Massively Multiplayer: Gaming In The New Millennium

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Fall 2005 (Part 2) - The Wave's Second Party Shooters
  • Apollyon

    Apollyon is an FPS developed by Retro Studios, which ITTL is mostly known as the developer of Nintendo's Play Action Football series. This is the company's first major non-sports game project, and the gameplay has a lot of similarities with OTL's Metroid Prime. It centers around a futuristic super-soldier whose job it is to defend the Earth against an alien invasion. After the aliens wiped out the soldier's entire army, he becomes the last line of defense, standing alone against an overwhelming alien horde. Utilizing his array of super weaponry, the soldier must stand up against the alien forces and decimate them all. As stated before, the game has a lot of similarities with OTL's Metroid Prime. The soldier is equipped with a variety of weapons, many of which have infinite ammo, and can switch between them freely. The game does lack the adventure/exploration aspects of Metroid Prime, as it's more of a straight-up linear FPS, but the weapon switching system is quite similar, as is the game's HUD. The soldier starts out with a basic beam gun, but as the game goes on, he acquires elemental enhancements for the gun that enable him to target specific weaknesses of certain aliens. In addition, he gains things like rocket launchers and even a tactical nuclear cannon to wage war against his enemies (the large variety of weaponry in the game and its sci-fi motif draws a lot of comparisons with games like Ballistic Limit and Turok, and ITTL, reviewers compare it to sort of a blend of both games). Over the course of the game, the soldier has the option to find and rescue civilians (some civilian rescues are required, others are optional). Doing so will reward him with various upgrades to health and weaponry, though other upgrades can be found and still others can be bought. The game's mission progression is linear, though some levels can be skipped depending on the player's actions. Cutscenes frequently play between missions and during them, giving cinematic narration to the missions as they are played out. As the player progresses, the soldier's weaponry gets more and more destructive, eventually making for spectacular scenes of destruction as enemies are blown to bits. The game has numerous boss fights, with some truly massive aliens showing up toward the end of the game (there's one fight that's very reminiscent of the Quadraxis fight in OTL Metroid Prime 2). There's voice acting in the game, but the soldier says very few words and his character is fairly generic, while civilian characters usually don't talk much either. The game also has a multiplayer mode, but it's fairly basic deathmatch-style play, much like OTL Metroid Prime 2, and is mostly ignored.

    Apollyon is released on October 4, 2005, the same day as For God And Country. Nintendo's American division thought the game would be equally as massive of a hit, but Nintendo's Japanese brass knew better, and didn't devote much advertising to the game. They were largely right: while Apollyon's gameplay and graphics get a good deal of praise, the plot is seen as fairly bare-bones, not nearly as dark or as compelling as the game's Xbox rival. Many reviewers see it as just another FPS with some sci-fi elements, though critics who praise the game believe it breaks many existing FPS conventions and that Retro Studios deserves to be making more than just football games. With the NFL exclusivity deal still up in the air, Retro's future status as a sports game maker is still up in the air, but Apollyon does manage to score decent enough sales, especially in North America. It's not a blockbuster by any means, but the game turns a decent profit and is considered one of the holiday season's hidden gems.

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    SOCOM II

    SOCOM II is the sequel to 2004's SOCOM: U.S. Navy Seals, and is a first person shooter title developed exclusively for the Nintendo Wave. Similarly to the previous game in the series, SOCOM II has a heavy focus on cooperative online multiplayer, both in the game's campaign mode and in the game's competitive online squad-based deathmatches. It features improved graphics and matchmaking over the previous game, and its campaign mode features 18 missions, spread out amongst six locations: Algeria and Brazil from OTL's game, and Iran, Serbia, Indonesia, and Cuba, which are original locations to TTL's game. In Iran, the SEALs must locate and take out a defector from Russia who wants to help Iran build a nuclear weapon. In the Serbia mission, the SEALs must hunt down and capture a wanted war criminal. In Indonesia, the SEALs are called in to battle a drug lord attempting a coup, and in Cuba, the SEALs must prevent a rogue team of American marines from Guantanamo from assassinating a Cuban leader. Like the previous game, all of the campaign missions can be played in multiplayer online mode, both cooperatively and competitively with one online team assuming the roles of the SEALs and the other team assuming the roles of the scenario's enemy.

    SOCOM II is released in November 2005. It receives largely similar scores to the previous game, making it a solid and fairly popular FPS title which becomes one of Nintendo's top online games. The game is most notable for being at the center of a campaign that Nintendo would launch in the holiday season of 2005, encouraging potential Wave owners of the merits of the Wave online service. Dubbed the "Party Up" campaign, Nintendo would put out numerous commercials touting its cooperative online games, particularly SOCOM II and Final Fantasy Online, though the campaign would also feature such games as Reverie Of Mana (which allows three-person parties to play together online) and Velvet Dark: Conspiracy. The campaign is only partially successful: while it does raise the profile of Nintendo's online titles, Nintendo is still seen as being somewhat behind Microsoft and Apple in terms of online gaming, and ultimately Nintendo would do little to improve its fairly basic online lobbies and matchmaking, instead choosing to wait until the Wave's successor to compete directly in that regard.
     
    A Brief History Of World Wrestling Entertainment (2002-2005)
  • The WWF came out of the Invasion angle looking better than ever, but now sported a bloated roster of wrestlers who needed time to showcase their talents. It was decided that there would be a brand split like OTL's, but taking place after Summerslam 2002 rather than Wrestlemania 18 as IOTL. In the meantime, Ric Flair and Vince McMahon would feud over control of the WWF. At first, WCW's wrestlers, including Bret and Owen Hart, were to be expunged from the company, but Flair arranged for the WCW wrestlers to be given tentative contracts (also butterflying away Vince's "Kiss My Ass Club" storyline). With The Rock still off making movies, Stone Cold Steve Austin was the company's biggest star, though Hulk Hogan was equally popular, and a fresh new face would appear to challenge for dominance: Brock Lesnar, with Paul Heyman as his manager. Heyman vowed revenge against the WWF, and Lesnar would be his vehicle, carving a path of destruction in his wake as he rapidly rose through the ranks. Meanwhile, the new undisputed champion Stone Cold Steve Austin would first have a rematch against Owen Hart at Backlash, and then a match against Bret Hart at Judgment Day. The Kliq would continue to be the biggest heels on the roster, bullying a variety of wrestlers until Hulk Hogan stepped in, trying to get Hall and Nash to defect to his side. An NWO reunion was teased, but ultimately Hall and Nash would stick with Triple H and Shawn Michaels, and the four would brutally beat Hogan in the middle of the ring, leading to an eventual Hogan/Triple H match at King of the Ring. John Cena would make his debut soon after Lesnar and would immediately begin feuding with Lex Luger, while Owen Hart would begin feuding with Chris Jericho following the conclusion of his feud with Austin. Other compelling feuds would include Rob Van Dam vs. Eddie Guerrero, The Undertaker (who would turn heel soon after Wrestlemania) vs. Diamond Dallas Page, and a recently returned from injury Kane vs. Chris Benoit. Stone Cold remained the champion, however, and it became clear that Austin would be facing the winner of King of the Ring, which would ultimately be Brock Lesnar, who defeated Rob Van Dam in the final to get the right to challenge the champ at Summerslam. The Austin/Brock feud was in reality an Austin/Heyman feud, as Heyman, furious with Austin for leading the WWF to victory at Wrestlemania 18, began dredging up all kinds of information from the past, including Austin's stint in ECW. When Austin was arrested for domestic violence shortly after Vengeance, it threatened to scuttle the whole feud, but Heyman (controversially) exploited it in the feud, calling Austin an alcoholic wifebeater in addition to all the other insults. Austin managed to avoid serious legal consequences, and the Summerslam match remained on. The other major match at Summerslam would be Triple H vs. Shawn Michaels. After Triple H lost to Hulk Hogan, he blamed Michaels for letting it happen, and it would ultimately lead to a similar fallout between the two men, as IOTL. HHH, Hall (who had avoided serious trouble up to that point, as the Plane Ride From Hell incident was butterflied), and Nash would beat Shawn Michaels brutally in a backstage ambush, signalling an end to the Kliq and leading to their match at Summerslam. Brock Lesnar went over Austin at Summerslam (and gave Austin a brutal beatdown that would kayfabe put him out for a few months to give Austin some time to physically and mentally rest), while Triple H beat Shawn Michaels (thanks to Hall and Nash's interference). After Summerslam, Ric Flair and Vince McMahon agreed to a "brand split" between Raw and Smackdown: each brand would have a general manager, with Flair the GM of Raw, and a mystery GM to be revealed later as Eric Bischoff being the GM of Smackdown. Stone Cold and The Rock would be excluded from the draft, as would the champion Brock Lesnar, but everyone else was fair game.

    The top 10 draft picks for each side were:

    Raw- Triple H, The Undertaker, Owen Hart, Rob Van Dam, Kevin Nash, Scott Hall, Rey and Chavo (tag champs), John Cena, Diamond Dallas Page, Billy Kidman
    Smackdown- Bret Hart, Kurt Angle, Hulk Hogan, Shawn Michaels, Chris Jericho, The Big Show, Kane, Eddie Guerrero, Chris Benoit, Trish Stratus

    Brand-exclusive pay per views would begin immediately, with only the Royal Rumble, Wrestlemania, Summerslam, and Survivor Series being dual-brand events.

    After the draft, Brock Lesnar continued his unbeaten dominance, getting into a feud with the Undertaker next, while Triple H continued to run with Hall and Nash in a potent heel stable, feuding with Rob Van Dam and a few other ECW castoffs (including Billy Kidman) in a surprisingly compelling feud. On Smackdown, Chris Jericho and Kurt Angle were the top heels, feuding with Hulk Hogan and Bret Hart respectively. At October's No Mercy, Bret Hart and Kurt Angle had a submission match for the ages, getting a five star rating from Dave Meltzer. Following his feud with Undertaker, Heyman arranged a number of matches between Lesnar and various cruiserweights, giving Lesnar the opportunity to brutally bully smaller wrestlers. This would culminate in a feud between Lesnar and Rey Mysterio Jr. that would eventually see Mysterio challenge Lesnar at Armageddon in December for the title. Lesnar would beat Mysterio, but not convincingly, and Mysterio would immediately challenge Lesnar for a rematch the next night on RAW. Heyman would try to refuse, but Lesnar overruled Heyman and agreed. After a couple minutes where it seemed Mysterio might have the upper hand, Lesnar completely overwhelmed him, F5ing him three times before pinning him...then he would continue the brutal treatment of Mysterio. Just when it seemed that Lesnar might cripple Mysterio for life... "IF YA SMELLLLLLLLLLL" The crowd absolutely erupted as The Rock finally made his return. After a memorable verbal sparring match with Paul Heyman (Rock: *looking at Lesnar* "Who in the blue hell is this 300 pound ostrich turd standing in The Rock's ring?" Paul Heyman: "His name is-" Rock: "IT DOESN'T MATTER WHAT HIS NAME IS!") The Rock would challenge Lesnar to a championship match at the Royal Rumble. Meanwhile, speculation continued to surround Stone Cold Steve Austin, who had shown no signs of returning since Summerslam and might possibly miss Wrestlemania. At the Royal Rumble PPV, Lesnar and the Rock fought an intense match, but Lesnar eventually won. Then the Royal Rumble itself started, and the very first entrant was... *glass shatters, crowd explodes* Stone Cold Steve Austin, making his return to the Rumble at #1. He tossed out the first three wrestlers (X-Pac, Raven, and Randy Orton) sent his way, then continued to be a major factor all the way up until around the 26th entrant or so. Austin was in the ring with Lance Storm, Diamond Dallas Page, Chris Jericho, and Booker T, and was holding his own with all of them, until they all decided to gang up and try to toss Austin out. Austin was about to fight them off when suddenly The Rock showed up and hit Austin with a chair, then the gang of wrestlers eliminated him. The Rock would continue to beat down Austin with the chair, leaving him a bloody mess and then walking back up the ramp past the 27th entrant, Val Venis. By the time entrant #30 came in, it would be down to Chris Jericho, Billy Kidman (entrant #29), and The Big Show (entrant #28). Entrant #30 was Bret Hart. While Hart went after Big Show, Jericho and Kidman would have a tussle in the ring until Jericho tossed Kidman. Jericho then sat back and allowed Big Show to seemingly eliminate Hart, but Hart hung on by the skin of his teeth and used a clever trick of the ring ropes to eliminate Big Show. Jericho and Hart would go back and forth for a while, even trading submission moves, but Hart would eventually eliminate Jericho and win a shot at Brock Lesnar's title at Wrestlemania. The other big matches for Wrestlemania XIX would include Austin vs. Rock (their first showdown at a Wrestlemania since 1999), Triple H vs. John Cena, Kurt Angle vs. Shawn Michaels, and The Undertaker vs. Owen Hart. Hulk Hogan wouldn't be at Wrestlemania, as he opted to leave the WWE (like OTL, the WWE lost its lawsuit with the World Wildlife Fund and had to become World Wrestling Entertainment), and, like OTL, would face Brock Lesnar in a match on Smackdown for the title, where he would brutally lose, setting up Lesnar as a completely unstoppable monster going into his match with Bret Hart. At Wrestlemania, The Rock would defeat Austin, Angle would defeat Michaels, and Undertaker would defeat Owen Hart to keep his unbeaten Wrestlemania streak alive. In the main event, Bret Hart would endure a brutal beating at the hands of Lesnar, but would somehow find a way to fight on. He kicked out of an F5, the first ever to do so, and would reverse a second F5 into a Sharpshooter. Lesnar would escape the Sharpshooter and would go for another F5, but Bret would somehow reverse the F5 into a Sharpshooter again, and this time, there would be no escape. Lesnar tapped out of the Sharpshooter, and Bret Hart was the WWE Undisputed Champion.

    He would remain undisputed champion for only a day, as Hart, now the champion, could choose to defect to Raw, and did so (he'd been feuding with Bischoff for sometime). Bischoff would respond by creating the World Heavyweight Championship and giving it to Kurt Angle. Shawn Michaels would immediately challenge Angle for the belt, and after beating Chris Jericho in a #1 contender match, would challenge Angle at Judgment Day, while Brock Lesnar went for his rematch against Bret at Backlash. Bret managed to defeat Lesnar again, but his reign as WWE champion wouldn't last long: in June, Triple H would defeat Bret to win the title after Ric Flair turned heel and helped Triple H win. Angle would hold onto the belt until Summerslam, when he would be defeated by The Big Show. Goldberg's long-awaited WWE debut would be immediately after Summerslam: he made his presence felt immediately, spearing Triple H on Raw and announcing his intent to challenge for the belt. However, Goldberg would have to first deal with The Rock, and their feud would last until Survivor Series, when The Rock would once again leave for Hollywood after jobbing to Goldberg. Meanwhile, Stone Cold would make his home on Smackdown, and would feud with Bischoff more than he would with other wrestlers, staying largely out of the title picture and instead helping to put over young heels. John Cena, after being buried by Triple H at Wrestlemania XIX, floated around the midcard for much of 2003, getting into memorable feuds with the likes of Scott Hall, but largely staying out of the main event picture. Speaking of Scott Hall, Hall would eventually drop out of the WWE toward the end of 2003 due to his ongoing battles with substance abuse, but would leave the door open for a return down the road. Kevin Nash never injured his quad, and would be Triple H's “muscle” so to speak while getting into feuds of his own. At Wrestlemania XX, the main event would be Goldberg vs. Brock Lesnar for the WWE Championship. While Brock Lesnar still wanted out of the WWE, seeking NFL stardom despite how well he'd done in the WWE, Goldberg signed on for at least another year, making it obvious that Goldberg would retain his title against Lesnar. Stone Cold Steve Austin would battle a heel Kane, who had been terrorizing the WWE roster since shortly after No Way Out, after losing to Chris Jericho in a Mask vs. Title match. Kane would attempt to burn Jim Ross alive, leading to a Stone Cold interference and a fierce feud between the two. Chris Jericho would put his title on the line against Shawn Michaels, while Triple H would face Billy Kidman, who was still being pushed as a borderline main-eventer. Triple H would beat Kidman, though Kidman got in a lot more offense than Cena had at Wrestlemania XIX, avoiding a total squash. Stone Cold Steve Austin would beat Kane in a brutal Ambulance Match, while Shawn Michaels would beat Jericho to claim the World Heavyweight Championship. In the main event, Goldberg beat Lesnar in somewhat of a squash, taking the WWF Championship for the first time.

    2004 would see the rise of a number of young wrestlers, including John Cena, Batista, and Randy Orton, though none would quite reach the heights they did IOTL (at least not yet) due to a bloated number of veterans on the roster. Christopher Daniels would also join the WWE shortly after Wrestlemania, and would start as a face, feuding with a newly turned heel Bradshaw on Smackdown, though Daniels would turn heel by the end of the year. Another intriguing wrestler to join WWE during 2004 would be Muhammad Hassan, an Arab-American wrestler who, like OTL, would become a highly compelling heel after interrupting other wrestlers and giving long speeches in the ring about injustice. Hassan would soon get into a feud with Stone Cold Steve Austin that would last throughout late 2004 and would culminate at Wrestlemania 21. Billy Kidman would eventually win the World Heavyweight Championship after being traded to Smackdown: after Kane beat Shawn Michaels soon after Wrestlemania to take the championship, Kidman would feud with and defeat Kane. Being traded to Raw would be a tremendous boon for Edge, who would feud with Triple H for a time to break into the main event picture. As the year continued on, fans began to complain about the title stagnation. Billy Kidman winning a championship did help a little bit, but complaints about some of the older wrestlers like Triple H, Bret Hart, and the Undertaker not jobbing enough persisted even as the three continued to wrestle entertaining matches and deliver excellent promos. Ultimately, 2004 would be remembered as one of the most boring years in WWE history, but 2005's Wrestlemania 21 would be seen as a turning point. Though one match, Triple H vs. Diamond Dallas Page for the WWE Championship would feature two veteran wrestlers, the Smackdown title match, Bradshaw vs. Rob Van Dam, was extremely compelling and featured a fairly young wrestler in Van Dam. Other hot matches on the card included John Cena vs. Booker T, Eddie Guerrero vs. Owen Hart, and Christopher Daniels, now a popular heel wrestler, going up against Billy Kidman. Stone Cold Steve Austin would job to a white hot heel in Muhammad Hassan, who, despite drawing an incredible amount of heat by beating Austin, was still one of the best wrestlers and speakers on the roster. During the lead-up to Wrestlemania, the WWE had to be EXTREMELY careful in pushing Hassan due to the terrorist attack in upstate New York that had happened in early March, but toned it down just enough to keep Hassan effective without offending too many people, and avoided potential disaster. After Wrestlemania, renewed pushes for John Cena and Batista began in earnest, though a planned push for Randy Orton fizzled due to a sexual harassment lawsuit against Orton that forced the WWE to release him from the company. The WWE would continue to push Hassan, ultimately putting the title on him by having him defeat Rob Van Dam in a no holds barred match: though Rob Van Dam had the advantage by using numerous weapons, Hassan eventually called in a group of masked men to beat down Rob Van Dam. These masked men would show up several more times to help Hassan in critical matches, which only added to the incredible heat he was getting.

    The young wrestlers were pushing the WWE to incredible heights, but on a match in July 2005, disaster struck. John Cena was facing Eddie Guerrero on Smackdown in a #1 contender match to face Hassan at Summerslam. They were getting ready to set up Guerrero hitting the Five Star Frog Splash on Cena for the pin, but as Guerrero was climbing up onto the turnbuckle, he collapsed back into the ring and didn't get back up. Cena stayed down as long as possible, but once it became clear that Guerrero was in serious trouble, he made the pin and as the ref was counting, whispered to him that something had gone terribly wrong. The ref made the 3 count and immediately afterward made the X symbol, the sign of a non-kayfabe injury. Guerrero had gone into cardiac arrest. He was taken from the ring and to a local hospital where he fought for his life, but passed away the next morning. Eddie Guerrero's death was the most tragic event to ever strike the WWE, and he was mourned during the next week's Raw and Smackdown events. The death cast a pall over the WWE, and even after Cena defeated Hassan at Summerslam to win the title (his first), it was widely seen by fans as being “tainted” by Guerrero's death, as Guerrero was clearly intended to win the match. The WWE decided to turn Cena heel and start him in a feud with Rey Mysterio, while Hassan was traded to Raw to feud with the face wrestlers there. As of November 2005, John Cena holds the World Heavyweight Championship, and Muhammad Hassan holds the WWE Championship (after beating Goldberg at Unforgiven, again thanks to the masked men's interference). The WWE remains popular, but after Eddie Guerrero's death, its future is somewhat clouded.
     
    Fall 2005 (Part 3) - Squaresoft's Bright Past, Present, And Future
  • Reverie Of Mana

    Reverie Of Mana is an action RPG published and developed by Squaresoft for the Nintendo Wave. It's also known as Seiken Densetsu 5 in Japan, and features similar gameplay and motifs to previous games in the series. It's designed to be somewhat of a throwback to Secret Of Mana, and shares several elements with that game, including its ring menus and some of its characters and locales. It also features a soundtrack with numerous allusions to and remixes of the music from that game. The game itself is a 3-D RPG with enemies that appear right on the battlefield and can be attacked with weapons and magic, resembling a much prettier version of the PS2 game Dawn Of Mana. Though the game's battle system is much like Secret Of Mana, you don't have to wait to strike enemies with your weapon as you do in Secret Of Mana: attacks connect as quickly as the player can push the attack button, at full damage, and spells don't stop the action. There are numerous special weapon attacks that can be performed, and a bit later on in the game, attacks can be performed that utilize both weapons and magic simultaneously. These attacks, called Synergy Attacks, are some of the most powerful in the game, and each character has dozens of different Synergy Attacks to use. Some of these attacks have strange effects, such as damaging the enemy and healing the player at the same time, or even healing one enemy while damaging all the others, or vice versa. Being an action RPG, the game has some puzzles and action commands, but these flow very well with the game itself and almost never slow down the action. The puzzles almost always take place on a single screen and even the multi-screen puzzles are organic, with very little backtracking. The game's graphics, while fully 3-D, are done in a colorful, whimsical style that make the game at times resemble a child's storybook, with very vivid animations. The game's HUD is styled like Secret Of Mana's or Elements Of Mana's, with the three characters' health bars, MP, and attack bars appearing on screen at all times. Cutscenes play out in 3-D as well, most of them in-engine, though there are a few fully CGI cutscenes for significant moments in the story. The game features voice acting during cutscenes and during a few dialogue scenes, though most townspeople don't speak and sometimes playable characters themselves are silent as well, in addition, there's hardly any voice acting during battle except for a few rare times during level-ups and unique enemies, and boss fights. The game's soundtrack is scored by longtime series composer Hiroki Kikuta.

    The game has only three main playable characters, all of whom join fairly early on, much like Secret Of Mana. Though there is a single "protagonist", the other two characters are equally important and almost as heavily featured, giving the game a tritagonist system. The three main playable characters are:

    Toma: A 11-year-old boy who is a reluctant wielder of the Mana Sword. He lacks confidence in himself, especially once he becomes aware of the great burden being a Mana Sword wielder has placed on him. When he's not attempting to flee his destiny, he's fairly melancholic, though not to the point of brooding, he's more afraid than he is sad or angry. He slowly gains confidence over the course of the story, and eventually becomes the hero he was destined to be. He's voiced by Johnny Yong Bosch.
    Zanna: A 12-year-old girl, Zanna is a fairly shy bookworm with dreams of adventure. She's a quick learner and dives headfirst into the journey of the Mana Sword wielder. She is at first happy to just come along with Toma, but after learning that she too can wield the Mana Sword, it's truly a dream come true for her. Zanna's personality is very close to that of Connie from the cartoon Steven Universe (in fact, Zanna is influential on the Connie in TTL's Steven Universe in that Connie appears in a couple episodes wearing Zanna's outfits and even quotes one of Zanna's memorable lines from the game). Zanna is voiced by Stephanie Sheh.
    Krigen: Krigen is a 14-year-old boy who joins Toma and Zanna after attacking them. Though he quickly proves to be a good friend, he has a very dark past and like Toma is reluctant at first to wield the Mana Sword, believing it will be corrupted by the evil force inside of him. Purifying Krigen's evil turns out to be one of the key quests in this game. Krigen is voiced by Yuri Lowenthal.

    Reverie Of Mana takes place in a world several thousand years after the last Hero of Mana saved the world (the world still has a medieval fantasy flavor to it even though it takes place so far in the future, there are a few steampunk elements and some magitek as well, but none of the modern technology of our world). The great stories of Mana, including those told in Secret Of Mana, Elements Of Mana, and Legend Of Mana, are all told in storybooks, their heroes and legends revered amongst the people. The action begins on the eve of the great Mana Festival, when the heroes and legends are celebrated in story and song. Toma and Zanna are both given some focus in this early part of the story, though it's Toma who runs away during the festival, following a light in the woods. He is attacked and cornered by a monster, but picks up a sword that turns out to be the legendary Mana Sword and fights off the beast. When Toma returns to the village, he is celebrated as a hero, and Zanna follows him everywhere. Toma is tasked with saving a bunch of children after they've been abducted by a witch, and Zanna eagerly tags along. The witch is using Dark Mana to turn the children into beasts like rabites and chobins, and Zanna is captured and caged after the two penetrate the witch's fortress. Toma is no match for the witch's magic, though Zanna helps him by shaking her cage and knocking it into the witch, and Toma eventually wins, but just barely. Zanna realizes that Toma won't be able to use the sword to its full power unless he gains the help of the eight Spirits of Mana, and the two begin traveling the world in search of them, while also looking for the source of the dark magic used by the witch. Soon after the two begin their journey they are pursued and attacked by a masked assassin, who turns out to be Krigen. After fighting Krigen, Zanna slaps him to his senses and he joins the two on their quest. The three kids continue to travel together. Soon after gaining the help of the first Summon Spirit, Sylphid, Zanna is forced to take up the sword after Toma is captured by goblins, and realizes that she too is a Mana Sword wielder. Wielding the Mana Sword powers up its wielder's stats at an accelerated rate, along with two important factors: a set of hidden stats that can only be powered up while wielding the sword, and the character's Mana Affinity, their affinity with the sword itself. Powering up Mana Affinity unlocks a series of increasingly powerful Synergy Attacks unique to that character, making it imperative that the characters all take turns wielding the sword to get the most use out of it (to encourage passing the sword around and not giving it to only one character, Mana Affinity and the special stats are capped where the player is at in the game's story, meaning that you can't just stick the sword on one person and level up to their best skills all at once). During this part of the game, several villains make their first appearances, including the Aerialists (a group of acrobatic female villains who serve as this game's equivalent of the Scorpion Army), the Garadians, a powerful nation that doesn't believe in Mana and considers the Mana Legend to be seditious (they're sort of this game's equivalent of the Empire, using high technology in combat), and the Shadowguard, a mysterious group of dark mages who seek the power of Dark Mana and who attempt to corrupt any source of Mana they find. Krigen seems to know a lot about them, and they have ties to the ancient evil sorcerer Thanatos (of Secret Of Mana fame). The Aeralists actually serve as the "main" threat for much of the first half of the game, serving under the Garadians but also having their own agenda. Their leader, Karanth, is somewhat honorable and not explicitly evil, though Karanth's right hand woman, Maledicta, is a sadistic and cruel assassin. The game leads the player to think that Maledicta will betray Karanth, but it's actually not that simple: for all their differences, the two care deeply about each other like sisters.

    The party continues on their adventurers, gathering the summon spirits Gnome and Undine along the way. During a climactic moment in which the Shadowguard seemingly attempt to take control of Krigen's mind, he fights them off and wields the Mana Sword for the first time, proving crucial in a fight against a powerful boss monster created by Dark Mana. The party would claim Salamando next, then the spirit of light, Lumina. The halfway point of the game doesn't come under it's time to claim the sixth Spirit, Shade, from a cathedral in the Garadian capital. It's here that the Garadian leader, a young and ambitious prince named Jacobin, makes his first on-screen appearance. Events come to a major head at the cathedral: the party directly battles Karanth for the first time in a fierce boss battle that debuts the game's "major boss theme", and after the party obtains Shade and after several cutscenes, it seems that Maledicta, who has been working with the Shadowguard behind Karanth's back, is going to betray Karanth and kill her. Instead, Maledicta turns on Jacobin, attempting to destroy him by corrupting the power of the Spirit Shade, in an explicit attempt to save Karanth's life. However, Jacobin is FAR more powerful than previously thought. He not only survives the attack, but turns it back on Maledicta, killing her. Maledicta's final words are a surprisingly heartfelt and tragic plea to Karanth to save herself, before dying in Karanth's arms. Jacobin reveals himself as the leader of the Shadowguard, and reveals that the Garadians weren't trying to destroy and obscure the Mana Legends because of a disdain for the past, but out of a desire to control the future by making it safe for the rise of Dark Mana. Realizing she's been betrayed, Karanth attacks Jacobin and his Shadowguard accompaniment and seemingly sacrifices herself to protect the heroes' escape. They flee the city with the Shadowguard in hot pursuit. The next segment of the game deals with the aftermath of the Shadowguard's takeover of Garadia as the heroes search for Luna and Dryad. They find and obtain the Spirit Luna, but Dryad is being corrupted by the Shadowguard's agents, and is a bit tougher to secure. During this time, Toma is having a real crisis of confidence, and Zanna has to try and cheer him up as best she can, though she too is becoming discouraged. The heroes do eventually gather up Dryad, powering the Mana Sword seemingly completely, but its power is still no match for Jacobin or even his elite Shadowguard lieutenants. The next dungeon is another "climax dungeon" where the heroes try to unify the powers of the Mana Sword and the Spirits, and partially succeed, but an ambush by a powerful monster leaves them helpless. They are saved by a mysterious masked female knight who has amnesia (it's Karanth, but this won't be formally "revealed" until close to the end of the game). Before this happens, Krigen gets the first hint at the dark secret of his past, but it's another story thread that won't be resolved until somewhat later. After the rescue, the heroes are told they must travel to a previously unseen area: the Mana Holyland, a hidden realm of powerful Mana energy. The Mana Holyland is actually an amalgam of areas from the previous games in the series, a place where the planet has literally "buried" its past. These areas aren't exact copies of their original areas, they're remixed, but contain just enough of the original areas to provoke nostalgia without otherwise being stale.

    As the heroes journey through the ancient Mana Holyland (with Zanna acting like an overenergetic tourist as she sees places she's only read about before in her books), they power up each of the Spirits one by one in the order they were obtained, battling both ancient beasts and agents of the Shadowguard the entire time. The amnesiac Karanth has followed them, along with some of the other members of the Aerialists, each of whom try to jog her memory with no avail. There's a memorable scene, about halfway through the Mana Holyland segment, where Karanth trains Zanna while Zanna tries to get Karanth to remember her past. The two bond like sisters, and Karanth has a brief flashback to Maledicta, but can't remember anything except sadness. Finally, after seven of the Spirits have been powered up, the heroes journey to a segment of the Mana Holyland resembling the ancient Mana Fortress (again, from Secret Of Mana). They battle their way through the buried Fortress, fighting at least two boss battles along the way. They battle Jacobin at the end, but he merely laughs after being defeated. A series of climactic cutscenes occur: Karanth regains her memories, but most consequentially, Krigen's dark secret is revealed: the darkness inside him is the ancient evil sorcerer Thanatos. Thanatos has been dormant inside Krigen's bloodline for thousands of years, gathering energy from the death and destruction in his wake. Thanatos attempts to force Krigen to do his bidding, but Krigen successfully fights him off with the power of the Mana Sword and the help of Toma and Zanna (Toma in particular has a true moment of heroism during this point where he finally and forever embraces his role as a Mana Knight). With Krigen now a full-fledged Mana Knight as well, his body embued with holy power, Thanatos cannot exist inside of him and is seemingly destroyed...but at the last moment, he possesses a dying Jacobin and inflicts a seemingly mortal wound on Zanna. Karanth, consumed with rage, stabs Jacobin/Thanatos...but this darkness and hatred causes Thanatos' energy to grow exponentially, and his evil consumes them both. He possesses Karanth while also absorbing all of both her and Jacobin's power, transforming into an androgynous, god-like being, the full realization of Thanatos' potential when he first struck that fateful deal with the lord of the underworld all those millennia ago. Thanatos then obliterates the Mana Fortress and the Mana Holyland as Toma and Krigen free with a badly wounded Zanna in tow. Zanna awakens back in her and Toma's village, being looked after by Toma and Krigen. After destroying the Mana Holyland, Thanatos returned to Garadia, corrupting the nation's technology and mana energy to form the Mana Engine. With the Mana Engine, he formed a new Mana Fortress around himself, one of pure dark mana energy. This Mana Fortress then rose into the sky, eclipsing the Sun and casting the world in perpetual night while absorbing and corrupting all of the world's Mana. If it is not stopped, the world's Mana will be completely drained, and Thanatos will become an eternal and all-powerful dark god of Mana. The only thing that can stop him are the three Mana Knights: Toma, Zanna, and Krigen. The three make their way up into the sky to the new Mana Fortress, known as the Mana Eclipse, and fight their way through the huge dungeon where they must battle numerous boss monsters and the remaining Shadowguard lieutenants, who themselves have mutated into fierce evil forms. Finally, they confront Thanatos, and battle him in a three-stage final boss fight, first battling Thanatos himself, then battling a being known as the Mana God. After this and after a climactic cutscene in which the three heroes call forth the ancient power of Mana, resulting in the three of them each being bestowed with their own Mana Sword, the three battle Thanatos after he's surrounded himself with a corrupt monstrosity of metal and Mana known as the Engine Of Chaos. After the Engine Of Chaos is defeated, the three Mana Knights combine their powers into one final attack to eradicate Thanatos and his dark underworld masters once and for all, forever. Once Thanatos is destroyed, Karanth is left behind, but her body has taken too much damage to survive and she bids the heroes a grateful farewell, dying with a smile on her face in the knowledge that her friends are avenged and the world is saved. Toma and Zanna rise to their feet and sigh with relief, but Krigen stays down...with Thanatos destroyed, he too has lost a great deal of his energy, as his entire family was cursed with Thanatos' darkness (it has been alluded to throughout the game that destroying Thanatos might destroy Krigen). As the Mana Eclipse begins to collapse and Toma and Zanna worry it might crash into the world, causing an apocalypse, Krigen offers to stay behind, knowing he will fade away anyway. They beg him not to, but he refuses to take no for an answer. After Toma and Zanna leave, Krigen uses all the power in his Mana Sword to counteract the power of the Eclipse, destroying it before it hits the ground but being caught up himself in an explosion of light. Toma and Zanna return to their village with the two remaining Mana Swords, returning them both to the Sword's ancient resting place. We see the game's ending sequence (accompanied by a lyrical song performed in Japanese) where it shows everyone in the world (who has survived) enjoying a new world of peace and tranquility, then we see the game's credits. After the credits and after Toma and Zanna (now four years older and implied to be a couple) visit the Mana Swords, they leave and we see one more Sword being returned to the stone by a familiar (but slightly larger) hand. Toma and Zanna turn, and their faces light up, then the screen fades to black and the letters "FIN" appear.

    Reverie Of Mana is released in North America on November 22, 2005, to glowing reviews from critics, who give the game high praise for its graphics, sound, gameplay, and plot. The biggest critical strike against the game is that it's "too much" like Secret Of Mana, almost a pseudo-remake of the game, even bringing back its most notorious villain. It also gets criticism for being too linear, with few sidequests, certainly less than rival game Fullmetal Alchemist. Reviews average in the 9/10 range, with the game receiving an 89.85% score on Gamerankings, which is a bit lower than Fullmetal Alchemist. While mainstream fans tend to prefer Reverie, a greater number of more "hardcore" gamers prefer Fullmetal Alchemist, with that game winning a plurality of reader and fan vote awards in year end competitions between the two games. Ultimately, the two games would be tied together in the eyes of RPG fans for many years to come, with numerous debates raging about which game is better. Intentionally released on the same day as Enix's Dragon Quest VIII, Reverie Of Mana would crush that game in North American opening week sales, and would sell better during the calendar year of 2005 than Fullmetal Alchemist in North America. Ultimately, Reverie Of Mana would go on to sell more than a million copies in North America, finishing with almost exactly double the North American sales of Fullmetal Alchemist. In Japan, it would be a different story: Fullmetal Alchemist would sell more than a million copies more than Reverie Of Mana in Japan, and thanks to beating the game in both Japan and Europe, would go on to achieve higher sales worldwide than Reverie Of Mana. Despite all of this, Reverie Of Mana can be considered nothing except a blockbuster critical and commercial success that secures its place as Squaresoft's second most lucrative game series as of 2005.

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    Squaresoft's Top Three TGS 2005 Reveals

    In what was somewhat of a "quiet" Tokyo Game Show, Squaresoft was probably the winner, with big news reveals and numerous big game reveals. We got a bit more information on upcoming titles such as Final Fantasy VII-2 for the Supernova and next year's Parasite Eve 3, but these were the company's biggest announcements of the show.

    #3: Sora For Super Smash Bros. Clash

    In what was perhaps the most surprising Smash Bros. Clash game reveal to date, Squaresoft revealed that Sora from Kingdom Hearts would appear in Nintendo's upcoming tournament fighter Super Smash Bros. Clash, set to debut worldwide in December. Sora brings his Keyblade and a variety of magic spells to the fight, and in a shocking Final Smash, he brings out Donald and Goofy to combine forces for a three-way attack that sends opponents flying. We never imagined we'd see Disney characters in a Super Smash Bros. game, but the reveal of Sora as the 38th confirmed Clash fighter made that dream a reality. Is it too late to ask for Mickey Mouse?

    #2: A Third Chrono Game Is In The Works

    Surprising nobody, Squaresoft and Masato Kato finally revealed that yes, a third game in the acclaimed Chrono RPG series is in the works. However, Squaresoft didn't reveal whether the game would be on the Wave or the Wave's next generation successor (and some believe Squaresoft might even be looking to put the game on other consoles, perhaps Apple's rumored next-gen machine). All we found out was that there would be a third Chrono game, and more information would be forthcoming. Sometimes Square can be such a tease!

    #1: Final Fantasy XI Formally Revealed, Including Setting And Gameplay

    Final Fantasy XI has been confirmed for a summer 2006 release in Japan. It will be the latest in the acclaimed series of RPGs from Squaresoft, and like its predecessor Final Fantasy X, will be released on the Nintendo Wave. The game is being directed by Hiroyuki Ito and Motomu Toriyama, and is said to take place in Ivalice, known as the setting of the Final Fantasy Tactics games. It centers around a young rebel named Adair, who witnesses the death of his older brother on the battlefield and joins the rebellion in response. The game will feature a return to the Active Time Battle system of previous games, a system tossed out in Final Fantasy X in favor of a new, somewhat slower battle system. This new system, however, is a more dynamic use of the ATB system than ever before: a three person party of characters can all attack at the same time, and attacks taking place close enough to one another can lead to combination attacks that cause more damage on enemies. Adair will be joined on his journey by a vengeful princess and a sharp-tongued mechanist, and it appears that numerous ancient gods of Ivalice will play a major role in the story. While we didn't learn much about the plot of the game, its battle system appears closer in tone to an action RPG than any thus far in the series, and Ito, who helped to reveal the game, says that it "combines the tone of a classic Final Fantasy with the fast-paced battles of contemporary RPGs, making for an entirely new Final Fantasy experience". We didn't learn when it would be released in the West, but expect a lot more news about the game to be revealed at next year's E3!

    -from an entry on the blog The World Is Square, posted on October 19, 2005
     
    Fall 2005 (Part 4) - Game Boy Supernova Worldwide Launch
  • Game Boy Supernova Technical Specifications

    The Game Boy Supernova is a handheld device quite similar to OTL's PSP, though it's a bit less bulky, sort of a hybrid between a PSP-1000 and an original Game Boy Advance. The device features the standard A/B/X/Y buttons, colored red, yellow, green, and blue. It features Start and Select buttons, and an analog stick like the one on the OTL Nintendo 3DS, along with a fairly large D-pad underneath. It has both L and R buttons and ZL and ZR buttons underneath them. It features a large, high-resolution screen about 15 percent bigger than the screen on the iPod Play. It has a built-in disc drive that accepts 2GB game discs similar to the OTL UMDs on the PSP, only a bit bigger, maybe by a third of an inch in diameter. The discs come in carrying caddies like the ones OTL PSP discs come in, and load into the device in the same way. The Supernova uses standard SD cards for storage (though it also has a 32MB built-in memory which is primarily used for game saves), and depending on what it's doing, it gets between 4-8 hours of battery life. It has built in wi-fi, and a graphical menu interface, though it doesn't have a touchscreen. However, the device does have a built in rumble function and motion controls, allowing players to tilt the device. This only works for certain games and is optional in nearly all of the games it's included for. The rumble function can be turned off via in-game controls or via a switch on the console, which helps to save battery life.

    The device's CPU and GPU were both developed jointly by Nintendo and Sony, with Sony providing the hardware. The device is, overall, slightly more powerful than the iPod Play, with a 400 Mhz CPU and a 166 Mhz GPU. It actually lags slightly behind the iPod Play in terms of RAM, utilizing 96MB of unified RAM. The choice to go with 96MB instead of 128MB was a cost-saving measure to allow the Supernova to turn a profit (albeit a very small one) on each unit sold despite a low price, and overall makes little difference in terms of graphics, though load times on certain Supernova games and menus are a bit slower than on the iPod Play. Still, the Supernova does make slightly better use of its hardware than the iPod Play overall, giving the impression of a handheld that's about 25 percent more powerful. The Supernova is capable of playing multimedia such as music and movies, with certain movies available for purchase on Supernova discs, unlike the iPod Play where they have to be downloaded to the device's hard drive (Apple never sells movies on iPod Play discs). The Supernova has no backward compatibility with previous Game Boy systems on a hardware level.

    The Supernova launches with the first Nintendo-based online game shop, which is dubbed Nintendo Flashback, while the overall online game service is called the Nintendo Store. It launches with 10 NES games (Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, The Legend Of Zelda, Zelda II: Link's Awakening, Kirby's Adventure, Metroid, Golf, Balloon Fight, and Final Fantasy), 4 Super NES games (Super Mario World, F-Zero, ActRaiser, and The Legend Of Zelda: A Link To The Past), 3 SNES-CD games (Super Mario World 2, Secret Of Mana, and Donkey Kong Country), and 12 Game Boy games (Super Mario Land, Super Mario Land 2: 6 Golden Coins, The Legend Of Zelda: Link's Awakening, Tetris, Metroid II: The Return Of Samus, Mega Man, Mega Man II, World Of Color, Alleyway, Donkey Kong, Gargoyle's Quest, Yoshi) available on launch day, with Nova and Ultra Nintendo games promised to be available at a later date.

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    Launch Title Summaries-

    (NOTE: The Game Boy Supernova launches with 20 titles in North America. That seems like quite a lot, and it is: developers had plenty of time to prepare for the Supernova launch and had an easy time working with the hardware. While some of these games are quite good, others are fairly simple ports, so not every game is a winner.)

    Devil May Cry: Original Sin

    A prequel title to the original games, this game establishes Dante's reputation as a legendary hunter of demons when he takes on his first client, a beautiful woman named Miyuki who is being pursued by a demonic prince. As it turns out, Miyuki made a deal with the prince, and he's come to collect on her soul. This game follows the typical Devil May Cry formula, with Dante battling demons and exploring ancient ruins through 16 fairly lengthy missions full of hack and slash action. It doesn't really introduce all that many battle innovations, though there are a few combos and items new to the series. Instead, it's an excuse to get a Devil May Cry game on a handheld, and it looks damn good, playing much like its console counterparts. It's visually impressive and though it gets a bit repetitive at times, it is a full fledged Devil May Cry game, with voice acting, epic music, and spectacular bosses. Those who love this series and wanted to play it on the go aren't disappointed.

    GameRankings Score: 79.61%

    Future Flash

    A Naughty Dog-developed platformer, this game stars a strangely dressed protagonist with a Flava Flav-style oversized clock around his neck. He can transport between past, present, and future at a whim, exploring three different versions of the same stage. The gameplay is fairly typical 3-D platformer style, but the time travel mechanic adds an intriguing twist, allowing the player to alter a level in the past before returning to the present or future to examine the changes they made. The mechanic does have its limits: players can't use time travel in certain parts of stages before accomplishing certain objectives, and they have to be careful not to cause time paradoxes in certain levels, lest they attract the bothersome and powerful Time Police. The protagonist's goal is to save a beautiful girl he met in the future by altering the past and present, but not altering it so much that she blinks out of existence. It's a fairly lighthearted game with about the same feel as Dog Dash, though it has some genuinely heartfelt moments. Overall, it's a good game, though it's not a great one, and is overshadowed a bit by Polymorph and the Super Mario Dimensions port.

    GameRankings Score: 76.30%

    Lumines

    Nearly identical to OTL's hit PSP puzzle game, Lumines is a major early hit for the Supernova ITTL as well, scoring big in both reviews and sales.

    GameRankings Score: 89.47%

    Metal Gear Hybrid

    A Metal Gear spinoff game taking place between the original Metal Gear and Metal Gear 2, Metal Gear Hybrid looks and plays like the modern Metal Gear Solid titles, but with a bit of Hybrid Heaven-style RPG gameplay mixed in (not quite as much as in Metal Gear Gaiden, but you can power up various stats and body parts on Snake and attack the body parts of enemies, however, the turn-based combat of Metal Gear Gaiden is absent from this one). The plotline is that Solid Snake is pursuing Big Boss after Big Boss' escape at the end of Metal Gear, but ends up trapped in a prison complex run by a former KGB agent codenamed Ivy. Ivy is in pursuit of Metal Gear technology, and has been kidnapping scientists in order to obtain it, including a former associate of Big Boss. One of Ivy's captives is a teenage Raiden, who Snake rescues during his own escape. Ivy is more complex than she initially seems, and Snake seems to fall in love with her at one point, though ultimately the two both determine that their missions are more important than any feelings between them and they eventually have a climactic final battle for the fate of the world that hearkens back to the fight against The Boss in Metal Gear Solid II: Children Of The Patriots. As a portable Metal Gear Solid style game, Hybrid succeeds quite well, and ultimately achieves strong reviews and sales.

    GameRankings Score: 84.11%

    Polymorph

    Nintendo's big original franchise launch for the Supernova, Polymorph features a transforming protagonist and a variety of different game genres. The protagonist is named Morpho, a strange blob who takes on the characteristics of anything it observes, taking on the appearance, abilities, and desires of those who talk to it. The game resembles earlier titles such as Mascoteer and Endotherm, though Polymorph's segments are a bit more disjointed than either of those games, taking place mostly in a hub world and giving the player various doors to access, almost like a Kirby Super Deluxe type of experience. Morpho's transformations include a fighter plane (which enables a space shooter style of gameplay), a wizard or knight (enabling an RPG), a frog (enabling a platformer), a giant rock man (enabling a mecha-style combat game), etc. It features gorgeous, detailed graphics in a variety of different styles, from super realistic to cartoonish, and is considered probably the best looking handheld game ever released up to this point. It's more of a showcase for the Supernova's technical abilities than a truly outstanding game, but it still sells extremely well and is considered one of the system's better launch titles.

    GameRankings Score: 82.70%

    Shadow Of Death

    A hack and slash title developed by Konami, it's compared to the Ninja Gaiden series. It features an assassin protagonist who is given three targets to take out, leaders of three rival warring kingdoms (the game itself features allusions to Three Kingdoms-era China, though it takes place in a modern-looking metropolis with a strange ancient Japanese motif). It features a somewhat faster pace (and somewhat less difficulty) than Ninja Gaiden, making it much more friendly for casual players and a much more suitable handheld game. Along with Polymorph it's probably the best looking Supernova launch title, featuring a huge cityscape and very detailed character models. Gameplay wise, while it's a solidly made hack and slash game, it is considered to be quite short, especially for the $39.99 standard price for Supernova games.

    GameRankings Score: 71.24%

    Super Mario Dimensions

    A port of the hit Ultra Nintendo title, Super Mario Dimensions features a major graphical upgrade, the addition of 30 more stars (for a total of 210), and the ability to play as Yoshi or as Peach, or as Luigi right from the very start of the game. The Peach rescue storyline itself is altered for this game, so that instead of Peach being captured, it's all the Toads, and you have to rescue some of them as you go along (10 in all, each Toad giving you a Star). It's a bit closer to the gameplay of the original than OTL Super Mario 64 DS was to its counterpart, and overall is considered an extremely good port. Despite not being bundled with the system at launch (the Supernova has no bundled games), it's the best selling launch title, and the best reviewed as well.

    GameRankings Score: 94.05%

    Madden NFL 2006

    The standard Madden handheld port, this game is a bit more full-featured than the iPod Play launch Madden was. In fact, it's nearly identical to the version on the consoles (this is due to the game being a port of the iPod Play 2006 Madden title, which is much improved over the launch game). It looks gorgeous, even better than the Katana's Madden game that year, and blows a lot of people away. Madden NFL 2006 is one of the better recent Madden games, and this is a good handheld port.

    GameRankings Score: 83.70%

    NFL Play Action Football 2006

    Nintendo and Retro Studios did do a Play Action Football game for the Supernova's launch, and though it's not quite as fully featured as the Madden game, it's still a strong title with the animations and commentary people have come to love from the series. Overall, it's not as good as the Madden game, but still sells strongly.

    GameRankings Score: 77.14%

    Harry Potter And The Goblet Of Fire

    Ubisoft would choose to continue the Harry Potter RPG series on the Nova for the fourth novel, and it wouldn't be until Order Of The Phoenix that their games would make the leap to the Supernova. That means that the Supernova would get a generic Harry Potter cash-in game that plays like a basic platformer/adventure title and isn't as good as the one on the consoles (which isn't all that great to begin with). Sells decently by taking advantage of clueless parents, but most serious gamers stay far away.

    GameRankings Score: 62.90%

    FIFA 2006

    The first Supernova FIFA game, this one's a bit like the original FIFA Soccer on the OTL Vita: a nice handheld soccer game that has a lot of the same features as the console versions but is still a bit basic for most people's tastes. It is an impressive soccer game for a handheld, and sells quite well in Japan and Europe, though not so much in North America.

    GameRankings Score: 74.37%

    Naruto: A Ninja's Destiny

    A pretty generic Naruto hack and slash style action game, it features Naruto on a generic quest and features a few other playable characters. The cel shading is pretty impressive for the hardware, but those looking for hack and slash on the Supernova generally turn to Devil May Cry or even Shadow Of Death.

    GameRankings Score: 66.18%

    The Sims 2

    A port of the console port of The Sims 2, it's obviously not as fully featured as the original PC version or even as much as the Wave title, but it's still a handheld Sims 2, and the iPod Play doesn't have it. It's a fun little Sims game, even if it's no substitute for the original, and it's fun to have Sims on the go. Sales aren't great but you can't call it a flop either.

    GameRankings Score: 72.90%

    Grand Theft Auto: Liberty City Stories

    Like the OTL game, this is a spinoff of Grand Theft Auto designed for a portable console. It features the full Liberty City, looking just as big and pretty as it does on the Xbox and Wave, and even features a full set of radio stations with real music as well (with the ability to play music stored on the player's SD card on a custom station). Its protagonist is Catalina, who's far tamer than her OTL counterpart, though as of this game she's still betrayed Claude, and the game chronicles the events leading up to her trying to make amends with him. It sees Catalina rising to the top of the Colombian mob, while in a fierce rivalry with the Yakuza and a rival Latino gang as well. As the first Grand Theft Auto game starring a female protagonist, it gets a lot of controversy from the fanbase, though it also gets lots of praise, and Catalina herself is portrayed as a strong and fierce anti-heroine. Ultimately, the allure of Grand Theft Auto on a handheld is too much for even the most intransigent fans to pass up, and this game sells extremely well. Launching on both the iPod Play and the Supernova, it does slightly better on the iPod Play (and plays a bit better on that console too), but does just fine on the Supernova.

    GameRankings Score: 85.78%

    Medal Of Honor: Vietnam

    2005's Medal Of Honor game, in addition to launching on the consoles, also appears on the Supernova and iPod Play as well. The handheld version is missing a couple of "filler" missions and graphically doesn't look quite as good as the console games, even the Katana version, but is still an impressive looking FPS.

    More details on the game will appear in a later update.

    GameRankings Score: 78.00%

    Mega Man 9

    Originally developed with the iPod Play in mind, Keiji Inafune was sufficiently impressed enough with the Supernova that he decided to develop the game for both consoles. Unlike OTL's Mega Man 9, this is a completely modern-styled Mega Man game, though with the classic run and gun gameplay. Overall, the Supernova version is received better but both versions do well.

    More details on the game will appear in a later update.

    GameRankings Score: 86.64%

    Need For Speed Worldwide

    A Need For Speed game exclusively developed for handhelds, this game appears on the Supernova and iPod Play. In addition to featuring a large selection of international tracks, the game has a heavy focus on online gameplay, both local and over the internet. The gameplay is seen as being a bit weak compared to the console games (due to a smaller selection of cars), but it's an extremely graphically impressive game.

    GameRankings Score: 73.71%

    Pocket Wars

    A cross between Pokemon and Bomberman, Pocket Wars is a game about hundreds of little heroes and villains that run around battling with various weapons.

    More details on the game will appear in a later update.

    GameRankings Score: 88.60%

    Speed Storm 2

    The sequel to 2003's minor hit futuristic racing title appears on the handhelds in addition to consoles. One of the better looking Supernova launch games, it does have a few quality of life downgrades from the console versions (a few less tracks, much less licensed music) that makes it a functionally inferior game and a bit of a disappointing port, the iPod Play version shares these problems.

    More details on the game will appear in a later update.

    GameRankings Score: 70.91%

    Supersleuth: Solve The Crime In Real Time!

    A multiplatform for the iPod Play and Supernova, this game combines elements of classic detective game with puzzle and adventure gameplay. Gameplay takes place in both menu screens and 3-D environments, and players are given a time limit to solve a mystery by listening in on conversations and taking advantage of the clock. It's a very interesting game and designed to take advantage of the features of both handhelds. It sells decently but isn't anything special, doing better on the Supernova than on the iPod Play. It's inferior to OTL's Professor Layton series, which may or may not show up ITTL.

    GameRankings Score: 68.70%

    -

    November 19, 2005

    The Game Boy Supernova is released worldwide, exactly one year to the day of the iPod Play's launch. The game is launched at a price of $199.99, and includes a 64MB SD card, but no pack-in game. Released amidst a strong but somewhat muted wave of hype comparatively smaller to that which accompanied the iPod Play's North American launch, its opening week sales in North America are fairly modest and in Europe even more so. It does manage to do extremely well in Japan, breaking the Japanese handheld launch record set by the iPod Play a year before. Overall, the Game Boy Supernova sells about 800,000 units in its first week, which is slightly less than Nintendo's expectations but still a very strong product launch overall. It would see sales pick up throughout the holiday season, especially in North America, which does mitigate some of the initial negativity at Nintendo over sales figures. Critical reception for the device is extremely positive: Lumines is the surprise hit of the launch, with some critics calling it a "borderline killer app", and the Metal Gear and Devil May Cry games are quite well received. Multiplats such as Madden, Grand Theft Auto, and Mega Man 9 also get a lot of love, and Super Mario Dimensions, despite being a port, is overwhelmingly positively received. Overall, critics love the strong selection of games for the system at launch, which is generally seen as being much better than what the iPod Play was offering up, and arguably better than the iPod Play's entire 2005 slate of games as well. The launch of the Supernova does manage to steal a bit of thunder from Steve Jobs and the iPod Play, though it's clear from initial sales figures that Nintendo has a lot of catching up to do in the handheld race, and with iPod Play system sellouts finally decreasing, analysts expect a close holiday race between the two portables.

    Here are the launch week sales figures for the twenty launch titles, based on North American sales (on a total of 357,228 first week units sold in North America):

    Super Mario Dimensions- 138,974
    Grand Theft Auto: Liberty City Stories- 50,672
    Polymorph- 46,861
    Madden NFL 2006- 34,219
    Metal Gear Hybrid- 31,050
    Need For Speed Worldwide- 28,439
    Lumines- 27,856
    Pocket Wars- 24,515
    Mega Man 9- 22,741
    Devil May Cry: Original Sin- 20,445
    Harry Potter And The Goblet Of Fire- 18,650
    Medal Of Honor: Vietnam- 17,624
    Future Flash- 13,218
    NFL Play Action Football 2006- 12,940
    FIFA 2006- 8,219
    The Sims 2- 7,968
    Shadow Of Death- 6,947
    Naruto: A Ninja's Destiny- 5,476
    SuperSleuth: Solve The Crime In Real Time!- 5,144
    Speed Storm 2- 3,997

    -

    November 30, 2005

    Ken Kutaragi was enjoying the game of Lumines he was playing on the Game Boy Supernova. Like every console that Nintendo had developed since the Super Nintendo CD, Kutaragi had played a major role in its development, and he was proud that he could call the Supernova the most powerful handheld ever made. Now that it had been launched, and from all indications the launch was successful despite lower than expected North American sales, Kutaragi could focus his attention on the next project Nintendo and Sony were working on together.

    The partnership between the two companies had been among the most lucrative and innovative in the history of the industry. Though the companies still had their creative differences, they had settled into their arrangement quite well, especially with the strong competition still coming from their mutual rivals in Microsoft and Apple.

    "Kutaragi-san," came the familiar voice of Satoru Iwata from just outside the door of Kutaragi's office.

    "Iwata-san! Come in, please," said Kutaragi, smiling as Iwata entered the room. "Is there more good news from North America? Did we sell strongly over their... 'Black Friday' holiday?"

    "We don't have the sales figures, but all indications are good," said Iwata, sitting down across from Kutaragi. "Which game is that?"

    "It's Lumines," Kutaragi said, pausing his game and offering it to Iwata.

    Iwata smiled and politely shook his head. He would have liked to play, but had several meetings to attend with Sony executives later that day. Iwata was now the preferred go-between for Nintendo and Sony, with Yamauchi taking a much less direct role except for the most important of meetings. Today was simply ordinary business, simply Iwata checking on the status of Nintendo's next-generation console project and a few upcoming games for the Wave and Supernova consoles, along with perhaps an update on sales. He did wonder where Kutaragi was getting the time to play during a work day, but didn't want to question his colleague's behavior. Kutaragi could often be seen playing a game during certain times of the day, but nearly always followed it up with an idea for a new piece of technology. He was one of the few people in the industry who could match Iwata for sheer enthusiasm and creative, and when Iwata had a free moment, he often enjoyed talking games with his good friend at Sony.

    "Perhaps later," said Iwata. "I would like to purchase a copy of the game for myself at some point, but for now I am very busy with my work."

    "Ha ha, this is work," Kutaragi replied. "Puzzle games are the next big thing. Many will say, 'Kutaragi, technology has made puzzle games obsolete!' Not so. Puzzle games are being played more than ever, particularly on mobile phones."

    Iwata nodded, recalling how nearly every day he'd be seeing someone playing a puzzle game on their mobile, or if they had an iPod Play, they'd be playing a game such as Powerchain. He knew that the Supernova would need lots of puzzle games to stay competitive with both the iPod Play and the rising mobile phone market, and hoped that Lumines would strike a critical blow in the red-hot puzzle genre.

    "I agree, do you have such a game in mind?" asked Iwata, wondering if Kutaragi's playing was giving him an idea.

    "Not yet.... but perhaps soon," said Kutaragi, putting the game away. "For now, we should keep our focus on puzzle games as a key driver of the Supernova's success."

    "Yamauchi thinks Super Mario Dimensions 2 and Final Fantasy VII-2 will be our biggest games going forward."

    "Those games are still two years away," said Kutaragi. "Who knows what Apple will come up with in 2007?"

    "Are you worried?" asked Iwata.

    "No," said Kutaragi with a smile. "But they have been very clever so far."
     
    Fall 2005 (Part 5) - The Handheld Holiday Rivalry
  • ZVX

    ZVX is a mech-based third person shooter game released exclusively for the iPod Play in November 2005. It takes place 100 years into the future, and centers around a soldier named Zane who is nearly killed in battle. When he awakens, he has lost his memories, but in the aftermath of the battle, he finds a powered up battle suit and climbs inside, finding himself to be a natural at controlling it. He begins to roam the land in search of his identity, while helping everyone he meets along the way. The game is partially open-world, though there's a definite order to missions and the game does keep you on a fairly narrow path, you can still wander about and complete a couple of smaller missions out of order, while also finding upgrades, giving the game a bit more of a non-linear feel. As Zane wanders the land, he is hunted by a mysterious group of soldiers looking to steal his suit, while also running into the person who wounded him in battle, a female mech pilot named Julie. At first, Julie seeks to kill Zane, but as she realizes the kind of person she injured, she begins to long for atonement, and ultimately becomes Zane's primary love interest, helping him evade the people trying to kill him while also helping him to discover his identity. However, once Zane does remember who he really is (toward the end of the game), he becomes angry and murderous toward Julie, and must learn to forgive her if the two are to work together to safeguard the battle suit. ZVX is actually a fairly short game, despite its partial non-linearity. It takes about 2-3 hours to complete the main campaign, depending on how skilled the player is. Reviewers see the game more as a technological showcase for the iPod Play's graphical power than as a serious killer app, but overall reviews are fairly good. Sales are mediocre, but those who do play the game generally enjoy it.

    -

    Call Of Duty


    The iPod Play version of Call Of Duty is released in December 2005. Half a port of the original game, and half a spinoff, the game is a retelling of one of the campaigns of the original 2003 title, specifically the American soldier campaign. It follows an American soldier after he lands at Normandy, but rather than switching back and forth between this American soldier and a British one, it stays with the soldier throughout the game, and fills out the game with new missions for him to complete, telling an alternate story to the original title's campaign. This focus on a single soldier makes the iPod Play's Call Of Duty about 30% shorter than the original game's campaign mode, but it makes up for that with quality graphics and tight gameplay that's quite similar to what one would find in the console games. The lack of a dual stick control scheme does make the iPod Play's Call Of Duty a bit more simplistic than the console versions, but the game controls similarly to how most pre-dual stick FPS titles do, and ultimately plays pretty well all things considered. The game also features an online multiplayer mode, and this is heavily promoted in the runup to the release of the game as one of the first major handheld multiplayer FPS titles. While lacking some features of a typical console Call Of Duty multiplayer mode, it's still got a variety of modes and features, and is fairly popular for a while after launch. The iPod Play's Call Of Duty is generally well received (certainly not the failure that the OTL Vita Call Of Duty game was), and considered to be one of the best handheld FPS titles released on a handheld to date. Sales are quite strong and it would be pushed as a big selling point for the iPod Play during the holiday season.

    -

    Supernova Appears To Have Won Black Friday, But Overall Handheld Sales Look Strong For The Holidays

    The early sales numbers from Black Friday are in, and though we don't have exact figures, indications are that the new Supernova handheld from Nintendo managed to outsell Apple's strong iPod Play by a small margin. The Supernova, with its slightly better graphics and lower price tag, was a hot seller on the day after Thanksgiving, despite the lack of any true "sales" for the device because of its newness (though some retailers did offer up a $25 gift card with a Supernova purchase). Though some sellouts were reported, most would-be buyers reported little trouble getting their hands on one, even those who showed up later in the day. This is likely due to Nintendo's heavy production of the device, combined with lower than expected sales. As for the iPod Play, it's still retailing at $299 for the base model, and no major discounts were reported on Black Friday, though that didn't keep Apple's handheld from reporting strong sales as well. While supply is starting to catch up with demand, it's expected to still be somewhat difficult to find over the holidays. Sales have generally been slowing down for the iPod Play over the course of the year, despite hit games such as Sonic Blaze and Virtua Fighter Infinity being released for it. It's becoming easier to find, and isn't considered one of the must-have gifts of the holiday season like it was in 2004. Still, the iPod Play's future looks bright: it's got a strong slate of games coming in 2006, and sales are still strongly outpacing those of its fellow Apple console the Katana, which appears to be on its way out.

    In fact, handhelds may indeed be the best selling game devices of the season. A recent forecast released by a leading industry analyst predicted what the top selling game devices in December would be, and here's their list:

    1. Game Boy Supernova
    2. iPod Play
    3. Nintendo Wave
    4. Microsoft Xbox
    5. Apple Katana

    While on one level it shouldn't be surprising to see this list arranged the way that it is, considering that it's ranked in order of the release date of each of these devices, this is the first time ever that a gaming handheld has occupied the top place on this chart. The Nintendo Wave is still selling strongly, and is expected to pass the Xbox in overall worldwide sales by the end of 2005 (if it hasn't already, after reporting a strong Black Friday as well). The Supernova and iPod Play are expected to remain neck-and-neck throughout December, and though the Supernova is favored to come out on top, the iPod Play may yet make a push for #1 if supply continues to outpace demand as it has started to do in the latter half of this year.

    -from an article on Games Over Matter, posted on December 9, 2005
     
    Fall 2005 (Part 6) - A Tale Of Three Threes
  • Tom Clancy's Splinter Cell: Chaos Theory

    The third game in the acclaimed series of stealth titles from Ubisoft, Tom Clancy's Splinter Cell: Chaos Theory shares its name with OTL's third Splinter Cell game, but has a different plotline and somewhat different gameplay. Chaos Theory was developed by a different team than the Shadow Strike team, and so there are noticeable gameplay differences from that title, with the addition of computer hacking and a different way of measuring Sam Fisher's level of camouflage than the OTL game. Fisher has a large number of brand new weapons and gadgets at his disposal, including many of the different kinds of grenades available in the OTL title. There's also a large amount of non-lethal weaponry at Fisher's disposal, and this is actually meaningful, as he has the option to get some people to do various things for him if he leaves them alive, making some segments easier and enabling him to avoid enemies if he can create a distraction or have someone else take out enemies for him. The game's plot involves Sam Fisher intervening in a European conflict after a faction from a breakaway Balkan nation goes rogue and attempts to establish its own microstate by using economic sabotage to force the hands of various European nations. Fisher learns that this nation is being funded by an international corporation who aims to set up an untouchable tax shelter but also to set up a hub to commit various technology-related crimes and perform unethical research. While Fisher attempts to stop this corporation from achieving its goals, he must navigate a dangerous diplomatic entanglement after the computer hackers pit several powerful European countries and the United States against one another, including a mission that involves kidnapping two European diplomats and locking them in a room together so that Fisher can present key evidence to them that averts an international crisis. The game is the closest Splinter Cell yet to a James Bond adventure, though it's more in the gritty style of the OTL Daniel Craig Bond films than in the lighter-hearted Bond films of earlier years.

    Featuring the same strong graphics, sound, and gameplay that have become a hallmark of the Splinter Cell series, Chaos Theory is quite positively received, though not as positively as the OTL game, due to a plot which is seen as a bit implausible and derivative. The game also doesn't introduce quite as many of the innovations that the OTL game introduced to the series, and the multiplayer isn't as positively received as well. The Splinter Cell series just isn't quite the blockbuster that it is IOTL, which can be attributed to Ubisoft's attention being spread amongst more franchises, including fellow Tom Clancy franchises Rendition and Delta Force, and also the Blackheart series. Still, it's a very good game, and one of the best selling games of November 2005 when it's released for both the Wave and the Xbox. It becomes the first Splinter Cell game to perform better on the Wave than on the Xbox, though only slightly.

    -

    Call Of Duty 3

    Call Of Duty 3 is the third game in Activision's FPS series. Released for the Wave, Katana, and Xbox, it once again revisits the battles of World War II, and returns to the series tradition of including multiple campaigns, after the single campaign of Call Of Duty. Call Of Duty 3 features three campaigns: an American campaign, a French campaign, and a Canadian campaign, and these campaigns are separate, rather than linking to one another as in the OTL game. The American campaign is quite similar to the OTL game's American campaign, featuring the breakout from the beach at Normandy and following American troops as they march through France toward Paris. The French campaign follows a squad of French soldiers who rescue a beautiful resistance spy, who aids them over a brutal week-long series of battles against the German occupation, while the Canadian campaign follows a group of soldiers who must come to the aid of a British squadron taking heavy fire from a German ambush, then link up with American and British soldiers to liberate a French city. The gameplay itself, apart from some minor polish and graphical improvements, hasn't seen much of an upgrade since the previous game, with most of the attention going to the multiplayer in order to make it a more robust, detailed experience. The improvements to the multiplayer, made because of the increasing popularity of online FPS gameplay, are numerous and significant, and include a dynamic objective mode where the objective of the match can shift according to what's happening. The dynamic objective mode, while a bit rough (it tends to favor the "losing" team in a lot of cases, which frustrates teams with a lot of skill), is popular for casual play, which is what most of Call Of Duty consists of at this point, as competitive tournaments are still largely absent for this game.

    Call of Duty 3 is generally positively received upon its November 2005 release, and is especially popular on the Xbox and the PC, while it does decently on the Wave and fairly poorly on the Katana. It's seen as more of a baby step up from the previous game rather than a transformative iteration, though the series is still considered to be one of Activision's rising stars. Sales are the best yet for a Call Of Duty title, though the franchise isn't quite a blockbuster. The developers are still fairly keen on continuing with the World War II theme for the series, though they do realize it's starting to grow stale. Activision aims to make Call Of Duty 4 their "blowout" game for the World War II setting, before attempting somewhat of a revamp for the seventh generation consoles.

    -

    Novus Ordo 3

    The third game in the Novus Ordo series is released for the Xbox and Wave in December 2005. It continues from the events of the previous game, where Tessa attempted to sacrifice herself to rid the world of the Novus Ordo supercomputer that had been attempting to gain control of world affairs. She succeeded in destroying the computer, but its agent Vicus absorbed the computer's memories and protocols into his body. Several years later and Vicus is now embued with incredible knowledge and new telekinetic powers gained from his absorption of the Novus Ordo computer. Though Tessa's sacrifice and lessons still echo in Vicus' mind, he ultimately chose to continue his path of evil and domination, and in Novus Ordo 3, Vicus is now attempting to stomp out the last pockets of resistance to his rule over the world via the use of an artificially intelligent army to carry out his will. The stealth mechanics of the previous two games have been completely eliminated, instead the game plays a lot like OTL Infamous, with Vicus utilizing his powers to destroy his enemies and sow chaos. He can shoot electricity, throw and move objects, and even command robots. His primary opponents are the united armies of the human resistance that have risen up against him, and the game's missions depict Vicus as he goes around the world, visiting various countries and cities in order to cement his rule. The franchise has largely returned to the remorseless villainy of previous titles, though we do see that Tessa's memories are still giving Vicus some internal conflict, and some of the rebel leaders seem to get through to him as well. The main antagonist of the game is a young, noble resistance general named Sacre, who leads an army of artillery and soldiers who serve to liberate areas conquered by Vicus' robot armies. Sacre encounters Vicus numerous times over the course of the game, echoing sentiments that Vicus remembers Tessa using. Eventually, Vicus learns that Sacre is in possession of a flash drive that contains the remnants of Tessa's mind and memories, which were uploaded into Novus Ordo in an incomplete form during her capture by the organization. Vicus later learns that the other fragments of Tessa are within his own mind, and that he is unable to excise them without destroying himself or relinquishing his powers. Toward the end of the game, Vicus undergoes an operation to temporarily remove his powers, also removing Tessa's fragment from his mind, in hopes of completely destroying all trace of her once he gains Sacre's flash drive. He raids the headquarters of Sacre's army and battles Sacre, ultimately defeating him and obtaining the drive. He returns to his own headquarters, only to see the information from his mind has gone missing, and is then attacked by a regenerated Tessa, who not only possesses her full intact memories (made from a copy of Sacre's flash drive combined with the information downloaded from Vicus' brain) but also Vicus' old powers as well. Vicus still manages to defeat Tessa, but is mortally wounded in the struggle. Tessa lays across from him and the two have one final conversation before she dies. Vicus begins to stand up when an injured but alive Sacre, along with several of his remaining living soldiers, enters the room. Vicus, realizing he's about to die, just laughs as Sacre takes aim to finish him off. Vicus offers up one final defiant, cocky line before Sacre finishes him off. Vicus and Novus Ordo have been at last defeated, but the world has been forever changed.

    Novus Ordo 3 is received with mixed reviews. The switch from a smart stealth system to a somewhat clunky action title is criticized heavily, and Sacre is seen as being a much weaker character than Tessa was. It's still fun to control Vicus, and Jeffrey Dean Morgan's voiceover performance of him is highly praised, but the third Novus Ordo title receives some of the weakest reviews in the series. Sales are still good, though not quite as good as the previous game, and ultimately the trilogy goes out with somewhat of a whimper. Unlike the Arbiter Of Sin series, however, Novus Ordo has a good chance to get a new game down the road...
     
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    Fall 2005 (Part 7) - Xbox Lives On With Dual FPS Hits
  • Red Sun 2

    Red Sun 2 is the sequel to 2004's hit Xbox exclusive FPS title Red Sun. After the major critical and commercial success of that game, a sequel was inevitable, and rushed into production for the 2005 holiday season. The game plays much like the last one, sharing the previous game's advanced AI and close-quarters combat, along with the need to rely on one's squadmates during missions, in both single player and co-op. The game has added numerous elements to the close-quarters gameplay, such as the ability to incapacitate enemies rather than kill them (for the purposes of gleaning information), and has also added dynamic enemy abilities, so that one soldier is never exactly alike another soldier. This makes the combat more realistic than ever, and firefights tend to be shorter as well, with an emphasis on cramped battles with enemies in very close quarters and the use of tactical positioning and stealth. One reviewer calls it "an FPS that plays like Metal Gear Solid", and the non-AI related enhancements carry over to competitive multiplayer mode, for tense, stealthy battles. The plot of the game continues from the last one, with Chris Severn returning as the protagonist. One member of Red Sun, an American named Logan Mitchell, has survived, and he vows to carry out revenge. He tracks down and kidnaps Severn's wife and young sun, and Severn has to persuade his team to help rescue them. In the meantime, Mitchell is planning a massive attack somewhere in the world, and the team needs to find out where and stop it before it happens. This comes into conflict with Severn's rescue mission, and a key theme of the game is the conflict between family and duty, and how far Severn is willing to go to save his family. The conflict is much more intense and personal in this game, as opposed to the "save the world" conflict of the original, and the personal nature of the conflict is reflected in the game's battles, which oftentimes are intense and brutal. Severn often finds himself going "too far" in dealing with Mitchell's men, and his own team has to talk him down on numerous occasions. The campaign is a bit shorter than that of the first game, with much less scope, but it's still an enthralling and thrilling campaign. About a third of the way through the game, Severn "goes rogue" and leaves his team in order to try and save his family, though he eventually does manage to get his friends back to his side. They foil the attack and help Severn rescue his wife and son, and though the two are badly shaken by their time in captivity, they're ultimately unharmed, reuniting happily with Severn after he and his team take down Mitchell. The main focus of Red Sun 2 is its multiplayer, specifically its online multiplayer, which has seen major improvements and is getting the biggest push from Microsoft since the launch of The Covenant 2. Red Sun 2 contains more than half a dozen more maps than the previous game, and with plenty of new weapons and game options, it's the most robust online multiplayer mode of any console FPS to date. In addition to competitive modes, there are co-op missions, both in the campaign and separate. In fact, a criticism of the game is that "the online multiplayer missions are more entertaining than the campaign". While the campaign is hardly an afterthought, it's clear that much of the work on Red Sun 2 went into the multiplayer.

    Red Sun 2 is released on November 8, 2005. It's quite well received by critics, though it doesn't quite achieve the glowing reviews of its predecessor. The multiplayer mode is fun, thrilling, and popular, and the campaign, while a bit short, is generally praised as well. The game becomes extremely popular amongst Xbox Live subscribers, and has a much better first week of sales than the original game, becoming one of the Xbox's biggest hits of the holiday season.

    -

    Battlefield 2

    Battlefield 2 is a first-person shooter title created by DICE. It's the second game in the Battlefield series after Battlefield 1942. ITTL, Battlefield Vietnam never gets made, as Ubisoft acquired DICE in late 2003 (narrowly outbidding Take-Two Interactive) and set them to work making Battlefield 2. Though the game includes a few elements of OTL's Vietnam, the game would ultimately most resemble OTL's Battlefield 2, with nearly every element and gameplay enhancement of that classic FPS title. Like OTL's game, Battlefield 2 is exclusively multiplayer, though it does include a short single-player "campaign", about 8 missions total, to allow players to learn the basics of the game's controls, classes, and combat. The training/campaign mode chronicles the opening skirmishes leading up to the Sino-American war depicted in the main multiplayer part of the game, and sees American soldiers engaging proxy fighters in various nations around the world, with a lieutenant character (played by Gary Sinise, deliberately cast for the role because of his role as Lt. Dan in Forrest Gump), giving the player "orders" that double as tips for the game. The campaign mode is strictly optional, as players can jump into the main multiplayer element right from the start. Similarly to the OTL game, the multiplayer mode includes a "commander" character responsible for leading their teams on the battlefield itself.

    Battlefield 2 is released for the PC in July 2005, and the Xbox port of the game is released in December 2005. The decision to port the title to the Xbox largely came from Ubisoft, and the decision of an Xbox port over a Wave port was due to the Xbox's more robust online community. The PC title features 32 and 64 player maps, while the Xbox title features only 32 player maps and below. Though the Xbox version of the game is significantly downgraded in terms of graphics, the core gameplay remains identical. A great deal of care was taken to produce an optimized experience for Xbox players, so that while Battlefield 2 would never be as good on the Xbox as it is on the PC, it remains one of the best shooters on the console, pushing the system to its limits and providing the same strategic and epic combat gameplay of the original PC game. The PC version was also made with great care, to ensure that no compromises were made to produce the Xbox port. The Xbox port was made largely by a different team than the PC version, with only a few shared members between each team to ensure that both games would play nearly identically. This shows in the game's review scores: The PC version receives a 95% on Gamerankings, while the Xbox version receives an 88%, significantly lower but still considered an excellent game. The PC version would sell similarly to OTL's version, reaching a million sales in a short period of time, while the Xbox version would take a bit longer to reach that mark but still achieves it in less than six months. Both versions are among the most popular FPS online titles for their platforms soon after their release.
     
    Fall 2005 (Part 8) - A New Reality For Mega Man?
  • Victory: Parallel Reality

    The sequel to 2001's Victory, which itself was Capcom's reboot of its SNES-CD shooter franchise, Victory: Parallel Reality is a third person shooter released for the Xbox and the Wave. The game is both a sequel to 2001's game and also a sequel to the original 1995/1997 games, linking the two realities together via the opening of a wormhole that threatens to destroy both universes. This game is much more faster paced than 2001's title, ditching the stealth and tactical battles of that game for a much looser, free-wheeling style of combat that sees protagonist Nash Grieves able to fire at many more enemies at once, charge through them with powerful melee attacks, or even open up powerful wormholes in battle to combat enemies with. The game also contains "parallel reality" segments that emulate the top-down playstyle of the SNES-CD games, though with enhanced graphics and gameplay. During a mission, various characters can communicate with Nash, and context-sensitive commands often appear after a dialogue, which can be used to strike an enemy's weakspot, enter a secret area, or gain an attack boost. Parallel Reality deliberately plays much faster than most contemporary shooter games, making it feel much more like an old school, almost borderline arcadey title. Despite the old school feel to the game, it is mostly a serious and dramatic game, though it does have moments of comic relief, especially for fans of the original series. Released during the 10th anniversary of the original game, Capcom really goes the extra mile to make longtime fans of the series feel a lot of nostalgia, treating its old school characters with respect and affection. In an interesting twist, the game features different voice casts for the "modern" and "original" versions of its characters: the reboot series characters are played by a Los Angeles-based cast, while the original series characters are played by their original Toronto voice actors, creating an effect almost like the OTL Turtles Forever reunion special, which also featured different voice casts for different iterations of the same characters.

    Victory: Parallel Reality begins as Nash and Kirala are training a group of soldiers. The two are implied to be dating, but aren't overly affectionate with one another. On a training mission that goes a bit south, Nash notices some strange anomalies, which eventually lead to the destruction of a space station (fortunately, Nash manages to evacuate everyone before it falls back to Earth). Nash decides to visit a scientific expert, who turns out to be Miki Akayama. In the original series, Miki was a young and fairly chipper hacker girl, while in the reboot series, Miki is a bit older, somewhat curvier, and though still a brilliant scientist, is presented as somewhat of a sexy love interest for Nash (indeed, Nash, Miki, and Kirala would become a bit of a love triangle during this game). Miki discovers something disturbing: a tear has been made in the fabric of reality. Miki has recently been in communication with an unknown person who turns out to be the parallel universe's Miki. The alternate Nash, Jett, and Miki soon make their first appearances. They're all presented as being a bit older than they were in Victory 2, though Parallel Miki is still younger than current Miki, and still sort of a dork, if a bit more jaded. At first, Nash, Kirala, and Miki can only communicate with the parallel universe via the computer and occasionally indirectly, but as the wormhole opens even more, the two groups of heroes eventually meet, with Parallel Jett smitten with Kirala early on (though Kirala insists she and Nash are a couple, despite Miki's flirting). The two groups end up battling mostly against mercenary soldiers with strange but powerful particle weapons who seem to be pouring through the wormhole and attacking various Earth installations, most notably particle accelerators. As it turns out, this is due to the machinations of Jett Sharklund (who hasn't yet appeared in the reboot universe and now we know why). Jett has been using Galfaxis technology to create a portal to an alternate reality, with the help of a mysterious cloaked woman who turns out to be an evil parallel version of Kirala, a powerful interdimensional warlord who seeks to conquer all realities (this horrifies Kirala, who gets made fun of by Miki many times for it). Jett and Parallel Kirala attempt to kill their counterparts Kirala and Parallel Jett, but are stopped by the combined efforts of both Nashes, who force them to retreat. After Parallel Kirala is introduced, the game gets a lot crazier, with a lot of interdimensional travel, trans-dimensional computer hacking by both Mikis (who make an outstanding team despite their differences), and badass action from both Nashes, while Parallel Jett spends a lot of time hitting on Kirala to no avail. Eventually, Parallel Kirala is killed in a grand space battle, while Nash and Jett have a fierce final showdown after Jett seemingly fatally wounds Parallel Nash and Parallel Jett. Nash wonders why he and Jett couldn't have become as close as the Nash and Jett from the parallel universe, and makes a plea for Jett to cease his actions, but Jett is too angry over Parallel Kirala's death to see reason and Nash is forced to finish him off. The game ends with Parallel Nash and Parallel Jet recovering from their injures and returning to their own reality with Parallel Miki as the wormhole closes. Nash once again gets some much needed rest and it's implied that he and Kirala are still a couple, though Miki still hasn't stopped flirting with him.

    Victory: Parallel Reality is considered a good, but not great shooter game. It's very popular amongst fans of the series, but outsiders have a bit more trouble getting into it, and the parallel universe storyline is at times quite confusing. Despite the game's flaws, it's still quite a strong seller when it's released for the Xbox and the Wave in October of 2005. Seen by some as another "finale" for the series, fans are left wondering if it'll get yet another reboot when the next game is made for the seventh generation consoles.

    -

    Mega Man 9


    Mega Man 9 is the ninth main series title in the Mega Man series, the follow-up to 1999's Mega Man 8. This title has been designed with the new generation of handhelds, the Supernova and iPod Play, specifically in mind, and features far superior graphics to the last Mega Man title, with graphics and sound quality superior to OTL's Mega Man Powered Up game. Despite the presentation improvements, which include next gen graphics, excellent music, and voice acting both in-stage and in cutscenes, Mega Man 9 is at its heart a classic Mega Man game, featuring the classic Mega Man formula, which includes progressing through stages utilizing weapons taken from powerful boss robots and executing skillful platforming. The platforming in Mega Man 9 is a bit easier than old school Mega Man games (and easier than OTL's Mega Man 9), but still difficult compared to contemporary platformers. In addition to weapons and power-ups, Mega Man 9 features numerous special gadgets that enhance Mega Man's abilities, including the ability to place a turret, the ability to ride Rush in certain parts of stages, a temporary shield, and numerous other enhancements. The game has been balanced for these, so they don't make things overwhelmingly easier. Mega Man's appearance is a bit more mature than what's featured in the Powered Up games, where he looks like a big-headed chibi character. He still looks like a kid, and is smaller than Mega Man X, but his body is slightly taller. Mega Man 9 is a mix retro love letter/contemporary action platformer, with a mix of old school Mega Man enemies and brand new enemies that present all new challenges. The voice acting is performed by a Toronto-based cast, with Julie Lemieux as Rockman/Mega Man, Alyson Court as Roll, and John Stocker as Dr. Light AND Dr. Wily, all of which give performances considered VASTLY better than Mega Man 8's cast (even with the voice acting improvements in this timeline, Mega Man 8 still has a spectacularly bad dub with terrible voice direction, and "Dr. Wahwee" is still a thing in that game).

    Mega Man 9's plot is quite similar to that of previous games in the series: Dr. Wily is at it again, and Mega Man must stop him. You have the option to travel to up to eight different levels when starting the game, and each of the evil robots has a weapon that one of the others is weak to. Three of the bosses from OTL's Mega Man 9 actually make it into this game: Concrete Man, Galaxy Man, and Plug Man, while there are five original Robot Masters, including two female ones: Bombardier Man, Hyper Man, Pit Man, Archer Woman, and Ninja Woman. Defeating these Robot Masters is only the beginning of the game: once all eight are defeated, it opens a route to Wily's fortress, but as it turns out, Wily's fortress is in the middle of a gigantic city, and Mega Man must traverse the city, which includes six levels in all, including rematches with all eight Robot Masters (two in each of the first four levels), and eight more original bosses spread out amongst the six levels, including a brainwashed Proto Man, but not including Dr. Wily himself, who battles Mega Man inside a giant robot that has four layers. Each time Mega Man destroys a layer, the robot gets smaller but also faster and has deadlier weapons, until the robot's final form, which is actually Wily in an Iron Combatant-esque mech suit. Finally, Dr. Wily is defeated, and like in the OTL game, Mega Man spares Dr. Wily's life after he begs for mercy (but only after remembering all the other times Dr. Wily begged for mercy before).

    Mega Man 9 is considered the best Mega Man game in many years, perhaps since Mega Man 2 back on the NES. A refreshing mix of platforming challenge and slick new production values, it's a big early hit for the Supernova, but actually does even better on the iPod Play, the console it was originally designed for before Inafune was convinced to port the game over for the Supernova as well. As the first Mega Man title for the iPod Play, it introduces the franchise to a group of fans who've never gotten to enjoy a Mega Man game before, and despite the difficulty, it's a hit amongst younger and casual players too. With excellent review scores and excellent sales, it goes a long way toward reviving the franchise as a Capcom staple, though its console spinoff counterparts aren't performing quite so well.

    -

    December 1, 2005

    Kenzo Tsujimoto, president of Capcom, looked out at his beautiful surroundings. The meadows were a lovely shade of green in the cool December air of Northern California, and the bay windows of the elegant room he was seated in gave him a front row seat to the splendor of Napa Valley.

    "It's amazing out here, isn't it?" asked Steve Jobs, who was seated across from Tsujimoto at an ornate white table.

    "It's very lovely," Tsujimoto replied.

    "And you've been a most gracious host," said Jobs, lifting his glass of wine and taking a sip. "But I know you didn't invite me up here to sip wine and watch the meadows bloom."

    "I have been extremely impressed with what you've done with Sega," said Tsujimoto, "and your iPod Play is an incredible gaming device."

    Jobs smiled proudly, though he hid his smile behind another sip of wine.

    "We've sold nearly ten million units thus far," said Jobs, "and we're just getting started. Project Pippin has been taking shape amazingly fast, I'm hoping we can release our new console by the end of 2006."

    "I would be proud to have Capcom as a major developer for your new console," said Tsujimoto. "Unfortunately, the business realities of our current situation would prevent a general exclusivity deal."

    "Understandable," replied Jobs, realizing that producing Nintendo games was still far too lucrative a business opportunity for Capcom to easily relinquish, including its Nintendo exclusive (for the time being) Star Siren franchise and its upcoming exclusive release of Street Fighter IV for the Nintendo Wave. "However, we would like to have several Capcom franchises made exclusive to Apple's consoles. They could be original IPs, though established properties would be preferable."

    "We were prepared to make Mega Man 9 an iPod Play exclusive before seeing what the Supernova could do."

    Jobs smiled and shook his head.

    "You haven't seen anything yet," he replied. "In addition to an iPod Play upgrade in the works that will make it a far more capable gaming platform than the Supernova, we have another project in the concept stages that I feel will revolutionize mobile gaming. I think any agreement between our two companies should start with making Mega Man and its spinoffs exclusive to Apple products, starting with Mega Man 10. And...what do you have in mind for Resident Evil 5?"

    Tsujimoto couldn't mention that he'd already tentatively started development on Resident Evil 5 for Nintendo's Wave successor, which Capcom had received the development kit for earlier in the year. However, the development on Resident Evil 5 had only just begun, and the game's focus could be shifted to Apple's upcoming system. While weaker than Nintendo's new console, Apple's system was no slouch, and could handle virtually any game that the Wave successor could.

    "It may be possible for that game to be an Apple exclusive, but it will take time and may result in a delay of the game."

    "You worry about that, just know that we're willing to pay good money for exclusive titles. How about Star Siren?"

    "That will remain a Nintendo franchise for the foreseeable future," admitted Tsujimoto. "We've already begun project on a game for the Supernova."

    Jobs didn't look pleased with this news, but he sipped some wine and thought briefly to himself.

    "Doesn't matter. You'll be competing with Deva Station then."

    "It would be acceptable to begin developing Mega Man games exclusively for Apple," said Tsujimoto. "And as it pertains to Resident Evil 5, we'll get back to you."

    Jobs remembered how big of a hit the original Resident Evil had been for the Saturn. In fact, it had arguably been the first game to really push Saturn units into homes. If Resident Evil 5 could come to Project Pippin as a true exclusive, it might be one of the biggest exclusives Apple could possibly land. As for Street Fighter and Star Siren, they weren't necessary. Street Fighter was nowhere near the blockbuster it once was, and Jobs had an answer for Star Siren. He now had to convince Tsujimoto to have Capcom develop some good exclusives for Apple.

    The conversation continued, and the wine kept flowing.
     
    BONUS: Super Smash Bros. Clash Intro Cutscene
  • (Authors' Note: Here's another bonus treat to get you all hyped up for the Super Smash Bros. Clash update. Clash won't be in the next update we have planned but it's in the one right after, and I went ahead and scripted out the game's introductory cutscene. Clash uses the same theme song from OTL Brawl, composed by Nobuo Uematsu. I'm not sure if the butterflies would allow for that, but I'm taking a Rule of Cool exception and using the same song :)

    Here's the OTL Brawl intro for comparison:
    )

    -

    *The camera pans over a cliffside at sunrise, showing the 41 playable characters in the game. As the camera pans over all of them now, the game's logo is shown: SUPER SMASH BROS. CLASH*

    Audi famam illius

    *Just like in the OTL intro, Mario is shown first, and then Link, swinging his sword, followed by Kirby, jumping up and down.*

    Solus in hostes ruit

    *Simon Belmont is shown swinging his whip at various foes comprised of computer pixel data, then Marth and Shirei are shown, standing back to back ready to fend off what looks like polygon ninjas.*

    et patriam servavit

    *Another scene close to the OTL intro shows Meta Knight flying around, then Donkey Kong roaring triumphantly. Then Diddy Kong is shown, doing a double hop into a barrel.*

    Audi famam illius

    *Shad is shown pointing his pistol at a polygon ninja, then Ganondorf laughs as his fist glows with dark energy.*

    Cucurrit quaeque tetigit destruens

    *A rapid-fire montage of scenes plays out, showing Peach swinging her frying pan at a foe, Zelda firing her bow before transforming into Sheik, Rebecca swinging her dual swords around, and the OTL scene of Zero Suit Samus looking up at her Varia Suit.*

    Audi famam illius

    *A quick Final Smash demo is shown here, with Captain Falcon hitting people with cars, Bowser transforming into Giga Bowser, and Solid Snake calling in a grenade strike.*

    Audi famam illius

    *A couple of OTL scenes appear here, including the Ice Climbers jumping up and down and Ness defending a cowering Lucas, before we get a scene of a snooping Jade taking a photo before being grabbed from behind, only to fend off her attacker with a staff strike and finishing with a staff pose.*

    Spes omnibus

    *Joanna Dark is shown talking to her sister Velvet in a holographic pop-up window, then we see the Battletoads brawling with strange polygon lizards before striking a quick battle pose.*

    Mihi quoque

    *We see the first part of the OTL Solid Snake scene, but it's interrupted by Vapor Snake phasing into view in front of him and the two begin brawling.*

    Terror omnibus

    *Another OTL scene of Wario riding on his motorcycle, then Cloud Strife shows up and does Omnislash on an enemy, we see some in-game scenes of Pikachu, Morticloak, Yoshi, Ash Beckland, and King Dedede*

    mihi quoque

    *The four members of Squad Four: Shad, Marcus, Rebecca, and Lane, fight off a bunch of enemies before striking a heroic pose and looking out at what appear to be incoming challenge. Sora appears, steps forward, and Donald and Goofy appear on either side of him, ready to fight.*

    Ille iuxta me

    *The OTL scene of an Arwing flying toward the Halberd appears, then we get more cutscenes from adventure mode, including Samus fighting Ridley, Woofle interrupting a fight between Mario and Solid Snake by jumping on top of Snake and licking him, Link and Luigi helping each other battle a gigantic earth elemental boss monster, Pit looking bewildered as the Battletoads flex and pose in front of him, and Cloud and Jade looking up worriedly as a huge dragon flies overhead.*

    Ille iuxta me

    *Rebecca comforts Lane as Marcus and Shad stand nearby looking sad about something, Ridley breathes fire at Morticloak, and we see Woofle fetching a disc fired out by R.O.B.*

    Socii sunt mihi

    *Sora raises his Keyblade, sealing off a world just before a huge invasion of polygon shadow creatures can enter, then we see Ness lifting up a big rock with his powers as Zero Suit Samus looks on.*

    Qui olim viri fortes
    rivalesque erant

    *OTL's in-game stage montage appears here, though with a few different stages from OTL, including the Battletoads sled stage, a version of Traverse Town with random Heartless appearances and Disney cameos, and a stage based on Hillys featuring a large open water area with a cyberpunk town on each side.*

    Saeve certando pugnandoque

    *More cutscenes now, including the OTL scene of Pikachu defending a downed Samus, a scene of Ganondorf victoriously laughing, a scene of Link riding his Railboard alongside Jade on an aerial scooter, Fox and Shad both shooting at something, and Meta Knight and Vapor Snake sparring with one another.*

    Splendor crescit!

    *The song rises to a crescendo with several more OTL cutscenes, we see Fox piloting his Arwing, Kirby on a Warp Star (but this time instead of Peach clinging to him, we see Shirei riding alongside him with her sword), Bowser leaping into battle with a bunch of his minions, and Mario and Link dodging laser fire, but then we get a bunch of original cutscenes including Sora and Cloud rushing into battle together, Samus watching Joanna Dark hack into a computer, Ash Beckland narrowly dodging a lethal sword swing from an unseen cloaked foe before returning fire, Donkey Kong and Diddy Kong high fiving, Luigi and Lane clutching each other in fear, and Vapor Snake removing her mask in front of Sheik, who then transforms into Zelda and smiles at her. The intro ends, as the OTL one does, with the Halberd flying majestically over the water out of one dimension and into the other before the song ends.*
     
    Fall 2005 (Part 9) - Ubisoft's Deserted Island Games
  • Far Cry

    Like OTL's game, Far Cry is a first person shooter developed for PCs by Crytek and published by Ubisoft. Released in the summer of 2004, the game was one of the most impressive looking PC titles of its day and a successful game, as IOTL. Seeing how successful and high quality the game was on PC, and having become acquainted with the capabilities of the Nintendo Wave because of their work on Beyond Good And Evil, Ubisoft decided to commission a port of the game to the Nintendo Wave, despite the heavy graphical downgrade the game would need to receive. Ubisoft believed the game could be a hit on the Wave, and that Crytek would be able to produce a high quality, good looking console game, and that developing a downgraded version of the CryEngine tailored to the Nintendo Wave would be good practice for another potential Wave game or even a Wave successor game down the road. The result was a mixed success: Crytek was able to port the entire game over to the Wave, but it was definitely a downgrade from the PC version, and the game was heavily bashed by fans of the original. Despite this, it looked outstanding for a Wave title, among the best looking Wave games to date, with detail on par with Velvet Dark: Synthesis and water graphics on par with Thrillseekers. Enemy AI works exactly like it does on the PC version, allowing enemies to summon help, and having enemies engage in independent conversations with one another, cluing the player in to their activities. The game also maintains the open-ended gameplay of the original, with players able to navigate large areas and complete their objectives in a variety of ways. This is fairly novel to a console game, and another factor that wins the Wave version a high degree of praise.

    As for Far Cry's plot, it's affected quite a bit by butterflies and is different from the original, though certain elements remain in the game, including a female reporter character who's actually a member of the CIA, and the protagonist, whose name is Eric Klyder (rather than Jack Carver as in the original game), needing to explore a large archipelago to find his way home. After Klyder is separated from the reporter (whose name is Susan) and becomes stranded on one of the islands, he learns of a plot to produce a new drug on the island, a super addictive drug that has latent mind control properties, and that its creator, a former drug czar turned rogue chemist named Whitaker, is looking to create an army of mind controlled super soldiers to hire out to various countries. Klyder must battle against Whitaker's mercenaries and the mind controlled victims while searching for Susan. At one point, Susan herself falls victim to the drug and briefly becomes Whitaker's second in command, but Klyder eventually finds a way to cure her. After adventuring across several islands, Klyder and Susan foil Whitaker's plans and make their way home.

    Far Cry gets a decent reception from critics when the Wave version is released in October 2005. While some, mostly PC-based reviewers, give the game only slightly above average scores, sources like Electronic Gaming Monthly, who focuses primarily on console games, gives it a Silver Award, and Nintendo Power gives it a 9/10. It's considered one of the best Wave FPS games of the year, and a successful port of the original. Working on the port gives Crytek invaluable knowledge in console development and working within limitations, and while the company still largely focuses on cutting-edge PC titles, it does eagerly begin work on a new game once it gets the development kit for the Wave successor console.

    -

    Stranded

    Stranded is an adventure/shooter title developed by Ubisoft. In the works since 2001, the game shares some similarities with Far Cry, though it features much less in the way of combat and is heavily focused on survival and resource management. It stars a man named Ron (voiced by Christopher Reeve) who finds himself trapped on a deserted island, seemingly completely alone (though he later finds out he's not). He has to explore the island and survive using what he finds, and must endure the scourge of nature and eventually the people attempting to kill him. Stranded features the most advanced resource management of any game to date: Ron has a hunger and thirst meter and must satisfy those needs by scavenging around the island, finding food, shelter, and a natural source of water. The player must also watch Ron's emotional state, as he may well go crazy with sadness and grief if those feelings are allowed to manifest too long. While the player is keeping Ron alive, they also have certain objectives to complete that progress the game. The player can address the main quest at their leisure. They also have a number of side quests they can complete, which involve discovering things about the island and who used to live there. The game features a fairly large, open space to explore, which once again draws comparisons with Ubisoft's other game, Far Cry, though in some ways Stranded looks better visually. The game has a fairly small cast, and every person that Ron eventually does meet is ultimately hostile toward him.

    The game begins with Ron washing up on a deserted island after a plane crash that leaves no other survivors. Ron's wife and three children were on the plane with him, and Ron has flashbacks about them interspersed throughout the game. Consumed with grief, Ron is at first unable to focus on anything else but his own pain, but eventually he realizes he'll have to work to survive, and begins to work on acquiring food, shelter, and clean water. Much of the first third of the game has to do strictly with survival and with Ron exploring the majority of the island. We learn a good deal about Ron during this time and if the player does the sidequests, we learn about the island too: it was once home to a mutineering sea crew who thought they could survive on the island but slowly ended up killing one another. Eventually, Ron meets a young woman named Ressa. Ressa claims that she's an American, like Ron, and that she survived the plane accident that brought them to the island. Ron doesn't remember Ressa from the plane, but Ressa knows details about Ron's family. The two spend some time together and Ressa comforts Ron. She displays survival skills that he doesn't have and knows places on the island that he can't get to. Ron seems to fall in love with Ressa, but when given an opportunity to sleep with her, refuses to do so, which Ressa respects. Though Ressa is kind and comforting, Ron becomes suspicious of her when she seems to know more about the island than she should considering how long she's been there. Ressa is also asking Ron some strange questions, questions that he doesn't know the answer to. Ron eventually discovers a camp where Ressa and some men are staying, but before he can learn more, he's knocked out. When Ron awakens, Ressa demands information from him, which he doesn't give her. Ressa and one of the other men begin to torture Ron. It's revealed that Ressa deliberately engineered the plane crash in order to isolate Ron on the island and get information out of him because Ron is a former spy. However, as it turns out, Ressa and her men had bad information, and they saved the wrong man. Ron eventually escapes where he's being held but is pursued by Ressa and the other men, and must flee. He does manage to get a gun off one of his pursuers, and now has to defend himself and find a way off the island, though he also wants revenge for his family. Ron manages to kill a few of Ressa's men, but Ressa and her employer, a man simply known as Omen, are still alive, and Ressa manages to corner Ron again. Though the player puts up a better fight this time, Ressa manages to get the best of Ron and all seems lost until it's revealed that Ron is indeed a former spy and he uses some of his training to get the upper hand on her, leading to a real fight that leaves both of them wounded. The information that Ron has is on three operatives in safe houses around the world, though Omen's mercenaries have managed to locate two of them. The final operative, a woman named Natali, is still alive, and Ron refuses to give her up under any circumstances. Ressa returns to Omen, who tells her that she has one more chance to make Ron talk. Ron finds a way off the island, but Ressa and a group of mercenaries are there to try and stop him. Ron manages to take the mercenaries out and gets on the plane, but Ressa is on the wing of the plane and the two have one last fight. Ron fatally wounds Ressa, but she seems to have the last laugh as she manages to bring down the plane in her dying moments. Ron escapes the wreckage of the plane but is seemingly lost on the island again. However, he follows a trail to where Omen has laid one final trap for him, along with one last group of mercenaries to kill. Ron manages to take them all out and he gets the information he needs to track down Omen, along with finding another way off the island. Ron boards a life raft and heads off the island, and next we see of him is six months later at Natali's safehouse. Natali is the younger sister of Ron's deceased wife, and she smiles as Ron gives her the information that they need to find Omen. The game ends with Natali and Ron together at the graves of their family, promising they'll get justice.

    Stranded receives overwhelmingly positive critical reviews for its graphics and game mechanics. The idea of truly surviving on a deserted island has never been truly pulled off in a game up to this point, and Stranded captures the thrill and emotion of that experience almost perfectly. The voice performance of Christopher Reeve is also highly praised, it's his first role in a video game after spending much of his time over the last ten years doing movies and games. Stranded is released exclusively for the Nintendo Wave on November 8, 2005, and though sales are only moderately good at the time of the game's release, they pick up greatly later on as word of mouth and awards begin to come in.
     
    Fall 2005 (Part 10) - Franchise Fighters With Big Rosters
  • Divine Wrath 3: False Idols
    (Authors' Note: The idea for Divine Wrath and the idea to use the "New Gods" was given to us by the reader HonestAbe1809!)

    Divine Wrath 3: False Idols is the third game in the Divine Wrath series of fighting games, and the second released for the Xbox. Like previous games in the series, False Idols involves dozens of gods from a variety of pantheons battling it out in traditional fighting game style. It's developed by Midway, and the game is as violent and brutal as any Mortal Kombat title. Combine that with scantily clad female deities and the game's use of numerous religious traditions, including the Judeo-Christian religious tradition, and this franchise remains one of the most controversial fighting game series in the industry, if not the most controversial. False Idols is only a modest graphical improvement over its predecessor, which was released in 2002 and was cutting edge for its day in terms of graphics (making False Idols still quite good looking even for 2005). The major focus this time around was on gameplay and thematic presentation. Each character now has two primary finishing moves, in addition to several other new attacks. The game's main fighting system, which is close to the system used in Mortal Kombat but a bit more projectile focused and a bit more fluid, hasn't really changed. Each character now has a LOT more voice acted lines, and says one of more than a half dozen different things before each fight begins. Most notably, False Idols has added 10 new fighters to the roster, while keeping all 35 of the gods from Divine Wrath 2 in the game, making for one of the biggest rosters ever in a fighting game at 45. While three gods from previous pantheons have been added to the roster (the Greek god Poseidon, the Egyptian god Osiris, and the Hawaiian god Kāne), the seven other new gods are not from any religious tradition, but are instead manmade gods, based on icons from modern culture. These gods represent a variety of things that people worship in lieu of religious gods, and also represent a shift in the storyline of the series: the wars between the gods, which have involved the gods killing each other millions of times (because of the millions people playing the game) have allowed the Earth to become saturated with Divine Energy which has become free for the taking. This Divine Energy has taken the form of these New Gods, which have been created by modern human activity:

    Uncle Sam (representative of American patriotism)
    Lady Liberty (representative of freedom, looks like the Statue of Liberty given life and is implied to be in a "relationship" with Uncle Sam)
    Mammon (representative of humanity's greed, Mammon himself is a very greedy god and his attacks involve money)
    Exmachina (a Borg-like figure representative of humanity's dependence on technology and machinery)
    Fanatic (a god born out of humanity's fandom for various things such as celebrities and sports, Fanatic is somewhat like Johnny Cage, very cocky and narcissistic)
    Santa Claus (this is Santa Claus, not really representative of anything, just a homicidal Santa Claus)
    Media (representative of humanity's love of news, information, and TV, this is a goddess who takes the form of a news anchor. Shares a name with a similar character from Neil Gaiman's American Gods, though the two characters are somewhat different, Midway originally approached Gaiman about a crossover between Divine Wrath 3 and American Gods, but Gaiman didn't think such a crossover would be appropriate, however, he did give the Media character his blessing and is given a special thanks in the credits of the game)

    The game borders more on the humorous than the serious: for example, sometimes before a match, Uncle Sam will be pointing at the screen (just like his iconic poster) saying "I WANT YOU..." then the camera turns and he's pointing at his opponent before he continues with: "....to die!", his finishers include blowing his opponent up with fireworks or calling in a nuclear strike, Santa Claus will say things like "You've been very naughty this year!" and his finishers include beating an opponent to death with a sack of coal, and Media's entrance quotes include "It's interesting when people die!" (an homage to the Don Henley song "Dirty Laundry"), and one of her finishers concludes with her doing an upbeat news report on her opponent's death.

    The plot of the game itself initially involves all the original gods (including the "evil" ones like Medusa and Loki) teaming up against the New Gods, believing them to be false idols. Exmachina and Mammon are set up as the main villains, with one of the two of them being fought as the last boss of the game in all arcade mode playthroughs (Exmachina of course fights Mammon in his playthrough and Mammon fights Exmachina). However, in the expanded "story mode", which is basically just arcade mode with more fights, a couple of special fights, and some cutscenes, the game's true villain is revealed: Media, who has been fabricating information about all the New Gods to provoke the war. After either Exmachina or Mammon is defeated in the story mode playthrough, a cutscene shows that Media is actually the ancient Greek goddess Iris, messenger of the gods. Iris originally helped the gods defeat the Titans by relaying crucial messages between them, but after Titanomachia, Iris was left with nothing to do, so she began to circulate rumors amongst the gods that they were plotting against one another, starting new wars and making both sides reliant on her. After the fall of Olympus, Iris continued to spread discord amongst other pantheons of gods, continuing to the present day. After Iris' treachery is revealed, gods such as Zeus and Thor, along with Uncle Sam and Santa Claus, all turn their powers on her, but Iris, to their horror, reveals that she is far more powerful than any of them can imagine: in the last decade since the worldwide proliferation of the Internet, the world has entered the Information Age, with unprecedented access to media sources, and Iris has soaked up all the Divine Energy (while Exmachina has gotten Divine Energy from that too, Iris has been draining him dry). Now Iris is more powerful than any god or Titan, and confronts the player character in her true form, a beautiful, winged, (and nude, but cleverly concealed by light and mist) all powerful goddess and the true final boss of the game. Defeating Iris unlocks her and her moveset as an alternate form of Media. If the player plays as Media or Iris in adventure mode, this all still plays out, but rather than Iris being the final boss of the game, Exmachina is the final boss of the game after taking some of his energy back and revolting against Iris, and winning as Media still unlocks Iris to play as.

    Divine Wrath 3 was initially released to X-Zone arcades in late 2004. After being exclusive to X-Zone locations for a few weeks, it was released to all arcades. The console version is released on October 25, 2005, and is, like the previous Divine Wrath games, a major critical and commercial success, with sales outpacing either of the first two games. While Divine Wrath 3 is extremely controversial, all that controversy just whips up more publicity for the game, and it becomes one of the top contenders for fighting game of the year.

    -

    Super Smash Bros. Clash

    Super Smash Bros. Clash is the third game in the Super Smash Bros. series, released exclusively for the Nintendo Wave. Having much more in common with OTL's Brawl than OTL's Melee, it expands greatly upon the features of the two Ultra Nintendo games, with many of the added minigames and modes that Brawl got OTL, including a multi-hour adventure mode similar to OTL's Subspace Emissary, in which all of the game's characters play a role in the plot and the player must fight numerous boss battles based on enemies from previous games. While some characters from Super Smash Bros. 2 are absent (Dr. Mario, Feraligatr, Cless Alvein), more than a dozen characters were added, making for 41 characters in all:

    Ash Beckland
    Battletoads (the player can switch between Rash, Zitz, and Pimple in battle, each has their own moveset, somewhat like the OTL Pokemon trainer)
    Bowser
    Captain Falcon
    Cloud
    Diddy Kong
    Donkey Kong
    Fox
    Ganondorf
    Ice Climbers
    Jade (primarily fights with her kendo stick but can also temporarily stun enemies by flashing them with her camera)
    Joanna Dark (fights using various technological weapons, she plays sort of like a high tech variant of Ash Beckland and takes a lot of skill to play properly, her sister Velvet is available as an alternate costume)
    King Dedede
    Kirby
    Lane (one of the two new Squad Four characters in the game, he utilizes quick little rabbit punches and traps, playing him is somewhat like OTL's Pac-Man in Smash Bros. 4)
    Link
    Lucas
    Luigi
    Marcus (the slowest of the Squad Four characters, he utilizes power punches and short range projectiles)
    Mario
    Marth
    Meta Knight
    Morticloak (uses his scythe and various darkness-based powers on opponents, he controls a bit like Mewtwo but with more bulk)
    Ness
    Peach
    Pikachu
    Pit
    Rebecca
    Ridley (About the same size as Bowser, perhaps a tad bigger, Ridley can fly and strike with his tail but he's got a massive hitbox, making him tough to play properly)
    R.O.B.
    Samus/Zero Suit Samus
    Shad
    Shirei
    Simon Belmont
    Solid Snake
    Sora (uses his Keyblade and various magic attacks, for those disappointed that Kingdom Hearts isn't an action-RPG ITTL, he controls a lot like he does in OTL's Kingdom Hearts, also he summons Donald and Goofy for his Final Smash)
    Vapor Snake (fights like Solid Snake but a lot faster and with cloaking and teleportation...she's almost like if Tracer from OTL Overwatch was in Smash)
    Wario
    Woofle
    Yoshi
    Zelda

    Like OTL's Brawl, Clash introduces Final Smashes, a special finishing move for each character that usually results in a KO. It also features almost twice the stages present in Super Smash Bros. 2, both old stages from previous games and plenty of new ones, which include stages for many of the new characters. The game also has a MASSIVE soundtrack, bigger than OTL's Brawl, with hundreds of songs, including originals and remixes, from every featured game in the series and many more. These songs are unlockable during play to listen to any time the player wishes. In addition, trophies and achievements appear in the game. As for unlockable characters, you start with a default 25 (Mario, Yoshi, Link, Zelda, Donkey Kong, Samus, Pikachu, Fox McCloud, Kirby, Captain Falcon, Shad, Woofle, Cloud, Luigi, Peach, Bowser, Rebecca, Ash Beckland, Solid Snake, Ice Climbers, Marth, Meta Knight, Diddy Kong, Pit, and Ness) and the remainder are unlocked either by accomplishing certain things in-game (mostly in Adventure mode) or playing a certain number of vs. matches. Unlike OTL Brawl, Super Smash Bros. Clash features a generous amount of voice acting, almost always by the original voice actors, giving the game one of the most star studded voice casts to date. This voice acting almost always shows up only in Adventure Mode cutscenes, though victory animations and in-battle taunts do feature some voice acting too. Traditionally silent characters like Mario, Link, etc. remain so during cutscenes (though obviously Mario still has his brief voice clips and sound effects).

    The Adventure Mode itself features the main characters and their worlds coming under attack from an otherdimensional foe, which turns out to be a being based on high technology, which sends out polygon fighters to do its bidding. The plotline is reminiscent of OTL's Subspace Emissary, but is much more technologically-oriented, with the main antagonist being a battle computer that has gained sentience, called Clash. Clash's original purpose was to gather data on fighters throughout the multiverse, but all the information fed into it has allowed it to develop the perfect fighting style, and it gained sentience believing it could conquer all, seeking to defeat all the fighters it has gathered information on in other to prove its supremacy. Clash has aligned itself with many of the enemies of the characters in the game, who will appear at various times during the story. The gameplay of Adventure Mode itself, which in this game is called "The Clash For Control", is largely the same as OTL's Subspace Emissary: side-scrolling beat em up style, taking place across various locales. It is slightly longer, with more stages and in particular, more bosses. There are 12 bosses in all, including Clash. Two of the bosses appear from OTL's Brawl, while nine others are new. The bosses are (in order of fighting them):

    Petey Piranha (from OTL)
    Blitzkrieg (from Squad Four: Upheaval)
    Porky Minch (from OTL)
    Yggdrassa (summoned by Arcadia) (from Pokemon Alpha and Omega)
    Dark Queen (from Battletoads)
    Scintilla (from Velvet Dark)
    Marx (from Kirby Super Deluxe)
    Magmatus (from Squad Four: Upheaval)
    Dracula (from Castlevania)
    Perfect Metroid (from Metroid Darkness)
    Sephiroth (from Final Fantasy VII)
    Cyber Hand (a rebuilt cyborg version of Master Hand)
    Clash

    Destroying Clash ends the threat to the world and unlocks at least one new character if they haven't been unlocked already via other methods.

    Super Smash Bros. Clash is released in North America on December 6, 2005. It receives overwhelming positive reviews and becomes the Wave's best selling game of the holiday season. Critics praise the game's graphics (which better even than the graphics in OTL Brawl due to the Wave being a more powerful system than the Wii) and its bevy of modes, including The Clash For Control. The game does lack online multiplayer, which is the biggest knock on the game, but Nintendo says that it just couldn't make the online stable enough to provide a good gameplay experience, and also encourage people to play at home with their friends or family, as the game does support up to four controllers. Despite the lack of online, Clash does pretty much everything else right, including finally elevating the Smash Bros. series toward becoming a respectable tournament fighter, becoming pretty much the most popular tournament fighter in the world between 2007-2010. It's a love letter to Nintendo fans and the most popular fighting game of the year, blowing even Divine Wrath 3 out of the water in terms of sales and general popularity.
     
    Fall 2005 (Part 11) - Phantasy Star Still Shining Bright
  • Phantasy Star Venture

    Phantasy Star Venture is an enhanced remake of Phantasy Star II for the Apple Katana. The game plays much like 2003's Phantasy Star Journey, which was a remake of the original Phantasy Star, and features the same plot, albeit with a few key changes: most notably, the game completely averts the death of Nei (though she is gravely wounded for a time), and the game features a conclusive ending, which the original game did not. The game has become fully 3-D, with an updated battle system and brand new items, along with voice acted cutscenes and a bump in boss difficulty. With eight characters already in the original game (and with Nei surviving and returning to the party eventually), the developers saw no need to add any new playable characters, and instead, the stories of the other playable characters have been greatly expanded. The game has received a new orchestrated soundtrack, and three bonus dungeons, two of which are far tougher than the final dungeon. With the addition of minigames and numerous bonus features, Venture is an even more fleshed out remake than Journey, and a significantly longer game.

    Phantasy Star Venture was released in Japan in the spring of 2005, and was released in North America on December 6, 2005. The game receives excellent reviews, though the decision to eliminate Nei's permanent death from the game (which was considered the most critical and emotional moment of the original) is treated with great controversy. The game still sells quite well in Japan, and was expected to be a big seller in North America as well, similar to how well Journey did here. However, sales come in somewhat lower than expected. Journey's sales were somewhat boosted by the announcement of Alis Landale in Soul Calibur II, and the continuing popularity of Phantasy Star Online, while Venture was released on a Katana near the end of its lifespan, with little in the way of Phantasy Star related material having been released. The release of Phantasy Star VII on the iPod Play does cause sales to pick up slightly for Venture on the Katana, though it's only a tiny blip. Still, the Phantasy Star series has proven a profitable one for Sega and now for Apple, and remains the company's primary exclusive RPG property.

    -

    "Phantasy Star VII has truly impressed the critics at Famitsu: in the magazine's January 2006 issue, the game was awarded a rare perfect score: 40/40. This was the only perfect score given to any game released in Japan in 2005, and was also only the second perfect score ever given to a handheld game, after Pokemon Sun And Moon on the Game Boy Nova all the way back in 1999. The critics praised the game's epic, lengthy main story, its complex characters and storyline, and its extremely fluid battle gameplay. The critics unanimously agreed that this game was the best Phantasy Star game ever released, and considering that it's one of the most iconic RPG franchises of all time, that's some really tall praise. Famitsu's perfect score for Phantasy Star VII also tops the scores of other recent RPG hits, such as Fullmetal Alchemist (39/40), Reverie of Mana (37/40), Final Fantasy Online (36/40), and Fire Emblem: Sojourn Of The Myriad (32/40). The game will be released in North America in the spring."
    -from a blog post on RPGamer.net on December 16, 2005

    -

    For Phantasy Star Online, The Future Is Bright

    Phantasy Star Online has proven to be the most enduring and one of the most popular console MMOs ever made. Released at launch for the Sega (now Apple) Katana all the way back in 2001, its servers are populated by more than half a million players, thanks to its non-subscription model (a yearly SegaNet subscription is required to play, but no individual game subscription is required) and frequently expanding world. The game has seen a large stand-alone expansion pack, Vol. 2, released in January, and smaller free content packs released through the SegaNet service, on average, every three months or so. The game's world consists of numerous planets and space colonies, and while not quite as content rich as games such as World Of Warcraft or Final Fantasy Online, presents a universe's worth of content for players to conquer and explore. Steve Jobs and Apple's game boss Reggie Fils-Aime have both praised the game, claiming that it has helped to sell Katanas and SegaNet subscriptions alike. Currently, Phantasy Star Online and its main console rival Final Fantasy Online are neck-and-neck in current active players, though it is important to note that Final Fantasy Online has a $9.99/month subscription fee.

    Players have long asked about a potential sequel to the game, and recently at the Tokyo Game Show, Apple announced that Phantasy Star Online 2 was being worked on...for a future Apple console. This was probably the least surprising Phantasy Star news we've heard in a while, as we expected that Apple wouldn't want to launch such a highly anticipated game on a dying system with outdated technology. The latest rumors are that Apple is planning Phantasy Star Online 2 to launch alongside the new console, similarly to how Phantasy Star Online was a launch title for the Katana. We've also seen a few screenshots of the game's new "universe", showing beautiful, realistic planets and nebulas, and some intriguing new character and enemy models. Don't expect to play Phantasy Star Online on the go any time soon though: in a recent interview, Reggie Fils-Aime said that Apple doesn't plan to release any online Phantasy Star games for the iPod Play, choosing to instead focus on games like the upcoming Phantasy Star VII, which launched to stellar reviews and blockbuster sales in Japan earlier this month. Fils-Aime also stated that Apple had other MMORPGs planned for the handheld, most notably the highly anticipated Fealty Online.

    In the meantime, Apple has pledged to support the original Phantasy Star Online for at least two more years, and has promised to keep the servers open for many years after that, meaning that the game and its large community of subscribers will be dusting off their Katanas to blast off into the game's world until at least the end of the decade.

    -from a Games Over Matter article, posted on December 20, 2005
     
    Fall 2005 (Part 12) - Triumph At Home, Trouble Abroad
  • The devastation of the 2005 Atlantic hurricane season, particularly Hurricane Harvey, had given President Gore his biggest test as president since 9/11. Gore's response to the hurricanes, which was almost universally praised, had given him a great deal of political capital to spend, and he used it to pass two of the most critical pieces of legislation of his presidency. The first was Gore's environmental bill, which was being debated as Harvey ravaged Houston. With the hurricane's effects showing just how pressing the problem of climate change had become, several critical votes were pushed to Gore's side in the Senate, enabling Congress to pass his proposed bill with little in the way of changes. The bill not only set emissions targets for several major industries, it also poured billions of dollars into the research and subsidization of renewable energy, including wind, solar, and geothermal. Most crucially, it enacted a cap and trade system for the energy industry, primarily the coal industry, that would require pollution-producing industries to purchase carbon credits. It was a limited system, designed to help keep coal companies in business while (presumably) ensuring that they wouldn't emit too much carbon dioxide into the environment, but at the time of its passing, it was seen as a major step toward climate change progress. The bill did meet harsh criticism from numerous congressional Republicans. Senator Jeff Sessions stated that "in a time when Americans are paying more for energy than they have at any other period in this country's history, this bill will raise the cost of energy and production even further, doing devastating damage to jobs and the economy". It was true that in the wake of the damage done to the Houston Ship Channel that oil was at an all-time high in terms of cost per barrel, and gas prices had increased significantly during the month of September. However, a majority of Americans believed that the bill was needed in the wake of increasingly powerful and dangerous hurricanes, and President Gore's approval rating increased steadily in the days following the bill's passage. The second part of Gore's agenda that he was able to get passed by Congress was his long-promised minimum wage increase. The bill, while popular amongst Americans, had stalled due to Republican interference in the Senate and multiple filibuster threats. However, Gore spent his post-Harvey political capital wisely, and was able to get the crucial votes he needed for the Senate to pass the bill. The legislation, signed by President Gore on November 15, 2005, provided for the minimum wage, which had been $5.15/hour, to be increased to $6.00/hour on March 1st, 2006, and then to increase one dollar every March 1st afterward until 2009, when it would be $9.00/hour nationwide. While some Democrats wanted a $10/hour minimum wage, and also wanted to index the minimum wage to the cost of living to prevent such votes from being needed in the future, the bill was seen as a small compromise and a big win for President Gore.

    A few weeks earlier on October 21st, while the minimum wage bill was being debated in the Senate, Chief Justice William Rehnquist passed away. This left President Gore with an enormous decision to make, one that would shape the Supreme Court for decades to come. With a 4-4 conservative/liberal balance in the Court, Gore's decision would also swing the Supreme Court from a conservative ideological lean to a liberal one, though Senate Republicans tried to get Gore to consider a more moderate Chief Justice, proposing picks such as Merrick Garland, who was considered a moderate and a well-qualified jurist. Gore considered a number of candidates for the seat, including Garland. At one point, Gore considered appointing Illinois Senator Barack Obama, but numerous members of Gore's inner circle advised him against it, as Obama was considered a bit too young. In addition, party leaders saw Obama as a possible presidential candidate in 2008 or 2012, and didn't want to curtail the ambitions of a potential party leader. Ultimately, Gore chose Sonia Sotomayor, who had been appointed by Bill Clinton to the U.S. Court Of Appeals. Sotomayor's appointment was furiously opposed by most Senate Republicans, who believed her to be far too liberal. A few moderate Democrats even opposed her appointment, but ultimately, all Democratic senators and even a few Republicans voted to confirm her, 57-43, on December 1, 2005. She became the first Hispanic person to sit on the United States Supreme Court and also its first female Chief Justice. In the wake of Rehnquist's death, Sandra Day O'Connor, who had been considering retirement, decided to remain on the bench, and would continue to serve on the Supreme Court throughout the remainder of Gore's term.

    Even while Gore was scoring big with two major pieces of his legislative agenda and getting his nominee for Chief Justice confirmed, he was continuing to struggle with issues in the Middle East, including the continued fight against terrorism in an increasingly turbulent Pakistan and also the harsh rhetoric of an increasingly belligerent Iraq. Saddam Hussein's saber-rattling had been primarily directed at the United States, but now was increasingly directed toward Israel, which had begun to accuse Iraq of sponsoring terrorist activity, including a car bombing in Tel Aviv that had killed six people. While Iraq had categorically denied involvement in the attack, Saddam had been criticizing Israel in such a way that seemed to praise the attack, similarly to how Saddam had blamed "American meddling" for the Rome school massacre back in March. Tensions continued to mount as the fall wore on, which not only led to increased tension in the region, but saw oil prices continue to increase as well. Combined with the upcoming holiday season, and delayed repairs to the Houston Ship Channel, and Americans were experiencing pain at the pump in a major way. Prices rose to well over $3.00/gallon in most places during the Thanksgiving weekend, in contrast with an average of just $1.70/gallon the year before. In December, Secretary of State Caroline Kennedy traveled to Israel in an attempt to mediate the conflict, but Israeli leaders criticized both Kennedy and Gore for not taking a harsher stance against Iraq, and a few members of the Knesset even publicly questioned whether or not the United States and Israel were still the strong allies they once were. In response, President Gore did make a nationwide address in mid-December where he slammed Iraq and demanded that they cease their sponsorship of state terrorism, prompting Saddam to respond with even harsher rhetoric where he referred to Gore and the United States as "Israel's puppet", and promised that Iraq would defend itself should the need arise. While Gore had won several crucial domestic victories in 2005, the year ended with gas prices sky high and the Middle East looking more tumultuous than ever.

    -

    Dan Rather: We do know that the pope has been administered the last rites, which is an indication that it is believed his death is quite imminent. He has been suffering from pneumonia for the past several days, and while we believe that every attempt has been made to assist in his recovery, he has been suffering from respiratory problems for nearly all of this year. Again, on last reports, the pope's condition is considered to be grave, and as you can see there is a massive amount of people that have gathered outside of St. Peter's Basilica in the Vatican.

    -from a CBS News Special Report at 2:25 PM on December 19, 2005

    -

    Dan Rather: ...we can now confirm that Pope John Paul II, leader of the Catholic Church and more than a billion worshipers worldwide, has died. He passed away at 3:01 PM Eastern Standard Time, or 9:01 PM Vatican time. He was one of the longest serving popes in history, more than 27 years as head of the Church, and certainly one of the most beloved and influential popes in modern times.

    -from a CBS News Special Report at 3:07 PM on December 19, 2005

    -

    After three days of voting, which took place from January 9th through January 11th, 2006, Cardinal Joseph Ratzinger of Germany was chosen as the new pope, and took the name Pope Benedict XVI. Ratzinger is considered a traditionalist cardinal, one of the more conservative in the church, and will likely take the church in somewhat of a different direction from his predecessor. Even before John Paul II's death, he was considered a likely front-runner, despite his advanced age of 78. Because of his age, he is highly unlikely to serve for as long as John Paul II, but Vatican insiders deny any claims of Ratzinger being a so-called "transitional" pope, and expect him to carry out his duties with the same devotion and dedication that his predecessor did.

    -from a Yahoo! News story covering the result of the 2006 papal conclave, posted on January 12, 2006
     
    The Blockbusters Of 2005
  • Top 25 Highest Grossing Films Of 2005 (North American domestic gross only):

    1. X-Men: The Dark Phoenix, Part 1 - $427.6 million

    2. The Spectacular Spider-Man - $400.3 million

    3. Star Wars: Episode III – Revenge of The Sith - $384.5 million

    4. Harry Potter And The Goblet Of Fire - $288.5 million

    5. Stealth - $270.6 million (Note: Whereas the OTL film bombed, TTL's Stealth went a much different direction. After storming off the Justice League set and while working on Manticore, James Cameron was looking for a film project to redirect some of his energies. When Columbia approached him with the Stealth script, Cameron decided to rework the film and would ultimately take over as director. The film retains the plot of a sentient AI fighter jet, but Cameron would spend a great deal of time developing the film's characterizations and also reworking the film's advertising. Stealth would be released in the late summer of 2005 and would become a massive critical and commercial hit, considered to be Cameron's best film since Terminator 2. It would also springboard Cameron toward his next project, rumored to be a video game adaptation.)

    6. The Passion Of The Christ - $238.0 million (Note: Mel Gibson's The Passion Of The Christ is released one year later ITTL. Despite not being quite as controversial or successful, it's still a major surprise hit. It's not considered quite as good by critics, as Jim Caviezel isn't playing Jesus ITTL, but the movie is still one of the most profitable of the year.)

    7. Checkmate - $207.4 million (Note: Pixar's follow-up film to Seashell, released in the summer of 2005 and replacing The Incredibles in this timeline. It's a movie about anthropomorphic chess pieces, inspired by the company's short film, Geri's Game. While well reviewed by critics, the concept doesn't woo audiences quite as much, and the film is considered only a mild success. The company's next project would be Cars, followed by a different superhero film in 2007 or 2008.)

    8. Tumbleweed Gorge - $190.6 million (Note: A Dreamworks animated film starring the voices of Matthew McConaughey, Ben Affleck, and Martina McBride, it takes place in the Old West and is a fairly straight-forward good guy/bad guy story that features some wildly memetic humor and has good word of mouth because of it. Released during the spring, it has surprisingly strong sales legs and remains on the top 10 until the release of Checkmate.)

    9. The Last Colony: Awakened - $187.0 million (Note: The success of Michael Bay's massive 2003 blockbuster guaranteed it a sequel, about the aliens from the first film battling humans on a planet they're attempting to settle. A critical dud, it has a massive opening weekend but falls off a cliff shortly after.)

    10. Aquaman - $181.6 million

    11. Chasm - $179.0 million (Note: A collaboration between Steven Spielberg and Tom Cruise, much different than OTL's War of The Worlds, this is a drama film and the first major studio film to explore the events of 9/11. It's about a husband whose wife is trapped in the North Tower during the disaster, and who gradually learns the horrible truth, that she didn't make it out. Cruise's performance is widely lauded and the film becomes a leading Oscar contender.)

    12. Royal Pain - $169.7 million (Note: Will Smith stars in this romantic comedy about a bored office worker who finds himself unwittingly dating a smartass runaway princess. Smith gets his usual accolades, but the real breakout star of the film is Billie Piper, who turned down the role of the Doctor's companion in Doctor Who ITTL to play the role of the princess in this movie. More adventurous of a film than OTL's Hitch, it finds itself doing about as well at the box office.)

    13. Kingdom Of Heaven - $153.7 million (Note: After the disappointment that was Gladiator, Ridley Scott is much more careful with his Crusades epic than he was IOTL. A version much closer to the original director's cut is what we get ITTL, and it opens strongly at the box office, followed by good legs afterwards.)

    14. Brokeback Mountain - $140.7 million (Note: This film performs substantially better ITTL. It stars Heath Ledger and Leonardo DiCaprio, and due to the slightly more socially progressive environment of TTL, gains more mainstream success.)

    15. Unprofessional 2: Human Resources - $138.6 million (Note: 2003's successful office comedy gets a sequel that's actually quite good, with a higher RT score than the original.)

    16. Napoleon - $132.8 million (Note: With Stanley Kubrick still alive ITTL, he chose to revisit Napoleon as his follow-up project to A.I., and it was completed in 2005. The film was expected to be a major Oscar contender, but critics treated it luke-warmly, and ultimately it's considered a box office disappointment.

    17. Sin City - $129.4 million (Note: Fairly close to the OTL film, but the greater success of comic book films ITTL means a higher gross.)

    18. Harbinger - $125.9 million

    19. The Princess And The Pea - $115.8 million (Note: Disney's last traditionally animated film for quite some time, it's an adaptation of The Princess and The Pea, but with a bit of a twist. Disney would begin doing CGI films afterward, starting with a sci-fi adventure thriller in 2007 and then another fairytale story, Rapunzel Unbraided, in 2008.)

    20. Blowback - $108.8 million (Note: A spy thriller about a CIA soldier who finds himself having to clean up one of the messes left by a former partner, this film is praised for its action scenes and makes a good deal of money off a small budget.)

    21. Taina: The Movie - $107.5 million (Note: Based on Nickelodeon's hit live action series, Taina: The Movie saw its titular star graduate high school and head to college, leading into the show's final season. It would be a hit largely due to the show's large existing fanbase.)

    22. Little Miss Lucy - $107.0 million (Note: A hilarious comedy film starring Isla Fischer and Melissa McCarthy, this film is about a fashion model and her handler who find themselves in a bad situation after causing an international incident.)

    23. Walk The Line - $103.8 million

    24. The Best Little Whorehouse In Texas - $97.4 million (Note: A new remake of the classic 70s era musical and early 80s film, this musical, like the 80s film, is packed with stars and raunchy musical numbers. Gets some controversy due to its name, but it IS a quality film and does well at the box office. Most people would agree, however, that the Dolly Parton film is still better.)

    25. Resident Evil 2 - $93.6 million (Note: The second Resident Evil movie, based much more on the real game. It's released in April and would see a strong opening weekend, en route to a decent finish.)
     
    The Dark Phoenix, Part 1
  • If 20th Century Fox had learned any lessons from the release of Justice League, it was “go big or go home,” and its adaptation of the venerated Dark Phoenix Saga was as big as they came. The studio recovered from the production woes that plagued X-Men 2 with Keifer Sutherland replacing Russell Crowe as Wolverine, and brought relative newcomer, Len Wiseman (who had worked as property assistant in 1998’s Green Lantern) on board as director. Given the size and scope of the original comic book storyline, the production was too big for one film and decided to break the project into two films with a release date of Christmas 2005 and 2006, respectively.

    X-Men: The Dark Phoenix, Part 1 picked up with where previous film left off with Jean Grey piloting the space shuttle through a radiation storm. Cyclops hears her screams and calls out to her while the other X-Men struggle to restrain him as the shuttle reenters Earth’s atmosphere and crashes into Jamaica Bay. The X-Men emerge from the water save for one, Jean, Cyclops refuses to accept that she’s gone and frantically searches while Wolverine attempts to pull him back as they need to get out of there before law enforcement has agents crawling over the place.

    Their argument is cut short when they see a light at the bottom of the bay and a fiery raptor flies high into the the air and bathes the area in a bright light, revealing itself to be Jean, reborn as the Phoenix. She loses consciousness shortly thereafter and Nick Fury (another cameo from the ‘Hoff) spirits them back to the X-Mansion where Jean remains in the infirmary with Cyclops staying by her bedside. Lilandra reveals her backstory that her power mad brother, D’Ken (played by Christopher Ecceleston) is searching for the powerful M’Krann Crystal, which potentially destroy the universe in the wrong hands. She discovered its location and destroyed the historical records before she fled to Earth. However, D’Ken sent his agents after her.

    One of the original problems with the original “Phoenix Saga” from Uncanny X-Men #101-108 is the episodic format did not suit a film adaptation. Wiseman discarded the confrontation with a brainwashed Havok and Polaris from Uncanny X-Men #97 and melded it with the confrontation with Magneto from Uncanny #104 where a brainwashed Master of Magnetism attacks the mansion. Due to scheduling conflicts, Rutger Hauer was not able to reprise the role. Thus Fox turned to David Hemblen (who voiced the character in the animated series) to reprise the role for live action.

    After a brief battle with the X-Men, the children of the atom manage to remove Magneto’s helmet so that Xavier could reverse the brainwashing. Gladiator of the Imperial Guardian (played by Arnold Vosloo) arrives and plucks Lilandra up in the confusion despite Rogue and Colossus’ attempts to stop him. Magneto assists the X-Men (minus Cyclops) in tracking down the Shi’ar agent responsible for his brainwashing: Davan Shakari AKA Erik the Red (played by Ryan Reynolds) who proves to be a coward when Magneto threatens him. Magneto humiliates Shakari by stripping away his armour and leaves him naked in the wilderness while he and the X-Men take his ship, giving the film a little levity.

    Before leaving Earth, the X-Men try to coax Cyclops into coming with them on their mission to save Lilandra. Cyclops refuses to leave Jean’s side, which leads to an altercation with Wolverine who Cyclops knocks the the wall with his optic blast. Wolvie unsheathes his claws, but Xavier steps in before the fight can escalate. Xavier reaches through Cyclops to reluctantly leaves to lead the X-Men (accompanied by Magneto) to Shi’ar space.

    What follows is what can best be described as Raiders of the Lost Ark meets Star Wars where the X-Men find themselves in a race to not only rescue Lilandra, but find the M’Krann Crystal before D’Ken. However, their first engagement with the Imperial Guard does not go well as they can only fight them to a standstill. A third party known as the Starjammers swoop in to steal the crystal from under both the X-Men and Imperial Guard’s noses and also abduct Cyclops in the chaos. The film also borrows a story element from the animated series where the Starjammers’ leader Corsair (played by Kurt Russell) plans to use crystal as a bargaining chip and Cyclops as a weapon to destroy D’Ken.

    Much like the animated series, the film dances around the fact that Corsair is Cyclops’ father and makes vague references to the character’s origins. Needless to say Corsair’s plan goes south as D’Ken double crosses him and attempts to seize the crystal, only for the X-Men to arrive to fight the Imperial Guard to a standstill. Meanwhile, Jean can sense Scott’s distress with her newly gained cosmic aware and immediately regains consciousness in front of a started Professor X before taking off to the Shi’ar Galaxy. She arrives too late as D’Ken opened a gateway into the the crystal that draw in himself, the X-Men, Imperial Guard, and Starjammers.

    Adding to the stakes is that with the crystal’s energy lattice damaged, the neutron galaxy inside the crystal itself is slowly drawing the universe into it. Gladiator finally realizes his emperor’s madness and joins the X-Men in fighting a nearly omnipotent D’Ken. Using both Storm and Corsair (whose identity she learned via telepathic probe) as anchors, Phoenix repairs the crystal while at the same time trapping D’Ken’s consciousness inside the neutron galaxy and leaving his physical body catatonic. With the threat passed the X-Men return to Earth while Lilandra ascends to Empress of the Shi’ar.

    Dark Phoenix, Part 1 also addresses one of the main criticisms of the first X-Men film: the lack of nuance of Magneto’s character and his friendship Xavier. The pair share something of a tender moment where Xavier sees Magneto off at the front of the mansion.

    MAGNETO: You never cease to surprise me, Charles, allowing the world’s most wanted man to walk out your front door. I had believed that you would’ve told your friends in S.H.I.E.L.D. of my whereabouts.


    XAVIER: Do you think so little of me after all these years? Even if we chose different paths, you are still my friend and I would never betray that friendship. Especially not after what you have done for us.

    MAGNETO: -beat- Even after the grief I inflicted upon you and your students?

    XAVIER: I know there is still goodness inside you. My only regret is that I couldn’t convince you to stay.

    MAGNETO: You said it yourself, Charles. We chose different paths.

    XAVIER: There is still a chance of redemption for you, Erik.

    MAGNETO: You may be safe in this mansion surrounded by your students, but I know how cruel and unforgiving this world can be. The humans will never forgive me, but that won’t stop me for doing what I must for mutantkind.

    XAVIER: And you know what I must do.

    -Magneto tips his hat to Xavier and walks down the steps. He pauses, and then turns to Charles-

    MAGNETO: Doesn’t it ever wake you up in the middle of the night? The feeling that one day they’ll come for you and your children.

    XAVIER: It does indeed.

    MAGNETO: What do you do when you wake up to that?

    XAVIER: I feel a great swell of pity for the poor soul that comes to my school looking for trouble.

    Part 1 ends with Scott and Jean walking side by side in Central Park with the Scott preparing to propose to her before the famous fountain. However, Jean finds herself overcome with dizziness and briefly finds herself in the arms of a man named Jason Wyngrade (played by Paul McGann) before the illusion fades and to discover that he is back in Scott’s arms. A concerned Scott asks if she is feeling all right, but Jean reassures him that it was nothing and ask that they move on. While they walk away, the camera pans out to reveal that someone was watching them from afar: Jason Wyngarde himself, setting up for part 2 of Dark Phoenix.

    X-Men: The Dark Phoenix, Part 1 opened to rave reviews from both fan and critic alike on December 21, 2005, earning $162 million in its first five days and $427.6 million overall. Fans particularly praised Keifer Sutherland’s first full outing as Wolverine as well as film relative closeness to the storyline from both the comics and the 90s animated series. Meanwhile, critics lauded the film for its ambitious and cosmic scope that drew positive comparisons to Warner Bros.’ Justice League and Fox’s own Star Wars. 20th Century Fox felt more confident venturing into 2006 as the company released its own superhero slate on January 10 of that year, which included a confirmed release date for the long-planned Thor (May 2, 2008) as well as an untitled X-Men spinoff for that year as well, which insiders speculated was a solo Wolverine film.

    What fueled further speculation was the appearance Captain America/Iron Man team-up code named “Tales of Suspense” for Summer 2009. While the studio was coy on the details, industry insiders said that the studio had not only entered negotiations for a multi-picture deal with not only Tom Cruise, but his Iron Man co-stars Aaron Eckhart and Lucy Liu, leading many to believe that an Avengers film was in the works for "2010 at the earliest.” Regardless of the rampant speculation, the studio’s fortunes were bright with the second part to Dark Phoenix and the long-awaited sequel to 1999’s Fantastic Four due for release in 2006.

    -Tales From The Superhero Wars, sequentialhistory.net, November 11, 2010
     
    Fall 2005 (Part 13) - The Rest Of The Games
  • (Here are the other notable North American game releases from October 2005 to December 2005!)

    Nintendo Wave:

    Booststream 2

    Published by Capcom but developed by a new team, Booststream 2 is a futuristic racing title that can best be compared to an easier F-Zero. The sequel somewhat streamlines the experience, there are 18 tracks, all based on real world cities but with a futuristic twist, while there are less cars to choose from than the previous game, but each car handles in its own distinct way. The game is highly praised for its graphics, its creative tracks, and its excellent musical soundtrack, and ends up being one of the best reviewed racing titles in quite some time, with around an 88% on Gamerankings. Booststream 2 would be the last Wave exclusive installment of the series, as its critical and commercial success would make it one of the Capcom franchises targeted by Apple in their attempt to win exclusives from the company. With F-Zero still under Nintendo's belt, the company doesn't fight all that hard for Booststream, and the third game in the series would ultimately be exclusive to the Katana successor.

    Cinder
    (Authors' Note: The following game idea was given to us by the reader HonestAbe1809!)

    Cinder is an adventure/shooter title with a very dark motif, based on twisted versions of classic fairy tales. The protagonist is Cinder, a take on Cinderella, who lives in a decrepit mansion with her cruel stepmother, Lady Stelazzia, and her two wicked stepsisters. Cinder has a few friends in the form of street urchins who she occasionally sees when she is running errands for her mother out in the market. After witnessing Stelazzia performing forbidden magic, Cinder's life is threatened and she's forced to flee with some of her friends along for the ride, into a world of twisted fairy tales, evil, and darkness. The game, while somewhat of a third person shooter, is more like OTL Ratchet And Clank in playstyle, but with magic. Cinder and her friends jump from world to world via various portals, one step ahead of Stelazzia and Cinder's two stepsisters. As she and her friends explore, they come across a variety of strange fairytale creatures and people, including a version of Alice in Wonderland where Alice has become even more bloodthirsty than the Red Queen, a version of Peter Pan where Peter is an immortal boy who kidnaps dozens of girls in search of the perfect Wendy, a strange hollowed out giant elephant whose corpse is turned into a blimp and who very much resembles Dumbo, a version of Snow White where Snow is a cruel slavedriver in the dwarf mines, a version of Pinocchio where the titular wooden boy is more like Chucky, etc. The game spoofs and twists numerous Disney stories, though because the game is not itself made by Disney, it carefully straddles the line between parody and ripoff, and steers clear of resembling Disney too much. The game's motif is a sort of post-apocalyptic cyberpunk fairytale land, with magic as technology, tending toward horror. It's a very disturbing game and ultimately gets a Mature rating. As Cinder and her friends explore, Stelazzia's power grows. She ultimately transforms her two stepdaughters into hideous beasts to fight Cinder when they outgrow their usefulness to her, but eventually, Stelazzia has to confront Cinder herself, gathering up the power she's stolen through her use of dark magic to become a powerful sorceress. Cinder, with the help of her friends, kills Stelazzia and saves the realm (as much as it can be saved, it's still a crapsack world, but isn't in immediate danger of being wrecked by dark magic anymore).

    While favorably received by critics, Cinder is somewhat overshadowed by other major games in the fall of 2005, and its creepy motif and disturbing content make it a hard sell. It still turns a profit, but posts only mediocre sales, ultimately selling more copies down the road as a discounted cult classic than as a full-priced new game. It would eventually see a release for the Xbox 2 and Wave successor down the road with HD graphics.

    Eidolon Frei

    A JRPG featuring anime cutscenes and strange, magic wielding characters, it's a rather obscure game, made by a rather small and new developer. The main characters are miniature humanoids with pointed ears who are somewhat of a hybrid of dwarves and elves who frequently confront creatures much larger than them known as Eidolons. Some Eidolons must be defeated, while others can be befriended. While the game is a bit on the weird side, with a battle system that's somewhat hard to pick up and a steep difficulty curve, it's one of the better reviewed JRPGs of the year, due to its battle system and large world to explore. It doesn't sell enough to get a sequel but it does help put its developers on the map in terms of RPGs.

    Fire Emblem: Sojourn Of The Myriad

    The first Fire Emblem game for the Nintendo Wave, Sojourn Of The Myriad plays pretty much like a classic Fire Emblem title, retaining the permadeath systems of the originals while including tactical-based battles and fierce one on one fights. The main plotline concerns a civilization of refugees that were forced out of their homes by the rise of an ancient evil, and now wander the lands in search of a new home. These people, known as the Myriad, are constantly threatened by bandits, enemy armies, and powerful evil creatures, and must be protected by a few brave warriors determined to lead their people to a new home. The Myriad are led by the young general Tashin, who is the main playable character of the story. While there are others amongst the Myriad who can fight, Tashin must also form alliances with members of neighboring kingdoms. The Myriad find an ally in the Kingdom of Lovell, after Tashin rescues their princess, Kaila, from bandits. Lovell's prince Ragna, along with Kaila, become two of Tashin's most valuable allies, though Ragna has enemies, both within his own kingdom in the form of his treacherous brother Blaine and in the form of neighboring kingdoms, small but still dangerous, who ultimately form the Ozatt Alliance to attempt to overthrow Lovell. The Myriad finds itself torn over which faction to support, while at the same time, the ancient evil that destroyed their homeland threatens to surface once more, putting everyone in jeopardy. Sojourn Of The Myriad features the best graphics in a Fire Emblem to date, full voice acting, and full CGI cutscenes. The game's quest is about the same length as The False Princess' main quest in terms of missions, and there are more sidequests as well. The game ultimately has three endings, based on whether or not the player chose to support Lovell, the Ozatt Alliance, or a more neutral path. Supporting Lovell leads to the Tashin marrying Kaila and the Myriad becoming a client state of Lovell, though Ragna is killed and the nations of the Ozatt Alliance are almost completely wiped out, leading to many innocent deaths and the deaths of numerous likable (and potentially playable in other paths) characters. Supporting the Ozatt Alliance leads to an arguably more egalitarian world, where Lovell is subjugated but not wiped out, including the Myriad getting their own independent nation, but Kaila is killed and Ragna is Tashin's mortal enemy, vowing to come back and get revenge. The neutral ending is the “best” ending, requiring the most difficult storyline missions. Pretty much everyone lives and Lovell and the Ozatt Alliance form a lasting peace. It's still somewhat bitter sweet: the people of the Myriad are scattered throughout the realm, and while Ragna and Kaila both live, Ragna is permanently crippled, and while Kaila still loves Tashin, she declines to marry him, instead choosing to stay with her brother to take care of him. In all three endings, the ancient evil, known as Dischord, is the final boss, though the form it takes in the final battle changes slightly throughout the three paths.

    Fire Emblem: Sojourn Of The Myriad is one of the more anticipated Nintendo first party titles of the year, even in North America. It performs quite well in Japan, and even though Fire Emblem is more of a niche series in the States, the game still surpasses The False Princess to become North America's most popular Fire Emblem title to date. Ragna, the game's most tragic character, becomes its most popular, and he and Tashin are both considered top candidates to make it into the next Super Smash Bros. game. Sojourn Of The Myriad would later receive a direct sequel, based on the Ozatt ending and casting a vengeful Ragna as the villain.

    The Abnormals

    A Nintendo-published title developed by David Siller and his studio Daybreak, The Abnormals follows up Avian, which was a mascot platformer that performed decently on the Wave. The Abnormals is a totally different game: it's a superhero/monster-based beat 'em up title that takes place in a world where people have begun to mutate: some of them have become superheroes, revered by the populace, and others have become horrifying monsters, shunned by the world. The superheroes battle the monsters, but of course, not everything is as it seems, as some of the superheroes aren't really heroes and not all of the monsters are truly bad. The protagonist is Salvo, an adolescent boy born into a family of superheroes, who falls in love with a shunned witch named Lenore. Salvo's powers include super speed and the ability to fire projectile energy from his hands, which in the game can be used to take down enemies and obstacles. Most of the early part of the game is spent battling monsters, but after a crucial plot twist in which Salvo begins to protect Lenore and her fellow witches, many heroes turn against him. Eventually, however, Salvo's family and various other heroes rally to Salvo and Lenore's cause, and the lines ultimately become blurred. The main villain of the game is the evil Mayor Machiavelli, who doesn't appear to have superpowers at first, but his real ability is to absorb the powers of both heroes and monsters alike, turning him into a powerful and deadly hybrid who seeks to control all (think of him as Sylar from Heroes crossed with The Mayor from Action League Now). While The Abnormals has a great deal of humor and classic comic book style action, it does have a number of serious parts, and deals with heavy themes such as racism and prejudice. It's ultimately quite favorably reviewed, with an 86% on Gamerankings for both its gameplay and action, and sales are quite strong as well, easily surpassing those of Avian and launching The Abnormals as Daybreak's first real game franchise.

    Dragon Quest VIII: The Ancient Princess Curse

    Dragon Quest VIII is the eighth title in the acclaimed Dragon Quest series developed by Enix. Visually and gameplay wise, it's quite similar to OTL's Dragon Quest VIII, featuring a cel shaded style and traditional RPG mechanics in a vast world, and a lengthy quest that can easily take 50 hours to complete. The plot of TTL's Dragon Quest VIII combines elements of OTL's plot with elements of classic horror: it still features a curse that transforms a royal into something else, but rather than transforming a king into a toad monster and a princess into a horse, in Dragon Quest VIII, the princess is the only one cursed, and her curse transforms her into a zombie-like being, dangerous and devoid of life, though at times quite lucid. She also plays a significantly larger role in the game, speaking in many scenes, her curse playing a huge part in the game's story. She was cursed by an ancient and powerful king, the Lord of the Dead, who seeks to turn all creatures into his zombie slaves, with the princess as a test subject. The game plays out much like OTL's title: the Lord of the Dead is defeated and the game seems over, but his curse has not ended, and in fact, a greater ancient evil remains: Rhapthorne (same name as OTL's main enemy) the Vile, a powerful god of darkness who wishes to turn the world into his own personal domain after being cast out by the gods. The Hero and his companions must defeat Rhapthorne to at last undo the curse and save the world. Dragon Quest VIII, like its predecessors, is an exceptionally popular game in Japan, selling millions of copies and becoming one of the year's top selling games. But in the States, it does worse than IOTL. It's overshadowed by other popular titles, including Enix's own Full Metal Alchemist, and is a total flop in the West, making Enix seriously consider whether or not they should continue localizing Dragon Quest games, even after all seven previous titles were localized for the West.

    Guitar Hero

    Developed by Harmonix and co-published by RedOctane and Activision, Guitar Hero is a rhythm-based game utilizing a guitar peripheral that allows players to play rock songs by various bands. Activision wasn't involved with the original Guitar Hero IOTL, but decided to hop on board earlier ITTL, mostly for the purposes of licensing music. Because of Activision's involvement, the game features about ten more songs than the OTL original, including songs by some of the bands that appeared in Thrillseekers such as Bikini Kill. Because of the game's release for the Wave, it looks significantly better graphically than OTL's game. Its sales and reviews would also outpace OTL's game slightly, making it one of 2005's best reviewed games. Its sales started off a bit slow, but word of mouth would help it sell much better throughout 2006.

    Perchance

    Developed and published by Sony, Perchance is an action/adventure/puzzle game and Fumito Ueda's spiritual successor to Sarasvati, filling the same niche as Shadow Of The Colossus did IOTL. Its protagonist, Somna, enters a mysterious city where he must go into people's dreams in order to find the thing causing their nightmares. Like Shadow Of The Colossus, Perchance is a non-linear game, where Somna can explore the city freely, entering most of the dreams in any order he chooses. Each dream has its own visual motifs and gameplay quirks, some are very peaceful and calm, with few if any enemies in sight, and some are quite action-packed, requiring quick movement and reflexes. Taking inspiration from titles like NiGHTS and Carpathia, but much less action-oriented than those games, Perchance features beautiful graphics and music. Somna is largely on his own in the story, as most of the people he meets are sleeping, but he does interact with a few other humans, mostly within the dreams themselves. This game got a decent amount of hype prior to its release, and got mostly good reviews, though it doesn't reach the acclaim or notoriety of OTL's Shadow Of The Colossus, and is ultimately remembered as a strange but thought-provoking adventure game. It's not a failure by any means, and Ueda is still considered one of the more talented game developers in the business.

    Treetoppers

    Treetoppers is a platformer/puzzler where levels are grown with various seeds collected by the player and can be chained together, simulation style. Different seeds can grow different types of level structures, for example, Boss Seeds can be used to grow massive monsters, Challenge Seeds can be used to grow more difficult segments of the same level, Bonus Seeds can be used to grow areas where bonus games can be played, etc. It's an interesting concept for a game but the execution isn't quite as good as it could be and the game achieves only moderate success.

    Psychonauts

    Psychonauts is an action/adventure title developed by Double Fine Productions for the Nintendo Wave. IOTL, the game was originally imagined as an exclusive Xbox title before ending up a multiplatform, but ITTL, Microsoft turned down the title, and it bounced around for a year or two before Nintendo decided to give it a shot as a future Wave franchise. The gameplay and plot are very similar to OTL's game, with a few minor differences such as giving Raz more psychic powers to use, expanding the game's open-ended segments, and including more large boss enemies to take advantage of the Wave's technical power. Most of the main plot points and the core gameplay remain intact, and like OTL's Psychonauts, TTL's game becomes a critical hit upon release, with similar ratings (about 8.5 to 9/10) to OTL. However, Psychonauts manages to sell better than OTL's title, positioning itself as a family friendly game for the Wave at a time when there weren't all that many similar games on the console (there was Haze, but it's a lot scarier and less funny than Psychonauts). It's one of the Wave's better selling titles over the holiday season. It would later be ported to PC after its timed exclusivity expires, but remains exclusive to Nintendo systems for its console version.

    Samurai Shodown

    SNK's reboot of its classic 2-D fighting game series, Samurai Shodown returns with brand new cel shaded graphics, a ton of new combos and weapons, and a large, 21 character roster. It's released to arcades in early 2005 and ported to the Wave in December with slightly enhanced graphics and three more characters than the arcade version. It gets good reviews and is considered one of the best 2-D fighters of the year, though it doesn't rise to the level of success of Divine Wrath 3.

    Game Boy Supernova:

    Bomberman Realms

    A fairly basic Bomberman game for the Supernova, it features a six world adventure mode and a multiplayer battle mode with online play. The most notable thing about Realms is its beautiful art direction, each world in the adventure mode has its own visual style, and there are more styles in the various battle mode stages. As far as portable Bomberman games go, it's probably the best one ever made, and compares favorably to the better console editions. It's a decent early seller, and has fairly good sales legs as well.

    Templar

    A tactical RPG developed by Squaresoft, Templar centers around an ancient order of knights and their campaign to help an ambitious princess conquer a kingdom in turmoil. With one of the deepest storylines to date in an SRPG, it compares favorably with Final Fantasy Tactics, though there are significantly less fantasy elements (at least early on in the game). The game has some fairly deep statistical development for its genre, characters develop in 24 different stats, and weapons, armor, and relics can improve those stats in a myriad of ways. The game is fairly low-tech compared to other games on the Supernova but still quite pretty, it's reviewed well but sales aren't as good as those of typical Squaresoft games, especially in North America.

    Apple Katana:

    Jocko The Shark

    A King Crab spinoff featuring one of the more popular side characters in the series, a sports-loving shark named Jocko, Jocko The Shark is a mix of platforming and wacky sports gameplay. The plot is fairly simple, with Jocko trying to make a professional underwater sports team while winning the heart of his mermaid cheerleader love interest, but the gameplay is the real allure, mixing 3-D platforming with tons of fun minigames. It totally ditches the frustrating and awkward stealth gameplay of King Crab 3, letting Jocko pretty much do anything he wants, while the minigames are fairly easy, minimizing player frustration. The game wasn't expected to be a hit but became one of the most popular late Katana platformers, laying the groundwork for the franchise's revivification on the Katana successor.

    Shototsu II

    The anime-spoofing, fast paced 2-D fighter is back with its second installment for the Katana. It adds six more characters to the mix for a total of 18 (two redundant characters are removed) and features a revamped storyline mode. It's not that big of an upgrade from the first game, but thanks to the popularity of the original, it manages to be one of the best selling 2-D fighting games of the year. It does sell better in Japan than in the States, though that's a given for virtually every 2-D fighter save for Divine Wrath and Mortal Kombat.

    Vintage Football Challenge
    (Authors' Note: The write-up for this game was given to us by the reader Neoteros, with only the games' review/performance information provided by us.)

    Vintage Football Challenge is a sports game developed by Hitmaker as a footballing counterpart to the racing focused Vintage Speed Series; the main selling point of the game is the possibility to play as several legendary football teams - or even as a team made up of several legendary players - and the marked difficulty of the game, a true footballing simulation in which tactics and teamwork are essential to come out on top. The main mode of the game is the Vintage Football Challenge mode, in which the player is asked to repeat the deeds of several teams - both club teams and national teams - from 1930 to 1970, to do the exact opposite and take a losing team to victory, for example Hungary in 1954, or simply to fulfill certain conditions during a match, for example scoring five goals in one match as Johan Cruyff or block ten shots in one match as Lev Yashin without conceding a single goal. This is the mode that allows the player to unlock club and national teams for the other modes. The Vintage Football Championship mode is exactly what it sounds like, a tournament between several legendary club and/or national teams; the Vintage Football Team mode, on the other hand, is a fantasy football mode that allows the player to buy 11 players (at least at first, the number of spots in the squad increases with time as in the actual history of football) from the game's player roster for a fictional football team of their own creation, and play matches of increasing difficulty against other fictional football teams of legendary players picked according to a theme, for example "Best of South America", "Best of the 1970s" or "Best Under-21"; defeating a team allows the player to unlock some of the players of the defeated side and put them in their own team.

    There is, of course, a Vintage Football Exhibition mode for single matches between the player and the CPU or two players, and a Vintage Football Online mode that allows players from around the world to challenge each other in single matches and/or tournaments. The game's graphics can be, depending on the player's own choice, realistic or deliberately emulative of old newsreels and TV sets; the game's own commentators (there is more than one of them) can likewise be disabled or enabled - in the latter case, they will emulate the style of the commentators of a certain period, depending on what kind of team is the player playing as. Most notably, perhaps in a deliberate effort to emulate Ayrton Senna's endorsement of Gran Turismo, the coach that gives the player wise pieces of advice during the game is none other than O Rei, Pelé himself. The game sells well enough to warrant a sequel: in fact, even though it isn't as well received as Vintage Speed Series was, it becomes wildly popular among football aficionados and online players, that appreciate the possibility the game gives the player to control both legendary teams and fictional teams of legendary players - up to and including the players' own ideal 22 of the Vintage Football Team mode - in online matches and tournaments. It is however criticized for its at times excessive difficulty, a focus on mainly European events, players and teams, and the lack of the 1980s in the game - a common complaint is, in fact, not being able to play as Maradona. The latter two criticisms are answered in the sequel, Vintage Football Challenge 2, that adds the 1980s and 1990s to the game's timeline - a game in which Pelé's spot as coach is taken by Maradona, to the dismay of the Brazilian fans of the game - and several new challenges, players and teams from around the world; not just South America, but also Africa, Asia, North America and even Oceania: beating the "Best of All Time" team in Vintage Football Challenge 2's Vintage Football Team mode as a team composed deliberately and exclusively of black African players or of the few players from Asia comes to be considered one of the hardest challenges in console football gaming ever, a challenge acknowledged by the game with the "Tigers of Asia" and "Lions of Africa" achievements. But even the sequel becomes infamous for its difficulty.

    Vintage Football Challenge is one of the best reviewed soccer titles of all time, surpassing all of the recent FIFA games and Apple's Virtua Soccer as well. Though its sales don't come close to those of the FIFA series, it's one of the best selling Katana games of the year worldwide, topping the charts in Europe, South America, and Africa, and doing quite well in Japan. It even sells decently in the States, though it doesn't come close to its international success.

    Ninja Blade 2

    The long awaited sequel to 2001's niche fighting title, Ninja Blade 2 is notably released in North America about 18 months after its Japanese release. It features 13 playable ninja characters, all of whom use deadly bladed weapons against their enemies. Like the original, it's known for its heavy degree of difficulty, and unlike the original game, doesn't find quite as much of a foothold in tournaments. Still, it's a surprisingly strong seller in Japan. In North America, it gets overshadowed by Shototsu II.

    Melodia's Wish

    Melodia's Wish is an anime JRPG featuring lyrical music as a heavy part of the plot and gameplay. One of the most heartwarming RPGs ever made, with sweet characters and lots of romance, it's the kind of game that's beloved by many hardcore RPG and anime fans but really fails to do well commercially. Its reviews average in the 7.5-8.0/10 range and it scores even more highly in a lot of the import magazines, but even in Japan, it's a bit of a flop.

    Microsoft Xbox:

    California Beach

    California Beach is a beach volleyball/water skiing/wave rider game that's sort of like a cross between Dead or Alive Xtreme Beach Volleyball and Thrillseekers, featuring beautiful scantily clad women and a variety of extreme water-based sports. There's a rudimentary story mode, but it lasts only about an hour and a half and is mostly an excuse to get the characters into sexy situations. Considered a very poor imitation of Thrillseeekers but still achieves a degree of popularity due to its notoriety.

    The Witcher II

    The sequel to the PC/Xbox RPG The Witcher, The Witcher II continues the story of Geralt of Riven, expanding greatly on the world of the first game and featuring an updated combat system and lots more sidequests. Visually and somewhat gameplay-wise, it has a lot in common with the original Witcher game IOTL, which came out in 2007 and was a highly acclaimed RPG classic. TTL's Witcher II continues from the story of the original game, which itself was based heavily on the OTL stories from Sword Of Destiny and The Last Wish. The Witcher II introduces the character of Ciri for the first time, and chronicles Geralt's struggles to protect her as he is pursued by a mob sent by a cruel king who wishes to obtain Ciri's power. Geralt, along with his allies Triss and Yennefer, must protect and raise Ciri, who may one day become strong enough to overthrow the king and restore freedom to the realm. Along the way, Geralt finds himself in many strange adventures, sending the player on one of the most complex journeys ever seen in a console RPG. The Witcher II is released for the PC in August 2005, and for the Xbox in December, becoming one of the year's most popular games for that system. Reviews for the game would significantly surpass those of the original console version, which was quite dated at the time of its release. Ultimately, the game would get reviews averaging in the high 8s on both the Xbox and the PC, making it one of the best reviewed RPGs of the year. Sales would ultimately come to surpass those of the first game, leading to the third game in the series being put into development shortly afterward.

    Game Boy Nova:

    Sekai no Monogatari
    (Authors' Note: The write-up for this game was given to us by the reader Neoteros, with only the games' review/performance information provided by us.)

    Sekai no Monogatari is a god video game/puzzle video game/role-playing video game developed by Gust and published by Koei for the Game Boy Nova. The game plays like a hybrid between one of Kairosoft's business simulation games and Populous; in each level, the player is faced with a bleak landscape split into hexagons and a limited number of turns, during which they have to use the protagonist's divine powers to give life to the land. For example, in the first level of the game the player is tasked with deviating the course of a creek to make flowers, grass and trees grow in 5 moves or less, and in the second level of the game they have to elevate a series of hillocks to a mountain range before doing the same, in 10 moves or less. After an oasis of life is created in this way, people immigrate to the land, and the player is tasked with building a village to house them all, again in a limited number of turns; the game's tech becomes more complex with time, going from Paleolithic to Yamato in the game's 50 levels, with a "jump" every 10 levels. Trade and war are present in the game, albeit in a simplified manner reminiscent of the City Building series by Impressions Games, where enemies appear from the edge of the map and trade is managed through a map of the land, that depicts an archipelago of four islands clearly inspired by Japan, but upside down. The game's protagonist is Hanako, a somewhat archetypal schoolgirl who, upon losing herself in a forest, reemerges in a bleak country where the local Umito people have torn down the idols of their harsh goddess Kirei, who has abandoned them for being too soft, leaving them to starve in a void world. Hanako finds that the Umito began worshipping another goddess soon after Kirei's departure, a goddess that appeared in the dreams of an old hermit, Zochi, 15 years prior, and that bears more than a passing resemblance to her - of course, Hanako discovers she now has budding divine powers, and so the game begins. At the end of each level, the player is rewarded with experience points depending on their performance, with which they can purchase new buildings for the villages, new powers for Hanako, and somewhat less useful things like new clothes and new music. Each level can be completed in several different ways, and it's theoretically possible to beat the last level with just the base buildings and powers, but since it's a truly herculean task it's recommended to beat each level "under-par" and spend the experience points wisely.

    Sekai no Monogatari is a surprise critical and commercial hit, considered to be Gust's magnum opus at the time. It's one of the better looking games on the Nova, thanks to its art direction taking advantage of the Nova's limited technological capabilities, while the gameplay some of the deepest and most addictive yet seen in a simulation title. It ends up being one of the best reviewed overall games of the year and is considered one of the best games on the Nova. It does well in Japan, but in the States, it's overshadowed by the release of the Supernova, and sells poorly. It's considered one of the Nova's best cult classics, and sealed English copies become extremely hard to find.

    Tommy Tripper

    An interesting beat-em-up style game with an isometric view, it's known for pushing the Nova pretty close to its limits, with substantial voice acting and great animation. The gameplay leaves many people comparing it to games like River City Ransom and Major Hazard. The plot is about a guy named Tommy who has to save his girlfriend from a band of mobsters, but has a really over the top, fairly tame style reminiscent of an old comic book. It's a really good game, with reviews hovering around 8/10 or slightly higher, but sales aren't fantastic.

    Vampiric Soul

    Vampiric Soul is a horror-themed RPG with a vampire protagonist. The game has a definite medieval gothic feel to it, with ornate buildings and a high medieval, aristocratic look to most of the characters. The protagonist is a definite anti-hero who drinks the blood of both the guilty and the innocent to sustain his life force, and the thematics of the game draw some comparisons to the Legacy Of Kain series. It's a high quality RPG, with solid reviews, but the edgy content and difficulty of the game consign it to the ranks of the cult classics.

    iPod Play:

    Song Rider

    A procedurally generated music game with elements of Audiosurf and Amplitude, Song Rider uses the iPod's song library to generate maps that players must traverse on a light-cycle type vehicle. Meant to be a killer app for the iPod Play, it's a bit too simplistic to achieve that but is a pretty good seller. It is more of a commercial/critical success than Songhopper, proving that there continues to be a market for these types of games on the iPod Play, they merely need to be perfected.

    Tony Hawk City

    A port of the original Tony Hawk City to the iPod Play, with a slightly expanded storyline mode more like the one found in the sequel. Like the console version, it's generally well received, as it's the original game, completely ported to a handheld but with a bit more content, and sales are quite good.

    Ulala's World

    The latest game in the Space Channel series, this is yet another hybrid rhythm/shooter title, featuring the beautiful space reporter Ulala battling aliens to some killer music beats. This game intersperses freeroam shooting segments between rhythm segments, and while it's nice to be able to play with Ulala on a handheld, it's still a fairly short game and reviews are only mediocre. The Space Channel games would continue on the iPod Play, each one selling just enough to justify making the next one.

    Virtua Fighter Infinity

    A port of Virtua Fighter 5 to the iPod Play, but taking characters and plot elements from all games in the series to include a sort of “greatest hits” storyline mode, this game joins Soul Calibur II as the second console-quality fighting game to hit the iPod Play in 2005. It's arguably a more impressive technical achievement, with gorgeous looking fighters, plenty of content, and full cinematics and voice acting. Like Soul Calibur II, it's a critical and commercial success, paving the way for the possibility that Virtua Fighter 6 may end up being released on console and handheld at the same time.

    Into The Lost

    Into The Lost is a 2-D platformer exclusive to the iPod Play. The game features large, expansive levels that can be freely explored, comparable to the levels in games like Yoshi's Island, with plenty of tricks, traps, and people to talk to. The game's main story features 30 levels, with 8 optional side levels unlocked by completing various actions in the game. The controls feature the typical platforming moveset such as running and jumping, while the protagonist has a basic strike and can also equip weapons and later, magic. The protagonist is a young boy named Nobu, who is orphaned and who finds a storybook that sets him off on a quest to achieve his destiny by defeating the forces of darkness. In order to do this, he must venture into the Lost Realm, a land ruled by the darkness, to free its people and become stronger. Along the way, Nobu meets many friends and foes, including an intrepid dwarf boy named Abner, a disheveled but pretty peasant girl named Roni, a dark witch princess named Eloise, and a gruff but helpful miner named Jagger. Into The Lost's visual motif resembles that of a dark storybook, and the graphics are in full 3-D, with beautiful environments and detailed character designs. The game's music is a whimsical mix of orchestral tunes and minimalist pieces. The game doesn't feature any voice acting, unlike many similar games of its genre, but for the most part this isn't seen as a knock against the game. The game's levels play out like individual storybook chapters, with cutscenes sometimes taking place when something important happens. The game's main antagonist is Amalgamat, a powerful, shapeless creature which spreads a dark, hypnotic mist throughout the world. Amalgamat can only speak by possessing the body of another. It frequently speaks through Eloise, using her body and her magic to exert its will, but once Nobu frees Eloise from its control, it takes the body of an ancient guardian mech to use as its vessel in the final battle. Once Amalgamat is defeated, Nobu becomes a hero at last, gaining a family. It's implied that Roni becomes his girlfriend at the end of the game, which slightly disappoints Eloise, but she understands.

    Into The Lost is considered by many to be the best iPod Play game to date and one of the most ambitious handheld games ever made. Reviewers call it an achievement in visuals and gameplay, and it becomes one of the driving games behind iPod Play sales in 2006. Sales start off only moderately strong initially, but pick up as the months go by.

    Multiplatform:

    Ruthless: Contract Killer

    A third person shooter for the Wave and the Xbox that features a hitman protagonist, the game is obviously compared to the Hitman titles, but tries to be somewhat more stylistic and less stealth reliant, like the Blackheart games. The protagonist is, like many similar games before it, morally ambiguous, initially starting out as a heartless killer only concerned about getting a paycheck, but after meeting a beautiful woman named Michelle (who he initially meets by taking her hostage during a mission), he softens up somewhat and eventually becomes more of a very light shade of gray in terms of morality rather than a completely edgy antihero. The gameplay is praised for being quite fast paced for a shooter, with a lot of creativity in how to deal with enemies, and quite good enemy AI. It also features a multiplayer mode with both co-op and competitive options, and the online mode is played by a lot of people, at least initially. The game is released for the Wave and Xbox, and though it's overshadowed somewhat by For God And Country and Victory: Parallel Reality at the time of its release, it still sells a considerable amount of copies, due to the hype for the game beforehand and the strong reviews it gets. While reviewers do praise the gameplay, it does receive a good deal of criticism, both for its overly edgy content and its rather poor treatment of women (To quote G4's Morgan Webb, who sarcastically opined: “The picture on the cover shows the main character of the game holding one hand over a woman's mouth and using his other hand to point a gun straight forward. Oh, and that woman, by the way? That's his love interest. Yeah, that's a really romantic first date.”). Regardless of the criticism, the game is considered a critical and commercial success and would spawn a franchise that would compete with Hitman.

    The Matrix: Path Of Neo

    Like IOTL, the creators of the game Enter The Matrix follow up their effort with a game that chronicles Neo's adventures through the original trilogy. Not too much different from OTL's game, though of course the changes to the movie trilogy itself ITTL are also incorporated into the game. It's released for the Katana, Wave, and Xbox, and the Wave version is the most successful, both critically and commercially.

    Through The Breach

    Created by Treasure and published by Enix, Through The Breach is an action side-scroller similar to games like Guardian Heroes, with RPG elements and anime-like cel shading. It features massive bosses and takes place over a series of levels, 24 in all, which feature increasingly difficult enemies and more spectacular fights. The game can be played by up to four players at once, both locally and online, though online there is some lag during some of the tougher fights, hampering the experience somewhat. The game takes place in the near future, and chronicles a group of heroes who battle powerful creatures that enter our world through dimensional wormholes. The heroes must defend the world from those creatures, while finding the source of the breach and destroying it. The game's somewhat silly motif gets it compared to the Ghostbusters property, with numerous video parodies made later on that remix Ghostbusters music and quotes with the action of the game. Through The Breach is released for the Wave and Katana in October 2005, scoring great reviews. Though it's somewhat ignored on the Wave, it finds a good sales foothold on the Katana, and thanks to strong sales in Japan, it's considered a slight success.

    Medal Of Honor: Vietnam

    The Medal Of Honor series visits Vietnam for the first time, putting the player in the role of an American soldier in the Vietnam War. After surviving an ambush during the Tet Offensive, the protagonist's unit is sent on a mission deep into the North Vietnamese jungles, where they come under ambush numerous times as they struggle to survive. The game features more intense skirmishes than previous Medal of Honor titles, with booby traps and ambushes playing a big role in the action, including randomized ambushes during some missions that are impossible for the player to predict. Ultimately, there's no grand victory in the game, simply surviving and protecting most of the protagonist's squad is the main goal of the game. Like previous titles in the series, Medal Of Honor: Vietnam gets strong reviews from critics, though its multiplayer mode, which is improved little over previous games, leaves a great deal to be desired. The game is released not only for the Xbox, Wave, and Katana, but also on the Supernova and the iPod Play with all of its missions and gameplay intact, which is considered a very impressive feat for such an ambitious console title. It manages good sales on all the platforms it's released on, but sales have clearly dropped from those of previous titles, and is clearly not a guaranteed blockbuster like it was earlier in the decade.

    Need For Speed Worldwide

    Created specifically for the Supernova and iPod Play, Need For Speed Worldwide is a console-quality Need For Speed title with a heavy focus on online multiplayer, but also featuring a decent campaign mode for offline single-player. One of the better looking handheld racing titles, it gets good reviews and posts decent sales, with the iPod Play version selling slightly better than the Supernova version.

    Pocket Wars

    A cross between Pokemon and Bomberman, Pocket Wars is a game about hundreds of little heroes and villains that run around battling with various weapons. The game's graphical style is very cartoony, sort of like OTL's Plants vs. Zombies. It features a single player mode, with smallish top-down levels where players can pick one of the pocket warriors they've unlocked to battle their way through generic enemies and other pocket warriors to achieve certain objectives, but can also be played in local or online multiplayer, with up to eight people battling it out at once in arenas with various sizes and hazards. The game features strategic and collectible aspects, with each character having their own little quirks. There are fighters of many different disciplines, all sorts of occupations represented including a teacher who fights with a book and ruler, a plumber who uses a plunger or can turn raw sewage against an enemy, a judge who uses a gavel, etc. (though there's not a whole lot to distinguish very many of the characters, preventing the characters from taking on an Overwatch/Pokemon level of memetic popularity since it's hard to write very good backstories/personalities for 200+ characters). Some of the most notable characters include Commando, a Rambo-like berserker with big muscles who fires missiles everywhere, Flora, a gardener who raises killer plants, Ellersbee, a beekeeper who can both fire bees at enemies and turn into a bee, Robobuddy, a toy robot who can turn into a lethal cyborg, and Laeticia, a busty witch who enjoys cackling as she roasts her enemies. The game is frantic and chaotic, and becomes a big hit, selling lots of copies across every platform it's released on and spawning merchandise and eventually an animated series. It's not just released for the home consoles, but the Supernova and iPod Play as well, becoming one of the Supernova's most popular launch titles. Reviews average in the 8.5/10 range, and future sequels would be even more well received.

    Psycop

    Psycop is a third-person action title for the Wave and Xbox about a futuristic police officer with a telepathic connection to a beautiful female computer hacker. It's got a decent amount of visual style, and the game's voice acting gets a decent amount of praise, but the gameplay is generic and it gets lost amongst the crowd in its genre, selling poorly. The game's visual style would come to be influential on later titles down the road that have a greater degree of success.

    Speed Storm 2

    The sequel to 2003's arcade-style racer, Speed Storm 2 would see a release for all three consoles and both next-gen handhelds due to the last game's success. It features a clear graphical improvement over the original title (though the handhelds don't get the benefit of this), more licensed music, and the ability to have more cars on the track at once. It looks gorgeous and the Wave and Xbox versions, with dozens of fast moving cars zooming along a gorgeous, highly detailed track, don't seem like they'd be possible on a sixth generation handheld, with the Wave version in particular seeing many reviews labeling it even better looking than Gran Turismo 3. While reviews for the title are quite good, its fairly generic racing style does take away some of its flair, especially when compared to titles like Forza Motorsport which feature more realistic action and many more cars. Still, it's a decent enough hit at the time it's released, becoming one of the best selling racing games for the holiday season.

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

    October 2005:

    1. For God And Country (Microsoft Xbox)
    2. Divine Wrath 3 (Microsoft Xbox)
    3. Victory: Parallel Reality (Microsoft Xbox)
    4. Far Cry (Nintendo Wave)
    5. Victory: Parallel Reality (Nintendo Wave)

    November 2005:

    1. Red Sun 2 (Microsoft Xbox)
    2. Tom Clancy's Splinter Cell: Chaos Theory (Nintendo Wave)
    3. Tom Clancy's Splinter Cell: Chaos Theory (Microsoft Xbox)
    4. Grand Theft Auto: Liberty City Stories (iPod Play)
    5. Reverie Of Mana (Nintendo Wave)

    December 2005:

    1. Super Smash Bros. Clash (Nintendo Wave)
    2. Battlefield 2 (Microsoft Xbox)
    3. Novus Ordo 3 (Nintendo Wave)
    4. The Witcher II (Microsoft Xbox)
    5. Novus Ordo 3 (Microsoft Xbox)
     
    2005 In Review
  • The Xbox 2 had a star-studded showing on New Years' Eve, as Microsoft formally unveiled the console and gave a few details about its capabilities and plans for release. The big show was held at the Los Angeles X-Zone at 8:00 PM local time, or 11:00 PM on the East Coast, and aired live on the G4 TV channel. Microsoft uploaded the video of the half-hour presentation to Videocean soon after it ended.

    The console itself is a white rectangular box, about 20 percent smaller in size than the green and black original Xbox. The biggest news about the console is the type of discs it will be playing: rather than the DVDs that the Xbox used, the Xbox 2 will use the HD-DVD medium for its games, and is also capable of playing HD-DVD movies. This was somewhat of an expected move, as Nintendo's next console, which they are confirmed to be developing alongside Sony, is expected to utilize Sony's Blu-Ray format for its games. The announcement strikes perhaps the first major blow in what is expected to be a major format war between the two high definition video playback mediums, one that could impact the industry as much as the war between VHS and Betamax did back in the 1980s. The inclusion of an HD-DVD drive in the Xbox 2 comes at a price: the console's basic version, which includes a 20 gigabyte hard drive, will set you back $399, or $100 more than the launch price of the Xbox back in 2001. There's also a “Pro” version of the console that will include a massive 100 gigabyte hard drive, which has an MSRP of $499. This makes the Xbox 2 the most expensive console to be released since Sega's Saturn back in 1995, and players who spring for the $499 version will be paying prices only experienced by those who sprung for consoles such as the 3DO and Laseractive in the days of the SNES-CD.

    Microsoft also showed off a few games, though the key word here is “few”: only three games were demonstrated, and only as a technical demo for the Xbox 2's graphical power: Half-Life 2, Oni: Silent Soldier, and an untitled Spider-Man game. Half-Life 2 was probably the most impressive: the Xbox 2 is clearly a big leap above the original Xbox and Nintendo's Wave in terms of technical ability, and the game looked much like it would on a PC running the game at fairly high settings, with smooth textures and gorgeous water effects galore. The Spider-Man game was also quite good, with the familiar webslinger going from building to building, giving us a glimpse at a New York City that looked incredibly real. Microsoft ended the presentation by announcing a release date for the console: November 21, 2006. That's nearly a year away, but presenter Robbie Bach promised us plenty more information all throughout the year, with a presentation planned for the upcoming Game Developers' Conference, and a big E3 blowout with more than 20 game reveals. 2006 is shaping up to be the year of the Xbox 2, and last night's presentation left us wanting a whole lot more.

    -from a Kotaku.com article, posted on January 1, 2006

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    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, 2005 and December 31, 2005.)

    1. Madden NFL 2006
    2. Blackheart 4
    3. Grand Theft Auto: San Andreas
    4. Super Smash Bros. Clash
    5. Endotherm
    6. Sonic Blaze
    7. Pokemon Gamma
    8. Tom Clancy's Rendition: Masterminds
    9. Fated To Rise
    10. Super Mario Dimensions
    11. Gran Turismo 3: A-Spec
    12. The Covenant 2
    13. Velvet Dark: Conspiracy
    14. Forza Motorsport
    15. For God And Country
    16. Super Mario Gridiron
    17. Super Mario Shades
    18. Tony Hawk City 2
    19. Sonic Rover
    20. The Legend Of Zelda: Hero Eternal
    21. Paradventure 2
    22. NFL Play Action 2006
    23. Lash Out
    24. Soul Calibur II
    25. Thrillseekers

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    MTV Video Game Awards 2005:

    Game Of The Year:

    Battlefield 2
    Blackheart 4
    Civilization IV
    For God And Country
    Reverie Of Mana

    Hardware/Peripheral Of The Year:

    Game Boy Supernova
    Guitar Hero Guitar
    iPod Play
    Microsoft Xbox
    Nintendo Wave

    Handheld Game Of The Year:

    Into The Lost
    Polymorph
    Resident Evil: Desertion
    Sonic Blaze
    Virtua Fighter Infinity

    Action/Adventure Game Of The Year:

    Blackheart 4
    Endotherm
    Fated To Rise
    Lash Out
    Shieldmaiden

    Epic Game Of The Year:

    Euclid's Formula
    Final Fantasy Online
    Full Metal Alchemist
    Reverie Of Mana
    The Witcher II

    Sports Game Of The Year

    Madden NFL 2006
    NHL 2006
    Super Mario Gridiron
    Tony Hawk City 2
    Vintage Football Challenge

    Racing Game Of The Year

    American Rally
    Biker
    Booststream 2
    Burnout Revenge
    Forza Motorsport

    Shooter Of The Year:

    Battlefield 2
    For God And Country
    Medal Of Honor: Vietnam
    Tom Clancy's Rendition: Masterminds
    Velvet Dark: Conspiracy

    Best Graphics:

    Battlefield 2
    Far Cry
    Fated To Rise
    Star Fox: Hyperspace
    Velvet Dark: Conspiracy

    Best Soundtrack:

    Forza Motorsport
    Guitar Hero
    Super Smash Bros. Clash
    Tony Hawk City 2
    Twin Cities

    Best Storyline:

    For God And Country
    Full Metal Alchemist
    Still Afraid
    Stranded
    Velvet Dark: Conspiracy

    Best Original Game

    For God And Country
    Full Metal Alchemist
    Into The Lost
    Lash Out
    Stranded

    Best Licensed Game

    Alien: Parallax
    Evil Dead
    Ghost In The Shell
    Gundam Online
    Star Wars: Sith Apprentice

    Best Online Game

    Battlefield 2
    Divine Wrath 3
    Final Fantasy Online
    Gundam Online
    Pocket Wars

    Villain Of The Year

    Father (Full Metal Alchemist)
    Janus (Velvet Dark: Conspiracy)
    Media (Divine Wrath 3: False Idols)
    Russell (For God And Country)
    Thomas Whitney (Secret Of Happy Valley)

    Badass Of The Year

    Duke Nukem (Duke Nukem: Arena Of Death)
    John Hagen (For God And Country)
    Roy Mustang (Full Metal Alchemist)
    Sadira Blackheart (Blackheart IV)
    Sam Fisher (Tom Clancy's Splinter Cell: Chaos Theory)

    Holy S*** Moment Of The Year:

    The Chimera Scene (Full Metal Alchemist)
    The Goodbye Kiss (Blackheart IV)
    Marooned (Stranded)
    Russell Kills Christa (For God And Country)
    Whitney's True Nature (Secret Of Happy Valley)

    Best Voice Performance:

    Bill Paxton as Billy Bishop (Gun)
    Christopher Reeve as Ron (Stranded)
    Jon St. John as Duke Nukem (Duke Nukem: Arena Of Death)
    Lana Parrilla as Sadira Blackheart (Blackheart IV)
    Tony Hawk as himself (Tony Hawk City 2)

    Game Company Of The Year

    Enix
    Microsoft
    Nintendo
    Squaresoft
    Ubisoft

    -

    Rockstar's Upcoming Game Sparks New Controversy

    The announcement of Rockstar's upcoming title Bully last year was met with a great deal of controversy from both inside the gaming community and outside of it. The game, which takes place within a private school, is planned as an open world sandbox title in which the player assumes the role of a student, and is able to go back and forth between various cliques, solving problems and getting into fights throughout the school. Many believe that the game promotes a pro-bullying message, though Rockstar has stated that the game itself has the player confronting bullies and not actually being one

    Now, a new controversy has arisen with the announcement that an autistic character will play a heavy role in the game. The autistic character's name and exact role in the game itself have not yet been announced, but this has generated new controversy, with many claiming that the game will renew harsh sentiment against autism sufferers that has only recently begun to die down after the 2001 Virginia school massacre committed by a student who many claim to have been autistic. Some are even going so far as to say that this character may in fact be inspired by the shooter, though Rockstar has gone on the record denying any such claims.

    The controversy has contributed to Bully being one of the most anticipated releases of the upcoming year. Rockstar plans to release the game for the Wave and the Xbox, and has also announced a version of the game will be coming to the Xbox 2 in 2007.

    -from an article on Gamespot.com, posted on January 5, 2006

    -

    Gamespot Awards 2005:

    Game Of The Year: Civilization IV
    Game Of The Year (Readers' Choice): Battlefield 2
    Best Graphics, Artistic (Console): Through The Breach
    Best Graphics, Technical (Console): Battlefield 2
    Best Original Music: Final Fantasy Online
    Best Sound Effects/Design (Console): Battlefield 2
    Best Voice Acting: Fated To Rise
    Best Story (Console): Full Metal Alchemist
    Best Game No One Played: Geist
    Most Disappointing Game (Console): Dino Crisis
    Best Licensed Game: Alien: Parallax
    Most Improved Sequel: Propellerheads 2
    Best Action/Adventure: Blackheart 4
    Best Driving Game: Forza Motorsport
    Best Fighting Game: Super Smash Bros. Clash
    Best Role-Playing Game: Full Metal Alchemist
    Best Shooter: Battlefield 2
    Best Sports Game: NHL 2006
    Best Wave Game: Blackheart 4
    Best Katana Game: Endotherm
    Best Xbox Game: Forza Motorsport
    Best Handheld Game: Into The Lost

    -

    Games Over Matter Awards 2005:

    Game Of The Year:

    1. Civilization IV
    2. Blackheart 4
    3. Full Metal Alchemist
    4. Star Siren Nakama
    5. Final Fantasy Online

    Best Graphics:

    1. Battlefield 2
    2. Far Cry
    3. Blackheart 4
    4. For God And Country
    5. Into The Lost

    Best Sound:

    1. Final Fantasy Online
    2. Guitar Hero
    3. Blackheart 4
    4. Star Siren Nakama
    5. Beat Street

    Best Gameplay:

    1. Civilization IV
    2. Blackheart 4
    3. Star Siren Nakama
    4. Lash Out
    5. iKatamari

    Best Thematics:

    1. Full Metal Alchemist
    2. For God And Country
    3. Stranded
    4. Blackheart 4
    5. Still Afraid

    Most Innovative:

    1. Lumines
    2. Guitar Hero
    3. Endotherm
    4. Lash Out
    5. Fahrenheit

    Best Multiplayer:

    1. Super Smash Bros. Clash
    2. Final Fantasy Online
    3. Battlefield 2
    4. Star Siren Nakama
    5. O.R.B.I.T.

    Best New Character:

    1. Edward Elric (Full Metal Alchemist)
    2. Ron (Stranded)
    3. Media/Iris (Divine Wrath 3)
    4. Scam (Velvet Dark: Conspiracy)
    5. Zanna (Reverie Of Mana)

    -

    GameFAQs Best Of 2005 Polls:

    Best Of 2005: Best Supernova Game

    Super Mario Dimensions: 47.15%
    Metal Gear Hybrid: 29.38%
    Polymorph: 13.70%
    Templar: 6.37%
    Lumines: 3.40%

    Best Of 2005: Best Nova Game

    Mario vs. Donkey Kong: 26.17%
    Lunar: Eternal Blue Legends: 19.08%
    Sekai no Monogatari: 17.22%
    Quixsters Nova 3: 11.34%
    Mega Man Zero 4: 10.72%
    Ace Attorney 2: The Wright Stuff: 8.87%
    Blackheart: 4.95%
    Vampiric Soul: 1.65%

    Best Of 2005: Best Nintendo Wave Game

    Super Smash Bros. Clash: 25.61%
    Full Metal Alchemist: 16.60%
    Final Fantasy Online: 11.32%
    Reverie Of Mana: 10.50%
    Velvet Dark: Conspiracy: 9.88%
    Stranded: 8.16%
    Lash Out: 7.54%
    Kameo: The Dreamer: 4.06%
    Ballistic Limit Cross: 3.41%
    Star Siren: Nakama: 2.92%

    Best Of 2005: Best PC Game

    Civilization IV: 22.71%
    Battlefield 2: 19.81%
    Animal Farm: 17.37%
    Gundam Online: 10.87%
    Call Of Duty 3: 9.44%
    Quake 4: 8.62%
    Euclid's Formula: 6.55%
    The Savage Isle: 4.63%

    Best Of 2005: Best Katana Game

    NiGHTS: Dream's End: 25.74%
    Endotherm: 25.31%
    Rome: Total War: 11.8%
    No One Lives Forever 3: She Lives For Danger: 10.5%
    Runic Convergence: 9.04%
    Radiata Stories: 7.6%
    Battle Engine Aquila 2: 5.73%
    Vintage Football Challenge: 4.28%

    Best Of 2005: Best iPod Play Game

    Soul Calibur II: 25.20%
    Into The Lost: 19.57%
    Resident Evil: Desertion: 17.82%
    Sonic Blaze: 13.45%
    Virtua Fighter Infinity: 9.78%
    Commander Keen: Dimensional Destruction: 9.61%
    Ghost In The Shell: 3.03%
    ZVX: 1.54%

    Best Of 2005: Best Xbox Game

    For God And Country: 30.35%
    Forza Motorsport: 17.41%
    Fated To Rise: 13.69%
    Tom Clancy's Rendition: Masterminds: 9.54%
    Ninja Gaiden Black: 6.58%
    Red Sun 2: 5.75%
    Divine Wrath 3: 5.58%
    The Witcher II: 5.1%
    Paradigm Shift: 3.71%
    Evil Dead: 2.29%

    Best Multiplatform Game:

    Blackheart 4: 51.12%
    Pocket Wars: 13.04%
    Tony Hawk City 2: 9.07%
    Twin Cities: 7.60%
    Mega Man 9: 6.81%
    Star Wars: Sith Apprentice: 5.84%
    Through The Breach: 3.55%
    Priest Of Ammut-Ra: 2.97%

    Best Of 2005: Game Of The Year:

    Super Smash Bros. Clash: 36.16%
    Blackheart 4: 21.15%
    Super Mario Dimensions: 14.83%
    Civilization IV: 9.87%
    NiGHTS: Dream's End: 6.74%
    For God And Country: 4.61%
    Soul Calibur II: 4.53%
    Mario vs. Donkey Kong: 2.11%

    Best Of 2005: Game Of The Year (Final):

    Super Smash Bros. Clash: 44.13%
    Blackheart 4: 37.65%
    Super Mario Dimensions: 18.22%

    -

    December 31, 2005

    Steve Jobs and several members of the Apple development team watched Microsoft's live press conference on a large, projected screen at Apple's HQ. They watched as the Xbox 2 was revealed and as its basic capabilities were demonstrated, and when it was over, Jobs clapped. He was genuinely impressed by the new console's visuals, and while the fact that it used HD-DVD technology wasn't a surprise to him, he admitted that it was the smart thing for Microsoft to do, as Nintendo would inevitably have beaten them senseless in the next console generation if they hadn't.

    “We've honestly got our work cut out for us,” said Jobs, facing his team. “That console, and, I imagine, Nintendo's console, will have more powerful graphics processors than Project Pippin. Not by much, mind you, I imagine Pippin will be able to play most if not all of the games their consoles will, but... from a graphics standpoint, they have us beat.”

    Jobs and his team had been working on Pippin throughout the year, and in fine-tuning the new console and how it would look and play, they'd come to the decision that it would eschew top of the line graphics technology. It would be a powerful console: Jobs insisted that it be able to process 100 gigaFLOPs, and it was likely going to come in at somewhere around 180, but nothing they'd run on it thus far was comparable to the Xbox 2's Spider-Man or Half-Life 2 demos.

    “But we're going to have the best games,” said one of the developers.

    “Exactly,” replied Jobs, “and people will be able to play them in vastly different ways than they can on the Xbox 2.”

    The developers had produced a console utilizing a new type of controller. It would have motion controls, but motion controls wouldn't be the focus of the console, merely an option to augment the traditional control scheme featured in most games. Jobs wanted to give players more options than ever before, all under the umbrella of Apple and their new game device, which in turn would be augmented by Apple's new handheld device that would presumably be released around the same time.

    So while Jobs and his team were impressed by the Xbox 2, they weren't intimidated. In fact, Jobs was almost pleased that Microsoft had chosen to go the “Xbox, but more” route with their new console. It left him free to do something completely different.

    “About the name,” said Jobs, getting a burst of inspiration. “We were originally going to call it the Pippin, but that's not a good name for a game console at all. We need something iconic, to represent what our new game console stands for.”

    Jobs continued as his team looked on, a couple of the developers jotting down notes as he spoke.

    “This year at E3, we're going to introduce the world to the Apple iTwin.”

    -

    Interactive Entertainment Awards 2005:

    Game Of The Year: Blackheart 4
    Console Game Of The Year: Blackheart 4
    Computer Game Of The Year: Civilization IV
    Action/Adventure Game Of The Year: Stranded
    Family Game Of The Year: Super Smash Bros. Clash
    Massively Multiplayer Game Of The Year: Final Fantasy Online
    Handheld Game Of The Year: Into The Lost
    Racing Game Of The Year: Forza Motorsport
    Role Playing Game Of The Year: Reverie Of Mana
    Shooter Game Of The Year: Blackheart 4
    Strategy/Simulation Game Of The Year: Civilization IV
    Sports Game Of The Year: NHL 2006
    Fighting Game Of The Year: Super Smash Bros. Clash
    Outstanding Art Direction: Haze
    Outstanding Vocal Performance: Patrick Stewart as Julius Caesar in Civilization IV (Male), Lana Parrilla as Sadira Blackheart in Blackheart 4 (Female)
    Outstanding Animation: Blackheart 4
    Outstanding Game Design: Civilization IV
    Outstanding Gameplay Engineering: Blackheart 4
    Outstanding Innovation: Guitar Hero
    Outstanding Online Gameplay: Civilization IV
    Outstanding Original Music: Civilization IV
    Outstanding Sound Design: Battlefield 2
    Outstanding Story: For God And Country
    Outstanding Visual Engineering: Blackheart 4

    -

    GameRankings Top 25 Games Of 2005 (only games newly released or significantly remade in 2005 are included, multiplatform releases are averaged)

    1. Blackheart 4: 94.55%
    2. Civilization IV: 93.90%
    3. Stranded: 93.77%
    4. Lash Out: 93.01%
    5. Full Metal Alchemist: 92.72%
    6. Fated To Rise: 92.71%
    7. Into The Lost: 92.60%
    8. Super Smash Bros. Clash: 92.54%
    9. Guitar Hero: 92.52%
    10. Star Siren Nakama: 92.04%
    11. For God And Country: 91.99%
    12. Pop-Pop-Po-Pop: 91.86%
    13. Velvet Dark: Conspiracy: 91.80%
    14. Vintage Football Challenge: 91.74%
    15. Endotherm: 91.66%
    16. Animal Farm: 91.56%
    17. Battlefield 2: 91.51%
    18. Haze: 91.40%
    19. Sekai no Monogatari: 91.30%
    20. Battle Engine Aquila 2: 91.24%
    21. Divine Wrath 3: 90.80%
    22. Twin Cities: 90.62%
    23. Forza Motorsport: 90.54%
    24. NHL 2006: 90.41%
    25. Quake 4: 90.11%

    -

    2005 was the year when the game industry began to transition from its sixth generation to its seventh. The first of the next-gen consoles, the Xbox 2, was teased that year at E3, and the year also saw many games that pushed the sixth-gen consoles, even the Wave, to their limits. Titles like Blackheart 4, For God And Country, and Velvet Dark: Conspiracy showed just what the Wave and Xbox could do, while largely leaving Apple's Katana in the dust.

    And yet, Nintendo showed no signs of slowing down with their Wave. It was the youngest of the three consoles, and still had a lot of potential left to unlock, but even Nintendo was rumored to be working on something new, and with their competition's new consoles looming on the horizon, it seemed only a matter of time before Nintendo, along with their now joined at the hip partner Sony, would unveil something as well.

    It was a huge year for handhelds, with the iPod Play continuing to impress and the Supernova releasing to a great deal of fanfare. With 2006 possibly being a transition year, it seemed that one of the two handhelds could step into the spotlight in a big way, and in fact, that's exactly what one of them did, showing perhaps for the first time that handheld gaming had the potential to elevate itself to the epic heights of its console big brothers. The only question was: which handheld would it be?

    But even as one handheld would thrust itself into the glorious spotlight, E3 2006 was shaping up to be one for the ages, with a pair of console reveals that would determine the course of not only the next generation, but the next decade of gaming to come...

    -”The History Of Console Gaming: Year-By-Year (Part 9)”, Wired.com, posted on July 17, 2012
     
    Last edited:
    Vaporware: A Geek Radio Discussion
  • (Authors' Note: For this post where we cover some of the vaporware games of the timeline, we're going to do a brief little flash-forward to 2008. There may be a few little spoilery things in here, though we tried to avoid spoiling anything huge.)

    -

    Brittany Saldita: And that was "Cruel Angel's Thesis", the main theme to the hit anime Neon Genesis Evangelion. As always, you're listening to Geek Radio on Northstar Satellite Radio. I'm Brittany Saldita, and let's go ahead and continue our discussion on video game history with my amazing friend, long time GameTV co-host, founder of Games Over Matter and world renowned super dork Alex Stansfield.

    Alex Stansfield: Thank you, Brittany. I feel like I'm back in high school, being called super dork!

    Brittany: Still not used to it by now?

    Alex: Well now it's a term of endearment. *laughs*

    Brittany: This is one of the topics I most wanted to go into with you tonight, and that's the topic of vaporware. Video games that were announced, that entered various stages of production, but for whatever reason, stuff happened, they never materialized.

    Alex: And I remember, we hyped up some vaporware back on GameTV. We did some really nice preview segments for games that never ended up being made!

    Brittany: I'd always be so embarrassed, going back and looking at that footage...

    Alex: Remember how excited we were?

    Brittany: The game never came out, and I felt like a liar!

    Alex: Yeah, they made fools of us!

    Brittany: Some of those games I was really disappointed, never getting to play them, you know? And a lot of the games we hyped up were Sega arcade hits.

    Alex: Oh yeah, Sega had these pie in the sky ideas for lots of arcade games that never came to fruition.

    Brittany: The Saturn kinda banked its whole ad campaign on...what was that, how'd it go again? "We bring the arcade hits home?"

    Alex: Yeah, bringing the arcade hits home.

    *A brief snippet of one of the old Sega Saturn commercials plays where it talks about Sega's "We Bring The Arcade Hits Home" campaign.*

    Alex: Some of those hits never got home!

    Brittany: Yeah, a shame.

    Alex: One of those was Kogura Kings. Kogura Kings was a game, it actually did come out for the arcades in, I think it was late 1997. It was a fighting game, where it would start out like a traditional fighter, and then after the first round you'd do this platforming segment where you'd have to collect items and fight these small enemies, and then you'd return to the fight and however many guys you beat, and whatever items you got...

    Brittany: It'd power you up in the game!

    Alex: Exactly!

    Brittany: Yeah, I think we reviewed that one for GameTV, it was pretty fun, wasn't it?

    Alex: The big complaint I had about it was that there were only six playable characters.

    Brittany: Uh huh, yeah, and you couldn't unlock any more even though there were more than six other people you could fight in the game. There were like more than a dozen fighters but you could only play with six!

    Alex: Sega promised that there'd be more characters playable in the Saturn port, and that got a lot of hype for a while because the game was pretty popular, but it never got ported. Sega wanted to focus on Virtua Quest, they said the game played too close to Virtua Quest and so they ended up canceling the port.

    Brittany: A game like that, I think, would've been perfect for the Ring because I remember the graphics being really good.

    Alex: Yeah, it was designed for the Model 3 hardware, as a launch title for the new arcade hardware and it never got ported over. Another game was called Quicksilver Night, and it was another arcade fighter, but the characters had guns. It was a mix of martial arts and gunplay, a lot like gunkata from that movie Equilibrium, if you remember that?

    Brittany: I didn't like the movie but the gunkata was pretty cool.

    Alex: Quicksilver Night was going to predate that, by two years. It was going to come out in the arcades in 2000, and we talked about it on an episode of GameTV...

    Brittany: Right, I think it was the new millennium preview episode! We talked to Yu Suzuki about the game! It was getting a release on the Saturn, I remember it was supposed to be the last big fighter on the console.

    Alex: Yu Suzuki was working on it and Virtua Fighter 4 at the same time, and also Shenmue II. And then Sega quietly canceled production on the game in late 2000.

    Brittany: Because Yu Suzuki was burned out?

    Alex: They tried to transfer the project to another employee but he didn't want it and ultimately it just sort of died on the vine. It would've been a great concept, and Capcom's Special Force fighting game actually took a lot of concepts from Quicksilver Night, some of the people who worked on Quicksilver Night would go on to Capcom and there's a lot of stuff in Special Force that looks like what was planned for Quicksilver Night.

    Brittany: So if you want to play Quicksilver Night, get an Xbox? *laughs*

    Alex: Exactly. One more Sega vaporware arcade game to discuss, and this game never got past the concept stages, but in 1997 Sega started working on a Sonic The Hedgehog arcade game.

    Brittany: Whaaaaaaaaaaaat? *she's honestly surprised*

    Alex: Yeah, this is something that really kinda was buried for a while but it IS true. For a very brief time it was actually called Sonic The Hedgehog 5.

    Brittany: I can't see Sonic 5 as an arcade game, you're pulling my leg. They wouldn't!

    Alex: Well only for a short time, then it was called Sonic Twisted, but basically it was an arcade with platformer Sonic levels like the ones in Sonic 4, the graphics were actually Katana-level quality and the stages were supposed to play just like the ones in past console Sonic games. It'd be a time attack thing, you'd play through a level, record your best time, and then people could play to beat your time. There'd be a local "best times" list and a nationwide list and a worldwide list-

    Brittany: Okay, stop, you're making me want to play this now! A Sonic game you can compete in to get the best time? To beat other people? Sign me up!

    Alex: They just couldn't figure out how it was going to play, if they were going to make the levels harder to get people to put in more quarters, or what, and by then work on Sonic 5 had started and the project was abandoned.

    Brittany: What made Sega cancel the project?

    Alex: Um, they didn't think a platformer could succeed as an arcade title. Sega wanted to focus on fighting and shooting games and didn't think a Sonic game would bring in enough revenue.

    Brittany: I would've played it!!!

    Alex: See, but you're good at Sonic, Sega felt that kids who, you know, aren't very good at the game would give up if they couldn't get on the high score list.

    Brittany: Well, it would've been interesting to see a Sonic platformer in the arcades. So yeah, Sega probably burned through a lot of ideas during the time of the Saturn, when they were scrambling to come up games to put in the arcades.

    Alex: Well, let's move from Sega to Nintendo. Around the time Nintendo was starting to transition to the Ultra, they released the Super Scope 2, an enhanced Super Scope for SNES-CD games that had limited 3-D capabilities.

    Brittany: And we played that on GameTV too.

    Alex: Right, it was featured with games like Days Of The Hunt...

    Brittany: 3, 2, 1, Begin The Hunt! *laughs* That game was pretty cool, but playing it with the Super Scope 2 gave me kind of a headache.

    Alex: It could also be used with Independence Day...

    Brittany: Playing that game gave me a headache even without the fucking Super Scope!

    Alex: *laughs*

    Brittany: I seem to remember that Nintendo didn't push the Super Scope 2 at all. By then though, they were getting ready to move on to the Ultra Nintendo, and it seems to me like they only developed the Super Scope 2 to please Gunpei Yokoi, right?

    Alex: That was kind of the reason. They did have some big plans to use it with Squad Four: Eclipse, but they couldn't get the device ready in time and had to scrap those plans. If you go back through the code for Squad Four: Eclipse, you can see snippets of code that were intended to be used for the Super Scope 2, and there have been attempts at ROM hacks to give Super Scope 2 support to the game.

    Brittany: A disclaimer, we here at Geek Radio don't support the use of any ROMs, we support only purchasing and playing video games through legal and officially authorized means, no matter how frustratingly fun Kaizo Mario World is. Okay, continue.

    Alex: So I was saying, Nintendo did at one time have plans for 3-D gaming. They looked into 3-D technology, they at one time planned a possible update for the Game Boy to use 3-D goggles, they were really hoping to get 3-D off the ground, and the Super Scope 2 was Nintendo and Gunpei Yokoi's attempt to take advantage of it. Even with the Ultra Nintendo looming, Nintendo did have some games planned, including another Squad Four project, Squad Four 3-D. They saw how popular Eclipse was and looked into making a quick spinoff title that would be released for the SNES-CD in late 1997 or early 1998, but after the Ultra Nintendo launched in Japan and sold out so quickly, all planning for that was scrapped.

    Brittany: So it would've played like Eclipse, but using the Super Scope 2?

    Alex: Right, it would've had elements of Rebellion, possibly even Raquel's first appearance in the series. It was even previewed in Famitsu in spring 1997 as a possible Super Scope 2 title, but nothing was heard of it after that.

    Brittany: With 3-D movies starting to make a comeback, do you think a game company might take another shot at 3-D gaming?

    Alex: You know, I think so. I think it's a matter of time before somebody does it, my guess being Nintendo or Apple, but you never know, maybe Microsoft's next console will be the Xbox 3-D.

    Brittany: *laughing*

    Alex: Another big vaporware game I wanted to discuss was a game created by Peter Molyneux.

    Brittany: He does children's books now, but I do remember he used to be fairly big in the game industry.

    Alex: His books are really good, he's got a creative mind but sometimes his brain and his mouth write checks that his ass can't cash.

    *A brief snippet is played of the GameTV sketch where Steve Horton as Peter Molyneux sits on Santa's lap, only to be called naughty for promising things he can't deliver.*

    Brittany: Everyone remembers Colony, the "epic" life-sim game-

    Alex: You're making quotes with your fingers around the word epic.

    Brittany: The game sucked.

    Alex: *laughs*

    Brittany: But yeah, after Colony he went to all the big console developers hoping to make a sixth-gen game.

    Alex: Microsoft turned him down, Sega turned him down, but Sony wanted to work with him. Now, at the time, they were working on Carpathia, which was in development hell, and they were looking for a game to possibly replace that. Molyneux pitched them an idea that he'd had for quite some time, a god game somewhat like Populous but on a more personal level. It would've been released on the Nintendo Wave, possibly as a launch title, but development started to drag...

    Brittany: Pretty much the same problems he ran into with Colony.

    Alex: Exactly, and Sony was devoting resources to the game that they wanted to devote to Carpathia.

    Brittany: So they were trying to develop these two big ambitious games both at once...

    Alex: The Carpathia team was moving along a lot faster. Things were coming together really quickly for them in 2001, almost as if the presence of Peter Molyneux competing with them lit a fire under their asses.

    Brittany: Because they knew if they didn't produce something, Sony was going to devote all its efforts to funding and promoting Molyneux's game.

    Alex: Right. But after Carpathia started to come together, Molyneux's game hit a snag, and at the same time he was also trying to work on a new Populous game for the PC. So he's getting pulled every which way, he can't figure out a vision for his Wave project, things are stalling out, money's drying up, and Sony and Nintendo are moving on.

    Brittany: They're sick of it.

    Alex: Molyneux and his team can't come up with a concrete plot, the Wave's limitations are starting to become evident...

    Brittany: Because as powerful and impressive as the Wave was, it's not a PC.

    Alex: At one point Molyneux considered breaking it off with Sony and going back to EA to develop his game for PC, but he thought the game could sell better for the Wave. Eventually, by 2004, it's clear that this thing's just not going to be ready and the whole thing gets scrapped pre-alpha. It was shown off briefly at E3 2003. I saw it at IGN and like most Peter Molyneux projects, it sounded really ambitious and fun but it played like a mess.

    Brittany: A shame, too, because from what I was hearing about the project it did sound pretty fun. But then again, so did Colony.

    Alex: The whole thing soured Molyneux on games entirely, and that's when he started work on the Grave Of The Gods series, which of course is now one of the hottest YA fiction franchises out there.

    Brittany: Yeah, those books are great, Arturo's reading the first one now and he really enjoys it.

    Alex: Peter Molyneux is definitely a creative guy and he's done some great games, but I feel like he never really properly transitioned to the next generation of titles, once it got to be 1997 or so things just stopped working for him.

    Brittany: So are there any more tales of vaporware games you want to share? Because this is pretty fascinating, hearing about all these games that never came to be. It's something I wanted to talk about on GameTV a few times, but we mostly focused on current games and kind of ignored the past except for when we started doing those retro reviews in 1999. It's kind of a shame, because retro gaming is hot right now.

    Alex: Yeah, I wanted to cover more retro games on the show too. We do a ton of them on Games Over Matter.

    Brittany: It is nice when you're the boss and you get to pick what to cover. *laughs*

    Alex: *laughs* So there's one more vaporware-related thing I wanted to bring up, and it relates to the subject of smartphones. They're really big right now thanks to the iPhone, but smartphones have been around for quite a while. Back in 2002, the Motorola Elite was a big one since it promised to be the first phone solely devoted to games.

    Brittany: Yeah, it was a pretty neat handheld. I actually bought one and Chris asked me why I needed another cellphone since I already had one, and I told him "I'm playing games on it!" and asked if he wanted one too.

    Alex: Did he get one?

    Brittany: He didn't want one!

    Alex: Probably a good call.

    Brittany: Hey, it had some decent games on it, you remember Modular right?

    Alex: Oh yeah, I forgot Modular, that was actually one of the better handheld games of its day. And I'm sure you know but a lot of our listeners don't, that they wanted to make a Grand Theft Auto game for the Motorola Elite.

    Brittany: Right, an exclusive one too!

    Alex: An exclusive Grand Theft Auto game, a follow-up to Vice City, and it was supposed to be a fully 3-D game.

    Brittany: Now that kind of baffles me, because Grand Theft Auto is a huge game, and the Elite...I mean it could do 3-D graphics, a bit better than even the Game Boy Nova could, but...Grand Theft Auto, on the Elite?

    Alex: They were going to have it take place in just a part of Liberty City, a small part-

    Brittany: But on the Elite? I mean....I guess there was a really good looking Gran Turismo game on the Nova...

    Alex: That looked awesome for the Nova!

    Brittany: It blew my mind the first time I played it, I couldn't believe a handheld was doing that!

    Alex: Now there's the Supernova and the iPod Play with fully 3-D Grand Theft Auto.

    Brittany: And the iPhone has it too.

    Alex: But in 2002...yeah, it would've been tough, but there are some screenshots...

    Brittany: Whoa, it does look pretty good. You people listening can't see but-

    Alex: We do have them on Games Over Matter! I mean, it's not Xbox quality, it looks...

    Brittany: Pretty blocky and pixellated but yeah, that's Grand Theft Auto all right.

    Alex: Development on it was taking a while and by the time they had it about halfway done, the Elite had really kind of tanked and Rockstar quietly dropped the project.

    Brittany: And do you think it could've been a killer app for the Elite?

    Alex: You know, I....

    Brittany: Probably not, right?

    Alex: *laughing* Yeah, the Elite just had too many problems no matter what games were on it. Would've been neat, though.

    Brittany: And you know, we could probably spend this whole hour...we could probably spend many hours talking about vaporware and just how many amazing game concepts never saw the light of day, it's a really fascinating subject.

    Alex: And on Games Over Matter we do have a series, Up In Vapor, where we discuss a few vaporware games and what they might've been like had they been released. It's a weekly blog post, so check it out if you get the chance.

    Brittany: The sad thing is that there are probably a lot more games that never get made than games that actually do. Any one of them might have changed the way we play video games forever!

    Alex: Yeah, makes you think, doesn't it?

    Brittany: ...but let's be honest, most of them would've sucked.

    Alex: *laughs*

    Brittany: Well, we've got another couple of songs coming up and then more with my guest Alex Stansfield, you're listening to Geek Radio on Northstar!

    -excerpted from the April 14, 2008 evening broadcast of Northstar Satellite Radio's Geek Radio channel
     
    Grammy/Oscar 2006
  • 2006 Grammy Nominees: (winners in bold)

    Best New Artist-

    Carrie Underwood
    DJ Hoogland
    Fall Out Boy
    Indira Villa
    Keane

    (Notes: DJ Hoogland, the winner in this category, is an original TTL rap artist who mixes smart beats with catchy rhythms and social commentary. He would be compared to Kanye West numerous times soon after the release of his debut album, Welcome To Hoogtown, but his more media friendly personality would lead many to dub him a “sellout”. Hoogland's main competition for this award would be Carrie Underwood, who IOTL won the Best New Artist Grammy a year later, but releases her album a bit earlier ITTL and just barely qualifies to win it in 2006. However, against stiffer competition, she would come up short.)

    Song Of The Year-

    “Devils & Dust” by Bruce Springsteen
    “Flip And Twist It” by DJ Hoogland
    It's A Woman's World” by Destiny's Child ft. Julieta Venegas
    “These Savior Wings” by Carrie Underwood ft. Jenny Stigile
    “Witch Song” by No Doubt

    (Notes: This was a fairly competitive category, with five well-written songs nominated in the category, but it would ultimately be Destiny's Child and their collaboration with Julieta Venegas that would take the award with their defiant anthem for femininity that many critics said was a much stronger message than Independent Woman Pt. 1 back in 2000. Beyonce Knowles would specifically mention Gwen Stefani during the band's acceptance speech, acknowledging the fact that many considered “Witch Song” to be the biggest competition.)

    Record Of The Year-

    “Feel Good Inc.” by Gorillaz ft. De La Soul
    “Gold Digger” by Kanye West
    “It's A Woman's World” by Destiny's Child ft. Julieta Venegas
    “Pon de Replay” by Rihanna
    Remaining Days” by Jamiroquai

    (Notes: Jamiroquai's win was a bit of a surprise to the mainstream music industry, but many insider critics expected the band to win due to the brilliant production values of the song, which mixed soulful lamentations over a melancholy techno beat. Kanye West was said to have been livid after losing out for this award, belieiving it meant that Jamiroquai was going to take home the grand prize as well.)

    Album Of The Year-

    Fell In A Forest by Jamiroquai
    High Wire Act by No Doubt
    Late Registration by Kanye West
    The Sum Of Our Parts by Destiny's Child
    Welcome To Hoogtown by DJ Hoogland

    (Notes: Just as IOTL, Late Registration was lauded by critics and considered one of the year's top albums. This would be the last of Kanye's albums that would be fairly close to its OTL incarnation, and unlike OTL where he lost this award, he would win it here, getting revenge for last year's Best New Artist loss. Kanye's acceptance speech, in which he mostly talked about himself while also insulting his critics, was the longest acceptance speech ever given at the Grammys.)

    -

    2006 Oscar Nominees: (winners in bold)

    Best Picture-

    Brokeback Mountain
    Chasm
    Kingdom Of Heaven
    Playing To Win
    Violet Summer

    (Notes: Unlike IOTL, where Crash controversially won the big prize, ITTL Crash was butterflied away, and Brokeback Mountain, favored to win since the beginning of Oscar season, won the award to nobody's surprise. It beat out Chasm, Kingdom Of Heaven, Playing To Win (a film about race and basketball in the 1960s, centering particularly around the 1964 strike at the NBA All-Star Game in which Bill Russell led both teams in threatening to sit and not play the game unless the players got a union), and Violet Summer (a film starring Frances McDormand as a woman suffering early onset dementia who begins to plant a garden for her family to remember her by). Brokeback Mountain's win was seen as a major touchstone for LGBT rights, which had been steadily gaining progress over the course of the decade.)

    Best Director-

    Ang Lee for Brokeback Mountain
    George Clooney for Landmine
    Ridley Scott for Kingdom Of Heaven
    Spike Lee for Playing To Win
    Steven Spielberg for Chasm

    (Notes: As IOTL, Ang Lee takes it here. Steven Spielberg was thought to have an outside shot, but Chasm wasn't as critically praised as Munich was IOTL, and considering Spielberg was considered the #2 in this category, you can see by just how much Ang Lee outran the field.)

    Best Actor-

    Alphonse Renning for Playing To Win
    Heath Ledger for Brokeback Mountain
    Joaquin Phoenix for Walk The Line
    Pierce Brosnan for Between
    Tom Cruise for Chasm

    (Notes: Of note: Alphonse Renning, who played Bill Russell in Playing To Win, is an original TTL actor, and Pierce Brosnan starred in Between as a diplomat caught up in an international love affair. While Joaquin Phoenix's performance in Walk The Line as Johnny Cash was as acclaimed as it was IOTL, Tom Cruise was absolutely masterful in Chasm in a performance that even surpassed his work in Born On The Fourth Of July. His heart-wrenching performance earned him an Oscar here.)

    Best Actress-

    Felicity Huffman for Transamerica
    Frances McDormand for Violet Summer
    Kim Min-hee for Comfort
    Reese Witherspoon for Walk The Line
    Rose Byrne for Wickersby Lane

    (Notes: This one was largely a three way race between Huffman, McDormand, and Witherspoon. Kim Min-hee, who before 2005 was a fairly obscure Korean actress largely known for TV acting in South Korea, absolutely burst onto the scene with a powerful performance as a woman forced into sexual slavery in Comfort, which chronicles the lives of several World War II era “comfort women”, but was considered to be a major longshot to win. Same with Rose Byrne, who starred in the comedy-drama Wickersby Lane, about a woman serving as a maid for a posh noble family in Britain. Ultimately, as she did IOTL, Reese Witherspoon impressed the Academy and beat her tough competition.)

    Best Supporting Actor-

    Al Pacino for Cloistered
    Edward Norton for Playing To Win
    Leonardo DiCaprio for Brokeback Mountain
    Vincent Cassel for Landmine
    William Hurt for A History Of Violence

    (Notes: Though praise went to Al Pacino for his role as a repentant murderer in Cloistered, to Edward Norton for his performance as Jerry West in Playing To Win, and to Vincent Cassel for his performance as a corrupt United Nations inspector in Landmine, Leonardo DiCaprio was absolutely brilliant as Jack Twist in Brokeback Mountain, and didn't have much trouble winning an Oscar.)

    Best Supporting Actress-

    Anika Noni Rose for Playing To Win
    Billie Piper for Royal Pain
    Jennifer Garner for Violet Summer
    Lauren German for Mistakes Were Made
    Nell Carter for Stand And Be Counted

    (Notes: This was a category full of trendy and quirky performances, and while Jennifer Garner was the frontrunner, there was definitely some intriguing competition, including Anika Noni Rose's performance as Bill Russell's wife in Playing To Win, Lauren German's performance as a slick tattoo shop owner turned professional artist in Mistakes Were Made, and Nell Carter's comeback role as a lawyer/activist in the civil rights drama Stand And Be Counted. Meanwhile, Billie Piper, who was seen as a massive longshot in the category, was actually a popular upset pick to take the category in the lead-up to Oscar night. In the end, Jennifer Garner won, but all five performances got people seriously talking.)
     
    NFL: 2005-06 Recap/The Fate Of NFL Video Games
  • The story of the 2005 NFL season was one of upheaval. Injuries, roster changes, and trades changed the face of the league, causing previously good teams to fall out of contention and causing basement dwelling teams to rise into the playoff race. Among the good teams that saw their fortunes slide was the New England Patriots, who had been a frequent presence in the playoffs in recent years thanks to their staunch defense and their skillful quarterback, Donovan McNabb. A string of injuries to key defensive players forced McNabb to carry the team on his own, and after some key blunders in close losses, a controversy erupted when Gillette Stadium fans began to heckle McNabb with racial slurs. The controversy consumed New England's season, allowing the New York Jets to take the division title. The Colts were the top seed once again, while the Cleveland Browns' Michael Vick had his best season yet: 30 passing touchdowns and 16 rushing touchdowns, with a total of 3,821 passing yards and 1,053 rushing yards, ultimately winning the MVP award. The Houston Texans snuck into the playoffs thanks to good play by their mercurial quarterback Ryan Leaf, who finally had a decent offensive line to play behind.

    In the NFC, the big question everyone was asking was “How 'bout them Cowboys?” Thanks to an influx of outstanding rookies and thanks to their new quarterback Rex Grossman, who showed up as Good Rex most of the year, the Cowboys went 14-2, a vast improvement from last season. The Bears also played well, while the Saints had a bit of a slip due to some rough play by the defense. Peyton Manning's 58 passing touchdowns could only carry them to a 10-6 record, indicating just how bad the Saints' defense was, giving up the third most points in NFL history. The Arizona Cardinals, meanwhile, were the feel-good story in the conference, getting an 11-5 record thanks to the play of their rookie quarterback Kyle Orton.

    NFL Playoffs 2005-06:

    Wild Card Round

    (3) Denver Broncos: 13, (6) Houston Texans: 10

    Sophomore quarterback Eli Manning had a nice improvement in his second year in the league, but ultimately it was the defense that helped the Broncos triumph, picking off Ryan Leaf four times to help the Broncos advance. Surprisingly, Leaf was well-behaved and composed after the loss, taking the blame and actually being open with reporters, showing how much his attitude had improved over his time in the league.

    (5) Pittsburgh Steelers: 21, (4) New York Jets: 18 (OT)

    The Steelers were bound and determined to defend their Super Bowl title, and thanks to the heroic efforts of Aaron Rodgers, who led the Steelers on a comeback from 18-3 in the fourth quarter to force overtime, they were able to stay alive and in contention. The Steelers had gotten off to a rough start to begin the year due to giving away so much, including Super Bowl hero Rex Grossman, for the chance to select Aaron Rodgers, but in the second half of the season, Rodgers helped the Steelers to win six of their last eight, and they came into the playoffs as one of the hottest teams in the league. Now, they continue on to the divisional round.

    (6) Tampa Bay Buccaneers: 37, (3) New Orleans Saints: 20

    Bucs quarterback Patrick Ramsay scorched the Saints' poor defense, and Peyton Manning had a rough day with three picks. The Saints couldn't stop Tampa Bay when it counted, and the Buccaneers won fairly easily.

    (4) Atlanta Falcons: 26, (5) Arizona Cardinals: 0

    Welcome to the NFL Playoffs, Kyle Orton. Orton and the Cardinals were totally shut out by the Falcons' D, and pounded all day by their tough running game. The Cardinals were the year's feel-good story, but taking a shutout loss in the playoffs couldn't have felt good for them.

    Divisional Round

    (1) Indianapolis Colts: 45, (5) Pittsburgh Steelers: 38

    This game was an entertaining shootout between Tom Brady and Aaron Rodgers, both of whom threw five touchdowns in this exciting game. The Colts were determined to make it to the conference championship after a tough loss to the Browns, and they ultimately prevailed after going up 45-31 in the fourth quarter. Rodgers drove his team quickly down the field to narrow it to a single score, but the Steelers couldn't recover the onside kick, and that was it for the Steelers and their title defense.

    (2) Cleveland Browns: 51, (3) Denver Broncos: 3

    The Browns got complete and total revenge for all the past playoff pain they'd been subjected to by the Broncos, crushing them in one of the biggest playoff routs ever. Michael Vick got three passing touchdowns and three rushing touchdowns, playing like the MVP he was in this huge win.

    (1) Dallas Cowboys: 31, (6) Tampa Bay Buccaneers: 10

    The Cowboys just overwhelmed the Bucs here. Patrick Ramsay played as well as he could, but Grossman was on point, and the Cowboys' defense was strong in this big win. Darren Sproles made a huge kick return in the fourth to seal it up.

    (2) Chicago Bears: 27, (4) Atlanta Falcons: 17

    Ben Roethlisberger had the Falcons' defense figured out, and the Bears didn't have much trouble winning this game. The Falcons played strong, and brought it within a touchdown in the fourth, but a long Bears drive and a 37 yard field goal with 2:33 left to play pretty much clinched it and punched the Bears' ticket to the NFC Championship.

    Conference Championships

    (1) Indianapolis Colts: 30, (2) Cleveland Browns: 28

    In one of the best AFC Championship games of all time, the Colts got revenge on the Browns and made it to the Super Bowl on a last second 56 yard field goal. The game was close throughout, with the Browns ahead most of the way but never by more than a touchdown. Vick was spectacular, but did have a crucial fumble late in the second half that derailed a drive that could've given the Browns a 21-7 lead. Ultimately, it was 28-27 late, and the Colts had the ball with only 52 seconds left. They drove down to the 39 yard line and had to choose between a Hail Mary and letting Mike Vanderjagt kick a 56 yard field goal. They trusted Vanderjagt, whose kick sailed just inches over the crossbar, sending the Colts to yet another Super Bowl. Meanwhile, Browns fans would sadly have to add “The Kick” to their list of legendary failures.

    (1) Dallas Cowboys: 17, (2) Chicago Bears: 3

    The Bears found themselves stymied by a Cowboys defense that was able to mitigate Rex Grossman's fairly poor play. Grossman threw two picks, but the Bears could never take advantage of them: both turnovers led to three-and-outs. The Bears found themselves frustrated time and time again, while the Cowboys offense was able to do enough to help them win.

    Super Bowl XL:

    Indianapolis Colts: 24, Dallas Cowboys: 21

    The 40th Super Bowl was a rematch between the Colts and Cowboys, ten years after the two teams played in Super Bowl XXX. This was a tightly contested game, with both teams closely matched. However, the Colts' Tom Brady played much more consistently, forcing the Cowboys to rely on their rookie running back Frank Gore. Gore played heroically, running for 182 total yards, but when it became clear that Bad Rex had shown up for the Super Bowl, the Colts began stacking the box, stuffing Gore's runs. The Cowboys did go into the locker room with a 14-10 lead, and Garth Brooks' halftime show entertained the crowd, though it was fairly ho-hum compared to other recent halftime shows. The Colts came out throwing in the second half, and were able to put up two touchdowns in the third, going up 24-14. Gore squeezed into the end zone for the Cowboys midway through the fourth, and Dallas had one more chance to win the game with two minutes left at their own 20. They drove down to the Colts' 44 yard line, but a Grossman interception ended the Cowboys' chances, and the Colts and Tom Brady had another Super Bowl title.

    -

    2006 NFL Draft:

    USC's heavily touted running back Reggie Bush was expected by most to be the first pick in the draft, and it surprised no one when the San Diego Chargers took him with the first pick. Other notable picks included Vince Young to the Oakland Raiders at #3, D'Brickashaw Ferguson to the Minnesota Vikings at #7, and Antonio Cromartie to the New England Patriots at #14. Cromartie was said to be a bit of a reach at this pick, but Bill Belichick was keen on him, and defended the pick vigorously to anyone who questioned it. USC's Matt Leinart shocked everyone when he fell all the way out of the first round, and then the New England Patriots traded up to select him at #35, fueling speculation that they might get rid of Donovan McNabb.

    -

    Faced with the prospect of the end of its time as the biggest multiplatform NFL gaming franchise, Madden brought its A game in 2006. EA loaded the game up with new features, and while it wasn't the best reviewed Madden game of its generation, it was ultimately the best selling: Madden NFL 2006 would be the top selling console game of the year. Meanwhile, NFL Play Action 2006 performed strongly on the Wave that year. Apple's NFL 2K series, meanwhile, had a fairly weak effort, and sales of NFL 2K6 were low on both the Katana and the iPod Play, where Madden outsold them both by a wide margin. This led Steve Jobs to conclude that the NFL 2K franchise was no longer worth fighting for, and he relented in his fight to get NFL 2K established as the official exclusive NFL game franchise.

    This left just Nintendo and its Play Action franchise as the only thing standing in Madden's way. Nintendo was stubborn, and was flush with cash, willing to outbid EA or to force EA to bid an extravagant amount of money to secure Madden exclusivity. In the end, a compromise solution was reached: Madden would become the exclusive NFL game franchise starting in 2006, but each console version of Madden would have its own exclusive features, inspired by the exclusive features in that console's previous NFL exclusive franchise. The PC version, meanwhile, would have superior graphics and customization as a selling point. This compromise solution pleased everyone, even the stubborn Nintendo, who secured the right to call the Nintendo versions of the game Madden Play Action until 2011.

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