Massively Multiplayer: Gaming In The New Millennium

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E3 2006 (Part 2)
  • Apple Keynote - E3 2006

    Apple's keynote began with Reggie Fils-Aime thanking everyone for attending and also thanking everyone who's supported Sega and Apple over the years. He stated some facts about the Katana and that it has been one of the longest running consoles of the last 20 years. He then introduced Steve Jobs, who took the stage to massive applause. He briefly discussed his reasons for getting into the game business, then said that Apple once considered making a game console in the 1990s but had decided against it, and that it was now the time for Apple to enter the console race in earnest. He introduced the iTwin, a rectangular white box that was a bit smaller than the Katana, mostly an inch or two shorter, with a similar footprint. He showed off some footage of iTwin games, mostly ports of existing titles, along with some intriguing new games that included the upcoming Assassin's Creed and Soul Calibur III. The iTwin's graphics were comparable to those of the Xbox 2, with a bit less detail in some games, but the demonstration clearly showed that the iTwin was a true next-gen console capable of playing most of the same games the Xbox 2 could and displaying high definition graphics. He said that the true revolution of the iTwin is in its controller, or rather, its controllers, and showed off a pair of controllers to demonstrate what he meant. The controllers look somewhat like two halves of a Katana controller. They're identical, with an analog stick and four directional/ABXY buttons on each, with a shoulder button and trigger button as well. Jobs claimed that the controllers can be paired and used together, or can be used as individual controllers for certain games or with certain control options, and that one of the controllers can be handed to a friend and held horizontally. Jobs then revealed another feature: motion control, where the controllers can be shook or moved around or pointed at the screen like a wand to move a cursor, or used for any number of different functions. He claimed that these controllers have revolutionary new "HD motion", allowing for a flawless virtual reality experience that can't be found on any other console. He then claimed that while motion controls would be incorporated into many iTwin games, there would always be a traditional control option, and to reiterate that, he showed off a traditional iTwin controller that looked much like the Katana controller with a bit more polish that would be sold as a separate accessory. Jobs engaged in a bit of self-deprecation, saying that Apple hasn't always given its consumers the most choice in the market, but with iTwin, players would have more choices about how to play their games than ever before. He then discussed the iTwin's other functionalities, including online (Seganet 3.0 would be launched with the iTwin), and an updated marketplace. He said that the iTwin would have retro gaming available on day one, and that all games purchased on the Katana or iPod Play would be on the user's iTunes account and could be downloaded to the iTwin for free. He claimed that the iTwin would eventually have every single Katana game release available for purchase on its digital store eventually (but didn't mention that the iTwin wouldn't have backward compatibility with any previous Sega console's discs). The iTwin would also be able to play movies and music purchased on iTunes, and that the iTwin would have a 50GB hard drive right out of the box. He then said that the iTwin would have an "unprecedented level of connectivity" with the iPod Play and with future Apple devices, which might some day allow players to play their portable games on the iTwin and vice versa. He finally revealed the iTwin's price at $399.99, and its release date, March 16, 2007.

    After the iTwin's reveal, Jobs remained on stage to discuss the game that he said would be packed in with every iTwin at launch. The screen showed a vast, empty white space, but then Jobs pressed a few buttons, and using the iTwin's motion controls, began to fill the screen up with blocks and objects. It appeared that Jobs was creating a world out of thin air, and as he continued to make things appear on the screen, the crowd got more and more intrigued. In less than a minute, Jobs had a fully functional landscape on screen that looked like something out of a digital fantasy: glowing hills, futuristic houses, and strange robotic creatures. Soon, Jobs' avatar appeared on screen and the creatures were attacking him, but he conjured up a lightsaber to fight the creatures off. One of the creatures began to set his house on fire, and he used his sword to kill that creature and then an ice gun to put out the fire. After that little adventure, Jobs introduced the game as Pixelworld, and said that it was an infinite world of infinite possibilities that exists only on the Apple iTwin. Jobs moved his character to demonstrate the infinite nature of the world, that seemed to create itself as he walked. After showing off the game's single-player functionality, Jobs asked Reggie to join him and Reggie created his own character and began exploring the world that Jobs created, before destroying a few of the houses and building a virtual fort, prompting Jobs to attack Reggie's avatar with a bazooka. Jobs claimed that once Pixelworld was up and running, millions of players would be able to explore its virtual landscape. He then said that Pixelworld was and would always be free to play online, no paid SegaNet subscription required, prompting loud cheers from the crowd. Pixelworld looked to be one of the show's most buzzed about games, and the choice to package it with every iTwin could pay amazing dividends in the future. Jobs then thanked the crowd and left the stage, and Reggie showed off the next iTwin game to be announced, Virtua Soccer, which not only featured a vast selection of teams from around the world, but would allow players to re-enact the recent World Cup as well, with any international team of their choosing. Reggie praised Virtua Soccer as the most exciting soccer sim to date, and the graphics looked excellent as players moved around the field. Reggie demonstrated both the game's traditional controls and its motion controls, which allow players to use the iTwin's motion controls as their player's legs so to speak. The next game was another sports title that takes heavy advantage of the iTwin's motion controls: Downhill, a skiing simulator featuring more than 30 different virtual slopes, with the motion controls used to work the player's skis. Downhill looks like a really fun skiing game that looks incredibly easy to get into and very hard to put down, and Reggie looked like he was having a blast playing it.

    The next game to be shown off was the long awaited reveal of Phantasy Star Online 2. The trailer revealed that the game takes place in a universe plagued by strange black holes that have destroyed many settlements, and casts the player as a treasure hunter seeking to reclaim civilization while discovering the cause of the black holes. It's implied that the black holes are actually gates to the past, and it's eventually revealed at the end of the trailer that the black holes can be navigated into, and open the door to an incredible and prosperous fantasy realm. Reggie claims that Phantasy Star Online 2 will be the biggest online adventure ever, and will be available at launch for the iTwin. He also promises that the game will require no additional subscription other than the standard yearly SegaNet fee. Phantasy Star Online 2 features updated real-time combat and a treasure-hunting system that allows players to band together on certain daily missions to earn rare loot. The game looks gorgeous on the iTwin, though the graphics are somewhat less detailed than a few of the other games we've seen on the console. The next title was a game that Reggie explicitly introduced as an iTwin exclusive, then a trailer played and soon revealed that it would be a Mega Man game: Mega Man Next 2, in fact, the sequel to 2004's game that took the classic Mega Man series into full 3-D. The trailer revealed that Cognus, the villain from the original game, had returned, and that the game boasted more weapons, levels, and secrets than ever before. Mega Man Next 2 looks spectacular, and could be one of the big killer apps for the iTwin's first year. The next trailer that played was much darker than previous trailers, showing off a motorcycle-riding badass and blending action-adventure gameplay with motorcycle riding and gunplay across a post-apocalyptic landscape, a sort of wild west Mad Max kind of deal. The game's title was revealed as The Life And Death Of A Renegade, and the crowd applauded when it was done, louder than the applause for anything since the Pixelworld trailer. This could be a marquee title for the console, showing that the iTwin isn't just going after the family crowds, but mature gamers as well. Up next, another sequel reveal, this one for the third Aquila game. Called Aquila: Blue Sky, this game takes its gunplay and aerial combat into the clouds, featuring spectacular midair battles and making heavily use of the iTwin's motion controls. The shooting looks very intuitive, with players able to point their controllers at the screen to fire, and showing off the controllers' rumble functionality as well, with the controllers shaking as the mech accelerates or takes damage. Battle Engine Aquila 2 was an amazing game, and Blue Sky may very well follow closely in its footsteps.

    We next got a couple of teasers of games in development for the iTwin but that probably won't see release until 2008 or later. The first looks to be an updated version of Sega Rally, boasting itself as the first true next generation racer, featuring graphics that blow Gran Turismo 3 and Forza Motorsport out of the water, and boasting dozens of tracks and more than 1000 different vehicles. The new Sega Rally looks to combine the best features of classic arcade racers and modern racing sims, and could be one of the biggest games for the iTwin when it's eventually released. The next trailer truly blew us away, showing off gorgeous dragons racing through dark and foreboding skies and battling monsters of epic proportions, with one monster appearing to be the size of a continent. The Panzer Dragoon logo appeared at the end of the trailer, revealing that yes, this series will be making its way to the iTwin, and Reggie said that it will incorporate motion controls in both shooting and maneuvering to give players the feel of piloting a real dragon. Reggie then said he had one last game to reveal for the iTwin, and invited Steve Jobs back on stage to show it off. Jobs returned to the stage and helped Reggie introduce a brand new Sonic the Hedgehog game. At first it looked like it was just Sonic, but then Tails joined in, and Jobs was using the iTwin controllers to control both of them at once, with Sonic moving around while Tails collected coins, and Jobs swung the controller to make Sonic do his classic spin dash. It looked quite easy for Jobs to control both Sonic and Tails at once with the two controllers using the motion controls, though Jobs then demonstrated he could also do so without motion controls by using the triggers on the controllers to make Sonic do the spin move, holding down the button and moving Sonic in whichever direction Jobs wanted him to go. The game itself looks like a classic Sonic side-scroller in 3-D, but then Tails discovered a hidden room and when Sonic went inside, the game became a 3-D platformer, with the game then shifting back to 2-D platforming once Sonic and Tails left the room. Jobs said that he was having a lot of fun but that he needed a buddy to control Tails. Reggie offered to take one of the controllers, but Jobs told him no and said that he needs a "real" buddy, making Reggie sad. Someone else then took the stage, and the crowd absolutely exploded like I've never, ever seen them do at an E3 before: Steve Wozniak came on stage, gave his old buddy Steve Jobs a hug, then took the other controller and began controlling Tails as Jobs controlled Sonic. The two Steves made their way through the level and even beat a Robotnik mid-boss, completing the level to massive cheers from the audience. After that was wrapped up, a trailer played that briefly showed off the plot of the game, which focuses on Sonic and Tails as they work together to save their friends and the world from Dr. Robotnik, taking the series back to its roots. The game's name was revealed as Sonic Duo, and after the trailer was finished, Wozniak remained on stage as Jobs began to speak. He revealed that Steve Wozniak has been working on the iTwin with Apple for the past year and that he's the mastermind behind the iTwin's controllers. He thanked Wozniak, and the two shared one more hug before Wozniak left the stage to a loud ovation from the shocked and overjoyed crowd, who chanted "Woz!" over and over again as he was leaving and even after he left, making for one of the most truly magical moments at any E3 in history.

    The crowd finally died down a bit, and Steve Jobs said "don't stop cheering yet", before holding up an iPod Play. He talked about the iPod Play's continued sales success, then revealed that the iPod Play would finally be getting a price cut...effective immediately, reducing the price of the 5GB iPod Play to $199 and the 10GB model to $299. He then revealed that there would be a Gen 2 iPod Play released later in the year, that would include slightly more RAM and an updated interface. The old iPod Play would be able to play all the games the new one would. The 2nd Gen iPod Play would come in a 10GB model at $299 and a 20GB model at $399. After this reveal, Jobs left the stage and Reggie took center stage once more to discuss some upcoming iPod Play titles. The first title to be introduced was a new Konami game, a sequel to the classic Zombies Ate My Neighbors series. Called Zombies Ate Everyone, the new game would feature four video game and movie obsessed kids who must travel the world to beat back a zombie apocalypse in hilarious fashion, and would feature the classic top-down run and gun gameplay of the original games, with an option for online multiplayer. The next game was a procedurally-generated adventure title, once again utilizing the music in the player's iPod Play, but also taking advantage of the device's on-board microphone to listen to the sounds around the player to create its worlds. Called Mixolydia, the game promises a different experience every time one plays, using the "sound of the world" to populate the game. One of the most unique and intriguing titles of the show, Mixolydia could be a hit if the gameplay lives up to the premise. Coming up next, a sequel to the Aerio series in which the titular character, who was "killed off" in the previous game, is trapped between the worlds and must find her way home, battling underworldly denizens and conversing with her fellow prisoners in limbo all along the way. The iPod Play's first Aerio game, Aerio: Find The World looks absolutely gorgeous and doesn't seem to lose any steps from the mainline series on the Katana. The next game to be revealed was an updated port of the classic Starcraft, boasting both an expanded single player campaign and online gameplay. Starcraft on a handheld is an interesting proposition and possibly a difficult one considering the game's controls, but it may be fun to see how Apple pulls it off. Up next, a gritty multiplayer-focused FPS title called Merciless, in which players must work as part of a squad to accomplish their missions. The gameplay looks fun, but only time will tell whether enough people sign up to make online play truly worth it. We then saw a preview of a beat-em-up game by the creators of Toejam and Earl and Z-Stomper: it's Stank, a game with a heavy focus on humor and a hip hop soundtrack. Stank looked interesting, and beat 'em ups with proper online multiplayer have a lot of potential. Next up, a cryptic teaser for the first Shadow Ocean game to come to North America, an RPG called Shadow Ocean: Seek And You Shall Find. It looks like a quality title, but may be the type of game where only hardcore Shadow Ocean and RPG fans need apply.

    Then we got a trailer for Deva Station 2, sequel to the 2004 launch window title featuring a group of action girls fighting crime and saving the day in a futuristic city. The game features all the playable characters from the original, while looking to add at least two more, including a baker girl who throws exploding pies, and a mysterious and silent cyborg sword wielder. Like many sequels of its type, Deva Station 2 looks like it'll ramp up the action of the original game, with more of pretty much everything that worked in the last one. It probably got more cheers than any other iPod Play title revealed at the show, though of course not as many cheers as the iTwin was getting. The final iPod Play game to be revealed was Final DOOM, billing itself as the "definitive" version of the original game. Not only does it combine DOOM and DOOM II into a seamless experience, it boasts heavily updated graphics, all new cutscenes, 20 additional levels, the ability to make your own levels, and online deathmatch gameplay. Final DOOM was only announced for the iPod Play, but it seems like a given this game will be coming to other platforms down the road, and seems like a strange, albeit fun title to end Apple's admittedly excellent presentation on. Still, it seems that the iPod Play will be going strong well into the future, and the iTwin definitely stole the show from the impressive Xbox 2.

    -

    While the hardware keynotes definitely got the biggest headlines at E3, a number of third party software companies held keynote addresses of their own, showing off more footage of games revealed at the big hardware keynotes and also showing their own unique titles as well, including multiplatform games.

    Activision showed off plenty of games, leading off with Call Of Duty 4, which sees a return to the World War II setting, this time depicting the Battle of Iwo Jima and featuring an entire campaign of "island hopping", with intense fighting between American and Japanese soldiers. The game will also include a North African campaign. Call Of Duty 4 will be the "last" World War II-focused game in the series according to Activision, but producers didn't say where the series might be headed next. Activision also showed off Guitar Hero II, which has quietly become one of the year's most anticipated games, and revealed several of the songs that will be appearing, including "Lithium" by Nirvana and "Immigrant Song" by Led Zeppelin. There was also plenty of Thrillseekers at the Activision keynote, with previews of the upcoming Winter Challenge and Waveriders, where it was revealed that Waveriders will be the first game in the series for the iTwin. However, the "big Thrillseekers announcement promised at the show was saved for last, where it was revealed that there would be a Tony Hawk and Thrillseekers crossover game in 2007. Tony Hawk and Avril Lavigne appeared on stage together to promote the game, and had a friendly argument about who was the better skater.

    Ubisoft had a huge keynote as well. In addition to showing off more gameplay from Beyond Good And Evil 2, the company previewed its next generation Rayman titles, introducing the Rabbids, a bunch of wacky troublemakers who would serve as the villains of an upcoming game. Ubisoft then revealed a new franchise: Assassin's Creed, which would be coming exclusively to next generation consoles. Assassin's Creed is an open-world game in which you play as a man who enters the mind of a legendary assassin in order to discover the secrets of his past. It looked absolutely beautiful, perhaps the best looking game of the show from a graphics standpoint, and will be released for the Xbox 2 and iTwin in late 2007. Nothing was revealed about the new Nintendo console, but it was implied that it will eventually be ported to that as well.

    Electronic Arts mostly showed off their new sports games, including Madden 2007, which of course will have different exclusive features on each individual console. The company also previewed Encounter 2, one of E3 2006's most anticipated games. Encounter 2 features humanity taking its fight to the aliens, with Elizabeth Buckley, now aged 19, taking the lead as the game's main playable character, though she's joined by a mysterious space marine figure who has been fighting the aliens for many years, implying that humans may be living elsewhere in the cosmos other than Earth. The game was shown off for Xbox 2, though it'll be hitting the Wave and Xbox first a few months earlier. It looks spectacular on Xbox 2, with detailed graphics depicting a strange kind of world ship that the main characters have seemingly found themselves on. Encounter 2 will also boast an online multiplayer mode that looks as fun as any Call Of Duty or Cyberwar, though we didn't get much of a chance to go hands on with it.

    Take-Two Interactive had only a brief show, where they exhibited the upcoming Grand Theft Auto: London Stories, but also showed off the highly anticipated horror title The Lobotomized. Taking place in an abandoned asylum, the game switches between multiple character perspectives and even multiple gameplay genres, while promising to play upon its players' darkest fears. It looked to be one of the best games of the show, and when we finally got to play it, it literally made some of us jump. The Lobotomized is shaping up to be possibly the best horror title of 2006, and maybe even one of the best games overall.

    -from an article on Gamespot.com, posted on May 18, 2006

    -

    Brittany Saldita: Obviously, I know you two have been at every single E3 since the very beginning, but this is only the second time that the station's sent me down here, after GameTV ended I didn't get to experience it from 2001 to 2004. So drawing on your knowledge of past E3s, is this the best one ever?

    Alex Stansfield: You know, it's definitely ONE of the best I've been to. I got to play with two new consoles, there were a ton of great games from Nintendo...it was a good one for sure.

    Ted Crosley: It was great! It was great to see that Sega's back, even if it's just Apple...

    Alex: *laughing* Have you finally accepted that Sega is gone and Apple's all that's left?

    Ted: Hey, as long as Sonic is part of Apple, it'll always be Sega!

    Brittany: Speaking of Sega, what did you guys think of Sonic Duo? I got to try it out after waiting in line for about two hours and it was amazing. It's so easy and fun to control Tails, teaming up with another player is great- *as she talks, footage plays of Ted and Brittany playing Sonic Duo at the Sega booth together is shown* The gameplay really does bring together the best of classic and new Sonic, I think I'm more excited for Sonic Duo than I have been for any other Sonic game since Sonic 3.

    Ted: Oh, new Sonic was awesome, and I've got to say, it was great getting to play video games in an official capacity with you again.

    Brittany: *laughing* Yeah, and no rust on you at all.

    Ted: I've been working for a video game network, if anything I've gotten way better!

    Alex: Sonic Duo was awesome, but I thought the real star of the show for Apple was Pixelworld. It looks so promising, just the sheer creative possibilities there, and the idea of roaming around in a massive world building and destroying things, it's like World Of Warcraft but with total freedom.

    Brittany: Pixelworld is beautiful. I can't wait to play that one with my kids.

    Ted: Oh yeah, that'll be a hit with families for sure. I could see Pixelworld being the first video game that a lot of parents give to their kids to play.

    (...)

    Brittany: Aside from Bruce Willis, what'd you guys like about the Xbox 2 presentation?

    Ted: The shooters.

    Alex: There were a lot of good shooters on there. I'm gonna say Team Fortress 2 looks like the best one on there. *imitating the Heavy* "Cry some more!" *laughing*

    Ted: That looks like a joke game, is it gonna really be a serious online multiplayer shooter?

    Brittany: I loved the first one, didn't you play it?

    Ted: I don't remember that much of it.

    Alex: Oh, come on!

    Ted: I must not have liked it much because I don't remember it!

    Alex: Team Fortress is a classic!

    Brittany: This is why I hated you! *laughing*

    Alex: You know what, Pacific Fleet: Power Projection... oh my god that game looks awesome.

    Brittany: Yeah it does. We gave the original a perfect score on GameTV back in the day.

    Ted: That I do remember. Oh, what about Memory Hole?

    Brittany: If it's anything like Junction Point it's going to be amazing. It looks so mysterious and creepy.

    Alex: Did either of you guys notice how similar the plots of the new Runner Mike game and Memory Hole are? Explorers stumbling upon an ancient underground city, finding futuristic tech...

    Ted: Yeah but the difference is that Runner Mike is about actually finding the tech. You don't find it right away. In Memory Hole, it's already there.

    Brittany: Memory Hole looks like a much better game.

    Alex: Yeah it does.

    (...)

    Alex: I really hope they pull off the escort mission in Sage's Knight properly. If it's a pain in the ass-

    Brittany: Oh, you can't say that on here. It's local morning TV on the weekend, kids are watching. *laughs*

    Alex: Oh, oh-

    Brittany: It's okay. *giggles*

    Ted: I knew that, Alex.

    Alex: See, I'm surprised that Brittany, because she always swore the most on our old show-

    Brittany: Zzt, zzt, shhh, shhh! *lunges across the table and playfully covers up Alex's mouth with her hand* Shhh!

    Ted: It's true though Brittany. *snickering, he puts his hand over her mouth as she continues to lean over* You swore so much on GameTV-

    Alex: *covers up Ted's mouth with his hand and the three of them kind of look at each other for a moment before all of them start laughing hysterically, Brittany falling back into her seat and continuing to laugh*

    Brittany: My producer was worried about this if we got together, he asked me "if we put you guys in the same room together are you gonna behave yourselves?" *laughing along with Ted and Alex*

    Alex: What were we even talking about again?

    Ted: Um, the Supernova Zelda game?

    Alex: That, yeah, the escort mission, if it's a pain in the- *Brittany glares at him* butt, uh, it's gonna make the game... *he laughs again* not...not so good.

    *Ted and Brittany start laughing too*

    Brittany: Have I told you guys how much I love talking about video games on TV with you again?

    (...)

    Brittany: Okay, real quick before we wrap things up, moment of the show?

    Ted: Wozniak.

    Alex: Wozniak.

    Brittany: *rolling her eyes* I knew you two frickin' nerds were gonna say that! Besides Steve Wozniak, what was the moment of the show for you?

    Alex: Probably playing Pixelworld at the Apple booth, I couldn't get enough of it.

    Ted: Well, I loved seeing SEGA Rally come back, that one looks really awesome, but also I have to say that getting a really good chance to spend a lot of time with Necrocracy, the new game from Bioware coming out next year, that game was really fun. I got to spend a whole hour and a half playing it and I really didn't want to put it down. The character advancement is really intuitive, the controls are great, and the plotline, the idea of the world being ruled by the dead and having to revolt against the dead in the name of the living, that has a lot of potential. We could be looking at 2007's game of the year.

    Brittany: For me, it was probably a tossup between Final Fantasy XI and Sonic Duo. Final Fantasy XI was my favorite RPG of the whole show, unfortunately there weren't many RPGs but there was that and it was great, but Sonic Duo was amazing and I'm saying that as a lifelong fan of Sonic. It felt like playing Sonic 2 all over again, back in college with my roommate, letting her be Tails even though she didn't know what she was doing.

    Ted: Okay, let me ask you a question, who's better at video games, Regan at 21 months old or your college roommate?

    Brittany: Regan. *laughing*

    Alex: See, that was back when games were still a "nerd" thing. Now, you know, everyone plays them, that's why we got invited on the show today.

    Brittany: And I had a wonderful time talking to the two of you, as always. *smiles* A big thank you to my guests, Ted Crosley from the G4 television network and Alex Stansfield from the website Games Over Matter, my former GameTV co-hosts, my friends for life- *they playfully pull Brittany over to the couch and she sits between them as she keeps talking* -my extra pair of brothers, my two favorite chumps to beat at video games... *she wraps her arms around them and pulls them close* always welcome to come back on here whenever my producer decides to put up with our shenanigans for a half hour on Saturday morning.

    Ted: Always a pleasure, Britt. *smiling and leaning on her shoulder*

    Alex: Thanks for having us on!

    -from an interview with Ted Crosley and Alex Stansfield on the May 20, 2006 edition of LA This Weekend on KABC

    -

    Game Critics Awards E3 2006


    Best Of Show: Apple iTwin
    Best Original Game: Pixelworld
    Best Console Game: Sonic Duo
    Best PC Game: Necrocracy
    Best Handheld Game: The Legend Of Zelda: Sage's Knight
    Best Peripheral/Hardware: Apple iTwin
    Best Action Game: Sonic Duo
    Best Action/Adventure Game: Beyond Good And Evil 2
    Best Role Playing Game: Horseman
    Best Racing Game: Mario Kart: Crash Course
    Best Sports Game: Downhill
    Best Fighting Game: Street Fighter IV
    Best Shooter: Aquila: Blue Sky
    Best Party Game: Guitar Hero II
    Best Online Multiplayer: Pixelworld

    -

    E3 2006 was a tale of two consoles: Microsoft's technically impressive Xbox 2, and Apple's brilliantly innovative iTwin. Both wowed attendees with impressive game lineups and features, but it was Apple's iTwin that came out on top, with massive lines for the duration of the week and an incredible amount of buzz from nearly everyone at the show. The iTwin boasted a pair of dual controllers with motion-sensing technology, and the technology was exhibited perfectly in games such as Sonic Duo and Pixelworld that showed off every bit of the new console's capabilities. Microsoft's Xbox 2 overwhelmed attendees with more than 50 games, both exclusive and multiplatform, playable at the show, and while there were plenty of gems, including Dead City Beat and Memory Hole, there were also some games that seemed like they were just there to pad the numbers. Still, it was comforting to see that the Xbox 2 would have no shortage of games during its launch window, and looked poised to make a major splash as the first next-gen console out of the gate.

    Nintendo, on the other hand, spoke not a word of whatever they were planning for their highly anticipated Wave successor. Instead, they focused on games, plenty of games for plenty of properties, including first party titles such as Star Fox, Kirby, Metroid, Yoshi, and Wave Race, and third party installments in the Final Fantasy and Beyond Good And Evil franchises. Nintendo wanted to show that while the Wave was about to become outdated, it was still a strong console with an impressive lineup of upcoming games, and there did seem to be enough quality titles to tide players over until the next one, with Nintendo making a case for its loyal fans not to spring for the Xbox 2 or iTwin, but to instead wait for the inevitable console to come. Konami did offer up a cryptic teaser at its booth for a potential next generation Metal Gear Solid title, but said nothing about the Wave successor when pressed.

    In an E3 that saw plenty of celebrities take the stage, including Bruce Willis and Tony Hawk, it was perhaps Steve Wozniak that got the biggest reception of all, joining Steve Jobs on stage during the Apple presentation to play a little Sonic Duo and reveal that he had helped work on Apple's first ever game console. How Jobs ever got Wozniak to work with him again, neither would say, but it's a story we'll inevitably hear at some point.

    This year, it was Apple's show, though Microsoft made its presence known. Next year will almost certainly see Nintendo announce its Wave successor, but will Nintendo be taking the stage amidst the most successful console launch windows of all time, or will its big reveal be what slams the nail in its coffin of one or both of its American competitors? That would be the biggest question going into E3 2007.

    -from IGN's summary of E3 2006 (based on this page summarizing the event IOTL: http://www.ign.com/wikis/e3/E3_2006 )
     
    Spring 2006 (Part 6) - Update On Iraq/More News
  • (Authors' Note: The Iraq material in this update was suggested to us by the reader Coiler!)

    -

    The Iraq-Israel War continued through the spring, though it remained primarily an air campaign, with Israel launching dozens of airstrikes as Iraq continued to lob missiles into Israeli territory. Though the airstrikes neutralized much of Iraq's anti-air defenses and planes, the campaign was somewhat of a blunder: dozens of planes were shot down, and though casualties on the Iraqi side were many times worse, Israel lost more than 50 pilots over the course of the first few months of fighting. They also continued to wage their campaign without much in the way of American help, save for a few cautiously encouraging remarks by President Gore. The United States continued to stay mostly out of the conflict, condemning Saddam and echoing Israeli statements that Iraq was a state sponsor of terrorism, but did not provide anything in terms of either military or monetary support of the conflict. Meanwhile, the Arab states also kept out of the war, though many of them issued sharp statements condemning Israel and vowing to defend their interests. Saddam Hussein's Iraq had been somewhat of a pariah state ever since his invasion of Kuwait in 1990, and even countries that despised Israel believed that jumping in on the side of Iraq would be more trouble than it would be worth, considering the Israeli air force's effectiveness against Iraq's military.

    And so it went, well into May and even into June of 2006. As fears of a recurrence of the Yom Kippur War and a potential oil embargo subsided, oil and gas prices began to come down, though not by much, especially into the summer driving season. The average cost of a gallon of gas remained well over $3.00, and oil held steady around $130/barrel. To make matters worse, the cap and trade bill that President Gore had signed into law toward the end of 2005 was proving to have somewhat of a negative effect for the environment, as numerous coal companies (mostly in coal-heavy states) were getting carbon credit exemptions. Written into the law as a way to ensure that massive layoffs wouldn't result from increased expenditures, the provisions seemed to serve the purpose of bailing out numerous coal companies without a corresponding positive impact on the environment. It would be several more years before the full effect of the bill would be known, but these exemptions written into the law would ultimately produce an arguably negative impact on the environment, damaging a key part of President Gore's legacy.

    -

    Brent Musberger: And Artest now at the line, hoping to put the Hawks up even more here.

    Bill Walton: Ron Artest has been having a great game, he's a big part of the reason the Hawks are leading this game.

    Musberger: And he sinks the first. Hawks lead, 80 to 72.

    Walton: And if the Hawks do go on to even this series, it'll be because they've been so aggressive on defense. They haven't let Carmelo have his way like he did in Game 1. They've been challenging him every step of the way, Ron Artest has been guarding him so well, and frustrating him, and you can see it in the way Carmelo's been playing because that was a really stupid foul.

    Musberger: And Carmelo Anthony does have five fouls now, so they may want to sit him with 8:57 left in this game. Artest misses the second, Szczerbiak rebounds it and Detroit's going to take a time out here. And with 8:56 left to go at the Palace at Auburn Hills, Hawks lead by eight, this is the NBA on ABC.

    *Instead of going to a commercial, an ABC Special Report is shown on the screen.*

    Anderson Cooper: Hello, I'm Anderson Cooper and we're coming on live during the game to bring you an ABC News Special Report. *the screen shows a shot of a theme park with a massive amount of emergency personal, red lights everywhere and dozens of first responders surrounding a badly damaged roller coaster* We're reporting now on a horrific tragedy that has taken place at one of America's, at really one of the world's most famous amusement parks, what you're looking at right now is live footage from Kings Island in Cincinnati, Ohio, where the ride known as the Son of Beast has suffered what is being described as a catastrophic structural failure. We've learned that as one of the cars was passing over a section of the track, that track broke and collapsed, sending the entire train plummeting more than 100 feet to the ground with 28 people on board. At this time, I can tell you that of those 28 people, 21 have died and seven have been rushed to an area hospital, and of those seven people, all of them are reported to be in critical condition. This is undoubtedly the worst disaster to ever take place at an American amusement park, and it comes at a time when these parks are as popular as they've ever been. The Son of Beast ride was opened just six years ago, in 2000, and at the time it was built it achieved numerous world records, all of which it still held at the time of this terrible tragedy, including the title of both the tallest and fastest wooden roller coaster in the world. Of course, Kings Island is world famous for the roller coaster The Beast, and this ride was designed to be biggest and faster than that one, and we don't know what's caused this structural failure but right now I have the fire chief of Cincinnati on the phone, Mel Martin, who has been working nonstop helping people after this tragic event. Mr. Martin, can you hear us right now?

    Mel Martin: Yes sir.

    Cooper: You're on with ABC News, I know you're very busy so I'll try to keep this very quick, do you know right now exactly how many people were injured or killed in this event?

    Martin: Right now we have 21 dead and seven injured, and all the injuries are very severe, three of the injured are described as being in extremely critical condition, the other four are critical but stable right now.

    Cooper: Could you describe what happened, what you know happened to cause this accident?

    Martin: As the ride was cresting and coming down a hill, the track section below the cars gave way and those cars all plunged to the ground, they were about 110 feet up in the air we believe when this happened, and the cars had some momentum, so they traveled about 200 feet or so total through the air before impact with the ground.

    Cooper: Was anyone hurt on the ground or was it just the people on the ride?

    Martin: Well, thank God, no one was hurt on the ground, it was a part of the track that was out away from the parkgoers thankfully so none of the wood debris or the cars themselves actually struck anyone on the ground, which is the one merciful thing that's come out of this.

    Cooper: I don't... I don't want to ask this but I feel it's something I have to ask, do you know how many of the victims were adults and how many were children?

    Martin: Well we're still notifying the next of kin, of a lot of these victims, so I can't give any exact, exact figures on who the victims were. But, er, you did have to be a certain height to get on the ride, so, that would, I, I would assume, preclude any really young children from having been on that ride, so that again is, is, it's a merciful thing. It's cold comfort to those that were hurt or killed or their loved ones, but it's... *he's starting to sound a bit choked up*

    Cooper: Sir, I think I'm going to let you get back to what you're doing, obviously the emergency workers down there have seen some really terrible things and I know it must be an emotional experience to witness something as horrific as what you're going through right now.

    Martin: It's, it's not a good situation at all. We're doing the best we can but this is a terrible day for Cincinnati and all these families and right now we're just trying to help people in the best way we can help them.

    Cooper: Thank you again for taking the time to talk with us today.

    Martin: Thank you, sir.

    Cooper: Well it's, this is obviously a tragedy without precedent as far as theme parks are concerned, and really the concern now is going to be finding out how this happened, because obviously this ride was brand new as far as roller coasters go, so something has clearly gone very wrong and there are going to be months, years of investigations to get to the bottom of this. Again, 21 killed, seven injured in the worst theme park accident in American history. We're going to return to the Eastern Conference Finals, but we'll be back on World News Tonight for updates on this tragedy.

    *The ABC News Special Report logo appears as a narrator says: "This has been an ABC News Special Report."*

    -from an ABC broadcast on May 27, 2006 at 3:26 PM

    -

    The tragic collapse of the Son of Beast ride at Kings Island on May 27, 2006 remains the worst tragedy at a theme park in United States history. The accident claimed a total of 22 lives out of the 28 people on the car that fell. Of the six survivors, three suffered permanent, life-changing disabilities as a result of their injuries, with two becoming quadriplegic and one suffering from permanent neurological damage. The other three survivors all eventually made full recoveries, though only one, a 16-year-old girl, was able to leave the hospital in a relatively short period of time, recovering quickly enough to attend the first day of school in August (in a wheel chair with casts on both legs and one of her arms in a sling). The ride collapsed just six years (almost to the day) after it opened, leading to the immediate conclusion that something had gone tremendously wrong with the ride. When investigators inspected the ride after the collapse, they quickly discovered the history of shoddy, negligent maintenance, with repairs being performed in haphazard ways, cracks being neglected, and joints being improperly maintained. Together, these failures to properly inspect and maintain the ride led to a cascading failure that resulted in a section of track becoming unable to support the cars as they passed over it, which led to a catastrophic collapse. The State of Ohio concluded that even "an average level of diligence" would have prevented the tragedy, and criminal charges were filed against a number of park officials.

    Meanwhile, the resultant civil suit filed by the victims' families proved to be monetarily devastating for Cedar Fair and Paramount. The jury awarded more than half a billion dollars to the victims, with victims and their families receiving, on average, $20 million in damages. Kings Island itself would be permanently closed down after the incident: despite its status as a legendary and iconic theme park, the incident left a black mark on the park that would have been nearly impossible to erase. Cedar Fair itself would ultimately be bankrupted by the tragedy, selling Cedar Point and most of their other theme park properties to Six Flags. The theme park industry as a whole would be severely damaged by the incident as well: attendance at virtually all theme parks plunged in 2006 and 2007, making the incident as damaging for the theme park industry as 9/11 was for the airline industry. Only the Disney properties remained relatively unscathed, though the companies would focus on more interactive and thematic attractions rather than thrill rides for the foreseeable future, and many other theme parks would follow suit in an effort to save their business.

    -

    Dan Rather: This is a CBS News Special Report, I'm Dan Rather. We're getting word now and it has been confirmed as official, that Saddam Hussein, ruler of Iraq for the past two and a half decades, has died. We do not yet know the cause of death but it has been confirmed, reported by a number of sources including by the Iraqi government itself, that Saddam Hussein has died.

    *A live shot of Baghdad appears on the screen, right now things appear quite normal, with little activity in the streets.*

    Rather: And there you see Baghdad, the capital of Iraq, where very little is going on. You do see the Republic Guard patrolling, possibly to keep order, this is indeed a very chaotic time. Iraq has been in the midst of an air war with Israel for the past three months, an air war that many would say it is losing, Saddam Hussein, of course, very vocally anti-Israel, very strong rhetoric both before and during this war, many would say that he fanned the flames of this war. Now, Saddam Hussein, dead at 69 years of age, and it is unclear what is going to happen now. We do know that Hussein's son, his second oldest son Qusay was considered the heir apparent, though we do not know at this time whether or not he has assumed power as of yet.

    -from a CBS News Special Report at 8:18 PM Eastern Daylight Time on June 14, 2006
     
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    Spring 2006 (Part 7) - A Superstar Sega Sendoff
  • Sega Superstars

    Sega Superstars is a party game developed by Sonic Team and published by Apple for the Katana. Like the OTL game, it's a collection of mini-games based off of classic and current Sega franchises. However, unlike the OTL game which utilized the PS2's EyeToy motion accessory, Sega Superstars plays more like Mario Party, with a bit of a gameshow aesthetic mixed in. Designed to be a "love letter to Sega fans", the game is packed with references to past Sega games, loads of trivia, and an encyclopedia's worth of character and world information. The OTL game featured 12 different franchises, TTL's game features 16.

    These include, from OTL's Sega Superstars:

    ChuChu Rocket
    Crazy Taxi
    House Of The Dead
    NiGHTS
    Samba De Amigo
    Sonic The Hedgehog
    Space Channel Ulala
    Super Monkey Ball
    Virtua Fighter

    And exclusive to TTL's game:

    Aerio
    Commander Keen
    Ecco The Dolphin
    Extremis
    Panzer Dragoon
    Phantasy Star
    Shenmue

    Unlike the motion-based games in OTL's Sega Superstars, the games in TTL's version occupy a variety of genres and in a lot of ways serve as mini versions of the original games, somewhat like OTL's NES Remix games. For example, the ChuChu Rocket mini-game involves a smaller version of the original puzzle game, the Commander Keen game is a short third person shooter/action segment, the Sonic the Hedgehog game has Sonic trying to pick up as many rings as possible, etc. Players can select from one of 40 different playable characters (with at least one representative from each franchise), or they can design their own avatar for the game. The game itself takes the form of a Double Dare-esque gameshow (hosted by Segata Sanshiro) that alternates between Sega trivia and challenges based on one of the sixteen franchises. Up to four people can play at once, either on teams of two or in a 1v1v1v1 competition. There's also a "free play" mode where the minigames can be played separately, though those have to be unlocked using points earned in other modes. In addition to human vs. CPU play and local multiplayer, there's also an online multiplayer mode available. The game doesn't have much of a plotline, which is to be expected from a party game.

    Sega Superstars, along with the later first-party title Sonic: Ring Guardians, which comes out later in the year, are both hyped as being some of the biggest games for the Katana in 2006, which is expected to be the system's last functional year. The two games are lumped together in advertising and hype as a sort of "last hurrah" for the Katana, and in some ways a last hurrah for Sega itself, before the company's legacy is subsumed by Apple entirely. Sega Superstars is released on June 13, 2006. Reviews are fairly good, averaging around an 8/10, with the game being praised for its nostalgia and its deep dives into the Sega library, though some of the minigames can get repetitive after a while and the game's graphical presentation isn't great. Sales are quite good, perhaps not as good as it would have sold in previous years, but still solid nonetheless to be one of the top selling games of its release week. It's considered a "must have" by Sega fans, a look back at the company's past as Apple prepares to own its future.

    -

    Katana Production Ending On November 30, 2006

    It's been a hell of a run for the Katana, which launched in spring 2001 to great fanfare. It was the first sixth generation game console to be released, and initial sales were promising. It launched with a slew of outstanding sports titles, promising MMO titles like Phantasy Star Online, and the excellent Commander Keen: Worlds United. But it's a new era for Apple, which took over Sega's gaming-related business in 2003. They kept the Katana going, but launched the iPod Play the very next year, and in the spring, they'll be launching the iTwin, their first true game console. The Katana has seen its sales decline steadily since Apple introduced Seganet 2.0 late in 2003, and the first half of 2006 has seen less than a million Katana consoles sold worldwide, even at the bargain basement MSRP of $79.99 (and usually bundled with at least one game).

    Now Apple has announced that they're ending the production run of the Katana on November 30th in preparation for the launch of the iTwin. Remaining Katana units in stores will be clearanced out to make room for the upcoming new console. It's a move that's not entirely popular amongst Sega faithful, especially with the news that the iTwin won't be backward compatible with on-disc Katana games. If one wants to play Katana discs, they'll need a Katana (though with more than 30 million units in existence, finding a cheap used one shouldn't be overly difficult). Apple has promised to eventually make the entire Katana library available on iTunes for purchase on the iTwin, but many fans don't think Apple will live up to that promise (which will require them to make deals with many different third party companies, a number of whom are much less likely to offer up their games for digital purchase). Other fans think that the Katana is still worth selling, and don't want to see the system discarded four months before the iTwin's release.

    Whatever the reason for Apple ending Katana production this early, it's stirred up an emotional response in a lot of Sega fans, but one thing is for certain: the future is inevitable, and the end of the Katana's production run is a sign of the times.

    -from a Games Over Matter article, posted on June 18, 2006
     
    Spring 2006 (Part 8) - Dynamo and Rare's Next-Gen Ambitions
  • Dynamo

    Dynamo is a beat-em-up spy parody game developed by Rare exclusively for the Nintendo Wave. It stars a womanizing, highly skilled superspy named Rex Dynamo (voiced by JK Simmons) who'd rather beat up enemy soldiers than try to sneak by them. Like 2002's Dick, Dynamo is an over-the-top parody, though focused on a spy rather than a detective, and somewhat less raunchy (Dynamo has a T rating). Rex's exploits frequently cause a lot of collateral damage (in fact, the more stuff you wreck, the higher your score) which causes a great deal of consternation for his boss. Dynamo features plenty of spy tropes, including beautiful femme fatales, car chases, action sequences and explosions, tons of exotic gadgets, and hammy villains. Dynamo is a mission based game, with 20 missions in all and cutscenes in and between each mission. The gameplay is actually a bit similar to games like Devil May Cry, with Rex able to utilize many different combos and gadgets in battle, and also able to find and purchase more, allowing him to get stronger as the game progresses. Rex makes absolutely no effort to use stealth, despite occasionally overwhelming odds. He'll kick, punch, pose, shoot, and blow up anyone who gets in his way (as he puts it, "I've got a license to kill and I'll be damned if I'm not gonna make the most of it!") in a variety of humorous ways. One of the main features of Dynamo is its extensive combo system allowing players to string together a series of attacks in rapid succession. If certain attack combinations are entered, Rex will use a powerful finisher on his foe. There are dozens of different finishers in the game, with some being situational to a certain enemy or location. The player can also incorporate gadgets or weapons into their combination, some of which have their own finishers. The fighting is done in a manner straight out of a comic strip, complete with visible sound effects on screen and exaggerated noises to add to the effect, making fights a mix of the James Bond films and the classic 60s Batman television show. The game's graphics are fairly cartoony, but still excellent, in line with Rare's usual standards, pushing the Wave console heavily. The soundtrack, itself inspired by spy films, is composed by Robin Beanland. The voice cast, apart from JK Simmons as Rex Dynamo and Gary Cole as Rex's boss, is comprised of fairly obscure actors largely unknown in the world of voice acting, though a few names familiar to voiceover buffs, such as Mary Kay Bergman and Billy West, do play roles in the game. Rare was initially going to cast a British actor as the voice of Rex Dynamo (they even briefly flirted with casting Roger Moore), but Nintendo asked them to audition some Americans for the part, and after JK Simmons' bombastic read (which basically sounds like OTL's Cave Johnson from Portal) cracked up the game's producers, they offered him the role on the spot.

    The game's plot is a fairly cliched spy movie pastiche with few twists, relying on over-the-top humor to amuse players. Rex Dynamo is the greatest superspy at the top-secret organization P.U.N.C.H., even with all the collateral damage and international incidents he causes. His boss gives him a mission to protect a top-secret military weapon from being stolen, and while Rex does end up preventing that from happening, he also causes more damage to the city than the weapon cost to produce. The weapon is an experimental missile powerful enough to blow up "an entire chunk" of the Earth. While Rex is bringing the missile back to HQ, he meets the beautiful waitress Stella, who is impressed with the size of Rex's missile and wants to accompany him on a date. While on the date with Stella, Rex is attacked by assassins, but Stella reveals that she has spy skills too, and claims to be an operative from another spy organization known as K.I.C.K. Soon, Rex and Stella must embark on a mission together: the president has been kidnapped, and the kidnappers want the missile in exchange for his life. Rex and Stella are able to save the president, but while doing so, the missile is stolen. As it turns out, Stella herself is actually to blame, and Rex has to find her before she sells the missile off to the bad guys. In the process of stopping Stella, she gets in over her head and is kidnapped by the bad guys, who also take the missile. Rex has to decide whether to save Stella or get the missile back, with his boss ordering him to go after the missile, but Rex deciding instead to go after Stella. He rescues Stella, who is touched by the gesture, but Rex tells her that he only saved her because the bad guys expected him to do it, and thus there would be more of them there to beat up. Despite Rex's selfish reason for saving her, Stella is still grateful, and decides to help Rex get the missile back. In the process of doing so, Rex is captured by the game's big bad, Dr. Havoc. However, after Dr. Havoc gives his big evil monologue, Rex reveals that he allowed himself to be captured so that he could be taken to the bad guys' lair, where, you guessed it, there are plenty more bad guys to beat up. Stella comes to save Rex, but he's already saved himself, to which Stella reacts by angrily beating up some bad guys herself. Turns out, Stella is just as violent and aggressive as Rex is, and Rex realizes he's in love. Dr. Havoc gets away, flying to the moon with the missile, where he plans to use it on Earth from the moon. The final missions take place on the moon, where Rex and Stella go to stop Dr. Havoc in an over the top final boss sequence that ends with Rex and Stella escaping in a rocket while the missile blows up, destroying the entire moon. Rex returns to Earth and goes to bed with Stella. He gets a phone call from his boss, who chews him out, ranting about all the terrible disasters that will occur now that the moon's been destroyed, but Rex hangs up on his boss and proceeds to make out with Stella instead, winking at the camera as the game ends.

    Dynamo is released on June 13, 2006, to some of the highest praise of the year from reviewers, who love the game's battle system and humor. It's one of the best selling games of the month, having been significantly hyped by Nintendo beforehand, and is seen as a continuation of Rare's legacy of excellence, which is expected to continue on the Wave's successor console.

    -

    And while Rare continues to be regarded as one of the industry's best developers, with a legacy spanning more than a decade and some of gaming's most beloved franchises, its current creative head Chris Seavor has expressed his discontent for what he says is a "culture of stagnation" that exists in the game industry.

    "People keep expecting us to innovate, but at the same time, all we hear from the same people is 'when is this next game coming out? When are you going to do another one of these?', and it's so difficult to balance that. Some of the franchises, some of the games that we know would be huge hits, are games we don't want to make because we know we wouldn't be able to top what came before it."

    It's easy to speculate that Seavor is referring to franchises like Conker, which hasn't seen a new game since the hit 2003 title Conker: Grabbed By The Ghoulies. That game was one of the top sellers of the holiday season for the Nintendo Wave, and many expected to see a new Conker title on the platform. Instead, Rare's been focused on original titles, including Dynamo and their upcoming 2007 game Nomad, which has a similar concept to Conker but a much more enigmatic feel.

    "It's becoming so hard to make a 3-D platformer and still be innovative. You've got the Mario games, and they're still great, but who else is doing that? If we made a second Conker for the Wave, it'd be the same old thing, and nobody really wants that."

    Instead, says Seavor, they're waiting until the next Nintendo system is released before revisiting their old franchises, including Killer Instinct and Velvet Dark.

    "I can tell you right now, and this might disappoint a lot of people, but we're not gonna have a Killer Instinct or Velvet Dark game ready to go when that thing launches. Just not gonna happen."

    Part of the reason for that, says Seavor, is that Rare likes to push consoles to their limits. Killer Instinct 3, despite being a launch title for the Nintendo Wave, is still perhaps the best looking fighter of its generation, and while we don't know about the Wave successor yet, we can speculate that its capabilities open up a brand new world of possibilities that Rare is only beginning to scratch the surface of.

    "We've had to re-learn all our old tricks, so we're going to try and figure out what works before throwing something out there."

    Instead, says Seavor, players should expect another original title from Rare, or perhaps they'll revisit another one of their many franchises, or maybe even take a shot at reviving someone else's property like they did with Donkey Kong Country.

    "We'd really like to have a game ready for the next console's launch window, whenever that is, but it's not going to be a rush job, it's going to be something we know we can hit out of the park even with not so much lead time."

    In the meantime, Rare will always be looking for the next big gaming idea, and Seavor promises that the designers at Rare still have a lot of tricks up their sleeve.

    "I've got the privilege of working with some of the most talented people in the industry, so we're capable of making some incredible games. We're not going to make something unless it's truly special. The people who play our games deserve only the best."

    -from an article in the July 2006 issue of GameInformer magazine
     
    Spring 2006 (Part 9) - Ubisoft Update
  • Morgan Webb: And coming later this summer from Ubisoft are a pair of games that couldn't be any more different from one another, but are expected to be two of the year's most exciting hits.

    *A gameplay scene is shown of a man decked out in SWAT-like body armor, dangling from a helicopter and shooting at a gang of heavily armed criminals who are perched on a rooftop.*

    Webb: In the upcoming open world crime fighting game Optics, you play as a member of the Aerial Crime Extermination unit, also known as ACE. ACE squads swoop down from the sky in high-tech choppers, raining death and destruction and justice on some of the worst criminals of 2040s Chicago.

    Adam Sessler: The game's open-world approach lets your character, who you customize at the start of the game, take on side missions and even underground criminal work, allowing you to choose your own path through the game where you can play on one or both sides of the law.

    Webb: The game gives you a wide variety of weapons and upgrades, with my personal favorite being this amazing shotgun that can shoot through solid metal doors. *a gameplay moment is shown of the shotgun doing just that, killing a heavily armored enemy on the other side*

    Sessler: I'm partial to this heat ray myself, check out what it does to this bad guy who's trying to shoot down the ACE squad copter. *a scene is shown of the helicopter-mounted heat ray cooking the criminal alive* You can also take the heat ray on foot to cook baddies on the street. *the player character is shown roasting four criminals with the ray*

    Webb: Fun gameplay combined with a thrilling story makes Optics one of the most anticipated games of the year, and might just launch a brand new franchise for Ubisoft, as if they didn't have enough hit franchises already. One of those hit franchises is Rayman, and our favorite weird looking but big hearted hero is back with some brand new enemies.

    *A few scenes are shown of the Rabbids causing mayhem*

    Webb: Rayman Raving Rabbids has Rayman hunting down a bunch of these annoying little mutant bunny bastards as they cause all sorts of trouble for the citizens of Palmland, a lush island paradise where Rayman was hoping to just enjoy a nice vacation.

    Sessler: You'll have to follow the trail of destruction and mayhem to catch all of these guys, as you can't progress through the game without hunting down and capturing an increasing number of them. And don't think they won't gang up to take Rayman down: as you can see here, they're capable of cobbling together some pretty intimidating machines...

    *A scene showing the Rabbids building a giant junk robot is shown, followed by a boss fight.*

    Webb: Rayman's got some new moves of his own, and some new gadgets as well, including a giant vacuum cleaner and a magical laser sword that can send Rabbids flying.

    Sessler: Rayman Raving Rabbids comes out next month for a number of systems, including the Wave, the Katana, the Supernova, and the iPod Play, so you can play on your TV at home or take the chaotic fun with you.

    -from the May 25, 2006 episode of G4's X-Play

    -

    Ubisoft placed Beyond Good And Evil 2 front-and-center during their E3 2006 presentation, but they saved some of their best information about the game for their "Ladies Of Gaming" event in San Francisco on the weekend of June 9-11, 2006. It was an event to celebrate women in gaming, including female game characters and the women and girls who make and play video games.

    The featured game of the weekend was Beyond Good And Evil 2, and its protagonist Jade was at the forefront of the game's promotional material during the event, with giant cardboard cutouts and life-size statues of Jade everywhere. While Ubisoft revealed a lot of information about the game at E3 2006, much of that information was limited to gameplay, with a bit of plot teasers here and there. At the Ladies Of Gaming event, however, Ubisoft blew the lid off numerous plot revelations, revealing two new female characters: a human princess named Lorima and a reptilian spy, Jula, who helps Jade infiltrate a factory on a weaponized asteroid. The theme of Beyond Good And Evil 2 is "rebellion", as Jade and her allies work to stoke the flames of rebellion on a number of planets in order to disrupt the imperial ambitions of the DomZ. Jade can perform some truly spectacular moves in this game, and it's revealed that "collectibles" will play a major role, but rather than collecting objects, Jade instead collects followers: the more heroic deeds she performs, the more people she'll inspire to her cause, with different followers having different positive effects. The Beyond Good And Evil 2 booth also featured an appearance from Jodie Forrest, the voice actress for Jade, who flew all the way out from France to sign autographs and promote the game.

    Speaking of Ubisoft and voice actresses, the actresses for Etienne and Kris from The Darkest series of games, Sara Bareilles and Amy Lee, were also present at the event. Amy Lee was doing double duty at the event, both talking The Darkest with fans while also promoting Beyond Good And Evil 2 (which, as with the last game, her band Evanescence performs several songs on the soundtrack for), while Sara Bareilles was there strictly for her role in The Darkest (her character Etienne was killed off in The Darkest Night, but Etienne makes a cameo appearance in the recent Darkest 3). While not conversing with fans, Bareilles could be seen either enjoying some of the games at the show (including Rayman Raving Rabbids and Tom Clancy's Delta Force 2) or hanging out with her co-star Lee. Like Lee, Bareilles has launched a singing career, with one album already released and another on the way next year. When one fan asked her if Etienne and Kris might sing a duet in a future The Darkest game, Bareilles laughed before replying "that's up to the writers of the game!". The two did indulge fans with a brief duet of part of a song from the upcoming Evanescence album The Open Door, which drew cheers from the crowd.

    Two upcoming Tom Clancy games, Tom Clancy's Spartan for the Xbox and the multiplatform title Tom Clancy's Delta Force 2 did have a major presence at the event. That may seem surprising for an event focused primarily on women gamers, but the games were there both to highlight a major female character in Delta Force 2 (truck driver Colleen Able, who is forced into a combat role after an ambush takes out most of the squadron) and to put a spotlight on the Ubisoft-sponsored professional gaming team Frag Dolls, who were both signing autographs and competing against both male and female gamers in a Delta Force 2 tournament. The Frag Dolls are known as not just the best women's team in competitive gaming, but one of the best teams regardless of gender, recently winning a highly competitive Masterminds tournament in New York City, beating the all-male and #3 ranked team in the United States en route to a $40,000 grand prize. In an exhibition event, the Frag Dolls competed against a team of both male and female gamers led by former GameTV host and Suicide Squad star Lyssa Fielding, the MC of the weekend's festivities. The Frag Dolls defeated Fielding's team in a highly competitive match, with the Frag Dolls' Emily "Seppuku" Ong scoring the tournament winning kill on Fielding herself to clinch the victory.

    Ubisoft's highly successful event, attended by more than 50,000 men and women, demonstrates the continued influence that women continue to have on gaming, and demonstrate the leading role the company is taking when it comes to putting women first and foremost in the industry. While there's still a long way to go for true equality between men and women in the gaming industry (the vast majority of developers and programmers in the gaming industry are male), the Ladies Of Gaming event shows that progress is being made and that the voices of women are being increasingly heard in the world of gaming.

    -from an article posted on Games Over Matter on June 12, 2006

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    Ubisoft To Pursue "Major Acquisition"?

    The game company Ubisoft has grown from humble roots as a small developer in the early and mid 90s to become one of today's biggest software developers and publishers. Having started with cult series such as Rayman and The Darkest, Ubisoft has since produced a number of mega-hits, including Beyond Good And Evil and a wide umbrella of successful games in partnership with author Tom Clancy, including Splinter Cell and Delta Force. They also have several ambitious franchise starters set to release over the next two years, including Optics and Assassin's Creed. As the company moves toward the next generation, there have been talks in the industry that the company may be looking to acquire another developer and its IPs to pull into its orbit, with rumors centering around companies such as id and Bethesda, or possibly even a company such as THQ, which has been slumping as of late. The rumors are focused on Ubisoft wanting to acquire an established RPG franchise, either Elder Scrolls (owned by Bethesda) or Rise A Knight (owned by THQ). Acquiring id, which is known mostly for FPS titles (including Doom), would seem like a strange move toward that end, but John Romero has expressed a desire to work on an RPG, and id is rumored to be in the process of designing a next-gen open world game.

    At this stage, Ubisoft has made no formal moves toward acquiring any companies at this time, but internal sources within the company are hinting at a "reorganization" that would occur if Ubisoft did make any sort of major acquisitions. We'll keep our eyes on these sources and sources at the other companies that have been mentioned to watch for any new developments on this front.

    -from an article on Gamesniffer, posted on June 15, 2006
     
    Spring 2006 (Part 10) - Modern Military FPS Games Are Fresh And New (For Now)
  • U.S. Army Rangers: Lead The Way

    U.S. Army Rangers: Lead The Way is a military-based first person shooter title. The game is based on the elite United States Army Ranger units, and in particular focuses on a soldier deployed in one of those units, following his journey from Ranger School to his time in a squad deployed in Pakistan that's assigned to hunt down a terrorist warlord. The game features a heavy focus on realism, with weapons based on real life and a combat system that doesn't allow for much in the way of wiggle room: take a few shots and you're dead, and if you get hit in certain places it's instant death. The game also doesn't allow for much in the way of independent combat in most missions: you have a commanding officer, and you have to follow their orders most of the time, with only a few missions (when you're separated from your CO) where you're allowed to take initiative and embark on more open-ended combat. This does feel restricting at times, but it also keeps the game on track and allows the player to know exactly what their objective is (also, there's more than one way to complete most objectives, and good enemy and teammate AI makes every mission feel organic and different). Unlike most first person shooters, Army Rangers somewhat limits the amount of ammo the player is able to collect over the course of a mission, making every shot take on significantly more importance and punishing the player for spray and pray gameplay. It's also possible for friendly fire to strike one's squadmates, and there's very little tolerance for this: do it more than a few times and your unit will quickly turn on you. However, the game's AI makes it very difficult for a teammate to accidentally jump in front of you during a mission as long as you're properly positioned. In addition to the campaign, there's a multiplayer mode which allows a team of Rangers to go up against a team of terrorists in a variety of game modes, similar to Counter-Strike, and friendly fire can be toggled off and on for multiplayer. The game features great production values, with some of the best graphics and sound effects in any FPS in 2006, and the voice acting, performed by a cast of unknowns, is considered fairly decent.

    The protagonist is Nathan "Nate" Hutchens, an Army recruit who's been recommended for Ranger School after performing exceptionally well in basic training and saving the life of an entire unit during a mission. After graduating Ranger School (which serves as somewhat of an extended tutorial), Nate's unit is deployed to Pakistan, where they are given the task of leading a large band of allied Pakistani forces in a series of battles against a fictional terrorist group heavily based on the real life Al Queda. The Rangers' missions begin with simple training and recon, but they gradually become more involved in the fighting as the game progresses. After one of the Pakistani squads betrays them, leading to an ambush in which numerous Rangers are killed, Nate's unit limps back to a village which is being besieged by the terrorist, with numerous villagers taken prisoner for refusing to cooperate. One of them is a woman whom Nate rescues and then falls in love with, though this does cause tension between Nate and his squadmates, and ultimately Nate has to break it off with her before embarking on the final missions. The Ranger squad manages to link up with another group of Pakistani forces, though there are tensions between the two groups, which don't trust one another. Finally, the groups work together on one final mission: a raid on the terrorist leader's compound (based on the raid that killed Osama Bin Laden in TTL 2002). Numerous Rangers and Pakistanis are killed, but ultimately it's Nate who finds the terrorist leader and kills him. The terrorists have been defeated, though there are remnant cells still scattered all over the country, and it's clear that the Rangers will still have a lot of work to do, so their celebration is a somewhat muted one as the game ends.

    U.S. Army Rangers: Lead The Way is released for the Nintendo Wave and the Microsoft Xbox on May 9, 2006. The game's release is accompanied by some controversy from groups who believe that the game is offensive toward people of Middle Eastern descent and that it trivializes the ongoing wars in the Middle East, though these controversies are ultimately overshadowed by hype for the game itself, which is fairly significant. Before its release, it's expected to be one of the year's most successful first person shooters, but it only partially meets that goal. The campaign is fairly short and can be beaten by most players in 6-10 hours, even with the difficulty added by the game's attempt at realism. The game itself looks good visually, but still lacks some of the polish of the Tom Clancy games, and is seen by some as just another generic military shooter. Reviews are generally favorable, averaging in the high 7s/low 8s, and it's ultimately a strong seller upon its release, particularly on the Xbox. It's the latest in a line of successful modern military shooters that have been growing in popularity as of late, and look to only continue their growth on the next generation consoles.

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    The idea of realistic FPS games based on modern military tactics and weapons didn't originate with Tom Clancy's Rainbow Six, but that was the game that really kicked the idea of a realistic shooter into high gear. Before Rainbow Six, most games with a military protagonist were science fiction or horror games such as Alien vs. Predator or Doom. With Rainbow Six came a wave of imitators, most of them in the Tom Clancy series, but other titles such as the multiplayer hit SOCOM: US Navy Seals also chose the modern military as a source of inspiration. It's no secret that many of these games feature protagonists in the United States Special Forces, such as Tom Clancy's Seal Team 6, Tom Clancy's Delta Force, and this week's release U.S. Army Rangers: Lead The Way. The idea of elite military squads has fascinated the American public, providing source material for films, television shows, and now video games. It's not enough to be an ordinary recruit, you've got to be one of the best of the best of the best. Arguably, the "special forces trend" owes its current popularity to the mission that killed Osama Bin Laden, perpetrator of the 9/11 terrorist attacks. A team of Army Rangers helped to take Bin Laden down, and ever since, special forces games have become exceedingly popular.

    However, the United States Army itself has produced a PC game highlighting many different kinds of military personnel, not just soldiers but medics and logistics personnel also. Called America's Army, the game, released in 2004, has become a recruitment tool meant to educate potential recruits and perhaps persuade them to sign up. The game features both a highly realistic first person shooter component and also a series of educational simulators where players undergo real training to perform a variety of jobs in the Army. The game is completely free, and has been distributed at schools and recruitment stations for the last two years, while also being available as a free download at the Army's website. The game has been made in partnership with Ubisoft, which also produces the Tom Clancy titles, and has been praised by reviewers for being both realistic and entertaining, giving players a glimpse into the real work performed by the military while also allowing them to participate in virtual missions that might just prepare them for a career as a real soldier.

    With World War II-based shooters increasingly viewed as "done to death" by many gamers, the rise of realistic modern military shooters is being seen as a breath of fresh air, but only time will tell whether these games will prove to be as acclaimed and as prolific as franchises such as Medal Of Honor, Battlefield, and Call Of Duty.

    -from an article on Games Over Matter, posted on May 11, 2006
     
    Spring 2006 (Part 11) - Kingdom Quest II
  • (Authors' Note: The following game idea was given to us by the reader HonestAbe1809. While we wrote out the summary, the ideas for the plot, the characters, and most of the levels were given to us directly by him.)

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    Kingdom Quest II


    Kingdom Quest II is an adventure/platformer title and the sequel to 2003's Kingdom Quest, which was a late release for the Ultra Nintendo. Kingdom Quest II, like its predecessor, is both a parody of and an homage to various aspects of video game culture and pop culture, while being a highly polished game in its own right. The Mario and Luigi pastiches Tony and Louie return as the protagonists, but they're joined by a variety of other playable characters who join the player on their quest. These characters can use a variety of abilities in combat and also have buffs that enhance Tony and Louie's abilities as well. The most interesting thing about the character companions is that they have a massive amount of spoken lines, giving them the ability to interact with not only Tony and Louie, but the other companions and the environment as well. The interaction between the party members (which always consist of four: Tony, Louie, and two companions which are usually chosen by the player, though on a couple of occasions either Tony or Louie is gone and the player can choose up to three companions) is the big selling point of the game and one of the major enhancements allowed by the Nintendo Wave. The controls and gameplay themselves are quite similar to the previous title, with weaponry and combat a major part of the game, but with puzzle solving and the inclusion of elements from other game genres also included. Platforming is a component as well, though the platforming elements are cut down somewhat from the previous game, which itself wasn't a platformer in the traditional sense. While Kingdom Quest II expands greatly on the range of games and gameplay styles that it parodies (whereas Kingdom Quest was more of a Mario expy than anything), it has somewhat of a Mega Man-esque feel to it in terms of plot, gameplay, and level progression, with the "robot masters" being parodies of enemies from other video games. The game generally alternates between video game boss parodies and giant robot bosses, with the parody characters being more one-off type enemies not tied into the main enemy of the game, while the robots themselves are all part of the central plot arc.

    The ally characters introduced in Kingdom Quest II include:

    Sariah: A bounty hunter character raised by aliens and a clear parody of Samus, Sariah serves as somewhat of a "fish out of water" character, as she's not very familiar with human slang and this leads to some humorous moments. Sariah is voiced by Jennifer Hale.
    Electroman: A somewhat flamboyant robot warrior, Electroman is the game's Mega Man parody, and is a heroic character, but is serving a master who isn't all he's cracked up to be. Electroman has some elements of Mettaton (from OTL's Undertale) and is implied to be bisexual, having not only once had a relationship with Calypso, but also having some unspoken feelings for Tony as well. Electroman is voiced by Brent Spiner.
    Telkion: A naive young warrior, Telkion is a clear parody of Link, but is way more optimistic, always trying to do the right thing and look on the bright side even when the world is beating him down. Telkion is voiced by Scott Menville.
    Sammy Speed: Tony's former rival but now his best friend, Sammy Speed has a bit of an attitude and is a parody of Sonic the Hedgehog, but also resembles Fox McCloud in some aspects. He's voiced by Jaleel White.
    Jackie Van Halen: A parody of Jill Valentine from Resident Evil, Jackie speaks in a melodramatic fashion, a parody of the bad voice acting from the original Resident Evil. She works for an organization called "N.E.B.U.L.A", though it doesn't stand for anything, the founder just thought it looked cooler if it appeared to have an acronym. Jackie Van Halen is voiced by Tara Strong.
    Pythagoras/"Pyth": A parody of Pyramid Head from Silent Hill, Pyth is a clumsy chibi character who often loses his balance because his giant pyramid-shaped helmet is so big, and he cries when he falls down. He's mostly mute, but when he does make noises it's Frank Welker doing the effects.
    Big Sam: Big Sam is a former heavyweight champion wrestler who's let himself go. He's a parody of Little Mac and based on the Weird Al Rocky parody "The Rye Or The Kaiser". Is friends with Tony since he was the referee for many of his fights, as a reference to Mario being the referee of Punch-Out. He's voiced by Weird Al Yankovic.
    M4R-1A: Doctor Right's robotic prototype who's gone off the deep end in the years since she was abandoned. She's essentially a mix of Protoman and Roll, but can also be imagined as a stylized version of the robot Maria from Metropolis with a SHODANesque speech pattern. Is originally a boss but can be optionally recruited if you succeed in repairing her programming during the boss fight (making her semi-missable, you can go back and replay the fight later on but this is right at the end of the game). She's voiced by Terri Brosius.
    Doctor Friedmann: A parody of Gordon Freeman, essentially Gordon Freeman if the "Freeman's Mind" characterization was canon (though slightly toned down from that). Voiced by Nolan North.
    Cobra Carpenter: A parody of both Solid Snake and Snake Plissken from the movie Escape From New York, Cobra Carpenter is voiced by Diedrich Bader.
    Dread Emperor Romulus: A parody of Mortal Kombat bosses, Dread Emperor Romulus is voiced by Keith David and is also fought as a boss but can be optionally recruited to the party late into the game.

    In addition to these new characters, a few of the boss characters from the original Kingdom Quest appear in the game and can be recruited as playable characters (giving you a total of 15 characters to recruit in addition to Tony and Louie). Calypso is conspicuously absent (still locked in her dungeon), but hints about her influence on the world are carefully placed all around for people who know where to look.

    The game also features both competitive and cooperative multiplayer. In competitive multiplayer, players can choose from one of up to 30 characters to battle it out in a variety of stages with different weapons and special moves, much like a cross between a shooter and a fighter. This is probably the game's centerpiece multiplayer mode, and is actually a great deal of fun, comparable to the multiplayer modes found in the Commander Keen games. Competitive multiplayer features thousands of unique character interaction lines, making it both fun AND hilarious. It's also the mode of the game where Calypso has the most presence, as she's fully playable in this mode and has a variety of brand new moves: it's implied that she's the star of multiplayer mode and the one responsible for making all the heroes fight each other. There's also cooperative multiplayer which essentially allows up to four players to control the heroes in the main campaign. The cooperative multiplayer was a bit of a late addition to the game, and thus lacks a bit of polish. It's fun, but a little bit too ambitious for the Wave, and has some glitches and problems, especially in large stages. It doesn't drag the game down but it is seen as a bit of a disappointment, and the developers promise to perfect it for the third game in the series.

    The original Kingdom Quest had a total of 13 levels. Kingdom Quest II has a total of 12, but they're larger and more involved than the levels in the previous game, making for a significantly meatier experience overall.

    Level 1 - Return To The City

    Based on the city level from the original Kingdom Quest (it basically IS the city level with a few new landmarks), the brothers return home to find everything besieged by robots sent by the mysterious Mastermind. They have a brief encounter with Electroman, who claims that the brothers are the real enemy, then flees when an even bigger robot boss shows up.

    Level 2 - Summer Camp

    Tony and Louie get a distress call from a mysterious summer camp being haunted by a Jason-like figure, which ends up being a parody of the Jason from the LJN NES Friday the 13th game, complete with a purple shirt. The "Jason" boss actually ends up being a parody of a censor who wants to censor out all violence in games and movies, ironically by killing anyone violent. The brothers defeat him, save the kids (including Pyth and Telkion, the latter of whom claims he's "not a kid!" despite being an adorable green clothed boy with elf ears).

    Level 3 - The Factory


    The brothers investigate a factory where the Mastermind is said to be manufacturing an army of evil robots. They meet Electroman here again and briefly duel with him, though the real boss is a gigantic crane monster. A few more potential party members are recruited here, most notably Doctor Friedmann, who keeps running into hazards inside the factory despite his so-called intelligence.

    Level 4 - Mackenzie's House


    A massive mansion populated by one sadistic, psychotic kid named Mackenzie Kevinson (a parody of Kevin from the Home Alone movies, and voiced by Macaulay Culkin himself). Jackie Van Halen is recruited here, having gotten caught in one of Mackenzie's traps. The brothers have to dodge loads of deadly traps while being taunted by Mackenzie, until finally coming face to face with him to battle him.

    Level 5 - Explosion Battlefield


    A parody of Bob-Omb Battlefield and of first levels in games in general, Explosion Battlefield is where the Mastermind has planted his deadliest traps yet, including a gigantic talking bomb named Emperor Bombsalot who serves as the boss of the level. This is also where the heroes finally agree to team up with Electroman, who is working for a scientist named Dr. Right (basically a parody of Dr. Light). The brothers and their companions are all somewhat suspicious of Dr. Right, though Electroman claims he can be trusted and takes them to meet him. Electroman tells the heroes he'll see them again after the events of this level conclude.

    Level 6 - Ghost Ship

    Before the brothers can continue their pursuit of the Mastermind, they come across a mysterious ghost ship that turns out to be Captain Montgolfier's old ship, inhabited by the ghosts of the "red shirts" who died when the ship crashed into the desert. This is actually the scariest level in the game, with very little in the way of parody or humor, giving the player the feeling that their actions have real consequences in a sequence somewhat reminiscent of The Sorrow from Metal Gear Solid (the character meets Cobra Carpenter here, who honestly laments all the guards he's killed who were just doing their jobs). The brothers need to find an artifact belonging to Montgolfier in order to put all the spirits to rest. It turns out to be Montgolfier's old teddy bear, but this isn't really played for laughs, he's genuinely happy to have his old bear back and the brothers gain him as an ally following this level.

    Level 7 - Temple Of Romulus


    An ancient temple inhabited by Mortal Kombat-esque villains, this is where the Dread Emperor Romulus lives, and he briefly forces the heroes and their companions to fight one another (we also get a few fighters who aren't yet recruited into the heroes' party, such as Sariah, who's been a frequently appearing character but hasn't been able to join Tony and Louie just yet), and Big Sam, who joins the heroes after they help him avoid being killed. After defeating Romulus' tricks and traps, the heroes eventually defeat Romulus himself in a grand arena.

    Level 8 - Space Station

    Electroman returns and asks the heroes to accompany him to one of Dr. Right's old space stations in order to decommission it. They team up with Electroman and battle their way through the ship, learning a lot about Dr. Right in the process and gathering evidence that he's not entirely on the level. While in the space station, the heroes and Electroman are in communication with M4R-1A, Dr. Right's old prototype. They eventually battle her, and after defeating her, she warns Electroman not to trust Dr. Right, but he doesn't believe her, blaming the Mastermind for glitching her programming.

    Level 9 - The Mastermind's Lair

    Electroman takes the heroes to what he presumes is the Mastermind's lair, an abandoned base in the middle of a volcano. However, it turns out to be a trap to lure Tony and Louie in and destroy them, and Electroman is being played by Dr. Right, who turns out to be the real Mastermind, revealed by the various pieces of evidence gathered up by Tony and Louie throughout the game. Electroman refuses to believe it at first, but eventually he realizes the truth: Dr. Right is the Mastermind and has been the entire time, and is the one who corrupted M4R-1A as well (if the player manages to recruit M4R-1A beforehand, the reveal is much more emotional, though either way it's a pretty dramatic scene). After Electroman turns against him, the Mastermind sends massive amounts of robots at the heroes, who are about to be overwhelmed when Sariah, Sammy Speed, and Bert show up and help to repel the robots and force the Mastermind to flee.

    Level 10 - Alaskapoint Fortress


    The heroes visit this parody of Metal Gear Solid stages to try and learn the location of Dr. Right's true lair (even though it's called Alaskapoint Fortress, Dr. Friedmann points out that it's "not even in Alaska!"). Containing some elite troops and some of the fiercest robot enemies yet, it's a difficult stage that requires stealth and discretion to conquer.

    Level 11 - Proving Grounds

    The Proving Grounds are a Mega Man-style gauntlet of hazards and enemies that Electroman takes the heroes to in order to upgrade himself fully. He never managed to get through the Proving Grounds when he was working for Dr. Right, but with Tony and Louie's help, he might just be able to do it. This level is a parody of Mega Man-type difficulty in general, with the heroes all making comments about how the hazards are more frustrating than fun (thankfully, most of the truly difficult hazards have easy to spot shortcuts, making this level more of a puzzle than anything else). If you didn't recruit M4R-1A before, you get a chance to do so here, and this time it's not missable, if you fail at it you can try again as much as you like.

    Level 12 - The Island

    Thanks to the heroes' adventures in Alaskapoint Fortress and the Proving Grounds, Sammy Speed has enough parts to complete his plane to the Mastermind's island lair, where the final part of the game takes place. This is easily the toughest level of the game, with the hardest enemies, the toughest puzzles, and the trickiest platforming challenge. Finally, the heroes do battle with the Mastermind himself, who deploys an army of increasingly powerful robots before battling the heroes himself in a gigantic machine. Ultimately, it's Electroman who finishes the Mastermind off, striking the final blow and rejecting his evil "father" once and for all. The ending is then shown of all the heroes celebrating together, with Electroman even giving Tony a surprise kiss. However, there's a sequel hook in the ending: at the very end of the game, Calypso appears, having escaped her dungeon. She doesn't attack the heroes, but instead tells them that her father Cronus has returned and if they don't let her help them stop him, the whole universe will be doomed. This cliffhanger sets up the events of the next game.

    Kingdom Quest II is released on June 27, 2006, for the Nintendo Wave. Reviews for the game are even better than the reviews for the original. Being on the Wave, it's fairly cutting edge in terms of graphics, with some of the most impressive visuals of its day. The game is heavily praised for its graphics, gameplay, and storyline, and ultimately ends up being one of the year's best reviewed games, averaging around a 92% on Gamerankings. Sony promotes this game much more than they promoted the last one, though it still gets released in a crowded month that also sees games like Dynamo and Pokemon: Master Quest released. Despite the heavy competition, Kingdom Quest II sells quite well, becoming one of the top selling new games of June 2006 and firmly establishing the series as one of Sony's premiere franchises, perhaps even bigger at this point than Naughty Dog's Tales Of The Seven Seas series. It's considered both a loving parody of popular games and a serious game franchise in its own right, and hype is already building for the third game, which is expected to be released for the Wave's HD successor console.
     
    Spring 2006 (Part 12) - THQ's RPG Saga Takes A Detour
  • Rise A Knight: Alliance

    Rise A Knight: Alliance is a WRPG published by THQ. It's the third game in the Rise A Knight series and a sort of "side game" to 2004's Imperial Dawn, featuring much of the same gameplay mechanics and battle systems but featuring a new quest with new characters and a new world. Players take control of a young prince named Kroner, whose kingdom, Rocktower, is being besieged from the north by a powerful invading army. Kroner knows that the only way his kingdom will survive is if it forges an alliance with the neighboring kingdom of Celeste to the east. In order to forge this alliance, Kroner must reach out to the people of Celeste, in the hopes that he will influence someone powerful enough to convince the country's king, who has taken an unbreakable bloodvow of neutrality in all conflicts, to break that vow and come to Rocktower's aid. How Kroner forges that pact is the key to the game's plot. Kroner, like Algon, the protagonist of Imperial Dawn, can take on a variety of vocations in order to achieve his goals. These include 16 returning vocations from Imperial Dawn and eight brand new ones, which impart new skills and statistical improvements. Combat is slightly less important and complex than it is in Imperial Dawn, with many of the new vocations instead revolving around building Kroner's people skills. In fact, Kroner can get people to fight for him in this game, and the fighting companions he chooses have a major impact on his ability to influence and persuade the citizens of Celeste. Like in Imperial Dawn, Kroner's alignment can change depending on the deeds he performs, the vocations he takes on, and the people he interacts with. He can choose to pursue his alliance with Celeste in a straightforward, honorable way, or he can do so underhandedly, for example, by perpetrating false flag attacks on Celeste in order to convince them that they're under attack from the north. Of course, the player's tactics can fall anywhere inbetween the two extremes, allowing the player to be as good or as bad as they want to be, much like in the previous game. The flow of gameplay largely consists of taking on missions, most of which are optional, that advance the player toward their final goal of aligning with Celeste. "Main" missions advance the story to a certain degree, while "side" missions don't advance the story but can impact Kroner' relationships with the people of Celeste. There are more than a dozen "key" characters who can be interacted with over the course of the game in order to determine just how Kroner will align Rocktower with Celeste. These characters include a sneaky female thief with a secret royal heritage named Ravenna, an unscrupulous explosives dealer named Calvin, a powerful court mage named Illumok, a Robin Hood-like archer named Garrett, and the tempestuous prince of Celeste, Elden. Most of these characters are tied to one alignment, either good or evil, but a few of them, such as Elden, can be influenced in both the good and evil pathways through the game. Alliance has similar production values to Imperial Dawn, considered one of the better looking games in its genre for the time, a strong cast of voice actors like the previous game (including Keith Ferguson as Kroner and rising Norwegian singing star Marion Raven as Ravenna, who, in similar fashion as Sara Bareilles in The Darkest, will catch on massively as a singer after her turn as a video game actress), and an epic musical score.

    After the first few story missions, which see Kroner helping to fight soldiers on the northern border, the game's plot splits depending on which Celeste-based characters that Kroner seeks out. A plurality of players will be driven to Ravenna, who is easily the most visible of the game's main characters and who appears in multiple quest lines. Ravenna starts out as someone who is cold and hostile to Kroner and who even tries to steal from him, but softens considerably if he continues to ally with her in quests, and it's eventually revealed that Ravenna is the true heir to the throne of Celeste, rather then Elden (who turns evil if Ravenna's quest line is pursued all the way, it's impossible for Kroner to align with them both). Ravenna's quest line is probably the most straightforward and heroic in the game, while other quest lines such as the Illumok questline or the questline of Mother Sepulcher, a necromancer who raises an army of zombies to fight the troops from the north, have more interesting twists and turns. Kroner is portrayed as someone who will do anything to save his kingdom. In the heroic questlines this comes off as selfless heroic resolve, but in the more darker questlines, it comes off as someone with absolutely no morals, who values his kingdom over everything else, and who has practically no honor. Like Imperial Dawn, it's the player who chooses just how good or evil the protagonist will be, and the game is fairly good at giving the player the ending they deserve based on their actions. While every single one of the 14 major questlines has at least one satisfying moment, the fate of the realm ultimately depends on the player's willingness to commit certain deeds, be they good or evil. Ultimately, the ending will feature a showdown between Kroner and the armies from the north, though whether Celeste is an ally, a neutral party, or even an enemy to Rocktower will all depend on Kroner's actions and the alliances he has made.

    Rise A Knight: Alliance is released on June 6, 2006, for the Xbox and Nintendo Wave, with an Xbox 2 release early in 2007. Due to the overwhelming reception and popularity of the previous game, and the positive critical reception that Alliance receives (around the mid 8s out of 10), it's a hot seller upon its release, though it does a majority of its sales on the Microsoft Xbox, while it's a smaller hit on the Wave. It's not as popular a game as Imperial Dawn (it's sort of the New Vegas to Rise A Knight II's Fallout 3), but it's popular nonetheless, with Rise A Knight fans considering it an outstanding game that builds on what the previous two titles accomplished. The success of Rise A Knight: Alliance is a big boost for THQ, which has been on the up since Rise A Knight II in 2004, and makes the company even more attractive to Ubisoft, though that company is still leaning toward Bethesda as a potential acquisition target. Alliance is considered one of the best WRPGs of the year, and a precursor to the outstanding efforts in the genre that consoles will see in the next generation.
     
    Spring 2006 (Part 13) - Pokemon Mastery
  • Pokemon: Master Quest

    Pokemon: Master Quest is an RPG for the Nintendo Wave. Co-developed by Naughty Dog and Game Freak, the game is OTL's analogue of Pokemon Colosseum, and includes a Stadium-like versus mode and the ability to import one's own Pokemon from the Game Boy Nova games. However, it has a much meatier main quest than OTL's Pokemon Colosseum, allowing the player access to nearly every single Pokemon at some point in the single player game, and also featuring voice acted cutscenes as well. It's not meant to be a replacement for the mainline games (while it starts off like a mainline game, the overarching plot, which involves a battle against a team of Pokemon thieves, quickly overwhelms the gym badge plot and takes the game off in an entirely different direction). Instead, it's meant to be a console-sized Pokemon adventure that players can enjoy in full cinematic glory, while also serving as a party game for up to four local players. For this reason, many consider it the most ambitious Pokemon game to date, and a sign that Game Freak and Sony and Nintendo are turning a corner on the series, toward something completely different for the upcoming Gen 4. The game's main quest features a new region, Auric, that's heavily based off of California, complete with a coast full of big cities and ports, a massive mountain range and forests in the north, and deserts in the southeast. The game includes activities such as flying and surfing, and offers a special Surfing Pikachu as a collectible Pokemon in the game (which can then be transferred to Pokemon Alpha, Omega, or Gamma. The main quest allows players to capture Pokemon, but originally only at certain "capture points" scattered throughout the quest. Once reaching these "capture points", players are given a choice of which Pokemon to go for. Stronger Pokemon are more difficult to capture, so it's a sort of risk/reward thing. However, there are "free capture" areas in which players are given unlimited chances to capture different kinds of Pokemon. Most of these free capture Pokemon are weak or mediocre at best, but they're good places to either level up or to fill out one's team if one didn't have luck with the normal capture points. There are also places throughout the game where players can embark on side quests to guarantee acquisition of certain Pokemon, so the player is rarely without a good selection of Pokemon to use. Battles with trainers are fixed at certain points in the story, or take place during side quests or at special "battle points". Battles play out like full Pokemon Stadium fights, with full 3-D animation. Some fights even have commentary, those taking place in battle arenas will feature an announcer, and certain storyline battles will have trainers who comment as the fight goes on. The game has an enormous amount of side quests, many of which feature significant rewards in the form of items, EXP, or new Pokemon, encouraging players to complete as many of these as possible. Some side quests require certain Pokemon or long chains of completed events in order to unlock, making exploration and experimentation a must. Importantly, while the player can miss a certain Pokemon at a capture point, no Pokemon are truly "lost forever", capture points can be opened with certain items or quest fulfillment later on, and side quests usually aren't locked behind Pokemon that the player loses an opportunity to catch for a lengthy amount of time. This also ensures that the player is able to properly "catch 'em all", though, like in the mainline games, that's impossible within the base game itself, and must be done via importation of Pokemon from one's Nova games. Pokemon: Master Quest features outstanding graphics, comparable to those in OTL's Pokemon Battle Revolution. The game features a rich selection of music composed by Go Ichinose and Junichi Masuda, with Greg Edmonson, who composed the Firefly soundtrack IOTL and ITTL and the Uncharted games IOTL, was brought in by Naughty Dog to compose a sweeping orchestral theme for the game. Edmonson would primarily be utilized by Naughty Dog on their Wave successor project, but was asked to do a sort of "test run" on Pokemon: Master Quest, and his theme for the game would be considered one of the most iconic video game themes of 2006 and a groundbreaking piece of music for the Pokemon franchise. Naughty Dog was also in charge of the game's English casting, and would use primarily child actors for the children characters, including Daryl Sabara as the voice of the game's protagonist Zeto, and Liliana Mumy (in her first but definitely not her last video game voice role) as the voice of Zeto's companion Isara.

    Pokemon: Master Quest begins with Zeto waking up and going to Professor Sequoia's house to get his first Pokemon. She presents the player with a choice between Mudkip, Treecko, and Torchic. After getting his first Pokemon, Zeto completes a series of short quests to take on his first gym, a Normal-themed gym where the trainer wields a Zangoose. After completing the first gym, Zeto comes across a crying girl named Isara who tells him that her Pokemon was stolen. Zeto goes to a nearby cave to get it back, but discovers that this was actually a trap that Isara was forced to set for him. The thieves, who identify themselves as Team Control, try to take Zeto's Pokemon, but they are defeated. Zeto realizes that Isara only set the trap because her own Pokemon, a lowly Igglybuff, was being held hostage, and he gets it back and gives it to her. She apologizes, and a friendship is forged. Team Control has taken over a nearby surf town and is forcibly recruiting people into their group, and Zeto has to go there and stop them. One thing leads to another, and soon Zeto and Isara are working together to battle Team Control and stop them from stealing Pokemon and forcing people into their group, while Zeto has pretty much put his Pokemon quest on the backburner. The main goal of the first half of the game becomes going to Star City (a huge town that's a pastiche of Los Angeles and Hollywood) in order to meet with a famous movie star, Miranda, and enlist her help in defeating the group. Zeto and Isara make their way to Star City, battling trainers and Team Control members and catching new Pokemon all along the way. They eventually reach Star City and Miranda agrees to help them, but as it turns out, she's the leader of Team Control and has been putting subliminal messages into her movies in order to trick people into joining. Zeto and Isara are taken prisoner, but are saved by action star Buff Strongwell, a somewhat goofy but good-hearted musclehead with a team full of fighting Pokemon and balls bigger than his brains. Buff becomes a key ally to the heroes throughout their journey. The heroes also learn at a later point that Miranda and Professor Sequoia are estranged sisters, and that more than anything, Sequoia wants to see her sister redeemed (as Sequoia becomes more important to the story, Buff takes a romantic interest in her, making for some goofy romance storylines between the two). We learn that Miranda and Team Control's ultimate plan, besides controlling all Pokemon and Pokemon trainers, is to use the powers of the four legendary Titans to reshape the Pokemon world to their will. For this reason, the Titans must be hunted down and defeated and/or captured. Titanleaf is the first target, in the Great Northern Forest, Titansteel is the second target, in the port city of San Metallo City (based on San Diego), Titanhart is found next, in Blistering Valley (based on Death Valley), and the last Titan to be found is Titangem, at the top of Mount Citadel, the tallest mountain in Auric. However, Miranda throws a wrench in the plan to stop Titangem when she kidnaps Professor Sequoia, forcing the heroes (and Buff) to come to the rescue. Events culminate atop the mountain: while Sequoia is rescued, Miranda is able to use the power of the Titans to cause a massive earthquake that opens up an undersea cavern where the great legendary Pokemon is said to sleep. This Pokemon turns out to be Lugia, in its alternate form. Miranda takes Lugia and rides it into the skies, where she plans to use its influence to bend all Trainers to her will. Lugia is parked over Goldengate City (based on San Francisco), and Zeto and Isara have to climb the city's tallest building (crawling with Team Control trainers) to even reach it. After making their way up the tower, they battle Lugia. Whether it's defeated or captured, it's put out of commission, bringing Miranda down to earth very quickly. Zeto tries to catch her but can't, but fortunately Sequoia is there to rescue her sister. However, this only makes Miranda even more furious, and she battles the heroes with a powerful team of six Pokemon, including the legendary Pokemon Deoxys. After she is defeated, she surrenders and is taken into custody, but still seems to resent everyone, most of all her sister. After Miranda's defeat, the Goldengate Pokemon League commissioner offers Zeto a chance to compete in the league even without having completed the gym challenge. He accepts, and the player is able to battle the Elite Four and the champion. However, though the credits appear after this, this doesn't "end" the game. There are a series of "postgame" challenges and a good bit more plot remaining, as Zeto works to achieve his dream of becoming a true Pokemon Master. These quests include a reconciliation between Miranda and Sequoia, the hunt for numerous legendary Pokemon including Yggdrassa, Morticloak, and Mutaxa, and a chance to battle the legendary Pokemon Guru, which is a much tougher battle than the champion battle. There's also an improved Elite Four/Champion battle that can be undertaken once much of the postgame is completed. All in all, the main quest plus main postgame content will take the average player anywhere from 30-50 hours to complete, but there's also more than 50 hours worth of sidequest content, and the minigames and versus modes will occupy the player for many hours as well, with the game advertising 200 total hours of gameplay.

    Pokemon: Master Quest is released on June 20, 2006, to enormous critical acclaim. The game is considered perhaps the meatiest Pokemon game ever in terms of pure content, the battle mode alone is considered worth the price of admission, and the main quest mode features some of the most complex characters yet seen in a Pokemon franchise game. It's considered a "dream title" for most Pokemon players, and a must have for series fans. Reviews are exceptional and sales are enormous, so much so in fact that its second week sales easily top those of the launch week of Kingdom Quest II, despite that game being a hit in its own right. Naughty Dog's role in the game, which is mostly on the story/presentation side, is lauded, and the game is considered an unprecedented cooperative effort between a Japanese and a Western game company. It cements Naughty Dog's role in developing the series proper, with Sony trusting the studio with more and more work on the series going forward. While they won't be involved in the Gen 4 mainline game, they are expected to create future spinoffs, and maybe, just maybe, they'll get to handle a main series Pokemon title at some point going forward.

    -

    Jeff Gerstmann: Gamefreak has been completely radio silent on the next Pokemon game.

    Alex Navarro: We know it's going to be for the Supernova. We've seen...we've seen a teaser, in Corocoro, just recently, where they show off a very snowy town, and what looks like a silhouette of a new Pokemon, it looks kind of like a snowman.

    Gerstmann: So we've got a teaser for a snow-themed Pokemon game...

    Navarro: The graphics look full 3-D.

    Gerstmann: Yeah.

    Navarro: Like in Master Quest.

    Gerstmann: Which, by the way, was awesome, and fully deserving of the perfect 10 we just gave it. It's an incredible game, it looks amazing, the plot is fantastic, the battles are out of this world, pretty much the full 3-D Pokemon battles we've always wanted...

    Navarro: It's an amazing game.

    Gerstmann: And in this teaser screenshot in Corocoro, you can see that the graphics look like that.

    Navarro: Uh-huh. And that's not surprising on the Supernova.

    Gerstmann: But it's weird, you know, because Pokemon has always been this 2-D kinda game.

    Navarro: Yeah, and now it's gonna be in 3-D, like a console game.

    Gerstmann: It begs the question, why not just make a console game, for the Wave or something?

    Navarro: Well, then you lose the portability, the social aspect of it.

    Gerstmann: But it could be online.

    Navarro: Yeah, but come on, Nintendo wants you to go out and meet people and trade with them. On the subway.

    Gerstmann: That's all well and good if you live in Tokyo, population... what is it now, 30 million? But if you're living in, say, Podunk, Nebraska... and you want to meet someone face to face to trade Pokemon with them...

    Navarro: They didn't make the game for Podunk, Nebraska though.

    Gerstmann: Yeah but-

    Navarro: They think you still ride tractors and tip cows for fun.

    Gerstmann: All I'm saying is that if they're going to go out of the way to make the game look this good, put it on a console.

    Navarro: Now you've got the best of both worlds. And I bet it still has online, so if you live in Podunk, you can still trade with people living in wherever. Anyway, it's gonna be great.

    Gerstmann: When we finally get more information about it, yeah.

    -from the June 20, 2006 episode of the Gamespot Podcast With Jeff And Alex
     
    Spring 2006 (Part 14) - The Rest Of The Games
  • (Here are the rest of the notable North American game releases between April 2006 and June 2006!)

    -

    Nintendo Wave:

    Champions Of Magicka

    Champions Of Magicka is an action/adventure title published by Ubisoft for the Nintendo Wave. The follow-up to Magicka Universe, Champions is more of a return to basics type game, without the genre mixing, more in tune with the original Ultra Nintendo games. It features six playable characters, though you start out as a young sorcerer named Lon and work your way through a large continent surrounded by seven smaller islands, collecting spells and battling enemies along the way. The game features a new “tri-spell” system where players can combine up to three spells at once for different effects, and also features magic academies where new spells can be learned and old spells can be powered up. It's a surprisingly complex game, with all six champion characters having their own quirks and personality traits. The game looks quite pretty, and overall, Champions Of Magicka is considered an improvement over Magicka Universe, with decent reviews upon its release. Sales aren't quite on the level of previous games, but they are slightly improved from Universe, and this ultimately becomes the best selling of the three Wave Magicka games.

    Gold Rush

    Gold Rush is a sort of puzzle/party game that takes place from a hub level, features lots of little mini games, and is really fun both online and with local multiplayer. Players choose one of a variety of greedy characters and go hunting for gold in the minigames, while using that gold to purchase more minigames and open up more sections of the world. The single player campaign is short but fairly sweet, though multiplayer is where this game is really at. It's one of the more unique Wave offerings of the year and while it's not a huge hit, it does sell fairly well over its entire lifespan, ensuring there will be sequels and spinoffs down the road.

    Heatseeker

    Based on the OTL aerial combat game, Heatseeker puts the player in control of a fighter jet as they fly various missions around the world. Not as realistic or as grandiose as the Ace Combat series, Heatseeker has more of an arcade/80s movie feel to it. The biggest positive qualities of the game are its graphics and its unique ImpactCam feature, which allows players to track a missile from a variety of angles once it's fired. Though it's no Ace Combat, it's still a fairly fun game, and scores solid reviews in the high 7/low 8 range. Sales are somewhat low, making it a fairly obscure cult classic.

    Hybrid Stasis

    A spiritual successor to the 1999 Konami game Hybrid Heaven, Hybrid Stasis is an action/stealth/fighter/RPG game that takes place in an underground complex after the protagonist, a man with no name or identity, awakens from a long cryogenic sleep in a hidden scientific facility. At first he's alone, but soon he encounters soldiers assigned to take him out, and must quickly remember his old fight training if he is to survive. Along the way, the protagonist encounters both friend and foe (though mostly foe, the only friends he encounters are a repentant old scientist, a beautiful young woman who has awakened in the same circumstances as the protagonist, and a special ops soldier who is initially assigned to assassinate the protagonist but ends up turning on his squad and becoming an ally). The game plays similarly to the original Hybrid Heaven, but has more of an action-RPG battle system closer to Metal Gear Hybrid, with players able to target an opponent's limbs as they fight. The progression in the game is similar to that of a Metroidvania game, with more of the facility opening to the player as they explore. Hybrid Stasis is seen as vastly superior to Hybrid Heaven, with excellent reviews across the board. It's a game that barely got made in the first place, and Konami severly underhyped it at the time of its release, but it turns out to be a bit of a sleeper hit, especially once it starts getting price cuts, and is a popular $20 buy at Black Friday time.

    Mascoteer: Spirit Squad

    The first Mascoteer game released for a console, this sees Patrick in a brand new adventure with his friends Amy, Laura, and Rodrigo. The four of them, along with some new allies, must battle against a wave of invading robots activated by the town's resident mad scientist. In order to save their town, they'll have to not only don up to 26 mascot costumes, but must also team up with the school cheerleaders, who have some amazing moves of their own. This game takes the form of a beat 'em up more than the genre mixing games for the Nova, and also introduces four player co-op to the series for the first time. Though creative in its costume design, the game itself is a fairly standard beat 'em up, and considered to be a bit underwhelming when compared with the Nova games. Though it gets decent reviews, it's still seen as somewhat of a disappointment, and sales don't meet expectations.

    Megas XLR: Universal Tournament

    In this game based on the hit Nicktoon, Coop and Megas are once again summoned by Magnanimous to compete in a tournament against some of the most powerful fighters in the universe. It's mostly a mech combat game, though it features some original cutscenes and voice acting, and cameos from most of the popular characters in the series. It's not all that great of a game, but fans of the series generally enjoy it.

    Spritzie 2: The Light Fantastic

    The sequel to 2001's cult hit platformer title Spritzie, this sequel sees the titular fairy heroine return to battle against a resurgent Darkness using the power of the light and recruiting all of her pixie friends, including some very fun new characters such as a beautiful fairy nightclub dancer and a powerful but friendly wolf. Spritzie 2, like the original game, is highly praised for its gorgeous graphics, which depict a beautiful forest world and a cast of whimsical characters. The game goes with a cel-shaded motif, allowing for some truly amazing visuals that look almost too good for the Wave. The game tries to present itself as a bit more mature than the previous title in an effort to win over new fans, but most people still ignore this game, despite strong review scores that average in the mid 8s. Like Hybrid Stasis, it's a great game that's underappreciated at the time of its release, but unlike Hybrid Stasis, it never quite finds its sales footing.

    Underworld Strike

    A Shinji Mikami developed Capcom game that's sort of TTL's equivalent of God Hand, it's a hybrid beat em up/shooter title designed to be very difficult. Like God Hand, it features a lot of comic relief, with wacky characters and a lot of gallows humor.. It's lauded for its challenging gameplay, but definitely isn't for everyone, and can get repetitive after a while. It stars a martial artist who deliberately gets sent to hell in order to free his master, who was killed by a demonic mobster. In addition to battling against demons, the martial artist must also fight against other martial artists who lived lives of dishonor and shame. He eventually saves his master and gets revenge against the murderers, escaping from hell back to the world of the living. The game is polarizing amongst reviewers, with some giving it very high marks and others scoring it poorly, giving the game an average score in the 7/10 range. Sales are decent early on, and while the game isn't a hit, it's not seen as a failure either.

    Emergency 4

    The fourth of Sony's survival horror series and the first to see release on the Wave (not counting 2005's Emergency Trilogy compilation, which did decent sales), Emergency 4 is a quasi-reboot/flashforward taking place ten years after the events of the original trilogy, in a heavily walled town that is one of the last places in North America untouched by the virus. The plot sees the main character, Keith, exiled for breaking an unspecified (at least at the beginning) rule and cast out beyond the wall. Keith comes across a destroyed city, where he is unable to tell who is friend and who is infected. Emergency 4 features some significant enhancement from the Ultra Nintendo games, not just in terms of graphics but also in terms of gameplay. More fast-paced than most survival horror titles, Emergency 4 plays like an action shooter, with Keith able to move and shoot quickly as enemies come up on him. The game's “friend/foe” aspect also plays into the combat, as players will have to discern if a non-aggressive character is an enemy in disguise. If Keith spares someone who turns out to be infected, he'll leave himself wide open to be attacked later on, but if he kills people who aren't infected, he costs himself the chance to get help, and it also affects his mood and sanity. Kill too many innocent people, and Keith will begin to suffer mental breakdowns, which could severely impact his combat effectiveness later in the game. Most of the game sees Keith making his way through the abandoned buildings, finding what few friends he can and trying to kill infected and stay alive. He eventually does befriend a former police lieutenant who helps him survive some of the tougher encounters, and we learn that Keith was in fact exiled from his town because his town has been secretly run by infected for the past few years, and that Keith is immune to the disease. Keith eventually returns to his town to rescue an old friend whose life is in danger, fighting his way through a massive amount of infected as he does. However, even as he saves the few uninfected people left in his town, he looks out beyond the wall to see millions of infected swarming toward it. He arms up and prepares for battle, but we don't see what happens as the infected pour in, leaving the game on a cliffhanger. Emergency 4 is considered a solid entrant in the horror series, with excellent graphics and a big city to explore. The game's repetitive combat and somewhat boring characters get some criticism, but overall it's a good game, and achieves some of the better sales of the quarter.

    Planetary Probe: Synchronicity

    The third game in the Planetary Probe series, this title was originally planned by Enix for the Katana, but after Enix jumped back to making multiplatform titles, the third Planetary Probe was redesigned from the ground up for the Wave, eventually being released in Japan in the summer of 2005 and eventually for North America in the spring of 2006. It's a sci-fi RPG featuring a fairly old school turn based combat system, returning to a standard six character party rather than the vast roster of its predecessor. The plot features an android discovered on an abandoned and ancient space ship by a group of space pirates, but activating the android also activates an extradimensional army, and the space pirates find themselves forced to seek help from a succession of unlikely sources. Featuring fully 3-D cutscenes and graphics, it's maybe the closest thing TTL has to a Xenosaga-styled game, though there aren't nearly as many lengthy cutscenes in this title. The player spends most of the game running from various authorities, who both blame the pirates for activating the android and dooming the galaxy, and who simply hate the space pirates because, well, they're space pirates. The game's plot and characters get a lot of comparisons to the anime Outlaw Star, though the characters aren't quite as wild as the characters in that game (no catgirls in Planetary Probe, for one thing). Overall, it's a solid RPG. The combat is a bit boring, but the graphics are good, the voice dubbing is fine (Enix goes back to using a New York City-based crew for this game, so you've got Eric Stuart, Rachel Lillis, and Megan Hollingshead, among others, with major roles), and overall it's considered a fine RPG and an improvement over Planetary Probe II, with some even considering it better than the original. Sales are fairly low, but for a traditional turn-based RPG, it does well enough in North America.

    Village Of The Faun

    An anime-styled RPG with animal characters, Village Of The Faun is a fairly cliched game, featuring a young deer boy who finds a powerful magical sword and must defend his village from a succession of shadowy villains, most of whom take the form of various birds of prey. The game is only a marginally good JRPG (not quite as good as Planetary Probe: Synchronicity), but it does earn a place amongst the furry fandom (nicknamed “Final Furtasy” by its detractors) and becomes a cult hit.

    European Rally

    The sequel to 2005's American Rally, European Rally features similar gameplay but with more cars, racing across a variety of European tracks. A more cosmopolitan experience than the original game, European Rally is stronger from both a critical and commercial perspective, and cements the series' popularity in its genre. The series will eventually make the leap to multiple platforms, though not necessarily with the next game.

    Apple Katana:

    Virtue And Vice

    An anime styled fighting game, Virtue And Vice is very similar to OTL's Guilty Gear, featuring a large cast of characters aligned under either “good” or “evil” with little inbetween. Characters represent various virtues and sins, for example, a fighting nun to represent temperance, a moneybag-wielding princess representing greed, etc. The game features some spectacular combo attacks and some of the smoothest controls to be found in a Katana fighting game, with beautiful cel shaded graphics and animation. Reviews are quite good, averaging in the high 8s, and the game proves to be a major hit, mostly in Japan but even achieving decent sales in Europe and North America. Virtue and Vice is one of the last big Katana exclusives, putting its developers, a small Japanese software company called Kabukisoft, on the map, and the success of the first game launches a seventh generation franchise.

    Yakuza 2

    The sequel to 2004's Yakuza, this game was rushed into production somewhat in order to be released for the Katana rather than the iTwin. It stars a Yakuza assassin tasked with killing a powerful rival crime lord, but who instead chooses to consolidate his power in the city. Like the original game, Yakuza 2 features an open-world sandbox playstyle, with a huge variety of jobs and activities to do. Because the game was rushed, the city isn't quite as big as that of the first game, though with less gameplay mechanics for the developers to come up with, they are able to work quite a lot on the game's plotline, which is considered one of its strong points. Ultimately, Yakuza 2 would receive strong reviews and sales on par with those of the original game, building anticipation for the series' eventual iTwin debut.

    Awakening Bell

    An RPG where the protagonists must find and awaken magical bells scattered throughout the world. The plot is actually more complex than that, and the game is well reviewed, though not as much as some of the year's other big RPGs. It carves out a niche not much more.

    Microsoft Xbox:

    Jungle Queen: Caged Fury

    The third title in the violent action series to be released for the Xbox, Caged Fury sees Ketaya captured by invaders and forced to escape by transforming into a variety of powerful animals in order to brutally maul her enemies. She can become a lion, a tiger, a rhinoceros, a hippopotamus, among numerous others, and the game essentially follows the formula of previous titles in the series, though this game is a bit more combat heavy. In contrast with the first two games, this one, despite being released three years after its predecessor, sees mediocre reviews, and sales are down from the previous game's. However, a fourth Jungle Queen title is still in development for the Xbox 2.

    The Shailands

    A WRPG that plays like an offline MMO, it has a strange art style and has a soundtrack by Yasunori Mitsuda, making it his first western game. It takes place in a sort of ancient Celtic hinterland, and features five rival tribes battling it out for territory. The player character, which is customizable and can be male or female, must go around and negotiate peace between the tribes in order to battle a powerful common enemy. The player can collect powerful weapons and magic and battle a large variety of enemies along the way, and the game features a diverse selection of terrain. Made as somewhat of a last ditch effort to get Japanese players to the Xbox, it's actually a really good game, and sales are strong for what it's expected to be. It does do fairly well in Japan (in fact, it's the third best selling Xbox game in Japan in 2006), and all right in North America as well.

    The Suffering: Ties That Bind

    The sequel to The Suffering, this game contains many similarities to OTL's title, focusing on an inmate who is jailed for murdering his family and must battle a horde of otherworldly enemies inside the prison. Like OTL's title, Ties That Bind features a complex system of morality, and a deep and rich backstory that explains why the inmate did what he did, and also goes in depth into the history of the prison and the people who have been jailed there. It differentiates its gameplay from the previous title more than the OTL game did, featuring more puzzles and a Metroidvania-esque progression through the prison. It achieves excellent review scores, and sells somewhat better than it did IOTL, especially for the Xbox, where it sells better than it does on the PC. It's considered one of the best games of the waning months of the Xbox, and the strong sales and critical reception would lead to a third game in the series for the Xbox 2.

    Crave

    A horror title about a bloodthirsty creature who must eat to get stronger and bigger. You play as the creature and in addition to hunting humans, you must battle much larger and stronger creatures in order to absorb their power and grow even larger. It's a weird game, and somewhat disturbing since the creature grows by violently eating other living creatures. Not a lot of people play it, but it's quite fun and achieves good reviews, becoming a true cult classic.

    Titan Quest

    Based on the OTL THQ game which plays like the early Diablo titles, Titan Quest is released for both PC and Xbox ITTL, though the Xbox version is somewhat less graphically detailed. The game casts the player as an ancient Greek warrior who must hunt down and defeat the Titans. It gives the player an RPG like progression system, and pits them against a variety of enemies. The PC version is received quite well and sells decently, though the inferior Xbox version is a bit of a flop. This game is notable because it would ultimately lead to a split within the series: the PC games would continue in the top-down RPG vein, while the Xbox 2 spinoff games would feature a more straight up hack-and-slash feel, similar to God Of War.

    Game Boy Supernova:

    Resident Evil: Liquefaction

    A side-game in the Resident Evil series made specifically for the Supernova, Resident Evil: Liquefaction takes place in a chemical storage facility and the surrounding town, where two STARS agents are sent in to investigate mysterious deaths. Soon, they discover the horrifying sight of people being melted alive and transforming into deformed zombies that ooze forth to bite the living and pass on their condition. In addition to the zombies are a horde of wolf-life creatures who spray acid and seem to be causing this mysterious phenomenon. One of the most bare-bones entries to date in the series, Liquefaction is similar to Desertion in that it features old-school, ammo conservation, survival horror-type gameplay, at least for the first two-thirds of the game. At a certain point, the agents will gain the ability to fight back against the acid creatures, bestowing more weapons upon them and enabling them to fight at a faster clip, turning the encounters into fast paced but still scary fights to the finish. Unlike previous games in the series, there's NO human villain: the agents simply have to kill all the wolf creatures and survive, before triggering a chemical explosion to destroy the town and all trace of the virus. However, it IS implied that the creatures were an experiment created by a certain forgotten villain from 2003's Phytogenesis (coinciding with an updated re-release of that game for the Wave), though we never actually see her in this game... Ultimately, Resident Evil: Liquefaction is considered one of the most disturbing games in the series to date, and it's also a bit short, making it a somewhat forgettable entry that's seen as largely inferior to Desertion. It's still a decent game, but sales are a bit lower than expected.

    Grim Little Girls 2

    The sequel to 2003's niche hit, Grim Little Girls 2 essentially takes the original game's gameplay and ramps up everything: more characters, more monsters, more powers, and crazier antics. Like the original, it allows the player to take magically inclined girls (up to 54 in all) under their wing and use them to battle increasingly powerful enemies on increasingly difficult missions. It's a strange RPG/sim kind of title, but it still appeals to the same people who played the original. The graphics are a bit better than those of the previous game (which was an Ultra Nintendo/Katana title), but the voice acting takes somewhat of a hit, as the game relies on mostly obscure anime voice actors rather than the seasoned pros that made up the cast of the previous game. Reviews are still fairly strong and ultimately it's considered a sales success for its fairly low budget.

    RevOlution Overdrive

    This third game in the RevOlution series and the first for the Supernova sees Adam, Kaita, and their futuristic motorcycles return in another post-apocalyptic adventure in which they must battle the powerful Junker King and his army of motorcycle raiders. This game, rather than being a 2-D platformer like the previous titles, takes the series into full 3-D, promising hack and slash motorcycle action where Adam and Kaita use weapons such as wrenches and chains to battle their enemies in fully 3-D environments. However, the game ends up being quite a disappointment, as the 3-D worlds are big but with very little in the way of things to do. Ultimately, Overdrive ends up being one of the Supernova's most disappointing games to date, putting the future of the series in jeopardy.

    Castlevania: Second Symphony

    A direct sequel to Castlevania: Symphony Of The Night, Second Symphony features similar gameplay to the original game, but with updated graphics, improved combat featuring the DSS card system from OTL's Circle Of The Moon, improved voice acting, and an even bigger castle than the original game, which, like the original game's castle, has a hidden second layer to it, doubling the size of the game's world from the original impression. In Second Symphony, Maria is the game's main protagonist (though the player later has the option of selecting Richter or a new vampire hunter, Casanova). Though Maria succeeded in convincing Alucard to return to civilization, something terrible has happened, and the prophecy of evil that Alucard feared has been fulfilled: he has become a revenge-seeking scourge just like his father, and has captured seven maidens in order to drink their blood, transform into a full vampire, and wreak havoc upon the world. These maidens have been imprisoned by Alucard's monstrous servants, whom Maria must hunt down and defeat, battling enemies and mini-bosses all along the way. Though Second Symphony plays very similarly to Symphony Of The Night, the DSS system and Maria's expanded choice of weapons, which include not only a whip but also a sword, a crossbow, a scythe, and fighting bracers that enable her to use striking limbs, add variety to the game's combat, while a number of quick but brain testing puzzles also appear throughout the castle. All throughout her journey, Maria wonders why Alucard could be doing all of this, and hoping against hope that his cursed bloodline won't be the doom of the world. After defeating each monster, Maria saves the maidens, but as the journey continues, the maidens end up re-captured, and ultimately are ready to be sacrificed when Maria confronts Alucard for the final battle. True to his nature, however, everything that transpired was a part of Alucard's plan: Alucard had never descended fully into evil, and the maidens who were to be sacrificed are actually powerful witches willingly offering their blood toward a ritual to invoke an ancient spell designed to summon forth an apocalyptic evil at the exact moment that Maria (or Richter or Casanova) would be there to slay it. Though the witches all give their blood, it's Alucard who is the sacrifice, casting himself into the void as bait for the creature, who had been prophecised to come into the world as the resurrected descendant of Dracula. Alucard's spell and sacrifice forced the creature to come into the world before achieving its full power, allowing Maria to fight and destroy it. It's a fierce battle, but in the end Maria is triumphant and the world is saved, though Alucard had to give up his life in order to do so. Maria and the seven witches step out of the castle and into the shining sun.

    Castlevania: Second Symphony is considered a triumph from a gameplay and storyline perspective and considered every bit as good as the original game. Though it's a bit of a rehash of the original, enough has been improved upon to make it a major hit in its own right, and it's ultimately considered a top contender for handheld game of the year.

    Dog Dash World

    A traditional side-scrolling platformer for the Game Boy Nova, and the first side-scrolling Dog Dash game since Dog Dash 3 took the series into 3-D, Dog Dash World is somewhat of a return to basics for the series, featuring Clark and Woofle as playable characters while relegating Selkie to somewhat of a cameo role. It sees the boy and his dog explore a wide variety of worlds (ten in all), and explore a total of 54 levels, featuring the familiar dog-centric action of the original two games but updated with a ton of new moves for Woofle, many taken from the 3-D titles but adapted for 2-D. While not considered a major hit and certainly not a return to form for the series, it does achieve somewhat strong reviews and helps to tide people over until Naughty Dog releases the next game for what presumably will be the Wave's successor, having skipped over the Wave entirely. However, with Naughty Dog currently focusing their energies on their big cinematic game and a bit of their energy on a Tales Of The Seven Seas side game for the Wave, the wait for a proper Dog Dash revival may still be a long one.

    Tetris Attack

    It's Panel De Pon, once again reskinned as Tetris Attack, this time for a portable system and featuring characters from a variety of Nintendo franchises, mostly Mario but also Zelda, Kirby, Pokemon, and Squad Four, among others. The game's graphics have been given a major facelift for the Supernova, and there are tons of new modes, along with online gameplay. All in all, it's considered an excellent revamp of the classic SNES-CD puzzler, and another of the Supernova's better games of the year.

    The Legend Of Zelda: Temple Of Time

    A remake of the 1998 Ultra Nintendo classic in the same vein as OTL's Ocarina Of Time 3D, without the 3D. There's not much in the way of new material in the game, though it does include the Master Quest and some slight tweaks to puzzles and dungeons, and of course it gets a fairly significant graphical upgrade, bringing the graphics up to OTL Gamecube levels. Not much else needs to be said, it's a hotly anticipated port and gets excellent reviews and sales.

    Game Boy Nova:

    Fire Emblem: Holy Champion

    An enhanced remake of the SNES-CD's Fire Emblem: The Holy War, which itself is based off of Fire Emblem: Seisen no Kaifu. Along with cleaner graphics and some quality of life improvements, the biggest change is the updated translation, in which much of the original dialogue and character relationships are restored, including the half-sibling relationships between certain characters (it's still not EXPLICITLY stated, but it's implied as much as Nintendo of America thinks it can get away with and still get a Teen rating, which, as it turns out, is about 99 percent of the way).

    Klonoa: The Princess Knight

    The last Klonoa game for the Nova, this title features Klonoa as the protector of a beautiful but somewhat obnoxious princess who is constantly getting herself into trouble, requiring Klonoa to come to the rescue. It has the feel of an escort mission game, which can be a bit frustrating at times, but mostly the mechanic is done well and there are very few levels in which it's truly difficult to keep the princess safe. Other than that, the game features the classic Klonoa gameplay and most of all is just a well received 2-D platformer, paving the way for the series to continue into the next generation.

    Please, Make A Cake!

    The last truly notable original Nova game, this is a combination cooking sim/RPG made by a very small company. It features a main character who is tasked with gathering ingredients and making increasingly complex cakes for a series of very picky clients. The game features some limited voice acting, mostly in the form of small voiced snippets of dialogue, including the game's catchphrase, “Please, make a cake!” said by the client before each cooking challenge. It catches on with a limited but vocal crowd and would get later installments for the iPod Play and Supernova.

    iPod Play:

    Bird's Eye

    Bird's Eye is basically a people watching simulator in which you are a disembodied camera watching people in a somewhat large town from a sort of “fly on the wall” perspective. At first you're just watching, but later you gain tools you can use to affect the people and speak to them. Being a game that's meant for family audiences, you can't spy on people in any sort of scandalous situations, everything happening in the game is fairly lighthearted and innocent, and meant largely for humorous effects. The game features a large cast of characters, many of which are somewhat unique and have interesting personality traits, with even the most normal seeming people harboring some very unique qualities. The characters are the main attraction of the game, and with literally hundreds of things to watch/make them do, the characters and their interactions provide a source of a great deal of fun for many a player, with the game itself spawning numerous memes in 2006 and 2007. Bird's Eye ends up being a surprise hit, one of the most popular iPod Play games overall, and one of the most memorable gaming experiences in recent memory.

    Hayate no Hime: The Silver Blade

    Hayate no Hime (loosely translated as “princess of the winds”) is a procedurally generated 3-D hack and slash adventure title, with a with stylized, anime-esque art style. The game's protagonist is an elegant princess who inherits her family's sacred silver sword after her older brother is stricken by a mysterious illness and dies. Shortly afterward, the princess' kingdom is threatened by a demonic incursion, and she must use the sword to beat back the demons. Though the game is compared in many ways to The Destroyer Bride, Hayate no Hime has a less-RPG style of play and a somewhat less violent plot, with the princess not out to seek revenge but simply to defend her homeland, she fights very elegantly and has a classic “yamato nadeshiko” type of personality. The game features some short but well made cutscenes, and its art style is considered groundbreaking for a handheld game. Ultimately, it would receive outstanding critical reviews and moderate sales that exceed expectations.

    Triad Of Elpharia

    An RPG exclusive to the iPod Play, Triad Of Elpharia features a hybrid action/turn-based style of combat, in which characters can act completely freely during a short window of time in which players must choose whether to attack, use an item, reposition, cast spells, or perform other actions including setting up for position-based combo attacks. There are a total of seven playable characters, of which three can be used at a time. The game's dungeon exploration system is highly puzzle based, with action-type skills that can be used outside of combat (think Lufia II). It features a mix between 2-D and 3-D graphics that takes advantage of the iPod Play's capabilities but has a decidedly old-school feel to it (the characters don't look sprite-based, but their character proportions outside of cutscenes don't look very realistic). The game also doesn't feature voice acting, though it does feature two lyrical songs, the main theme of the game and a song that plays toward the end. In addition to the game's main quest (which is one of the longest main quests in an RPG in recent memory), Triad Of Elpharia features dozens of sidequests, making the game total more than 100 hours of total playtime. As for the game's plot, it features a world named Elpharia, populated by elves with the ability to wield great magic. Elves born without magic are known as the Accursed, and are cast down to a dirty, starving territory to live out their days in squallor (a bit like the Earthbound/Enlightened divide in Chrono Trigger). As time has passed, the Accursed grow bitter and seek vengeance, and a group of them, including the main protagonist, decide to kidnap and execute the beautiful princess of Elpharia. However, the protagonist's best friend decides to go and try to stop the kidnapping, which ultimately leads to the protagonist, his best friend, and the princess ending up in an uncharted region of the realm, where the protagonist and his best friend suddenly discover that they have magical powers. Realizing that the princess may be the key to bestowing magic upon the Accursed, they decide to bring her back with them. However, she tries to escape them, but the three end up running into powerful creatures and deadly enemies, and end up on an odyssey that will eventually lead to the salvation of all of Elpharia from a dark force beyond imagination.

    Triad Of Elpharia is considered not only perhaps the best RPG on the iPod Play (even moreso than Phantasy Star VII), but one of the best RPGs of 2006, and perhaps even one of the best overall games of 2006. It's a sweeping epic full of beautiful music (composed by Haruka Shimotsuki), memorable characters (the seven main characters of the game each get their own memorable moments, sidequests, rivals, and leitmotifs), triumph, and tragedy, and is considered to be a masterpiece. It sells enough to be a success, but not quite enough to justify getting a port to another console or handheld, at least for several years after its initial release. It does help to push the iPod Play even more in Japan, and is considered one of the biggest niche hits on the system.

    Fealty Online

    An MMORPG created specifically for the iPod Play, it uses low-intensive graphics to stabilize its connection (it looks like a Saturn/Ultra Nintendo game). The game takes place in an ancient realm of knights and lords, the player is a knight who swears allegiance to a feudal lord, but by completing quests and amassing riches, has a chance to become a lord themselves and recruit knights of their own, be they CPU knights or fellow players. The game has a fairly vast world, lots of sidequests, and is updated frequently. It's not the best MMORPG (the combat is a bit one-dimensional, the plotline is rather dull, and the graphics aren't so great for an iPod Play game), but it becomes quite popular due to it being pretty much the first handheld MMORPG of its kind. Hyped a great deal before its release, it sells quite well, and with a subscription-free model (you have to pay for a SegaNet subscription, but the game itself has no monthly fee), it has plenty of users for years to come.

    Knuckles And Corona

    A sort of “follow up” title to Sonic Blaze, this is a sidescrolling action game featuring the brash Knuckles and his partner/”girlfriend”, Corona the Butterfly. It plays quite similarly to Sonic Blaze, with players able to control either Knuckles or Corona throughout a series of acts and levels. Fully voice acted and featuring plenty of cutscenes, it's generally a fun game, as the two team up to stop a powerful gang lord from taking over Corona's home world. The game really plays up the flirtation between Knuckles and Corona, and during the ending, Knuckles and Corona have their second video game kiss (the first was in Knuckles: Renegades on the Mega Charger, and that was just a peck on the cheek). While review scores and sales aren't as high as those for Sonic Blaze, it's still a successful game, and fans of Knuckles and Corona's characters are particularly pleased.

    Super Monkey Ball: Sky High Antics!

    The sequel to the original iPod Play Super Monkey Ball game, it follows pretty much the same formula as any Super Monkey Ball sequel: ramp up the difficulty, add a couple quick new modes here and there, rinse and repeat. While featuring little in the way of innovation from the first game, it's still a strong seller and gets favorable reviews due to featuring the same difficult but addictive Monkey Ball gameplay.

    Wheelman

    The first iPod Play Wheelman title, this is a sort of remixed remake of the original game. It doesn't follow the original title's plot exactly, instead adding in some new twists and a larger city to keep things fresh. It's also much better graphically than the original Wheelman game, which came out for the sixth generation systems. Overall, it's a decent port and gets solid reviews and sales.

    Tetris Challenge

    A modern update to the classic Tetris, featuring online gameplay and lots of new modes, including a version of the Grand Master arcade mode to allow iPod Play players to test their Tetris mettle. While it's not QUITE as difficult as the Grand Master games, it's a suitable facsimile, and being able to play it anywhere adds to the game's addictive factor. While not as big a seller as other Tetris ports, as the first Tetris game for the iPod Play, it's more than acceptable.

    Multiplatform:

    Ace Attorney: Trials And Tribulations

    The third game in the Ace Attorney series, the first to be on next generation handhelds, and the first multiplatform game in the series (appearing on both the iPod Play and the Supernova), Trials and Tribulations, like its OTL counterpart, is a sort of “flashback” game, featuring some of Phoenix Wright's older cases in non-chronological order. However, much of the game itself takes place in the present, with the past cases tying into the current story. The transition to the current handheld generation gives the game a significant graphical boost, though it still features two dimensional graphics. It has a vastly improved presentation and more voice samples, though it doesn't feature properly voiced cutscenes, instead continuing to tell its story through a motion-comic like presentation. The cases largely revolve around Edgeworth's past (TTL's game focuses more on Edgeworth than on the Fey clan, which would get its own game in the series' next installment), and tell the story of how and why he became a prosecutor, tying into a present-day case in which Wright and Edgeworth work together to bring in a dangerous serial killer who has been targeting attorneys. Telling its story through a mix of humor and drama, Trials And Tribulations is considered by many fans to be the best game yet in the series, both because of its in-depth character examinations and its updated graphical presentation. The transition to a multiplatform release also ensures that it sells better than both previous games combined.

    Legacy Of Kain: Hunted

    Legacy Of Kain: Hunted is the latest in the Legacy Of Kain adventure/RPG series, focused on the vampires Kain and Raziel as they battle the forces of fate with the future of Nosgoth hanging in the balance. Hunted, which is released for the Wave, the Xbox, and the Katana, is the most graphically advanced game in the series to date, though the Katana version looks noticeably worse than the other two. It updates the gameplay by featuring a heavy focus on ranged attacks and stealth, with magic playing a somewhat lesser role than in previous series games. Raziel's powers have taken a major hit from the last title, and he is forced to evade human hunters rather than engage them directly. The game's plot sees a more optimistic future for humanity after Kain and Raziel have worked to put the Arbiters out of the picture. In a realm without vampires, humanity has gotten back on its feet, though a few vampires still lurk, and powerful vampire hunters work to track them down, particularly Raziel. Meanwhile, Kain is hunting down the final Arbiter, who continues to hold the fate of humanity in her powerful hands: the final Arbiter turns out to be a resurrected Ariel, who has been given new life but also tasked with the burden of controlling the fate of every living creature in Nosgoth. As the player controls both Raziel and Kain in alternating quests, the game draws a parallel between the hunter, Kain, and the hunted, Raziel, and has their fates intertwine in numerous ways over the course of the game. It also showcases numerous human characters, putting a face and a story to the vampire hunters who had once served as the series' cannon fodder. Hunted's improved presentation and more streamlined story and gameplay prove a major boon to the series, and though the game ends on a cliffhanger (with Raziel seemingly dead at the hands of the hunter Esma and Kain and Ariel bound in what appears to be eternal combat), the plot is still quite well received and the game itself gets some of the best reviews the series has seen since Soul Reaver. Sales pick up as well, enabling the franchise to go out on a high note as it transitions into the HD era.

    Marvel: Infinity Gauntlet

    A beat-em-up title featuring a number of popular Marvel superheroes, the game has them all uniting to stop the evil Thanos from gaining the jewels of the Infinity Gauntlet and becoming all powerful. Animated in a cel-shaded style greatly resembling a comic, the game is intended to attract comic fans of all ages, but beneath all that comic veneer is a fairly average 3-D beat 'em up title with some cool superhero action but little else to offer. Released for the Wave, Katana, and Xbox, its sales are mediocre on all three and the game is considered a bit of a disappointment.

    Paradventure: Rescue City

    The first game in the Paradventure series to see a multiplatform release, this game has the rescue heroes returning to a massive city to fight fires and crime and rescue the citizens from danger. Launched amidst a massive merchandising blitz for the franchise rivaling that of Thrillseekers (but aiming way younger), this is the first of many annualized titles for the series. Introducing little in the way of new characters and gameplay, the fact that it's available for the Xbox, Katana, iPod Play, and Supernova is enough to sell plenty of copies despite the game only being marginally good. It still sells the most copies on the Wave, where family audiences eat it up.

    The Casino Job

    A third person adventure game about a casino theft, meant to capitalize on the success of the Ocean's series and games like Grand Theft Auto. It first has the player recruiting various people to the mission by participating in a variety of petty crimes and challenges, then, in a multi-level mission, has the player participating in the heist itself, which, despite featuring rather generic gameplay, is still exciting and spectacular due to the game's presentation. Fairly hyped before its release, it's a pretty generic game but is well made enough to score some nice reviews, with a strong cast of voice actors including James Gandolfini, John Leguizamo, Randy Quaid, and Joe Pesci. Thanks to the hype and decent word of mouth, it would ultimately become one of the best selling new games of the spring, especially on the Nintendo Wave which features better graphics and some exclusive missions.

    Extraction 2

    In this sequel to the 2004 FPS hit extraction, French Interpol agent Rene returns on a personal mission: rescuing his one-time rival agent Shellie, who has disappeared completely and is presumed dead, but who Rene strongly suspects has been captured and is being held prisoner in a blacksite somewhere. The player controls Rene for much of the early part of the game, but then switches to Shellie and is given control of her as she works to escape her prison, before reuniting with Rene to take down a dangerous new operative. Like the original title, the object of many of the missions in Extraction 2 is to reach a certain place where one can be “extracted” via a safe mode of transport. However, in Extraction 2 there's a much greater focus on stealth combat, particularly during the Shellie missions. While Extraction 2 is fairly positively received, it's not as innovative as the last game and is seen by some to be a cash-in sequel. Sales are decent, but not as good as those of the original game.

    Menace 2

    This 3-D platformer sequel follows up the 2002 game about a scary little monster who goes around scaring people and gathering up items. Not much has changed from the last game, though its release on the Nintendo Wave does mean a general improvement in graphics for that version. It's not a bad platformer but there's nothing all that original about it either.

    Need For Speed: Dare To Drive

    The latest game in the Need For Speed series, this title focuses on stunts, with a new mechanic in which drivers challenge one another to perform increasingly dangerous stunt driving for increasingly large payouts. It also features the classic Need For Speed racing gameplay, so fans of traditional street racing games aren't disappointed with this one. It's a solid game, averaging in the low 8s in terms of reviews, with the graphics being the best yet. This game is released on pretty much everything, it's a planned Xbox 2 launch title and also sees full ports to the iPod Play and the Supernova. Need For Speed remains one of the most enduring racing series on the market, and while sales have slowed slightly since the early part of the decade, it still sells many, many copies.

    Scarface: The World Is Yours

    An open-world action crime game very similar to the OTL title (which itself is similar to the Grand Theft Auto series), this game is released for the Wave, Katana, and the Xbox, and features the same attention to detail as the original game got, including involvement from Al Pacino (who, like OTL, didn't reprise his role as Tony Montana but did help to cast the person who voices him in this game). The graphics are slightly improved from OTL's title due to the increased graphical power of OTL's consoles, and this game has similar commercial and critical success to the OTL game, perhaps even a bit more. One of the spring's more anticipated games, it largely lives up to the hype.

    Avatar: The Last Airbender

    A 3-D action/adventure title, Avatar: The Last Airbender follows the plot of the show's first season fairly closely, and while not a great game, does a decent job of replicating the feel of the animated series, using a psuedo-RPG style powerup system for the characters and allowing players to control Aang, Katara, or Sokka at various points during the game. It's released for not only the Wave and Katana, but the Supernova and iPod Play as well.

    Nine Lives

    A cat-themed puzzle platformer game, it's a rather low tech title and very, VERY weird. The player controls a cat. Not a talking cat, not an anthropomorphic cat, but an actual, fairly photorealistic cat with movements similar to that of a real cat, and must solve puzzles and overcome obstacles, with literally nine lives allowed before a game over. It's released for the Wave, Katana, and the handhelds, and despite being a very strange game, it turns a profit due to its uniqueness and meme-ability (the game is at some point reviewed by nearly every major Youtube game streamer).

    Rayman Raving Rabbids

    The TTL version of the game that introduced the wacky Rabbid characters, this one is every bit as strange and weird as the OTL title, though instead of being a minigame collection, it's a 3-D platformer in which Rayman must hunt down and capture the Rabbids as they cause havoc throughout a variety of levels. The Rabbids cause a massive amount of chaos in the levels, and while some events are scripted, others are totally random, with some Rabbids having no real pattern to their movements. It's compared to games like Ape Escape, though the apes don't cause nearly as much trouble as the Rabbids do. It's very well reviewed, with the game's action and humor getting high marks, and is released on the Wave, Katana, iPod Play, and Supernova, selling well enough on all four to spawn a similar Rabbids spinoff franchise to OTL's.

    White Mountain: The Elite

    The return of the White Mountain series of snowboarding titles is fairly highly anticipated, and the game largely lives up to the hype. As the subtitle would imply, this game features a group of elite snowboarders seeking to conquer some of the world's toughest mountains, including some of the real-life eight-thousanders such as K2. This game includes a “survival” mode in which players must not only guide their boarders though tricky courses but must watch their physical health as well. With its wide variety of levels and its many, many difficult tricks, this game is considered one of the best extreme sports games of the year. It doesn't quite bring the series back to the prominence it had with the original trilogy of games, but it reminds players why the White Mountain series was considered so popular back in the day. Reviews average in the mid to high 8s, and the game easily sells over a million copies fairly quickly.

    -

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


    April 2006:

    1. The Casino Job (Nintendo Wave)
    2. Thrillseekers: Spring Break (Microsoft Xbox)
    3. Paradventure: Rescue City (Nintendo Wave)
    4. Thrillseekers: Spring Break (Nintendo Wave)
    5. The Casino Job (Microsoft Xbox)

    May 2006:

    1. Techno Angel 3 (Microsoft Xbox)
    2. Need For Speed: Dare To Drive (Nintendo Wave)
    3. U.S. Army Rangers: Lead The Way (Microsoft Xbox)
    4. Emergency 4 (Nintendo Wave)
    5. Knuckles And Corona (iPod Play)

    June 2006:

    1. Pokemon: Master Quest (Nintendo Wave)
    2. The Legend Of Zelda: Temple Of Time (Game Boy Supernova)
    3. Rise A Knight: Alliance (Microsoft Xbox)
    4. White Mountain: The Elite (Nintendo Wave)
    5. Kingdom Quest 2 (Nintendo Wave)
     
    Summer 2006 (Part 1) - Ubisoft And Some Bad Optics
  • Optics

    Optics is a third person shooter title developed and published by Ubisoft for the Nintendo Wave. The game revolves around the adventures of an elite crime fighting unit in 2040s Chicago known as ACE, or Aerial Crime Extermination. The squad travels in a futuristic helicopter to fight crimes around the city. Optics combines elements of shooter games with open world games, allowing the player to control the pace of the story and ultimately determine the moral path of their character. In some ways, it has similarities to OTL's Deus Ex: Human Revolution, without the RPG-style character customization. There's a main quest line in the game, but also a succession of side quests that the player can perform, many of which have an impact on the missions that players will undertake in the main part of the game. The game is full of weaponry, from the fairly normal and low tech items like pistols, shotguns, and rifles, to very futuristic weaponry such as a mobile heat ray and a chemical injection gun. Some of the weaponry that the player wields is assigned to them over the course of the game, though other weaponry can be found or earned through certain tasks, or purchased with money earned from missions. Developed by a sister studio to the one that developed Assassin's Creed, Optics is developed with similar philosophies in mind, but takes on more Grand Theft Auto-like characteristics, including the ability for moral ambiguity and mayhem, as development progresses. It shares a few of its developers with Assassin's Creed, but where that game has more development time and polish, Optics was developed first and foremost to be a 2006 blockbuster game, and certain aspects of the development were rushed to fit Ubisoft's timetable and budget.

    The protagonist, whose name is Hayner Cassel, is a member of the elite ACE unit which is given the task of taking down crime in Chicago in the year 2047. Hayner's team is tasked with battling some of the city's most dangerous drug lords and hackers, who have amassed powerful weaponry with the aid of technology allowing average people to produce equipment once limited to military personnel, and the city overall has a futuristic dystopian look, where things seem shiny and prosperous on the surface, but upon closer inspection the city is a dangerous place to be. Hayner's squadmates include Russ, a veteran of the force who's got six years more experience than Hayner, Olivia, a former illegal hacker who knows the city's underbelly in and out, and Johnson, a fairly green but highly skilled officer who Hayner considered his best friend. The four have been some of the most accomplished and successful officers in ACE during their three years together, but the missions are getting more dangerous and the city itself seems to be coming apart at the seams. It's into this environment that Hayner begins to find temptation around every corner, as an underworld contact clues him in on a special job that will allow him to make some side money while continuing to work for ACE. The player is given the option of participating in side missions that range from completely illegal criminal activity to a range of vigilante missions that, while technically on the side of justice, are still illegal. Depending on Hayner's actions, he will either keep or lose the support of his squadmates: Johnson is very loyal to Hayner and will eventually fall into criminality with him if he chooses it, Olivia is fairly neutral and will follow Hayner down some illegal questlines but not others, and Russ is very loyal to the law and will only follow Hayner on one sideset of vigilante missions, but will turn against Hayner if any other criminal activity is performed. Hayner's actions can lead to the deaths of any of the squadmates, though only certain side missions will lead to Olivia or Johnson's deaths. Russ, however, not only can die on many of the side missions, but is actually scripted to die in the main storyline as well, with few exceptions. The main questline sees Hayner and ACE busting the city's corrupt mayor, who is working with a dangerous European criminal mastermind to turn Chicago into a massive moneymaking operation. In the main alternate ending, Hayner kills the mayor, only to replace him as a partner in the mastermind's schemes. There are a few variations of both endings depending on what side missions Hayner performed and which of the squad members were killed during the course of the game.

    Optics is released on August 1, 2006, as one of the most hyped games of the summer. It's meant to be somewhat of a template for future open world Ubisoft games, but the execution leaves quite a bit to be desired. Hayner is a fairly bland protagonist, which was intentional, as the player was meant to "inhabit" him somewhat, but he comes off as boring rather than morally conflicted, and the two most interesting characters, Olivia and Russ, are painfully underutilized, with Russ being killed off too early in most players' games and Olivia only showing up in a few of the more boring side missions. The gameplay, while not buggy, still lacks polish compared to many of the better shooters of the day, and the graphics, while quite good for the sixth generation, soon look dated compared to Xbox 2 and iTwin games, and the plot is somewhat lacking as well, with generic characters and storylines. The main quest is full of impressive action set pieces but without much in the way of interesting twists, while the side quests have more intrigue and nuance but mostly boring action. Optics still sells quite well, especially upon its initial release, but the critical reception is disappointing: 6.7 from IGN, a 6 from Gamespot, a 6.5 from GameInformer, etc. It does teach Ubisoft some important lessons about how to make this type of a game, which may serve them well later on during the next generation.
     
    Summer 2006 (Part 2) - God Of Duty
  • Quantum Eclipse

    A first-person shooter title, Quantum Eclipse can be best described as Call Of Duty meets God Of War. The protagonist is a modern day American soldier who, thanks to a mysterious celestial alignment, is transported back into ancient Greece: the Greece from the ancient myths, populated by gods and monsters and heroes. The game's controls are fairly standard FPS controls, though with a bit less realism than most modern military shooters due to the game's fantastical themes. The strange celestial alignment causes modern weapons to be transported back along with the soldier, giving him a variety of tech to use against the monsters and gods he must face. Where enemies are shot is very important in this game, especially for large creatures: you definitely want to shoot the cyclops in the eye, for example. Many missions will allow the player to lead a squad of allies recruited from ancient armies who can also be equipped with modern weaponry. Even though many enemies in the game will utilize powerful magic, the soldier never uses anything but standard modern weaponry to deal with even the mightiest of foes. Quantum Eclipse features excellent graphics and voice acting, with Matthew Mercer as the voice of the soldier.

    The game begins with the protagonist soldier, named John, being transported back to the past after a strange eclipse causes a time and space fluctuation. He winds up in a strange ancient city which turns out to be Troy during the last days of the Trojan War. He sees the Greeks come into the city with the Trojan Horse, and after witnessing them slaughter a few innocent civilians, takes out his rifle and begins shooting the Greek soldiers, repelling the ambush and winning the Trojan War for the Trojans after defeating the Greek champion Achilles with a rifle shot to the heel. John learns that by defeating the Greek army, he's invoked the wrath of the gods, and must make his way up Mount Olympus to atone and search for a way home. This begins John's odyssey, in which he runs afoul of more Greek soldiers and a large contingent of powerful and legendary monsters, including the cyclops, the Minotaur, and Medusa. John learns that he was transported back to the past for a specific reason, but even the mighty Oracle can't tell him what it is. He also meets Persephone and falls in love with her, only to witness her being taken back to the Underworld by Hades. After this, John decides to lead a rebellion against the gods, and manages to recruit some Greeks and Trojans to his side, though many of them, fearing the wrath of the gods, decide to go against John and fight on the gods' behalf. John eventually does raid the underworld and slaughter Hades and his minions to take back Persephone, though this draws the ire of Zeus himself, who decides to personally destroy John. However, John manages to recruit some of the gods who want to rebel against Zeus, and Hephaestus reverse engineers some of John's weaponry to build powerful modern tech for the gods to use, ultimately leading a shock and awe air raid on Mt. Olympus. John himself confronts Zeus on his throne, with his modern weaponry going up against Zeus' powerful lightning. In the end, John manages to defeat Zeus, and realizes that his true destiny was to free mankind from the oppression of the gods (by embracing technology, the gods who aided John gave up their immortality and became human). John and a now human Persephone return to John's modern times, where their memory of the events in Greece seems to disappear, replaced by new memories of a modern life together.

    Quantum Eclipse is released on August 8, 2006, for the Wave and the Xbox, with a version later being released for the Xbox 2. One of the strangest FPS titles ever released, it's still lauded for its production values, fun boss battles, and exciting multiplayer mode which mixes modern FPS gameplay with fantastical Greek mythology to create some very strange deathmatch modes. The plot is definitely a mess, but Rule of Cool wins the day and it gets high marks from fans and most critics. Ultimately, it becomes one of the year's most popular console FPS titles, and sells strongly upon its release. Its blend of fantasy and the modern FPS genre wasn't expected to work, but its success could lead to imitators down the road, and it's an example of some of the more experimental titles that would be released during the transition from the sixth generation to the seventh one.
     
    Summer 2006 (Part 3) - Sonic Rings In 15 Years
  • Sonic: Ring Guardians

    Sonic: Ring Guardians is an action game for the Apple Katana and the final Sonic game for the Katana. It's a "side game" in the Sonic series, featuring a somewhat condensed playstyle from previous titles, without a full "quest" per se, but instead featuring more than a dozen different playable characters visiting a variety of worlds in a fully 3-D style of play, with the goal being to collect enough rings to accomplish the goal for that world. It's the first truly fully 3-D Sonic title since Sonic Neon, though Sonic Rover had a similar control scheme and allowed for fully 3-D movement in many segments.

    Playable characters include Sonic, Tails, Knuckles, Corona, Amy Rose, Big, Vector, Flare, Espio, Rouge, Cream, Rover, Colosso, Leona, Sting, and Dr. Scales. Each of these characters has their own moveset, including both classic moves and brand new ones, most of which are oriented toward acquiring rings as quickly as possible. There are a total of twelve worlds to visit, a few from classic Sonic games, but most of them brand new for this title, all of which have many, many ways to acquire rings. There's a time limit for most objectives, requiring the player to get a certain amount of rings in a certain amount of time, though there's also an endless mode where players try to get all the rings they can from that world with no time limit at all. Strategies can differ depending on which characters are used, as many worlds have areas only accessible with a certain character's ability, making objectives harder for some characters than others, though it's never impossible for any character to complete an objective. As is the case in most Sonic games, taking damage will cause the player's collected rings to scatter, though they can be picked up afterwards.

    There's also a multiplayer mode, in which up to four players can compete to see who can collect the most rings in a certain amount of time. In addition to the ring collection mode, there's a "battle" mode where players can battle one another with their own moves or with special weapons and items. It's compared a bit to a 3-D Super Smash Bros., but isn't quite as smooth or strategic, and isn't really a substitute for the lack of a Sega Smash Bros.-type game, more like a fun little diversion. Multiplayer can be enjoyed both locally and online.

    The plot itself is fairly simplistic: Dr. Robotnik has appeared and is building a gigantic evil robot, and Sonic and his friends have to stop him by collecting enough rings to power a giant robot of their own to battle Robotnik. The game's "campaign" mode sees players going through the 12 worlds, completing about 75 objectives in total, and then battling Robotnik's mech in a fight that requires rings to be collected in order to build the robot's energy supply so that it can damage Robotnik's mech.

    Ultimately, Sonic: Ring Guardians is meant more as a "celebration" of the Sonic series and its characters than a continuation of the Sonic series, which will see a "proper" next installment on the iTwin in Sonic Duo. Reviews range from decent to good, the gameplay is mostly fun, but can get dull for some after a while, and the multiplayer mode and some of the side challenges are seen as being the real attraction of the game. It does sell quite a bit of copies during the week of its release, and would become one of the year's top selling Katana games. Along with Sega Superstars, it helps to send the Katana out in style, and for the most part, Sonic fans enjoy the game, which gives most of the series' most popular characters a chance to enjoy the limelight.

    -

    As many long-time Sega fans know, the original Sonic the Hedgehog was released on June 23, 1991, fifteen years ago. We've seen so many Sonic games released since then, from classic platform titles, to fierce fighting games, to lightning fast racing titles, and even an epic RPG. So it's no secret that we here at Apple, the only place to play Sonic's amazing games, are in the mood to celebrate this amazing hedgehog and all his friends. With the release of Sonic: Ring Guardians coming next week, I'd like all of you to join us in what we're calling our Sonicbration, a celebration of all things Sonic to honor fifteen years of the best franchise in all of gaming. We'll be decking out SegaNet in Sonic colors and logos, and since it's Sonic's 15th birthday, we've decided to give out some presents. We're giving away the original trilogy: Sonic The Hedgehog 1, 2, and 3, for free to all SegaNet users for a limited time. Those of you who already own one or more of these games on the SegaNet service will be e-mailed a printable coupon for Sonic: Ring Guardians for either $5, $10, or $15, depending on which of the three games you own. It's just our way of saying thanks for supporting Sonic over the years. Enjoy the Sonicbration, and we'll see you on the iTwin next year!”

    -Reggie Fils-Aime, in an announcement on the SegaNet section of Apple's website on August 7, 2006

    -

    Despite the Sonic Team's importance in producing hit games for Sega's consoles over the years, it's been mentioned in an interview with the Japanese game magazine Famitsu that Sonic Team's role in game development for Apple's iTwin “may be somewhat lessened compared to earlier consoles”. According to Atsushi Inaba, who recently left Capcom to join Apple as its head of Japanese game development, Sonic Team will be producing a reduced number of games for the iTwin, focusing on what Inaba calls “legacy projects” going forward. These include games in established franchises such as Sonic and NiGHTS, and that the company will be doing less work on original projects. Inaba stated that this is partially attributed to Sonic Team's desire to focus more on these projects, and also to reduced staffing, giving Yuji Naka a smaller team to work with going forward.

    Apple is looking to be increasingly dependent on Western game developers for the iTwin, with Steve Jobs and Reggie Fils-Aime developing smaller, second-party studios while also looking to acquire smaller third party developers. Apple recently attempted to buy out the game and multimedia company Acclaim, but Acclaim's recent profits made the company too large to be acquired, and Apple was forced to back out of its takeover bid. Apple has announced a development deal with Capcom, which will bring franchises like Mega Man exclusively to the iTwin and iPod Play going forward. Capcom will also be developing new, original IP for the iTwin, though some games like future Street Fighter and Star Siren titles, along with the brand new IP Okami, will remain exclusive to Nintendo for the time being, and Resident Evil will remain a multiplatform franchise.

    -from an August 18, 2006 article on Games Over Matter
     
    Summer 2006 (Part 4) - Supernova Shines Bright, But iPod Playing For Keeps
  • Mechalogical

    Mechalogical is a combination FPS/third person mech shooter game for the Game Boy Supernova. Combining elements of games such as Techno Angel and Battle Engine Aquila, it has the player taking the controls of various giant mechs in order to battle a horde of alien enemies that have overrun a futuristic Earth. Though the game's plot isn't all that original (the alien invasion plot is pretty much just an excuse plot to provide a framework for the mech-based action), the game's real attraction is in its gameplay and graphics, which are both considered outstanding. The player's mech controls much like it would in a standard FPS, with a first person view of the player's surroundings and a large variety of weapons that can be used, including melee weapons, energy weapons, and projectile weapons. In addition, the player has the option of switching to a third person view in order to see more of their surroundings, which is recommended for the game's melee and strike weapons. There's even an overhead view option, though this only takes effect when calling in an aerial strike, providing a bird's eye view of the battlefield from on high. There are dozens of weapons available to the player, and it can take time to find out which ones work the best against certain enemies, but figuring out which weapon to use is highly rewarding, and many times it just comes down to the player's preferred style. The graphics themselves are gorgeous, some of the best on the Supernova, with visuals easily rivaling anything on the OTL sixth generation consoles, somewhat resembling a more blocky version of OTL's Freedom Wars on the Vita, or the Gamecube Metroid Prime games. Players will be deployed on a variety of missions and are able to embark on side missions as well, though these are mostly just for a change of pace and bragging rights, as there's not much in the way of treasure or character progression, the loadout is determined by what's available to the player in a specific mission. As mentioned earlier, the plot is fairly simple: kill the aliens and their mechs, defeat the alien warlord, and save the planet. There's not much in the way of voice anything either, this game is strictly based on action and combat. Despite the lack of a strong plot, it's one of the better regarded Supernova games upon its release in September 2006, scoring strong reviews (in the low to mid 8s) and decent sales both at the time of its release and later on. It's a good demonstration of the Supernova's capabilities, and there wouldn't be a lot of games like it in the system's first couple of years.

    -

    Neptune's Call

    Neptune's Call is a 3-D platformer for the Supernova. One of the first original 3-D platformers for the device (rather than a port of an Ultra Nintendo game, of which several have been released thus far), Neptune's Call tells the story of a young merman who uses a magical rune to become a human so that he can explore the world outside of the sea. While this game seems to have many similarities to The Secret Sea (and is compared to that series many times), it has a number of key differences: it's 3-D rather than 2-D, it takes place primarily on land rather than under the sea, and the protagonist is a young adult rather than an adolescent boy. The game itself is a bit more mature in tone than The Secret Sea, it earns an E10 rating from the ESRB (one of the first games to do so under the new rating which was introduced a few months before), and features more combat moves for the main character, who wields a trident and a variety of spells in battle. The game takes place in the vicinity of the large bay where the merman, whose name is Pogan, lives, including a series of rocky cliffs, a large port city, the forest beyond the port city, a volcano, an island chain, and sometimes inside the under the bay itself. As the game progresses, Pogan is able to increase the time he spends beyond the sea, which increases the distance he can travel and opens up new areas for him. Enemies primarily consist of the Dark Sea Dwellers, a gang of amphibious creatures sent by Huracan, the dark god of the seas, who fights in opposition to Neptune. As it turns out, Pogan is the lost prince of the ocean, the son of Neptune, and he gains special powers from his father once he earns Neptune's favor, enabling him to jump higher, move faster, and use more magical abilities. As Pogan ventures into the city, he meets the maiden Rochelle, the daughter of the mayor. Initially, Rochelle is stuck up and haughty, but as time goes by, her heart warms and she eventually falls for Pogan, just as he has done for her. This causes Huracan to send his troops into the city to capture her, forcing Pogan to come to her rescue. The game features some beautiful cutscenes, all rendered in the same detailed 3-D graphics as the game, which looks excellent for a handheld title and, like Mechalogical, is one of the best games on the system thus far. Characters and environments are rendered in gorgeous detail, and the game sounds incredible coming from the Supernova's high quality speakers, with a stirring orchestral soundtrack and high quality sound effects and voice acting. It's easily better than any of the Secret Sea games and one of the year's best platformers overall. It's released on the same day as Mechalogical, though it only sells about half as much as that title does in its first week and largely relies on word of mouth to earn a profit. A game that shows the potential of 3-D platforming on the Supernova, it would get both sequels and imitators going forward, and after the failure of The Secret Sea 3 on the Nova in 2005, any chance of that series moving on to the Supernova would be buried by the success of this game.

    -

    Supernova Sales Strong, But System Still Lags Behind iPod Play

    The Supernova has seen increased sales in each of the past three months, thanks to a succession of hits including The Legend Of Zelda: Temple Of Time, Dog Dash World, Thrillseekers: Extreme Adventures, and Fairytale Untold, along with numerous ports of popular console franchises. However, its overall market share is still hovering in the low 40s, thanks to a sales boost for the Supernova's rival handheld, the iPod Play. The iPod Play's sales had finally begun to taper off in early 2006, which allowed the spanking new Supernova to move into the lead, but after a price drop at E3 and a string of hits of its own, including Knuckles And Corona and the hit MMORPG Fealty Online, the iPod Play has stayed well ahead of the Supernova in North America, and has even carved out a narrow lead in Europe. The only territory in which the Supernova is winning is in Japan, but even there, the iPod Play is selling strong thanks to hit RPGs such as Triad Of Elpharia and Phantasy Star VII.

    Nintendo is thus caught in an unfamiliar and strange predicament. The Supernova is undoubtedly a success, having sold more than 5 million units in its first nine months on the market and looking to sell at least 5 million more before the end of the year, but the iPod Play has sold slightly more in the same timeframe (5.5 million) and has sold nearly 20 million units overall, putting it way out ahead of the Supernova in terms of overall sales. Nintendo finds itself behind in the handheld race, a position it's never been in. Right now, the company seems to be in "wait and see" mode, and that might be smart: the Supernova's best year could possibly be 2007, which will see the release of games in the Mario, Zelda, and Final Fantasy series, along with possibly the release of a brand new Pokemon game. However, it will also see the release of Apple's new console, which is said to have major interactivity with the iPod Play, including potentially the ability to remotely stream games from the console to the device. Nintendo has yet to reveal its plans for its own next console, but many industry analysts predict that it will have some level of connectivity with the Supernova.

    The success of the Supernova and iPod Play is an indication that we could be in a golden age of portable game consoles, an era when handhelds have never been so flexible and capable. If you love to game on the go, it's been a good last couple of years, but if you're Nintendo, you find yourself in the toughest spot you've ever been in in the handheld gaming industry.

    -from an article posted on Gamespot.com on September 17, 2006
     
    The Amazing Race, Season 10
  • The Amazing Race: Season 10: They're Back!

    Going back to season four there were calls from the fans for an All-Stars season. Finally the producers relented and announced that this season would be an All-Star season. The cast would be all important. CBS advertised the racers this season as the best of the best. While that was true, for the most part, there are one or two choices that left me at least scratching my head. Still it was a good All-Stars cast.

    There are, of course, some notable exceptions. Let's look at them:

    Season eight: This one's understandable as all of the celebrities would have been way too busy to do something like this again.

    Blake and Paige: They would have said yes had they been asked, but they weren't.

    Kris and Jon: They were indeed asked to come back. Unfortunately, they are moving at the time and by the time they got back in touch with the producers, filming had already started. However, they were fully on board with coming back. It's just that, sometimes these things happen.

    Duke and Lauren: Didn't want to go through that again that quickly. Though that didn't stop two of their fellow teams.

    Now the producers wanted to create a super-couple ala Rob and Amber this season, but they couldn't make it happen. The two people they tried it with, Flo and Drew from season three, wouldn't go for it. Or rather, Flo wouldn't. She thought that the race brought out the worst in her (agreed) and, besides, she'd rather race with Zach again anyways.

    There was also something new this season, courtesy of a new task coordinator. It's called the Intersection and it forces two teams to work together for one specific task, after which they are released from the team up. Starting this season, the show was moved to Sundays at 8:00 P.M. This season was filmed from the end of May through the end of June, 2006.

    The Cast

    Dustin and Kandice: From season nine. They are still the schemers that they were in their season, though they may have toned it down slightly. But only slightly. They really helped to create the modern meta game.

    Ken and Gerard: From season three. Phil lobbied hard to get these two for All-Stars and a lot of fans were glad that they did, myself included. Their humour was sorely missed.

    Kevin and Drew: From season one. The original comic relief. Sadly, they seem to have gotten grumpier over the years.

    Uchenna and Joyce: From season six. The previous few years have been difficult for them. The in vitro failed; their plans to adopt fell through. Things have gotten worse for them.

    Marc and Polly: From season two. There was some doubt about whether Polly would come back, seeing as she was in university now. But, seeing as though the race last time was one of the happiest times of her life, she and her dad came back.

    Dave and Lori: From season nine. Another Phil lobbied team, the self described nerds were back. They had a great time last time and now they are ready to go again.

    Bill and Joe: From season one. The original "villains" team. Though considering the edit they got in their first season and the edit they got in this one I'm not so sure about that.

    Rob and Amber: From season seven and newly engaged. The schemers of season seven. They have come back hoping to scheme their way to first place.

    Colin and Christie: From season five. Pitting these two against Rob and Amber was a no brainer really. If this season had happened a few months later, it might not have happened.

    Danny and Oswald: From season two. The winners of season two. They were initially reluctant to come back, they had temporarily broken off their friendship, but were willing to come back to "spread fabulousness around the world a second time."

    Jon and Al: From season four. These two clowns were good in their first season and they were good here. Brought levity to the later season.

    Charla and Mirna: From season five. Still hungry from that win. And to prove themselves, of course.

    The Race

    Leg #1: "I told you: less martinis, more cardio."

    Original Air Date: September 17, 2006.

    Starting in Seattle's Gas Works park and getting $360, teams are told to go to Beijing, China. Once there, teams have to go to Gold House where they face the Roadblock. In this Roadblock, one team member has to eat the eyeballs from a bowl of fish head soup. Then teams have to get to the Meridian Gate of the Forbidden City. Here Kevin and Drew, the last team to check in, were ELIMINATED. Yes, in the first of many surprises, the last team to this point was eliminated. It was a blow.

    During the night, the remaining teams received letters from teams from their previous seasons. The next day teams took a sidecar motorcycle to North Bank Road in Houhai and find the Pedi cab manager for the Detour: Labor or Leisure. In Labor, teams have to go to Run De Li Market and, using traditional Chinese materials and techniques, pave a 45 square foot section of sidewalk in a specific pattern. In Leisure, teams go to Beihai Park and participate in a Chinese relaxation method known as Taiji Bailong, which involves balancing a ball on a paddle successfully. Then teams have to go to the Pit Stop: a section of the Great Wall, where they have to climb their way up.

    1. Rob and Amber 9:04 A.M. Won a trip for two to Whistler, British Colombia.

    2. Colin and Christie 9:06 A.M.

    3. Dustin and Kandice 9:20 A.M.

    4. Marc and Polly 9:27 A.M.

    5. Danny and Oswald 9:50 A.M.

    6. Dave and Lori 10:01 A.M.

    7. Bill and Joe 10:11 A.M.

    8. Ken and Gerard 10:17 A.M.

    9. Jon and Al 10:22 A.M.

    10. Uchenna and Joyce 10:33 A.M.

    11. Charla and Mirna 10:59 A.M. ELIMINATED.

    12. Kevin and Drew 8:50 P.M. (At Meridian Gate) ELIMINATED.

    Leg #2: "Oh, no. Not again."

    Original Air Date: September 24, 2006.

    Receiving $240, teams are told to travel by bus and train to Ulaanbaatar, Mongolia. Teams then go to Choijin Lama Buddhist Monastery and watch a ceremony for their next clue. Then teams have to drive a Soviet era military jeep to Gorkhi-Terelj National Park. Here teams have to put on Mongolian hats and ride a horse 2.5 miles to the Detour: Take It Down or Fill It Up. In Take It Down, teams have to take down a yurt (a kind of tent), pack it up for transport and put it on a camel. In Fill It Up, teams have to transport water from the nearby river to a jug with the help of a local ox called a hynik (with Colin literally saying on seeing it "oh no not again").

    After this, teams rode back to the entrance. Then teams have to go to the Hotel Mongolia, where the Roadblock takes place. In this Roadblock, one team member has to string a traditional Mongolian bow, then fire a flaming arrow to hit a target. Then they walk to the Pit Stop: At a pavilion on a nearby hill.

    1. Uchenna and Joyce 6:50 P.M. Won a trip for two to Mexico.

    2. Dustin and Kandice 7:01 P.M.

    3. Danny and Oswald 7:03 P.M.

    4. Jon and Al 7:23 P.M.

    5. Marc and Polly 7:30 P.M.

    6. Bill and Joe 7:46 P.M.

    7. Ken and Gerard 7:50 P.M.

    8. Dave and Lori 7:51 P.M.

    9. Colin and Christie 7:52 P.M.

    10. Rob and Amber 8:17 P.M. ELIMINATED.

    Leg #3: "I can't believe they would do that."

    Original Air Date: October 1, 2006.

    Getting $0, that's right nothing, teams are told to fly to Hanoi, Vietnam. There they have to go to the Hanoi Hilton, now a museum, and find John McCain's flight suit from when he was captured. Yeah. After that, teams go to the Thoa Flower Shop in the Old Quarter and get the Roadblock. In this Roadblock, one team member has to take a bicycle with flowers on it and sell enough flowers to make 80,000 Vietnamese Dong or $5 U.S. at the time, which they get to keep.

    Teams then go to Pho Vac by bus and find Dinh Vac Temple. Here teams find the Detour: Fuel or Fowl. In Fuel, teams have to go to the home of Nguyen Van Thuy and make 30 coal bricks using wet coal and a press. In Fowl, teams have to go to Nha Tho and, using traditional materials and techniques, build a bird cage. Then teams go to the Pit Stop: A rice paddy outside of Canh Dong Dia.

    1. Colin and Christie 10:50 A.M. Won a state of the art home theatre system.

    2. Marc and Polly 11:17 A.M.

    3. Danny and Oswald 11:34 A.M.

    4. Dustin and Kandice 11:45 A.M.

    5. Bill and Joe 11:46 A.M.

    6. Uchenna and Joyce 11:55 A.M.

    7. Jon and Al 12:01 P.M.

    8. Dave and Lori 12:10 P.M.

    9. Ken and Gerard 12:15 P.M. ELIMINATED.

    Leg #4: "Just like in the Philippines, baby."

    Original Air Date: October 8, 2006.

    After picking up 588,000 Vietnamese Dong (about $37 U.S. at the time), teams have to take a taxi back to Hanoi and find the Ly Thai To Gardens, where a loudspeaker is blaring their next clue. It tells them to go to the Ben Xi Gia Lam bus station, take a bus to Ben Xe Bai Chai and find the Hydrofoil Harbour there. This is where the Roadblock is. In this Roadblock, one team member has to climb up a rock face, get the clue then rappel back down.

    Teams then have to go to Sung Sot Cave for the Detour: Over or Under. In Over, teams take a junk to a floating marker to get rowboats, then go to a supply ship, pick up supplies and deliver them to two addresses and get signatures on the invoices, which they return to the supply ship. In Under, teams take a junk to the same marker and go to an oyster farm to harvest 30 oyster baskets and deliver them to the oyster farmer. Then teams row back to the junk and have it take them to the Pit Stop: Soi Sim Island.

    1. Oswald and Danny 1:45 P.M. Won a jet ski for each team member.

    2. Colin and Christie 1:54 P.M.

    3. Dave and Lori 2:07 P.M.

    4. Uchenna and Joyce 2:28 P.M.

    5. Dustin and Kandice 2:40 P.M.

    6. Bill and Joe 3:04 P.M.

    7. Marc and Polly 3:15 P.M.

    8. Jon and Al 3:47 P.M. ELIMINATED.

    Leg #5: "I covered his mouth, oh my gosh."

    Original Air Date: October 15, 2006.

    Getting $250, teams are told to go to Chennai, India. Once there, teams have to go to the bus station and get bus 119 to Mamallapuram. Then teams have to get to Vallavar Arts and Crafts where teams find the Detour: Wild Rice or Wild Things. In Wild Rice, teams walk to a close temple, select a chalk outline and, using a complete example, fill it in with coloured rice grains. In Wild Things, teams go to a crocodile bank nine miles away, find pit 16 and helping two wranglers move one crocodile to another pit.

    Teams then have to return to Chennai by bus and find the Karthik Driving School. It's here that teams find the Roadblock. In this Roadblock, one team member has to earn their Indian driver's licence. And if you though Colin had trouble with a broken ox, you haven't seen him do this Roadblock. Then the teams have to drive the car and the instructor to the Pit Stop: Chettinad House. Why they do is anyone's guess.

    1. Uchenna and Joyce 12:50 P.M. Won a home gym set for each team member.

    2. Dustin and Kandice 1:01 P.M.

    3. Oswald and Danny 1:28 P.M.

    4. Colin and Christie 1:50 P.M.

    5. Dave and Lori 2:00 P.M.

    6. Marc and Polly 2:15 P.M.

    7. Bill and Joe 2:40 P.M. NOT ELIMINATED/ PENALIZED.

    Leg #6: "I know people think we're flaming but this is ridiculous."

    Original Air Date: October 22, 2006.

    Receiving $303, teams are given a phone, which delivers their next clue, a picture of Kuwait Towers in Kuwait City. Once they figure out the clue, and get there, teams get a Fast Forward and a Roadblock. In the Fast Forward, teams have to go to an oil field, don protective clothing and then use a fire retardant shield to get the clue near a simulated oil fire. Bill and Joe get the Fast Forward. In the Roadblock, one team member has to climb to the top of the 610 foot tower (they are already most of the way up by elevator), get a satchel with puzzle pieces in it, then return to the ground and put it together. That's the next clue in Arabic.

    It's a shop on Souk Al-Gharabally St. Here teams find the Detour: Manual or Automatic. In Manual, teams have to go to a feed lot and fill 10 110 pound camel feed bags to a line, then carrying those bags to a pallet. In Automatic, teams go to the Kuwait Camel Racing Club, strap a voice activated robotic jockey to the back of the camel, and, using a walkie-talkie, motivate the camel down the entirety of the 140 yard track. Then teams go to the Pit Stop: The Al Sadiq Water Tower.

    1. Bill and Joe 12:30 P.M. Won a trip for two to Jamaica.

    2. Dustin and Kandice 3:33 P.M.

    3. Uchenna and Joyce 4:04 P.M.

    4. Oswald and Danny 4:10 P.M.

    5. Colin and Christie 4:11 P.M.

    6. Marc and Polly 4:17 P.M.

    7. Dave and Lori 4:30 P.M. ELIMINATED.

    Leg #7: "Salt, salt everywhere."

    Original Air Date: October 29, 2006.

    Getting $400, teams are told to fly to the island nation of Mauritius. Once outside the airport teams will find their cars along with their next clue: a model of the schooner Isla Mauritia moored off of Grand Baie. They have to swim to the ship to get their next clue. Around here there was a Roadblock, but since it never made it to air (probably because it didn't really change anything) I won't talk about it.

    Teams then had to travel to Casa Noyale and find the post office where teams find the Detour: Sea or Salt. In Sea, teams have to take a sail boat, that is powered by a captain with a small outboard motor, to a nearby island and use a map to locate the sail and bring it back. In Salt, teams have to search three salt piles for a pepper shaker with their clue in it. Teams then have to go to the Pit Stop: Chateau Bel Ombre.

    1. Dustin and Kandice 2:59 P.M. Won a motor scooter for each team member.

    2. Colin and Christie 3:03 P.M.

    3. Bill and Joe 3:10 P.M.

    4. Oswald and Danny 4:00 P.M.

    5. Uchenna and Joyce 4:02 P.M.

    6. Marc and Polly 4:05 P.M. NOT ELIMINATED/PENALIZED.

    Leg #8: "I've had lips before, but not like this."

    Original Air Date: November 5, 2006.

    Receiving $390, teams have to fly to Antananarivo, Madagascar. There they have to go to Lac Anosy and find the Black Angel (which in the anti-Apartheid period, was painted white, even though they confusingly kept the name the same.) Here teams find the first Intersection: teams can either work together on the Fast Forward or the Detour. Uchenna and Joyce and Marc and Polly take the Fast Forward involving eating cow lips. Dustin and Kandice and Oswald and Danny with Colin and Christie and Bill and Joe do the Detour: Long Sleep or Short Letter.

    In Long Sleep, teams have to carry eight mattresses to a specific address. In Short Letter, teams have to make and decorate 28 sheets of paper to the satisfaction of the papermaker. Teams then have to travel to Tohotohobato Ambondrona Analakely, where they encounter the Roadblock. In this Roadblock, one team member has to collect four stamps (airplane, boat, train, car) from the vendors on these steps. Then they rejoin their partner (who was sent ahead) at the Pit Stop: Cathedral Andohalo.

    1. Dustin and Kandice 2:54 P.M. Won a trip for two to the Kona Coast of Hawaii's Big Island.

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

    3. Colin and Christie 3:19 P.M.

    4. Marc and Polly 3:38 P.M.

    5. Oswald and Danny 3:44 P.M.

    6. Bill and Joe 4:00 P.M. ELIMINATED.

    Leg #9a: "A miner inconvenience indeed."

    Original Air Date: November 12, 2006.

    Teams get $300 and instructions to go to Helsinki, Finland at the start of the leg. There they have to go to the Kappeli Cafe and log onto AOL and access a message for their next clue. It's from their friends and family (the producers thought about having it be teams from their original race but nixed that for this). Teams get a clue from the manager and are told to go to Tampere and the Soppeenharjun Koulu School. There they face the Detour: Swamp This or Swamp That.

    In Swamp This, teams have to put on cross country skis and finish a one miles course. In Swamp That, teams have to complete a one mile obstacle course that is even muddier, during certain sections of this task one team member has to carry the other. Teams then have to take the train to Turku, and drive to Lohja, where they find the Tytyrin Limestone Mine. Here teams find the Roadblock. In this Roadblock, one team member has to ride a bicycle one mile through the tunnels, find a bunch of marked limestone bricks, take one to the beginning then chisel it open. Teams have to then go back to Helsinki and find Olympic Stadium. There they find a clue telling them that have to face first rappel down the stadium's tower. At the bottom they are given a clue that tells them to keep racing.

    Leg #9b: "This isn't some Sunday drive!" (Normally I wouldn't do separate titles for episodes like this but the show did so, there you go.)

    Original Air Date: November 19, 2006.

    Picking up from the last episode, teams are given $50 and told to go to the capital of the country where the Chernobyl accident happened (Kiev, Ukraine). Once there, teams have to go to the Oster Tank school, where the Roadblock is. In this Roadblock, one team member has to drive a tank a 12 mile obstacle course (with Colin laughing maniacally the whole way). Teams then have to head back to Kiev and find apartment 33 in building #3 on a specific street, where the resident hand them the Detour: Make the Music or Find the Music.

    In Make the Music, teams have to go to a hip-hop club, write a song about all the countries they visited this time around, perform it (while looking like they stepped out of 1983), and get approval from Kiev's most popular rap artist. In Find the Music, teams have to go to the National Music Academy of Ukraine, don formal attire, locate the sheet music for a portion of Tchaikovsky's "Concert Fantasy for Piano and Orchestra", find one of six pianists in one of 120 practice rooms and have it played. Then it was off to the Pit Stop: The Great Patriotic War Museum.

    1. Colin and Christie 7:30 P.M. Won a trip to for two to Puerto Vallarta, Mexico.

    2. Dustin and Kandice 7:35 P.M.

    3. Oswald and Danny 8:15 P.M.

    4. Uchenna and Joyce 8:59 P.M.

    5. Marc and Polly 9:14 P.M. ELIMINATED.

    Leg #10: "They just won't go away."

    Original Air Date: November 26, 2006.

    Getting $90, teams have to fly to Ouerzazate, Morocco. Once there they have to find Antiquittes de Sud and pick up one of four good luck charms (this is how the prize will be handed out this leg). From there, teams have to go to Atlas Studios, where the Yield awaits. Colin and Christie Yield Dustin and Kandice. This is where the Roadblock is. In this Roadblock, one team member has to go around a track, in a chariot, with a professional charioteer, and grab two flags the same colour as the plumbs on the horses they chose.

    Teams then have to find Cafe Pirgola, in Idelssan, for the Detour: Throw It or Grind It. In Throw It, teams have to go to a pottery shop and make a clay pot each to exact specifications. In Grind It, teams have to go to the North African Horse Ranch and Olive Farm and use an olive mill to grind 77 pounds of olives and then put them into pressing sleeves. Dustin and Kandice manage to catch up thanks to Uchenna and Joyce having a flat tire and Colin and Christie driving right past Grind It. Then teams head to the Pit Stop: A Berber Camp.

    1. Oswald and Danny 5:29 P.M.

    2. Dustin and Kandice 5:30 P.M. Won a Sprint phone with a year's subscription for each team member.

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

    4. Colin and Christie 6:10 P.M. NOT ELIMINATED/PENALIZED.

    Leg #11: "This stinks!"

    Original Air Date: December 3, 2006.

    Getting $240, teams are told to go to Casablanca. Once there, they have to find the Quartier des Habous marketplace where the Roadblock is. In this Roadblock, one team member has to prepare a camel shish kabob to a specific recipe and eat it all. Then teams have to go to Fez, by train.

    Outside the train station, teams find the Detour: Rugs or Dyes. In Rugs, teams have to go to a rug shop and search among the rugs for their next clue. In Dyes, teams have to go to a tannery and search in the tanning vats for their clue. Then it's off to the Pit Stop: the Borj Nord.

    1. Colin and Christie 11:05 A.M. Won a trip to Barbados for two.

    2. Dustin and Kandice 11:24 A.M.

    3. Uchenna and Joyce 11:45 A.M.

    4. Oswald and Danny 12:07 P.M. ELIMINATED.

    Leg #12: "I didn't come all this way just to get second again!"

    Original Air Date: December 10, 2006.

    Getting $300, teams are told to go to the Eiffel Tower in Paris, France. From there, teams have to take the train to Caen and find the local airport, where the Roadblock is. In this Roadblock, one team member has to go on a tandem skydive (with an instructor) onto Omaha Beach. Their team mate will go up in the plane with them and do a nosedive. Then the two will meet at the Bayeux train station where they will get their next clue: head back to Paris and go the Place de la Concorde.

    Here teams find the Detour: Art or Fashion. In Art, teams have to pick up a large painting and deliver it to a specific spot on the Seine. In Fashion, teams have to go to the Fashion Academy and create a woman's jacket with a pattern and tools provided. Then teams have to go to the final destination city: New York City. Once they land, teams have to go to the Daily News Building and find the globe out in front. Teams then have to go on foot to the sculpture of a cube called The Alamo. Then teams have to convince a taxi to take them to the finish line: St. Basil's Academy, 60 miles away in Garrison, New York.

    1. Dustin and Kandice WIN

    2. Uchenna and Joyce PLACE

    3. Colin and Christie SHOW

    The Review.

    This season was actually one of the greatest seasons that could ever have happened. It's my number three race. There are those who would place lower, even out of their top ten, but hey it's my blog. There were rumours going around that the producers were going to wait until season eleven to do an All-Stars season, but I'm so glad that they did it in season ten.

    The course was great, the racers who came back were who you expected for the most part (though I would have loved to have seen Kris and Jon from season six come back). There were some complaints at the time as to who should have been brought back. So who would you have liked to have seen come back? Let me know in the comments. Next time, we're back with new teams and new locations.

    -Globetrotting: An Amazing Race Blog by R. C. Anderson, on the website Reality Rewind, November 7, 2016.
     
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    Summer 2006 (Part 5) - A Musical Update/Billboard #1 Hits Of 2006
  • "Soul Sisters" Star Katy Perry To Release Second Studio Album In 2007

    Katy Perry, the Tony-nominated star of 2005's hit musical Soul Sisters will be leaving her stage career at least momentarily behind to pursue musical fame in Los Angeles. Perry previously released a gospel album in 2002 under her given name Katy Hudson, but when that album didn't achieve a large number of sales, Perry began performing on the stage instead. She mostly performed regional theater, but got her big break in 2004, after a casting director spotted her at a performance of Into The Woods at a Los Angeles area theater.

    Perry has received numerous accolades for her performance in Soul Sisters, a musical about two sisters from a religious household. After the older sister, Esther, leaves for the big city and pursues a more secular lifestyle, the younger sister Sarah (played by Perry) takes a journey to bring her back to the family when their father falls ill, only to take her own journey of self-discovery along the way. Perry has stated in numerous interviews that Sarah's life is somewhat of a reflection of her own, as she too grew up in a religious household, only to drift away from spirituality during the controversial right-wing backlash of the late 1990s.

    In addition to music and theater, Perry has dabbled in acting, including a guest appearance on an episode of Disney Channel's The Smart Squad as a musically inclined substitute teacher. She also auditioned for a role in Disney's upcoming animated musical Rapunzel Unbraided, but the lead role of Rapunzel ultimately went to Wicked actress Kristin Chenoweth.

    When asked what genre of music her album would focus on, Perry stated that it would be a mostly pop-focused album, but with some possible showtune influence. She's also stated her desire to return to the Broadway stage at some point.

    -from an article on Broadwayworld.com, posted on August 10, 2006

    -

    Rap Duo Outkast To Produce Japanese Pop Star's Crossover Album

    The rap duo Outkast has announced that they'll be producing the first crossover album of Japanese pop star Hikaru Utada, which is set to be released in early 2007. One of the biggest pop stars in Japan, Hikaru Utada (who is mostly known in Japan as just Utada) has already had a series of highly successful albums there, but she's been planning to cross over to the West for a number of years, and it's likely that her ongoing relationship with Outkast's Andre "3000" Benjamin has accelerated those plans. Utada's upcoming album, which is said to feature a "fusion of East and West" pop stylings, with mostly English lyrics but with "at least one" song in Japanese, is said to have been heavily influenced by Outkast's musical stylings, which itself is a mix of modern rap, R+B, funk, and pop influences. Benjamin has promoted Utada's work heavily since the two began dating in late 2004, with Utada's latest album Exodus not only selling 2 million copies in its first week in Japan, but selling 165,000 in its first week in the United States, enough to launch at #7 on the charts. Outkast's latest album, Funketsu Park, is set to launch next week and is expected to top the charts easily, and the album includes two collaborations with Utada.

    While many of Outkast's fans have embraced Hikaru Utada, a few aren't so happy about her close relationship with Benjamin. On one hip hop message board, an Outkast fan called her "the Yoko Ono of hip hop", in reference to John Lennon's famous wife who was blamed for breaking up the Beatles. Addressing such claims by fans, Antwan "Big Boi" Patton told an interviewer that it's just the opposite: "Me and Andre have never been closer, and having Hikaru around is great for our musical synergy."

    Outkast is also in talks to help produce an anime series, which will revolve around a group of young heroes who gain magical powers from hip hop music and use it to fight powerful enemies. While nothing has yet been finalized, it would include a multi-country production deal that would see the series dubbed for North America fairly soon after production for Japan, meaning that it could debut in the West as early as 2008. Hikaru Utada would be involved in the series, but what role she would have is unknown at this time.

    -from an article on Billboard.com, posted on August 21, 2006

    -

    "The news of Hikaru Utada's upcoming crossover album, which many industry analysts are calling the most anticipated crossover album since Selena's 'Dreaming Of You' in 1995, is just the latest in a growing wave of Asian pop acts slowly starting to trickle their way into the Western consciousness. We've already seen two K-Pop songs make Billboard's 'Bubbling Under' list: SS501's 'Never Again', which made its way to #20 in early 2005, and BoA's 'Wait', which made it to #11. However, both songs dropped off as quickly as they'd debuted, little more than a momentary curiosity. It's the Internet, particularly sites such as Videocean and Youtube, where K-Pop, J-Pop, and Taiwanese pop acts are finding international recognition, with hundreds of songs achieving hundreds of thousands, if not more, international viewers. Youtube is where the majority of these songs are posted, while Videocean, with its more structured nature, is hosting a number of official postings that show snippets of concerts or record label endorsed music videos. K-Pop band Wonder Girls has been posting English-subtitled videos to Videocean that showcase each member of the band and show some of the band's early auditions and performances, and other Asian bands have been posting similar videos to gain Western fans, hoping to get a foot in the door and gauge their potential popularity amongst international audiences. For now, Hikaru Utada seems to be the only Asian act that has a chance of charting highly in the West, but these video pioneers are laying the groundwork for what might be a musical zeitgeist to rival the Latin wave of the late 90s or even the British Invasion of the 1960s."
    -Penny Richton, from an article in the October 2006 issue of Blender magazine

    -

    Mike Wallace: So, how is Kurt Cobain's life right at this moment?

    Kurt Cobain: It's pretty good. You know, I'm still making music, occasionally. Taking one thing at a time, I guess.

    Wallace: Outside of music?

    Cobain: *laughs*

    Wallace: Is that a good laugh?

    Cobain: Yeah, it's just, when I think about, you know, everything that's happened to me, everything that I guess people think I've accomplished...

    Wallace: You've accomplished quite a lot.

    Cobain: *laughs, shaking his head, then stops* Well, actually, yeah. Frances. Yeah, but I guess you meant musically though, right?

    Wallace: How is Frances?

    Cobain: She's great. Actually, can we just talk about her for a while? I know all the people who watch this show probably don't want to hear about me being a dad and all, they're all probably just like "is Nirvana gonna get back together, are you gonna make an album again?", but compared to Frances, man, all that stuff's just, it doesn't matter, you know?

    Wallace: Are you spending most of your time raising her?

    Cobain: Me and Courtney, yeah. I mean, I did the whole going around the world thing, then I did it again with Courtney for The Amazing Race...

    *A snippet of Kurt and Courtney's The Amazing Race footage is shown*

    Cobain: But now, you know, I gotta settle down and raise Frances, which actually is the most rewarding and awesome thing ever because I get to teach her not to make all the *expletive*ty mistakes I made. And I made a lot of 'em. Heroin, I mean, that's the worst thing you can do to yourself, but it was an absolute bitch to get off that *expletive*, you know? And I used to make so many excuses, all the pain I had, all that, but what I was doing to myself was gonna kill me. And Courtney too, we both had to really struggle to get clean.

    Wallace: You're still with Courtney?

    Cobain: *laughs again* I don't want to go back to that cliche of the whole "on again, off again" kinda thing, because.... *expletive*... that's another cliche right there, it's complicated, that's a *expletive*ing cliche too. I mean we both raise Frances, we take turns I guess you'd say but she lives with me and sometimes Courtney lives with me too.

    Wallace: Do you still think about when she attacked you back in 1994?

    Cobain: We were both so *expletive*ed up back then that it wasn't even us that did those things. I mean, it was us, we gotta take responsibility for our actions, but that's not what she's like now.

    Wallace: Was it true that she attacked you because you were playing too many video games?

    Cobain: I was, I was playing Secret Of Mana WHILE she attacked me. So, uh, maybe, I guess?

    Wallace: So that's just a rumor or is it true?

    Cobain: I know I was on heroin then so I don't even remember, the only thing I remember is I was playing the game when she came at me. *laughing* You'd think more guys would ask me about that, but you're the first, I think. It's like, nobody wants to broach the subject because it's some serious thing or something, but nah, whatever, we can talk about that. I'd rather talk about Frances though.

    (...)

    Cobain: And she's just so smart and creative. I mean she's doing stuff at that age that I didn't even come up with when I was 28, like twice what she is now. She plays music, she does the most incredible art *as Cobain is talking, some of Frances' artwork is shown on the screen*, I mean she's brilliant. *now pictures from a photo shoot of Frances in Vanity Fair are shown on the screen* You think, how can a couple of *expletive*-ups like us raise a daughter like her? Man, she's already...like a hundred times the artist I am. She's gonna be...she's gonna be bigger than me. If she wants to be. I hope, I hope people treat her better than they've treated me and Courtney. It's getting better in some ways but in some ways it's getting worse. I hope people treat her right. She really deserves it. I'd trade everything I have, all the money and fame and awards and everything, just for people to treat Frances the way she deserves.

    Wallace: Would it be all right to ask about another album now?

    Cobain: Yeah, sure. Thing is, if me and Krist and Dave get together and we think, "hey, let's get the band back together", then, you know, cool.

    *Some footage from a recent Foo Fighters concert is played on screen, after one of the band's songs, Krist and Dave bring Kurt out on stage to massive applause, the band performs 'Lithium' together*

    Cobain: I mean, I like playin' with em, they're not a bunch of d*expletive*bags or anything like that.

    Mike Wallace: Is that Kurt Cobain's standard for deciding whether or not he wants to play music with someone? If, if they're a d*expletive*bag? *laughing a bit*

    Cobain: *laughing very loudly at Mike Wallace saying the word "douchebag" in front of him* Yeah, let's go with that. But man, I love playing music. I love playing my guitar, I love singing, I always did, I still do. That's not gonna change. What changed was the reaction to it, going from some people in a garage cheering to the whole world cheering. I mean that's, I mean, come on. But you can't put the toothpaste back in the tube. So, yeah, I guess I'll probably do another album someday, whether it's just me, whether it's me and Courtney, whether it's me and Dave and Krist, or me and Frances, or me and whoever, I'm probably gonna do something and put it out there to sell. Or I could put it up online for free.

    -from a 60 Minutes interview with Kurt Cobain on September 3, 2006

    -

    DESTINY'S CHILD NO MORE: BEYONCE, KELLY ROWLAND, MICHELLE WILLIAMS AGREE TO GO THEIR SEPARATE WAYS, PLANNING SOLO ALBUMS FOR 2007

    -the title of a New York Times article from September 7, 2006

    -

    Billboard #1s of 2006

    January 7: “It's A Woman's World” by Destiny's Child ft. Julieta Venegas
    January 14: “It's A Woman's World” by Destiny's Child ft. Julieta Venegas
    January 21: “It's A Woman's World” by Destiny's Child ft. Julieta Venegas
    January 28: “It's A Woman's World” by Destiny's Child ft. Julieta Venegas
    February 4: “Chunk Of Change” by Kanye West
    February 11: “Chunk Of Change” by Kanye West
    February 18: “Chunk Of Change” by Kanye West
    February 25: “Y'all Readin' Me?” by DJ Hoogland ft. Fergie
    March 4: “Y'all Readin' Me?” by DJ Hoogland ft. Fergie
    March 11: “Gifted” by Mariah Carey
    March 18: “Gifted” by Mariah Carey
    March 25: “Shame Rock 7” by TechnoPhobe
    April 1: “Down And Back” by Outkast
    April 8: “Down And Back” by Outkast
    April 15: “Down And Back” by Outkast
    April 22: “Down And Back” by Outkast
    April 29: “Down And Back” by Outkast
    May 6: “Shocking” by Aaliyah
    May 13: “Through My Hair” by Mariah Carey
    May 20: “Through My Hair” by Mariah Carey
    May 27: “Through My Hair” by Mariah Carey
    June 3: “Through My Hair” by Mariah Carey
    June 10: “Through My Hair” by Mariah Carey
    June 17: “Through My Hair” by Mariah Carey
    June 24: “Through My Hair” by Mariah Carey
    July 1: “Through My Hair” by Mariah Carey
    July 8: “Wait For It” by Justin Timberlake ft. Nelly, DJ Hoogland, and Pharrell Williams
    July 15: “Core” by Marion Raven
    July 22: “Core” by Marion Raven
    July 29: “Core” by Marion Raven
    August 5: “Core” by Marion Raven
    August 12: “Experiment” by Justin Timberlake
    August 19: “Experiment” by Justin Timberlake
    August 26: “Experiment” by Justin Timberlake
    September 2: “Experiment” by Justin Timberlake
    September 9: “SexyBack” by Justin Timberlake
    September 16: “SexyBack” by Justin Timberlake
    September 23: “SexyBack” by Justin Timberlake
    September 30: “SexyBack” by Justin Timberlake
    October 7: “SexyBack” by Justin Timberlake
    October 14: “SexyBack” by Justin Timberlake
    October 21: “Mean Streets” by Aaliyah ft. Jay-Z
    October 28: “Mean Streets” by Aaliyah ft. Jay-Z
    November 4: “Showing Up's Not Good Enough” by Rihanna
    November 11: “Showing Up's Not Good Enough” by Rihanna
    November 18: “Here For You Girl” by Ne-Yo
    November 25: “Ridin'” by Chamillionaire
    December 2: “Ridin'” by Chamillionaire
    December 9: “Ridin'” by Chamillionaire
    December 16: “Ridin'” by Chamillionaire
    December 23: “Ridin'” by Chamillionaire
    December 30: “Kuruma” by Hikaru Utada
     
    Summer 2006 (Part 6) - Apple Makes Music And Money
  • Mixolydia

    Mixolydia is an action/adventure game for the iPod Play. The game plays like a typical 3-D adventure game of its era, with a protagonist who can run, jump, fight, climb, utilize items and weaponry, and explore a large, open world. The protagonist is a teenaged boy named Mix who wakes up one day to discover that the world has long all its music: instruments no longer play, and singers have gone silent. However, Mix soon discovers that the music hasn't disappeared, it's merely trapped within a series of strange constructs that only he can see. That's where the game's true defining factor comes in: Mixolydia's world is built around a fairly small, simplistic shell that's ultimately populated by both the music on the player's iPod Play and the sounds of the world around the player, piped in through the device's microphone. Every sound that enters the microphone becomes an object in the player's world, with louder and more defined sounds and songs creating much larger objects and even entire stages. When Mix interacts with an object in the world, it plays the sound that created it, allowing for a cacophony of sounds to be played as the world is explored. Enemies can also be created by sounds, with softer tones creating slower and more intelligent enemies, and harder tones creating faster and more brutal enemies. In addition, the game has several hundred different song signatures stored into it, with a list that updates daily as Apple negotiates with more companies, which means that certain songs can trigger unique moments in the game, functioning as "DLC" in a way, though hearing these songs in the world will have the same effect as having a song stored on the device, so one doesn't have to buy a song to use it in the game, they can get the same content by simply being in the same room as a clear enough version of the song. With hundreds of thousands of sounds able to be recognized by the game in some form, the game becomes a different experience every time it's played, with levels and environments changing on the fly as players experience different sounds. The player can tell the game not to listen to anything, and, if no songs are stored in the iPod, this will allow the "default" levels to be played, but the player gets a much more robust experience when the sounds around them are used to create the game's world. There's a very memorable commercial of someone sitting at a park, listening to the sounds of the city and the people and the animals, each of which creates an object in the world, transforming the world of the game as it's played. Unlike Songhopper, which creates a level at a single initial moment, Mixolydia's world transforms in real time. It's an incredible and unique effect, and something that doesn't seem like it'd be possible on a handheld with around the same power as the OTL Nintendo 3DS, but the game's creators are able to pull it off with a number of unique tricks that require much less processing power than one would think that they do. The graphics themselves are done in a fairly low-tech style that looks a bit like a cartoon, allowing for a level of detail that's about average for an iPod Play game but that stands the test of time. There's no voice acting in the game, just on-screen text, and much of the soundtrack consists of songs or sounds from the iPod Play's internals or from the outside world, with only a small soundtrack of original music to serve as a way to tie everything together. Most of the game's processing power is devoted to animation, the depiction of the process of the world building itself as Mix explores it, with colors flashing and objects morphing as sounds play. The game also attempts to stimulate a sense of synesthesia in the player, combining the visual with the auditory until they blend almost completely with one another, in a sort of Rez or Child of Eden type of way, only as a platformer rather than a rhythm shooter. The game's plotline, which involves Mix attempting to restore music to his world by traversing the strange landscapes created by the trapped music, is fairly bare bones, but does involve a lot of interactions between Mix and his girlfriend Lydia. Lydia, who has devoted her entire life to singing, has been rendered completely silent by the mysterious phenomenon, and Mix has personal stakes in freeing the music so that he can restore his girlfriend's voice. As he explores, Lydia becomes a frequent companion, and indeed, if certain songs are triggered in the game, Lydia will actually sing parts of them during certain scenes (mostly love songs, but a few contemporary pop songs as well). Depending on the songs and sounds that the player incorporates into their game, the main storyline can last from around 90 minutes to nearly ten hours, with variance in difficulty depending on incorporated sounds as well. While the game has robust checks to ensure that nothing created by the game is impossible, there are some very difficult sequences that can be foisted onto the player if conditions are met (for example, having "Down With The Sickness" by Disturbed either on the player's iPod Play or hearing it out in the world will trigger a unique boss fight that's considered the most difficult in the game).

    Mixolydia is released on August 22, 2006, exclusively for the iPod Play. While the game isn't hugely hyped by Apple beforehand, Apple does run a very intelligent and well thought out advertising campaign for the game that attracts the attention of a lot of players. In addition, reviews tend to be highly positive, most notably a 10/10 review by IGN that calls the game "a technical achievement without parallel in the industry". While most reviews aren't quite that glowing (indeed, the game ends up around 88% on Gamerankings), they're still very very good, and those, along with word of mouth, make Mixolydia a bonafide killer app for the iPod Play, becoming one of its best selling games of 2006. The game does VERY well in Japan (and scores a 40/40 in Famitsu, making it the only game of 2006 to achieve that honor, and the second consecutive 40/40 score to go to an iPod Play title, after Phantasy Star VII in late 2005), where the crowded cities that most players live in make the game even more fun and dynamic. However, it sells even more units in North America. The release of Mixolydia, along with the Gen 1 iPod Play's $100 price drop, are the two biggest factors driving iPod Play sales in the latter half of the year, and help it to maintain a steady lead over the Game Boy Supernova in overall market share.

    -

    "Some news now out of the tech world, Apple is reporting that the iTunes Store has become the largest seller of music in the United States, a distinction previously held by retail giant Walmart. Apple's iTunes Store, which has been in continuous operation since 2003, sells both songs and albums in a digital format for use on various devices, including Apple devices such as the iPod and Macintosh computers, Windows devices, and digital music players. The popularity of Apple's iTunes store can be attributed to the success of the iPod digital music player, which, if the iPod Play video game console is included, has sold nearly 100 million units worldwide since its debut in 2001. Apple's digital music store has not only sold billions of dollars worth of music, it's expanded to sell both movies and video games, and Apple hopes to take in even more money next year with the launch of the iTwin game console, which will use the iTunes Store as its digital storefront. Digital music has taken over a large share of total music sales in recent years, causing physical album sales to decline. While CDs still sell to the tune of hundreds of millions per year, physical album sales have begun to decline for the first time since the birth of the modern record industry, and as digital music devices find their way into more homes, that trend is set to continue, and, according to industry analysts, could be accelerated by an increasingly troubled economy. Apple's success has prompted several other companies, including Microsoft and Sony, to look into the idea of launching their own digital music stores, with Microsoft set to launch such a store in November to accompany the dual launch of their new Zune media player and their next generation game console, the Xbox 2. Walmart also hopes to launch a digital music service sometime in 2007 as an add-on purchase with certain brands of home audio equipment or CD purchases, and Blockbuster Video is also considering launching its own music service alongside its successful movie streaming program, which expanded in 2005 as part of their physical film rental subscription service. Industry analysts believe that while some of these new music services will be financially successful, they'll have a difficult time catching up to Apple's head start."

    -Brittany Saldita, from a report during the KABC-TV evening news broadcast on September 18, 2006
     
    Summer 2006 (Part 7) - Street Fighter IV
  • Street Fighter IV

    Street Fighter IV is the fourth main series game in the Street Fighter series and the follow-up to Street Fighter Omega, which itself was a follow-up to Street Fighter III and Street Fighter Alpha. Unlike OTL's Street Fighter IV, TTL's game takes place after Street Fighter III and Street Fighter Omega, and thus introduces eight new characters, along with 12 returning characters from previous series games, for a total of 20 playable characters in all. Street Fighter IV went into development immediately after the console release of Omega, following its successful critical and commercial debut. Unlike OTL, there was never a long layoff for the series, so rather than being a complete overhaul like OTL's game was, TTL's Street Fighter IV is a natural progression from the Street Fighter III games, with only a small progression in terms of graphics compared to the massive graphics upgrade that OTL's game got. The game uses cel shading and looks somewhat better than OTL's arcade version of Street Fighter III, but isn't quite as smooth and polished as OTL's Street Fighter IV. The plot is also entirely different: while M. Bison plays a major role, the main villain is a shadowy businessman named Marcel, who has brokered a series of deals with corporations and governments around the world. He's the man bankrolling M. Bison's Shadaloo, which has run dry of funds due to repeated failures at conquering the world thanks to heroes such as Ryu and Guile. While on the surface Marcel appears to be just an ordinary businessman, in reality he's the reincarnation of an ancient fighting demon named Tao-Tei, who has sought to conquer the world for thousands of years and who reappears throughout the centuries, occupying the body of the most powerful person he can embody. In ancient times, Tao-Tei took the forms of warlords, in medieval times, he took the form of kings, but in today's modern era, driven by money and big business, he takes the form of the billionaire Marcel, who is even deadlier in combat than he is in the boardroom. Street Fighter IV, like IOTL's game, adapts many of the same control systems as its predecessors, utilizing Street Fighter II's six button control scheme while also utilizing the throw controls from Street Fighter III, and introducing Ultra Combos to the series as a separate attack from Super Combos.

    Returning characters to Street Fighter IV include:

    Ryu
    Ken
    Chun Li
    Guile
    Blanka
    Dhalsim
    Zangief
    E. Honda
    M. Bison
    Cammy
    Akuma
    Ibuki

    New characters include C. Viper, Rufus, and Gouken (from OTL's game), along with Marcel, Voltaire (a scholarly fighter who looks much more frail than he actually is), Rikki (a hyper, perky pink-haired girl who loves ice cream but has super fast fighting moves), Bongo (a fighting sentient monkey), and Alexis (a femme fatale who appears frequently at Marcel's side but has an agenda of her own).

    The overhaul to the character roster meant that 25 of the 37 characters appearing in Street Fighter Omega do not appear in this game, including many fan favorites like Sagat and Sakura. However, it's assumed by most fans that Capcom will produce subsequent editions of the game where some, if not most of these old characters do return. The smaller roster was intended to both maximize available space and to optimize and balance the metagame. Street Fighter IV includes voiced lines and cutscenes for all 20 characters, with a fairly large cast of popular voice actors.

    The game is released to arcades in the fall of 2005, and is given a console release exclusively for the Nintendo Wave on July 25, 2006. The game isn't quite the critical success that OTL's Street Fighter IV was, as it's considered a fairly marginal improvement over previous games, and not the revolutionary fighting game that OTL's title was. Still, it proves to be one of the most popular 2-D fighters of the year, and sells quite well upon its release in both North America and Japan. Like OTL's game and like nearly every Street Fighter before it, Street Fighter IV would get numerous updated releases and ports for a variety of consoles, including the upcoming seventh generation consoles, which would add better graphics and more fighters to the mix. Though Capcom would begin to gravitate increasingly toward Apple in the coming years, the Street Fighter series would remain multiplatform for the foreseeable future, with Nintendo getting a slightly favorable treatment on console versions of the game.
     
    Summer 2006 (Part 8) - The Birth Of A JRPG Giant?
  • Shima: The Endless Traveler

    Shima: The Endless Traveler is an action RPG developed by Game Arts. Its protagonist is a monk named Shima who is raised in a secluded temple but desires to see the world, and ultimately forsakes his life of pious asceticism in order to explore. The game is distinguished by its massive overworld, which is packed with towns and dungeons, many of which are mandatory visits for the heroes. Whether in the overworld or in a dungeon, monsters can be encountered, these aren't random encounters but appear on the world map and can be avoided. There are a total of 10 playable characters in the game, eight of which are mandatory and two of which are hidden (but important to the plot and fairly easy to acquire, similar to Yuffie and Vincent in Final Fantasy VII). The party consists of five characters at a time, though in battle, only one can be controlled (players can switch back and forth between the character they wish to control). The game's battle system is real-time action, very similar to the Tales series but a bit more complex, as players can chain combos and target more than one enemy with a single attack. In addition, a character can launch a combination attack with another character: whenever a combo-able attack is triggered, it causes a button prompt to appear. Holding down the combo button and pressing the prompt will then cause the combo attack to begin, these combos can involve up to five characters, and there's a damage multiplier for combos as well. There's no traditional "magic points" in the game either, instead characters start with a fixed amount on their special meter, which charges during a fight, allowing them to unleash special attacks. Magic itself isn't even seen until about a third of the way through the game, with very few characters utilizing it. Leveling up is also unique, as characters don't level up traditionally, but instead, their stat points and techniques level up. This can even occur in mid-battle, and players can choose whether to level up during the fight in real time, pause the fight to level up, or wait until after the fight to allocate their stat increases. Some stats build via combat experience (which is awarded after a fight as normal and goes toward an overall "combat power" meter), while others build via taking hits or using skills repeatedly. There are more than a dozen factors that can gain experience and "level up" for each character, and players are able to customize each character's points to their liking to a certain extent (about half of a character's level up factors are fixed, the other half are allocated by the player). Most tough enemy encounters will see at least one factor on at least one character get an increase, and many boss fights are cacophonies of stat increases which will leave a party a decent amount stronger than when it began. Dungeons are fairly standard RPG fare, with little in the way of action and few puzzles to solve, very similar to dungeons in the Lunar series. As stated before, the overworld map is the biggest distinguishing factor of the game, with a complexity rivaling RPGs such as Dragon Quest VII or Lufia II. However, whereas those games had many fetch quests and singleton quests for padding, a much greater degree of the events in Shima tie into the main story or advance a character's arc. There is a good deal of side questing and optional content (it wouldn't be a game about exploring if there wasn't), but the game has a way of tying the story into everything, with the main drawback being a slight chance for players to get lost. Shima is easily the biggest and most polished game that Game Arts has ever produced. The company took a lot of its profits from Lunar 3: Green Destiny and put them directly into the production of this game, putting all their chips on the table and letting it ride, so to speak. The result: an RPG that looks almost as good as anything that Squaresoft has produced in recent memory, and better than just about anything Enix has ever done save for Full Metal Alchemist. It's a gorgeous game, with a massive world, a bevy of excellent music, and full voice acted cutscenes (all in anime form, similar to Full Metal Alchemist and the Lunar series). The game is voiced by a full cast of Los Angeles-based actors, with some big names in the crew.

    The ten playable characters are:

    Shima: A bald monk and martial arts expert, Shima can be compared to Caine from the classic Kung Fu series. He roams the world seeking to find adventure and discover new places, but is fairly stoic and aloof until new friends come into his life. As Shima goes through the world, he'll visit various martial arts masters to build upon his skills. He's voiced by Phil Lamarr.

    Hinata: Hinata is a haughty noblewoman forced from her life of luxury. She's very fierce and proud, comparable to Lady Eboshi from Princess Mononoke. She carries an umbrella, but her weapon is a flintlock pistol, which she wields with unusual skill. She's voiced by Megan Hollingshead, her first video game role since relocating to Los Angeles.

    Fabre: Fabre is a loud-mouthed, boisterous gambler and thief with similarities to Kyle and Ronfar from the Lunar series. He can get Shima and Hinata into places they wouldn't normally be able to get into, and he's very skilled with a knife. He's voiced by Troy Baker.

    Littel: Littel is a young boy who runs away from his parents in search of adventure. He's convinced by the heroes to go back to them (they really are loving parents, Littel just ran away because he was bored), but upon returning to his hometown, he finds it wiped out and his parents dead, forcing him to join up with the heroes in order to get revenge. Even with his tragic backstory, he's usually fairly happy and excitable, and he eventually adopts a pet creature that perches on his shoulder. He's voiced by Katie Leigh.

    Mischief: Mischief is a witch and a trickster who starts out as a villain but eventually becomes a loyal companion. She's the first magic user that joins the heroes' party, though her magic makes her a target where she's from. She can be compared to Magilou from Tales Of Berseria, but is a bit less unscrupulous than her. She's voiced by Cristina Pucelli, and may definitely remind someone from OTL of Luan from The Loud House (who Pucelli also voices).

    Urskine: Urskine is a giant anthropomorphic bear. Like Mischief, he starts out as a villain (he attacks the party), but he really just wants the honey that they're carrying and turns out to be a big softy (though he can still beat the crap out of bad guys). He's voiced by Roger Craig Smith.

    Omen: Omen is a silent ninja character who wields a samurai sword. He starts out as a hired assassin, but after dueling Shima he is convinced to join the group. He has a very tragic past, and serves as the team's resident badass. He doesn't have a voice actor, as he doesn't speak.

    Sigmund: A knight who serves the Ironclad Army, Sigmund starts as an enemy, but ultimately sees the nobility of the heroes' cause and is persuaded to join them. His love Princess Andrea plays a major role in his storyline, which is ultimately one that starts in tragedy but ends in triumph. He utilizes both a broadsword and powerful white magic in battle, taking on a role similar to a paladin. Sigmund is voiced by Simon Templeman.

    Nox: Nox is the first of the game's optional characters, a whip-wielding adventurer woman who speaks quite harshly and who has a bit of a rivalry with Hinata. Nox can be recruited to the team by completing a side quest dungeon that's quite difficult when first accessed but later becomes a trivial matter. If Nox is recruited, she has some extra dialogue with characters during certain scenes (mostly Hinata), along with her own side quest and half of another side quest. She's voiced by Moira Quirk.

    Fedora: Fedora is a half-bird, half-man warrior who speaks with a Spanish accent and can be recruited by visiting a series of islands about halfway through the game. He's the second optional character and the third playable character who can utilize magic, wielding a mix of offensive and defensive magic and some unique elemental spells (he also has a bow and arrow). He's voiced by Eric Bauza.

    The main story begins by telling Shima's story and why he chose to leave his temple. After a fair bit of exploring, he encounters Hinata, and the two are brought together by a confrontation with a minor villain in the game's first decent sized town, which leads to the game's first dungeon and boss battle. Shima and Hinata then continue their journey, somewhat reluctantly traveling together. It's a decent while (about two more dungeons) until they meet Fabre, and from there the story begins in earnest, with Fabre running afoul of a powerful noble who has hired mercenaries to kill him and anyone who helps him. Hinata knows the noble, who happens to be her father who she despises. We also begin to hear stories of a mysterious and shadowy figure named Daigo, the only other monk to ever leave the temple that Shima originated from. Shima tells the others that no one ever heard from Daigo after he left, and that signs of him resurfacing are rumors at best and not to be taken seriously. We also meet the first truly villainous force in the game, known as the Ragna Syndicate, a group of powerful evil warriors based out of a fortress who pillage towns and destroy anyone who crosses them. The Ragna Syndicate are the ones responsible for burning Littel's village, and Shima and the group make it their goal to defeat them. The storming of the fort where the Ragna Syndicate are headquartered is the first truly major "quest" in the game, and their leader, Kaiten, the first truly major boss of the game, though defeating Kaiten is not the end of him. Ultimately, defeating the Ragna Syndicate opens up a power vacuum in the region that the Empire of Feon and their Ironclad Army take notice of, and they ultimately become the next truly major antagonistic force in the game, as Shima and friends will be dealing with them all the way up until about 80 percent of the way through the game. After little mini-adventures involving Mischief and Urskine which ultimately tie into the main quest (the Ironclad Army is heavily involved in the persecution of witches and magic users, while Urskine's forest is also being pillaged by them), Shima and crew reach the empire proper, and learn that it is warring with two other nations at once, both of which will be visited over the next part of the story (Omen is recruited during the visit to one of those nations). It turns out that the three nations are in search of an object called the Skyestar, an object that allowed humanity to live in paradise amongst the clouds. The shattering of the Skyestar into four pieces caused the ancient floating nation to crash to the planet's surface, creating a massive crater (in which one of Feon's two rival nations now lives) and spreading the Skyestar's pieces to the four corners of the world. The rulers of Feon believe themselves to be the inheritors of the ancient culture, while the crater nation, known as Hedron, believes itself to be the rightful inheritor. The nation of Vex claims no ties to the ancient culture, but is simply warring with Feon for power and freedom (though Vex claims to be a democracy and a free nation, as Shima and his friends soon find out, it's deeply corrupt and arguably worse than Feon). Kaiten resurfaces as a mercenary hired by Hedron who begins murdering various Feonese nobles, and must be hunted down by the party. After Kaiten kidnaps Princess Andrea, Sigmund joins the party to save her, and though she is rescued, she is blinded in the climactic battle, leading to Andrea's older brother taking full control of Feon in search of revenge, launching an all-out assault on both Vex and Hedron. Meanwhile, we learn more about the shadowy Daigo, and of a warrior who fights with similar skills as Shima. Eventually, Shima and his friends decide to launch an all-out assault on Feon, but on the eve of their victory, Shima is attacked from the sky by Daigo, who easily defeats him. Daigo claims to be working with the prince of Feon, and Shima and his companions are imprisoned briefly, though they eventually escape and begin hunting for the Skyestar. Despite their efforts and despite collecting three of the pieces, Daigo eventually gets them all, and sends the capital city of Feon skyward, ultimately betraying the prince and killing him (he also tries to kill Andrea, but Sigmund takes the blow, nearly killing him and putting him out of commission for a dungeon or two). Daigo's ultimate goal is revealed, as is the reason he left the temple: he seeks to create a planet of fighters, so that he may test his strength against the best by creating a world where people must fight to survive. In order to this, he plans to create a great fighting dojo on his floating continent, where he will recruit an army to kill everyone on the surface, and the only ones who survive will be the only ones strong enough to fight his army. When Shima questions him, Daigo tells Shima that the two of them are similar, they both left the temple because they sought their own destiny, and that no one has the right to interfere with the destiny of others. Daigo then sends his lieutenants to force Shima and his friends to gain strength by taking away the thing each of them loves most, forcing the party to go on a series of quests to save those things as Daigo sets about unleashing his army on the world. Eventually, the final battle takes place upon Daigo's floating island, and after Shima defeats him in single combat, Daigo absorbs the Skyestar's powers and battles the party with his ultimate form. After Daigo is defeated, the island threatens to crash onto the world again, but Shima is able to call upon his fellow monks from his old temple, who concentrate their powers and enable the island to float safely to the ground. The world is saved, and everyone gets their happy ending, with Shima and Hinata embarking on a new quest of exploration together as presumably a couple.

    Shima: The Endless Traveler is released exclusively for the Nintendo Wave. It's released in Japan in early 2006 and in North America on July 11, 2006. The game is highly praised by reviewers, who proclaim it a strong contender for the year's best RPG. While the game's length is criticized by some who say that even without a lot of filler, the game does drag on somewhat, it's ultimately considered by most to be an epic quest packed with fun and adventure, with a revolutionary combat and level up system and amazing music and graphics. It sells extremely well in Japan and is mostly a financial success in North America, where it would ultimately end up selling about 250,000 copies overall. It sells better than any previous Game Arts title, including the highly lucrative and well known Lunar series, and would ultimately elevate the company to the position of one of the top game companies in Japan. Shortly thereafter, Game Arts would purchase Taito, which was purchased by Square Enix around this time IOTL.

    -

    Game Arts Seeking To Acquire Flagging Telenet Japan

    Exactly one decade ago, Telenet Japan was a rapidly rising star in the gaming world. Having just released Tale Phantasia in North America to Game of the Year level accolades, the company had launched itself into stardom, and the Tale series was arguably third to only Final Fantasy and Dragon Quest in the minds of most RPG fans. Eventually, the company would be acquired by Nintendo, becoming one of their most valuable second parties as they continued to publish games. However, a series of notable failures, including a failed Valis revival series, along with declining sales and critical reception for their flagship Tale series, would lead to a reversal of fortunes for the company, and Nintendo would ultimately decide to spin Telenet Japan back off into an independent game company in late 2004. Since then, Telenet Japan has been working on Tale Vengeance, which is expected to be released in Japan by the end of the year, but the company's other projects have been delayed or canceled, and it's rumored that the company has gone into debt to finish up their latest Tale game. Meanwhile, Game Arts, bolstered by a series of successful RPGs and action games and a successful worldwide launch for Shima: The Endless Traveler, has become arguably the third biggest RPG maker in Japan, surging ahead of companies like Atlus, which produces the popular Shin Megami Tensei series. Game Arts recently acquired Taito, and has inquired into purchasing Telenet Japan, which would give them the rights to the Tale series, along with other properties such as Valis. The deal would give the company control over numerous hit RPG franchises, which also includes Taito's Lufia series, and would transform Game Arts into an even bigger RPG powerhouse. Game Arts' success comes at a time when Enix, Japan's second largest RPG maker, has seen profits stall out, despite recent hits such as Full Metal Alchemist and Dragon Quest VIII. The company is said to be losing ground to Squaresoft, and with Game Arts slowly coming up in their rearview, it could begin to put some pressure on the venerable RPG giant. No word has been issued from either Game Arts or Telenet Japan about a possible deal, but it appears to be inevitable as Telenet Japan slides toward bankruptcy.

    -from a September 8, 2006 article on RPGamer.net
     
    Summer 2006 (Part 9) - Too Much Tom Clancy?
  • Tom Clancy's Delta Force 2

    The sequel to 2004's Tom Clancy's Delta Force, Delta Force 2, like its predecessor, is a squad based first person shooter title centered around a team of elite Delta Force soldiers. Unlike the first game, which saw the team deployed in multiple missions around the world, Delta Force 2 has the protagonists performing missions in a breakaway fictional Middle Eastern nation called Kadaq. Kadaq is embroiled in a civil war between a faction of terrorists and a faction of fighters called Scimitar who, while opposing terrorism, are still unfriendly toward the United States. The Delta Force is sent in to assassinate the terrorist leader and make contact with the leader of Scimitar. The game itself is a bit simplified in scope from the previous game: this is partly because it's being made for a wider audience, ported to more consoles (including handhelds), and has more of a focus on the game's multiplayer mode, which is being pushed heavily to compete with games like Cyberwar 2. However, there are still a number of new features that make for an overall better experience than the last game, including added room for weaponry and equipment, the ability to fire a weapon in more player-friendly ways, and the ability to interact with enemies with more physicality. It makes for a more natural control scheme that's unique to the Tom Clancy series and ultimately helps combat and mission gameplay to flow better, while also adding a new dimension of strategy to multiplayer. The campaign mode is surprisingly deep, featuring three main characters: Sargent Bill Jackson, leader of the team and the main player protagonist, translator and weapons specialist Sanam bin Salyyam, a deeply faithful Muslim soldier who's had to deal with racism since joining the military, and truck driver Colleen Able, who is forced into a combat role after the rest of the squad is taken out during an early mission in which Scimitar betrays the Delta Force team. Despite the betrayal, the three Delta Force soldiers know they still have to complete their mission and then escape the country. All three main protagonists get a chance to shine during the campaign, with the player controlling all of them at certain points. Ultimately, after many ordeals, the three do complete their mission and get out of the country, though they know that Scimitar will continue to cause problems for the United States after having taken control of the country.

    Delta Force 2 is released on August 4, 2006, for the Wave, Katana, Xbox, iPod Play, and Supernova, with an Xbox 2 version releasing at the launch of that console. The game sells the most on the Wave and the Xbox, though the iPod Play version also does surprisingly well (about as well as the Katana version does, maybe a bit better). It proves to be one of the year's most popular multiplayer FPS games, and would ultimately be one of the year's top 10 best selling games in North America. Reviews are extremely good, praising both the game's storyline and the multiplayer gameplay, and Delta Force would continue to be one of the premiere series to bear the Tom Clancy brand.

    -

    Tom Clancy's Splinter Cell: Traitor

    Released on the exact same day as Delta Force 2, Tom Clancy's Splinter Cell: Traitor is a stealth-based title for the iPod Play. It plays in similar fashion to the console Splinter Cell games, and sees protagonist Sam Fisher forced to hunt down and neutralize a rogue agent across a series of missions. Uniquely, Fisher is largely forced to undo what the traitor has done in a fashion that the people involved never notice that anything has happened, thus avoiding international incidents left in the traitor's wake. This means that many of these stealth missions are both timed and require mandatory stealth, both of which frustrate some players who aren't used to the genre. This makes Traitor arguably one of the most difficult games in the series and on the iPod Play in general. As frustrating as the game can be, the gameplay is done exceptionally well, to the degree that any losses are usually due to the player's own mistakes and not the game's, as the game is very good at explaining to the player what needs to be done on any given mission. Despite this, the difficulty is a bit of a turn-off for many players and some mainstream reviews, costing the game some points and preventing it from rising much above the low to mid 8s in overall review scores. However, it's still considered an excellent game, and though it suffers a bit in sales from releasing on the same day as Delta Force 2, it still proves to be a financial success, and the closest thing the Tom Clancy franchise has to a "cult hit". Just the fact that the iPod Play can handle two diverse and console quality Tom Clancy games is considered an impressive technical achievement, while the fact that the handheld has an install base that can make both games successful despite being released on the same day may just be the more impressive feat of the two.

    -

    Tom Clancy's Spartan

    The final exclusive Tom Clancy game for the original Xbox, Tom Clancy's Spartan is released on July 14, 2006. It's a third person shooter title, based around a highly skilled protagonist who is sent to problem areas of the globe on so-called "impossible" missions in order to rescue or neutralize targets. Unlike most Tom Clancy games, Spartan has an air of the fantastical around it: the protagonist, Mike Stricker, is a quasi-superhuman agent, like a James Bond or Jack Ryan or Jack Bauer or Bryan Mills. Stricker is somewhat of a bullet sponge, with the player getting a fairly large health bar and the option to enhance it further with drugs and/or body armor. He faces waves of soldiers, and the player is usually encouraged to charge in head on, with stealth considered highly optional. The only thing that isn't really fantastical about the game are the weapons, for the most part Stricker uses realistic weapons to battle his enemies. The game's plot takes Stricker all over the globe, but his ultimate goal is to rescue a senator's daughter from an international sex slavery ring by hunting down and killing both the person who bought her and the corrupt organization that runs the auctions. Inbetween, Stricker battles gun runners, drug dealers, terrorists, and all sorts of ne'er-do-wells, with a mostly badass attitude the entire time. The game also features a multiplayer mode, which consists of large arenas in which players hunt one another down. There's no team mode in multiplayer, it's every man for himself, in battles that consist of up to eight different players.

    Hyped greatly before its release, Spartan is for the most part considered a critical disappointment, with missions that start off exciting but soon turn out to be boring and repetitive. The protagonist is criticized for lacking the depth of previous Tom Clancy series characters, and the action is considered too over the top and unrealistic for a Tom Clancy game. Reviews average in the 6 range, with some critics ripping into the game mercilessly. Jim Sterling, writing for a small gaming website at the time, got his first bit of notoriety after his scathing review of the game, in which he calls it a "rare disappointment from Ubisoft, a company usually known for putting out high quality titles such as the Rayman series, Blackheart, and Beyond Good And Evil". Despite the poor reviews, the game would ultimately sell over a million copies, becoming one of the Xbox's last truly successful exclusives.

    -

    Ubisoft To "Streamline" The Tom Clancy Series For Next-Gen Consoles

    Blaming the disappointing critical reviews for the recently released Tom Clancy's Spartan on "development studios stretched too thin", Ubisoft's Martin Tremblay has stated that he plans to cut down on the number of Tom Clancy titles in future years. Instead, says Tremblay, the company will focus on "key properties" within that franchise, and has also stated that the days of exclusive Tom Clancy games are probably at an end.

    Tom Clancy's Spartan, which was released for the Xbox last month, saw strong sales but poor reviews from critics, many of whom said that they felt the game "strayed too far" from the series' defining elements. While the game's developers defended Spartan, some of them did say in interviews that they believed "we were trying too hard to distinguish ourselves from other Tom Clancy games". Tom Clancy's Delta Force 2 releases next week and early reviews are favorable, and, according to Tremblay, Delta Force will be one of the properties that continues into the next generation, along with Splinter Cell and "a third franchise", which industry analysts expect to be either Rendition or Ghost Recon.

    -from an article on Games Over Matter, posted on August 1, 2006
     
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