose the presidency.

    -from NBC's Election Night 2004 coverage on November 3, 2004, at 1:37 AM

    -

    Dan Rather: So once again, CBS News can confirm that the Democrats have retaken control of the House, 219 to 216, and the Senate, 51 to 49. We still cannot make any call on the state of Tennessee, though Al Gore's lead in that state has been widening as the last of the votes continue to be counted. We now- *stops and listens to something in his earpiece* ....we're now getting an updated count from the state of Tennessee, and... we believe... *keeps listening* All right, right now we still don't have any more updated counts from that state.

    -from CBS' Election Night 2004 coverage on November 3, 2004 at 2:35 AM

    -

    Katie Couric: It's Wednesday, 6:00 AM, the night after the presidential election, and the race is still too close to call. It's all come down to Tennessee, and with votes still left to be counted in that state, Al Gore holds a lead of just 9,500 votes over John Kasich.

    Matt Lauer: Last night's presidential election was every bit as suspenseful as the election of 2000, which wasn't settled for weeks after John McCain pushed for a recount in Florida. Will Kasich do the same in Tennessee?

    -from NBC's Today broadcast on November 3, 2004 at 6:00 AM

    -

    Charles Gibson: And Thomas Ravenel's surprising victory over longtime Democratic senator Fritz Hollings was one of the biggest surprises of the night. Republicans actually did quite well in the night's Senate races, though they couldn't prevail in what was probably the night's most high profile Senate race, the race between John F. Kennedy Jr. and former New York City mayor Rudy Giuliani.

    Diane Sawyer: Despite polls being fairly close throughout the election cycle, in the end, Kennedy pulled away and he'll be joining his uncle Ted Kennedy in the United States Senate.

    Gibson: Before we continue, I am getting an update from our producers... and... it appears that ABC News may actually be ready to make a call in the presidential race.

    Sawyer: That's right, we're going to go to Peter Jennings who's been working all night in the newsroom, he may have a call to make for us...Peter?

    Peter Jennings: Thank you Diane, and yes indeed, ABC News does indeed have a call to make in the presidential election. At 6:37 AM on the East Coast, we can indeed call the state of Tennessee and the presidency for Al Gore.

    *A graphic of Al Gore along with "RE-ELECTED PRESIDENT" in big letters is shown on the screen.*

    Jennings: ABC News feels confident enough to make that call due to the fact that Gore's lead in the state continues to increase and there are very few votes left outstanding. We do not believe John Kasich will concede at this time but we can in fact call the election, one of the closest in modern American history, for Al Gore.

    -from ABC's broadcast of Good Morning America on November 3, 2004 at 7:44 AM

    -

    "While I am deeply disappointed in the results of this election, I will not be requesting a recount of any of the states at this time. It is my understanding that at least one of the states is close enough that there will be an automatic recount of the votes, but I do not believe that the recount will produce a different result. Let it be known that this election is not a mandate for President Gore's policies. Americans have spoken, and nearly half of them desire a change in this country. It is my hope and my desire that President Gore reach far across the aisle to include Republicans in legislation and policymaking over the next four years, so that the voices of the Americans I so proudly represented and will continue to represent in the years to come will not be silenced. Americans will continue to hold their elected officials accountable every step of the way, and our deeply divided government must be a bipartisan one in order to continue to move this country forward."
    -excerpted from John Kasich's concession speech on November 3, 2004 at 6:55 PM

    -

    "The votes are counted, and the American people have spoken. I am grateful for the opportunity to continue to work for the American people, to create better jobs, to push forward new technology, to provide better health care and services for the American people, and to protect our planet from the scourge of global warming and environmental destruction. And yet, at the same time, I realize how close this election was and that many of my fellow Americans don't see eye-to-eye with those who did vote for me. For those who are disappointed with the results of this election, let me reassure you that I will reach across the aisle to Republicans in Congress and in state governorships and legislatures to do right by the American people. I understand that in this great country, where our founding fathers saw the wisdom in ensuring that government would not be controlled by one man or even by one party, but by a cross-section of people from all walks of life in order to ensure compromise in all things, that my fellow Democrats and I must be open to ideas and suggestions from Republicans, and that any legislation that reaches my desk will need to have input from both parties. I encourage the American people, no matter what their political affiliations, to be active participants in our democracy. Call your Congressmen, call your Senators, let them know what they need to do to make America a better place to live and work for all Americans. And let me know as well. I took this job to represent all Americans, and I will continue to do that every day as I serve in the White House for four more years as your president. Let us work together, let us cross these bridges together, and let us fight these battles together!"
    -excerpted from Al Gore's victory speech on November 3, 2004 at 7:47 PM

    -

    Al Gore had won a second term, and with Democratic control in both chambers of Congress, he now had the ability to move his agenda forward like never before. He would begin his second term by pushing hard for the minimum wage to be increased to $9.00/hr., and would also renew his commitment to improving health care for all Americans, though with Democrats holding only the slimmest of leads in Congress, pushing forward anything resembling a single payer system would be next to impossible. He would also continue his commitment to environmental issues, and with climate change becoming an increasing threat in the minds of many, environmental legislation would remain the centerpiece of Gore's agenda. With Gore winning a second term, it would ensure Democratic control of the White House for at least 16 consecutive years... a very long time, especially in the divided modern political age. While Gore would hope for the best, there was always the threat of the second term curse rearing its head... and with trouble still brewing at home and abroad, Gore's second term would almost certainly be more difficult than his first.

    -

    U.S. HOUSE OF REPRESENTATIVES ELECTION RESULTS

    Democrats - 219 (+4)
    Republicans - 216 (-4)

    -

    U.S. SENATE ELECTION RESULTS

    Democrats - 50 (-1)
    Republicans - 49 (+1)
    Independents - 1 (Bernie Sanders, caucuses with Democrats)

    -

    FINAL PRESIDENTIAL POPULAR VOTE TALLY

    Al Gore - 60,312,667
    John Kasich - 59,280,354

    -

    KioesvU.jpg


    (Source: Created on 270towin.com)
     
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    iPod Play Worldwide Launch
  • "I've never been more excited to launch a product than I am about launching the iPod Play. This is the device that will bring together the worlds of online multimedia, music, and video games together in one handheld package, all for a very competitive price. The iPod Play is poised to be the must-have device of the holiday season, and we hope to sell more than ten million worldwide by the end of next year."
    -Steve Jobs, at a press conference in New York City on the morning of November 18, 2004, the day before the iPod Play's release

    "With the launch of the iPod Play, Apple's long transition into the video game industry has finally come into full fruition. This may be the most anticipated gaming device of any stripe since the launch of the Ultra Nintendo in 1997, and despite its price, I suspect a lot of people are going to want one. My first impressions of the device are overwhelmingly positive: it's easily the most powerful gaming handheld ever made, and will be able to play games ported from any of the three current consoles. I feel the same way about the iPod Play that I did about the Super Nintendo CD when it launched back in 1992: I'm glad I own it, and I want to play a lot more games on it."
    -Former Electronic Gaming Monthly editor Ed Semrad, in a review column for Wired.com

    -

    iPod Play Technical Specifications

    The iPod Play is an iPod with the ability to play video games. To that end, the structure of a typical iPod has received heavy modifications to make it capable of playing video games comfortably. It's easily thicker than any iPod before it, because it needs to accomodate three things: the powerful guts of the device, the device's hefty battery, and the disc drive in order to play games. The device consists of the main iPod centerpiece and a panel that slides out of the device to accommodate its controls. This panel has a set of four buttons, along with an R button on the top and an RT button on the bottom, while the main device has a click wheel that doubles as a D-pad, and also has an analog stick in place of the center button, along with an L button on top and an LR button on the bottom, and "Back/Select" and "Forward/Start" buttons as well. When the panel is slid into the device, it resembles a chunky iPod that can fit into most pockets, while when the panel is slid out, it resembles a slightly larger Game Boy Nova with the top piece missing. The device has a built in hard drive of either 5GB or 10GB, though it has no expandable memory card slots. It has a disk slot similar to OTL's PSP where players can put their games in, the games are about the size of the OTL PSP UMD discs (maybe a tiny bit bigger), and don't come in carrying caddies like PSP games do. The device has a screen that's about 15% smaller than the OTL PSP's screen, it's a widescreen display that is seen vertically in iPod mode when playing music, and horizontally in game and video mode. It comes in white initially, but more colors and unique models are introduced later.

    The iPod Play uses a unique CPU and GPU designed by Apple. While the device is designed to play ported Katana games, the chipsets are based on different architecture, with hardware closer to the first OTL iPhone than the Katana. The CPU is clocked at 376 Mhz, while the GPU is clocked at 120 Mhz. That puts the device above the OTL PSP, but below the Katana in terms of raw power. However, since it doesn't have to display games in quite as high a resolution, it is capable of producing graphics that are functionally better than the Katana. It does have a major edge in terms of RAM, with a total of 128 MB of unified RAM available to the device. It has a built-in wifi connection enabling internet use, online multiplayer, and connection to the SegaNet service to communicate with other users and purchase downloadable games.

    A major boon to the device is the availability of dozens of classic downloadable Sega games on day one. While not all of the 100+ classic games downloadable on the Katana are available right away, the iPod Play's online store has 65 classic game downloads available on Day 1, including games from the Master System, Game Gear, Genesis, Mega Charger, and Saturn.

    -

    Launch Title Summaries-

    Sonic Neon

    Sonic Neon for the iPod Play is essentially a straight port of the Katana version. There's little added to the game save for a few small bonus segments and minigames. The big lure here is portability, and even those who've already played the title on the Katana marvel at being able to take it on the go. It's a good 3-D Sonic game, and definitely the most popular of the launch lineup.

    GameRankings Score: 83.16%

    Super Monkey Ball

    Super Monkey Ball is a new title in the puzzle/action series where players have to take a monkey in a plastic ball and roll him to a certain area while collecting items and avoiding hazards. It's actually one of the most fully featured games in the series to date, and again, it's the first portable title in the series. It's a high quality game and the best reviewed iPod Play launch title overall.

    GameRankings Score: 89.01%

    Ulala: Save The Future!

    The latest game in the Space Channel series, featuring galactic heroic/reporter Ulala. Like previous titles, this is a rhythm game at heart, but also features segments where Ulala can go off the rails and attack baddies and hunt for treasures on her own. It's nothing special, it's got some catchy music and decent voice acting, but those who aren't big fans of the series can skip it.

    GameRankings Score: 72.55%

    Vintage Speed Series

    It's "sort of" a port of the Katana series about old-school race cars, but features cars and tracks unique to this particular title. It's a fun game but gets some criticism for not being as innovative as other games in the series, and isn't quite as visually impressive as the Katana game, making some think that this game was a bit of a "quickie" port. Still, the Vintage Speed Series franchise is generally fun to play, and this game is no exception. Again, the novelty of a gorgeous full featured racing title on a handheld is hard to pass up.

    GameRankings Score: 79.46%

    Molecular Chaos

    Molecular Chaos is a physics simulator/puzzle about molecules with different physical properties that the player must bounce across a variety of stages and obstacles. It's a really fun and addictive puzzle game, the graphics are simplistic but still clear and bright, and the stage variety is enormous. There are some really tricky puzzles and there's a fun online multiplayer mode that runs really smoothly even on wi-fi due to the low-intensity nature of the game's data. It's an overall winner and one of the best selling launch titles.

    GameRankings Score: 86.71%

    The Raid: New Recruit

    An FPS title, though a bit less serious than your typical Call of Duty game, about a new army recruit assigned to a special task force that's raiding a terrorist camp. While not a great game, it does show off the kind of shooter titles that the iPod Play is capable of doing. Makes Velvet Dark: Cyber Wars, a game showered with praise for its visuals when it was released just months before, look immediately outdated. Lack of online multiplayer does hurt the game's replay value though.

    GameRankings Score: 70.63%

    Songhopper

    Songhopper is the game included with every iPod Play at launch. It's an Audiosurf-like game that uses the player's iPod library to create platformer stages (though not as detailed as the ones in Sonic Rover, they're fairly basic stages that are intended to have the player move to the beat of the music. Intended to be the iPod Play's killer app, it's an unfortunate disappointment because the execution isn't so great (the procedural generating algorithms aren't all that detailed, causing some repeats sooner than most players would like). However, the idea itself is reviewed positively, and there would be more games like this later on.

    GameRankings Score: 73.25%

    Madden NFL 05

    It's a Madden game, pretty much every console launches with Madden. Apple chose not to port over the Katana's NFL 2K series to the iPod Play right away, instead waiting for negotiations with the NFL over the fate of the license's exclusivity before making any commitments on a 2K game to a new console. The game looks pretty, basically a console Madden on a handheld, but features are somewhat barren, with a lack of customization and a bare-bones franchise mode. It's still a decent handheld experience but it wouldn't be until 2005 that the iPod Play would fulfill Steve Jobs' promise of a true console Madden game on a handheld.

    GameRankings Score: 68.90%

    -

    Tom Brokaw: A New Way To Play. Today, Apple launched its next generation of iPods, including the iPod Play, one of the most anticipated video game consoles in the history of the industry. We'll take you to last night's midnight launch to show you why this may be the red hot tech company's biggest holiday season ever. Cabinet Shakeup? Al Gore may have to replace more than one member of his Cabinet as he gets ready to begin his second term, we'll look at who might be on the way out and the most likely replacements. And: Israel's Warrior Women. Brian Williams has a report on the new wave of female officers in the Israeli military, and why they could be seeing frontline action sooner rather than later.

    -from the introduction to the NBC Nightly News on November 19, 2004

    -

    November 19, 2004


    The iPod Play is released worldwide, along with new 20GB and 40GB models of the iPod Classic that introduced a color display to the device (similar to OTL's iPod Photo, which was butterflied away). The 5GB iPod Play and 20GB iPod Classic, along with the 10GB iPod Play and 40GB iPod Classic, share price points of $299 and $399 respectively. The iPod Play is bundled with three games: one physical (Songhopper) and two digital (Sonic the Hedgehog and Phantasy Star). The iPod Play's launch is accompanied by a wave of mainstream and industry hype the likes of which have never been seen for a handheld gaming console before, and the device enjoys the biggest launch ever for a handheld gaming device, surpassing the launch of the Game Boy Nova by selling more than one million units in its first week in North America alone (factoring in European and Japanese sales, the device sold more than 1.5 million total units in its first week). Sales would remain strong throughout the holiday season, with sellouts reported sporadically until the spring of 2005. The launch of the iPod Play kicks off what is known as the "seventh generation" of home video game consoles, though the introduction of seventh gen consoles would be widely spread over the next few years. The iPod Play's launch is a pioneering event in gaming handhelds: it proves that gaming handhelds can be sold at a premium price and compete strongly with Nintendo's Game Boy line, and it's the first ever gaming handheld with capabilities nearly equal to the current generation of consoles on the market. Strong sales of both the iPod Play and the new color iPod Classic model drive Apple's stock prices up nearly 50% over the next year.

    Here are the seven non pack-in launch titles, ranked in order of how many units they sold on launch week in North America:

    1. Sonic Neon - 307,582
    2. Super Monkey Ball - 113,759
    3. Madden NFL 05 - 88,563
    4. The Raid: New Recruit - 57,291
    5. Molecular Chaos - 55,864
    6. Vintage Speed Series - 32,075
    7. Ulala: Save The Future! - 11,038

    -

    Polly Klaas stood in line outside a San Francisco Apple store, waiting for her chance to buy the new iPod Play. She'd never owned an iPod before, and was thinking about getting the classic iPod, but decided instead to purchase the iPod Play, as she didn't have a huge amount of songs she wanted to download to the device's more limited memory and also wanted the more fully featured model, which had online connectivity that the standalone music iPod didn't. She was in line with her friend and fellow graduate student Lizzy, who was also buying the iPod Play to replace her 1st generation iPod from three years before.

    "So Polly, what game are you going to buy with it?" asked Lizzy, who already had her sights set on Sonic Neon, which she enjoyed playing on her big brother's Katana system when she visited him back in Kansas. "You're not much of a gamer, are you?"

    "Well... I play the Wave since I'm still getting free games from Nintendo for it," said Polly, "but I've never had a Sega system before, or a handheld, even a Game Boy."

    "So you haven't played Pokemon then?"

    "I wouldn't have time for that anyway!" said Polly with a laugh. "I've got to work on my masters dissertation coming up this spring, I heard people spend hours on Pokemon catching everything..."

    "Yeah, but you don't HAVE to catch 'em all," Lizzy replied, brushing a hand through her purple-streaked hair. "Even though the motto says you do..."

    The line was slowly moving forward, and Polly and Lizzy were a few spots from the counter now. Polly pointed to the Super Monkey Ball game that was hanging from the back wall.

    "I think I'm getting that one, I heard it was really fun," she said. "Have you played it before?"

    "On the Katana, yeah. It's fun but it's tough, you push the stick one way and your monkey goes flying over the edge, it's a pain in the ass sometimes..." Lizzy groaned, remembering all the epic failures she had playing the original Super Monkey Ball, then getting tired of the game and playing Phantasy Star Online instead. "You know what would be cool? If they put Thrillseekers on this thing."

    "That would be awesome," said Polly. Thrillseekers was pretty much the only game she'd played all the way through that year, though the game did on occasion make her sad because it reminded her of the friendship she'd had with Caitlyn. She'd met a lot of girls in college and in grad school that became her good friends, but none of them were quite as kind or as fun as Caitlyn was. "Or maybe even just a Tony Hawk game."

    "I think we're getting Tony Hawk City on it next year. And Thrillseekers is supposed to get some spinoffs, so maybe we'll get one of those?"

    The two girls stepped up to the counter, and Polly let Lizzy go first.

    "You're getting the $400 one?!" Polly said in surprise as Lizzy opted for the 10GB iPod Play model.

    "Well yeah, how am I gonna put a lot of games and music on there otherwise?"

    Lizzy paid for her new iPod and then stepped aside to let Polly buy hers. After the purchases were completed, the two left the store together.

    "Never thought I'd be paying $400 for a handheld," said Lizzy, laughing as she clutched the Apple Store bag to her chest like it held precious jewelry. "I remember when my brother had to work his ass off all summer just to afford the original Game Boy."

    "Well, $300 isn't cheap either..." said Polly, looking down into her own bag. "There goes the rest of my spending money until January..."

    "You should get into web design," Lizzy replied. "I made $14,000 in ad revenue last month and all I do is hammer out a couple thousand words every couple weeks."

    "You have one of the most popular blogs on one of the most popular sites on the internet," said Polly, referring to Lizzy's work for Cressida Lane, which had started as a fashion magazine for young women in 2000 and whose website had gone completely viral over the last year due to its extremely popular blog featuring professional women in a variety of disciplines. "Anyway, I'm fine with what I'm doing now at the hospital...and I'm getting a lot of research for my masters' dissertation."

    "Still hoping to get a job as a psychologist, or...?"

    "Something like that. Right now I'm still not entirely sure where my work's going to take me."

    "Well, you just spend $300 on a video game thing so quit thinking about work and let's go somewhere and have fun!"

    Polly smiled and laughed as Lizzy walked to where she'd parked her car.

    "So where do you want to go?" asked Polly as Lizzy climbed into the driver's seat.

    "Anywhere but the office, I got in a fight with some other columnist the other day about the new Call Of Duty game and she's still pissed at me."

    "Oh....who?"

    "Her name's Wendy, she hates pretty much any video game where anybody gets hurt and she's a real pain in the ass," said Lizzy as she drove out of the parking lot.

    -

    That evening, Steve Jobs and numerous other high-level Apple employees were eating dinner at one of the best restaurants in New York City, in celebration of the successful iPod launches. Jobs was in as good a mood as his employees had seen him in in quite some time, while Reggie Fils-Aime was extremely loud and jovial, partially from the successful launch and partly from the multiple glasses of liquor he'd consumed over the course of the evening.

    "So, this is only the beginning for our game console production," said Tim Cook. "Project Pippin is on track for a late 2006 launch, we should be able to compete directly with the next Xbox console assuming it comes out in 2006 as scheduled."

    "We're gonna kick their asses!" shouted Fils-Aime, pointing at everyone else at the table. "Everybody here agrees with me right? We're gonna kick Microsoft's asses, it doesn't matter what they're gonna do, we've got something way better coming!"

    "No doubt about that," said another, slightly less inebriated but still ecstatic Apple employee.

    "I never doubted for one second that the iPod Play would be a successful product," said Jobs, taking another bite from his meal. "Everybody at this table should be proud of themselves, but we can't rest on our laurels. Not just Project Pippin, but the iPod Play itself. I'm already thinking about the next model. We're going to be constantly working on the iPod Play to keep it ahead of the competition, including the Game Boy Supernova."

    "We're gonna kick Nintendo's asses too," said Fils-Aime. "They have no IDEA what's coming for them."

    "I'm expecting all of you to put in extra work hours over the next year to continue to improve on Project Pippin and the next model of the iPod Play. Today we'll celebrate, but our work isn't finished. Microsoft and Nintendo are still ahead of us in market share and I won't rest until we're on top of this entire industry. We took back the home computer market and we're going to conquer the video game market also."

    The dinner continued for quite some time, until most of the men at the table were quite drunk. Steve Jobs hadn't sipped a drop of alcohol. He knew he needed to keep his mind constantly sharp, lest the next big technological idea slip unnoticed out of his brain. As he got up from the table, Reggie came over and hugged him tightly.

    "We did it, man..." said Reggie, his grip tight around his boss' back.

    "That's right, we did it," replied Jobs, awkwardly patting Reggie on the back until his employee saw fit to let go. "You did a great job, this wouldn't have been possible without you."

    Steve Jobs and Tim Cook were the only two people who'd stayed sober throughout the entire dinner, and they were the last two people to leave the restaurant. They stood looking out the window, watching the cars and the people below. The lights of Times Square loomed in the distance. Next to one of the big screens, Cook spotted an advertisement for the iPod Play.

    "Look," said Jobs, pointing down to the sidewalk below. A young woman was walking by, looking down at a screen. She was playing Sonic Neon on the iPod Play. "There's one of our customers right now."

    Jobs scanned down below, watching the people all pass by.

    "I wish every single one of them had an iPod in their hands," said Jobs.

    "Let's make it happen," replied Cook, patting Jobs on the back as he turned to leave. "Someday, everybody in the world will own an Apple device."

    Jobs continued to look out the window and watch the people below.

    "Someday."

    Jobs reached into his pocket, his hand clasped around his cell phone.

    "Someday soon."
     
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    BONUS - Fox Family: The Origins
  • Now that this has been approved by RySenkari, this can go back up.

    Here's what I'm assuming Fox Family started out as in this timeline- a bit more successful, trying to appeal to families first, kids and teens second (so thus they aren't as concerned with being in 4th):

    When Fox Kids Worldwide bought The Family Channel in 1997 to serve as their cable presence and a way to compete with Nickelodeon, Disney Channel and Cartoon Network on their turf, they briefly pondered cancelling Fam's original programming and scrapping the majority of Fam's other stuff to appeal to a younger demographic. Margaret Loesch, however, convinced Rich Cronin (who they'd hired away from MTV Networks to head the new network) not to be so hasty, having seen value in Fam's current lineup- rather, they would build on it with newer programming, as well as kid and teen oriented programming; in addition, they would leverage the massive amount of content available to them- Fox Kids/Saban, Marvel/New World, 20th Century Fox Television, MTM, Four Star, TVS- to supplement their efforts. As a result, when Fam relaunched in 1998 as the Fox Family Channel, the feel was more like that of the Fox SportsNet affiliates- the Fam programming was largely intact, with more of a Fox feel and attitude (indeed their initial slogan- "Family fun, Fox attitude"- was like FSN's "Home teams, Fox attitude") and as a result, older viewers kept tuning in. And speaking of sports, they would have Fox Sports produce telecasts of family-friendly sporting events to increase appeal, including Thursday Night Baseball, NASCAR races, college basketball and other niche sports. Meanwhile, Fox and Saban decided to cut strings with Pat Robertson and CBN permanently- they paid him a lump sum of $200 million to remove CBN programming from the new FFam and thus free up valuable time slots for other programming.

    They also gained a new on-air look, using a modified variant of the Fam circle[1]:
    TLmMJz4Kd3bhBN6iob7AZBfE06RJJkT6_WISiNcqruu-eHeP1xbNP-FW4oNzposjMTCu-7FXD_2Z3TO813z9jyCAPGmGL4Dm8P_vZrzznLOZJdlLa4TIB9W0wFGUHl9ZtH_k6x-y


    Weekdays:

    At 7AM, FFam would start things off with the Morning Scramble, a collection of wacky cartoons for kids: Eek the Cat/Eekstravaganza, Life with Louie, Stickin’ Around, and Ned’s Newt (all of which had previously aired on Fox Kids- and for the latter two, they wouldn't be badly butchered to fit the timeslot). Largely the same as in OTL.

    At 9AM, the preschoolers would rule with The Captain’s Treasure House, featuring the All-New Captain Kangaroo, Magic Adventures of Mumfie, Storytime with Thomas, and Bobby's World (plus interstitials featuring The Wiggles)

    At 12PM, a mixed bag of sitcoms, Fam-era game shows and series from the Fox Kids weekday block (as prep for that block’s phase-out to appease affiliates): 12 PM: Mr. Belvedere, Dobie Gillis; 1PM: Space Goofs, Spider-Man; 2PM: Masters of the Maze, Trivial Pursuit; 3PM: The Tick, Power Rangers Power Playback

    At 4PM. FFam would venture into The Basement- largely the same as in OTL (FFam's equivalent of YTV's The Zone, with weird puppets and segments), with more shows- Monster Farm, The Real Ghostbusters, Walter Melon and a rotating slot with Bad Dog, Radio Active, Oggy and the Cockroaches, VR Troopers and new episodes of Masters of the Maze

    At 6PM, more game shows- new episodes of Shopping Spree, revivals of Split/Second (from Hatos/Hall, hosted by John Moschitta Jr.), Hot Streak (from Reg Grundy, hosted by Jim McKrell) and Three on a Match (from Columbia Tristar, hosted by Bob Goen); all shows would have increased budgets (thanks to Fox’s unlimited cash reserves)

    At 8PM, Fox FamilyPrime; an ever-changing bag of original series/movies, reruns and specials- including Family Challenge (new episodes with Ray Combs), Carol Burnett & Friends, Mr. Bill, Pee-Wee’s Playhouse, The Wonder Years, Ally McBeal, and UK Catch Phrase (and new American eps hosted by Peter Tomarken); Friday nights would tend to show a movie, under the name of the FamilyPrime Friday Feature (ranging from FF/Fam-produced movies, to Fox-owned flicks). When Millionaire revived big-money primetime games, FFam followed suit, with a revival of the short-lived 1970s ABC game The Big Showdown (infamous for an episode where host Jim Peck fell down the stairs), now with returning champions, a payoff of $25,000 in the bonus game, and regular tournaments for bigger prizes; Bill Rafferty (of Every Second Counts, the 86-87 syndicated Card Sharks, and 87 Blockbusters) would emcee.

    10PM would start Into the Night with Columbo, followed by Evening Shade and Coach; midnight would bring in a mixed bag of older Fam-era originals, including Zorro, The Legend of Prince Valiant, and Big Brother Jake, plus lesser-known MTM series, including The New WKRP in Cincinatti, The White Shadow, The Duck Factory, Boogie’s Diner and Sparks, up to 7AM

    Saturdays:

    7AM: A block of older game shows, as to not compete with Fox Kids, under the name of QuizTime; this would include Whew!, Split/Second w/ Monty Hall, older episodes of Shop Til You Drop, Quicksilver and Free 4 All, Fun House (both syndicated and Fox Kids runs), Catch Phrase w/ Art James, Break the Bank 85 (including the Rayburn eps) and Strike it Rich 86 (the latter two are Fox-owned via New World, so for the former, they could bypass Gene Rayburn's embargo)

    1PM: the Saturday Western Roundup would be kept around from the Fam days, including The Big Valley (which is Fox-owned), The Rifleman, and Bonanza

    6PM: MTM reruns (Mary Tyler Moore, WKRP in Cincinatti, Newhart, and The Bob Newhart Show)

    8PM: family-friendly dramas, including Lou Grant, Perry Mason, Rescue 911, and Peter Gunn

    11PM: The Steve Allen Show, before going Into the Night

    Sundays:

    7AM: usual paid-programming/televangelist stuff

    11AM: the Sunday Chill- a mixed bag of low-key reruns and originals, including Xuxa, It Takes Two (the Fam-era game show), Earthworm Jim, The Addams Family, The Kids from Room 402, T. and T., and Remington Steele, among others

    5PM: the Sunday Fun Matinee (more movies)

    8PM: The Gate, a live block intended to interact with viewers via phone and the Internet, begins. Programs during the block would have a slightly darker feel, including Freaky Stories, I Was a Sixth Grade Alien, Animorphs (ITTL, FFam picked it up as a result of Fox Kids' relationship with Scholastic; the budget was a bit better and it lasted for about 5 seasons), The New Addams Family, ExoSquad, and Big Wolf on Campus; before Into the Night began at 11PM

    [1]In OTL, this was a prototype logo seen as part of a promo on several Fox VHS releases around that time; it ended up being replaced with the "twister" logo and look, created by Pittard Sullivan.
     
    Fall 2004 (Part 8) - The Covenant 2
  • The Covenant 2

    The Covenant 2 is the sequel to the hit Xbox launch title The Covenant, and is TTL's equivalent to Halo 2. It's a third-person shooter featuring the protagonist Master Chief, a Space Marine sworn to defend Earth from extraterrestrial threats. Like OTL's Halo 2, The Covenant 2 sees Master Chief attempting to repel an invasion of Earth from the alien race known as The Covenant. However, unlike OTL's game, the player controls Master Chief the entire time. Master Chief does not align himself with a Covenant alien in this game, but instead, must seek out the aid of the last living member of the progenitor race, TTL's analogue to the Forerunners, who in this game are refered to as the Krisilan, the ones who constructed Halo, which Master Chief activated at the end of The Covenant (sacrificing his superhuman powers in the process) in order to wipe out the Flood and save the universe. This game also sees Master Chief spending a lot more time on Earth (about half the game) in the process of battling the Covenant. He actually starts out somewhat weaker than he was even at the start of the original game, due to the loss of his special abilities. However, over the course of the game, he gets enhancements to his suit and to his weaponry, and once he meets the last member of the Krisilan, his special powers are gradually restored to him as well, eventually giving him a repertoire of weapons and abilities far surpassing what he had at the end of the first game. The gameplay has received significant enhancements from the original game, and can be compared in some ways to OTL's Gears Of War, with an emphasis on rapidly-shifting cover and dynamic firefights. The shift in gameplay style is due to Microsoft bringing in Cliff Bleszinski from Epic Games to collaborate with Bungie during the design process for the game, in order to give the game an updated feel and not have it be a sequel that feels to much like the original game (Microsoft's collaboration with Epic would manifest itself in a number of ways over the coming years, the two companies have been working closely together since the beginning of the development process for The Covenant 2, and Epic is also one of the first companies to get an Xbox 2 development kit). The result of all of this is a game that feels more polished and realistic than practically any third person shooter before it, with an epic, cinematic feel that few games before have had. The graphics push the Xbox practically to its limits, and stand up to the graphics of pretty much any Nintendo Wave game, with comparisons to titles like Metal Gear Solid II being made. The game comes on two discs, a first for an Xbox game.

    The game begins as Master Chief is venturing to a planet far across the galaxy, attempting to get answers as to the location of the final member of the progenitor race. He is aided by Cortana and a few of his most trusted Space Marine companions. The mission goes badly after the squad is attacked by the Covenant, and Master Chief and one last surviving companion, PFC Alkirk (who becomes a close and trusted ally of Master Chief throughout the rest of the game) must fight their way back to the ship in what serves as the game's tutorial mission. They've barely reached space when they get word of a Covenant invasion of Earth, and must quickly return home. The next several missions consist of Master Chief, Alkirk, and a variety of allied soldiers battling the Covenant in various Earth cities, including Chicago, Dubai, London, Tokyo, and Johannesburg. All the while, Master Chief slowly acquires upgrades and more information about the last progenitor survivor. Finally, his squad is called upon to liberate a defense space station that the Covenant has focused its attack on. Master Chief is able to help most of the personnel on the station evacuate, but it is destroyed in the battle, and he barely makes it out alive, while Alkirk returns to Earth to assist in the planet's defense from the second wave of the invasion. Master Chief finally tracks down the last progenitor on a desolate planet. It's a beautiful female alien named Shi'kaan, and she's near death. She awakens after being returned to her healing chamber, and she tells Master Chief that her race is known as the Krisilan. The Krisilan share much of their history and traits with the Forerunners from the OTL Halo series, though there are also elements of Precursor lore in their history as well. Shi'kaan is referred to as the Heretic's Progeny, as she was created in an unauthorized Krisilan experiment into the nature of immortality, and was born to live forever and never die. However, this was imperfect immortality, as she can still be injured or stricken by sickness, and she has suffered in that state for many millennia. Shi'kaan exiled herself because the Flood tried to raise her up as a goddess, despite her wishes, and carried out horrific atrocities in her name. She believes Master Chief to be no different from the Covenant and refuses to help him, her impressions of humanity shaped by the human-Krisilan war that took place many eons ago. However, she eventually does warm up to him, and agrees to help him restore his powers. She says that Master Chief might be able to defeat the Covenant if he was somehow able to activate Halo's transportation ability, allowing it to appear close enough to Earth to turn its powers against the Covenant. Master Chief returns to Halo, only to find it overrun by Covenant soldiers. He battles his way through them and in a grand cutscene, takes Halo back to the Solar System to use its powers against the Covenant. During this time, Shi'kaan witnesses humanity's brutality and is once again consumed with hatred for them, even after seeing Master Chief's heroism. After battling his way through more Covenant soldiers, Master Chief attempts to use Halo against them, but is overridden by Shi'kaan, who plans to turn Halo's powers against Earth and destroy both warring factions. As it turns out, this was part of the Covenant's plan, particularly that of its warlord, the High Prophet of Pride, who has a secret plan to evacuate the Covenant armies just as Halo is activated. Master Chief must reach Shi'kaan before she can activate Halo. A series of events occurs during the next two missions, which take place aboard a Covenant battleship and on Halo respectively, where Shi'kaan learns the full truth about her past and about the nature of humanity, and where Master Chief battles Pride's champion warrior on the surface of Halo. A massive battle erupts between humanity and the Covenant, and Shi'kaan realizes her mistake in assuming humanity to be a brutal warrior race, but instead realizes that they are the true heirs to the Krisilani Mantle, and that they must be protected and not destroyed. Deeming Master Chief The Reclaimer (a title which was given to humanity in general in OTL's game), Shi'kaan uses a massive burst of her own power to destroy the remaining Covenant troops on Halo, sparing the humans. However, Pride refuses to accept the Covenant's fate, and in an act of rage and cowardice, murders Shi'kaan, ending the life of the last Krisilani and destroying their race forever. Master Chief accepts his final power and battles Pride in a one-on-one fight. After killing Pride, he realizes what he must do, and activates Halo and its teleportation mechanism at the same time, taking Halo out to the far reaches of the galaxy and setting it to self-destruct. This seemingly ends his life, but the end-credits scene reveals that he was picked up in his ship just as Halo was destroyed, thanks to Cortana. He is told that humanity has the Covenant on the run, but that the other High Prophets are still alive and as dangerous as ever. The battle for Earth may have ended, but the battle for the galaxy has only just begun...

    The Covenant 2 is released on November 9, 2004, and is one of the most hyped, if not the most hyped video game of the year, assuring massive sales at launch. Reviews are excellent, about on par with OTL's Halo 2 if not a bit better, making it one of the best reviewed video games of 2004. It's also an immediate success with its online multiplayer mode as well, which is greatly expanded from that of the original game, and is available right away at launch, driving many, many new users to Xbox Live in order to play multiplayer deathmatches. Of the numerous huge games to come out at the end of 2004, including the new Mario and Zelda games and Grand Theft Auto: San Andreas, The Covenant 2 is the only one that features an online multiplayer mode, and this proves to be a major draw for the game. The Covenant 2 proves to be as impactful for the Xbox as Halo 2 was IOTL, and clinches The Covenant as the Xbox's biggest exclusive franchise, while greatly advancing the profile of the third person shooter, essentially being as influential to the genre ITTL as Resident Evil 4 was IOTL.

    -

    Mindy Kaling: And here's some major news in the online console gaming world: Microsoft reports that for the first time ever, the total number of active Xbox Live subscribers has surpassed the number of active SegaNet subscribers here in North America. Thanks to the recent release of The Covenant 2 and the introduction of the PC Classics program, allowing Xbox users to purchase and download games such as Half-Life and DOOM to their Xbox consoles, the Xbox Live service has seen an unprecedented wave of new subscriber activity, with nearly twice as many new subscribers to the service in November 2004 as it's seen in any previous month.

    Patrick Clark: The SegaNet service still leads in worldwide subscribers, thanks to its large base of support in Japan and Europe, but there is some troubling news for the company: the number of new SegaNet subscribers has been far less than expected by Apple, despite the record-breaking sales for the new iPod Play. It's being reported that many new iPod Play owners are utilizing the free service to purchase classic games, but aren't signing up for the paid service which allows online gameplay and community message boards. SegaNet has seen a general decline in the overall number of people playing games on its service, while Xbox Live's userbase continues to grow every month.

    Kaling: Already, The Covenant 2 ranks among the year's top twenty best selling games according to the NPD market research group. It sold over three million copies in North America alone in its first week of release, breaking the all-time record previously held by Super Mario Dimensions with just over two million copies, and remember that Super Mario Dimensions was included with every Ultra Nintendo.

    -from the December 6, 2004 episode of the G4 Weekly News
     
    Fall 2004 (Part 9) - Shooting To The Max
  • Call Of Duty 2

    Call Of Duty 2 is the sequel to Activision's 2003 FPS title Call Of Duty. Unlike OTL's game, which wasn't released until two years after the original title, TTL's Call Of Duty 2 is released the year after the original game, due to the original game's popularity and success and Activision's desire to have a strong annual FPS franchise in the wake of Load's retooling. Because of the shorter lead time, Infinity Ward focused on making the game a more focused and streamlined experience than the first. Rather than following along with four different scenarios, as in OTL's game, the player is given only one soldier to follow: an American private named Joseph Taylor (based on OTL's Bill Taylor), fighting to repel the German advanced during the Battle Of The Bulge. Taylor commands a small squad of men and ends up in some of the fiercest parts of the battle, forcing the player to make split-second decisions if they wish to stay alive. The gameplay has received some mild updates from the original title, including improved movement and cover during battle, the ability to dual wield pistols, the ability to issue commands to subordinate soldiers, and the ability to distract enemy soldiers with certain quick time commands. Each mission gives the player a set of base objectives that must be completed, and then a set of optional objectives which allow the player to go above and beyond the call of duty, winning medals and even giving them the opportunity to save certain squad mates from death, which affects certain endings and also certain missions. Like the original game, Call Of Duty 2 features a multiplayer mode with most of the original game's features and a few new features added, including improved commands for squad-based play and some of the campaign mode's control improvements as well. The game also features a co-op PvE mode allowing players to team up for certain missions and compete for medals and high scores.

    Call Of Duty 2 is released in November 2004, for the Wave, Katana, Xbox, and PC. This is the first time a Call Of Duty game has been released on the Katana, and Activision hopes to establish a fanbase among SegaNet players for the game. Reviews for Call Of Duty 2 are quite good, averaging in the low to mid 8s, with reviewers praising the game's multiplayer and its short but highly polished campaign. Released amidst very strong competition, it struggles to find a foothold in the console market, though the Wave version does very strong sales, surpassing sales of the original. The Katana version sees solid sales, as does the Xbox version, though the Xbox version in particular is somewhat disappointing from a sales perspective, with a lot of Xbox owners shunning the game in favor of more established franchises. It does continue to be a major success on PC, where it competes with Disarmament for the honor of being the year's most successful FPS on the platform. Activision is pleased with the game's success both critically and commercially, seeing the series as a rising star that could potentially take the place of Load as the company's premiere FPS franchise.

    -

    Maxima

    Maxima is an FPS title developed by DICE and published by Interplay. While the basic gameplay of Maxima heavily resembles many other FPS titles on the market, the game also features elements such as bullet time and parkour, along with advanced melee combat, that contribute heavily to the game's futuristic, almost otherworldly feel. The protagonists are a pair (later a trio) of elite police agents who wear special suits that allow them to utilize enhanced abilities that in some way resemble the Agents and protagonists of the Matrix series. As the game is developed by DICE, it does share numerous elements with OTL's Mirror's Edge, including its parkour-inspired navigation of a large, futuristic city, and its use of well-developed female protagonists (two of the three main protagonists are female), and can be considered somewhat of a proto-Mirror's Edge in some ways. The characters can utilize their weapons or their special powers in combat (or in some cases both, enabling moves that resemble the "gun kata" of films like Equilibrium), and while there are definite missions and mission parameters during the game, players can occasionally go off the beaten path, usually to take an alternate route during a mission. Maxima is not heavy on prolonged firefighters like other FPS titles: the way that the game plays actually encourages the player to take the fight to an enemy, getting up close and personal to get a better shot or to use melee attacks or other powers, keeping battles fast paced and limiting frustration. The game has a lot of action set pieces and stunning futuristic visuals, making a lot of scenes resemble something out of a movie. Its graphics are some of the best to appear in a console game to date, showing off its large city in great detail, and featuring excellent character animation as well, among the best of the sixth generation. The game does lack a multiplayer mode, as DICE chose to focus on the single player aspect of the game (and they wanted to differentiate Maxima from their other FPS series, Battlefield), though later versions of the game released for seventh generation sequels would add a co-op mode to the campaign.

    The three playable protagonists are:

    Ronin: A young but experienced agent on the elite Maxima Team, Ronin specializes in dangerous missions that require a precise touch. He tends to be a bit more calm than his brash partner, but prides himself on being able to complete his missions while ensuring the safety of innocent civilians. He's voiced by Mark Dacascos.

    Gwendolyn: A "rookie" on the Maxima Team, Gwendolyn actually has about as much experience in law enforcement as Ronin does, serving with a governmental organization whose work is a secret and which Gwendolyn refuses to discuss with anyone. Brash and arrogant, she frequently clashes with Ronin, but despite this, the two of them trust each other with their lives, their respect for each other even more of a secret than Gwendolyn's past. She's voiced by Kimberly Brooks.

    Cleo: A mercenary sent to target Gwendolyn, her bullet meant for him hits Ronin instead. After Ronin recovers and Gwendolyn finally reveals her secrets to him, Cleo realizes that she must reject her mission and help the Maxima Team. She's more calm and rational than Gwendolyn but no less competent in battle, though she prefers to fight from a distance rather than up close. She's voiced by Moira Quirk.

    Players aren't given a choice between the three protagonists for any specific mission, they play with the protagonist assigned to them depending on the current situation. There are a total of nine missions in Maxima, though each mission is split up into a number of segments, between three and eight. Some segments can be skipped altogether depending on what route the player chooses to take. No mission has the player using one character exclusively: Missions 1-3 have the player going back and forth between Ronin and Gwendolyn, Mission 4 has the player going back and forth between Gwendolyn and Cleo, and Missions 5-9 have the player using all three for at least one segment each.

    Missions 1 and 2 are fairly straight forward, with Maxima Team having to deal with a different criminal gang in each mission. The main storyline is referenced only briefly, as these two missions are for the most part fairly self-contained. Mission 3 introduces more of the main storyline, which concerns the discovery of a mystery involving the OriGen corporation, the corporation that created the special suits that the Maxima Team wears on its missions. Mission 3 ends with Ronin being shot by Cleo, and Mission 4 begins with Gwendolyn's pursuit of Cleo, allows the player to take control of Cleo for one of the segments, and then eventually leads both women back to Ronin as they are pursued by agents in mysterious suits identical to those worn by the Maxima Team. These events cause Gwendolyn to reveal her secret past: the suits the Maxima Team wears were created by experimentation on captive prisoners, many of whom Gwendolyn helped to capture. Cleo has been hired by the government to kill Gwendolyn, the last living member of that team, and cover up the government's secrets. However, as the game progresses, it's learned that in fact, it was OriGen who hired Cleo and not the government, and that OriGen is hoping to create a new generation of agents to carry out their bidding. Missions 5-7 see the Maxima Team working to defeat a powerful criminal syndicate at the behest of their higher-ups, but in reality, this is a front for an OriGen operation, and at the end of Mission 7, a kill order is issued for the entire Maxima Team and Cleo. Mission 8 sees the three desperately trying to escape OriGen's agents, while at the same time attempting to warn the other members of Maxima that they've been targeted for extermination. Finally, Mission 9 sees a daring raid on both OriGen headquarters and the headquarter's of the city's government, which has been taken over by OriGen shadow agents. Ronin, Gwendolyn, and Cleo split up for most of this final mission, with Ronin playable in three segments and Gwendolyn and Cleo playable in two each. During this final mission, Ronin confronts his old superior (who now works as an OriGen shadow agent) and learns the meaning of duty, Gwendolyn is given the opportunity to confront her past and atone for it, and Cleo, whose older brother was one of the people abducted by Gwendolyn and experimented on, must choose whether to forgive Gwendolyn or to kill her, even as she battles against her former boss. In the end, the game has a fairly straightforward but somewhat bittersweet ending. Cleo forgives Gwendolyn, but Gwendolyn can't forgive herself and she leaves the Maxima Team with Cleo taking her place at Ronin's side. Ronin becomes the leader of Maxima, who is tasked with the continued work of rooting out corruption in a city rife with it.

    Maxima, which had some buzz prior to release from its strong showing at E3 2004, was still one of the lesser anticipated FPS titles of the season. However, it's one of the most highly praised games of the year, and would ultimately become a sleeper hit after its release in October 2004 for the Nintendo Wave and Microsoft Xbox (it would be released for the Katana in 2005 in a slightly downgraded version). Its sales are a bit slow initially, but they pick up during the holidays and in 2005, once the price comes down via discounts and sales, and it would become a franchise for DICE.

    -

    The unique thing about The Pact is its storyline: it's the story of two best friends and the lengths they'll go to to get one another out of trouble. The backstory gives it more emotional resonance than most FPS titles, and developer Shortstop is trying to evoke in many players a Saving Private Ryan kind of feel for the game.

    "That was definitely our inspiration," says developer and lead writer Gary Byrne, who cited Spielberg's World War II epic as a major inspiration for the game, his first as lead creative director. "We want to make the player driven by a desire to rescue their buddy from danger. It'll inspire them to push through even with the odds stacked up way against them."

    The Pact puts the player in the heart of an unnamed wartorn country, where they have to rescue their childhood friend, now a diplomat who's been captured by a very dangerous and violent terrorist organization.

    "You're going to have to fight your way through all kinds of very dangerous people," said Byrne as we played one of the game's opening levels, which sees the protagonist, a special forces soldier named Scott Anderson, infiltrating a village on the outskirts of enemy territory. "You've gone AWOL from your unit, so you're totally on your own."

    Scott must also contend with members of his own unit sent to hunt him down, lest he start an international incident.

    "There's a type of Rambo feel about the game, a sort of 'you against the world' motif that doesn't let up as you're progressing through the main campaign. We've also incorporated this into the multiplayer, there's actually a 'Rambo mode' where you can hole up inside a cabin as the opponents come to kill you. We've got an online mode where it can be up to 1 vs. 16 at once, you'll build up your sort of 'fortress' and then your opponents have to try and come after you."

    This 'Rambo mode' spoken of by Byrne reminded us of the 1 vs. 3 'Mastermind' mode in Disavowed, where players are given the ability to set traps and deploy enemies against their foes. Byrne cited it as yet another inspiration.

    "We're really trying to adapt some of the best aspects of other great FPS titles and build on them for The Pact. Standing on the shoulders of giants, so to speak."

    -from the cover article in the November 2004 issue of GameInformer
     
    Fall 2004 (Part 10) - Mario Wears His Sunglasses At Night
  • *The scene opens with Keith David, dressed just as he was in the iconic fight scene from They Live, standing in the middle of an alleyway.*

    Rowdy Roddy Piper: *also in his They Live outfit* Put on the glasses! *holds up a pair of black sunglasses like in the movie scene*

    Keith David: I'm not putting on those glasses!

    Rowdy Roddy Piper: I said put 'em on!

    *The two begin to scuffle for a few seconds until Piper forces the glasses onto David's face.*

    Keith David: *looks up and is amazed*

    *The city is suddenly awash with Mario-like scenery: question blocks, Koopas, fire flowers, the works.*

    Rowdy Roddy Piper: Well?

    Keith David: That's awesome!

    *Scenes from Super Mario Shades are then shown as a narrator (also Keith David) begins to speak.*

    Change your world just by changing your view in Super Mario Shades, only for the Nintendo Wave. Ten brand new worlds come to life as you see them from a whole new perspective.

    *Mario's different sunglasses and their effects are shown, the blue sunglasses making ice blocks appear, the green ones exposing hidden forest paths, the black ones showing different switches, then the scene changes to show off Mario's platforming and also Mario riding Yoshi.*

    Only by finding the magic sunglasses can you hope to defeat Bowser and rescue Princess Peach.

    *Mario puts on the purple sunglasses, causing Peach to appear inside a cage.*

    Peach: MARIO!!!

    Bring light to the darkness and find the hidden mysteries scattered across the biggest Mario game ever.

    *Mario puts on the white sunglasses and he is surrounded by Shy Guys, he looks around and gets ready for a fight.*

    Six pairs of sunglasses, ten worlds, sixty ways to see them, and you'll have to see them all if you want to have any chance of saving Mario's friends and restoring order to the Mushroom Kingdom.

    *A few more scenes of gameplay are shown, and then the scene returns to Roddy Piper and Keith David walking out of the alley in their sunglasses, toward the Mario-esque city.*

    Roddy Piper: What'd I tell ya? *laughing*

    Keith David: Man, I am never taking these things off.

    *The game's logo is shown.*

    Super Mario Shades, coming November 23rd, only to the Nintendo Wave. Experience The Power.

    -
    the North American commercial for Super Mario Shades, which began airing in early November 2004

    -

    Super Mario Shades


    Super Mario Shades is a 3-D platforming game, the first proper Mario title for the Nintendo Wave, and the follow-up to Super Mario Ranger. Developed and produced by Nintendo, the game once again puts Mario in a vast and explorable world filled with numerous environments as he tries to rescue Princess Peach and defeat the evil Bowser. In this game, Mario can wear up to six different colored sunglasses that allow him to see different hidden aspects of his environment, including hidden enemies, hidden switches, hidden items, hidden puzzles, and even entire hidden segments of the level. The player can switch between these sunglasses on the fly, allowing them an instant view at different perspectives of the same environment. Items that are hidden usually have an indicator that they can be viewed, with very few completely hidden objects that can't be seen at all until the sunglasses are put on. This gives the player a clue about when they need to change into their sunglasses. Sometimes, wearing a certain shade of sunglasses will cause an item to be hidden. Some objects also have varying tangibility depending on whether or not Mario is wearing the specific pair of sunglasses he needs, but usually an item can be felt or bumped into even if it's invisible, giving the player another clue about whether or not it's going to be there. While this seems like it would be a mechanic that would cause a lot of annoyance to the player, the development team worked quite hard in order to ensure that players wouldn't get overly frustrated about the game's hidden objects, and most of the hidden elements in the game are quite intuitive. The game has a lot of "throwback" elements in it, including a return to Dinosaur Island, the place where the original Super Mario World took place. The game itself has many homages to Super Mario World and Super Mario World 2, and can be considered almost a sort of spiritual successor to those games. In revisiting those old worlds, the game almost serves as an alternative Super Mario World 3, though very few elements from that game are included in this one. The game's graphics exceed those of OTL's Super Mario Sunshine, but are probably inferior to OTL's Super Mario Galaxy, despite the Wave's capabilities exceeding those of the OTL Wii's. Koji Kondo did the music for the game, which comprises many different motifs (unlike OTL's Super Mario Sunshine, the game doesn't have a tropical or resort theme, but is instead somewhat of a hodgepodge of different worlds). The music isn't fully symphonic, but there are some very interesting compositions, and all in all, it's considered to be an excellent soundtrack, living up to the series' reputation for good music despite the game's short lead time.

    The six pairs of sunglasses present in the game are...

    Black (The first pair of sunglasses Mario gets, they help him see hidden switches and other hidden elements)
    White (The second pair of sunglasses Mario gets, these help him see in the dark and also help him see flying enemies)
    Blue (The third pair of sunglasses Mario gets, these help him see hidden ice blocks and ice-based enemies, among other things)
    Red (The fourth pair of sunglasses Mario gets, they help him see hidden fire elements and other things)
    Green (The fifth pair of sunglasses Mario gets, these help him to see hidden paths in forested levels)
    Purple (The sixth pair of sunglasses Mario gets, they help him to see supernatural elements such as ghosts)

    The game has ten worlds in all, and each of these worlds opens up more as Mario acquires more sunglasses. The game's main goal is to round up lightbulbs, they serve as the "stars" in this game, and there are 10 of them in each world, as well as 20 in the game's hub world and hidden worlds, for a total of 120. The game itself begins as Peach, Mario, Luigi, Yoshi, Toad, and their friends are having a party in Peach's Castle. Suddenly, the stained glass window of Peach transforms into Bowser, and Bowser emerges with colored panels all over his body. He does something that causes Peach and all of Mario's friends to disappear, then casts Mario into a void that spits him out in a seemingly empty world with a few hazards and doors. After some exploring, Mario acquires a single lightbulb and his first pair of sunglasses that allow him to see a lot more of the hub environment and its guardian, Michaeltoadelo, a Toad with an artist's pallet and brush. Michaeltoadelo tells Mario about the world he's in, the Land Of Stolen Shades, and that he can use the sunglasses and lightbulbs he finds to access worlds where Bowser might be hiding. This kicks off the main quest of the game.

    The ten worlds Mario explores are, in order...

    Yoshi's Island (A throwback to Super Mario World, this level is where Mario picks up Yoshi for the first time and where he uses the black sunglasses quite a bit to find switches hidden throughout.)
    Dark Alleyway (A city based level, Mario gets the white sunglasses here to navigate the maze-like world and battle hidden Shy Guys.)
    Hot-Cold Homestead (A combination fire/ice world, Mario will need to juggle the red and blue sunglasses quite a bit here.)
    Forest Of Illusion (Another SMW throwback, this forest makes good use of Mario's new green sunglasses.)
    Bowser's Factory (A sort of "midway" point for the game, Mario does battle with Bowser for the first time here while also fighting evil mechanized enemies.)
    Mushroom Treetops (A jungle-themed level, full of enemies and traps.)
    Boo-Cloo Mansion (Mario finally gets the purple sunglasses here as he navigates the twisted corridors of this haunted mansion. No vacuums here, sadly.)
    Sea Of Diamonds (A throwback to the Crystal Sea and also Vanilla Dome, this is a combination water/cave level where Mario will need to make careful use of all six shades.)
    Outpost In The Sky (A sky-themed Heroic Heights throwback, Mario must make some of the game's toughest platforming moves to hunt down lightbulbs here.)
    Peach's Rose Garden (Mario returns to Peach's Castle which has been invaded by mutated plants. Peach can actually be temporarily rescued here once Mario has collected 75 lightbulbs, it's the storyline event that will open up the final area of the game.)

    Once Mario has collected 75 lightbulbs and completed the story-based events in Peach's Rose Garden, she is recaptured by Bowser, who opens up a portal to Bowser's Mirror World, the game's final gauntlet of challenges, where Mario will need to use all his sunglasses, battle plenty of tough enemies, and navigate some very tricky platforming to access his final battle with Chromatic Bowser, the game's final boss, who can only be harmed by utilization of the six pairs of sunglasses. After defeating Chromatic Bowser, the various worlds are saved and their forms are fully restored to normal, allowing Mario to see his friends once again without having to use his magical sunglasses.

    Super Mario Shades, despite the rushed development cycle, is still a very good game. It's not as innovative as Super Mario Dimensions or as action-packed as Ranger, and largely plays it safe. While Yoshi is in the game plenty, Luigi isn't, for the most part, and isn't playable either. Bowser is the primary villain, there are no Koopalings or Baby Bowser to speak of, and the game really does lean heavily on classic series tropes, using the new sunglasses mechanic to provide gameplay challenge and novelty to the player. The rushed development cycle leads to some bugs, more than in most Mario games, though there's nothing gamebreaking, it's mostly mild annoyances that crop up very rarely but still enough for some players to notice. Despite the use of the sunglasses mechanic, the game is still easily breakable by speedrunners, leading to as large a variety of runs for the game as in the OTL Super Mario 64. Katsuya Eguchi is pleased with how the game turned out, but does wish that there had been a longer time to add more content and to polish the game. Review scores fall just short of the year's top 25, but the game still averages in the mid to high 8s in most sources, and overall, its reputation is about that of OTL's Super Mario Sunshine, if not a little better. Despite the slightly underwhelming reviews, sales are outstanding, with over a million and a half sold in the game's first week of release and remaining strong throughout the holiday season, making it one of the top selling games of 2004 despite coming out very late into the year (November 23rd worldwide).

    -

    December 8, 2004

    Katsuya Eguchi is of two minds about the success of Super Mario Shades. On the one hand, it's an excellent game, with some of the best review scores and sales of the year. But on the other hand, he knows that deep down, it's not a game that Shigeru Miyamoto would be proud of. There are too many flaws, too many imperfections, too many concepts left unexplored... and as he discusses his concerns with Hiroshi Yamauchi, he's surprised to learn that his boss agrees with him.

    "We have taken an approach to our recent games that doesn't live up to the quality our players have come to expect," said Yamauchi, as Eguchi sat across from him in his office. "We rushed these Mario games out too quickly. Both this game and the recent Mario Kart game... we could have done better on both of them, given more time."

    "I agree," says Eguchi, "and I'm glad you see it that way as well."

    Though the Nintendo Wave's sales had been spiking in North America, thanks to the success of games like Thrillseekers and Grand Theft Auto: San Andreas, Japan had seen slumping sales for the Wave as of the past few months. The success of The Legend Of Zelda: Hero Eternal, which had had a very long development time and had been a high quality game, helped boost the console's late summer sales, but now that boost was fading and the Wave was stagnating. It was fortunate that sales of games across the board in Japan had been down, so Apple and Microsoft had seen sales of their own consoles drop just as much...but then came the iPod Play, which had seen enormous sales in Japan, especially for a Western product. The console's opening week sales had fallen just short of the opening week sales of the Game Boy Nova in the country, but that was too close for comfort, and with the iPod Play now outselling the Wave in Japan by a 3 to 1 factor since its release, Yamauchi had realized that things needed to change.

    "Our Western sales are inflating our profits right now, but here in Japan we are taking a beating," said Yamauchi frankly. "I want work on the next Mario game to begin immediately. Not for the Nintendo Wave, but for its successor, whatever that happens to be."

    The Wave successor? thought Eguchi. But that won't be out until late 2007 at the earliest... a three year development cycle, perhaps more? Yamauchi will be expecting perfection...and I know given enough time we can deliver.

    "And on the subject of successors, what do you have in mind for the Game Boy Supernova?" asked Yamauchi. "I know people are wondering about the first true Mario title, since we will be releasing an old game for the Supernova's release."

    "I think we should aim for 2007 for that title," said Eguchi. "And I would like to begin work on that immediately as well. I think it would work best as a direct sequel to Super Mario Dimensions, our first three dimensional Mario game for a handheld device."

    "Two 3-D Mario games at once would be a daunting task for one team," replied Yamauchi. "Unless....you want to devote two teams to this project?"

    "Exactly," said Eguchi, "with your permission."

    Yamauchi put his fingers to his chin and pondered for a moment.

    "When I appointed you to replace Miyamoto-san...I knew I was giving you an impossible task. He is someone I consider to be truly irreplaceable, but you have performed well in his place. You have continued his work as well as you possibly could have, and I'm glad I appointed you to his position. You are the one in charge of these matters, and if you need two teams for these two games, two teams is what you'll have."

    Eguchi bowed graciously.

    "Thank you."

    After a bit more discussion of minor Nintendo matters, Eguchi left Yamauchi's office, ready for the task of preparing a pair of outstanding new Mario games for Nintendo's upcoming next generation consoles.

    The Wave hasn't even been out two years and we're already thinking ahead to the next one... thought Eguchi, shaking his head in disbelief. Still, there were plenty of Wave titles that remained to be developed...including another "do over" game to address a previous misstep. Work on that game had already begun, and Eguchi hoped that it would be ready to go in 2006...though this time, if it wasn't, he'd be willing to push it back to 2007, just as Shigeru Miyamoto would've done.

    Still, work on the second Mario Kart title for the Wave was already coming along nicely....perhaps it could even be announced at 2005's E3...
     
    Fall 2004 (Part 11) - Microsoft Isn't Blowing Off Steam
  • Half-Life 2

    Half-Life 2 is an FPS developed and published by Valve Corporation, and is a sequel to 1998's hit PC game Half-Life. The game once again features protagonist Gordon Freeman, who must fight against an alien empire called The Combine that has invaded and enslaved Earth. He partners with a number of allies in this game, including Alyx Vance, her father Eli, and a brilliant scientist named Dr. Kleiner, all of whom appear in OTL's game (indeed, the plot of Half-Life 2 is about 80-90% identical to OTL's game, it's affected by butterflies a lot less than most other major games of the day, with most of the butterflies affecting the gameplay rather than the plot). The gameplay is largely the same as the original Half-Life, but introduces two major innovations. The first is from OTL, which is the introduction of advanced physics into the game, including the use of the classic Gravity Gun weapon that can be used to pick up objects and people and move them around. The second major gameplay advancement, and one exclusive TTL, is the ability to interrupt many of the game's cutscenes in order to perform different actions than the game would normally have you perform. For example, Gordon can kill certain enemies, move himself, other characters, or certain objects, or numerous other context-sensitive actions. This was an innovation that came in earlier games and wasn't present in Half-Life 2 IOTL, but it appears for the first time in a video game (at least in the form it takes in this particular game) in Half-Life 2, and it becomes one of the most highly praised aspects of the game (As a note, OTL's game didn't actually have cutscenes, TTL's game has them only to deliberately subvert them by allowing Gordon to act freely through most of them). While the game's ultimate ending is the same no matter what actions Gordon takes, the way he gets there can be affected by whether or not the player chooses to interrupt cutscenes. Just like OTL's game, there are a large number of puzzles in Half-Life 2. There's also a bit more stealth in the game, influenced by series like Metal Gear Solid and Blackheart, though stealth is rarely required to advance in the game and usually serves to make things a bit easier for Gordon. Alyx's character is also a bit more involved in the game than she was IOTL. There's actually a sequence in which Alex is seemingly killed, causing her to disappear for about 25% of the game. If the player successfully saves her by interrupting a cutscene, Alex will be saved and she'll appear in the subsequent portion of the game. She lives regardless of the player's actions, but it still demonstrates how this feature can have a significant impact on the game's plot. There are a couple other minor characters that don't appear in OTL's game, including a female scientist named Marisa, a young student of Dr. Mossman's, who helps Gordon during a puzzle sequence about halfway through the game and later appears captured by the Combine toward the end, and a robotic talking lizard named Toltec who is mostly a comic relief character, appears briefly in a couple of chapters, and would appear more in future Valve games. Like OTL's game, Half-Life 2 sets new benchmarks in graphical presentation and sound quality.

    As mentioned previously, Half-Life 2's plot largely touches upon most of the major points of the OTL's game, starting with Gordon Freeman being awoken from stasis and meeting with Eli and Alyx Vance, who tell him about the alien invasion of Earth and that he needs to meet up with the Resistance in order to take the Combine down. Gordon ventures through the wartorn world, some of it with Alex at his side, other times with another Resistance soldier (not Barney Calhoun, who's butterflied away, but a fairly similar character), and other times by his lonesome. Alex spends only a brief time with Gordon if she's not saved during an early mission (an enemy raid on Black Mesa East), though if he saves her she stays with him through Ravenholm. Gordon makes a brief detour to a Combine power farm, where he encounters a series of puzzles that Marisa helps him with. There's also a side trip to a strange zoo-like facility where Gordon meets Toltec and has to follow him to acquire a new vehicle while a Combine hunter pursues them both. Eventually, Gordon reaches Nova Prospekt, where he learns that Mossman is a traitor, as in OTL's game. He eventually makes his way to the Citadel, where he and Alyx aid the Resistance in battling the Combine in what appears to be a final showdown. This ending sequence is another way that the game diverts from OTL's game: Gordon spends a lot more time fighting his way through the Citadel, where he reunites with Marisa, who explains Dr. Mossman's motives. Gordon helps Marisa evacuate with some Resistance soldiers and continues through to the upper floors of the Citadel, where he eventually confronts Mossman and Breen. There's actually a "final boss" fight of sorts against some Combine soldiers (and Breen, though Breen doesn't really fight other than doing some things to annoy the player), where Alyx assists Gordon in keeping the soldiers distracted while he uses his gravity gun to slaughter them. Eventually though, Gordon defeats the soldiers and causes the destruction of the Citadel. Unlike OTL's game, however, the G-Man sequence doesn't happen until after Gordon and Alyx successfully evacuate. After the evacuation of the Citadel, an enormous ship arrives, and Gordon and Alyx don't know whether it's friend or foe. Gordon watches as the ship begins to pick up Alyx, but as he tries to get to her, the G-Man renders him unconscious, with the last thing Gordon sees before passing out is Alyx getting out of the tractor beam and picking up Gordon's gravity gun as Combine soldiers surround her. Gordon is put back into stasis, as in the OTL ending, and the game ends.

    Half-Life 2 receives overwhelming praise upon its release, with critics seeing it as a transformative game for its genre, just as in OTL. It's lauded with awards at the end of the year, with many considering it the best game of the year in a year crowded with outstanding games. It's released on the PC in November 2004. Just as OTL, it's delayed from its original release, but not by a hack: instead, the release is delayed by a complicated negotiation between Valve and Microsoft about both the game itself and about the newly introduced Steam service. It's also delayed by Gabe Newell's desire to distinguish his game from DOOM 3 and other PC shooters of the day, and to polish the game's newly introduced interactive cutscene feature. Ultimately, Half-Life 2 is just as impactful, if not moreso, than OTL, and becomes the year's biggest PC hit of the year, challenged only by the blockbuster MMO World Of Warcraft and to a small degree by fellow FPS hit Disarmament, which is Half-Life 2's biggest rival for most of the year-end PC game awards. Like OTL's game, Half-Life 2 would receive at least one follow-up expansion, continuing the story of the game. Whether or not the story would get a satisfactory ending, as it has not to this day IOTL, remains to be seen.

    -

    From the very beginning, Bill Gates and the head of Microsoft's Xbox division, J Allard, knew they wanted Half-Life 2 as a Microsoft console exclusive. The game's scope was too ambitious for the original Xbox, but Allard knew it would make the perfect launch title for their upcoming Xbox 2, and began formal negotiations with Valve Corporation as early as 2002. It was a complicated time for Valve, which was continuing to revel in the success of Half-Life on both PC and console, and was preparing to launch their Steam service, which was originally intended to make it more simple to download and play the company's games and content expansions online. Microsoft saw the potential in Steam, and it was preparing to launch its own service for players to enjoy classic PC games on the Xbox.

    The negotiations were some of the most complicated ever undertaken between a hardware and a software company. They initially revolved around Half-Life 2 exclusivity for the Xbox 2. Valve, noticing the success of Nintendo's Ultra Nintendo and anticipating that the Wave would be similarly successful, balked at permanent exclusivity, just as Rockstar had done with the original Grand Theft Auto. Microsoft kept trying to wear them down, offering a number of incentives, both monetary and otherwise, to sweeten the deal. Microsoft also wanted to adapt Valve's Steam service for consoles, but these negotiations became bogged down, and would ultimately stall. Most of the focus was on Half-Life 2, and Valve had good reason to want to keep their options open: Half-Life had been a massive hit on the Ultra Nintendo, selling millions of copies for that system. While the game hadn't looked or played nearly as good as the original PC version, it was a competent port and fans responded well to it. The one problem Valve had with Nintendo was that the Wave just wasn't good enough for Half-Life 2. It WAS apparently good enough for DOOM 3, but that port was taking forever, and Valve wasn't confident that Half-Life 2 could be adapted for a system with less half the power of most modern midlevel gaming PCs. They also weren't confident that Nintendo would have the Wave's successor ready while Half-Life 2 was still relevant: some internal Valve estimates of the Wave successor's release had Nintendo waiting until 2009.

    Eventually, a deal was struck. Half-Life 2 would be ported to the Xbox 2 as an exclusive launch title for the system, tentative release date of summer 2006. In exchange, Microsoft would port some of its hit Xbox games to the PC, where they would be exclusive to Valve's Steam service. Negotiations for a console version of Steam, which presumably would also be exclusive to the new Xbox, would resume at a later date. The partnership between Microsoft and Valve could at the time be best described as "tentative, but friendly". J Allard was optimistic. If the partnership was successful, it could tip the balance of both PC and console gaming heavily in Microsoft's favor, and deal a harsh blow to both its Japanese (Nintendo) and American (Apple) rivals.

    -from a retrospective on Games Over Matter, posted on November 6, 2011

    -

    "Microsoft's demands were definitely substantial, but I could see where they were coming from, and of the three major console companies of the time, we had the most in common with them. It wasn't as if Steve Jobs hadn't approached us, but we turned him down pretty flatly: we just found it too difficult working with Apple. Microsoft gave us the freedom to create that Apple just couldn't give us, at least at the time Jobs made his offers. I was still hesitant to go all-in on consoles: PC game development has always been my bread and butter, and again, when it came to freedom, you couldn't beat the power and versatility of PC gaming. But Microsoft let us get our foot in the door, and I told myself that if I liked what I saw from the Xbox 2, then maybe, just maybe, I'd be willing to put the rest of my body in."
    -Gabe Newell, in a September 2015 interview with PCGamer magazine
     
    The Blockbusters Of 2004
  • Top 25 Highest Grossing Films Of 2004 (North American domestic gross only):

    1. Justice League - $440 million
    2. King Arthur - $305 million (Note: A Terry Gilliam directed two and a half hour fantasy epic that's much more faithful to the original mythology, though it's not a complete retelling of the King Arthur tale, and would become the first part of a trilogy. Stars Heath Ledger as King Arthur, Rose Byrne as Guinevere, and Colin O'Donoghue as Lancelot. Gets a slew of Oscar nominations and is a major family hit.)
    3. Harry Potter And The Prisoner Of Azkaban - $275 million
    4. Captain America: War Of The Patriots - $262 million
    5. Meet The Fockers - $260 million
    6. Troy - $236 million (Note: A much better adaptation of The Iliad, starring Leonardo DiCaprio as Achilles. It's still not extremely accurate to Homer's original work, but it's a much stronger film and ends up being a Best Picture contender.)
    7. Standoff - $217 million (Note: A film featuring Will Smith as a cop caught up in a massive suburban crime spree that culminates in a dangerous hostage situation, the film spends a lot of time getting the audience really attached to the film's heroes, particularly Smith's character, before putting them in very harrowing situations. One of the most exciting thrillers of the decade and a massive hit, bigger than analysts expected.)
    8. The Iron Giant 2 - $201 million (Note: The sequel to 1999's The Iron Giant, positioned as perhaps the year's biggest animated film. It follows Hogarth two years after the events of the original film and chronicles his reunion with his friend, the Giant, and his encounters with a mysterious woman voiced by Gwyneth Paltrow who ends up being a Soviet spy. Hogarth must protect the Giant from being stolen by the Soviets, while also preventing an alien invasion by the race that built the Giant. The film isn't quite as good as the original but still scores around a 90% on Rotten Tomatoes and is a major success, opening to $40 million plus and remaining strong throughout November and December.)
    9. The Incredible Hulk - $165 million
    10. Across The Pond - $163 million (Note: A sweet little romantic comedy starring Robin Williams and Helen Mirren. Quite funny but also quite heartwarming, it's another Oscar contender but mostly for acting, it misses a Best Picture nomination.)
    11. Netheads - $160 million (Note: A Dreamworks CGI animated film, taking place in an online cyber world and filled with references to websites and technology. Compelling characters and a strong voice cast led by John Ritter who is still alive as of 2004 ITTL make this a decent hit.)
    12. Scorpius - $157 million (Note: The final Pierce Brosnan James Bond film, based on the OTL book by John Gardner in which Bond must face off against an omnicidal death cult. Gets a pretty poor critical reception, but it's Bond, so it still makes $400 million plus worldwide. The series wouldn't be rebooted but wouldn't return until 2007.)
    13. Con Air 2 - $155 million (Note: Instead of doing National Treasure, Jerry Bruckheimer returns to Con Air. After getting his criminal record expunged, Cameron Poe, played once again by Nicolas Cage, becomes a federal air marshal, and is put in charge of security on a plane full of dangerous terrorists. Poe's wife and daughter are kidnapped by a sleeper cell, and they force him to take over the plane so that the terrorists can be freed. Poe must try to prevent the terrorists from accomplishing their goal. It's a fairly bad film, and not entirely in a good way like the original, but it has a massive opening weekend and is overall a success.)
    14. Action Park – $146 million (Note: Judd Apatow's first major film, this is a teen sex comedy about summer workers at the infamous New Jersey area amusement park Action Park during the late 80s. It's hilarious and gets a surprise Best Picture nomination.)
    15. The Grudge - $138 million
    16. Quantum And Woody - $134 million
    17. Ocean's Twelve - $132 million
    18. The Bourne Supremacy - $130 million (Note: Adam Sandler is still a capable Jason Bourne, but these films just don't capture the imagination like the OTL films.)
    19. Treasures Of Machu Picchu - $127 million (Note: A 21st Century Fox CGI animated film about an ancient Peruvian temple and a group of talking birds looking for a lost princess and an ancient treasure. Features beautiful animation and is a decent hit, on the same scale as OTL's film Robots.)
    20. Trick Or Treat - $120 million (Note: A film about four 30-something moms who want to have their “Last Halloween”, dressing up in costumes and going trick or treating together but getting into all kinds of wacky situations. A decent film that does very well with female audiences.)
    21. The Transporter 2 - $118 million (Note: Vin Diesel returns as Frank Martin and Zhang Ziyi returns as the now-reformed assassin Lai as the two face off against a gang of Russian criminals. It's a decent film and does about as well as the first.)
    22. Mean Girls - $110 million
    23. DodgeBall: A True Underdog Story - $108 million
    24. Dark Minds - $107 million (Note: A Vince Gilligan directed and written thriller film which he penned while working on the last season of The X-Files, it's a school shooter/hostage drama starring mostly teen actors. Rivals Standoff for being the year's most harrowing thriller and is a minor hit.)
    25. The Man Who Owned Chicago – $106 million (Note: An Al Capone biopic that goes in depth into the gangster's life and his gradual decline from syphilis before his arrest for tax evasion. Another Best Picture contender, it scores big points for its costumes and set design.)
     
    Fall 2004 (Part 12) - The Rest Of The Games
  • Nintendo Wave:

    Shujaa

    Shujaa is a first person shooter title that takes place in an African nation in the midst of a deadly civil war. Its primary protagonist is a conflicted mercenary who is called in to take out a dangerous warlord who has stumbled onto a large chemical weapons stockpile and who would upset the balance of power across the continent should he take power. The game received a significant amount of hype prior to its release, and was expected to be released in August, but was delayed for a couple of months due to some production problems. Upon release, the game is highly praised for its graphics, which are among the best to date in a console FPS. However, it's considered a disappointment at the time of its release, due to some very repetitive levels which mainly consist of “go down this road, kill these guys who ambush you, then go to this place and kill more guys”, with very few levels diverting from the formula. In addition, the plot is too straightforward, avoiding any real chance at nuance despite making itself out to be a serious and realistic game (certainly moreso than the Load franchise, which this game gets compared to). It's seen as an unfortunate misstep which could have been a lot better, and sales trail off quickly after a strong opening week.

    007: Split Second

    A James Bond FPS, 007: Split Second is an attempt to capitalize on Scorpius, though it's got a completely different plot from that film. It chronicles James Bond as he attempts to stop a series of bombings around the world, teaming up with a beautiful secret agent in order to do so. As far as James Bond games go, it's okay. It's no Goldeneye, but it's not a flop either, it's rather generic but the production values, including voice acting by Pierce Brosnan and some well animated cutscenes, help it with reviewers and ultimately it manages to sell decently well.

    Killzone

    Killzone is a futuristic first person shooter developed by Guerilla Games and published by Sony. Designed to compete with games like Cyberwar on the Xbox and compliment Nintendo's first person shooter series, Velvet Dark, the gameplay and plot of TTL's Killzone are largely similar to OTL's game, with protagonist Jan Templar battling the mutant enemy known as the Helghast. TTL's Killzone does feature more horror elements in an attempt to distinguish itself from its more sci-fi oriented competitors, with the Helghast able to mutate and form illusions that distract and frighten the player. These horror elements help to make the reception for Killzone a bit better than OTL's game, but it sells less due to considerably less hype surrounding its release ITTL.

    Extraction

    Extraction is an FPS game that takes place in a variety of locations across the world, where the player is tasked with infiltrating a location and must then find an extraction point to escape. The level structure is fairly unique for FPSes of its day as it takes place amongst city streets and high rise buildings with very narrow corridors. It's compared to Maxima, though Extraction features more realistic fighting and more subdued characters. The protagonist is a French Interpol agent named Rene, who uses a variety of melee moves to supplement his guns in close quarters. He's eventually joined by an American female agent named Shellie who ends up being a counteragent toward the end of the game (not evil, but working for her country in opposition to Rene). Rene must evade Shellie and complete his final mission. Shellie survives the events of the game and seems to admire Rene as she makes her report to her superiors, and though the game has a conclusive ending, it definitely leaves a couple things open for a sequel. Extraction becomes one of the year's best reviewed FPS titles, not quite as good as Maxima but still very strong, and it sells well. Its sequel would find its way to additional consoles.

    Immortal Soul

    The latest Squaresoft RPG by Tetsuya Takahashi, Immortal Soul deals heavily with the concept of reincarnation, and as is par for the course for Takahashi games, has a very complex plot with heavy use of religious themes, particularly Judeo-Christian themes but also touching on Hinduism and Buddhism. The gameplay is turn-based but has elements of SRPGs in that the player can move freely on the battlefield in between actions, and attacks, including combination attacks, are dependent on the player's position. The plot centers on a young man named Rizn, who learns that he is the reincarnation of an ancient queen who was murdered by a priestly order seeking to take power. Over the course of the game, Rizn comes to meet three other heroes, all of whom were members of the queen's court in a previous life, and three other heroes who reincarnated from other legendary people of the past, including one, a young girl named Zephiah, who is the reincarnation of a figure heavily implied to be Jesus (in the same way that chaos from Xenosaga is implied to have been the source of Jesus' miracles). The game is also unique in that at some point in the game, each of the seven main protagonists is killed and reincarnated as someone else, with Rizn being reincarnated as a boy named Alphage, his best friend Lucen being reincarnated as a woman named Gloria, etc. Eventually, about 85% of the way through the game, the heroes learn how to access all of their past lives, and can transform between them at will. The primary antagonist is King Gorgad, the reincarnation of an ancient conqueror from thousands of years ago. At first it actually seems that the priesthood forms the primary villainous group of the game, but Gorgad's machinations eventually lead to the collapse of the clergy as he begins another conquest of the world. As it turns out, Gorgad is acting at the behest of Merkova, the Unending Wheel, an ancient deity seeking to be reborn as the all powerful god of the universe. The plot of Immortal Soul is incredibly confusing, even for a Takahashi game, but even though people can't understand the plot, the game itself is paced quite well, with very little filler or grinding, and while difficult, it's a very fun game to play, with good graphics and an outstanding musical score (by Hitoshi Sakimoto). Reviews are very good, making it one of the year's best reviewed JRPGs, though due to a lack of hype by Squaresoft relative to other titles, it's not a big seller, at least in the West.

    Sareen

    Sareen is a 3-D platformer developed by Naughty Dog. A sort of side project, done by a smaller team, it's a throwback to old school platformers, with small levels rather than big worlds, the game awards points like old school arcade games and features a lot of tongue-in-cheek humor. Some compare it to games like Quixsters, though it's not quite as fast paced. It's a fun and somewhat addictive game but nothing that special, and with the company largely focused on X-Plore, this game gets pushed a bit to the wayside. Sales are decent, but quite low for a Naughty Dog game.

    Apple Katana:

    Heartbeat

    Heartbeat is a third-person shooter focused on a woman who unbeknownst to her, had an implant placed in her body that causes her to be a much more competent fighter when her heart rate goes up. After the woman's best friend is abducted and she's attacked at her office, she's forced to fight for her life. She must fight to both save her friend and discover why this strange implant was put in her body. The player can constantly see the protagonist's heart rate, and must take care to keep it high, but not too high, it also has a mechanic where if it stays high for too long, the player's margin of error for how high they can keep it becomes lower. The game is seen as an innovative concept with excellent production values by critics, who award it high scores, but sales are quite low: male players have trouble identifying with the game's female protagonist, and women largely stay away from the game.

    Touch The Sky

    A game based on wingsuit gliding, Touch The Sky is an extreme sports title that plays a bit like Pilotwings. Finds itself unwittingly competing with Thrillseekers on the Wave due to that game's inclusion of wingsuits as well, though Touch The Sky is slightly more polished due to its focus on that one particular sport, and it does get some credit for being a more realistic take (since you're actually required to use a parachute). It's a fun game, and gets decent sales for its genre.

    Rocketstormer

    Rocketstormer is an Ion Storm developed FPS in which your character wields a rocket launcher as a primary weapon and has an infinite supply of rockets to fire at foes. It's got an “arcadey” feel, but it also has platformer elements, and while more serious than the Keen games, it's still a lot of fun. It has eleven levels, but after playing through them once, additional power-ups and plot elements are revealed, giving the game some replay value. One of the better selling Katana exclusives of the holiday season.

    Rise Of The Undying

    Rise Of The Undying is a horror RPG in which a group of druids must stop an ancient evil prophecy from taking place. Somewhat of a traditional RPG, with turn based combat and not much in the way of innovation (it plays a lot like the Lufia games), it doesn't get the hype or reception that Skies of Arcadia 2 does. While sales are pretty weak, the game does find its following, and becomes one of those “oh, I remember that game!” type of games down the road.

    Spark 2

    The sequel to the underappreciated 2001 Saturn 2-D platformer, Spark 2 ramps up the gameplay of the original, with spectacular 2-D graphics and gameplay and much faster teleportation, with the ability to hit enemies with large combination chain attacks. It's an excellent game, one of the best Katana exclusives of the year, and sales are pretty strong for it. In an age when interest in 3-D platformers is waning, Spark 2 is a nice little retro “blast from the past”, and fans really appreciate it.

    Skies Of Arcadia 2

    Skies Of Arcadia 2 is the sequel to the hit Saturn RPG, and the first and only game in the series for the Sega Katana. It features similar gameplay to the original title, though with some enhancements, including a tech tree and some action-RPG features including timed hits. The game also features a vastly improved enemy encounter system in which enemies can be seen on the map, and an OTL Final Fantasy XII-like random treasure system in which certain chests can spawn very good treasures. While the game features a similar setting to the original title, with rogueish sky pirates flying freely through the skies, it features a new world and an entirely new cast of characters. The primary protagonist is Bonnie, a young woman with an affinity for thievery and a lust for adventure. Bonnie is much more headstrong than Vyce or even Aika from the original game, and is somewhat of a Jack Sparrow-ish antihero at first, though over the course of the game she matures into a true hero. She is joined by a crew of characters from all over the world, including Bertrand, an honorable knight who reluctantly joins Bonnie's crew, Cassian, a young prince who Bonnie abducts early in the game and who falls in love with her in a sort of rare “reverse Stockholm Syndrome” case of a guy falling for a girl under this circumstance, Abrid, a rival pirate commander with much more refined tastes than Bonnie who starts out as a rival to her but eventually becomes an ally, Lorry, a talented female mechanic who eagerly joins Bonnie's crew, Evanier, a dashing fencer who sees in Bonnie his chance for the ultimate adventure, Salvo, a lizardman who serves as Bonnie's cannoneer and muscle, and Oshani, a mermaid who Bonnie rescues from a group of unscrupulous hunters. The plot doesn't revolve around an empire as in the original game. Instead, the world government can almost be described as a quasi-anarchy, with competing warlords and trade companies battling over a world teeming with treasure, with small kingdoms (like the one Prince Cassian is slated to rule) forced to pledge fealty to some of the more monied lords. The game's primary antagonist is Louciffe, a rich treasure hunter who stumbles onto an ancient jewel capable of controlling the minds of others. Louciffe eventually convinces a group of powerful ancient sages to make him a living god, and Bonnie and her crew become the only ones who can stop him.

    With beautiful graphics and a full voice cast (though most of the voice actors, including the voice of the main character Bonnie, are fairly obscure actors who few would recognize), along with a long and well-paced story and plenty of side quests, Skies Of Arcadia 2 joins its predecessor as an extremely good game and probably the best reviewed JRPG title of the year. Sales are outstanding, it's easily the Katana's best selling JRPG to date, and thrusts the game back into the genre spotlight. While it doesn't sell Katana systems, it does sell very well amongst those who have them in all three major sales territories.

    Microsoft Xbox:

    Dead Or Alive 3

    The latest in Tecmo's hit arcade fighting series primarily known for its attractive female fighters, Dead Or Alive 3 continues the story of the previous games, adds five new characters, and somewhat changes up the system from the previous game, keeping the basic controls intact but adding plenty of counters and some special moves. It's a fine fighting game, and reviews average in the 8/10 range. The graphics are excellent, some comparing them to the still-in arcades Divine Wrath 3. Sales are decent but nothing too special, as fighting games have been in decline now for some time.

    007: The Hildebrand Rarity

    Somewhat of a counterpart to 007: Split Second (the games are made by the same company), 007: The Hildebrand Rarity differs somewhat in that it's a third person shooter instead of a first-person shooter, and has more of a reliance on stealth. Instead of referring to a fish, like in the short story the game's name comes from, the titular Rarity is a very valuable blood diamond, and James Bond goes all over Africa, Europe, and eventually Asia to track it down before it can be sold to fund an international terrorist group. Like Split Second, it's not a great game, though it does feature a decent multiplayer mode and is slightly longer. Reviews are decent, but sales aren't quite as good as Split Second.

    Yoyo 4

    The fourth game in this platformer series tries to mix things up a bit, replacing the animal protagonist with a pair of yoyo wielding kids and giving them a larger world to explore than in previous games. Unfortunately, the kids are somewhat annoying, making the game itself somewhat annoying, and it's clear that even though the formula's been mixed up, people are getting tired of this series, and it's quietly retired in favor of other Xbox family fare.

    The Lord Of The Rings: The Third Age

    The Lord Of The Rings: The Third Age is a fantasy adventure game based on the events of the Lord of the Rings book and movie trilogy. In addition to including a variety of classic scenes from the films, the game mixes in some scenes from the books that never made it to the movies, and the score is performed by Jeremy Soule, who also performed the scores for the movies themselves. He uses a mix of songs from the films and brand new songs exclusively made for the game. The game primarily follows Aragorn, but occasionally lets players take control of Sam, Legolas, Arwen, or Eowyn at various points during the game. The game's creators worked extensively with Peter Jackson, and tried to pick out the scenes from the trilogy that would be the most fun to play in an actual game, while also stitching them together so that they'd work as a smooth narrative and not look like random movie scenes placed in order. To aid in this, Aragorn is given an RPG-like progression, able to level up and collect items and equipment. During the parts in which players switch over to different characters, they're able to briefly customize that character's stats and loadout based on experience and items picked up during the game. While the game doesn't feature all the cast from the movie (a few like Andy Serkis as Gollum and Sean Astin as Samwise reprise their roles, but most of the heavy hitters are dubbed by different voice actors) the voice acting is considered outstanding, and though the Wave and Katana both received Lord of the Rings games for the movies (with the Ultra Nintendo getting Fellowship, and the Ultra and Wave getting Two Towers and Return Of The King, while the Katana got all three), The Third Age is considered the definitive Lord Of The Rings game, and gets excellent reviews and sales.

    Game Boy Nova:

    Pokemon Gamma

    The third version of Pokemon's Gen 3 and the companion game to Pokemon Alpha and Omega. Like previous third versions, the basic game remains the same, but Pokemon locations have been changed and there are some added details to the plot, particularly surrounding the version mascot, Mutaxa (who could also be caught in Alpha and Omega versions of the game). While in Alpha and Omega the player took a fixed path, in Pokemon Gamma, the player actually chooses which side of the island to explore first. Once that decision is made, the other side is closed off until the fourth Gym is completed, and the levels of the Pokemon/Gym Leaders on that side are set (for sequence breakers who figure out how to skip the storyline event that sets the levels, the game assumes that the east side is explored first, so if the player jumps to the west side of the island they'll encounter much more powerful Pokemon there). Rather than fighting Arcadia or Steven after the gyms are completed, the player battles a new villain: Morrison, an unscrupulous scientist whose activities threaten to contaminate all of Hoenn with deadly radiation. Other than the Morrison storyline, the other major addition to Pokemon Gamma is the Battle Island, which serves as the game's “Battle Frontier” area. The League Champion also has stronger Pokemon, and additionally, legendaries from Sun and Moon that weren't catchable in Alpha and Omega are catchable here. Overall, Pokemon Gamma is both a major sales success and gets strong critical reviews.

    Auriel Sea

    Auriel Sea is an RPG about a group of heroes who are in a race against time to stop the fulfillment of an ancient evil prophecy. While that seems like a fairly generic plot, the game actually delves heavily into this particular trope and ends up subverting it in numerous ways. In addition, the game features short but nicely animated anime-style cutscenes. It's probably the best original RPG to come to the Nova in 2004, and while it's not a commercial hit, reviews are highly positive and it's beloved by a small group of devoted fans.

    Donkey Kong Country 3: Dixie Kong's Double Trouble

    A fairly straight port of the original SNES-CD game, with slightly enhanced graphics. It lacks the additional world of OTL's game, though with more worlds than OTL's game anyway, it really doesn't need much in the way of extra content. Like the other DKC portable ports, it sells well.

    Tales Of The Seven Seas: The Forbidden Island

    The first game of the series exclusively for a handheld, The Forbidden Island hearkens back to the older style of gameplay found in the SNES-CD games, with non-linear mission selection and the ability to choose between playable characters. It sees Erick and the crew exploring an ancient island and delving into its hidden secrets, while having to avoid the violent supernatural beings living there. Due to a lack of voice acting, it's seen as being a bit backward compared to the SNES-CD games, but fans like the return to a somewhat old school playstyle, and there's plenty of dialogue present in text form. A solid game, but the lowest selling of the series to date.

    iPod Play:

    Deva Station

    Deva Station is a third person shooter/action title exclusive to the iPod Play. It takes place in a large city called Shojotopia, and features a fairly large cast (12 in all) of superpowered fighting girls known as Devas. The Devas dress in plugsuit-type outfits (similar to Asuka/Rei from Evangelion or D. Va from Overwatch) and roam the city, mostly fighting for good but a few fighting for more dubious goals. The game sort of plays like a combination between Zone Of The Enders and Freedom Wars, with real-time combat taking place across numerous “arenas” of combat that pop up around the city. Each Deva has a distinct personality and set of skills, and while there are only three playable Devas from the start, eventually that number grows as the player progresses through the main storyline, which is told via a combination of anime and in-game cutscenes. The main plot of the game starts out with the three initial Devas (Ruby, Alice, and Petra, Petra is impulsive and anger-prone, Alice is calm and stoic, and Ruby is a more neutral personality) working together to stop a crime wave happening throughout the city. Along the way, they team up with a rough and tumble girl named Amy who becomes the fourth Deva, rescue a kidnapped school girl named Sissi who becomes the fifth Deva, and correct a misunderstanding with a justice-obsessed police officer named Luna who becomes the sixth Deva. The seventh and eighth Devas are a pair of movie star twins named Jessie and Jenny who are somewhat based on the real-life Olsen twins, while the ninth through twelfth Devas must actually be fought at some point during the story: the ninth Deva, Eleanor, is a bounty hunter sent to hunt the Devas but is eventually convinced to join them, the tenth Deva is a playful but somewhat naughty girl named Winnicott who works for the bad guys initially but befriends one of the Devas and becomes a valuable ally, the eleventh Deva, Vajra, is initially a brainwashed berserker woman who must be cured of her brainwashing before joining the team, and the 12th and final Deva, Exara, is one of the main antagonists of the game initially, but eventually joins up about three fourths of the way through. The game features lots of voice acting, with many of the big anime and cartoon voice over actresses of the day (such as Wendee Lee, Melissa Fahn, Kari Wahlgren, and even real heavy hitters like Cree Summer and Grey Delisle) voicing one of the Devas.

    Deva Station is one of the most popular iPod Play exclusives. It does quite well in the States (it's probably the most popular iPod Play game amongst internet users for at least the first year of the system's existence), but is exceedingly popular in Japan, eventually selling over two million copies there alone. Review scores are strong, averaging in the mid 8s, with a solid 36/40 in Famitsu. The short missions and ability to play wireless multiplayer both locally and online appeal greatly in Japan, where competitive Deva Station becomes quite popular.

    Multiplatform:

    Anthology: Four Songs

    Released on the Wave and the Katana, Anthology: Four Songs is a re-release of the four Song of Spring/Summer/Autumn/Winter RPGs released on the Saturn. They're all solid RPGs, and played together, the four games easily provide 150+ hours of gameplay, making this a decently popular set among hardcore JRPG fans.

    Battleborn Conflux

    A railshooter developed by Treasure and published by Enix, Battleborn Conflux is the sequel to the popular 1999 Sega Saturn game. In Battleborn Conflux, a convergence of universes has opened the gateways to both alien enemies and cosmic horrors, and the protagonist must use his weaponry to defeat them all. With over 500 different weapon combinations at the player's disposal, this game allows for an incredible level of customization to battle against some truly dangerous foes. However, a big knock on this game is its level of difficulty: the original Battleborn was seen as tough but fair, but this game has a lot of cheap kills, and it's not always clear what the player did wrong. For those who can overcome the frustration, it's seen as a rewarding experience, but not as strong of a game as the original, and most players, try as they might, never get to see the secret Revolution Alpha-based bonus level earned by getting all the medals in every single level in the game (Nintendo generously provides a downloadable game save that grants access to this level on the Summer 2005 Nintendo Underground disc). The game is released for the Wave, Katana, and Xbox, but only does even halfway decently on the Wave, as even most Katana players have moved on from the series.

    Capsule World

    Capsule World is a world-sim game that takes place inside a large glass dome, the player can control virtually everything about the environment and introduce new elements to it. It's very comedic and fun, with a lot of Sims-like humor, and it does better on the Katana than on the other two consoles, as Katana fans appreciate its fairly quirky nature a bit more. Eventually, the series would propagate to the two next-gen handhelds, where it would become a minor franchise.

    Hitman 3: Blood Contract

    The latest in the Hitman series of stealth shooter games, this title somewhat diverges from OTL's Hitman: Contracts, in that it doesn't have the flashback mechanic, but instead focuses heavily on one primary mission, with a number of tertiary missions throughout. The game sees the return of Agent 47, who is tasked with killing a brutal money launderer/torturer named Anders. He is given this mission by a woman named Diana (somewhat similar to the character from the OTL games). At first, Anders seems fairly benign. It's only as Agent 47 progresses through the game, completing other missions and learning more information, that Anders' secrets begin to be revealed. The game is released for the Xbox and the Wave, though it skips the Katana for technological reasons. It's one of the better looking shooters of its day, and the stealth mechanic is mostly done well, though there are a few frustrating segments here and there. It's seen as perhaps the series' best game to date, and sales are strong on both consoles and the PC.

    Keeper Of The Keys

    Keeper Of The Keys is a puzzle/adventure/platformer where the protagonist is dropped into a variety of dungeons and must find the right keys to escape, focusing more on exploration than on combat (in fact, there's very little combat at all). It's released for the Wave and Katana and is virtually identical on both consoles. It's a fun little niche title but not really a major seller.

    Superman: A World In Darkness

    This game is an attempt to do a major Superman video game, with special attention paid to production values and a team of writers from the animated series brought in to write the plot. It sees Brainiac and Lex Luthor working together to construct a machine to temporarily block out the Sun long enough to rob Superman of his powers. Of course, this machine wreaks all kinds of havoc on the Earth, but Luthor plans to dismantle it once Superman is finished off once and for all. Meanwhile, Brainiac sends in an army of evil to aid in the effort, and the temporarily de-powered Superman must rely on civilians like Lois Lane and Jimmy Olsen, and at one point Batman shows up to lend Superman his aid. The voice acting is performed by the same actors from the animated series, and one reviewer notes that “the subtle delight in Dana Delany's performance when Lois Lane actually gets to rescue Superman for a change makes the scene one of my favorites in all of superhero media”. The game's plot is highly praised, and its gameplay is certainly decent, though the choice to de-power Superman for extended periods of time means that players aren't able to utilize his prodigious superpowers and combat skills as much as they might like. Hyped up as one of the best superhero games of its day, it's released to a decent amount of hype for the Wave and Katana, and sales are good. Unfortunately, it's released in one of the most crowded months in the history of the industry, and while it makes a profit, its sales figures are eclipsed by bigger releases like the new Grand Theft Auto and Zelda games.

    Devil May Cry 3

    Devil May Cry 3 is the third game in the Devil May Cry series, and unlike OTL's game, it's a sequel to the previous two, with Trish returning as Dante's partner. However, the game also introduces a new female character: Jezebel, a demonic witch who starts out as a villain but who later aids Dante in his quest. The game features the same hack and slash gameplay of the previous two titles, but introduces the style shift system from the OTL game, letting players choose between four distinct styles of combat for Dante to use according to their preference. Trish is also playable in this game, but the player can only choose from two different styles for her, and overall her combat isn't as complex as Dante's. The game takes place almost entirely within a massive, world-spanning tower somewhat based on the design of Inferno/Purgatorio/Paradiso from Dante Alighieri’s Divine Comedy. The game doesn't exactly parallel the books, but it features a lot of references from those works in the design of the levels within the tower. The tower itself is inhabited by a fallen angel named Asfariel who decides to judge humanity, and who will literally raise hell to engulf the Earth if he is not pursued and defeated. He has taken on a demonic lover, Jezebel, who wishes for Hell to be raised in order to reunite with her real lost love who is implied to be Satan himself. However, Jezebel would eventually fall in love with Dante and would aid him instead. Dante and Trish gradually climb the tower, battling increasingly dangerous enemies along the way, as they ascend through the lower levels, based on Hell, then through the middle of the tower, based on Purgatory, and finally the top levels of the tower, a perversion of Heaven based on Asfariel's twisted vision. At one point during the Paradiso climb, Jezebel sacrifices herself to protect Dante, though Trish absorbs the dying soul of Jezebel, gaining a massive burst of power in the process and also absorbing some of Jezebel's memories. Finally, Dante battles Asfariel on the roof of the tower in an epic final fight with some similarity to the Jubileus fight from the end of OTL Bayonetta (though not quite as complex). Devil May Cry 3 is reviewed about as well as Devil May Cry 2: it's not as overwhelmingly difficult as OTL's game, but it's definitely not easy either. It's released on all three major systems and ends up being the best selling new game of December 2004 in North America if all three sales totals are combined (when counted separately, The Lord Of The Rings: The Third Age is the top selling new game).

    Draught

    An Enix-developed first person dungeon crawler for all three systems, it's the first true “next gen” Enix game and a game intended for mainstream gamers, though it's extremely difficult and has a lot of old school elements. The basic gameplay combines FPS, adventure, and RPG elements, and takes place in a sort of “low medieval” setting. Its protagonist is a thief who is scheduled to be tortured and executed for stealing a priceless artifact from the king, but a mysterious benefactor frees him, and he eventually leads a rebellion against the king while romancing the princess (who may have ulterior motives of her own). It's a very dark, gritty game, with more than a few similarities to the Game of Thrones series in its overall mood and sentimentality. The player spends a lot of time exploring dungeons and underground areas, which are teeming with both hideous monsters and depraved criminals. Draught is criticized for its difficulty and somewhat cumbersome interface, and the dark mood of the game is seen to be as overkill, especially for Enix, which is said to have overcompensated on the edginess of the game in an attempt to appeal more to Western audiences. It's a niche hit but not a huge seller either in North America or overseas.

    -

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

    October 2004:

    1. Grand Theft Auto: San Andreas (Microsoft Xbox)
    2. Grand Theft Auto: San Andreas (Nintendo Wave)
    3. Pokemon Gamma (Game Boy Nova)
    4. The Legend Of Zelda: Hero Eternal (Nintendo Wave)
    5. Metal Gear Solid II: Children Of The Patriots (Nintendo Wave)

    November 2004:

    1. The Covenant 2 (Microsoft Xbox)
    2. Super Mario Shades (Nintendo Wave)
    3. Sonic Neon (iPod Play)
    4. Resident Evil 4 (Nintendo Wave)
    5. Eternal Warriors (Microsoft Xbox)

    December 2004:

    1. The Lord Of The Rings: The Third Age (Microsoft Xbox)
    2. Devil May Cry 3 (Nintendo Wave)
    3. Extraction (Nintendo Wave)
    4. Devil May Cry 3 (Microsoft Xbox)
    5. Deva Station (iPod Play)
     
    2004 In Review
  • The presents have been unwrapped, the Christmas trees are at the dump, and the holiday retail season is over. But in this, one of the most jam-packed years for big video games ever, what company had the best Christmas season?

    To answer that question is actually a bit complicated, thanks to the success of Apple's iPod Play. The new handheld/music player/entertainment hub was one of the hottest electronics products of the season, with more than a million sold worldwide in its first few days of availability. It was hard to find throughout December, but Apple pushed out a lot of units, and reports of sellouts are now dwindling, especially since it's January and the Christmas shopping season is over. The iPod Play was probably the top selling game device of the season, but it ran neck and neck with Nintendo's Wave console, which saw a big sales boost of its own thanks to an influx of exclusive titles such as Super Mario Shades and The Legend Of Zelda: Hero Eternal. The Wave clearly rules the home console roost in terms of market share, with more than two and a half times the sales its closest rival, Microsoft's Xbox, in December worldwide, and nearly doubling it in sales in North America. Both Nintendo's Wave and Microsoft's iPod Play are estimated to have sold about three million units worldwide in the final six weeks of the year, and both Nintendo and Apple are claiming victory in one of the biggest seasons for games in recent memory. That leaves Microsoft somewhat out in the cold. The Xbox still managed to push about a million units over the final two months of 2004, a boost from previous months in the same time period, largely due to the success of The Covenant 2, which looks like it'll be either the second or third biggest selling game of 2004 in North America depending on how the sales for Pokemon Gamma turn out. Microsoft's Xbox has now sold over 35 million units worldwide in the three years since its release in 2001, which remains the best lifetime sales figure among current generation consoles: Nintendo's Wave has sold around 30 million, and Apple/Sega's Katana has sold around 27 million. It is important to note, however, that the Nintendo Wave has only been out since early 2003, about half the time of its two rivals, and has already surpassed the Katana's total lifetime sales. Nintendo's Wave is lagging behind its predecessor, the Ultra Nintendo, which sold a total of 45 million units in its first 21 months of release, en route to a total of 146 million units worldwide.

    -from an article on Gamesovermatter.com, posted on January 17, 2005

    -

    Top 25 Best Selling Games Of The Year:
    (Note: Multiplatform sales are combined. Only console games are included. Includes pack-in and bundle sales. Includes all North American software sales between January 1, 2004 and December 31, 2004.)

    1. Grand Theft Auto: San Andreas
    2. The Covenant 2
    3. Pokemon Gamma
    4. Madden NFL 05
    5. Super Mario Shades
    6. Pokemon Alpha And Omega
    7. The Legend Of Zelda: Hero Eternal
    8. Tom Clancy's Delta Force
    9. Gran Turismo 3: A-Spec
    10. Sonic Rover
    11. Thrillseekers
    12. Kingdom Hearts
    13. Star Wars: Knights Of The Old Republic
    14. Techno Angel: Salvation
    15. Grand Theft Auto: Miami
    16. Metroid: Homecoming
    17. Mario Kart: Double Dash!
    18. Metal Gear Solid II: Children Of The Patriots
    19. Grand Theft Auto
    20. Red Sun
    21. Rise A Knight II: Imperial Dawn
    22. Sonic Neon
    23. Super Mario Ranger
    24. Resident Evil 4
    25. Play Action Football 2005

    -

    Wolf Blitzer: And we're still following the harrowing news coming out of so many countries in the Indian Ocean region which have suffered tremendously in the days following the massive earthquake and tsunami that took place there on December 26th. Stories of absolute devastation and narrow escapes have been coming in all week, and we are still seeing rescues pouring through the towns and villages that have been swept away. The death toll so far has topped 140,000, and officials say that number is expected to rise dramatically as more bodies are pulled from the wreckage. We're going live now to our correspondent Lisa Ling who is reporting live from Banda Aceh in Sumatra, which took the brunt of the tsunami and has seen some of the worst devastation. Lisa?

    Lisa Ling: Thank you Wolf, I'm standing here amongst the wreckage of a destroyed hotel where both tourists and workers were killed as this structure completely collapsed during the earthquake and then was washed over by the tsunami. Workers are still digging through this wreckage hoping to find any signs of life, and I've got to say that this work takes an absolute emotional toll on the people who are doing it. Wolf, I've seen rescuers have to get up and walk away to compose themselves after finding bodies in the rubble, and here in Banda Aceh alone the level of death and destruction has been absolutely staggering.

    Blitzer: Lisa, how are you doing right now? I know you've been there for several days and I know that must be incredibly difficult to be in the middle of all that death and destruction.

    Ling: I have seen some very terrible things here, but I've also seen a lot of courage and kindness as well, people helping each other out, people risking their lives to pull survivors from buildings in danger of collapse, so really the entire human experience has been on display here and I will say that despite all of the heartbreak and tragedy, these people here and I'm sure everywhere that's seen devastation from this event have shown incredible resilience.

    Blitzer: How long do you think they'll continue to look for survivors?

    Ling: I've been told by the mayor of Banda Aceh that they'll continue to look for survivors as long as there's still hope someone may have survived.

    (…)

    Ling: They'll continue to work here into the night and throughout the week, and I'm sure they'll be cleaning up the rubble for a very long time to come.

    Blitzer: Thank you again, Lisa, for your excellent work out there, stay safe and make sure to take care of yourself.

    Ling: Thank you, Wolf.

    Blitzer: And now I'm hearing that we have an update on the status of the actress Angelina Jolie, who was reported to have gone missing in the immediate aftermath of the earthquake, she was in Sumatra doing work with a children's aid organization here about thirty miles outside the city and I am told that we do have an update on her right now. Soledad, what's that update that just came in to the newsroom?

    Soledad O'Brien: Wolf, I'm really sorry to have to report this, but it is confirmed that the bodies of Angelina Jolie and four of her companions were found about half a mile outside that complex where they had been working with the aid organization. All five of them are believed to have drowned when the tsunami came in.

    Blitzer: That is, um, that is very stunning and sad news to come out of Sumatra, Angelina Jolie, Oscar nominated actress, probably best known for playing Lara Croft in the Tomb Raider movies, has been killed in this tragic earthquake and tsunami that has killed so many others in that part of the world. Do we have any more details?

    O'Brien: We're actually hearing that she and her crew were leaving the area and when they felt the earthquake, we are being told that Angelina actually insisted that they go back to warn the children there at that facility that the tsunami was coming. We believe she might have been killed going to warn another group of children that were away from the facility at the time, and on the way to do that the tsunami washed over their vehicle and threw it about a hundred feet onto some rocks. That is what we're hearing from the head of that organization, who actually did survive along with all the kids there in part because she did go back and warn them.

    Blitzer: That is...that is really...that is incredibly sad and certainly our hearts go out to her and to her family and friends, who I'm sure are going to be mourning her along with a lot of other people around the world.

    O'Brien: She was just 29 years old, Wolf.

    -from the January 2, 2005 broadcast of CNN's The Situation Room

    -

    MTV Video Game Awards 2004:

    Game Of The Year:

    The Covenant 2
    Grand Theft Auto: San Andreas
    Half-Life 2
    The Legend Of Zelda: Hero Eternal
    Thrillseekers

    Handheld Game Of The Year:

    Deva Station
    Metroid Zero
    Pokemon Gamma
    Songhopper
    Velvet Dark: Cyber Wars

    Action/Adventure Game Of The Year:

    Grand Theft Auto: San Andreas
    Metal Gear Solid II: Children Of The Patriots
    Resident Evil 4
    Shenmue III
    Tom Clancy's Splinter Cell 2

    Epic Game Of The Year:

    Kingdom Hearts
    The Legend Of Zelda: Hero Eternal
    Rise A Knight II: Imperial Dawn
    Star Wars: Knights Of The Old Republic
    World Of Warcraft

    Sports Game Of The Year

    FIFA 05
    Madden NFL 05
    NBA Live 05
    Play Action Football 2005
    Thrillseekers

    Racing Game Of The Year

    NASCAR 2K4
    Need For Speed: Monte Carlo
    Nightrush
    Road Storm
    VeloCity

    Shooter Of The Year:

    The Covenant 2
    Half-Life 2
    Maxima
    Techno Angel: Salvation
    Tom Clancy's Delta Force

    Best Graphics:

    The Covenant 2
    Half-Life 2
    The Legend Of Zelda: Hero Eternal
    Resident Evil 4
    Thrillseekers

    Best Soundtrack:

    Grand Theft Auto: San Andreas
    Katamari Damacy
    Kingdom Hearts
    Rise A Knight II: Imperial Dawn
    Thrillseekers

    Best Original Game

    Big Bad Hero
    Deva Station
    Maxima
    Red Sun
    Thrillseekers

    Best Licensed Game

    007: The Hildebrand Rarity
    Kingdom Hearts
    Quentin Tarantino's Kill Bill
    Star Wars: Knights Of The Old Republic
    The Transporter

    Best Online Game

    Cloud Fortress
    Counter-Strike 2
    The Covenant 2
    Tom Clancy's Delta Force
    World Of Warcraft

    Villain Of The Year

    Darth Xelas (Star Wars: Knights Of The Old Republic)
    Ganondorf Dragmire (The Legend Of Zelda: Hero Eternal)
    High Prophet Of Pride (The Covenant 2)
    Officer Tenpenny (Grand Theft Auto: San Andreas)
    Shao Hazuki (Shenmue III)

    Badass Of The Year

    Alex Levesque (Thrillseekers)
    The Bride (Quentin Tarantino's Kill Bill)
    Master Chief (The Covenant 2)
    Solid Snake (Metal Gear Solid II: Children Of The Patriots)
    Tre (Grand Theft Auto: San Andreas)

    Holy S*** Moment Of The Year:

    Jumping Out Of The Plane In A Wingsuit (Thrillseekers)
    Showdown At The Citadel (Half-Life 2)
    Skateboarding In Hyrule City (The Legend Of Zelda: Hero Eternal)
    Solid Snake vs. Liquid Snake vs. Vapor Snake (Metal Gear Solid II: Children Of The Patriots)
    Space Station Escape (The Covenant 2)

    Best Voice Performance:

    Avril Lavigne as Alex (Thrillseekers)
    Henry Rollins as Nero (Big Bad Hero)
    Samuel L. Jackson as Officer Tenpenny (Grand Theft Auto: San Andreas)
    Tupac Shakur as Loose (Manticore)
    Vin Diesel as Frank Martin (The Transporter)

    Game Company Of The Year

    Activision
    Apple
    Microsoft
    Nintendo
    Rockstar

    -

    Gamespot Awards 2004:

    Game Of The Year: The Legend Of Zelda: Hero Eternal
    Game Of The Year (Readers' Choice): Grand Theft Auto: San Andreas
    Best Graphics, Artistic (Console): Glass
    Best Graphics, Technical (Console): Thrillseekers
    Best Original Music: Rise A Knight II: Imperial Dawn
    Best Sound Effects/Design (Console): The Covenant 2
    Best Voice Acting: Thrillseekers
    Best Story (Console): Thrillseekers
    Best Game No One Played: The Seven Samurai
    Most Disappointing Game (Console): Shujaa
    Best Licensed Game: Star Wars: Knights Of The Old Republic
    Most Improved Sequel: Savage Eon
    Best Action/Adventure: The Legend Of Zelda: Hero Eternal
    Best Driving Game: VeloCity
    Best Fighting Game: Virtua Fighter 5
    Best Role-Playing Game: World Of Warcraft
    Best Shooter: Half-Life 2
    Best Sports Game: FIFA 05
    Best Wave Game: The Legend Of Zelda: Hero Eternal
    Best Katana Game: Sonic Rover
    Best Xbox Game: Red Sun
    Best Handheld Game: Velvet Dark: Cyber Wars

    -

    Games Over Matter Awards 2004:

    Unlike a lot of other websites, which give out dozens of awards in all sorts of wacky categories for their big year end extravaganzas, we here at Games Over Matter know our readers don't have time for all that pomp and circumstance. That's why we've narrowed it down to eight categories, the only categories that really matter. Will that mean less games get their props? Yes, but it also means we'll be giving awards to only the very best. We've ranked five games in each category, with our entire editorial staff (that's me, my wife, and our other ten contributors) discussing each category in a civil manner with a minimum of arguing (okay, there was a LOT of arguing). Here are the results of that arguing. We think we're right because our arguments were the loudest!”
    -Alex Stansfield, from the first ever year-end awards on Gamesovermatter.com, posted on January 5, 2005

    Game Of The Year:
    This one's for all the marbles. We sat down and tried to decide what the best game of the year was out of every single release. Console, PC, and handheld games were all in the running. The only games we didn't consider were ports and remakes, unless they significantly improved upon the original game. Here are our top five overall games of the year.

    1. Half-Life 2
    2. The Legend Of Zelda: Hero Eternal
    3. Metal Gear Solid II: Children Of The Patriots
    4. Shenmue III
    5. Thrillseekers

    Best Graphics:
    For this category, we graded on a bit of a curve. Otherwise, all you'd see here is PC games. We tried to pick the games that best utilized the technology available to them. That said, overall graphics still mean something, so you won't see a handheld game win this category (yet...we'll see what the Supernova can do).

    1. Half-Life 2
    2. The Legend Of Zelda: Hero Eternal
    3. Doom 3
    4. Thrillseekers
    5. The Covenant 2

    Best Sound:
    This runs the whole gamut. Music (both original and licensed), sound effects, and voice acting all play a role in how we judged this category. The games ranked here are what we considered to provide the biggest overall treat for the player's ears.

    1. Thrillseekers
    2. The Legend Of Zelda: Hero Eternal
    3. Half-Life 2
    4. Quentin Tarantino's Kill Bill
    5. Metroid: Homecoming

    Best Gameplay:
    We looked at play controls, replay value, game mechanics, and just how fun the game was to play in general for this category. We excluded any multiplayer from our consideration, as that gets its own category.

    1. Half-Life 2
    2. The Legend Of Zelda: Hero Eternal
    3. Shenmue III
    4. Grand Theft Auto: San Andreas
    5. Maxima

    Best Thematics:
    For this category, we looked at the game's story, setting, and overall mood. Factors considered in other categories, such as animation and voice acting, also get some consideration here. Overall, what we asked ourselves for this category is: “What's the story the game is trying to tell, and how well did it tell it?”

    1. Metal Gear Solid II: Children Of The Patriots
    2. The Legend Of Zelda: Hero Eternal
    3. Metroid: Homecoming
    4. Half-Life 2
    5. Thrillseekers

    Most Innovative:
    For this category, we looked at just how much this game went against the grain. What introduced new gameplay or new ways to play old genres? This might be the most ambiguous of the eight voting categories, but the games listed here did more things differently than the games that came before them, and did those things well.

    1. Maxima
    2. Katamari Damacy
    3. Animal Crossing
    4. Sonic Rover
    5. Deva Station

    Best Multiplayer:
    In this category, we looked at which games are most fun to play with or against other human players. Both local and online multiplayer were considered here.

    1. World Of Warcraft
    2. The Covenant 2
    3. Tom Clancy's Delta Force
    4. Red Sun
    5. VeloCity

    Best New Character:
    Our only category that can be considered somewhat of a subset of another category, in this case the Best Thematics category, this is a category specifically designed to honor what we thought were the best characters of the year: the best characterized, the most entertaining, the best acted, the ones we loved to love.

    1. The Boss (Metal Gear Solid II: Children Of The Patriots)
    2. Alyx Vance (Half-Life 2)
    3. Frela (The Legend Of Zelda: Hero Eternal)
    4. Nero (Big Bad Hero)
    5. Alex/Stacy/Vivian/Elissa/Kirsten/Marina (tie) (Thrillseekers)

    -

    Import Preview: Fullmetal Alchemist

    Enix and Quintet's new action RPG, Fullmetal Alchemist, was released in Japan in late January after a slight delay to finetune the game. We imported a copy and played all the way through, and we're glad to report that this game is one of the best action RPG titles ever made, and quite possibly the best game Enix has ever produced.

    Fullmetal Alchemist, whose name was changed in the months leading to release from Full Metal Alchemist, is the story of Edward Elric and his brother Alphonse. They live in a world where alchemy is a real and highly important art, practiced by State Alchemists under the auspices of a government led by a Fuhrer. Edward is searching for a way to restore his brother Alphonse, who occupies a metal suit due to an attempt to perform forbidden alchemy gone horribly wrong, to his normal human form. The game's motif is highly steampunk-based, indeed, this might be the most heavily steampunk game ever made. The capital city of the game's main continent of Amestris is filled with gears, factories, and Victorian architecture, and in addition to the game's alchemy, characters wield a variety of fantastical mechanical weapons into battle. Edward himself wields a gun in addition to his alchemy. The game itself most resembles Quintet's earlier Terranigma, so much so in fact that it might even be considered a spiritual sequel, though few themes are shared between the two games. Unlike Revolution Alpha, which had a fully contained world to explore, Fullmetal Alchemist has an overworld map. This, however, is necessary, due to the world's enormous span: several continents, each with multiple cities and dungeons to explore. The game will easily take a new player more than 60 hours to complete, and that's before the many, many sidequests. The combat system moves along at a brisk pace, with Edward (and several other playable characters who appear throughout the game) able to use either his weapons or his alchemy in real time, with spells fired off as quickly as the player can cast them. Alchemy in Fullmetal Alchemist is governed by the Law of Equivalent Exchange (which forms a major part of the game's plotline): whenever alchemy is used, something of equal value must be given up. For that reason, collectibles are a huge part of the game, as important as experience points and stat growth, as you can't use Edward's potent alchemy without something to transmute. Some spells can be cast from Edward's pool of life points, but you don't want to do that in the midst of a heated battle where every life point counts, and this game is filled with difficult boss battles. Fullmetal Alchemist features a story told both through dialogue and through the extensive use of anime cutscenes: the game features more than two hours' worth of these cutscenes, which are gorgeously animated and skillfully voiced. Obviously we don't know who will be performing these voices in the English dub of the game (which has been confirmed but not yet dated), but the Japanese voice acting is stellar, full of emotional delivery and well timed lines. It's a truly epic story, filled with triumph and tragedy, and we don't want to spoil any more of the plot before you get the chance to experience this game for yourself.

    Fullmetal Alchemist is available from your favorite importers, and should be released in the West before the end of the year. We HIGHLY recommend not importing this game unless you know Japanese very well, because you really don't want to miss any of the game's dialogue and plot. If you do know Japanese and can't wait, this is a game you need to import! We're confident that it's going to be one of the top contenders for 2005's Game of the Year.

    -from the April 2005 issue of Animerica

    -

    Interactive Entertainment Awards 2004:

    Game Of The Year: Half-Life 2
    Console Game Of The Year: Grand Theft Auto: San Andreas
    Computer Game Of The Year: Half-Life 2
    Action/Adventure Game Of The Year: The Fell
    Family Game Of The Year: Sonic Rover
    Massively Multiplayer Game Of The Year: World Of Warcraft
    Handheld Game Of The Year: Songhopper
    Racing Game Of The Year: VeloCity
    Role Playing Game Of The Year: Rise A Knight II: Imperial Dawn
    Shooter Game Of The Year: Half-Life 2
    Strategy/Simulation Game Of The Year: Knights And Lords
    Sports Game Of The Year: Thrillseekers
    Fighting Game Of The Year: Virtua Fighter 5
    Outstanding Art Direction: The Legend Of Zelda: Hero Eternal
    Outstanding Vocal Performance: David Hayter as Big Boss/Solid Snake in Metal Gear Solid II: Children Of The Patriots (Male), Jennifer Hale as Darth Revan (Female) in Star Wars: Knights Of The Old Republic (Female)
    Outstanding Animation: Thrillseekers
    Outstanding Game Design: Grand Theft Auto: San Andreas
    Outstanding Gameplay Engineering: The Covenant 2
    Outstanding Online Gameplay: World Of Warcraft
    Outstanding Original Music: Rise A Knight II: Imperial Dawn
    Outstanding Sound Design: Half-Life 2
    Outstanding Story: Metal Gear Solid II: Children Of The Patriots
    Outstanding Visual Engineering: Half-Life 2

    -

    Filter Top 50 Games Of 2004 (console only)

    1. The Legend Of Zelda: Hero Eternal
    2. Grand Theft Auto: San Andreas
    3. The Covenant 2
    4. Metal Gear Solid II: Children Of The Patriots
    5. Kingdom Hearts
    6. Metroid: Homecoming
    7. Star Wars: Knights Of The Old Republic
    8. The Legend Of Zelda: Ocarina Of Dreams (Nova)
    9. Thrillseekers
    10. Shenmue III
    11. Resident Evil 4
    12. Super Mario Shades
    13. Velvet Dark: Cyber Wars
    14. Techno Angel: Salvation
    15. Virtua Fighter 5
    16. Quentin Tarantino's Kill Bill
    17. Red Sun
    18. Pokemon Gamma
    19. Sonic Rover
    20. Donkey Kong And Battletoads
    21. Immortal Soul
    22. Maxima
    23. Rise A Knight II: Imperial Dawn
    24. Tom Clancy's Delta Force
    25. The Lord Of The Rings: The Third Age
    26. Skies Of Arcadia 2
    27. Metroid Zero
    28. The Fell
    29. The Transporter
    30. Call Of Duty 2
    31. Wheelman 3
    32. Turok: Extinction
    33. Katamari Damacy
    34. Big Bad Hero
    35. Tale Valiant
    36. Codename: Messiah
    37. Animal Crossing
    38. Dragonball Z: The Legendary Super Saiyan
    39. Shade 'n Myco
    40. Internationale
    41. Super Monkey Ball (iPod Play)
    42. Mega Man Next
    43. Shadows: Avenged
    44. La Guerra
    45. Ace Combat IV
    46. Pokemon: Gem Hunters
    47. Tales Of The Seven Seas: Hoist The Colors
    48. Vampire: The Masquerade
    49. VeloCity
    50. Guardians Of Nature

    -

    GameRankings Top 25 Games Of 2004 (only games newly released or significantly remade in 2004 are included, multiplatform releases are averaged)

    1. Half-Life 2: 97.34%
    2. The Covenant 2: 96.21%
    3. The Legend Of Zelda: Hero Eternal: 95.80%
    4. Grand Theft Auto: San Andreas: 95.07%
    5. Velvet Dark: Cyber Wars: 94.08%
    6. Metal Gear Solid II: Children Of The Patriots: 93.74%
    7. Disarmament: 93.35%
    8. Red Sun: 93.07%
    9. Pokemon Gamma: 92.89%
    10. The Fell: 92.85%
    11. Shenmue III: 92.75%
    12. Techno Angel: Salvation: 92.28%
    13. Quentin Tarantino's Kill Bill: 92.13%
    14. Metroid: Homecoming: 92.11%
    15. Ace Combat 4: 91.84%
    16. Rise A Knight II: Imperial Dawn: 91.74%
    17. Thrillseekers: 91.68%
    18. Skies Of Arcadia II: 91.31%
    19. Maxima: 91.30%
    20. The Transporter: 91.20%
    21. Vampire: The Masquerade: 91.10%
    22. The Lotherian Tome: 91.00%
    23. Sphere Soldier Sapphire: 90.79%
    24. Sonic Rover: 90.64%
    25. Tom Clancy's Delta Force: 90.48%

    -

    Catching Up With The Cast Of GameTV: On The State Of Gaming Journalism

    We recently had the very fortunate opportunity to speak with six of the hosts of MTV's legendary GameTV, which aired from 1995 to 2000 and covered all manner of video game news. Ted Crosley, Brittany Saldita, Lyssa Fielding, John Walden, Alex Stansfield, and Gary Westhouse were all kind enough to give us a little bit of their time, and in this article we'll discuss what they're up to now and also talk briefly about the current state of video game journalism, which has changed significantly in the four years since GameTV's sudden cancellation.

    (…)

    The availability of instant video game news online has had a transformative impact on the industry.

    “That advantage we had on GameTV, where we had the scoop on pretty much everyone else because everyone else was magazines, that's gone,” said Stansfield, who attributes GameTV's ultimate fate to the rise of online news outlets. “We couldn't scoop anyone anymore. We'd lost our biggest advantage, and even though we still claimed to be the fairest source of gaming news out there, we just couldn't keep up with all the websites.”

    Stansfield recently launched a website of his own, Games Over Matter, where the focus is solely on games and where other subjects are rarely, if ever, breached.

    “The problem I had working at IGN is they always wanted me to talk about other stuff. And, you know, I like TV, I like movies, I like music, obviously, but it got to the point where I couldn't really devote as much time to talking about games as I had when I first joined the site, and I also felt, and my wife agreed with me, that the site in general wasn't much of a games site anymore. They did reviews, they did some news articles, but it got overwhelmed by all the other stuff. We pretty much started Games Over Matter to sort of cut the crap and talk about games and only games.”

    In addition to his wife Melissa, Alex also took three other IGN game staffers with him to his new website, which has blossomed into perhaps the most popular new gaming website of the year. However, even working on his own, Stansfield has found it difficult to avoid some of the problems inherent to the medium.

    “The problem is, the game companies have a lot of sway. If they don't want to work with you, you're pretty much hosed. We didn't really have that problem on GameTV because we held so much power that we could dictate terms to them. With the websites, all of them competing with each other, the game companies got a lot of that power back and there's a kind of dance you have to do with them in order to continue to be honest with your readers. And there's a lot of bias in this industry.”

    Stansfield acknowledges that he himself has bias when discussing games. A Nintendo fan at heart, and known widely as the 'Nintendo Guy' on GameTV, he says he's worked hard to overcome his pro-Nintendo sentiments and cover all games fairly.

    “That's why I made sure to bring in people from different parts of the gaming spectrum, so we have a variety of opinions. We did it on GameTV and we're doing it on Games Over Matter. I want the website to be the most trusted sort of video game news around, and I'm working hard to make that happen. At the end of the day, you're spending $50 on a game or $300 on a console, you want to get something you're going to enjoy. That's the bottom line, really.”

    (…)

    Crosley's decision to stay on television stems from his love of the medium and his desire to maintain a network fully dedicated to covering video games. Slowly but surely, G4 has made its way into tens of millions of homes nationwide, all while keeping its focus squarely on games.

    “As long as I'm at G4, it's going to be a games-oriented network. Bottom line,” said Crosley, who has cultivated a variety of shows in order to appeal to all demographics.

    That includes reality shows, which have been a major trend in the industry for the past several years and which have seen success on G4. The Pitch, in particular, has been the highest rated show on the network over the last year, and recently announced that it will be producing its first video game, based on the winning idea from 2004's edition of the show.

    “The team that won 2004's season, they had this incredible idea. We had several incredible game ideas, and I think that really made viewers want to tune in, to see all these amazing games and which one would come out on top.”

    Crosley has also kept reporting on the latest happenings in the industry a big focus on G4, and even though his shows have a lead time of several days more than the big internet sites, he hopes to present information in new and more entertaining ways to push his channel forward.

    “We're doing things on G4 that you can't see anywhere else, and that's going to be key to our success,” said Crosley. “We're pushing the envelope even more than on GameTV, and with an entire network and a lot more airtime, we can do things we couldn't dream of doing with just one hour a week.”

    (…)

    “Game journalism is still journalism,” Saldita commented. “If you're going to cover video games, you have to treat it like a real story and not a hobby, which I think is how the media perceived it and large segments of the media still do.”

    Saldita has taken steps to ensure that whenever games are covered on her news station, KABC, that they get a fair shake and are reported on with the same seriousness and importance as other forms of entertainment media.

    “I think there is some bias from TV against games, because people who play games aren't watching TV, so it's sort of a competition thing. But they always run the stories by me whenever they cover games, which is something I really appreciate and I am so grateful to the station managers and producers for respecting video games and trying to cover not just the silliness or the controversies but on the way that games actually enrich people's lives and bring enjoyment to a lot of people, myself included.”

    (…)

    Lyssa Fielding has probably had the most publicly visible post-GameTV career, with major roles on both television shows and feature films. Her biggest role to date will be in next year's Suicide Squad film, where she'll be playing Harley Quinn, taking over the role from Madonna, who played the role in the character's first cinematic appearance in Batman Triumphant. Fielding has largely been out of the gaming world for the past four years, though she has performed more than one voiceover role, and reprised her film character for the hit game Quentin Tarantino's Kill Bill. Despite her absence from the industry, Fielding still plays games regularly, and has carefully followed the state of gaming journalism since she was pushed out in 2000.

    “There are so many gaming websites now, it's amazing. You can get your news so quickly, but not all of it's real, there are all the rumor sites swirling around. In a way, it's like how the media covers Hollywood, so I guess that's sort of a good thing? We've gone from being a toy to being covered like blockbuster movies, that's a big improvement!”

    All jokes aside, Fielding has said that she's proud of her former co-stars, many of whom she continues to talk to every day.

    “I watch G4 all the time, and I bookmarked Games Over Matter the day it went up. Both are great and both are pretty reliable sources of game information, so I don't need to get my info from anywhere else. I do subscribe to a couple magazines, I get Nintendo Power for their demo CD and Electronic Gaming Monthly because I've been subscribed to them since I was in college. So I think I'm pretty well informed when it comes to games. Ted and Alex are doing an awesome job on their endeavors, and I love seeing how Brittany's face lights up when she gets to talk about a new game.”

    Saldita has also covered things besides games, such as the ongoing video game violence controversy which saw Florida attorney Jack Thompson file lawsuits against several game companies in a matter that eventually went to the Supreme Court.

    “I don't know if anyone saw it, but I was digging my fingernails into my hand when I was talking about the Jack Thompson thing to keep a straight face on the air,” said Saldita. “I hate that guy, so much. Having to repeat his quotes about games made me throw up a little bit in my mouth. I'm so glad he lost his bullshit case. I fully expected him to lose but I'm no less glad about it.”

    (…)

    Video game magazines continue to survive, and in some cases, thrive. Nintendo Power retains a loyal subscriber base despite its obvious pro-Nintendo bias, offering both strategy tips and exclusive game information. In addition, the Nintendo Underground program, which, at a slight premium over a regular magazine subscription, offers a DVD every three months filled with both game coverage and exclusive game demos, remains an extremely popular program as well. Electronic Gaming Monthly and its companion publication, Expert Gamer, are also doing well, and GamePro continues to serve up “pro tips” to its subscribers every month. GameStop's recent acquisition of the magazine GameInformer, which it offers as an incentive for joining its rewards program, has also been a lucrative endeavor. However, in some cases, magazines have floundered as the internet has proliferated. Case in point: The Official Katana Magazine (once known as The Official Saturn Magazine) was shuttered by Apple in 2003 shortly after acquiring Sega's game division, and other magazines such as GameFan have flopped as well.

    “To see the magazines outlast GameTV, that's kind of funny,” said Westhouse. “Especially with all the competition they've got, when all we had to compete with was Carson Daly and The Real World.”

    John Walden thinks that the game journalism market is big enough for a variety of sources to thrive, and may even expand in the future.

    “We're seeing this huge influx of information, and all these big games that need to be covered. As long as people continue to look for a variety of sources, I think the industry is going to continue to grow.”

    Alex Stansfield has a somewhat less optimistic view of game journalism's future, based in part on his own experiences working with IGN and his current website.

    “The game companies have a lot of pull, and unfortunately, nobody's really separated themselves enough from the pack to say 'no' to them,” said Stansfield. “Ironically, as anti-competitive as it sounds, I think it might actually be healthier for game journalism if there were fewer sources of information. One or two big websites that had enough pull that game companies would have to work with them and not against them.”

    We asked him if he was trying to make Games Over Matter into that 'one big website', and he just laughed.

    “Honestly, I wouldn't be a good businessman if I wasn't.”

    -excerpted from a February 7, 2005 article on Techbubble.com

    -

    It was one of the most crowded holiday seasons in the history of the industry: Mario, Zelda, Metroid, Metal Gear, The Covenant, Sonic, Grand Theft Auto, Pokemon... all had huge launches vying for consumer attention, catapulting software sales to record highs...and yet amidst all of that, Steve Jobs and his curious new iPod had stolen the show.

    With a $299 price and a somewhat modest launch lineup, you could be forgiven for thinking that the iPod Play would join so many other pretenders to the Game Boy's throne on the dustheap of gaming history. Like the Lynx, Game Gear, TurboExpress, and Venus before it, the iPod Play seemed overpriced and ahead of its time. But if you thought it would be anything like those handhelds, you clearly didn't know Steve Jobs. Jobs pushed the iPod Play with a zeal the industry hadn't seen since the launch of the iMac that revivified the company, making it the “cool” device that everyone, not just gamers, had to have. The iPod Play took the industry by storm, and made all the big games of 2004 take a back seat. People were barely talking about the new Zelda or even The Covenant: if anything, the only game to generate much news that holiday season was Grand Theft Auto: San Andreas, and most news commentators discussed the controversy more than anything else.

    The iPod Play thus entered 2005 at the center of the gaming world. By that point, the Katana was largely a zombie console. It would continue to see quality games released well into 2006, but Apple's focus was now on their amazing new portable and the battle to come against a resurgent Nintendo, who itself was cresting on the Wave and its formidable lineup of exclusives. Microsoft would begin to tool away on its successor to the Xbox, hoping to catch both of its rivals off guard, while Nintendo and Apple got ready for a handheld showdown. With console sales slowing in Japan, would the portable arena be the next big battlefield, or just an undercard for the seventh generation console war to come?

    -”The History Of Console Gaming: Year-By-Year (Part 9)”, Wired.com, posted on July 17, 2012
     
    The Modern Age Of MMORPGs Begins
  • Since the release of World Of Warcraft on August 17, 2004, the game has been the best-selling PC game on the market and the fastest growing MMORPG. In the five months since the release of the game, more than half a million players have subscribed, with new players joining every day. The game contains the biggest world ever seen in an MMORPG, even larger than the expansive world of Gemstone and its two expansions, and Sony's long-time MMORPG hit PirateQuest, which has seen a total of five expansions and a sequel since its release in 1997. Gemstone remains the MMORPG with the most subscribers as of January 31st, but it has actually seen a declining subscriber base since its peak in 2003, and if World of Warcraft's current rate of new subscriptions continues, it will surpass Gemstone by early summer. However, it is likely to do so even sooner, since the rate of new subscriptions is also climbing. If that rate continues to hold, it will likely pass Gemstone sometime in April.

    World Of Warcraft has capitalized on both the growing MMORPG popularity trend and the popularity of its own franchise. Blizzard's Warcraft series has been the second most popular RTS franchise in existence, surpassed only by its fellow Blizzard megahit, Starcraft. The exponential growth of the game's subscriber base has come as a surprise to all but Blizzard itself, which predicted that the game would experience massive success in its own internal memos and press briefings. Many thought that players would hold off on World of Warcraft until reviews for Squaresoft's upcoming Final Fantasy Online began to surface. Indeed, Final Fantasy Online has seen a strong launch in Japan, but despite the game's early positive reception, players continue to sign up for World of Warcraft, and the influx of players has shown no signs of slowing down. The fact that Final Fantasy Online isn't expected to be released on PC until late this year, while World Of Warcraft is expected to remain exclusive to PC, is likely a major influence on most World of Warcraft fans' lack of enthusiasm toward Squaresoft's highly anticipated entry.

    World Of Warcraft features an expansive world based on Azeroth, the setting of the popular RTS games. It pits its players in one of two factions: they can choose to fight for the Alliance, a group of nations which have banded together to defeat the Lich King, or they can join the Horde, whose undead denizens are also threatened by the Lich King's overwhelming power but who also oppose the Alliance. Rather than pitting "evil" against "good", World Of Warcraft's factions instead pit "chaos" against "order", and both factions have characters who can be considered heroes or villains. The Alliance features brave heroes fighting alongside xenophobic blood knights, while the Horde features dashing rogues fighting alongside skeletal abominations. Players visit a variety of dungeons and locales to look for treasure and battle monsters and minions of the Lich King (and occasionally each other), and don't have to follow the game's main quest: there are dozens of side quests available, with more being added every day. Players can gather in towns and cities to trade information and party up, with certain large cities becoming hubs of activity. There are even contested cities in PvP territory, where Alliance and Horde members fight for control, and the game provides bonuses to players depending on which sides hold which cities, encouraging players to participate in PvP whenever they can.

    Blizzard is pouring a tremendous amount of support into World Of Warcraft, and seeing as how it's likely to become the most popular MMORPG on the market in a very short amount of time, it will certainly see heavy support from the company well into the foreseeable future.

    -excerpted from an article on Gamesovermatter.com, posted on February 8, 2005

    -

    Consoles Hopping Onto The MMORPG Bandwagon

    MMORPGs have been a big deal on the PC since the mid-1990s, but they've been almost invisible on consoles until only very recently. This isn't surprising: the Apple (then Sega) Katana was the first home console to have online capabilities right out of the box, and even then, most console gamers relied on 56K connections to play their favorite games. The Katana launched with Phantasy Star Online, which remains the gold standard for console MMOs to this day with more than half a million regular players. The only other MMORPGs to grace consoles have been obscure niche titles such as Vanguard Serenity, which was released on the Wave in Japan in 2003 in an effort to beat Squaresoft's Final Fantasy Online to the punch. That game has 40,000 regular players and is considered the third most popular console-based MMORPG, which should give you a fairly good idea of just how barren the landscape has been for these types of games.

    However, that's about to change in a big way. Final Fantasy Online recently released in Japan and already has over 300,000 subscribers which makes it the fifth most popular subscription-based MMORPG in the world, behind Gemstone, PirateQuest, World Of Warcraft, and Ultima Online. When it launches in North America this March, it will likely add enough subscribers to its base to make it a serious challenge to both Gemstone and World Of Warcraft, and despite charging a subscription fee (which Phantasy Star Online does not, apart from the general SegaNet yearly fee), it looks to surpass Phantasy Star Online as the most popular console based game as well. Final Fantasy Online features an epic world with classic Final Fantasy themes, locales, and monsters, and while its world is only about 70% the size of World Of Warcraft's, Squaresoft has already planned numerous expansions to make Vana'diel the biggest explorable world of its kind.

    Final Fantasy Online will be a Wave (and PC) exclusive for the foreseeable future, but the Xbox may be getting an exclusive online game of its own, if rumors about the upcoming and still in development Ultima X are to be believed. The game will be the tenth game in the mainline Ultima series, and in addition to including an enormous single player quest, it's also rumored that the game will feature an online component as well, perhaps making the game double as a sequel to Ultima Online (which still has around 350,000 regular subscribers). If so, it could become one of the biggest MMORPG communities and a massive boon for Microsoft's ambitious plans for the genre. The company is also rumored to be planning not one but two new MMORPG titles for both the PC and the Xbox, and it's also rumored that they attempted to woo Blizzard into making a version of World Of Warcraft for the Xbox's successor, a rumor that both Microsoft and Blizzard have denied. Blizzard has gone on the record to state that World Of Warcraft will never come to consoles, but of course in this industry, you can never truly say never.

    Speaking of MMORPGs that will "never" come to consoles, Sony has repeatedly denied that its own PirateQuest franchise will see a version released for the Nintendo Wave. Sony has stated that "PirateQuest has always been a PC-exclusive endeavor for us, and while we value Nintendo as a key partner in our interactive entertainment strategy, we see PirateQuest as an independent component of our overall gaming profile, and we see no reason to bring it to any consoles at this time." With Final Fantasy Online sure to quench the thirsts of MMORPG-starved Wave owners, it's likely that PirateQuest will continue to be a PC exclusive series.

    Meanwhile, Apple has announced no current plans for a Phantasy Star Online expansion or sequel. The game has continued to see success since the release of Vol. 2 in 2003, and the series' creators are focusing on both remakes of the classic games and the upcoming Phantasy Star VII, which was recently announced to be heading to the new iPod Play later this year. It's almost certain that Phantasy Star Online will see further entries in the future, but Apple seems to be waiting until perhaps the Katana's rumored successor console is released either sometime next year or sometime after. When asked if Apple was interested in developing other MMORPGs, either for the Katana or the iPod Play, the company offered no comment.

    -from an article on Gamespot.com, posted on February 13, 2005

    -

    Brittany Saldita: *sitting in front of a laptop next to a man in his mid 20s who is demonstrating a game for her* So what game will we be playing today?

    *The man, an internet cafe owner in Los Angeles, brings up the MapleStory application and types in some guest credentials.*

    Robert Park: This is MapleStory, and it's actually a Korean MMORPG, this is a genre that's been growing in popularity in South Korea for quite some time and these games are starting to come to the United States now, this game's been out here a few months and it's already quite popular.

    Saldita: How many subscribers?

    Park: It's actually free to play.

    Saldita: So, kind of like Phantasy Star Online? Well, I guess you have to subscribe to SegaNet to play that, but, kind of like that?

    Park: That's right.

    *He starts the game and lets Brittany begin to play, she swings her sword around some and kills a few monsters.*

    Saldita: It's a side scroller!

    Park: A bit more low-tech than other MMORPGs on the market but it's a lot of fun.

    Saldita: *continues killing monsters* I'm getting Tale Phantasia flashbacks from this, it is fun! Are most Korean MMORPGs like this?

    Park: Right now, yes. It's very easy to get into, you don't have to worry about getting lost in a big world, you're just killing monsters and collecting coins.

    Saldita: I'm assuming that since it's free they're selling items or power-ups in-game.

    Park: That's right, you can buy them by spending coins but-

    Saldita: But anything worth buying is prohibitively expensive.

    Park: *laughs*

    Saldita: *trying to fight a big walrus monster but gets two-shotted* Oh, I just died! That thing is so cute, it's deceptively cute! *groans in frustration as she waits to respawn*

    Park: You lose experience points when you die.

    Saldita: *annoyed* I can see that.

    (...)

    *Now Brittany's playing another game. This one's a bit more artistic and while it's 2-D, the character moves in a 3-D plane and collects jewels, both from fallen enemies and from just finding them.*

    Park: This game is called Faerie Island, it's brand new, and this one actually released in both Korea and the United States at the same time, and it's also come out in Europe and Japan too.

    Saldita: This one looks a bit more low-tech, it looks like an SNES-CD game.

    Park: The graphics are sprite-based, but they look really nice I think.

    Saldita: Yeah, it's actually really beautiful. *her character is a fairy who's fighting against plant monsters and bugs* From this one I'm almost kind of reminded of Fairytale, I'm not sure if you've played that one before but it looks to be really inspired by that game.

    Park: I remember that game, I think I played it my freshman year of college!

    *Brittany's character collects a bunch of jewels and picks up a magic spell also, she bumps into two higher leveled players.*

    Saldita: Are they gonna kill me or does this game not have PvP?

    Park: There are certain places with PvP but you can't do PvP until you're level 10.

    Saldita: All right. And for those of you who don't know what I'm saying, PvP is short for "player versus player", basically it means that when you encounter someone in these kinds of games, you can attack them or they can attack you. Usually they restrict it to certain areas because if they don't, you'd have people killing each other all the time.

    Park: *laughing* Not all the time!

    Saldita: There are so many jerks in these games who love trolling. *she sends the two players a party invite and they accept* Okay, good, I'm partied up, now we can kill some monsters. Some really strong monsters.

    Park: And you do actually get the same amount of experience even if you're a lower level.

    Saldita: Oh, good!

    Park: So it's a good idea to team up with higher level players when you can.

    Saldita: That'll help me level up in a hurry. Not that I need it, because it's not like I'm a noob or anything...

    Park: *laughs*

    (...)

    *Now Brittany and Park are facing away from the laptop and discussing the games they've shown off.*

    Park: So Korean MMORPGs are really gaining a lot of popularity, especially among younger players because they're usually free to play.

    Saldita: That's good, because not every kid has a cool parent like me who's willing to fork over 10 bucks a month for Final Fantasy Online when it comes out next month and which I'm going to play obsessively and who am I kidding my kids are never going to get a turn.

    Park: *laughs* Also not every kid has a Nintendo Wave!

    Saldita: That's true! These games are played on the computer, which a lot more people have. And, again, they're free to play, and if you don't have high speed internet at your house, you can come visit Mr. Park's internet cafe and play games like MapleStory and Faerie Island on his computers and his high speed internet. *smiling* Thanks again for showing these games today, they really are a lot of fun and play a lot like classic old school RPGs.

    Park: We'll actually be doing some special events for Faerie Island where we'll be having some high level players available to party up with and get some special items and weapons from high level quests, so make sure you visit our website for information on dates and times for those. And we do have MMORPGs like World Of Warcraft available to play as well, so if those games are more your speed then we've got those as well.

    Saldita: It was a pleasure having you today, and we'd love to have you here again to talk about more really fun games, thanks again for dropping by!

    -from an interview with internet cafe owner Robert Park on the February 19, 2005 edition of LA This Morning on KABC
     
    2005 - Grammy/Oscar Recap
  • 2005 Grammy Nominees: (winners in bold)

    Best New Artist-

    The Grifter
    Kanye West
    Los Lonely Boys
    Mandy Moore
    Maroon 5

    (Notes: Going into the 2005 Grammys, Kanye West and The Grifter were considered the front-runners for the award, with Maroon 5 running close behind, Los Lonely Boys a popular dark horse pick as the sort of “last gasp” of the Latin pop boom, and Mandy Moore, whose career has taken the reverse path of OTL's (where she started as a singer and then grew into an actress, whereas ITTL, she started as an actress in 1998 on All That, did a few small movies and then put out a critically acclaimed music CD on an indie label in early 2004), was just happy to be there. Kanye and The Grifter already had beef before the run-up to the Grammys, but since they were both nominated for numerous major awards and all the rap awards, their beef turned into a full-on feud, with the two publicly insulting each other practically every day and the press ate it up. Enter the Grammys, and one of the biggest upsets of all time. Mandy Moore won, and her shocked reaction of genuine astonishment at winning the award, clapping both hands over her mouth and just sitting dumbfounded in her seat for about 15 seconds before finally going up to the stage, was one of the most memorable moments in Grammy history. She'd gotten a surprising groundswell of support, while Kanye and Grifter's beef, plus them splitting the vote, enabled Mandy to steal victory from both of them. Later, the two rappers' entourages would briefly scuffle at an afterparty. Initial reports of Kanye and The Grifter themselves getting into fisticuffs were quickly disproven, but fans ate up the news and internet message boards lit up. This would not be the last we'd hear from Kanye West.)

    Song Of The Year-

    “Comfortable” by Mandy Moore
    I Won't Shed A Tear” by The Dixie Chicks
    “If I Ain't Got You” by Alicia Keys
    “Out” by Finger Eleven
    “Sega Saturn” by Kanye West

    Record Of The Year-

    “Down And Dirty” by Aaliyah
    “Heaven” by Los Lonely Boys
    I Won't Shed A Tear” by The Dixie Chicks
    “Laser Focus” by Usher ft. Aggro
    “Let's Get It Started” by The Black Eyed Peas

    (Notes: “I Won't Shed A Tear” dominated music discourse since its release in September 2004, and rocketed quickly up the charts. It was a song about heartbreak and getting back on your feet quickly, an anthem for womanhood and a pick-me-up to heartbroken ladies everywhere. No other song had a chance of winning either award, with the song winning wide acclaim for both its writing and production. Kanye West's “Sega Saturn”, which actually had very little to do with the video game console and was mostly West rapping about a variety of political issues, was also widely acclaimed and was said to have a very small chance at upsetting The Dixie Chicks in the Song of the Year category, but in the end, the country trio took both awards.)

    Album Of The Year-

    Bottom Of The Well by The Grifter
    The College Dropout by Kanye West
    Dividends by The Foo Fighters
    The Essence Of Dixie by The Dixie Chicks
    Genius Loves Company by Ray Charles w/ various artists

    (Notes: Just like in OTL, Ray Charles released a collaboration album in 2004, performing alongside a wide variety of artists, including Kurt Cobain in the song “Heroin Heartbreak”, which was considered by many to be a contender for Song Of The Year but didn't get nominated. Unlike OTL, Ray Charles survived the year and lived long enough to accept the Grammy for this album along with his other collaborators. Interestingly enough, Cobain found himself competing with both his former Nirvana bandmates and himself: he also collaborated on one of the songs on Dividends, which swept most of the rock awards but couldn't take home the big prize. Charles' win was actually considered a slight upset over The Dixie Chicks' album, but they had no hard feelings: a picture of The Dixie Chicks hugging Ray Charles shortly after the ceremony was widely circulated on the entertainment shows and websites.)

    -

    2005 Oscar Nominees: (winners in bold)

    Best Picture-

    Action Park
    The Man Who Owned Chicago
    Ponzi
    Ray
    Sideways


    (Notes: With no Million Dollar Baby or The Aviator, TTL's Oscars went quite differently from OTL's. Sideways was the favorite here, but followed closely behind by Ponzi, based on the detectives who uncovered the 2001 Bernie Madoff scandal and the people whose lives were financially ruined by the scam. Ponzi's prescience and surprisingly emotional story ultimately won it the Best Picture Oscar.)

    Best Director-

    Alexander Payne for Sideways
    Paul Haggis for Clinically Dead
    Stephen Gaghan for Ponzi
    Taylor Hackford for Ray
    Terry Gilliam for King Arthur

    (Notes: This was another nailbiter between Sideways and Ponzi, with Sideways winning out. Paul Haggis' directorial job in Clinically Dead, about the wife of a mortally injured car crash survivor clinging to life and her clash with the doctors who disagree about how best to help him, was also seen as a revelation, but he just couldn't overcome the groundswell of support for Ponzi.)

    Best Actor-

    Don Cheadle for Hotel Rwanda
    Heath Ledger for King Arthur
    Jamie Foxx for Ray
    Jim Caviezel for The Man Who Owned Chicago
    Paul Giamatti for Sideways

    (Note: Paul Giamatti wasn't even nominated IOTL, but ITTL his performance and the film itself were seen as being even stronger, and he would take this award in what was said to be a hard-fought three way battle between Giamatti, Foxx, and Caviezel. Jamie Foxx's casting as music legend Ray Charles was initially thought to be stunt casting, but he turned in the performance of his life and just about took this one away just as he did IOTL. As for Jim Caviezel, who gained over 70 pounds to play gangster Al Capone, he would ultimately regret taking on the role, despite the critical praise and Golden Globe award he won for it, because it cost him a chance to play Jesus Christ in Mel Gibson's 2005 film The Passion Of The Christ. The film, originally slated for 2004 but delayed for numerous production problems and Gibson's struggle with bipolar disorder, would have seen Caviezel in the starring role had it been able to meet its original production schedule. However, Caviezel had already begun putting on weight for The Man Who Stole Chicago, and in an interview, Gibson stated that “Al Capone is an iconic American figure and I would've hated to have taken that away from Jim, who did a great job. He would've been a great Jesus too, but I didn't want to distract him from playing Capone by dangling that role in front of him.”)

    Best Actress-

    Annette Bening for Being Julia
    Jennifer Esposito for Clinically Dead
    Kate Winslet for The Operative
    Parminder Nagra for Kashmiriad
    Uma Thurman for Kill Bill Vol. 2

    (Note: While Bening was always a slight favorite, this category was seen as being up in the air. Kate Winslet's turn as a British citizen turned Russian spy in The Operative was highly praised, Parminder Nagra's role in Kashmiriad as a young teacher who is forced to defend her students during fighting in Kashmir was exceptionally well received, and Jennifer Esposito's heartwrenching performance in Clinically Dead made her a brief favorite and won her the Golden Globe. Even Uma Thurman was thought to have a small chance, but in the end, Bening's performance as an acting legend in Being Julia was good enough to beat her strong comptetition.

    Best Supporting Actor-

    Adam Sandler for Collateral
    Leonard Nimoy for Library Of Alexandria
    Michael Imperioli for The Man Who Owned Chicago
    Thomas Haden Church for Sideways
    Willem Dafoe for Standoff

    (Note: IOTL, Adam Sandler actually was considered for Foxx's role in Collateral. He wins the role ITTL, filming the movie in a short span of time after wrapping on The Bourne Supremacy. He brought a realistic humor to the role that made his performance even more highly praised than Foxx's IOTL. Meanwhile, his stiffest competition was probably Thomas Haden Church in Sideways, though Leonard Nimoy's brief seven minute appearance in Library Of Alexandria as an aging professor slowly dying of dementia won enough praise to make him a strong contender as well. Dafoe's scenery chewing performance as the villain of the Will Smith film Standoff was popular enough to earn him a nomination, but it was seen largely as a joke and it would have been an enormous shock to see him win.)

    Best Supporting Actress-

    America Ferrera for Action Park
    Diane Kruger for The Man Who Owned Chicago
    Mia Kirshner for Resting Place
    Patti LuPone for Ponzi
    Sophie Okonedo for Hotel Rwanda

    (Notes: Of special note here is America Ferrera's hilarious performance as a somewhat jaded girl looking to lose her virginity in Action Park, many critics said she “made the movie” and while no serious analysts expected her to win an Oscar, she was closer than a lot of people thought, finishing a somewhat distant second in a vote tally that, like all other Oscar vote tallies, won't ever be revealed. But it was Patti LuPone's emotionally draining performance as the wife of one of Bernie Madoff's oldest friends who lost nearly his entire life savings in Ponzi that took the award going away. LuPone's quiet strength in the role, which ultimately gave credibility to the moment in the movie when she reaches her emotional breaking point in one of the most memorable scenes of 2004, made audiences weep and made critics shower the film with praise. America Ferrera could've stolen this one, but in the end, the legendary Broadway diva got an Oscar to put next to her multiple Tonys.)
     
    The Amazing Race, Season 7
  • The Amazing Race: Season 7: Never thought they'd get off the island.

    Coming three weeks after the end of the previous season, season seven had a lot to get done. First, after what happened with season six, fans wanted to see more challenge to the show. Yes, the tasks weren't challenging, but they weren't easy either. They also wanted to see less equalizers, which fair enough season six was full of equalizers. But the real point of contention is that in this season not only do the producers take the racer's money, they also take the racer's luggage. Which, while funny to see teams put on layers of clothes once this fact is learn at later non-elimination points, is even more stupid than the money thing. So, while this season is more popular, it wasn't just because of anything that happened on the race, though that was certainly a factor. But I'll talk more about that in the review part of this article.

    This season was cast in late 2004. It was filmed from November to December, 2004.

    The Cast

    Debbie and Bianca: Friends from Virginia. In some corners of the internet, there is speculation that these two are in a relationship. Which, great if they are, I don't care. Anyway, these two are great racers, especially in the way they stand up to...

    Rob and Amber: Another import from a CBS reality show, this time Survivor when they met on Survivor: All-Stars. It's stunt casting, yes, but the way I figure it, if it brings in new viewers I'm all for it. Besides, they do make for great racers.

    Lynn and Alex: This season's gay couple, these two are funny and mean spirited by turns. While I do like them, for the most part, they can be a little too mean spirited for my liking.

    Susan and Patrick: Mother and her gay son, they try their best to get rid of Rob and Amber. Though he tends to give up way too easily.

    Brian and Greg: Brothers who get lost relatively easily. Though they do provide some comedy.

    Ryan and Chuck: Two "good old boys" from South Carolina. They provide most of the comedy for the season.

    Ron and Kelly: Boyfriend and girlfriend, Kelly is a former Miss South Carolina. Though they bicker it's not all that bad in the grand scheme of things.

    Meredith and Gretchen: Married couple, Meredith is a man (apparently back in the day Meredith was a man's name). They are this season's resident old couple. They get surprisingly far in this race, for a team that makes a lot of mistakes.

    Ray and Deana: Dating on and off, they think the race will help them with their relationship. I'm uncertain that it did.

    Hayden and Aaron: Dating actors. Like I said last time, this team was supposed to on last season, but were cut in favour of Uchenna and Joyce at the last minute. That being said, I wonder how they would have done if they had gone on season six.

    Heidi and Megan: Two roommates who are a nice, likeable and attractive team. They just didn't really have a chance.

    The Race

    Leg #1: "It's only a matter of time."

    Original Air Date: March 1, 2005.

    Starting in Long Beach, California, near the Queen Mary, teams get $132 and instructions to go to Lima, Peru. Teams are told to go to Plaza de las Armas, where they are told to take a bus to Ancon, then take a rickshaw to Playa Hermosa. There teams have to dig up tickets for 6:00 A.M., 7:00 A.M. or 7:40 A.M. tickets to Cuzco, spending the night on the beach. Once in Cuzco, teams drink a special tea to help acclimatize to the altitude.

    Outside the airport, teams find a clue telling them to go to a mark taxi stand in Huambutio where the Roadblock is. Unfortunately, they never broadcast it, as it didn't really effect team placement, and I can't find any information on it. All I know is that it happened here. Anyway, after that teams have to taxi across a bridge to the top of a gorge. Then they have to zip line across the gorge, then to the bottom to get the Detour: Rope a Llama or Rope a Basket. In Rope a Llama, teams have to lead two llamas to a marked pen. In Rope a Basket, teams carry a 35 pound basket of alfalfa on their backs two thirds of a mile. Teams then have to go to the Huambutio police station and get on the back of a truck (only three teams per truck) to the town of Pisac. At the market there is the clue to the Pit Stop: Convento de la Merced in Cuzco.

    1. Susan and Patrick 10:53 A.M. Won $10,000 each.

    2. Debbie and Bianca 10:54 A.M.

    3. Rob and Amber 11:00 A.M.

    4. Brian and Greg 11:55 A.M.

    5. Lynn and Alex 11:56 A.M.

    6. Meredith and Gretchen 12:20 P.M.

    7. Hayden and Aaron 12:37 P.M.

    8. Ray and Deana 12:40 P.M.

    9. Ron and Kelly 12:50 P.M.

    10. Ryan and Chuck 12:51 P.M.

    11 . Heidi and Megan 12:58 P.M. ELIMINATED.

    Leg #2: "They'll get theirs."

    Original Air Date: March 8, 2005.

    Getting $480, teams are told to go to the city of Arequipa by bus. Once there they have to make their way to the Sindicato Único de Lustradores de Calzado and find the shoe shine stand where the Roadblock is. In this Roadblock, one team member has to shine five shoes for one Peruvian Sol a piece. Then teams have to fly to Santiago, Chile. Once in Santiago, teams have to go to the Statue of the Virgin Mary at Cerro San Cristóbal. It's here teams find the Detour: Shop or Schlep.

    In Shop, teams have to get five items on a list and deliver it to a restaurant. In Schlep, teams have to go to a local book store, get 180 books and deliver them to Chile's National Library. Teams then have to go to the Pit Stop: Cerro Santa Lucia.

    1. Rob and Amber 12:33 P.M. Won a trip to the Bahamas.

    2. Debbie and Bianca 12:44 P.M.

    3. Ron and Kelly 1:20 P.M.

    4. Hayden and Aaron 1:50 P.M.

    5. Lynn and Alex 3:10 P.M.

    6. Meredith and Gretchen 3:13 P.M.

    7. Ryan and Chuck 3:14 P.M.

    8. Brian and Greg 3:30 P.M.

    9. Ray and Deana 3:33 P.M.

    10. Susan and Patrick 3:40 P.M. ELIMINATED.

    Leg #3: "I'm not going to be a loser again."

    Original Air Date: March 15, 2005.

    Getting $80, teams pick up cars from Paseo Bulnes and drive themselves through the Andes to the Argentine side of the border and get to a bridge called Puente Viejo. This is where teams find the Detour: Paddle or Pedal. In Paddle, teams have to join three professional paddlers going down river in an inflatable raft. In Pedal, teams have to go the same distance, by bike along train tracks.

    Teams then have to continue on in Argentina to the Camping Suizo in the city of Mendoza, where the Roadblock is. In this Roadblock, one team member has to eat four pounds of meat including cow ribs, pork sausage, blood sausage, cow intestine, cow udder, a kidney and part of a saliva gland. Rob decides he can't do it so he takes a four hour penalty and convinces three other teams to do the same thing. The teams then have to go to the Pit Stop: Estancio San Isidro.

    1. Ryan and Chuck 3:15 P.M. Won a Caribbean cruise.

    2. Debbie and Bianca 3:40 P.M.

    3. Hayden and Aaron 4:12 P.M.

    4. Brian and Greg 4:50 P.M. TIE

    5. Ron and Kelly 4:50 P.M. TIE

    6. Rob and Amber 6:58 P.M.

    7. Gretchen and Meredith 8:30 P.M.

    8. Ray and Deana 8:36 P.M.

    9. Lynn and Alex 8:45 P.M. ELIMINATED.

    Leg #4: "Your horse isn't broken."

    Original Air Date: March 15, 2005.

    Receiving $45, teams have to go to a local ranch and perform the Roadblock. In this Roadblock, one team member has to ride a horse around a series of barrels, and, using a stick, spear a ring all in 40 seconds or less. Teams then have to drive to Mendoza Airport and take one of two charter flights to Buenos Aires. In spite of the fact that Rob took a penalty last leg, he manages to talk his way onto the first flight.

    After getting to Buenos Aires, teams have to get to the English Clock Tower. Then teams have to take a train to the town of Tigre. Once at the city's docks, teams find the Detour: Shipwreck or Island. In Shipwreck, teams have to find a particular vessel among many using only a photo. In Island, teams must find the entrance to the San Antonio River and use a map to find the island with the race flag on it. Then it's off to the Pit Stop: La Martina.

    1. Rob and Amber 2:58 P.M. Won a trip to London, England.

    2. Debbie and Bianca 3:24 P.M.

    3. Brian and Greg 3:45 P.M.

    4. Ryan and Chuck 3:46 P.M.

    5. Hayden and Aaron 5:33 P.M.

    6. Ron and Kelly 5:35 P.M.

    7. Gretchen and Meredith 6:16 P.M.

    8. Ray and Deana 7:43 P.M. ELIMINATED.

    Leg #5: "Well, that'll light a fire under you."

    Original Air Date: March 29, 2005.

    Getting $217, teams have to go to Johannesburg, South Africa. Outside the airport, teams pick up a marked car which has a Fast Forward. In this Fast Forward, teams have to climb to the top of one of two cooling towers of a decommissioned nuclear power plant and cross a rickety rope bridge from one side to the other. Rob and Amber took this Fast Forward, with the other teams doing the Detour: Tunnels or Tribes.

    In Tunnels, teams have to go to Krugersdorp National Park, rappel 45 ft into a cave and look for their next clue. (On missing their clue, Gretchen and Meredith have to turn back and get it, Gretchen manages to slip and hit her head. Fortunately, she isn't hurt too badly, though she does get a nasty gash on her head.) In Tribes, teams have to go to the Lesedi Cultural Village in Broederstroom, match five tribal items with one of five tribes (Basotho, Ndebele, Pedi, Xhosa and Zulu) for a necklace and take them to the villages' owner for the next clue. Teams then have to Baragwaneth Market in Soweto, where the Roadblock is. In this Roadblock, one team member has to shop for: a toy, ten diapers, a backpack, two shirts and a blanket. Then both team members have to deliver the items to a local orphanage. After that, teams go to the Pit Stop: Soweto Overlook.

    1. Rob and Amber 10:38 A.M. Won two Toyota RAV4s

    2. Hayden and Aaron 11:55 A.M.

    3. Ron and Kelly 12:34 P.M.

    4. Debbie and Bianca 12:35 P.M.

    5. Brian and Greg 1:00 P.M.

    6.Ryan and Chuck 1:17 P.M.

    7. Gretchen and Meredith 2:15 P.M. NOT ELIMINATED/MUGGED.

    Leg #6: "Generally, I try to avoid that."

    Original Air Date: March 29, 2005.

    After all teams, except Gretchen and Meredith, get $118 and everyone goes to the Rhino and Lion Reserve in Krugersdorp where they have to feed the lions from an open jeep. Then teams have to fly to Gaborone, Botswana then get to Gweta by train and bus. Once there, teams have to find a giant aardvark statue where the Roadblock is. In this Roadblock, one team member has to throw a spear at a swinging burlap sack.

    Teams then had to drive themselves to Xau Xarra and follow the path to Cattle Post. On the way there, Brian and Greg accidently flip their vehicle. Fortunately no one was seriously hurt, thought they do need a replacement car. The only team who doesn't stop to make sure everyone was ok was Rob and Amber, which really ought to tell you something. Anyway, the next clue is the Detour: Food or Water. In Food, teams have to grind corn the way the locals do and fill a bowl to a line. In Water, teams have to use reed straws to suck enough water from an underground spring to fill twelve ostrich eggs and then bury them. Then teams go to the Pit Stop: the Makgadikgadi Pans, the largest salt pans in the world. (Though bad weather actually prevents teams from staying there.)

    1. Debbie and Bianca 5:24 P.M. Won a Nordic Cruise.

    2. Rob and Amber 5:27 P.M.

    3. Hayden and Aaron 5:43 P.M.

    4. Gretchen and Meredith 6:01 P.M.

    5. Ryan and Chuck 6:15 P.M.

    6. Brian and Greg 6:17 P.M.

    7. Ron and Kelly 6:22 P.M. ELIMINATED.

    Leg #7: "We're the most fashionable ones here."

    Original Air Date: April 6, 2005.

    Receiving $85, teams have to drive past the city of Maun to Sankuyo Village, where their clue waits at the water tower. It's the Detour: Carry It or Milk It. In Carry It, teams have transport three items (a plate of corn, a bucket of water and a bundle of sticks) to a cooking area 70 yards away. It will take three trips, but teams can't use their hands. In Milk It, teams have to go to a corral, catch and milk enough goats to fill a ten ounce cup.

    Teams then have to drive 21 miles to the banks of the Khwai River. It's here that teams face the Roadblock. In this Roadblock, one team member has to drive their car, with their teammate in it, across the river, retrieve a marked post at the beginning of one of several obstacle courses, then drive down the path, then tow two logs off the path before getting the clue to the Pit Stop: Khwai River Lodge.

    1. Rob and Amber 12:43 P.M. Won a trip to Monaco.

    2. Debbie and Bianca 12:44 P.M.

    3. Ryan and Chuck 2:00 P.M.

    4. Hayden and Aaron 2:45 P.M.

    5. Gretchen and Meredith 3:30 P.M.

    6. Brian and Greg 4:01 P.M. ELIMINATED.

    Intermission: Clip Show: "I might be the first to load test this."

    Original Air Date: April 6, 2005.

    This is the second, and last, clip show the show has ever done. Which is odd when you consider what happened next season. Anyway, same as last season, old clips interspersed with new clips. Among the new clips this time is Brian and Greg saying that they aren't using the race to determine the future of their relationship as they'll always be brothers.

    There's also a clip of Rob screwing with Meredith's head by pretending to have found an exit and then turning back at the last minute. Amber is less than amused. As am I. Really you would risk people's lives just to screw with someone? Maybe I'm over thinking it. Anyway, I don't know why the show never did something like this again. Maybe they thought that it wasn't that interesting. If that were the case, why do it in the first place? But we have to go on.

    Leg #8a: "There's a lot of things to go through here."

    Original Air Date: April 13, 2005.

    Getting $125, teams have to go to Lucknow, India, by way of Francistown, Botswana and Mumbai. Once there teams have to go to the Bara Imambara Palace then the Kohinoor Steel Emporium. Here teams run into the Roadblock. In this Roadblock, one team member has to search through 600 steel boxes for one of ten clues. Teams then have to hire a cycle rickshaw to take them to a gas station in Aishbagh, where they find the Detour: Solid or Liquid.

    In Solid, teams have to breakup and deliver 175 pounds of coal. In Liquid, teams push a tea cart to a three story office building and deliver five cups of tea to office workers on a manifest. Teams then have to go to the Pit Stop: Charbaugh Multi Flats apartments. Here Phil gives teams their nest clue right away. That's right it's another mega-leg, though this one is deliberate. Apparently, the producers liked the idea of doing mega-legs that every so often they would include one in a season.

    Leg #8b: "You deal with this while I hyperventilate."

    Original Air Date: April 13, 2005.

    Continuing on from the last episode, teams have to board the 9:00 P.M. train at the nearby station. Where they're going is revealed in the middle of the night: Jodhpur, which they'll get to at 10:00 P.M. or 11:00 P.M. the next day. Once in Jodhpur, teams have to make their way to the Sardar Market, where teams find the Detour: Trunk or Dunk. In Trunk, teams have to push a 600 pound wheeled elephant half a mile through the city streets to a temple. In Dunk, teams have to go to a dyeing facility and dye 25 sheets of fabric until they find the clue.

    It's also here that teams find the last Fast Forward of the season. In a repeat of season five, teams have to get their heads shaved. Though no one takes it this time. Teams then have to go to Deora Krishi Farm, where the Roadblock is. In this Roadblock, one team member has to drive a camel cart around a track twice. Then teams go to the Pit Stop: Jaswant Thada, a royal tomb.

    1. Debbie and Bianca 11:20 A.M. Won a Caribbean cruise.

    2. Rob and Amber 11:21 A.M.

    3. Ryan and Chuck 11:23 A.M.

    4. Hayden and Aaron 11:32 A.M.

    5. Gretchen and Meredith 11:34 A.M. ELIMINATED.

    Leg #9: "Gnome-one home but us gnomes."

    Original Air Date: April 27, 2005.

    Teams get $82 and are told to go to Dubai, UAE. Rob, hoping once again to play with the other team's heads, tells them that there is an earlier flight thinking that there isn't one. As you can imagine, it backfires spectacularly. Anyway, once in Dubai teams have to go to the Burj Al-Arab Hotel, the highest hotel in the world at the time and get to a suite in the hotel. There teams have to search for a Travelocity roaming gnome, which they have to take with them to the Pit Stop attached to the bottom is the Roadblock. In this Roadblock, one team member has to go to a market and buy a bag of a certain kind of nuts. Then both team members have to deliver them to the port.

    Teams then have to water taxi to the Detour: Off-Plane or Off Road. In Off-Plane, take a taxi to the Umm Al Quwain Aeroclub then tandem skydive, with an instructor, 10,000 feet to the Margham Dunes. In Off Road, teams have to drive a 4x4 six miles into the desert to the skydiving landing zone in the Margham Dunes. If teams get stuck in the sand, they have to call for help, which could take a while. Then teams have to take a camel and go to the Pit Stop: a Bedouin camp, where the team with the gnome with the airplane on the base gets the prize.

    1. Debbie and Bianca 10:53 A.M.

    2. Ryan and Chuck 11:15 A.M.

    3. Hayden and Aaron 11:22 A.M. Won $20,000 worth of credit on Travelocity.com

    4. Rob and Amber 12:37 P.M. NOT ELIMINATED/MUGGED.

    Leg #10: "Elementary, my dear."

    Original Air Date: May 3, 2005.

    Every team, except Rob and Amber, get $477 for this leg. Though Rob and Amber manage to get the money need regardless. The first clue of the leg tells teams to go to London, England. Specifically to the Abbey Road crosswalk. Though thankfully, they don't go in and sing this time. Here teams find the Detour: Brains or Brawn. In Brains, teams go on a scavenger hunt, finding things related to Sherlock Holmes and taking them to 221b Baker St. In Brawn, teams go to Battersea Park and transport five 160 pound boats 500 yards to a storage area.

    Teams then have to go to the Millennium Dome where the Yield is. Rob and Amber use it on Debbie and Bianca. It's also here that teams find the Roadblock. In this Roadblock, one team member has to drive a double-decker bus through an obstacle course of traffic cones. Then teams go to the Pit Stop: Potter's Field Park.

    1. Ryan and Chuck 2:55 P.M. Won a Sony home entertainment system for both racers.

    2. Rob and Amber 3:15 P.M.

    3. Debbie and Bianca 3:56 P.M.

    4. Hayden and Aaron 4:26 P.M. ELIMINATED.

    Leg #11: "Five continents, 25 cities, and more than 25,0000 miles." Part I

    Original Air Date: May 10, 2005.

    Receiving $630, teams are told to go to Kingston, Jamaica. Once there they have to take a cab to Frenchman's Cove, where the Roadblock is. In this Roadblock, one team member has to limbo. The lower that team member goes the earlier their team can leave the next morning. Rob and Amber and Debbie and Bianca get 8:15 A.M. departures while Ryan and Chuck get and 8:30 A.M. departure.

    Teams then have to go to Grant's Level, outside Port Antonio, where they find the Detour: Raft It or Build it. In Raft It, teams have to ride a bamboo raft eight miles down the Rio Grande, using only a pole to steer. In Build It, teams have to build a raft, then cross the river on it and grab their clue from the top of a hill. Then teams have to go to the Pit Stop: a villa on Round Hill in Montego Bay.

    1. Rob and Amber 2:33 P.M. Won a Nordic Cruise.

    2. Debbie and Bianca 2:34 P.M.

    3. Ryan and Chuck 2:38 P.M. NOT ELIMINATED/MUGGED.

    Leg #12: "Five continents, 25 cities, and more than 25,000 miles." Part II

    Original Air Date: May 10, 2005.

    Rob and Amber and Debbie and Bianca get $445 for this leg, though Debbie and Bianca have enough saved to give Ryan and Chuck some money. Teams are told to go to the city of Lucea and find the Cool Breeze House Onion Shack and pick up 50 onions. Then they have chop those onions at the 3 Dives Jerk Shack to the satisfaction of the head chef. Teams then head to Rose Hall, a former plantation, where they find the Detour: Pony Up or Tee It Up.

    In Pony Up, Teams have to participate in the local sport of horseback swimming, which involves riding a horse into the ocean, then sliding off and holding onto the tail while it swims around buoys. That poor horse, not to mention the racers should the horse decide it can't hold it in. In Tee It Up, teams go to a driving range where they have to hit the green 140 yards away. Teams then have to fly to San Juan, Puerto Rico.

    Once there , teams have to go to the abandoned Aguadilla sugar refinery where the Roadblock is. In this Roadblock, one team member has to jump off the end of a nearby pier. Teams are now told to go to a section of the Rickenbacker Causeway in Miami, Florida. What happens at the airport is the subject of controversy amongst fans. You see, Rob and Amber were able to get on a flight when Debbie and Bianca show up just as the gate was closing. They beg and plead to be let on, which they are. Ryan and Chuck weren't there because they accidently missed the turnoff. Now there's a certain section of the fan base that said that the producers interfered with the flight, which they deny.

    I'm going to side with the producers on this one as it's ridiculous to believe that the producers have this much power, as it's usually up to the pilot. And we do see the gate agent calling the pilot in the show, as it aired. Anyway, in Miami, teams have to search for the King of the Havanas, by its Spanish name, El Rey de los Habanos. Then teams go to the finish line: Fort Lauderdale's Bonnet House.

    1. Debbie and Bianca WIN

    2. Rob and Amber PLACE

    3. Ryan and Chuck SHOW

    The Review

    The seventh season of the show was certainly a lot better than the sixth. It had some better challenges, a great villain team and the coarse was good. Casting Rob and Amber, while an obvious ratings grab, worked to bring in fans of Survivor and those same fans stuck around.

    This show was riding somewhat higher, having broken into the top 20 with this season in terms of ratings. Personally though I put this season as my number two pick. If someone were to ask me which race to start with, I'd tell them to start at the beginning. But, if they wanted to watch it out of order, I'd say start with this one or season five.

    This season got the show another Emmy, which was well deserved. What could possibly go wrong? Well next season, the Stars will come out.

    -Globetrotting: An Amazing Race Blog by R. C. Anderson on the website Reality Rewind, October 17, 2016.
     
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    NFL: 2004-05 Recap
  • 2004's NFL season saw the Indianapolis Colts return to defend their Super Bowl title, led by Tom Brady. While he didn't throw quite as many touchdowns as he did the previous year, his 37 touchdowns and 4,518 passing yards were still the best in the AFC, and the Colts didn't have any problems finishing at the top of the conference with a 12-4 record. Meanwhile, the New England Patriots found themselves in a dogfight with the Miami Dolphins in the AFC East. Led by Drew Brees, who the Dolphins picked up in the 2001 draft, the team had been improving slowly but steadily, and in 2004, Brees emerged as a star. His duels with the Patriots' Donovan McNabb were among the best games of the regular season, with the teams grabbing wins on each other's home fields. The Dolphins and Patriots would tie for the division title, but the Dolphins would win on tiebreakers, relegating the Patriots to a wild card spot.

    In the NFC, the Saints took somewhat of a step back. Though Manning and his offense were still outstanding, the Saints' defense stunk, costing them a couple of games they should've won. They would finish 12-4, which would earn them the #2 spot in the conference. The #1 spot would go to the Eagles, led by an MVP effort from quarterback Tim Couch. Though Couch's stats weren't as impressive as some others, with 34 touchdowns and 4,227 passing yards, he excelled in accuracy, with an incredible 71 percent of his throws completed and only two interceptions. The Eagles finished with a league best 13-3 record, clinching home field until the Super Bowl.

    NFL Playoffs 2004-05:

    Wild Card Round

    (6) Cleveland Browns: 35, (3) Kansas City Chiefs: 10

    The Cleveland Browns struggled all year. Michael Vick spent three games on the sidelines with various injuries and the team's offensive and defensive lines were both hard hit as well. The Chiefs, on the other hand, were a solid 10-6 team with a staunch defense and decent quarterback play from Jake Delhomme. They came in as the favorites, but the Browns, who had gotten two key players back from injury for the playoffs, were ready and raring to go, and they put it on the Chiefs in huge fashion. Michael Vick led the way, with two passing and two rushing touchdowns, and the Chiefs were never in this game.

    (4) Pittsburgh Steelers: 27, (5) New England Patriots: 19

    The Steelers/Patriots rivalry continued with another classic, as quarterback Kordell Stewart and Donovan McNabb both had impressive plays. It was tied at the end of the first half at 13 points a piece, and when the teams traded touchdowns early in the third quarter, it looked like it would be tied again. But coach Bill Belichick tried to catch the Steelers off guard by going for two, and didn't convert, making it 20-19. The Steelers would score once more late in the fourth, and the Patriots wouldn't be able to respond. The Steelers move on.

    (3) Chicago Bears: 20, (6) Dallas Cowboys: 0

    The Chicago Bears swindled the Denver Broncos in the 2004 draft, trading the #1 pick for a huge bounty of draft picks that they turned into some excellent players, enabling them to turn it around from 3-13 to 11-5 in one season. This was largely thanks to Ben Roethlisberger, who won Offensive Rookie of the Year over Eli Manning, who had a troubled rookie year with the Denver Broncos. The Bears' defense was spectacular, beating the Cowboys in a shutout wildcard win.

    (5) Washington Redskins: 38, (4) San Francisco 49ers: 17

    After missing the playoffs in 2003-04, the Redskins were determined to make it back and take their second Super Bowl in three years. They survived the toughest division in football and went 11-5, while the 49ers, 9-7 and enjoying their best season since the Andre Rison/Lisa Lopes tragedy, were the underdogs despite having home field advantage. The Redskins crushed the 49ers and advanced to the next round.

    Divisional Round

    (6) Cleveland Browns: 24, (1) Indianapolis Colts: 17

    Tom Brady and the Colts just had trouble getting things going, and the Browns hung with them, using Michael Vick's rushing abilities to dominate the time of possession. It was tied at 17 late, but Michael Vick eked out a spectacular 84 yard run with three minutes to go, and the Colts couldn't respond, giving the Browns the upset and advancing them to the conference championship.

    (4) Pittsburgh Steelers: 13, (2) Miami Dolphins: 10 (2 OT)

    This epic defensive struggle saw Brees and Stewart both committing numerous turnovers and getting sacked nearly a dozen times between them. Overtime saw the two teams struggle even more, with the Dolphins missing a 36 yard field goal that would've won them the game. When the Steelers got a chance early in the second overtime from 39 yards, they didn't miss, and escaped to the conference finals.

    (1) Philadelphia Eagles: 28, (5) Washington Redskins: 13

    The Redskins came into this game looking awfully tough, but Tim Couch and the Eagles were tougher, and this game wasn't really even as close as the final score would indicate. The Eagles proved they were the best team in the league in this game, and moved on to the conference championship.

    (2) New Orleans Saints: 18, (3) Chicago Bears: 7

    The Bears kept this one close, and even led 7-0 at the end of the first quarter. But the Saints wouldn't be denied: they tied it up before halftime, then went for two in the third quarter and got it. The Bears tried valiantly to respond, but it just wasn't to be, and a field goal with 1:16 left sealed the game.

    Conference Championships

    (4) Pittsburgh Steelers: 38, (6) Cleveland Browns: 16

    This was actually a hotly anticipated clash of division rivals who have hated each other for a very, very long time. The teams played two close contests, and while the Steelers won both, if either had gone differently it would have been the Browns as division champions. The Browns also cited the often stated “rule” that it's impossible to beat a team three times in one season. Well, the Steelers not only broke that rule, they shattered it. Vick spent most of the game on his back, running for only 26 yards and fumbling thrice. The Browns made some decent drives but could only get field goals out of them, while the Steelers got to the end zone over and over and over again, and in the end, the conference championship was theirs.

    (1) Philadelphia Eagles: 34, (2) New Orleans Saints: 31

    This game was a classic back and forth shootout where neither team ever led by more than a touchdown and the Saints held a 31-27 lead late in the game, only to see Tim Couch march his Eagles down the field and throw the game winning touchdown with just 56 seconds to go. This was one of the highest rated NFL games in recent memory, and an instant classic.

    Super Bowl XXXIX:

    Pittsburgh Steelers: 31, Philadelphia Eagles: 20

    Super Bowl XXXIX couldn't have started any better for the Philadelphia Eagles, who led 13-0 after the first quarter. Then, midway through the second quarter, the Steelers' quarterback Kordell Stewart, who'd already announced before the season started that he would be retiring, sprained his ankle and was put out of action. The Steelers had to rely on their backup quarterback, second year player Rex Grossman. Grossman played poorly in his first drive, throwing an interception that was nearly run back for a touchdown. The Eagles could've gone up 16-0 with a field goal late in the half, but Couch threw a pick, and the Eagles had to settle for what seemed like a secure 13-0 lead going into the locker room as Christina Aguilera performed the halftime show alongside guest artists Aggro and Rob Thomas. But after the Eagles and Steelers emerged from the locker room, it was like the teams had swapped places. What really happened was that Rex Grossman completely went for broke, tossing long bombs all over the field. He got another one of them picked off, but also threw three touchdowns for 47, 71, and 68 yards, while Jerome Bettis snapped up 104 yards and a touchdown. The Eagles, meanwhile, were clueless in the face of the Steelers' revivified defense. Couch threw a touchdown late in the fourth, but by then his Eagles were still down by 11 and it was just too late for them to come back. A tearful Rex Grossman accepted the game's MVP award, holding up the Lombardi Trophy with Kordell Stewart who thanked the team for finally earning him a ring.

    2005 NFL Draft:

    The 2005 draft featured a number of strong players, while numerous teams were looking for a new quarterback. The top prospects appeared to be Utah's Alex Smith, Purdue's Kyle Orton, and Illinois' Aaron Rodgers. The hapless Arizona Cardinals held the first pick in the draft, and looked long and hard at both Smith and Rodgers, but would ultimately choose Orton, who had just led Purdue to a heartbreaking national championship loss to interstate rival Notre Dame. Alex Smith went second, to the Cincinnati Bengals. Meanwhile, the Super Bowl champion Pittsburgh Steelers weren't 100% sure about Rex Grossman as their new franchise QB. He'd been amazing in the Super Bowl, but he'd also thrown two interceptions, and they were worried about his inconsistent play. They wondered whether or not they should trade up for Aaron Rodgers, and whether they could get good value for Rex Grossman, whose trade value at the moment was likely the highest it would ever be. Numerous teams, including the Houston Texans who'd improved somewhat with Ryan Leaf playing behind a much improved offensive line, passed on Rodgers. The Dallas Cowboys held the #10 pick, and they were keen on Rodgers. That's when the Steelers made a huge trade offer: Rex Grossman and five picks, including the 32nd pick, their 2nd, 3rd, and 4th round picks in this draft ,and their first round pick in the next draft. The Cowboys agreed, and Grossman, the Super Bowl hero, was shipped to Dallas, leaving the Steelers free to draft Aaron Rodgers to be their new franchise QB. The Pittsburgh media scorched the team for the trade, and Grossman was left shocked and angry, but the Steelers were confident they had their man. The Cowboys used the Steelers' picks to grab Roddy White, Frank Gore, Richie Incognito, and Darren Sproles.
     
    BONUS - Stanley Cup Champions, 1994-2004
  • All right, here are the Stanley Cup winners and runners-up until 2004. Everything before the 1993-94 season went largely as OTL.

    1994: Detroit Red Wings over New Jersey Devils, 4 to 3
    1995: Detroit Red Wings over Pittsburgh Penguins, 4 to 1
    1996: Colorado Avalanche over Pittsburgh Penguins, 4 to 3
    1997: Detroit Red Wings over Philadelphia Flyers, 4 to 1
    1998: Detroit Red Wings over New York Islanders, 4 to 0
    1999: Toronto Maple Leafs over Colorado Avalanche, 4 to 2
    2000: Philadelphia Flyers over the Mighty Ducks of Anaheim, 4 to 3
    2001: New Jersey Devils over Dallas Stars, 4 to 3
    2002: Calgary Flames over New Jersey Devils, 4 to 2
    2003: New Jersey Devils over the Mighty Ducks of Anaheim, 4 to 1
    2004: Calgary Flames over Tampa Bay Lightning, 4 to 3
     
    Winter 2005 (Part 1) - Sports Games In 2005
  • EA's Sports Throne Challenged By Console Exclusive Contenders

    Electronic Arts' domination of the sports video game world has been far from absolute. While the company remains the #1 seller of sports video games worldwide, thanks to the success of series like Madden, FIFA Soccer, and NBA Live, it's had a great deal of competition from a variety of sources, most notably the myriad second party sports games that big console manufacturers like Nintendo, Apple, and Microsoft have boasted for much of the last decade.

    The 2K Sports series, which appears prominently on Apple's console the Katana (and now starting to trickle onto the iPod Play, such as NASCAR 2K5 and the upcoming World Series Baseball 2K5), has been the biggest contender to EA's throne, with the NBA 2K and NFL 2K series receiving particularly high ratings. NFL 2K in particular is noted as one of the most consistently good football franchises on consoles, with every single game averaging 8/10 or higher amongst prominent game critics. While the quality of NHL 2K has been somewhat spotty in recent years (and EA's NHL series continuing to be a hit amongst hockey fans), Apple's NASCAR 2K series has been lauded for being the best officially licensed NASCAR video game series of all time, with endorsements from some of today's most popular racers, and consistently beating EA's NASCAR Thunder franchise in overall sales, even though EA's series is multiplatform. The Katana also boasts the popular Virtua Soccer series, which, while not really considered a top contender to FIFA's #1 spot, is still fairly popular, especially in Japan, and the upcoming Vintage Football Challenge, featuring classic soccer clubs from around the world, is one of the year's most anticipated soccer video games.

    Nintendo has its own share of big time sports franchises, with a triumvirate of popular games. The NBA franchise Grant Hill Basketball, while only a biennial series with the first Wave title released in 2003 and the second one expected later this year, remains fairly popular. It's the third most popular console basketball franchise behind annual franchises NBA Live and NBA 2K, and this year's installment is expected to be one of the better selling games of the fall on the Wave. There's also the Play Action Football series, which has the official endorsement of New Orleans Saints superstar Peyton Manning and a huge following: last year's Play Action Football 2005 outsold the Wave's Madden title, and scored better reviews as well. Consistently cited as the best looking football video game, Play Action Football remains one of the year's most anticipated sports games every year, and while it's rumored that an NFL exclusivity deal with Electronic Arts may kill the franchise's long term future, Nintendo is expected to fight hard to keep their hat in the ring. Finally, there's Ken Griffey, which Nintendo also releases annually. The Wave launch title Ken Griffey: Hall Of Fame is the highest rated sports title EVER (in ANY sport besides auto racing, which is usually considered a separate category), and last year's Ken Griffey '04, while not quite as highly rated, was still one of the best selling Wave titles of last spring. EA's Triple Play series, while a perennial strong seller, has had trouble competing with the success of the Ken Griffey franchise, and the company may be retooling Triple Play entirely: while a new game in the franchise is planned for the spring, Electronic Arts has already announced that they'll be rolling out a new football franchise in 2006, one that may be specifically designed to try and knock Ken Griffey off its perch.

    Microsoft has been somewhat less forward with its own sports franchises, instead choosing to promote its versions of Electronic Arts' games as being the best, and negotiating for exclusive features. It did have an in-house title, NFL Fever, but the company has yet to announce a new game in that series for 2005, and may instead be in wait-and-see mode after the NFL's push for exclusivity. Ironically, its top exclusive sports franchise might be Full Strike Soccer, which has the full FIFA license and features an advanced physics engine compared to its rival franchises, including EA's FIFA. Full Strike Soccer, while mostly an also-ran in North America and nearly unheard of in Japan, has proven to be a major hit in Europe, second only to megahit FIFA, and has actually been credited with pushing European Xbox sales to some extent. Microsoft also has its own exclusive basketball franchise, Full Court Press, but NBA Live sales have consistently dwarfed sales of that series, and while a new Full Court Press game is expected for 2005, the company has hinted that the series won't be continued past this year.

    -from a Games Over Matter article, posted on February 20, 2005

    -

    When the NFL announced that it would be taking bids for the exclusive use of its license in football video games, it put a number of major software and hardware companies on notice. The king of the console football world was Madden, published by Electronic Arts. It was a perennial best seller, with sales steadily climbing since the beginning of the new millennium, but it faced stiff competition, most notably from numerous console-exclusive NFL titles that rivaled EA's venerable series in both sales and quality. While Madden had been successful in pushing most of its competitors, including NFL Quarterback Club and the arcade hit NFL Blitz out of the picture, it had been having a bit more trouble fending off the three major console exclusives: NFL Play Action on the Nintendo Wave, NFL 2K on the Apple Katana, and NFL Fever on the Microsoft Xbox. NFL Fever had been in somewhat of a decline since 2003, with NFL Fever 2005 reaching a new sales low for the series. However, Nintendo's NFL Play Action series remained highly successful, and had even outsold Madden on the Wave in 2004. Apple's NFL 2K series had also been quite strong: NFL 2K5 had sold around 80% what Madden 2005 had sold on the Katana, and would likely have surpassed Madden in sales had the company taken 2K Sports' suggestion to price the game at $19.99 instead of the usual $49.99. (In a later interview, a 2K Sports executive said that Steve Jobs had replied "we don't want to devalue one of our top franchises", while Reggie Fils-Aime also turned down the idea, simply saying "we're not going to do that".) It had been a move straight out of Tom Kalinske's playbook, and no doubt Kalinske would've approved of such competitive pricing, but the Reggie Era was a different beast, and even in the face of stiff competition, Apple was reluctant to sell games at those kinds of prices.

    So when the NFL announced its intention to make its video game license exclusive, three companies: EA, Nintendo, and Apple all submitted bids. The problem, of course, is that the NFL didn't want its product exclusive to one particular console, and rejected any proposal that would have limited NFL games to one console only. There was also the matter of the NFL Players Association, the union of professional football players who had to give approval for games to use official player names. Both EA and Nintendo had very good relationships with the NFLPA, but their relationship with 2K Sports had been somewhat less amicable. At some point in late 2004, Microsoft negotiated privately with Electronic Arts, hoping to make Madden, which sold the most on Xbox compared to the other console on the market, an Xbox exclusive. Electronic Arts balked at the idea, as Madden, the company's flagship franchise, could only maximize sales as a multiplatform game. After EA Sports refused Microsoft's offer, Microsoft too began negotiations with the NFL, while Apple's Steve Jobs also aggressively worked both the NFL and the NFLPA. At one point it did look like Electronic Arts would be able to secure exclusivity for Madden, but Nintendo and Apple had deep pockets and were lobbying the NFL hard to consider their homegrown game franchises, and Microsoft was determined not to be left out. Negotiations dragged on well into the spring, and meanwhile, EA, 2K Sports, and Retro Studios all began work on their games for that year, while Microsoft announced the end of the NFL Fever franchise.

    Ultimately, the NFL approached the numerous parties involved and announced that it was mulling over two options:

    A. EA Sports and Madden would become the exclusive NFL video game franchise on both consoles and PC.

    B. There would be one NFL video game franchise allowed on each console: Nintendo would have the Play Action series, Apple would have the NFL 2K series, and Microsoft would have its own exclusive series. For computers, Apple would port the 2K series to Mac, and the NFL would find another company to do its games for PCs (or would go with Microsoft's franchise).

    The NFL had briefly considered a third option, which was similar to the route FIFA had taken on its soccer video games: there would be one exclusive multiplatform franchise (Madden) and then each console maker would also get to have its own exclusive franchise as well, in the same way that there was FIFA the multiplayer franchise and then each console had its own franchise: Nintendo had Pro Evolution Soccer, Apple had Virtua Soccer, and Microsoft had Full Strike Soccer. The NFL threw out this "one and one" option due to it being too complicated and due to the NFLPA also rejecting it.

    During this time, it was believed that Option B left Madden out in the cold. However, Microsoft and EA had been able to come to the conclusion that if the NFL chose Option B, Madden would become an exclusive Xbox franchise. EA reluctantly agreed to this after Microsoft threatened to create a successor franchise to NFL Fever as its exclusive NFL franchise (while Electronic Arts would still be able to do Madden on PC, it would have had to compete with Microsoft for that license as well). The NFL would wait until the end of the 2005-06 season to make its decision, meaning that all the current NFL video game franchises would continue through the current season. Fans were sharply divided about whether the NFL should go with the "Madden only" option or the "one per console" option, but were leaning toward the "one per console" option. A fan on the Gaming Age Forums articulated why in a post made in July 2005:

    "If every console has its own exclusive NFL game, can you imagine how good the games will be? NFL games are among the most popular video games on the market, and now every company will be using them as a system seller. Every football game will have to be a killer app in order to persuade people to buy one console or the other. And yes, people absolutely would make their decisions on which console to purchase based on what the best NFL game on that console is. People buy millions and millions of football games every year. Madden 05 alone sold like four million."

    The NFL's decision on which NFL video game franchises would live and which would die became one of the biggest stories in all of gaming in the year 2005, and one of the most hotly debated subjects on game forums and social media sites everywhere.

    -from "A History Of NFL Video Games", posted on bleacherreport.com on March 16, 2013
     
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