Massively Multiplayer: Gaming In The New Millennium

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Summer 2006 (Part 10) - Going Amok
  • Amok

    Amok is a third-person shooter title for the Microsoft Xbox. The protagonist is a man named Kanan who serves as a soldier within an elite military unit known as the Vanguard, whose job is to hunt down and destroy entities that pose a threat to world security. However, one day, without warning, Kanan snaps and annihilates his entire unit, becoming a wanted man. Now, Kanan is on the run and seemingly out of control, targeting and killing entire Vanguard units with seemingly no other purpose but to cause terror and death. However, there is a method to Kanan's madness, and it will ultimately uncover a global conspiracy. Amok is, at its heart, a shooter, but it is like no other shooter ever made in that it has a fast, almost unrelenting pace, with combination attacks forming the bulk of Kanan's repertoire. The OTL game that Amok is closest to in terms of playstyle is probably Vanquish, though it's not quite as fast and the battlefields are somewhat more cramped. Also, Kanan is killing humans instead of robots, which causes a lot of blood to fly through the air as he fights (it's about as bloody and brutal as the OTL God Of War series). The game does slow down from time to time when Kanan lands a large combo, allowing him to attack another enemy or strike a brutal finishing blow to the enemy he's currently fighting. The player is encouraged to use cover as little as possible, as attacking relentlessly usually serves as a good enough defense to protect Kanan from taking too much damage. In addition to the guns that Kanan uses (of which there are many, ranging from small pistols to rocket launchers), Kanan can also use melee strikes, and can chain those into gun attacks for highly damaging and rewarding results. Each mission starts Kanan off with a new loadout of weaponry, and most of what he equips must be found by killing enemies or scavenging through the stage. Amok is one of the Xbox's marquee games in 2006, and thus, features excellent graphics for the console. The voice acting is performed mostly by unknowns, though they do a decent enough job, and the music is considered decent, though it's not a focal point of the game. In general, it's the graphics and gameplay that receive the most praise, and the game, having been in development since 2003, is one of the most polished and technically advanced on the system.

    After the opening scenes in which Kanan turns on his unit and kills them, Kanan must evade the authorities by killing them, which teaches the player the game's core battle gameplay. Kanan then uses a satellite tracker to locate another Vanguard unit, and hunts them down as well. Throughout the first part of the game, the player isn't given much of a reason for why Kanan is systematically hunting down the Vanguard, and it's up to the game's other characters to speculate on Kanan's motives. Early on in the game, we're introduced to the elderly but brilliant Dr. William Gholston, the scientist whose DNA splicing technology made the Vanguard possible. He is asked by the government overseer of the Vanguard as to why Kanan might go insane and start turning on his unit, but Gholston seems baffled. However, we eventually find out that Gholston programmed Kanan to go rogue, and that Kanan is actually the first of a "Vanguard 2.0" project that Gholston has been secretly working on, in order to replace the Vanguard with a new generation of highly advanced soldiers. Rather than having gone insane, Kanan is acting exactly as he is programmed to do, and a secret unit within the government, Aileron B, is behind the replacement. Soon, four more Vanguard 2.0 soldiers are deployed, tasked with hunting down and killing Kanan. These soldiers are even more well armed and technically advanced than Kanan is, and capable of killing him easily if he engages with them. Over the next four missions, Kanan encounters one of the soldiers, and the player must figure out how to outsmart and outmaneuver them. Three of the soldiers are defeated, but the final one, a female soldier named Bliss, manages to subdue Kanan regardless of what the player does. It's here that Kanan begins to understand his programming and gain self-awareness, and realizes that he's being used. He fights Bliss off just before she can kill him, and flees. By now, Kanan is being targeted by everyone, and realizes he must fight and kill to survive. Waves of soldiers and guards attack Kanan at every turn, but he destroys them all, even as Bliss remains in pursuit. Kanan realizes that the only way he might have a chance to live is if he destroys the Vanguard and the apparatus behind it all, and begins attacking Vanguard bases and government facilities. Finally, he raids Aileron B's headquarters, fighting his way through dozens of Vanguard 2.0 soldiers until he reaches Gholston, who congratulates him on being the first Vanguard 3.0 soldier, designed with adaptive programming to triumph even against more heavily armed and well trained soldiers. He is then attacked by Bliss, who reveals that she too has adaptive programming, and can counter everything that Kanan does to try and fight her. Even once her life bar is depleted, twice, she repairs herself and gets right back up. Kanan and Bliss engage in a spectacular fight that completely wrecks Aileron headquarters. As the two fight, they themselves are attacked by more soldiers, forcing the player to team up with Bliss at the same time that they're fighting her. Once Bliss' health bar is depleted a third time, she doesn't get back up, and Gholston implores Kanan to finish her off. Instead, Kanan shoots Gholston, only for Bliss to grab him by the throat and begin to talk like Gholston talks: Gholston has overwritten Bliss' mind with his own personality, and battles Kanan yet again. Finally, Kanan puts down Bliss/Gholston for good, and stands amidst the ruin of Aileron B headquarters. We see Kanan walk away to an unknown fate, and then we see Gholston (the real one, as the one Kanan killed was a clone) speaking to a group of government officials, justifying all the collateral damage Kanan caused by telling them that it is now possible to use one soldier to do the work of an entire army, and revealing a large room with dozens of vats where artificial soldiers who look just like Kanan are being grown.

    Amok is released on August 25, 2006. Reviews are extremely good, praising the outstanding gameplay and graphics and ultimately proclaiming it one of the year's best games. The plot gets a bit of criticism, though Kanan and Bliss get some praise and Gholston is considered one of the year's most diabolical villains. The game largely is seen as living up to the hype, and sales are excellent, selling more copies on the Xbox in its first week than Tom Clancy's Delta Force 2. The game itself is favorably compared to the earlier disappointment Tom Clancy's Spartan, with much more creative levels and an extremely fun combat system. A sequel is expected to be released on the Xbox 2 in either 2008 or 2009.
     
    Summer 2006 (Part 11) - With Nintendo, It's All About The Games
  • Star Tropics: Ocean Across Tomorrow

    The sequel to 2002's Star Tropics, which itself was a reboot of the classic NES series, Star Tropics: Ocean Across Tomorrow is an action/adventure game published and developed by Nintendo. It sees protagonist and explorer Mike Jones return once again to unearth another ancient ruin, and features numerous returning characters and plenty of new ones. The game's presentation is heavily upgraded from the 2002 game, with enhanced graphics and a fully orchestral soundtrack, making the game one of the best looking for the Nintendo Wave. The gameplay, however, hasn't seen a huge overhaul from before: it's still an adventure title much like the 3-D Zelda games, though with more of a focus on action than on puzzle solving (there are plenty of puzzles to solve but they're not as complex as the ones in Zelda) and a heavily cinematic and character based storyline. Mike Jones once again uses a variety of strange weapons, including a yoyo and a baseball bat, to defend himself against the numerous enemies he encounters. This game has a heavy focus on the aquatic, and so Mike adds a harpoon gun and diving equipment to his repertoire. He's also able to detect activity in another part of a dungeon and use that knowledge to his advantage by activating switches and gizmos in one room to clear enemies in another. Quinton Flynn returns to voice the protagonist Mike, while Kimberly Brooks joins the cast as the new character Culex, who, like Marion in the previous game, is playable for certain segments and uses primarily melee strikes in battle. Mike's on-again off-again girlfriend Marion DOES return, though not until about midway through the game, while Mike's uncle, Dr. Steven Jones, appears early on, as does Mike's buddy Tosh, though the two will get separated soon into the game so that Culex can replace him as Mike's main companion for an extended amount of time.

    The game begins with Mike working for his uncle as the two explore uncharted ruins in search of a solution to an ancient puzzle that archeologists have been trying to solve for many decades. Dr. Jones believes that the solution to the puzzle lies within a place called the Endless Ocean, deep in an underwater temple. The two are in a foreign country, evading a dangerous group of rebels who seek the treasure to pad their war chest, and pursue Mike and his uncle down a river into a forgotten jungle. Just when it seems like the two will be captured, Tosh shows up with some unorthodox weaponry and saves the day. The three explore a small temple together that serves as the game's tutorial dungeon, and this eventually leads to a scene where Mike and Tosh are washed away into a river, down a waterfall, where they seemingly drown. However, Mike awakens in the company of some natives, who don't know whether to kill him or to help him. To break the stalemate, a beautiful woman named Culex (who somewhat resembles Kida from OTL's Atlantis: The Lost Empire) offers to escort Mike back to his friends, though Mike doesn't know what's become of Tosh or his uncle. Mike and Culex explore another temple together, unlocking a place that Culex calls "home", but which turns out to be a seemingly endless ocean. As it turns out, this ocean is trapped in a tesseract, between the past and the future, a place where our Earth and an alternate reality Earth overlap. Culex tells Mike that something is tearing the two worlds apart, and that it threatens to leave both their worlds in pieces if it's not fixed. In order to fix it, Mike must visit several temples both on and under this ocean, solve their puzzles, defeat their guardians, and restore the bond between the worlds. However, unbeknownst to Mike and Culex, the rebels, led by a man named El Demonio, are also seeking the secrets of these otherworldly temples. There are four temples to start with, and they must be explored in order, though there is a bit of side questing that can be done between them. After two of the temples are explored, there are a series of scenes in which Mike and Culex are attacked, only to be rescued by Tosh, who's not dead and who simply went for reinforcements, namely Marion, who doesn't look happy to see Mike with another woman. Mike, Tosh, Culex, and Marion explore the third temple, during which Culex and Marion bond and are actually quite friendly toward one another. After the third temple, a lot of plot details are revealed: Dr. Jones is being held captive by El Demonio, and Tosh ends up leaving the group to try and save him. Mike is also taken captive by a group of evil warriors who make their home in the fourth temple, and the player then controls Culex, who accompanies Marion on a rescue mission. During this time, Culex is honest with Marion, telling her that she does have feelings for Mike, but that Mike doesn't return those feelings because of how deeply he cares for Marion. The two make an excellent team, helping one another numerous times and ultimately teaming up to fight a powerful boss to free Mike. The fourth temple is liberated, however, it's then revealed that Culex has been deceiving Mike and that repairing the tesseract isn't being done to save both worlds, only Culex's. It's then revealed that repairing the tesseract will overwrite Mike's world, essentially replacing it. Culex tries to explain herself (and the fact that she can no longer bring herself to save her own world if it will destroy Mike's, and has been looking for a way to save both worlds), but Mike, heartbroken and furious, rejects Culex's pleas and decides to go back to his world and save his uncle. Marion, sympathetic toward Culex, tries to get Mike to have a change of heart, but Mike returns to his world anyway. Culex implores Marion to follow him and help Mike, and she'll try to find a way to save her world without hurting anyone else's. The next mission sees Mike, Marion, Tosh, and a couple other ally characters from the previous game all teaming up to rescue Dr. Jones. Meanwhile, the player also plays through another area in Culex's world, as Culex has been forced to revolt against her parents in order to delay the process of repairing the tesseract. Culex has to fight off both her father's guards and the man she's betrothed to in order to delay the process. After playing through the first part of Mike's rescue of his uncle and Culex's infiltration of her father's temple, the player returns to Mike and his friends as they battle El Demonio's private army. They rescue Dr. Jones and fight a big boss machine to stop El Demonio, but at that exact moment, Culex activates a device in her world that allows El Demonio and some of his top goons to escape through a portal. When Mike and his friends return to Culex's world, her family's temple is in ruins and her parents have been killed by El Demonio. Culex's betrothed blames Mike and there's a boss fight that results, but ultimately Mike prevails and realizes that if he hadn't left Culex, her parents would have survived. Culex doesn't blame him, but Mike still feels guilty, and promises to make things right. The heroes pursue El Demonio to the final dungeon, the Temple of the Tesseract, to stop him. El Demonio uses a machine to force Culex to transform into a gigantic sea monster and fight the heroes. Mike is reluctant, but Marion, who knew this might happen to Culex and promised to kill her if it did, inflicts a severe wound on Culex and tells Mike he has to fight. Mike defeats Culex, which seemingly kills her, but Marion heals Culex using a sacred vial of water she took from the temple the two of them visited together, saving her life. El Demonio steals a massive amount of power and battles Mike, who gets help from Tosh, Marion, Culex, and Culex's betrothed during an epic final boss fight. Finally, El Demonio is defeated, and Mike and Culex are able to repair the tesseract in such a way that the two worlds are preserved. However, with the tesseract repaired, the gateway between worlds has been destroyed, and Mike and his friends have to return to their own world, saying goodbye to Culex forever. Culex's betrothed, who thinks that Mike and Culex are in love with one another, reluctantly tells Mike that he can stay and have Culex's hand, but Mike says that he loves someone else, and kisses Marion. Culex then kisses Mike on the cheek and thanks him for everything before bidding him farewell. An ending sequence shows Culex as the new queen of her realm, and though she will not marry her formerly betrothed, she does acknowledge his bravery, accepts him as a friend, and makes him the head of the knights of the realm, before resolving to be the best ruler she can be and that once she knows her kingdom is in good hands, she'll look for someone she can love as much as she loves Mike. Then, Mike and his friends and uncle are shown exploring all over the world. There's a scene of Mike and Marion riding down the same river Mike and Tosh traveled down earlier in the game. They come across the same waterfall, and then there's a scene of the two of them exploring further and once again coming across the endless ocean that Mike and Culex looked out over earlier, implying that despite the tesseract being repaired, there may still be a way for Mike and Culex's worlds to interact...

    Ocean Across Tomorrow is extremely well received by critics after its release on August 25, 2006. Reviews are considerably better than the Ultra Nintendo Star Tropics game, with the characters and storyline being especially well praised, and the dungeon design also considered a major positive. Though early sales pale in comparison to Amok on the Xbox, it's still a fast seller, selling faster than the 2002 game and becoming one of the Wave's highest praised exclusives of the year. It secures Star Tropics as a key Nintendo franchise going forward, though future games in the series will differentiate themselves more from the Zelda series. Ultimately, the third Star Tropics game would enter production for the Wave successor in 2007, aiming for either a 2009 or 2010 release date, with a possible Supernova game interceding. Nintendo would also explore the idea of a comic or novel series to bridge the gap between the two games.

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    Super Mario RPG: The Mysterious Machine

    Super Mario RPG: The Mysterious Machine is a Wave-exclusive RPG title developed by Camelot in conjunction with Nintendo. It's the first Mario RPG title that Squaresoft didn't have a direct hand in developing, and thus has a somewhat different gameplay style and tone than previous Mario RPG games, with a combat system that blends elements from the OTL Mario And Luigi series, the OTL Golden Sun series, the OTL Paper Mario series, and the original Super Mario RPG to create a hybrid battle and field system that blends some of the best elements from all of them. It utilizes timed hits in battle, with a number of both physical and special attacks, and special combination moves that invoke elements of the Djinn system from Golden Sun, with Golden Sun-esque field puzzles that utilize items from the Super Mario series. The combat system allows for three characters in combat at once, with six total playable characters: Mario, Luigi, Peach, Bowser, an explorer named Gust and a friendly Koopa named Shelldon, who hero-worships Bowser and has some hilarious combat dialogue with him if the two are in a party together. The plot involves the appearance of a gargantuan machine that crash landed in the Mushroom Kingdom, spreading corruption and creating trouble everywhere. The corruption has most notably spread to Mario's faithful pal Yoshi, making the corrupted Yoshi one of the game's main "villains" (though Mario does eventually defeat and free him from the machine's control). The machine was built by the ancient evil king Mechanicor, who has been scrapping his planet, flinging pieces of junk all over the cosmos. After neutralizing the machine, Mario and friends must use a spaceship to venture to Mechanicor's planet and defeat him.

    Released on August 11, 2006, to somewhat less hype than previous Mario RPG titles, The Mysterious Machine still gets strong reviews and decent sales, though it does get off to a slower sales start than the previous two console Mario RPG titles. The loss of Squaresoft's influence and hype generating ability is notable, though The Mysterious Machine is also crowded amongst other hugely hyped Nintendo releases like the Star Tropics sequel and the Argonautverse crossover game, which also leads to a lack of hype for the Mario RPG. The Mysterious Machine is still considered with a success, and Camelot is trusted with the Mario RPG games going forward, immediately putting new games into development for both the Supernova and the Wave successor.

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    Excitebike

    The third game in the Excitebike series and the sequel to Ultra Excitebike, Excitebike is a motocross-based game for the Nintendo Wave. Like Ultra Excitebike (which itself is heavily based on the OTL Excitebike 64), Excitebike for Wave focuses on realistic but still quite fun motocross racing, with plenty of tricks and minigames to give players a lot of content to play through. It features a more robust selection of bikes and tracks than Ultra Excitebike, and with some of the best graphics to be found in a Wave sports title. The game doesn't feature a storyline in its single player mode, instead choosing to focus on the racing, though it does include a number of real life motocross companies and logos. The game features both racing and stunt based modes, and also includes online play. In a summer full of exclusive first party titles for the Wave, the Wave's Excitebike gets lost in the fold somewhat, but reviews are excellent, naming it one of the year's top sports games. In a bit of trivia, Activision gave Nintendo the choice of putting either Alex and Vivian in Excitebike, or Alex and Marina in 2007's Wave Race: Amphibious. Nintendo would choose the latter option, citing Marina's popularity in their decision.

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    September 7, 2006

    It had been a busy week at Nintendo HQ in Kyoto. A number of major new games had been launched in North America, and sales figures were only now starting to trickle in. In a couple of short weeks, the company's biggest release of the year would have its worldwide launch: Star Fox: Heroic Universe, the game bringing together two of Nintendo's biggest sci-fi franchises (along with X, a lesser franchise but still featured in the same universe), was being pushed heavily in advertising everywhere, and it was poised to be a major success. Nintendo still had numerous other games yet to be released, including Metroid: Homecoming 2 and Beyond Good And Evil 2, but after Heroic Universe, the company's focus would shift toward the development of its HD console, the Wave's eventual successor.

    Hiroshi Yamauchi had followed the console's development closely. He knew it had to be technologically superior to both Microsoft and Apple's latest offerings, and after seeing the hardware they were pushing at E3, he was confident that it was, and by a significant margin. The new console's development kits had been in the hands of Nintendo's in-house teams and its third party partners for more than a year now, and most of them agreed with Yamauchi's assessment: the Wave's successor would be the most powerful console ever released.

    Once again, it had been a collaboration between Nintendo and Sony, with Sony doing the bulk of the work on the console's internals. They were under close supervision from Nintendo, but, as they'd done previously, the company was content to let Sony do the heavy lifting on the hardware front so that it could focus on producing the best games possible, games which would slowly be unveiled over the coming months. Yamauchi had already decided that there would be no Spaceworld show to unveil this new machine: instead, it would be unveiled at E3 2007, where the gaming world would be gathered to witness what Nintendo had to counter Microsoft and Apple's Xbox 2 and iTwin.

    "Iwata, it's good to see you again," said Yamauchi, sitting across the desk from the man who had been second-in-command of Nintendo for the past several years, and the main go-between for Nintendo and Sony's business dealings for the entirety of that span. "Our sales are projected to increase in the final quarter of this year, largely thanks to your efforts in ensuring a strong lineup of games for the Nintendo Wave."

    "Thank you, Yamauchi-san," Iwata said gratefully. "A console is nothing without its games, and with our competition poised to launch consoles with strong lineups of our own, it's more important than ever that we continue to publish quality games for the Wave even as we prepare for the launch of our own new hardware."

    "As astute as always," Yamauchi replied. He took a deep breath, his voice lined with exhaustion, but also with a sense of relief. "You have performed admirably in service to Nintendo, a company that my family started so very long ago and that I have worked to bring into international prominence."

    Yamauchi continued to speak, discussing how much Nintendo meant to him and how much Iwata had grown as a businessman from when the two had first met. Iwata could tell that there was a great importance to what Yamauchi had to say, but once Yamauchi got to the point of what he had called Iwata into his office to discuss, he was still greatly taken aback.

    "And that is why I plan to step down from Nintendo sometime next year, and pass this company on to you. I would like you to take over as president of Nintendo."

    Iwata was both shocked and humbled by Yamauchi's offer, though he was gracious and grateful in his response.

    "Yamauchi-san, I would be very glad to assume the position of president...I am...tremendously humbled by this offer," said Iwata, bowing quite respectfully as he spoke.

    "You have what it takes to lead this company into a new generation," said Yamauchi, "and I have no doubt that under your leadership, Nintendo will continue to prosper."

    Iwata thanked Yamauchi once again, and in his mind began to make plans for how the launch of the new HD console would be handled under his oversight.

    "I think perhaps the best time to announce the change would be at the same time that the new hardware is announced, at the Electronic Entertainment Expo next year."

    "Yamauchi-san, will you be taking the stage to make the announcement?"

    "No, I don't think it would be appropriate for me to do that. I will be issuing my thanks to our customers in writing at the time of my resignation. I think you're much better at speaking than I am," said Yamauchi with the slightest of laughs.

    Iwata bowed, humbled again by Yamauchi's words.

    "I'm still trying to come up with a name for our latest hardware," said Iwata. "I'm sure I'll think of something good by that time."

    "I am absolutely sure you will," said Yamauchi. "In the meantime, I'm sure you have more work to do."

    "Of course, Yamauchi-san."

    Iwata left Yamauchi's office with a mixture of emotions, from humility to nervousness to excitement. He had a lot of work to do, and would have much more in the coming months as Nintendo prepared for its greatest transition since the days when it first began producing video games many decades ago.
     
    Summer 2006 (Part 12) - A Newsbreak
  • The sudden death of Saddam Hussein on June 14, 2006 was a significant turning point for Iraq, which had found itself embroiled in an air war with Israel that they were badly losing. In the first few days after the death, speculation ran rampant as to how Saddam had so suddenly passed away. Rumors swirled around the idea of a possible Mossad hit job, and in the fog of war, Israel found the finger of blame pointed at it by several Middle Eastern nations. Even some members of the Gore administration privately speculated that Israel had something to do with Saddam's sudden death. The truth was considerably less interesting: Saddam had died of a massive stroke, brought on by the stress of the war and by his usual paranoia. Qusay considered publicly blaming Israel to rile up sympathy for Iraq among potential allies, but he decided to report the truth about his father's cause of death and declare a week of mourning while he decided what to do next. Qusay had inherited a country in the midst of a losing war, with potential enemies (including his own older brother Uday) all around him, at risk of being declared a worldwide pariah. He knew he had to extricate Iraq from the war as quickly as possible, but had to do it in such a way that preserved at least some measure of his country's pride. He decided to continue his father's military operations for the time being, and the war dragged on during the summer, albeit not as furiously as it had been before Saddam's death.

    As the Iraq-Israel conflict continued to rage, Al Gore found himself increasingly dogged by economic troubles at home. As he continued to try and push stalled legislation through an increasingly combative Congress, he had also started to draw up a plan for extricating American special forces troops from Pakistan, which had degenerated even further into terrorism and civil unrest. Though Al-Queda had been wiped out nearly entirely in the country, other terrorist groups had begun to emerge in its wake, and bombings and attacks on Pakistani soldiers and police were becoming more frequent, with American troops occasionally caught in the crossfire. Mercifully, only two American casualties had taken place since the beginning of the year, and both of those were only minor wounds. However, that changed on July 31, 2006, when a bomb was smuggled into an American military encampment by a man who was believed to be a Pakistani informant. The explosion killed 10 American soldiers and injured 25, and was the worst American military loss of life in a single incident since troops were deployed to the Middle East shortly after 9/11. The tragic attack took place a few weeks before an attempted bombing attack on two United States-bound passenger planes was foiled by alert security agents. The news coming out of Pakistan soured Americans even more on Middle Eastern conflict, and when even formerly hawkish Republicans like John McCain began advocating pulling the troops out of Afghanistan and Pakistan, it provided the Republicans with an even greater advantage going into the mid-term elections.

    In the leadup to the midterms, an increasing conservative fervor was sweeping the nation, blaming Gore's economic meddling for the nation's current woes. Unemployment considered to slide upward, while the economy was stagnant: the GDP between July and September increased by just a tenth of a percentage point, after dropping during the spring, barely avoiding meeting one definition for the dreaded "recession" label. Gas prices remained high, though as of the fall, they were starting to slowly drop. Combined with a growing embrace of conservative economic policies was the beginning of a pushback on social issues as well, after nearly a decade of progress. Shows like the hit ABC drama Lane were pushing the envelope, and according to a large portion of Americans, possibly pushing it too hard, with a highly controversial kissing scene between Kristen Stewart and Jamie Lynn Spears' characters on the show considered by many to be a bridge too far (despite the kiss being nothing more than a half-second peck on the lips). The Sotomayor Court's rejection of a potential ban on the so-called "partial birth abortion" procedure also proved highly controversial, as did a growing wave of states approving gay marriage or civil unions, raising the specter of a possible nationwide Supreme Court ruling on the matter by 2009. Radio hosts like Glenn Beck and Rush Limbaugh took full advantage of the situation. Limbaugh pulled back on his controversial conspiracy theorist rhetoric during this time, though he did continue to push one major conspiracy theory that his listeners, for the most part, bought into.

    -

    Rush Limbaugh: You've got Al Gore deliberately driving up gas prices so he can push his solar power wind farm thing, he wants to drive the price of a gallon of gas up so high that people, they look at solar panels and they say, "well, that's not so bad, you know. I think I'll buy some of those, oil is $300 a barrel", I mean, it's not $300 yet but it was halfway there a month ago and the only reason it's come down is that Saddam Hussein is burning in hell right now.

    Caller: It's pretty despicable, and to make matters worse, he's giving these handouts to the coal companies, it's not creating jobs but it sure as hell is making the rich get richer.

    Limbaugh: He's bribing his buddies in Tennessee, the ones who helped him get re-elected, which, you know, I hate to say this but I told you so, John Kasich should be president right now.

    Caller: You know he's thinking of running again, right?

    Limbaugh: He should do it, he'd win in a landslide. I mean you could run pretty much anyone these days and they'd beat whoever the Democrats are putting up. Probably Hillary.

    Caller: You should run.

    Limbaugh: *laughing* Thanks for saying that caller but I wouldn't wish that on my worst enemy. I wouldn't want to set one foot in that mess they got in Washington right now. Thank God I won't have to run because any Republican that gets put up would beat Hillary, if that's the one who runs. Or JFK Jr., I mean, God, can the Democrats run anybody but a corrupt Clinton or a corrupt Kennedy these days?

    -from the August 28, 2006 Rush Limbaugh radio broadcast

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    Chris Farley Checks Back Into Rehab

    Comedian Chris Farley, who over the past few years has seen his fortunes dwindle after a stint as one of the 90s most beloved comedians, has entered a rehab facility for the third time in four years, according to his manager. Farley checked himself in last week, and gave a statement that after being sober for seven months, he had started using heroin again. Farley will remain in rehab for at least the next month, and hopes to stay clean and sober for good this time, which might enable him to appear in movies again. Farley's most recent notable role was a supporting role in the 2004 Fox comedy Stuart's Home, which starred Michael Rapaport as a hard-working construction manager supporting both his family and his live-in brother Roger, played by Farley. Roger's frequent screw-ups provided much of the show's comedy, and though critical reviews were favorable, ratings were poor from the beginning and the show only aired eight episodes before being canceled. A recent report by TMZ stated that Farley had been using during the entire filming run of the show, and that he and Rapaport had nearly come to blows on one occasion during an attempted intervention. Farley also made an appearance on The Dr. Phil Show in early 2005, where the therapist encouraged Farley to get help. That led to the comedian's second stint in rehab, but Farley checked out after just two weeks.

    -from a Yahoo! News article on September 6, 2006

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    "There are so many ambulances and cops outside this guy's house right now"

    "Where?"

    "LA"

    "Oh no, did Chris Farley finally die?"

    "Uh no dude this is much bigger"


    -from an Angelsphere messaging chat at 5:12 PM Pacific Daylight Time on September 18, 2006

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    Dan Rather: We're interrupting our programming tonight to bring you the shocking and tragic news out of Hollywood that music superstar Michael Jackson has been found dead in his Los Angeles home tonight of an apparent suicide. This comes just a few days after that equally shocking guilty verdict in Jackson's child molestation trial, in which the singer was found guilty of molesting an 11-year-old boy who had been at his Neverland Ranch in 2002. Officers found the body of Jackson in his closet with a rope tied around his neck, indicating that he hanged himself, and they also claim to have found what is being described as a suicide note.

    -from a CBS News Special Report at 8:14 PM Eastern Daylight Time on September 18, 2006

    -

    Katie Couric: "-and I cannot live with the fact that people will believe that I would do anything to hurt a precious child. God knows the truth, and I know the truth, and there is no court on Earth that can take that away from me. I am so sorry to my family and to all of the friends I have made over the years, but my heart cannot take the idea of people thinking that I would ever do something so awful and hurtful. I cannot live in a world that would think such awful things of me. I am so so so sorry, and I know that the truth exists in heaven even when lies have prevailed here on Earth. Please forgive me for the thing that I have done. Please God forgive me." That is the full text of the note that officers found at the Jackson residence in the room with the singer's body. These past few days, obviously, with the guilty verdict and now Michael Jackson's apparent suicide, clearly have been beyond comprehension for the millions of people around the world who have loved this man and his music. There is shock, and confusion, and horror, and despair, and I imagine that we'll be discussing this and the events surrounding Michael Jackson's life and this case for many years to come.

    -from an NBC News Special Report at 9:37 PM Eastern Daylight Time on September 18, 2006
     
    Summer 2006 (Part 13) - Bully Bullies The Bullies
  • Bully

    Bully is an open world sandbox adventure game, developed by Rockstar Vancouver and published by Rockstar. Like OTL's game, Bully plays similarly to the Grand Theft Auto series, taking place in a private boarding school called Bullworth Academy and the surrounding town of Bullworth. Bully's protagonist is a boy named Jimmy Hopkins, who is fairly similar to if not virtually identical to OTL's Jimmy Hopkins, who arrives at Bullworth after being expelled from numerous other schools. His reputation as a troublemaker precedes him, and he is looked on with disdain by most of the school's students and faculty. Like OTL's game, Bully requires Jimmy to attend class, and he is punished for excessive troublemaking (attacking girls, younger students, or authority figures) by the player being forced to participate in increasingly boring "minigames" such as mowing the lawn. Bully also allows Jimmy to socialize with other students on either a friendly or an antagonistic level. TTL's Bully contains more interaction with the students and is somewhat influenced by the Syrielle games, with relationship trees and detailed interactions for a number of major characters. There's even a character inspired by the character Syrielle, in the form of a somewhat creepy and spider-obsessed girl named Sabrina that Jimmy can date. Bully includes numerous cliques that Jimmy will interact with over the course of the story, including Jocks, Preps, Nerds, and Bullies. The OTL Greasers clique has been replaced with a clique of Skaters (inspired by the OTL Thrillseekers games, though in Bully, most of the Skaters are boys). One of the biggest changes to the game from its OTL counterpart has to do with the main plot, and Jimmy's two main companions in the game. The primary antagonist remains largely the same: Gary, a manipulative sociopath who pretends to be Jimmy's friend for the first part of the game before ultimately betraying him, is very similar to the Gary that appears IOTL. However, the OTL game's Petey, who served the role of Jimmy's best friend, has been replaced by Ricky. Ricky is autistic, and his presence in the game is initially regarded with a great deal of controversy, as it was believed by many that Ricky would be used to make fun of autistic people. However, his character is portrayed extremely sympathetically and realistically. His behavior does annoy Jimmy at first, but as the game progresses, the player sees how loyal that Ricky is to Jimmy and how good of a friend he really is, and after Gary betrays Jimmy, Ricky is the only one who sticks by him. The game does poke fun at Ricky a few times, but it's keeping in tone with the game's general humor, which makes fun of pretty much everything and everyone at some point, and ultimately, Ricky is portrayed as an intelligent and helpful person and a true friend. The leader of the Nerd clique, Earnest, is also implied to have autism, but after being initially antagonistic toward Jimmy, he too becomes a loyal and helpful ally in the fight against Gary, as IOTL. Gary, meanwhile, portrays the typical attitude toward autistic people that some in society have during the time of the game's release: once he turns antagonistic against Jimmy, he sees Ricky's autism as a weakness to exploit, and part of his master plan is attempting to get Ricky to shoot up the school, which ultimately backfires because Ricky is a non-violent person who wouldn't hurt a fly (though he does eventually fight to defend someone he cares about late in the game, he does it the same way that Jimmy fights against Gary and his goons: with fists and a potato gun, not a firearm).

    The plot of Bully follows a fairly similar track to that of the original game, with Jimmy entering Bullworth and finding few friends at first except for Gary and Ricky. Gary takes Jimmy on as a mentor, showing him the lay of the school and helping him out, with Ricky as sort of a tag-along who begins to idolize Jimmy, though he mostly uses Jimmy as protection against the various bullies who try to beat him up on a daily basis. After taking control of the Bullies clique by beating their leader in a one-on-one fight, Jimmy is able to explore more of the town, but this brings him up against the Skater clique. Jimmy has to learn how to perform various skateboarding tricks in order to win their respect. He eventually takes over the Skater clique, and moves on to challenging the Preppie clique for dominance. During this time, Jimmy comes to respect Ricky more, though Gary tries to subtly turn Jimmy against Ricky by implying that Ricky is crazy. After taking over the Preppies, Jimmy then challenges the Jocks, considered the kings of Bullworth. While Jimmy is dealing with the Jocks, Ricky becomes smitten with a pretty cheerleader named Zelda, who seems at first as shallow and mean as her other fellow cheerleaders, but ultimately has some hidden depths and nerdy interests. However, she doesn't fall for Ricky at first, as Ricky is too nervous to approach her or show his true self around her. Gary encourages Ricky to put up a front and impress Zelda, but Jimmy convinces Ricky to be honest with her and be himself, and he ultimately works up enough confidence to ask Zelda out on a date, which, to his surprise, he accepts. Meanwhile, Jimmy has to deal with the Nerds before he can take on the Jocks, but ultimately decides to work with the Nerds to take the Jocks down once and for all. After Jimmy defeats the Jocks, he's seemingly united the school, but as IOTL's game, Gary's machinations finally take shape and he tricks the entire school into thinking Jimmy has turned against them by pulling a series of pranks. He also wrecks Ricky's relationship with Zelda, causing her to break up with him. Jimmy gets expelled, but as he's cooling his heels in town, he meets the Townies, including a girl named Lori who has been dealing with sexual harassment by one of the teachers (she plays a similar role in TTL's game as Zoe did IOTL). Meanwhile, Ricky is trying to find a way to get back with Zelda, but ultimately with Jimmy's help he's able to get over her and move on to helping Jimmy get back into Bullworth by being a sort of "inside man", patching things up between the cliques while Jimmy is performing missions in town. Eventually though, Gary sets his master plan into motion just as Jimmy is able to unite the Townies and win back the respect of the Bullworth cliques. While Ricky is celebrating the fact that he got the cliques to trust Jimmy again, Zelda calls him, realizing (with the help of some of the female friends Jimmy made during the game) that Ricky didn't do anything wrong and that it was Gary the whole time. She asks Ricky to meet her, but before the meeting takes place, Gary kidnaps her and sets up a prank to make it look like she stood Ricky up. Gary also starts a riot at the school and kidnaps the headmaster (as IOTL). The final mission thus has two components: first, Jimmy has to help Ricky (who never falls for Gary's attempt to make him think he was stood up) rescue Zelda, and then to find Gary and save the school. Though Jimmy does get Ricky most of the way there, it's ultimately Ricky who fights off one of Gary's psychotic lieutenants and saves Zelda. Then Jimmy goes after Gary, with the help of Lori and all the leaders of the cliques he met along the way. Depending on who Jimmy befriended or dated throughout the game, he may get more help on this final mission (for example, Sabrina unleashes a bunch of spiders from the school's biology lab to bite and scare some of the jocks Gary's recruited). Finally, Jimmy confronts Gary on the roof of the school, and it goes pretty much the same way as it does OTL, though Gary's taunts toward Jimmy and his mother are also interspersed with comments about how "Ricky's totally gonna sperg out" and "I bet he's shot up half the school by now!" prompting Jimmy (between punches aimed at Gary's face and body) to passionately defend his friend and all autistic people in general, with replies like "Yeah, Ricky might be a little weird, but you know what? So am I, and so is everybody at this school! We're all a bunch of messed up misfits, but there's nothing wrong with that! Nobody deserves to be treated badly, unless they're a dick like you!" Eventually, Jimmy beats Gary and sends him crashing through the glass roof of the school, where he's promptly knocked out by Jimmy and then expelled by the headmaster after Jimmy frees him. Jimmy's let back in, the school is saved, the cliques are united, and Jimmy/Lori and Ricky/Zelda get together.

    Bully is released for the Nintendo Wave and the Microsoft Xbox on September 12, 2006. It would later be given an enhanced port for the Xbox 2 in 2007 called Bully: Scholarship Edition, similar to OTL. The game is universally praised at the time of its release, even moreso than OTL's game. The gameplay and storyline receive especially high praise, with the portrayal of Ricky drawing particular praise from critics, most of whom believed that the character would be the subject of ridicule prior to the game's release. Autism advocacy organizations also praise the game, though a few still criticize it for some of its violent behavior and juvenile humor, even if they are still pleasantly surprised by the sympathetic portrayal of Ricky. One reviewer states that "Five years after the Midlothian Massacre, this is the video game we desperately needed and never in our wildest dreams thought we would get, especially this soon." As IOTL, Jack Thompson, still furious about his loss in the Supreme Court and in the civil arena, heavily criticizes the game and attempts to get it banned and pulled from stores, ironically using the autism controversy as his main criticism. Stating that "this game will dramatically increase bullying of autistic people", Rockstar invites Jack Thompson to play part of the game and watch some of the scenes showing Ricky in a positive light. Though it's reported by one person who was there that "Jack Thompson's mouth literally dropped open when we showed him one of the scenes where Jimmy gives Ricky advice and acts like a true friend to him", Thompson still comes away from the meeting attempting to get the game banned and blatantly lying about the content he saw. Bully would be highly successful financially, not to the degree of the Grand Theft Auto games but probably moreso than IOTL. While there is still a great deal of discrimination against autistic people that would unfortunately continue, the game's release does start a conversation, and it is noted that there is a very slight positive bump in public perception of people with autism after the game's release, with a slightly bigger bump noted in the gaming community.
     
    Summer 2006 (Part 14) - Close Encounters Of The Second Kind
  • (Authors' Note: Encounter 2's plot was influenced by an idea given to us for a future game in the series by the reader HonestAbe1809. That game will be showing up later in the timeline.)

    -

    Encounter 2


    Encounter 2 is a sci-fi based FPS and the sequel to OTL's Encounter, developed by Parabola Games and published by Electronic Arts. The game picks up eight years after the original, which depicted an alien invasion that left Earth a decimated wreck. The game focuses on 19 year old Elizabeth Buckley, the daughter of the original game's protagonist Ken. In the eight years since the alien invasion, the horror and pain suffered by Elizabeth has never left her mind, and at the age of 13, she ran away from her father with her 15 year old boyfriend Sam to go out and train in a variety of survival skills, including fighting, engineering, and foraging. Ken was left with his disabled wife Charlotte and his son Johnny, and never stopped blaming himself for Elizabeth leaving him, while Charlotte became bitter and blamed Elizabeth. In the years since the alien invasion, humanity has picked up the pieces somewhat, but advanced industrial civilization has fragmented into local towns powered by limited electricity, where disease has returned and where people live in fear of another alien invasion. The game itself features an evolved format from the previous game, which was a simple FPS. Encounter 2 introduces an RPG-like progression system, with upgrade-able weapons and abilities that Elizabeth can learn. In a way, it plays like the new Doom title from OTL, with a somewhat open-ended level structure. The original game's stealth system returns, allowing players to choose stealth or a more head on approach. The player is also able to use Elizabeth's engineering abilities to create weapons, armor, and gadgets to use, which comes in handy once the player begins scavenging from alien warships. There's another character who becomes playable later on and has his own unique set of skills and abilities, and independent equipment from Elizabeth. This allows the player to take different approaches with the two characters, or use the same approach if they choose to do so. Unlike the last game, in which protagonist Ken was inexperienced and his fear and inexperience was incorporated into the game, Elizabeth has been training, Sarah Connor style, for the past eight years and the player will find themselves unencumbered, allowing them to take on much stronger enemies much earlier on. Encounter 2 features numerous graphical upgrades from the previous game, though it's not hugely upgraded on the Xbox and the Wave due to the original already looking so good. However, its release on the Xbox 2 in early 2007 looks fully next-gen and proves to be one of the best looking games released on the system early on. The voice acting has also seen a budget increase, while the last game had mostly unknowns in the main roles, Encounter 2 casts Eliza Dushku as the voice of Elizabeth and Dwayne "The Rock" Johnson as the space marine who becomes the other protagonist later on.

    Encounter 2 sets the scene early by having Elizabeth (now 19) and her boyfriend Sam (now 21) in the forest picking up supplies when they are attacked by the same aliens from the previous game. Elizabeth and Sam kill the aliens, and the two race home to tell Elizabeth's estranged family about the invasion. They return home to find Ken badly sickened with cancer and Charlotte furious with Elizabeth for leaving, exacerbated by the fact that Johnny (now aged 17) left as well. The aliens attack, and Sam dies protecting the sickened Ken. Ken, however, dies moments later after telling Elizabeth that he still loves her and doesn't blame her for leaving. However, Charlotte does, while Elizabeth blames her mother for Sam's death. The two have an intense argument before Elizabeth storms out to find the old alien ship she was working on. She finds it and it's revealed that it's complete and ready to go, and a homing beacon inside of it has activated, pointing to an approaching alien world ship from which the invasion is being launched. Elizabeth boards the ship and takes off, but isn't very good at piloting it and ends up crash landing in a hangar in the world ship, where much of the game takes place. The world ship is, as implied by its name, truly massive, a world in and of itself, with numerous environments that must be navigated and explored and opened up. Elizabeth starts out on her own, but after clearing about an hour or two's worth of gameplay, she meets the space marine, who identifies himself as Zero-Three. Zero-Three claims to have been fighting the aliens for many years, but knows nothing about his homeworld, he only knows of a base called Teos and that the aliens are returning to Earth to finish what they started. Elizabeth shortens Zero-Three's name to just Z and the two begin to explore the ship together, their skills complimenting one another's. Despite the fact that one of them is a man and one of them is a woman, they're never really attracted to one another, they mostly exchange banter but definitely become very fond of each other's company and try their best to protect one another as the story continues. Elizabeth and Z spend about two thirds of the game on the world ship, mostly working to deactivate beacons that will disrupt the aliens' second invasion of Earth. The game has a much different tone from the original, and is in fact somewhat more light-hearted without the death and destruction all around like there was in the first game. However, it's still clear that the aliens hate humanity and have indeed been abducting humans to experiment on them. Elizabeth finds one of these rooms and is furious at what she sees, going into a rage that Z is only barely able to calm her out of. Eventually the two finish exploring the ship and after a spectacular boss battle, set it to self-destruct, seemingly halting the invasion. They attempt to take an escape pod to Earth, but Z insists that they go to Teos instead, and Elizabeth is unable to stop him.

    The two make their way to Teos, where humans seem to have been living for many millennia. Eventually, Elizabeth learns that Teos is a genetic bank for humanity, created by Earthlings who disappeared through time rips throughout human history. It's then learned that Z is actually Elizabeth's little brother Johnny (who disappeared through a time rip at 16 and is now 36, having been fighting the aliens for 20 years), but he has no memory of his previous life. Indeed, no one on Teos has any memory of their lives before disappearing through the time rips. Elizabeth then meets the Matriarch (voiced by Julia Fletcher), known as a Time Angel. The Matriarch has been abducting humans through time in order to fight the aliens, whom she refers to as the Blight. Elizabeth is furious with the Matriarch for using her brother for this war, and eventually attacks her, fighting through an army of the Matriarch's soldiers in order to do so. Elizabeth battles the Matriarch, who manipulates time in order to get the upper hand. Eventually, their fight is interrupted by a Blight attack, and Teos' defenses are shattered. Elizabeth fights her way onto the alien ship and confronts the warlord, the same warlord who chose to spare humanity at the end of the previous game. When she demands to know why he invaded Earth again, the warlord says that his civilization was attacked by humans. Elizabeth realizes that it was the Matriarch who sent those humans, but is interrupted by Johnny arriving and killing the alien warlord. Elizabeth demands to know why the Matriarch restarted the war, and the Matriarch returns and says that it was revenge for her society of timefarers being wiped out by the Blight many eons ago. Elizabeth furiously attacks the Matriarch, but Johnny defends her and defeats Elizabeth. Elizabeth begs Johnny to remember her, but Johnny's mind has been totally wiped. The Matriarch is about to finish Elizabeth when the alien ship begins to crash-land on Teos. Elizabeth is able to escape and she takes another escape pod, this time re-directing it toward Earth. Johnny and the Matriarch crawl out of the wreckage of the ship and are set upon by a massive invasion force of Blight. Johnny tries to protect the Matriarch, but she dies in the fighting and Johnny is wounded and captured. Meanwhile, Elizabeth returns to Earth to rally the humans to fight against the imminent invasion, fighting her way through an advance force back to her mother. Elizabeth begs her mother's forgiveness and tells her about Johnny and everything else, but Charlotte still hates her. Another alien force attacks with overwhelming numbers. Elizabeth fights with everything she has to protect her mother, getting badly wounded in the process. Elizabeth is able to beat all of the aliens but one, who stands over her ready to kill her when it's blown away by Charlotte with a shotgun. Charlotte is still angry, but she and Elizabeth reconcile and Charlotte asks Elizabeth to save Johnny. Elizabeth then gets a transmission from the aliens, threatening to kill Johnny if she doesn't surrender. Elizabeth bluffs, pretending that she hates Johnny, and rallies a huge force to battle back the aliens. The final two levels depict Elizabeth's rescue of Johnny and the two going after the alien general together (though Johnny still doesn't have his memories back). Elizabeth and Johnny almost by themselves battle the alien army (with help from advanced tech scavenged along the way) and eventually defeat the alien warmaster in a grand final battle. Elizabeth is unable to restore Johnny's memories, but Charlotte, using a family heirloom, is able to, and the family finally reconciles with one another, with the end of the game implying that Elizabeth became pregnant with Sam's child before he died. With the aliens finally defeated, Elizabeth decides to hang up her weapons and settle down with her new baby. Meanwhile, one surviving alien crawls into the Teos base and discovers their time manipulation device. He radios back to an unseen alien figure, setting up the events of the next game.

    Encounter 2 is released on September 26, 2006. Compared to the last game, the critical reception is a bit muted, though still quite excellent. Critics do praise the enhanced battle system, though the level design is criticized for being repetitive and the plot isn't quite as dramatic or impactful as the poignant vents of the previous game, with critics feeling that many of Encounter 2's emotional payoffs aren't quite as "earned". In addition, the multiplayer mode is a bit of a letdown, with not as many deathmatch or special modes as the previous game, while the co-op mode, which allows one person to play as Elizabeth and the other as Johnny for the game's campaign levels, is seen as being too easy, with the hard modes only made harder by ramping up the number of repetitive enemies. Despite the minor critical quibbles, Encounter 2 is still a major financial success. It's overall the best selling game of September 2006, though when split into individual console version sales, the two versions both finish slightly below Star Fox: Heroic Universe. It IS seen as an evolution of the typical FPS formula, and is seen as highly influential in the genre during the next generation, making the game's critical reception improve somewhat over time, as it's seen as somewhat of a bridge between the sixth and seventh generations.
     
    Summer 2006 (Part 15) - Argonaut's Heroic Universe
  • Star Fox: Heroic Universe

    Star Fox: Heroic Universe is a shooter/adventure game developed by Argonaut and published by Nintendo exclusively for the Wave. It's the culmination of the "Argonautverse" crossover event that's stretched across three years and four games, and brings together the characters and worlds from Squad Four, X, and Star Fox. The game features a mix of on-rails gameplay, 3-D space shooter gameplay, and on-foot adventure gameplay, with six different vehicles and a myriad of different weapons and playable characters, many of which can be chosen by players from a number of options presented at the start of each mission. The game has 25 total playable story missions and three side missions, though a playthrough only requires 18 of the game's missions to be completed. Within these missions, a variety of different scenarios can play out, so one person's playthrough of the game's story mode is rarely the same as another person's. Most missions will feature either Arwing gameplay or on-foot gameplay. The on-foot gameplay has essentially the same combat system from Squad Four Upheaval, though with some enhancements that are mostly related to the game's crossover aspects. The on-rails Arwing gameplay allows for numerous route changes and diversions, and the player is constantly getting feedback about what certain allies are doing. The 3-D all range Arwing gameplay allows for the most freedom, including direct intervention to rescue an endangered comrade. The game also features tanks, both the Landmaster tank and General Xenda's X tank, the Hypercycle from Star Fox 3, the Wingmarine, and a new vehicle, the Gargantua, a Voltron-like giant robot used for certain boss fights and parts of the final few missions. As for mission selection, there are mandatory missions that must be played through in a certain order, but then the game opens up and allows players to choose from a number of different missions, with "hotspots" opening up that indicate a certain character may need assistance. These "hotspots" open up based on actions performed during previous missions, so for example, completing a certain objective may open up a mission that wasn't otherwise available. Sometimes, a passed up mission must eventually be completed, but its parameters will change depending on what missions were completed before it. The game itself contains a variety of worlds, with about two-thirds of them being from previous Star Fox, Squad Four, or X games, and the others being entirely new. The hyperspace gateways from Star Fox: Hyperspace return, allowing for quick traversal of the entire galaxy, with Lockstar (from Squad Four) and Corneria (from Star Fox) both playing integral roles in the game itself. When starting a mission, the screen lets the player know which characters are available to play as and which may become available to play as later in the level. Sometimes the player must start with a specific character, while other times the player is able to choose. Playable characters in the game are Fox, Falco, Slippy, Krystal, Shad, Marcus, Rebecca, Lane, and Xenda, and each character has their own specific vehicles and abilities. Of the Squad Four team members, only Rebecca can pilot the Arwing, while Xenda is the only person in the game capable of piloting the X tank, and the Gargantua tank is only able to be piloted by all nine characters at once. Once the player is within a mission, depending on circumstances, the player may be able to switch to another character in another part of the stage. Doing so will usually allow the player to access a part of the level or a secret that would have been otherwise inaccessible (or even fight a different boss), but may also make the level harder. Sometimes, switching up will keep the level largely the same, but will allow the player to fight a boss in a different vehicle or even on foot. Sometimes the player will want to switch up simply to save another character who would have been taken out of the action otherwise, though they can also intervene to save a character themselves if possible, as generally, having more characters alive will make the end mission boss easier. Every mission in the game except for the first three missions has at least one alternate possibility, and there's one mission that allows the player to complete it with ANY of the nine playable characters on completely different paths. Completed missions can be replayed any time the player wants (the game saves after every completed level) and the player can even choose to go back and take an alternate route at any time. Players do have limited lives in each level, when the character they're controlling currently is killed, a life is lost (which does make it advantageous to switch if possible if a character is low on health), losing all lives will cause the player to have to restart the mission over again, though there are certain long missions that have "super checkpoints" that will allow the player to go back to that super checkpoint if they lose all their lives. Star Fox: Heroic Universe features some of the best graphics of any Wave game, with Argonaut really pushing the Wave's capabilities quite hard. The game features the same voice actors from each of the separate Argonaut Wave games, with all the Star Fox and Squad Four actors reprising their roles. Heroic Universe also features an extensive local and online multiplayer mode that features deathmatch combat for up to four players, who can engage in a variety of modes and use a variety of weapons and vehicles in battle. The soundtrack is a mix of remixed songs from the three Argonaut franchises and entirely new material, with about half of the songs being remixes and half of the songs being new.

    The main plot of Heroic Universe focuses on a prince named Malphus who has become a powerful dark wizard. He lives on a planet in Lockstar's solar system (and it's later revealed that he and Rebecca were childhood friends and that Rebecca was once "betrothed" to him). Malphus has been studying dark magic and powerful technology, and he has discovered a way to bring the two together, but requires the help of the infamous (but deceased) evil genius Andross. Malphus is able to revive Andross, who immediately sets about to conquer the Lylat system. When Malphus reveals Lockstar to him, Andross sets his sights on Lockstar as well, and decides he wants to rule the entire galaxy. Utilizing Malphus' dark magic, Andross is able to conjure up an army of evil more powerful than anything the galaxy has ever seen before.

    Part One: Bringing The Squads Together

    Missions 1-3 are basic missions that introduce players to the Star Fox and Squad Four teams, along with General Xenda. Mission 1 is a basic on-rails Arwing mission where the Star Fox team investigates a mysterious occurrence on Venom, only to run into a powerful boss robot that they defeat just barely. Mission 2 has Squad Four on foot on the mysterious world where they were seemingly attacked in Star Fox: Hyperspace. They escape their predicament and discover a cosmic wormhole created by an offshoot of Malphus' dark energy. Passing through it, they arrive on Venom just in time to bail out Star Fox. Mission 3 has Xenda and his army battling against an army of tanks on another world led by a powerful evil mercenary hired by Malphus. Xenda gains victory and sets his sights on Venom, where his army meets Star Fox and Squad Four.

    Part Two: Outbreak

    The heroes unite just in time, because at that moment Malphus launches a massive, coordinated attack on the Lylat System. The player gets their first taste of the "hotspot" and perspective switching systems in the missions that play out on these familiar worlds. The Star Fox team's old buddy Bill makes an appearance on a mandatory mission during this phase of the game, in which he seemingly sacrifices himself to stop a massive battle mech from destroying a city. While the heroes obtain some crucial victories during this phase, it seems like it's all for naught as they crash land together on a deserted world on the outskirts of the Lylat system.

    Part Three: Here We Go Again

    Part three of the game plays out somewhat like a traditional Squad Four game, having all the heroes marooned on an ancient planet for three missions in a row. Here's where some really interesting character interactions take place as the heroes try to unite with one another. The player does get a bit of choice on which characters they want to focus on during the missions. Rebecca reunites with Malphus again and the two have a plot-heavy conversation in which Rebecca tries to reason with him but he rebukes her. It seems like Rebecca is going to get an Upheaval-style capture sequence here, but not in this game: she stabs him with one of her energy swords when he tries to grab her (his dark energy heals the wound but this does allow her to get away). There's also some fun interactions between Lane and Slippy, some badass Fox/Shad hero moments, a bit of flirting between Marcus and Krystal, and some neat old-timer interactions between Peppy and Xenda. Star Wolf also makes a memorable appearance, being sent to the planet in order to take the heroes out from the sky, though Wolf gets shot down. The final boss of the three mission sequence is a one on one hand to hand fight between Fox and Wolf, before the heroes are able to get off world.

    Part Four: Lockstar In Peril

    Events in this part of the game will eventually lead the heroes back to the Lockstar system for a climactic battle sequence over the planet. We se Rebecca flying an Arwing like a badass here, while Katt Monroe also shows up to save the Squad Four team's ass at one point. Xenda and his tank army also play a crucial role in repelling the threat to Lockstar, though the planet's capital city sustains some massive destruction, and Pigma, Leon, and the new leader of Star Wolf, an anthropomorphic eagle named Haast, manage to abduct Lockstar's president, Alice Stroma.

    Part Five: Cataclysm

    The shit really hits the fan during this segment of the game, as the heroes pursue Star Wolf to a mysterious and terrifying planet called Minerva to rescue Stroma. She's rescued early in the segment, and the heroes evade a massive trap that's been set for them, though they are separated into small groups once again. We learn more about Malphus' backstory, and how his world was a pariah world and that Rebecca, at that time the daughter of a Lockstarian ambassador, was the first person to reach out to the young prince and show him kindness. Malphus' world, known as Nox, was ostracized from the galaxy for practicing dark magic, but the planet had been beset by a terrible plague, and Lockstar's leaders, in a humanitarian attempt to help the people of Nox, reopened trade with them. As it turns out, Nox had turned a corner and was ready to renounce dark magic, but the prince had become a font of hatred, and all the planet's magic was becoming manifest within him. Through her love and friendship, Rebecca nearly stopped the darkness within Malphus, but unbeknownst to anyone, Malphus was in contact with another being via the galactic leylines: the evil Andross, who had become like a father figure to Malphus, and sought to use the young prince's dark magic to enhance his technology. Andross' influnce caused Malphus to lash out, causing a storm of evil to overwhelm the planet, killing many visiting Lockstarians. The only reason Rebecca and her family were spared is because they were offworld on another diplomatic mission at the time. Rebecca never learned why she wasn't able to go back and visit her young friend, while the planet was once again sealed off from the rest of the galaxy. Meanwhile, Malphus' evil continued to fester, and signs of his influence were present in the villains in both Star Fox: Hyperspace and X: Heroic Valor (the mysterious dark runes seen in both games). Rebecca still believes that the young prince she befriended is in there somewhere, and wants another chance to purge the evil from him. However, events on Minerva cause a great darkness to spread throughout the galaxy, and the rest of the chapter is spent cleaning up evil on various worlds. Andross and Malphus' dark plan to overwhelm the cosmos is about to be completed, but the heroes have developed a secret weapon of their own...

    Part Six: The Battle To Save Everyone

    The final few missions in the game start out in Corneria, which has been overwhelmed by a massive wave of Malphus' forces. However, after saving Corneria, the heroes gain the use of the Gargantua, which is used in a brief segment on the penultimate mission before finally being used extensively during the last mission, which takes place on Nox and which in and of itself is broken up into numerous segments (the final mission has three different "super checkpoints", where every other mission with these checkpoints only has one). The player gets to choose amongst many possible heroes for the first part of this final mission, though most of the rest of the mission takes place in Gargantua. Several bosses are fought here, though the heroes eventually fight Malphus. Rebecca tries one last time to reason with him, and this time she manages to get through, but just before Malphus seems like he'll purge the darkness from within, there's a terrifying transformation as Andross forcibly absorbs Malphus into a gigantic mech he's built to battle Star Fox. The final battle takes place in four phases: first, there's a straight-up battle between the mech and Gargantua, but after Gargantua is seemingly smashed up by the mech, the heroes have to eject, and the next phase of the battle requires the player to battle Andross' mech utilizing numerous methods, including the Arwing, the Hypercycle, both tanks, and on foot. After the mech is weakened, Shad, Fox, and Rebecca penetrate into the core of the mech on foot to free Malphus, the three battling Andross (who has a humanoid body and is in a powered armor suit to battle the three, the player can control any of the three heroes for this fight but once they've made their choice they can't switch) in the third phase. They save him, but he's fatally wounded taking a shot that was meant for Rebecca. With a tearful shout of "ANDROSS, YOU BASTARD!!!", Rebecca plunges both of her swords into Andross' heart, but he laughs and blasts Rebecca with a massive wave of energy, telling Rebecca that his "body" is an illusion and that his real self is in the mech. The dying Malphus transfers his magic into Rebecca, but her body is unable to handle it all, which is when Shad and Fox join hands with her and each of them accept a third of the energy. Using Malphus' energy, the three reform Gargantua into a much more powerful mech and engage Andross in battle for the final phase. Finally, after a truly epic fight in which all the heroes get one final epic line, Andross is completely obliterated and the galaxy is saved. There's an epic ending sequence in which the heroes get a big ceremony and an award and say their final goodbyes before parting to their separate squads to protect their own worlds once more.

    Star Fox: Heroic Universe is universally praised by critics, though the game does have its flaws: it's a bit of a mess from a gameplay perspective, with some of the secrets being difficult to find. The plot also leans more toward giving everyone an epic moment rather than being truly coherent, though critics do agree it comes together in the end. Overall, the game does get a slightly better reception than Squad Four Upheaval, and indeed, is considered to be the best of the Argonautverse Wave games by most critics, with reviews averaging in the high 8s. To most fans, the game lives up to the hype, and sells incredibly well upon its worldwide release on September 19, 2006: it would sell around two million copies worldwide in its first week of release, and would continue to be a major seller during the holiday season, ultimately becoming one of the biggest financial successes of the year in the gaming industry. It's the culmination of a years-long project by Nintendo, and by all accounts, it succeeds overwhelmingly, while also cementing Argonaut as crucial to Nintendo's success. With the company entertaining striking out on its own, it puts Nintendo in an awkward position: there have been indications that many of the company's personnel would leave for other companies if Nintendo tried to purchase Argonaut outright, but if Nintendo didn't buy Argonaut, the company could begin developing games for other consoles: in particular, Apple. Rumors had been swirling about a possible meeting between Steve Jobs and Argonaut's Dylan Cuthbert, and while Nintendo held all of the company's IP (and thus there was no threat of Squad Four or Star Fox ever appearing on the iTwin), the company's creative and technological talent would be an enormous chip in Apple's pile.

    -

    Argonaut Developing New IP For The Nintendo Wave In 2007

    Nintendo has just announced a new IP in development by the software company Argonaut. The game, called Zeppelin Age, will be exclusive to the Nintendo Wave, and looks to be released sometime next year as early as the summer. The title will be a steampunk-style game featuring crews of aerial pirates battling it out in the skies over massive industrial cities, and while there hasn't been much else revealed about the game, Nintendo has announced it as "the symbol of a wonderful partnership between Nintendo and the talented developers at Argonaut". Rumors have swirled in the past few months about a possible partnership between Argonaut and Apple, with the prospect of an acquisition being floated in some corners of the internet. While rumors of an acquisition by Apple were highly suspect from when they were first reported, it is true that the relationship between Nintendo and Argonaut had grown increasingly contentious since 2005, with a statement from one programmer indicating that the company was being "creatively restricted". With new IP now on its way, combined with Nintendo's recent statement, it seems that things have at least cooled down between the companies, and that Argonaut projects are likely to remain Nintendo exclusive for at least the next few years.

    -from an article on Games Over Matter, posted on October 10, 2006

    -

    "Steve Jobs absolutely did offer us a good deal of money for the company, but what kept us with Nintendo was... well, it was two things. One of those things was a long discussion between myself and Satoru Iwata, where we discussed our favorite video games and where Mr. Iwata really seemed to understand our need to stretch our creative wings and get away from Star Fox and X for a while. We were getting burned out, and our work on Heroic Universe had really drained nearly everyone at the company, with Zeppelin Age being a respite from all that stress. Mr. Iwata offered us more freedom, and frankly, I never wanted to work for Steve Jobs anyway, I probably would've taken the money and gone and retired on a nice island somewhere if Apple had bought us up.

    The second thing, and this gets a bit more sentimental, but... it was something that Shigeru Miyamoto had told me when I first pitched the original Squad Four to him. Our conversation was through a translator, but what he said to us was that Nintendo was in the business of making games that as many people as possible could enjoy, and that if we made Squad Four, we needed to make it into a game that would appeal to everyone, young and old, experienced, non-experienced... he told us that we could tell our story in our game, but do it in such a way that it wouldn't take away from the fun. The story had to serve the fun. It was inspiring, and frankly, the best possible advice we could've gotten at that time. I went back to the other higher-ups at Argonaut and reminded them about what Mr. Miyamoto had said, and that I felt we were best off sticking with Nintendo. To be honest, it wasn't much of a debate, I think all of us had a story like that. We didn't have anything about Steve Jobs, we just had all that money he was offering up, but with Heroic Universe pretty much a guaranteed success, we knew we'd be seeing that kind of money pretty soon anyway. I'm not going to say the money didn't matter, because of course it did, but Jobs wasn't offering enough. He knew he wasn't getting the Squad Four IP, or even X, he was just buying talent, and he didn't offer enough to buy us."


    -Dylan Cuthbert, in an interview with The Nintendo Ninja, March 15, 2017
     
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    Summer 2006 (Part 16) - The Rest Of The Games
  • (Here are the rest of the notable North American game releases between July 2006 and September 2006!)

    -

    Nintendo Wave:

    Fortnight

    Fortnight, not to be confused with the OTL game Fortnite, is an adventure title reminiscent of the 3-D Zelda games. It features a warrior protagonist exploring a series of ruins in order to save his world from a terrible curse. Apart from a somewhat unique mechanic in which the warrior is able to transform into a wolf to attack his foes and reach different areas, it's fairly generic game mostly praised for its dungeon design and art direction. It achieves limited commercial success.

    Foxhole

    Foxhole is a third person shooting title about an anthropomorphic fox who arms himself with a variety of increasingly ludicrous weapons. The game parodies action movies and action games in general, and sort of plays like a mix of OTL's Ratchet and Clank and TTL's Commander Keen games. While it's a fun game and arguably a great one, featuring gorgeous animation, outstanding voice acting, and creative weapons, it does get accusations of being a bit of a copycat due to the existence of titles like Star Fox and Outfoxed on the market, limiting this game's commercial potential.

    Ridge Racer Retro

    An arcade-styled racer made to play like the original games, Ridge Racer Retro is a fun little arcade throwback that essentially serves as an enhanced remake of the original with a new graphical presentation, enhanced sound, and some new tracks and cars. A fun game that averages around an 8/10 amongst reviewers, the lack of features such as online play does draw some criticism.

    Star Wars: Rebel Legends

    An action-based Star Wars title that features four different quests and then a fifth one after beating the first four that ties the others together, the game features four rebel heroes, including a young Han Solo, giving each of them their own quest and then having them all come together at the end to take down a Super Star Destroyer. While fairly hyped before its release due to being a Star Wars game, it's ultimately a disappointment. The four heroes all play very similarly, making the quests seem like a repetitive slog, and then the final quest, meant to be a spectacular conclusion, ends up being a bit of a dud. It's seen as one of the more disappointing games of the year, and the sales figures reflect this.

    Contra: Suicide Mission

    A top-down Contra game featuring the traditional run and gun gameplay translated into a 3-D style, this is a decent enough run and gun. Its protagonist is a soldier who takes on an impossible mission, going by himself to battle an entire alien army as the human race evacuates the planet. However, the soldier discovers a secret superweapon that might just give humanity a chance to save its home. It's meant to return to the traditional Contra difficulty, and it's definitely one of the Wave's hardest games, with more than a dozen blistering missions where the player finds themselves surrounded by deadly foes. The game gets mixed praise from critics: the gameplay and weapon selection are praised, but the game's difficulty is obviously a mixed bag for some, and the camera can be tricky as well, as when it's zoomed in it's hard to see what's surrounding the player. It's clear that Contra isn't a premiere game franchise anymore, but Suicide Mission is still a solid game that gives fans of the classic series an updated take on one of the original Nintendo Hard franchises.

    Doom 3

    The massively hyped PC hit finally comes to the Nintendo Wave in a port that features all the levels, gameplay, and content of the original, at the cost of a massive hit to the game's graphics. It's still one of the best looking Wave titles, but looks nowhere near as good as it did on PC. As for the game itself, it's fairly similar to OTL's title, featuring a more story-based quest and featuring a lot of horror. The plot has changed fairly significantly from OTL's game, depicting a squad of futuristic space marines taking the fight to a demonic invasion of Jupiter's moon Io, battling aliens on both the volcanic surface of the planet and in the depths of a massive base underneath that the demons have ransacked. It's as brutal and terrifying as OTL's game, and while the graphics have taken a hit, it's still an outstanding FPS with a similar reception to the OTL Xbox port. The long delay between the release of the PC game (which itself was heavily delayed) and the Wave port does kill some of the hype, but sales are still quite good, making it one of the top selling Wave FPS games of the year.

    Impact

    Impact is a 3-D fighting game with an emphasis on powerful strikes. It features a realistic graphical style and somewhat down to earth characters, with a realistic tournament setting without some of the more fantastical storylines seen in other fighting games. It's sort of hybrid of a Tekken style game and a UFC match, and is considered one of the better fighting games of the year, with decent sales and an eventual sequel on the seventh generation consoles.

    Okami

    Okami is an adventure title published by Capcom exclusively for the Nintendo Wave. Like IOTL, Okami features a wolf protagonist named Amaterasu, but the game's graphical style is vastly different from OTL's game. Because the Nintendo Wave is significantly more powerful than the OTL PS2, a more realistic 3-D graphical style is utilized, and the Celestial Brush system from OTL is butterflied away. This does make for a significantly different experience, and the game feels more like a mix between a hack-and-slash and a Zelda-like title, playing almost like a proto-Bayonetta or a Devil May Cry type of game. Despite the change in graphical style, Okami still takes place in a beautiful world with some of the best graphical rendering on the Wave. Amatarasu's quest still focuses on ridding the land of a great curse brought on by Orochi, and must explore the realm, assisting people and finding ancient treasures throughout, growing gradually stronger as the player solves puzzles, fights enemies, and gains Praise by completing various tasks. There are a number of differences in TTL's plot, including the introduction of a powerful and vengeful warrior god who obstructs Amaterasu's quest, and the goddess of moonlight, Tsuki-Yomi, who serves as a rival of sorts to Amaterasu. Both of them, however, eventually come to respect Amaterasu and aid her in her quest. Ultimately, Okami is seen as a fantastic adventure game, though not quite the distinct or unique game it was IOTL, due to the loss of the unique cel shaded style. Because of Capcom's ongoing relationship with Apple, Nintendo doesn't hype Okami as much as it probably deserves to be, resulting in the game selling poorly, similarly to IOTL, and because of the lack of a distinct art style, the game becomes somewhat forgotten compared to what it was IOTL. While OTL's game would have been perfect for an iTwin part, Apple doesn't take much interest in the game ITTL, so it never gets a rerelease to a new console, becoming instead a relatively obscure and forgotten classic that's mostly remembered as a game that would be the bridge between Devil May Cry and Hideki Kamiya's successor series.

    The Containers 2

    The sequel to the 2003 game The Containers, The Containers 2 sees Carter and Julie return to capture and absorb mysterious energy that pops up all over the world, gaining superpowers that they use to battle strange creatures and malevolent people. This sequel features similar gameplay to the original, but has more of a horror motif, with horror-themed paranormal occurrences such as skeletons, witches, ghosts, and vampires. While there are a few scary moments, there's nothing too gory or over the top, and this remains a mostly lighthearted game in the vein of the Martin Mystery series. Capcom hypes this one a lot more than Okami, and it performs rather well, selling around the same number of copies as the first game. It's this franchise that Apple is really interested in for the iTwin, and the third Containers game would appear on that console in 2009.

    Microsoft Xbox:

    Dungeon Siege II

    Released to the Xbox about a year after its release on PC, this game features similar action RPG gameplay to the original and a much wider skill and class tree than its predecessor. The player must team up with a group of ragtag misfits and battle against a powerful coven of dark wizards, scouring dungeons for treasure along the way. A fairly straightforward RPG, it's still more positively received than the original, though the Xbox version features significantly worse graphics than the PC version and doesn't feature that game's add-on content either. Reviews for the Xbox version range from mediocre to good, and sales are rather poor.

    Enchanted Arms

    A Japanese SRPG that was released for the PS3 and Xbox IOTL, it's an Xbox exclusive in North America ITTL (though it does get a Wave release in Japan). Notable for its large cast of playable characters and multitude of anime cutscenes, it's considered one of the best JRPGs on the Xbox, though that doesn't say very much.

    Myst: Excavation

    The last Myst game released on the Xbox, this is an adventure/puzzle game that features old-school Myst gameplay with a 3-D interface, allowing the player to explore various areas and uncover the mysteries found there. It takes place in modern times, the protagonist is a young man helping to excavate an ancient ruin, who stumbles upon an artifact that causes him to fall into an ancient city ruin, where he must learn what happened to the city in order to escape. Like the previous Myst game for the Xbox, Excavation gets strong critical reviews. It looks beautiful while capturing the mystery and isolation of the earliest games in the series, and is ultimately a financial success, if not a very big seller. The game does do quite well on the PC as well, selling over a million copies there. Myst has quietly kept a strong following over the years and is still known as one of the premier PC game franchises with a quiet but surprisingly large following, and has mostly kept gameplay fairly true to the original, not mixing things up or overhauling its formula too much.

    Rooms Of Doom

    Rooms Of Doom is a wacky third person shooter title built for multiplayer play, with lots of traps, very agile characters, and strange arenas. It's actually more fun as a local multiplayer party/LAN game than an online title, and makes some waves even if it's not an extremely popular game. It would later resurface on the Xbox 2 to a bit more success.

    Warcraft: The Unwavering Horde

    A spinoff title of the Warcraft series, this combines RTS gameplay with action RPG gameplay, featuring smaller scale battles than the main PC game, and also incorporating some of the storylines from World Of Warcraft. Its storyline depicts a powerful Horde general raising a massive army to invade Azeroth, and the protagonist must unify a squad of heroic soldiers to stop their advance. It's hyped up as a decently good Warcraft spinoff, and gets solid reviews and decent sales. It's obviously not a console adaptation of World Of Warcraft, but it's quite fun regardless, and Blizzard would continue putting out Warcraft games for Xbox systems for the time being.

    Pariah

    An FPS for the Microsoft Xbox, Pariah is similar to the OTL game which sees a solider named Jack Mason fighting an invading horde of creatures from another world. Unlike OTL's game, TTL's game has a much more robust plot (and doesn't have Mason sacrificing himself to save Karina at the end, instead having the two of them fight their way out of the Shroud HQ together and defeating the final boss, a massive fusion between a Shroud bioweapon and a traitorous human soldier) and is a lot less buggy, due to the increased development type from OTL's game. Because of this, the critical reception is significantly better, making Pariah one of the more popular FPS titles of the year on the Xbox.

    Game Boy Supernova:

    Battle: March Across History

    A hybrid RTS/air combat/tank/FPS game, this game sees players fighting out battles Advance Wars style and then going into a brief combat mode to play out the battle, with numerous historical battles included. It's an innovative game, and well reviewed, but because it's on a handheld it can't have nearly the scale that other games have. The aerial combat is nice but not on the scale that Ace Combat is, the infantry battles aren't done as well as Call of Duty, etc. Many reviewers point out how much of a shame it is that this game isn't on a next-generation system, but it does sell well enough to make that a possibility down the road.

    Fairytale Untold

    Fairytale Untold is a Squaresoft SRPG and the direct sequel to the 1998 RPG Fairytale, picking up a few years after that game leaves off. It features the powerful fairy warrior Claris, the kind fairy mage Virtuosa, and the brave fairy queen Ashlyn leading an army against a powerful dark force causing the undead to rise all over the world. The heroes are divided into three different armies, with Claris leading one army, Virtuosa leading the second army, and Ashlyn leading the third. Each character has their own separate campaign, not fighting together until the three armies finally come together toward the end of the game. The three armies have separate recruits and a separate inventory, though there are points in the game where the three women communicate with each other and can trade certain items through the aether. The battle system is party-based, somewhat like the combat system in the Devil Survivor games: each army has eighteen units that fight in groups of three, with one character assigned as the leader. The combat system is a streamlined version of the combat system from the Ultra Nintendo games: when a party meets the enemy on the field, they enter a separate battle screen and fight utilizing an ATB combat system where the battle lasts a certain period of time, with the attacking party gaining tempo and going first. Each party of three has a leader, and when the leader is killed, that unit can no longer act until the leader is revived. If Claris, Virtuosa, or Ashlyn are killed in combat, it's an automatic Game Over. Each army has its own different quirks in both combat and recruitment: Virtuosa is a kind and lenient leader and showers her army with praise. This causes them to gain experience faster, but their skills level up more slowly, and certain units are unable to be recruited or will be disobedient. Claris is a strict leader and her army will level up more slowly, but will gain skills faster: however, certain classes will see their morale drop. Ashlyn is better at recruiting allies to her army, but her units critical hit less often and also use combo attacks less. Recruits can either be named characters or generic ones: though generic characters are much more common, named recruits have special skills and are more powerful, and it's encouraged to recruit as many of them as possible. As for the other characters from the original Fairytale, it's a while before any of them become available for the party, but eventually, Claris can recruit Ephret, Virtuosa can recruit Finn, and Ashlyn can recruit Remia. Pauldron and Schrall aren't playable. The game features stylized graphics rendered in a beautiful artistic style that looks good on the Game Boy Supernova, and features voice acting from the cast of the original game, though there's not a lot of it: voice acting is limited to a little bit in cutscenes and various lines during battle, with most dialogue scenes rendered using text and characters' faces, and not voiced.

    The plot of the game sees the peace from the end of the original game shattered when the dead begin to rise up and attack the living. The dead, along with their monster allies, begin to form a powerful army, that divides into three columns and attacks a number of human settlements. Ashlyn and Claris decide to form their own armies to take on the threat, and Virtuosa gathers up her numerous fairy friends to help. The three each engage in their own campaigns, which players can switch between (though they can't advance too far in one without advancing the other two). Each campaign has four chapters with at least one mission in each chapter (there are a total of 38 missions in all, along with side missions along the way). Eventually, the three armies unite for one final grand campaign, in which the player can put their best 18 characters in an army to take on the final missions (Claris, Virtuosa, and Ashlyn are required for these missions, and they can even be in the same party, though it's not recommended since it's still game over if one of them dies). The main villain of the game is the Revenant Witch, a powerful undead sorceress with immense power, who seeks to slaughter the creatures of the world so that they may become dead and come under her control. The heroes unite to defeat the witch, and the world is saved once again. Fairytale Untold is one of the more hyped Supernova games of the year when it's released, and reviews for the game are quite good, with most of the criticism directed toward quality of life issues (including the fact that if one of the main girls dies, it's game over). The game's music (penned by Yasunori Mitsuda), graphics, and gameplay are all highly praised, and it's one of the year's best reviewed SRPGs and considered an excellent continuation of the original Fairytale game and of the series itself.

    Severscape

    Severscape is a strange RPG, notable for being an ambitious 3-D RPG on the Supernova. It features a relatively emotionless protagonist who gains power from forming emotional bonds with other characters and then severing those bonds, causing what's known as a “severance in the soul realm”. At first, the people the protagonist bonds with don't know of this special power, but later as the protagonist makes stronger connections with people, they are informed of this bond and know that eventually this person they care about will be forced to betray them in order to gain enough power to battle the threats to their world. The game utilizes a turn-based combat system with parties of three, in which the protagonist's emotional bonds build over the course of many battles. The main villain is a similar character who also severs his bonds to gain power, though the villain does this by killing his loved ones while the protagonist simply does it by betraying them emotionally. It's an intriguing and unique game, but a repetitive battle system and fairly boring characters ultimately make this game a critical disappointment, and it doesn't sell very well, either in North America or Japan.

    Soulblazer: Heavenly Host

    Enix's sequel to Soulblazer, the classic SNES adventure game, this is a dungeon crawler/adventure title with similar gameplay and enhanced graphics, featuring the same protagonist from the original game. The player can use sword thrusts and magic in combat, though the battle system has seen some upgrades, allowing three spells at once and featuring somewhat more complex sword combat as well. The plot sees the Master once again calling his divine hero to battle after a tyrannical king once again takes hold of the land. This time, rather than making a deal with the devil, the king, known as Fourcant, has found three ancient treasures of evil and is using their powers to enforce his will over the land. The hero, who has been living a peaceful life with his bride Lisa who has just given birth to their child, reluctantly returns to battle. The Master grants the hero a new body, that of a mighty angelic warrior, in order to battle Fourcant's evil forces. The hero battles his way through a total of eight dungeons, defeating deadly enemies and bosses at each turn, before finally reaching Fourcant and defeating him. Considered a fun throwback to classic adventure games on the SNES and SNES-CD, Soulblazer: Heavenly Host gets generally positive reviews, though it doesn't sell nearly as well as Quintet's last big project, Fullmetal Alchemist, and is considered somewhat of a commercial failure, nixing plans for a follow-up game to Illusion Of Gaia or Terranigma, and convincing Quintet to focus their efforts on Fullmetal Alchemist and a possible ActRaiser continuation.

    Thrillseekers: Extreme Adventures

    In a departure from other games in the series, Thrillseekers: Extreme Adventures is an action platformer, featuring Alex, Stacy, Vivian, Elissa, Kirsten, and Marina as playable characters who use their extreme sports skills to clear obstacles and battle a variety of enemies across five worlds and 30 stages. The plot is that an earthquake near San Francisco unleashed a strange gas that has turned people into monsters and villains, and the girls, who are mysteriously immune, are the only ones who can solve the mystery of the gas and save everyone. It's a highly experimental game for the franchise, meant to promote a line of action “hero” toys, and non-canon to the series timeline (the framing device is a really weird dream Alex has after gorging on pizza). Each of the girls has their own separate skills, with Alex's skateboard able to cause earth-based combo damage, Stacy able to use her science to create tools to blast her enemies away, Marina able to use water powers and summon aquatic animals, Vivian able to perform insane bike stunts and light herself on fire like Ghost Rider, Elissa utilizing the wind and gaining the ability to fly, and Kirsten freezing her enemies and snowboarding off of them. The game features a decent amount of voice acting, but not as much as in previous titles, and cutscenes (which are animated and not 3-D rendered) are fairly short. While the game doesn't enjoy the excellent reception of previous titles in the series, it's still a fun platformer that combines Mario-style platforming with extreme sports gameplay and even a bit of beat-em-up action. It's mostly geared toward young fans, who buy enough copies of the game to make it successful, albeit not a massive hit like the main console games. It would get at least one sequel.

    Battletoads in Beatdown City

    The return of traditional-style Battletoads, this game is a Rare-developed beat 'em up sidescroller for the Game Boy Supernova, featuring Rash, Zitz, and Pimple doing battle in a massive city full of bad guys and fighters known as Beatdown City. Beatdown City is ruled by its evil mayor, Mayor Romplestomper, an evil anthropomorphic tiger with massive boots and a massive criminal empire. Of course, as it turns out, the mayor is being manipulated by the Dark Queen, using her powers of seduction to control Romplestomper into recruiting an army to help her take over the world. The Battletoads must fight their way through the city, defeating the various street gangs along the way. The game features some fairly punishing difficulty, but nothing quite on the level of the NES or SNES games, and the difficulty mostly comes from some really tough boss fights. The Battletoads eventually make it to Romplestomper, and after defeating him, are forced to take on the Dark Queen and an army of gangsters to save the day. Hailed as a return to old school Battletoads, Beatdown City is considered a fairly successful game both critically and commercially, and Rare is forced to ponder a return to consoles for the IP, but first, they decide to make a dream crossover follow-up for the Supernova in 2008...

    iPod Play:

    Aerio: Find The World

    The first handheld installment in the Aerio series, Find The World takes place after Aerio 4: Sacrifice, and sees the titular heroine trapped in a world between life and death, a world of darkness populated by lost souls and frightful horrors, where she has to fight her way out. The gameplay is similar to the console Aerio titles, though Aerio lacks most of her wind powers and has to use light powers instead, which she gains by freeing trapped souls and finding light in treasure boxes. The game features a more enclosed, scaled down world from previous titles in the series, and has more dungeon crawling and close-quarters combat, with some puzzles in the mix as well. The game ends with Aerio still trapped outside the world of the living, but now hopeful, filled with light with most of her old powers restored. The game proves both commercially and critically successful, though not quite to the degree of the last couple of console games. It would ultimately set up the Aerio games that would see release on the iTwin down the road.

    Starcraft

    A port of the 1998 PC RTS classic, Starcraft features enhanced graphics, an expanded campaign, and a control scheme designed to allow a similar degree of micromanagement to the PC version of the game. The controls are a bit clunky to get used to at first, but the game is a decent fit for the iPod Play, and it features both local and online gameplay, which functions decently, albeit a lot slower than the PC version. It's a decent port, but only for people who absolutely need Starcraft on the go, and sales are a bit lacking, with mostly empty online lobbies.

    The Raid 2

    The sequel to the iPod Play's launch FPS hit, The Raid 2 sees the protagonist of the previous game return, now as a sergeant leading a squad of troops. The campaign has been expanded from the original game, and the multiplayer is much more robust, and overall the game is significantly more complete than the original. One of the iPod Play's best FPS titles to date, it averages a solid 8/10 and scores decent sales.

    Stank

    Stank is an urban-themed beat-em-up title in the tradition of Toejam and Earl and Z-Stomper. It features a hip-hop based soundtrack and has some really fun combo moves, though the combat and levels are somewhat repetitive. It does have a lot of attitude and humor, and overall is considered a decent game, performing fairly average in sales, maybe a bit moreso thanks to extensive promotion.

    Star Wars Heroes

    A port of the hit 2002 beat 'em up for the Ultra Nintendo/Katana/Xbox, Star Wars Heroes is a perfect port of the Katana version, but with more playable characters and levels. It's considered probably the best version of the game, and is also the only version to have online co-op multiplayer. While sales are solid, it doesn't do quite as well as the console versions of the game.

    Multiplatform:

    Alien Lancer: Dual Wielder

    The Alien Lancer Jane returns in the third installment of this action packed and humorous FPS series. This game, as the title implies, focuses on dual wielded weaponry, with Jane packing a pair of powerful alien laser pistols as she once again battles the warlord Morgath, who's hired a deadly female assassin named Marvela to hunt down our heroine. Marvela has a pair of dual pistols of her own, and she and Jane will lock horns numerous times over the course of the game. Apart from the focus on dual wielding and some quality of life improvements, not much has changed from the last game in the series, and the review scores reflect that, dropping slightly from those received by The Rise Of Morgath. Despite this, the game is still a commercial hit, probably the biggest in the series to date after it's released for the Wave and the Xbox, and sends the series out of the sixth generation in style.

    DJ Jambot

    A very arcade-y rhythm title similar to games like Guitar Hero and Frequency, DJ Jambot comes with a futuristic looking turntable accessory (similar to the OTL DJ Hero, but a bit more simplistic) and focuses on hip hop and techno music. The game's snazzy interface makes it a visual treat, and it's highly accessible to fans of all ages and skill levels, making it one of the more well received rhythm games of its day and an instant hit. It's released on both the Wave and the Xbox, but also sees versions for the Supernova and iPod Play, which have controller inputs rather than the turntable accessory but are still quite fun and sell decently.

    Kill Your Childhood
    (Authors' Note: The summary for Kill Your Childhood was sent to us by the reader Coiler! He sent us the first two paragraphs with the gameplay/story details, and we added the release information, including critical and commercial reception, in the final paragraph.)

    Kill Your Childhood started off as the product of Owen "Oscar Lima" Lloyd, a developer original TTL. At first, it was just a one-note 'lolgame' of the soldier fighting a few cartoon animals, but he decided to make it deeper after reading the story of a psychologist who helped Yugoslav War refugees. Floating around the internet as a PC download, it then gets a polished release for the Xbox and Wave. Lloyd remains adamantly tight-lipped about any interpretation of the plot or the "connection", saying that it's "up to the players to decide". Some of the future games by Oscar Lima will make Kill Your Childhood look positively straightforward in comparison. Kill Your Childhood starts off with a group of cute cartoon animals prancing around a field before a masked, camo-clad super-soldier shoots and slashes them to pieces. The first few levels are the soldier fighting the cartoon creatures (the gameplay with him is reminiscent of early Zeldas or Metal Gears), before an angelic valkyrie-figure arrives and subjects him to an unwinnable boss fight. Then, a girl named Kit goes around her fairy-tale palace, and the next few are mostly nonviolent open-world puzzle solvings. Occasionally Kit will be subject to a trap or surprise attack, but for the most part it's intellectual. The soldier is seen as having survived the fight, and prepares to return with more weapons, with the intention of destroying "Kit's parody world". From this point on the soldier's missions involve stealth and planting explosives. Enemies are still there and some fights unavoidable, but staying noticed too long means that the valkyrie shows up and kills the soldier. Kit's missions also involve puzzles and exploration amongst the cartoonish palace, although there's one scene where she walks down a hallway full of nightmarish scares and must take food from a monstrous, giant version of the soldier. Through found-texts, the full story is indeed revealed. The soldier was the veteran of a real war (left deliberately vague), and Kit is his daughter from a previous relationship, who lost her mother in said war. The war is over and father, daughter, and stepmother now live comfortably, but Kit's scarring has left her a hopeless shut-in, staying in her room and retreating into a fairy tale fantasy. (The food scene is representative of her leaving her room just to eat) Using some 'connection' (whether it's mystical, sci-fi, or just symbolic is also deliberately left unclear), the soldier is diving into Kit's dream-world to 'free' her.

    The game's climax is when the soldier sets up a Davy Crockett-style nuclear bazooka and aims it at the palace. If the player fires it, Kit is blasted out of a window to her death (all-but stated that she jumped in the real world because the soldier tried too hard). If the player doesn't and simply moves off the screen, then the game can progress farther. In Kit's world, more enemies, including other armed humans appear, and she gets a smashed bottle to defend herself. The 'real' endings are based on how many secrets are found and how many objectives the soldier has destroyed. Destroying all the objectives leads to a bad ending with Kit dying from the explosion similar to the bazooka. Finding all the secrets as Kit but not the soldier leads to a confrontation between the two in the final level, and a very difficult boss fight against the soldier as Kit where 'winning' heavily implies she killed her father with the bottle in the real world. Finding all the secrets as the soldier but not Kit leads to him believing she's beyond help and abandoning the connection (and with it the implication of sending her away). However, getting all the secrets as both while holding back on the soldier's objectives leads to a scene where they finally encounter each other. Kit reflexively sends out the valkyrie, who the soldier must defeat in another challenging boss fight. Once the valkyrie is beaten, there's a period of nervous silence where the player must unequip the weapons on both of them (otherwise the soldier kills Kit with both armed, or else the armed one wins) and move each one in turn towards the center podium. The two then hug, and the game cuts to one final playable scene, a repeat of the nightmare hallway, only at the end, there's not a monster, but a normal table with the soldier (unmasked and dressed in civilian clothes for the the first time) and his second wife. The game's best ending concludes with hopeful music as Kit has a normal dinner and shows her family the drawings of the in-game fantasy creatures. The game boasts an excellent soundtrack that ranges from a winking homage to "At Dooms Gate" for the first soldier stage, simultaneously sachharine and ethereal music that plays in most of Kit's areas, dissonant shrieks for horrible moments like the nightmare hallway and horror-themed areas, and a catchy final boss tune known as "Maximum Effort".

    Kill Your Childhood is quite well received by critics, with review scores averaging in the mid to high 8s. While initial sales would be slow, good word of mouth would ensure the game's eventual financial success, becoming one of the first majorly successful indie games, in the vein of OTL's Alien Hominid and Cave Story. It would later be released as a digital download on the seventh generation systems, including the handhelds (particularly the iPod Play, which would get a digital version of the game in 2006) and the consoles.

    Princess Rescue Squad

    A game about a group of princesses who rescue each other from villains, this game's development was funded by Apple and hits both the Katana and the iPod Play. The princesses are fairly basic characters at first, parodying classic tropes, but later as the game progresses, they're revealed to have hidden depths. It's a sort of beat 'em up platformer hybrid, with up to four playable characters at once (local multiplayer only) and while it's not a great game, its cheeky humor and fun characters make it a definite niche hit.

    Rising Tides

    Rising Tides is an adventure/strategy game about raiders on the open seas in a world slowly falling apart due to rapid ocean level rise. Players will need to chart a course and head to different locations in search of supplies or simply a place to live, then, once they disembark, the game enters a 3-D adventure mode where the characters explore and sometimes do battle. Somewhat based on the real life climate change issue, it's compared to the film Waterworld, though the plot isn't quite as convoluted and dumb and the game is actually quite good, with comparisons to a more dark Tales Of The Seven Seas type of game. The strong reviews ensure that the game sees decent sales on the Wave (though it's a flop on the Xbox), and a sequel for the seventh generation consoles eventually does go into development.

    Street Fighter: Clash Of Rivals

    A spinoff of Street Fighter IV for the two handhelds of the time, Clash of Rivals focuses on 20 characters, each with their own rival. The “Story Mode” is replaced by “Rival Mode”, in which the selected character battles their rival at the end. Other than those changes, it's essentially a portable Street Fighter IV, with most of that game's graphical and gameplay innovations, and is released on the same day as Street Fighter IV itself. It does fairly well on both handhelds, but surprisingly so on the iPod Play, which has a fairly robust online community for the game. It helps to push even more iPod Play systems in Japan, and Steve Jobs puts pressure on Capcom to begin pushing more Street Fighter for Apple consoles.

    Apocalypse 7

    A JRPG for both the iPod Play and the Supernova, Apocalypse 7 is about a group of young heroes with a limited amount of time to stop the impending end of the world. A time management game, it can be somewhat difficult and frustrating, but features very interesting characters and high quality visuals. Developed by Gust Corporation, it's one of the company's first big budget forays into handheld RPG making, and it's financially successful for them in Japan, while becoming a bit of a niche hit in America.

    Dead Midnight: Undaunted

    The latest game in Capcom's Dead Midnight series, which has gone from perennial best seller to annualized cookie cutter franchise, Undaunted attempts to mix things up again by focusing on a single hero: the series' main character, Steve Sheckert. In this game, Sheckert is sent on a mission to hunt down a dealer of blood diamonds who in reality deals in far more dangerous objects. The singular focus on Sheckert meant that developers could focus on enhancing the gameplay, and it has evolved from games such as Fade, with Sheckert able to perform more melee moves in combat, an improved cover, stealth, and enemy AI system, and a compelling villain who's more than just a cackling caricature. All in all, Undaunted is seen as a significant improvement over the previous two games, though it doesn't quite reach the quality of the first few games that made the franchise so successful. It sees slightly improved sales over Bloodlines, but the franchise's future in the seventh generation is uncertain.

    Prince Of Persia: The Shimmering Khopesh

    The sequel to Activision's 2004 Prince Of Persia reboot, this game picks up largely where the previous title left off, with the Prince and his beautiful new bride Shana thrust into another world-spanning adventure. This game introduces wall-running to the series, though it's done a bit different from Ubisoft's OTL Prince Of Persia games, taking place across more of a vertical dimension than a horizontal one. The game also introduces RPG-like elements to the series such as forging weaponry and searching for treasures which can then be converted into character advancement for the Prince (and later for Shana). Shana follows the Prince much more closely in this game, and takes on a more active role, rarely (if ever) becoming a damsel in distress (she does fall into a couple of traps and is grabbed by a bad guy once or twice, but most of the time she gets out on her own, in addition, the Prince actually finds himself in more trouble than Shana in this game, getting full-on captured for a sequence that introduces the player to Shana's controls and abilities). Sword fighting plays a major role in this game, with both the Prince and Shana receiving their own sacred swords, and the villain, Araq-Metash, wielding a mighty weapon known as the Shimmering Khopesh.

    The plot of the game revolves around an ancient war between the Prince's kingdom and a neighboring kingdom (based on ancient Egypt), ruled by the God Pharaoh Etern-Metash. Etern-Metash set forth on a great war of conquest, using his magic and his armies to turn the conquered into slaves, before being defeated by the Prince's ancestor, who became the very first Prince of Persia. The God Pharaoh's weapon, the Shimmering Khopesh, was sealed into an ancient pyramid, never to be awakened, at least until Araq-Metash, descendent of the God Pharaoh, stumbled upon it and was immediately beholden to its power. Using the might of the Khopesh, Araq-Metash transforms the Prince's land into a wasteland, causing hordes of the undead and of pestilent animals to sweep over the realm. The Prince, accompanied by Shana, must venture forth to purify the realm, battling evil at every turn. Eventually, the two do battle with Araq-Metash himself, defeating the evil ruler and stopping the Shimmering Khopesh and its evil magic for good.

    Released on the Wave, Katana, and Xbox, Prince Of Persia: The Shimmering Khopesh sees strong reviews and good sales, though it's released in the very crowded month of August and thus isn't as big of a hit as it could've been. The game would ultimately turn a profit, and would set the stage for the series to continue into the next generation.

    Starlet: Savior Of The City

    A game about a female superhero who's somewhat of a cross between Catwoman and Spider-Man, this game is an attempt to cash in on female players, and is also seen as a more serious alternative to Star Siren. The premise is that a woman named Elena is transformed into a superhero after being stabbed with a knife that, unbeknownst to her assailant, is made of an ancient meteorite that gives Elena strange alien powers. Elena becomes the superheroine Starlet and embarks on a crusade to rid the city of crime. While praised for its presentation and graphics, the combat is somewhat sketchy and the game is a bit glitchy, harming its commercial potential somewhat. It's released on the Wave and the Xbox, and would sell a decent amount of copies, but not enough to guarantee a sequel.

    The Transporter 2

    The sequel to 2004's The Transporter video game, based on the 2002 film (which as mentioned before, starred Vin Diesel as Frank Martin rather than Jason Statham), this game takes place after the original film but before the TTL film sequel. It's an open world game like the previous game, and once again stars Vin Diesel as the voice of Frank Martin. Martin is hired by a criminal gang to transport stolen property through the territory of a hostile criminal gang, and becomes embroiled in underworld intrigue after Lai (who ITTL was a much more active character, an assassin rather than the daughter of a criminal boss, and was played by Ziyi Zhang) assassinates the leader of the gang that Martin is working for. Once again, Martin doesn't know whether Lai is friend or foe, and is gradually pulled into a love triangle between himself, Lai, and the daughter of the assassinated criminal (who becomes Martin's main employer but has extremely shady motivations of her own). This game improves the combat from the previous title significantly, with Diesel (who had a major hand in the development of both Transporter games, similar to the role he played in the OTL Butcher Bay game) stating that he thought the combat in the first Transporter game “kind of sucked”, and wanted it to be the main focus of improvement for the sequel. Seeing as how the original Transporter game was heavily lauded by critics anyway, this makes Transporter 2 one of the best received open world titles of the year. It's the first title in the series to see a multiplatform release (for the Wave and the Xbox) and would be brought to the Xbox 2 in 2007. Despite the improvements from the first game, it would see slightly lower review scores because of a fairly convoluted plot and a lack of improvements apart from the combat system, but is still a big critical and commercial success.

    Grand Theft Auto: London Stories

    Grand Theft Auto: London Stories is a portable Grand Theft Auto game for the Supernova and the iPod Play. Taking place in London in the 1960s, it revolves around a skinhead criminal who starts out as a minor drug dealer but ends up doing jobs for numerous powerful gangs within London as the city descends into gang violence and anarchy. Featuring lots of British music from that time period, from mod to punk, along with a very period appropriate motif, London Stories is both a nostalgic blast from the past and a classic Grand Theft Auto title, featuring a fully 3-D environment and a fairly large city to explore. While the game doesn't quite distinguish itself in the same way that Liberty City Stories did, featuring a fairly bland protagonist (when compared to LCS' Catalina), it's still a fun game and has a similar critical reception to the OTL Vice City Stories. It does garner some controversy for its skinhead protagonist, though the game tries as best as it can to distance “skinhead” from any fascist/neo-Nazi imagery or connotations. Grand Theft Auto: London Stories would be decently successful, and Rockstar would heavily consider a San Andreas Stories, though it would take more time to make than the previous two games had.

    -

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

    July 2006:

    1. Tom Clancy's Spartan (Microsoft Xbox)
    2. Street Fighter IV (Nintendo Wave)
    3. Alien Lancer: Dual Wielder (Nintendo Wave)
    4. Alien Lancer: Dual Wielder (Microsoft Xbox)
    5. DJ Jambot (Nintendo Wave)

    August 2006:

    1. Amok (Microsoft Xbox)
    2. Madden NFL 2007 (Microsoft Xbox)
    3. Tom Clancy's Delta Force 2 (Microsoft Xbox)
    4. Madden NFL 2007 (Nintendo Wave)
    5. Tom Clancy's Delta Force 2 (Nintendo Wave)

    September 2006:

    1. Star Fox: Heroic Universe (Nintendo Wave)
    2. Encounter 2 (Nintendo Wave)
    3. Encounter 2 (Microsoft Xbox)
    4. Bully (Nintendo Wave)
    5. Doom 3 (Nintendo Wave)
     
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    Fall 2006 (Part 1) - Final Fantasy XI
  • Final Fantasy XI

    Final Fantasy XI is an RPG developed and published by Squaresoft. Directed by Hiroyuki Ito and Motomu Toriyama, the game is a blend of the OTL Final Fantasy X-2 and Final Fantasy XII, with the Ivalice setting, open world exploration, chunks of plot, and soundtrack motifs taken from OTL XII, and the combat system and job system taken from OTL X-2. Much like XII, the plot of TTL XI centers around a rebellion against a powerful empire known as the Leonis Empire, which has been conquering much of Ivalice in its quest for military dominance. In a battle against a border country known as Ozmodia, the older brother of a young street orphan named Adair is killed, and Adair is left fending for himself on the streets of the Ozmodian capital Revenestri (similarly named to the OTL Rabanastre). Meanwhile, a princess named Mariche has witnessed the slaughter of her entire family by the Leonisian general Caius (sharing a name with the antagonist of the OTL Final Fantasy XIII-2). Mariche herself was nearly executed as well, but unleashed a hidden power that allowed her to escape. Through a twist of fate, Adair and Mariche will meet in Revenestri, and their adventure will begin. Through Mariche's power, she is able to sense the powerful Espers, thought by many to be only a legend, and seeks to find the Espers and control their power to gain her revenge on Leonis. Meanwhile, Caius and his twin brother Avernus are both favored by factions of the gods of Ivalice, and the struggle for the throne is paralleled by a literal holy war taking place in the spiritual realm, a war that will have ripple effects on the world of mortals. Final Fantasy XI features an explorable world, much like the OTL and TTL Final Fantasy X, though it's open and full of side quests like the OTL XII. Unlike the OTL XII, enemies are not fought in the world itself, but are fought via random encounters on a separate battle screen. These fights play out almost identically to the fights in OTL X-2, with a fast paced ATB combat system that allows three characters to time their attacks in rapid-fire, which will trigger a combo damage multiplier. This multiplier can be increased by landing an attack with more hits. Characters power up via both experience points and from abilities and stat gains earned by mastering the game's various Jobs, which also earn points at the end of each battle. There are a total of 39 Jobs in Final Fantasy XI, ranging from classic jobs such as Fighter, White Mage, and Black Mage, to exotic jobs such as Cheerleader and Clown. Like in Final Fantasy X-2, Jobs are equipped to Job Grids that can be found as items and equipped to characters. These Job Grids range from a basic diamond or line-shaped grid to complex shapes, and by switching between jobs during battle (which, like X-2, is accompanied by a transformation sequence, with sexy Sailor Moon-like sequences for the female characters and Power Rangers sentai-esque sequences for the males, these sequences can be switched off in the options menu to save time in battle), temporary buffs and bonuses can be accessed. Every job equipped to an active Job Grid gains a portion of JP in battle, though only Jobs actively used during a battle will gain all possible JP. Jobs in Final Fantasy XI have much more complex growth trees than those in OTL Final Fantasy X-2, with most jobs having dozens of stat gains and ability level-ups that can be earned through gaining JP. All stat gains and abilities gained from a job are equipped automatically when that job is in use, while weapons and armor have a number of slots to equip stat gains and abilities from jobs that aren't being used, sort of like Materia in OTL Final Fantasy VII. More powerful weapons and armor tend to have more slots, though there are also some weapons and armor that trade off power for more slots, or vice-versa. Like OTL Final Fantasy XII, magic is found in the field or purchased from shops, but can only be used with the corresponding job or ability. There's no License Board in the game, so you're only limited by your current Job Level and your number of ability slots. Like any good Final Fantasy game with a complex stat/ability system, there are literally millions of different effective combinations, and part of the fun of the game is finding what works best for your characters and play style. Final Fantasy XI, like any big budget Squaresoft Wave game, features beautiful environments and outstanding graphics, easily beating out any OTL PS2 game or even OTL Wii game for graphical quality (it looks better than OTL Xenoblade Chronicles by a significant margin). The game's soundtrack, much like OTL's XII, is headed by Hitoshi Sakimoto, and has a similar "epic" feel to that game, though only a handful of songs from TTL's XI would be recognizable from OTL's XII. The soundtrack is a bit more fast paced, to accommodate the slightly faster nature of TTL's game, but it's still fully orchestrated and even has some callbacks to Final Fantasy Tactics, like OTL. The world is truly massive, with a ton of sidequests, more than in any Final Fantasy game yet, though the game does have a bit more structure and linearity than OTL's XII. It features a voice cast that's a mix of well-known voice actors and unknowns, and is considered one of the series' most cinematic and well acted games.

    The seven playable characters are:

    Adair: A teenaged orphan Hume (human, corresponding to the race in the OTL Ivalice games) boy with a few similarities to OTL's Vaan, though he takes a more active role in the story and is a bit more mature. He also doesn't have dreams of being a sky pirate, his ambitions are more vague, but ultimately in Mariche he finds a renewed purpose. He's voiced by Michael Dow.

    Mariche: A teenage Hume princess with a mysterious power that allows her to commune with Espers, she was witness to the murder of her family of royals by the conquering Caius, and sees revenge, much like Ashe in OTL Final Fantasy XII. She wields both magic and weaponry, and is distrustful of Adair at first, but grows attached to him as the game goes on. She's voiced by Janet Varney, best known IOTL as the voice of the Avatar Korra.

    Montblanc: A Moogle who also appeared in Final Fantasy Tactics Nova, he's playable in Final Fantasy XI as well, and serves a somewhat similar role: he's a mentor of sorts to Adair and Mariche, joining on with them early and offering to show them the ropes of adventuring in exchange for them helping him hunt down monsters. Extremely friendly and a bit of a jokester, he does get serious later on but never loses his positive spirit. He's voiced by Tom Kenny. As a Moogle, Montblanc has three exclusive Jobs.

    Cid: A sharp-tongued Hume machinist, Cid, like in many other Final Fantasy games, is technologically inclined and offers to help the heroes gain passage onto an airship. He's a bit of a schemer and a tiny bit like OTL's Balthier, though he's somewhat more immature and doesn't have a Fran to balance him out. He's also the youngest Cid to date, just a few years older than Adair and Mariche. He's voiced by Troy Baker.

    Ritz: Ritz is a somewhat spunky Hume girl (about a year younger than Adair and Mariche) from a somewhat backwards village. Destined to be a Guardian of Belias, she meets the heroes as they journey to find their first Esper. Initially she tries to prevent their progress, but when she realizes they offer her a chance at freedom and adventure, she leaves her village and aligns herself with the heroes. She's voiced by Myrna Velasco (her first acting role ITTL).

    Shelipa: A beautiful Viera woman, Shelipa, much like Fran, comes from a hidden and isolated forest. However, Shelipa has decided to make her way in the Hume world as an assassin, and meets the heroes after attempting to kill them. They best her in a boss fight, leaving her in despair about her destiny, but she eventually sees fit to join the heroes. She's voiced by Martina Lotun. As a Viera, Shelipa has three exclusive jobs.

    Ba'Gamnan: A Bangaa scoundrel, Ba'Gamnan starts off as being fairly similar to his OTL counterpart: a ruthless criminal who will stoop to anything to get his way, and who commands a gang of Bangaa thugs. However, he reforms himself in TTL's game and becomes a loyal, if still somewhat dubious, ally. He's voiced by Steve Blum, the same person who voices him IOTL. As a Bangaa, Ba'Gamnan has three exclusive jobs.

    As for the two twins, Caius is voiced by Jason Isaacs, while Avernus is voiced by Gideon Emery (who voiced Balthier in OTL's Final Fantasy XII).

    The game begins with Adair working in Revenestri, killing monsters to protect the local caravans. During a special job, he ends up in the sewer, where he meets up with Mariche, who is attempting to assassinate Caius while he visits the city. Mariche is being pursued by guards, and the two end up having to fight their way out of the sewer, eventually ending up getting taken hostage by some mercenaries. They're rescued by Montblanc, who helps Mariche decipher her power and the fact that it's pointing the way to the Esper Belias. The three set off on their journey together, though they're being pursued by both Caius' soldiers and the vengeful mercenaries. After a few adventures along the way, they meet up with Cid, who offers to help them get to the valley where Belias is said to be. The heroes eventually reach the valley and meet up with Ritz, though soon after meeting her, she's captured by the mercenaries, who want the heroes to find Belias for them in exchange for Ritz's safety. There's a clash inside the tomb where Belias lies, leading to the defeat of the mercenaries and Ritz's rescue, and clearing the way for Ifrit to be found. The heroes battle Ifrit and gain his power, but in doing so, Mariche catches a glimpse of the cabal of gods who rule the world from on high, and along with the numerous other things she learns, this causes her to pass out, forcing the heroes to look for a way to help her recover. Meanwhile, we begin to see more of Caius and Avernus' relationship, and the power struggle taking place in the Leonis Empire. Avernus has the loyalty of the judges (who play a more benevolent role in TTL's game), but Caius has the loyalty of both the people and a mysterious group of cloaked mages known as the Whispered (all except for one, a Viera named Azamat who will become very important as the story goes on). These cloaked mages begin to make their presence known during the second part of the story, in which the heroes search for the next Esper, Frigga, while Mariche recovers. During this time, both Ba'Gamnan and Shelipa come forth to attack the heroes, though only Shelipa is fairly quickly recruited onto the team. Mariche finally reawakens with new power and new purpose, and tells the others that they have to find Avernus as quickly as possible. Frigga (the Esper of ice, taking the place of Mateus from OTL's XII) is obtained by the heroes somewhat sooner than Mateus was in OTL's XII, and the next Esper, Ixion, is found somewhat quickly after that (the heroes will ultimately obtain eight Espers over the course of the story, with four serving as optional bonus Espers). The next Esper is Fujin, the esper of wind, but that one will take a bit longer to find, as the heroes run into major trouble after being attacked by Pandora (voiced by Kari Wahlgren, who voiced Ashe in OTL's XII), a powerful member of the Whispered, and also Caius' would-be bride. Pandora already has one Esper, Famfrit (the Esper of water) under her control, and after crushing the heroes in an unwinnable boss fight, turns her full powers on a fairly large sized city called Enebria, causing a massive tsunami wave to rush over it, destroying it before the heroes' eyes and serving as a warning to anyone who would help Adair and Mariche. After the destruction of Enebria, the heroes resolve to capture Fujin, and head to the next Esper shrine, a beautiful temple suspended between two cliffs. After a fairly long dungeon that sees a number of story revelations and harrowing moments, Fujin is obtained by the heroes, but once again, Mariche falls ill (she didn't do so after obtaining Frigga or Ixion, so this surprises the heroes). To make matters worse, shortly after this, the heroes are captured by Caius and his troops, who attempt to forcibly extract the four Espers from the still comatose Mariche. In the escape sequence that follows, one of the Whispered (not Pandora but another recurring villain) is defeated, and ultimately, it's Mariche who saves the day, awakening her powers to deal Caius a serious blow, while also heavily damaging a major Leonis city. Mariche is unfazed by this, but the other heroes, including Adair, are horrified at Mariche's cold response to all the death and destruction she's just caused. Mariche just tells them that she'll have her revenge and doesn't care what she has to do to get it.

    The fifth and sixth Espers are acquired fairly soon after this, including Gorgon, the Esper of earth, and Cuchulainn, the Esper of poison. Meanwhile, Azamat acquires Shemhazai, the Esper of silence. Azamat is loyal to the Leonis Empire, but not necessarily to Caius, and has a "rivalry" of sorts with Pandora, though it's mostly a one-sided hatred from Pandora toward Azamat. Unlike Pandora, Azamat is able to commune with the gods of Ivalice, and knows that the gods supporting Caius are opposed to the gods supporting Avernus. If the gods begin to war over this, it could threaten all of Ivalice. Azamat also has a good relationship with several of the Judges, and realizes that Adair and his group could be an asset worth using. Azamat reaches out to them and offers up her control of Shemhazai as a peace offering, but Mariche wants nothing of it and would rather kill Azamat where she stands. Azamat tells Mariche that she's just like Pandora, and leaves to try and reason with Caius herself. Montblanc asks Mariche and the others to accompany them to an ancient tomb, where he wants to show them something. The tomb turns out to be a resting place for the rulers of Ozmodia, Mariche's ancestors. Mariche is confronted by her own darkness in a scene somewhat similar to Cecil's battle against his darkness in Final Fantasy IV. With the heroes' help, Mariche is able to conquer her darkness, and activates more hidden powers within herself. She decides to go to meet Avernus and try and settle things peacefully. On the way, the heroes have their final run-in with Ba'Gamnan, and Mariche is able to convince him to renounce his criminal ways and join the heroes (using an atrocity that Caius' army committed against the Bangaa to convince him). The heroes eventually make their way to Avernus, where Mariche meets Azamat and apologizes to her. The two confer with Avernus, and the three of them all realize that the gods are in the midst of engaging in spiritual warfare. Avernus asks to test Mariche's resolve, and tells her to go to a temple deep below the Leonis palace. It's a trial dungeon, and at the end of it is Azamat, waiting to battle the heroes. While Azamat and Mariche are dueling, Avernus tries to reason with Caius and seems to get through to him, only to be fatally stabbed by Pandora. Mariche and the heroes defeat Azamat, who graciously gives them control over Shemhazai. However, the heroes emerge from the temple in the midst of a trap. Just when it seems like they're going to be killed, Azamat sacrifices herself to allow their escape. Caius' takeover of the Leonis Empire causes a massive rift between the gods, and great cataclysms begin to overtake the planet as the gods begin to engage in war. Only the heroes and their loyal Espers can quell the gods' rage, and after saving Revenestri from a calamity, they take their new airship to a remote island where it's possible to reach the gods themselves. Meanwhile, Caius' conquest of the world is accelerating, aided by Pandora and her Esper and by the gods loyal to Caius, who seem to be stronger than the gods loyal to Avernus are. Mariche manages to talk down all of the gods except for one: the youngest of the gods, a vengeful being who decides to inhabit the body of Avernus' most loyal and powerful Judge, Judge Almagest. Judge Almagest rallies an army of rebels to clash with Caius' armies, causing wars to break out all over the world. The heroes have to venture to Almagest's fort in order to defeat him, though as Almagest is defeated and begins dying (which also causes the god possessing Almagest to begin to die), he warns the heroes that their actions will only allow Caius to become all powerful.

    Almagest's death brings more plot revelations, which ultimately reveal that the gods haven't been warring against each other at all: they've been united in their efforts the entire time, with their goal being the destruction of human civilization in order to bring humanity back to a more controllable state. As empires rise, the gods "choose sides", their influence ultimately leading to either war between empires or civil war within the most powerful empire, which results in enough death and destruction to reset the clock on humanity. The Espers are cursed bodies of beings that defied the gods, and when freed from their prisons, is the signal to the gods to accelerate their plans and foment war and conflict. Mariche's family was exterminated by Caius because Mariche's gift of being able to commune with Espers was about to awaken, and the gods activated that gift within Pandora and Azamat to disrupt Mariche's efforts to gather the Espers together. Azamat realized this and alerted both Avernus and Mariche, while Pandora formed a new plan along with Caius: to kill the gods and gain dominion over all. The gods realized Caius' plan, but in their arrogance, believed he could be controlled and continued their own plan, but one of the gods, the one who possessed Almagest, realized that Caius was growing far too powerful and dangerous, and intervened to attack him directly. In a pair of cutscenes, Mariche and Adair confront two of the gods themselves, while Caius, being aided by three gods, suddenly turns his powers against them. Mariche, in a powerful and passionate speech, convinces the gods to follow her, and their bodies form into twin swords that Adair and Mariche each take, while at the same time, Caius and Pandora slaughter three of the gods and forcibly absorb their power before using it to destroy another city. Caius is motivated by anger at the gods thinking they could control humanity (or particularly, him), while Pandora, essentially the Harley Quinn to Caius' Joker, is just crazy and enjoys bloodshed and destruction. The heroes are sent to obtain an artifact that lies deep below the city that Pandora just destroyed, an artifact that Caius has left Pandora to search for while he ventures to the Empyreal Realm, the former seat of Ivalice's gods. The heroes battle their way through the city's substructures, which are infested with monsters and the vengeful spirits of the recently killed, to find Pandora, who battles the heroes with Famfrit at her side in an epic clash. Pandora is fatally wounded, but makes one last attempt to take out the heroes by expending all her magic at once to try and blow them up. The two remaining gods tell Adair and Mariche to use them to blunt the explosion, and the two hold up the swords, absorbing the force of the blow but also destroying the last two gods of Ivalice in the process. With the last two gods destroyed, nothing prevents Caius from exerting his influence over the world. However, Mariche and her eight united Espers are able to erect a magical barrier that protects the world temporarily, giving the heroes the time they need to take the fight to Caius, who has turned his most loyal troops into powerful beasts to protect him. The heroes ascend to the Empyreal Realm and confront Caius, who first battles the heroes in his normal human form, and then transforms into a godlike being for the second stage of the fight. Caius is defeated, and the world is saved, with the Espers ascending to their new homes in the Empyreal Realm. The ending implies that Adair and Mariche enter a relationship together, and despite large parts of the world suffering greatly from the wars and cataclysms, there's ultimately a happy and hopeful future for all the races of Ivalice.

    Final Fantasy XI is released in North America on October 31, 2006, the same day as the release of Final Fantasy XII IOTL. The game receives excellent reviews for its massive world, its fun battle gameplay, its innovative job system, and its epic storyline, ultimately becoming one of the year's best received RPGs. It would see slightly better sales than OTL's Final Fantasy XII, selling around half a million units in its first week of North American release, about half of what the game sold in its first week of release in Japan earlier that year. With XI, the series would say its final farewell to the Nintendo Wave, as the company had already begun development on its first Final Fantasy for Nintendo's Wave successor. Shortly after the completion of Fairytale 3, Tetsuya Takahashi would be asked to helm Final Fantasy XII, and would create a game that would very much resemble a certain epic RPG from OTL...
     
    Fall 2006 (Part 2) - Samus' Final Homecoming
  • Metroid: Homecoming 2

    Metroid: Homecoming 2 is the direct sequel to 2004's Metroid: Homecoming, the seventh mainline Metroid title, the second and final Metroid title for the Nintendo Wave, and, as of TTL 2017, is chronologically the final title in the Metroid series. It's a third person adventure title that centers around Samus' quest to find any remaining living Chozo and return the Chozo civilization to its former glory via the use of the Chozo Progenitor Stone, an item that will allow any Chozo left to return to their homeworld and start anew. The game has many gameplay similarities with its predecessor, including the lock-on system, the Special meter, and melee strikes, and many of the weapons and items from Homecoming return for this game. Like Homecoming, this game is a 3-D adventure that plays much like the OTL Metroid Prime games, except that instead of being in the first person, it's in the third person. Many of the major gameplay innovations of Homecoming 2 are introduced about halfway through the main story, once Samus is forced to exit her suit and becomes a true Chozo warrior. Homecoming 2 distinguishes itself heavily from other Metroid games in that Samus will spent less than half of the main story in her iconic Power Suit, instead donning a variety of other outfits as she makes her way through the game's myriad of environments. The game features more mechanical/robotic enemies than any other Metroid game thus far, with one of the main themes of the game being the clash between biology and technology. The game delves heavily into Samus' character, exploring the nature of what she feels to be her debt to the Chozo who raised her, and what her role in the galaxy is now: does she see herself as human or Chozo, as savior or as warrior? She has numerous personal monologues throughout the game, with the narration somewhat resembling entries in a diary. Jennifer Hale returns to voice Samus in the game, and gives what many people consider one of her best performances to date. The graphics are slightly improved from those of Metroid: Homecoming, though they don't push the limits for a Wave game, with the game instead choosing to focus on gameplay and large environments over raw graphical power.

    Metroid: Homecoming 2 primarily takes place across three main areas: a space station/orbital city known as K78, an abandoned colony moon known as Grimm, and a large, seemingly uncharted planet called Metalos. About 25% of the game is completed before Samus actually reaches Metalos, where the bulk of the story takes place. The game begins on K78. Samus has grown obsessed in her search for a surviving Chozo. The Progenitor Stone has led her on what seems like a wild goose chase, and Samus had reached what is nearly the end of her rope as she follows a lead to K78, a space station filled with ne'er do wells and criminals. She explores the space station in her Zero Suit, and the player has a limited repertoire of moves. This section of the game is a mix of town-like areas and combat zones, with Samus ultimately ending up being pursued by Space Pirates while she gives chase to their leader, a winged insect-like creature known as Borassi. Borassi ultimately ends up taking the Progenitor Stone and leaving Samus with a fairly large monster to deal with that ends up being the boss of this stage of the game. Samus defeats the monster and pursues Borassi and his Space Pirate flunkies to Grimm, a small moon that once housed a human space colony. Grimm is about the size of one of the regions from Metroid: Homecoming, making it a fairly nice "starter world" for Samus to explore. The game proper begins here and Samus dons her Power Suit for the first time upon arrival. However, the Power Suit has been damaged in Samus' quest to find a Chozo survivor, and so she once again finds herself mostly starting fresh, finding a few of her familiar tools on Grimm, including a new beam known as the Flora Beam that channels the energy from plants into her weapon and is quite effective on creatures such as Space Pirates. After exploring most of Grimm, Samus corners Borassi in an ancient arena. The Progenitor Stone is indicating the presence of a Chozo there, but there is nothing. Samus battles Borassi and manages to get the Progenitor Stone from him after defeating him, but he flees before she can finish him off. Samus explores the arena after Borassi leaves and discovers that the last surviving Chozo tried to carve out a life here in the ruins of the human colony, but something came for them and either killed them or took them away. Samus traces some scrap metal she finds and discovers that its origin is in a mysterious dark region of the galaxy. Samus can't find a planet there on the scanner, but when she goes to the dark region, she finds a planet covered almost entirely in metal. She manages to land her ship and begins to explore. Almost immediately, she realizes that the planet is inhabited by a race of metallic creatures that take all sorts of forms, from humanoids to large animals to insects and even dinosaurs. Samus begins to explore the metallic planet and finds large areas where the metal creatures haven't taken over. Somehow, organic life has survived in patches on the planet, and Samus thinks that the surviving Chozo may be among them. As Samus continues to explore, the player might begin to notice that they are acquiring some fairly strong power-ups for what seems like an early part of the same. The Space Jump, Screw Attack, and Plasma Beam are acquired in fairly rapid succession, and Samus even acquires a new beam, called the Degenerator Beam, that seems like her most powerful weapon in the series to date: it absolutely shreds metallic enemies and carves large chunks of health from a fairly large boss that Samus encounters. Samus eventually traces everything she's found to an ancient laboratory and sees that the last few Chozo were indeed captured and experimented on by the mysterious metallic race. She is filled with fury, and her suit powers up yet again, into a more powerful version of the Chozo Suit from Metroid: Homecoming. She gains one final new item, the Striker Wings, that enable her to fly into enemies even faster than the Screw Attack allows, firing at them from the air or flying into them for massive damage. Samus eventually encounters a creature that she identifies as the "director" of the lab, responsible for torturing and exterminating the last surviving Chozo. She tears into him with everything she has and seemingly wins, only to suddenly be attacked by a horde of metallic insects. In a horrifying scene, the insects infiltrate Samus' Power Suit, destroying it slowly from within, then swarm Samus. She can only writhe in horror as the insects cover her entire body. As she flashes back to her life, she thinks of everything that's happened to her, remembers her parents, the Chozo, the people she's helped, like the young girl from Metroid Darkness. Something within her very soul awakens, and she flails into the air, somehow activating the Crystal Flash technique using her own body. It's a beautiful cutscene and reminiscent of a "rebirth" for Samus, causing the metallic creatures to be thrown from her body and causing her to be thrown free of them.

    Samus flees from the creatures in her tattered Zero Suit, eventually falling into a cave deep within the ground. There, she encounters the corpse of the last surviving Chozo, who escaped from the metallic creatures, but was forced to leave the others behind. He has written on the wall in his own blood, telling his story. Then he addresses Samus directly, knowing through their shared Chozo spiritual connection that she would come here. His final gift is the last secret of the Chozo: the unity of knowledge and power, the way to walk the path of the peaceful savior and the ruthless warrior simultaneously. Samus removes the tattered remnants of her Zero Suit and kneels in a pool (Samus is nude here but obviously nothing graphic is shown since this is a Teen rated game), allowing the spiritual energy to flow through her. She paints her face with Chozo markings and dons the fallen Chozo's warrior garments, becoming a true Chozo warrior. In her hands appears a sacred bow and arrow made of pure light, and an entirely new control scheme and set of power-ups opens up to the player. Samus has lost the mobility of her Power Suit upgrades but has become exceptionally agile in other ways, able to climb walls and strike enemies with powerful melee strikes. Her Power Arrows have unlimited uses, though she can also learn special arrow techniques that, while enabling her to fire much more powerful shots, also drain her Special meter. She will acquire numerous buffs and power-ups as she explores the rest of the planet that take the place of her traditional Power Suit upgrades (some of them have similar functions to her Power Suit or Zero Suit upgrades, like a grappling whip to replace her grappling hook). Once the player sees this cutscene and Samus takes on her Chozo Warrior form, they're about halfway through the main story. Samus emerges from the cave and wipes out the metallic insects, including a large insect boss they form once Samus has killed enough of them. She then explores more segments of the planet, no longer searching for the Chozo but simply looking for revenge against the metallic creatures who've exterminated the beings who raised her as a child. There are some moments in this part of the game that might remind players of the OTL Horizon: Zero Dawn, though the combat is somewhat easier and Samus doesn't have to sneak around like Aloy does, she can usually just walk up to creatures and rain light arrows in their face. Samus eventually learns that to destroy the creatures of Metalos, she'll have to find the planet's Core, a massive blast furnace burning in the center of the planet, from which spawns all the creatures Samus finds. She also learns that the creatures stole the Chozo's brainwaves, giving them access to Chozo technology, including the knowledge of how to spawn Metroids (known as Metal Metroids and taking four different forms as Samus explores the planet's depths). Borassi also rears his ugly face, having followed Samus for revenge, he battles Samus once in a fierce boss fight about three fourths of the way through the game before escaping again. Toward the end of the game, Samus would later find him brutally killed: the metallic creatures had captured and experimented on him too. In doing so, they managed to absorb Space Pirate brainwaves, and to Samus' horror, she learns that this has given them knowledge of the Federation, which they are now assembling ships to conquer and destroy. Samus' mission is no longer one of revenge, once again she's been thrust into the role of galactic savior. Around this time, she battles a massive metallic dinosaur boss in an epic fight (gaining a non-Power Suit version of her Savior Wings as a reward, taking on a very angelic image after donning them). After doing so, she gains access to the Core area of the planet, the final stage of the game. She makes her way through the core, battling powerful third-stage Metal Metroids and other powerful metallic creatures. She then discovers her Power Suit, but it's a trap: it's been reconstructed by the metal creatures and transformed into an autonomous fighting creature. She defeats and disables her suit, then re-takes it for herself. After putting the suit back on, she learns that not only does it have all the powers from before, but also most of the powers she's gained as a Chozo warrior, making her practically superheroic in what is unofficially known as the Chozo Savior Suit. Samus battles her way to the core, where she must first fight a powerful fourth-stage Metal Metroid boss, then goes to the Core itself. Samus learns that Metalos was another creation of the Chozo, an attempt to reconstruct their homeworld that went horribly awry. Samus realizes finally that the Chozo had been atoning for their sins when they took her in, and that they saw Samus as a chance to undo the damage they have done. The Chozo never wanted to rebuild their civilization: they saw the Progenitor Stone as a way to guide Samus to Metalos in order to fix their mistakes. The Core, now a mix of Mother Brain's ambitions (from the Space Pirate brainwaves) and the Chozo's self-loathing, takes the form of a gigantic humanoid being and addresses Samus directly, challenging her to acknowledge her own mistakes. Samus replies that she's come to terms with her mistakes a long time ago, and now only wants to protect people. Despite being raised by the Chozo, far away from galactic civilization, Samus learned to respect all life, and though feeling emotionally distant from her fellow humans, still feels a deep love for them, like a mother toward her children. She tells the Metalos Core that she has to defeat it to protect humanity, and doesn't need any other reason. Then she fights the Metalos Core in one of the series' most epic final boss battles. She defeats it, causing a chain reaction that destroys the planet. The player is given a 20 minute timer, and though they complete their "escape", after doing so a cutscene reveals that Samus is still impossibly far from her ship. She closes her eyes and just smiles, and we see her glow for a split second before the planet explodes, leaving an ambiguous ending. However, there are three endings: if the player beat the game in more than a certain amount of time with less than a certain amount of completion, the ending remains ambiguous. If the player meets a couple of time/completion requirements, they are given a slightly less ambiguous ending implying that Samus survived but not showing it. If the player gets 100% completion (including the items on Grimm, though after some exploring on Metalos, the player IS allowed to take Samus' ship back to Grimm to collect what they've missed there) AND beats the game in a slightly strict time requirement, or gets any% completion and beats the game in an extremely strict time requirement (basically a decent speedrun), they are shown the full, canon ending: Samus' Chozo warrior spirit surrounds her in a bird-like wisp that takes her to her ship at near lightspeed, giving her time to escape the planet. She is last seen flying toward a Federation space colony to give her full report on the Chozo and the events that have transpired, and it's implied that she's going to take a very long rest before going on another mission.

    Metroid: Homecoming 2 is released on October 17, 2006, to a very strong critical reception. The reaction to the Chozo warrior mechanic and Samus' general lack of a Power Suit for slightly more than half of the game is somewhat controversial among certain critics and fans, including one who flat out says "without the Power Suit, it's just not Metroid". However, other critics call it the best Metroid game ever made, saying that it brilliantly encapsulates Samus' character, it tells an incredibly dark story, and it finally gives the Chozo who feature so prominently in the series their due. Others criticize Borassi, who is seen as a "Diet Coke version of Ridley", and say that they would've rather just seen Ridley come back, but after his spectacular sendoff in Metroid Darkness, others think it's best to leave Ridley lie, and that "if you want to see Ridley, he and his giant hitbox are in Super Smash Bros. Clash". The controversy surrounding the game prevents the review score from being amongst the highest of the year, but the overall review score still hovers around the 9/10 range, and most fans do enjoy it from both a gameplay and story perspective. The game would sell quite well in its first month of release and throughout the holiday season, having a slightly weaker first few weeks than Final Fantasy XI but then picking up steam into the holidays and overall closing out more sales over the calendar year. The game would represent the end of an era for the franchise: it would be the final game where Jennifer Hale would voice Samus, and it would be the final game chronologically, with subsequent releases flashing back to earlier parts of Samus' life. It would also be the final Metroid game on the Nintendo Wave, but both it and the original Homecoming would be considered two of the best games on the system, and the two would eventually be released together as an HD compilation for the Wave's successor console.
     
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    Fall 2006 (Part 3) - The Down And Out Democrats
  • The midterm elections of 2006 were a referendum on Al Gore's second term, and thus far, that second term had been one of the most disastrous in modern American history. Gore was dealing with problems both foreign and domestic, his economic programs were being blamed for a stagnant economy, and he was also being blamed for increasing turmoil in the Middle East. Though the Iraq-Israel conflict was winding down with the death of Saddam Hussein, it had led to the deaths of over 200 Israelis, and Gore was blamed by some on the right for "abandoning" a staunch American ally (even though by all accounts Israel had won resoundingly, with bumbling to blame for about half of Israel's combat deaths). There was also a growing wave of social conservative fervor, with Americans making their voices heard on contentious issues such as gay rights and abortion. Mike Huckabee, who'd lost his gubernatorial primary in 2002 to John Walton, had been seen as somewhat of a disgrace and who would probably never challenge for national office again, but in 2006 he beat Mike Ross in Arkansas' 4th congressional district race, becoming one of many Republicans that would defeat Democratic incumbents. Most analysts knew that Democrats had no chance to win the midterms, and believed that they should simply try to staunch the bleeding that they would inevitably suffer. President Gore didn't make matters much better: he largely neglected to promote many Democrats in the congressional races. Gore's defenders would state that the president was dealing with far more pressing matters in the leadup to the election, and that was true, but others, particularly progressive Democrats, thought that Gore had abandoned the party, and it began somewhat of a grassroots movement to push a more progressive Democratic presidential candidate in 2008.

    Most of the headlines were made in the Senatorial races, where a number of longtime Democratic incumbents were up for re-election in surprisingly competitive races. One of those incumbents was Dianne Feinstein, who was being challenged by the young and controversial arch-conservative Andrew Breitbart. Breitbart had made headlines when he'd finished third in the 2003 California recall elections, and had continued to make headlines as a fierce voice for conservative issues, appearing regularly on networks such as Fox News, and also being a frequent guest on Glenn Beck's increasingly popular radio show, which had become the #2 conservative radio show in the country behind Rush Limbaugh. Breitbart won an extremly contentious primary that saw Breitbart triumph over congressman Sonny Bono. Bono, who'd famously reconciled with his transgender son Chaz Bono in 1999 and who was considered a pro-LGBT Republican, differed sharply with Breitbart on the issue of LGBT rights. The two had a single debate weeks before the election, in which they nearly came to blows after Breitbart referred to Chaz Bono as Sonny's "degenerate daughter", and Sonny had to be physically restrained from attacking Breitbart. The incident had been thought to be fatal for Breitbart's candidacy, but the socially conservative Republican base rewarded Breitbart with a narrow win. With Breitbart's ex-wife (but still friend and campaign advisor) Arianna Huffington helping him to fine-tune his message, Breitbart had begun appealing to more mainstream voters, and the race was thought to be a dead heat going into election day. Ultimately, Feinstein triumphed over Breitbart by less than a percentage point, and Breitbart would use the narrow loss to claim that he was "robbed", which sent plenty more traffic to his website in the months to come.

    Feinstein holding off Breitbart would be one of the few bits of good news that Democrats would have on Election Day: it would be a bloodbath at the polls. Jeb Bush, fresh off his second term as Florida's governor, easily defeated incumbent senator Bill Nelson by 12 percentage points, Michael Steele would defeat his Democratic challenger Ben Cardin to become Maryland's junior senator, Shelley Capito would score a massive political upset by defeating longtime senator Robert Byrd in West Virginia, and Rick Santorum would absolutely crush his Democratic opponent by a 70-25 margin to retain his Senate seat in Pennsylvania. Santorum's huge win was yet another indication that he was becoming a frontrunner in the 2008 presidential race, in which it seemed increasingly likely that a socially conservative Republican could be the party's standard-bearer.

    All in all, Republicans gained eight Senate seats in 2006's midterms, taking control of the chamber with 57 seats. Democrats were knocked all the way down to 42, though independent Bernie Sanders would continue to caucus with them. In the House, the results were similar to the 1994 Republican wave election: Republicans would gain 44 seats in all, retaking control of the chamber by a staggering 260-175 margin. Texas congressman Lamar Smith would be named Speaker of the House, while Indiana senator Richard Lugar became the Senate majority leader. The election of such a sharply Republican congress would drastically limit Al Gore's ability to push his agenda forward over the last two years of his presidency, and many began to call him a lame duck, even with half of his final term left to serve.

    -

    "Amend For Arnold" Movement Gaining Steam?

    Longtime actor and bodybuilder Arnold Schwarzenegger has become increasingly vocal and active in politics as of late. Recently in 2003, he considered throwing his hat into the ring for the California recall elections, and would have likely been the front-runner, but declined to enter and instead threw his support toward longtime friend and eventual winner Richard Riordan. Schwarzenegger's name also came up in the conversation for California's open 2006 Senate seat, in which longtime senator Dianne Feinstein was said to be vulnerable. Schwarzenegger declined to enter that race as well, but did condemn Republican candidate Andrew Breitbart for a number of anti-transgender comments made during the Republican primary race. Schwarzenegger also stated that had he known Breitbart would win the primary, he would have entered himself. Now, Schwarzenegger has become vocal once again, stating that he'd be willing to consider a run for president should he be made eligible. The United States Constitution currently prevents non-natural born citizens from running for president, but there's been talk about amending the Constitution to strike that provision, especially amongst moderate Republicans who would like to see Schwarzenegger run.

    There's been criticism of amending the Constitution to allow foreign born people to run for president, with Breitbart among conservative critics of the proposal. In a statement made shortly after Schwarzenegger announced interest in the presidential race, he said: "the Constitution is a safeguard against foreign entities who would harm America and its citizens. There's a good reason people who aren't born here aren't allowed to run for President, and amending it for anyone, no matter how qualified, is a dangerous proposal". A majority of Americans seem to share Breitbart's sentiment: a recent poll taken shortly after Breitbart's statement had 51 percent of voters stating that the Constitution should stay how it is, 35 support amending it to allow for naturalized citizens, and 14 percent were unsure. There is now a growing "Amend For Arnold" movement circulating online, with an informal petition garnering half a million votes. As of right now, the new Republican congress hasn't stated anything about pushing forward a possible amendment, and either way, it would be extremely unlikely that such an amendment could be ratified in time for the 2008 elections.

    When asked who he would support for president if he wasn't allowed to run, Schwarzenegger mentioned his friend Sonny Bono, who has also mentioned a possible presidential run.

    from a Yahoo! News article, posted on November 10, 2006

    -

    Early Presidential Polling Has Santorum, Clinton As Frontrunners

    An early national poll taken amongst 1000 likely voters from each party has been taken, indicating possible voter preferences for the 2008 election. Ten of the most mentioned candidates for each party were selected and offered to the voters, and the results are as follows:

    Rick Santorum: 29%
    John Kasich: 22%
    Rudy Giuliani: 10%
    Sonny Bono: 10%
    Mike Huckabee: 8%
    Jeb Bush: 7%
    Peter Fitzgerald: 4%
    Richard Lugar: 4%
    Andrew Breitbart: 3%
    John Walton: 3%

    Hillary Clinton: 28%
    John F. Kennedy Jr.: 27%
    Barack Obama: 10%
    Maria Cantwell: 7%
    John Edwards: 7%
    Dennis Kucinich: 6%
    Paul Wellstone: 6%
    Bob Menendez: 5%
    Bill Richardson: 2%
    Robert Wexler: 2%

    Rick Santorum has taken a commanding lead in the Republican race, though there's also a great deal of support for 2004 candidate John Kasich, who hasn't definitively stated that he wouldn't be willing to run again. Former New York mayor and 2002 Senate candidate Rudy Giuliani has also seen significant support, which could set up a potential rematch with John F. Kennedy Jr. with the White House on the line. Speaking of JFK Jr., he finished just behind Hillary in a Democratic poll that also saw Illinois senator Barack Obama and Washington senator Maria Cantwell make strong showings. While the Republican party has overwhelming control of Congress, the sharp divide between economic and social conservatives could see a party divided going into the 2008 election, an election Republicans are expected to do quite well in if the economy continues to falter.

    -from an article on Politicwatch.com, posted on November 17, 2006

    -

    Steve Irwin: And so these conservation efforts, I think, are so important to ensuring the continued health of the world's marine life. Bleached coral is becoming a major problem, and with climate change occurring at an even more rapid pace, it's more important than ever to monitor the status of coral reefs and the creatures living within them, because it really is the backbone of our worldwide oceanic ecosystem.

    Paula Zahn: That is incredibly fascinating, and it's really troubling to hear about how quickly these reefs are becoming endangered.

    Irwin: It just proves that no matter where you live, we all have a part to play in taking care of our environment and the creatures that live-

    Matt Lauer: Steve, I'm really sorry but we have to cut this just a bit short, we have breaking news out of the capital of Pakistan right now and we need to switch over to that because something quite terrible has happened.

    *A video is shown of a massive cloud of black smoke rising over the city.*

    Lauer: We're getting word now that a massive truck bomb has been detonated right in the heart of Islamabad, Pakistan, and we also have reports of several gunmen throughout the city, and we're hearing right now that the truck bomb was detonated outside of one of the most frequented hotels in Pakistan, a hotel frequented by American travelers and businessmen. We're hearing initial reports that over 400 people have died in just the truck bombing alone, but we're also hearing that a gunman ran into a restaurant and that at least 18 people were killed there, and more gunmen are attacking tourist sites and shops throughout the city. It is an absolutely chaotic and horrible situation in Islamabad right now.

    Zahn: And we have on the phone an American tourist who was staying in that hotel, this is exclusive right now and they were staying on the other side of that hotel from where the truck was parked, that hotel sustained enormous damage but this tourist somehow was able to get to safety and we're talking with them right now. Julie, you're on the phone with NBC's Today, how are you doing right now, are you all right?

    Julie: *sounds very scared and distressed but is able to talk coherently* Yes, I'm fine, I'm bleeding from my arm but I think I'm fine.

    Zahn: Julie, don't put yourself in danger to talk to us, if you need to get to a hospital-

    Julie: I'm fine, it's okay, it's horrible here though. *sirens can be heard loudly in the background*

    Lauer: Julie, this is Matt Lauer, can you tell us what happened? *as Julie speaks there's video playing on the screen of emergency personnel rushing to the scene of the bombing, dozens of people being pulled out of the wreckage, bloodied people crying or looking for friends or loved ones*

    Julie: I was eating supper in my room when all of a sudden there was this huge explosion, I was thrown out of my bed and one of the walls was blown up... some rubble fell on me and all I could hear was screaming, I couldn't hear very well though because the explosion was so loud.

    Zahn: If you need to go to the hospital you should go, where are you right now?

    Julie: I'm not sure, I'm looking for my friend because she was outside the hotel when it happened, she had gone shopping and I don't know where she is but they said it's too dangerous to go anywhere because there might still be gunmen...

    Zahn: How many people are around you right now?

    Julie: There are so many people and a lot of them hurt...I saw so many dead bodies when I was coming out of the building... *starts crying*

    Zahn: Julie...Julie we're going to let you go, you need to get to a hospital to take care of your arm, okay?

    Lauer: Julie, thank you for taking the time to speak to us but you-

    *Some screaming is heard*

    Julie: Oh my God! No, wait- *gunshots can be heard, along with several loud cries including "Death to the American whore Musharraf!" in Punjabi before the call is cut off*

    Zahn: ....*her hand is covering her mouth, she's speechless*

    Lauer: I, um...

    Zahn: *shaking her head for a moment, her hand still covering her mouth*

    Lauer: We're just...going to go to the NBC News studio where Katie Couric will continue to cover this unfolding and terrible situation.

    *Cut to commercial for about 20 seconds before the NBC Special Report graphic is shown*

    -from NBC's broadcast of Today on November 20, 2006
     
    Xbox 2 Worldwide Launch
  • The Los Angeles X-Zone was in the center of the video game world tonight, serving as the launch point for the brand new Xbox 2 console, which released officially worldwide at 12:01 AM Eastern Standard Time on November 21, 2006, but was released to the waiting crowd at the Los Angeles X-Zone one minute before, at 9:00 PM Pacific time. It was a star-studded event, with celebrities like Shaquille O'Neal, Ice Cube, Drew Barrymore, and Kristen Stewart, among many others, here to celebrate the launch of the new Xbox and try their hand at playing some of the new games. There was a celebrity Tom Clancy's Delta Force 2 tournament at the event, and Guitar Hero II karaoke all night long. Stars and hardcore Xbox fans mingled at the event, which was invitation only and one of Hollywood's hottest tickets of 2006. Similar launch parties were held at X-Zone locations across the country, though none had the star power of the Los Angeles event. The tragic terrorist attack in Pakistan on Monday, which so far has claimed over 700 lives including dozens of Americans, did put a bit of a damper on the festivities, and security had to be stepped up, but all in all the Xbox 2's launch party went without a hitch, as hundreds of thousands of consoles were snapped up by eager purchasers nationwide.

    Microsoft continues to hold most of its big Xbox launch events at its X-Zone locations, even though the chain of arcades has seen its success stall out a bit, with some locations reporting a double digit percent loss in business over the past year. While much of that can be attributed to the ongoing economic slump, it is an indicator that the steep drop in attendance of arcades across the country over the past few years is a trend that not even the ultra-popular X-Zone arcades are immune from. Despite the speed bump, not one X-Zone location has seen its doors close, and the Los Angeles location remains the most successful arcade facility in the country in terms of profitability and attendance.

    -from an article posted on November 21, 2006 on Gamespot.com

    -

    Xbox 2 Technical Specifications

    The Xbox 2 is a device somewhat similar to OTL's Xbox 360, though it more resembles the OTL Xbox One S in terms of appearance. It's a white rectangular box about 20 percent smaller than the original Xbox, with most of the same hookups as the OTL Xbox 360. It also features an HDMI output (which the original Xbox 360 did not have) for the display of high-definition movies and games at full 1080p, along with a DVI output and composite and component video hookups, as well as S-Video. The main storage medium for the console is HD-DVD discs, which are similar to OTL's HD-DVD discs, with 15 GB of storage space or 30 GB for dual-layered discs, which many higher end Xbox 2 games come as. The system is capable of both ethernet and wi-fi internet access for online play, browsing the online store, participating in communities, and downloading DLC and updates.

    The system's power level is about 20 percent greater than the OTL Xbox 360. To put it simply, the Xbox 2 is capable of everything that the OTL Xbox 360 can do, while also being slightly better at certain things than the OTL PS3 was, though at other tasks it's slightly worse, making for a system comparable to the OTL seventh-generation consoles and that should be considered for all intents and purposes identical to them in the kinds of games it can play and graphics it can show. Unlike OTL's Xbox 360, which used an ATI based GPU, the Xbox 2 continues Microsoft's partnership with Nvidia, and is codenamed “Moldbreaker”, a chip on two dies each with a clock speed of 576 Mhz. The CPU is a three-core chip, similar to OTL's, codenamed “Erebus” with each core clocked at 3.6 Ghz. Like OTL's Xbox 360, the Xbox 2 has 512 MB of RAM. The hardware itself has been tested more extensively than OTL's 360 due to the larger lead time, and for this reason the “Red Ring Of Death” problem that plagued OTL's 360 machines is largely eliminated (though not entirely, about 4% of Xbox 2 consoles suffer a similar overheating problem within about 3-5 years).

    The console's controllers, with minute butterfly-caused changes, are virtually identical to OTL's Xbox 360 controllers, with similar button placements and functionality. The controllers are wireless, and like OTL's controllers, use disposable batteries for power, though battery packs and controllers with a built in recharger are also available. The Xbox 2 comes in two varieties: a default console at an MSRP of $399.99 with a 20 GB hard drive, and a “Pro” version of the console with a sleeker finish and an MSRP of $499.99, with a 100 GB hard drive. The console's hard drive is easily removable to allow for replacement. The Xbox 2 launches with Xbox Live right out of the box, and though it will ultimately require an Xbox Live Gold membership for online play, online play is free for the first three months after launch to encourage early adoption.

    -

    Launch Title Summaries-

    (Note: Like the launch of the Game Boy Supernova in 2005, the Xbox 2 would see a massive North American launch lineup, featuring 22 games in all. A lot of these games are ports, with developers of some of 2006's biggest games working on an Xbox 2 version alongside the Xbox/Wave/Katana versions of their games. This would draw some criticism, though most of these ports would come to be seen as the definitive versions of the games, and it would make the Xbox 2's technical prowess stand out in contrast with the sixth-generation consoles.)

    Half-Life 2

    Half-Life 2 is the premiere Xbox 2 launch title, and is the game that gets most of the pre-launch hype. Despite this, it's essentially a straight-up port of the original. Very little about the original game has changed. It boasts similar graphics, perhaps slightly better, than the OTL Xbox 360 port, and unlike OTL, where it was part of the Orange Box compilation, it comes on its own. As for the expansions, Valve is still working on an expansion follow-up to Half-Life 2, and it's due to be released in 2007. It's likely to appear as DLC for this game, though that hasn't been officially confirmed as of the time of this game's release. Overall, the Half-Life 2 port for the Xbox 2 is received extremely well, and for those who haven't yet experienced the game on the PC, it's considered a must-buy.

    GameRankings Score: 94.30%

    The Elder Scrolls IV: Oblivion

    Pushed as another major Xbox 2 console exclusive, this game sees release on the Xbox 2 about a week after it's released on PC. The Elder Scrolls series in general isn't quite as popular as it was around this time IOTL, but Oblivion gets a major promotional push as a marquee Xbox 2 exclusive, and gets a lot of hype here. It's a bit more polished than the OTL game, with a vastly improved AI system (no psychic guards ITTL, if you commit a crime in one part of the kingdom, the guards won't instantly hear about it on the other side of the kingdom). The gameplay is also a bit more action packed, due to influence from Bethesda's work on Knights Of The Old Republic ITTL, with improvements to the combat and some of the NPC dialogue trees as well. The plot, thanks to butterflies, is also changed significantly, though it still revolves heavily around the gates of Oblivion opening up and unleashing demonic forces on Cyrodill. In ITTL's game, the player character is an anonymous soldier who finds themselves a hero after rescuing the emperor's daughter during a great battle. The emperor's daughter is the twin sister of an evil prince who turned his back on the empire, due to being the reincarnation of a daedric prince who desires to feed the souls of all in Cyrodill to the eternal darkness. The player character must stop him at all costs, and ventures throughout Cyrodill in order to find a way to do just that. For the most part, the game still plays largely like the OTL Oblivion, with a vast amount of freedom offered to the player. Oblivion is extremely well received, both on the PC and the Xbox 2, and is considered one of the most successful launch titles for the console.

    GameRankings Score: 92.88%

    Dead City Beat
    (Authors' Note: The idea for Dead City Beat was given to us by the reader HonestAbe1809!)

    Dead City Beat is an action/shooter title and another exclusive for the Xbox 2. It's published by Capcom and Microsoft, though it's developed by a Western company separate from Capcom, as Capcom was working on Dead Rising for the Wave at the time. The game features a protagonist named Leland (voiced by and modeled after Bruce Willis) who must battle against a zombie invasion in a rapidly falling apart New York City. The game is an action shooter that plays much like the OTL game The Division, with limited ammunition but a focus on collecting melee weapons and using them against the zombies. It also focuses on protecting groups of survivors, the more survivors Leland is able to save and protect, the easier his mission becomes and the more areas of the city he's able to access. Throughout the game, Leland encounters members of the police and fire departments who are able to aid him, either by helping him lead civilians to safety or by scavenging for goods, or even by having his back in combat. With healing supplies few and far between (and no auto healing like in contemporary action games), Leland also has to rely on paramedics to patch his wounds. One of these paramedics in particular, a woman named Minerva, becomes an important character and a love interest to Leland, and makes frequent appearances to heal him. The main plot of the game starts out as a simple “kill zombies, rescue civilians” type game, but later on, Leland learns the secret of who spread the zombie plague: a scientist named James Richards from a research lab in the city who was experimenting a self-healing serum, only for it to turn people into zombies when it was sabotaged by a colleague, a rogue scientist named Sickles who has forced Richards to make an antidote for him so that he can use his control over the antidote to gain power and influence. The game's final mission is a Die Hard-style raid on a skyscraper, with Sickles holed up and threatening to unleash another wave of the plague, with Minerva as his hostage. Leland has to fight through waves of zombies to get up the building to Sickles, spouting badass one-liners the entire time. Considered a fun and badass game, though not necessarily a great one, Dead City Beat proves highly popular as the third member of the Xbox 2 “triumvirate” of major launch exclusives, and is one of the top selling launch games on the console.

    GameRankings Score: 83.26%

    The Calmness

    The Calmness is a mystery/visual novel sort of game meant to show off the theatrical capabilities of the Xbox 2. It's a cinematic style game taking place in three dimensions, and has elements of Fahrenheit and OTL's Alan Wake, though it's not as innovative as the former or as scary/compelling as the latter. It revolves around a young woman who suddenly finds herself completely alone in her town, and has to find out where everyone went, stumbling upon a horrible secret along the way. Impressive technically but rather boring from a gameplay perspective, and considered a bit of a disappointment.

    GameRankings Score: 67.90%

    Oni: Silent Soldier

    A combination shooter/beat-em-up title and the third game in the Oni series, it features similar gameplay to the previous two games, with a fast paced style of shooter gameplay that reminds many people of the recently released Amok on the original Xbox. The graphical style is a mix of 3-D and cel shading, and with the Xbox 2's excellent graphics it creates an outstanding effect that looks visually striking. The game sees protagonist Konoko hired by a mysterious organization to storm enemy bases and slaughter the personnel there. While these personnel seem at first like mindless soldiers and villains, Konoko eventually discovers that she's been hired to commit terrible crimes, and is forced to make a hard decision about what to do next. The game is considered beautiful and fun, but is fairly short, and the plot is rather simplistic and predictable. The game doesn't stand out amongst its contemporary shooters, and is one of the poorer sellers of the launch titles.

    GameRankings Score: 72.81%

    Adrenal

    A 2-D fighting title, another game meant to show off the new system's visuals. Not quite as popular as Deathblow was on the Ultra Nintendo, it's a fairly generic Tekken like game, but fighting game fans still scoop it up in decent numbers. It is probably the best looking console fighting game ever made at the time of its release, which unfortunately doesn't say very much.

    GameRankings Score: 70.85%

    Blades Of Blood

    A violent arena sport game where competitors throw bladed weapons at each other inside an enclosed arena. Think of it like roller derby meets knife throwing. It's a very high concept game and somewhat poorly executed, with clunky controls and an aiming system that makes later missions a frustrating chore. It doesn't even have as polished of graphics as other launch games, making it fairly disappointing all the way around.

    GameRankings Score: 61.44%

    Thrillseekers: Winter Challenge

    An extreme sports game focused on winter sports, Thrillseekers: Winter Challenge is released for both the Wave and the Xbox 2, and features three different sports: snowboarding, skiing, and luge. Two other sports were considered: bobsledding and snowmobiling, but the team nature of bobsledding made it inappropriate for an individual-focused game, while snowmobiling was considered to go against the tone of the game, though both would be considered for future titles. With only three sports featured, developers were able to put more attention on each individual sport, with an updated control system for snowboarding that makes the tricks and movement considerably smoother. Skiing involves a slightly more complex control system and more focus on dodging obstacles while also performing tricks, and luge is a first for the series: a sport based on timing and not trick points, though it is possible to perform “tricks” that will slightly accelerate your character to boost their speed and score faster times. Winter Challenge is the best looking game in the series to date, with the Wave version looking slightly better than the original game, while the Xbox 2 version looks outstanding and is one of the best looking launch titles on the system. The game features a 32 song soundtrack with a mix of new songs and a few old songs from previous games, including “Hazy Shade Of Winter” by The Bangles. The story mode, which is about half as long as the story mode in the original game but a bit longer than the Spring Break story mode, centers around Kirsten, as she and her five friends head to a mountain ski resort during their first winter break after meeting each other. They're ready to spend the week having fun on the slopes, only to run into Kirsten's older sister Marie (voiced in this game by actress/singer Aaliyah, though a different actress voices Marie in the animated series). Marie has always been fairly protective of Kirsten and has discouraged her from taking up extreme sports, though she herself is an excellent athlete and a significantly better snowboarder than Kirsten (which somewhat parallels the relationship Vivian has with her younger sister Marceline, with Vivian not always wanting Marceline to follow in her footsteps but not being quite as arrogant about it as Marie). After Kirsten and Marie have a huge argument, Kirsten challenges Marie and her friends (who are also excellent athletes) to an extreme winter sports competition. Kirsten must not only prove herself to her older sister, but repair the relationship the two used to have. Winter Challenge is considered an excellent game and one of the best winter sports games ever made, with the Xbox 2 version considered slightly better than the Wave version (the two are identical in pretty much every way except graphically).

    GameRankings Score: 90.51%

    Call Of Duty 4

    The fourth game in Activision's Call Of Duty series. IOTL, the fourth game was Modern Warfare, but ITTL, it's the fourth and final World War II-based game in the series. It would see release on pretty much everything, even on the Katana and the handhelds, but the Xbox 2 version is considered the marquee version of the game, with the best graphics and even a couple of bonus missions, along with the best online community.

    More information about this game will be given in a future update.

    GameRankings Score: 86.07%

    Guitar Hero II

    The sequel to 2005's hit rhythm game Guitar Hero, this is the series' first multiplatform game, seeing release for all the sixth generation consoles as well as the Xbox 2. The Xbox 2 version is considered the best, but all versions are rated highly. Interestingly, out of the four consoles this game launches on, the Xbox 2 and the Katana are the only ones that get DLC songs, with this being one of the few titles on the Katana to have DLC.

    More information about this game will be given in a future update.

    GameRankings Score: 96.47% (the highest rated launch title on the Xbox 2)

    PriZoner

    A fast-paced third prison shooter title about a convict who escapes from a maximum security prison. While seemingly violent and dangerous at first, there's more to this convict than meets the eye. While the game has impressive technical prowess (and is a showcased game on the Xbox 2 launch in addition to its Xbox and Wave releases), it's mostly just another generic cyber-shooter and gets middling reviews. One of the best looking of the Xbox 2 launch titles, but considered a disappointment for its cookie cutter stages and predictable plot. While reviewed decently on the Xbox 2, mostly thanks to system launch hype, its port for the Xbox and Wave would get raked over the coals as it would lose pretty much the only distinct feature it has, its outstanding next gen graphics.

    GameRankings Score: 74.14%

    Burnout Revenge

    A port of the hit 2005 racing title, Burnout Revenge gets revamped somewhat for its Xbox 2 release, with improved online gameplay, redone graphics, and all new cars and stages, making this a bit more than a port but not quite a remake. It's a fun racing game and does pretty well on the Xbox 2.

    GameRankings Score: 82.30%

    Madden NFL 2007

    The Xbox 2 version of this year's Madden game, it would actually surprise many by being fully featured, a rarity for next gen launch sports games. In addition to updated graphics and presentation, it would also include first-person gameplay, a bit of a novelty but a neat feature to try out, and would also have a real-time play calling mode and a real-time coach mode. Probably the best of the versions of this game, which is already considered a big year for Madden due to it being the first year of the franchise's NFL exclusivity.

    GameRankings Score: 87.81%

    NBA Live 2007

    This one's not quite as strong an outing as Madden, with not all the features from the last-gen games, but most of them present, along with exceptional new graphics. Considered a middle of the road NBA Live game, it's still a decently popular launch title.

    GameRankings Score: 75.44%

    NHL 2007

    Hockey games have been hit or miss at system launches, and NHL 96 for the Saturn, this isn't. It's a down year for EA's NHL series, and the Xbox 2 launch version is considered ho-hum.

    GameRankings Score: 69.71%

    Speedfreak

    This controversial M-rated sports title from earlier in 2006 is ported to the Xbox 2 at launch. It was a decent performer on the last-gen systems, but it underperforms here due to competition from Burnout Revenge. It's a decent port but not a great seller at all.

    GameRankings Score: 73.00%

    Liberty 2: Sons Of The Rebellion

    Another port, this sees a major bump in graphics from the Xbox and Wave versions of the game and while it doesn't add much to the gameplay or campaign, it's still quite a beautiful game and is considered one of the best shooters at the system's launch.

    GameRankings Score: 86.39%

    Need For Speed: Dare To Drive

    A pretty much straight port of the earlier releases of the game, with vastly improved graphics. It competes much more successfully with Burnout Revenge than Speedfreak did, ultimately selling slightly better.

    GameRankings Score: 85.96%

    Extraction 2

    Another port of a last gen game and a solid one at that, it's still a good game on the Xbox 2, but gets a bit lost amongst the other shooters released at launch for the system.

    GameRankings Score: 79.24%

    White Mountain: The Elite

    The hit snowboarding game gets a port to the Xbox 2 at launch, competing primarily with Thrillseekers: Winter Challenge. While popular amongst those who see Thrillseekers as being “too girly”, and also those who want a bit more difficulty than the somewhat beginner-friendly Thrillseekers, it would ultimately sell significantly less copies on launch week, mostly due to having burned out much of its demand on previously released versions of the game.

    GameRankings Score: 83.70%

    Quantum Eclipse

    This strange time-travel based FPS gets ported to the Xbox 2 at launch, and it's definitely one of the most distinct of the console's launch games, which does win it some fans. The Xbox 2 version not only features improved graphics, but more levels and multiplayer modes, making it somewhat of a “game of the year” edition of the original. It would do okay at launch, but it wouldn't be a blowout hit.

    GameRankings Score: 82.16%

    Tom Clancy's Delta Force 2

    The megahit FPS comes to the Xbox 2 and would be one of the system's most popular launch titles, featuring both improved graphics and a smattering of quality of life improvements to the game, including more default costumes, more weapons, a slightly longer main story, and plenty of multiplayer enhancements. Considered the definitive version of the game, it would avoid a lot of the problems of the other launch ports, selling excellently despite burning out some demand on the last-gen consoles: many Xbox buyers would double dip.

    GameRankings Score: 91.54%

    -

    November 21, 2006

    The Xbox 2 launches worldwide to massive fanfare and hype, perhaps more even than the Ultra Nintendo back in 1997. It's the first of the seventh generation consoles to launch (unless the handhelds are counted as part of the seventh generation), and introduces proper HD gaming to the masses, with incredibly impressive graphics and boasting a strong launch lineup. It would sell over 1.5 million units in North America on the very first day, making it the second best launch day ever for a game console in North America, surpassing the Nintendo Wave's launch day but falling short of the Ultra Nintendo's. However, the Xbox 2 would achieve two records during its launch week: with European (422,718) and Japanese (105,662) sales factored in, it would achieve the biggest launch day ever for a game console in terms of both units sold and raw financial profitability (though the Ultra Nintendo had a staggered release, so this “record” isn't what Microsoft touts it as). Also, during its launch week, it would break the Ultra Nintendo's record for launch week sales in North America, though with the Ultra Nintendo undergoing a massive supply shortage at the time, that record isn't quite as impressive as it seems either (and this record is also questionable due to it not being known for sure how many units Nintendo made available in the days after the launch, it's known that over half a million did sell on Black Friday but it's not known how many sold on the Thanksgiving day before, which is technically within the week one launch window). Ultimately it would sell around 2.8 million units worldwide in its first week, incredibly impressive by any measure and certainly a better launch than the Xbox 360 IOTL.

    Here are the launch week sales figures for the 22 launch titles, based on North American sales (on a total of 2,165,774 first week units sold in North America):

    Half-Life 2- 788,652
    Dead City Beat- 375,604
    Tom Clancy's Delta Force 2- 341,058
    The Elder Scrolls IV: Oblivion- 216,994
    Madden NFL 2007- 195,763
    Thrillseekers: Winter Challenge- 136,869
    Guitar Hero II- 108,423
    Call Of Duty 4- 97,055
    Need For Speed: Dare To Drive- 83,115
    White Mountain: The Elite- 62,480
    Burnout Revenge- 61,713
    NBA Live 2007- 49,295
    Quantum Eclipse- 42,104
    PriZoner- 38,536
    Oni: Silent Soldier- 37,940
    NHL 2007- 26,284
    Adrenal- 24,735
    Extraction 2- 22,315
    Speedfreak
    - 18,475
    The Calmness- 17,042
    Liberty 2: Sons Of The Rebellion- 13,487
    Blades Of Blood- 12,700

    With similar sales numbers to the launch of the Ultra Nintendo back in 1997, the Xbox 2's launch is considered a massive success. However, the Xbox 2's launch and the Ultra Nintendo's launch differ in one major way: supply. The Xbox 2, despite selling massive quantities of units, can easily be found on the shelves of most stores during the immediate weeks after launch. Microsoft massively overproduced the console, pushing out five million units to North American stores by the end of November 2006. It's clear that while the Xbox 2 sold extremely well, Microsoft expected it to sell much better than it did, and though they would claim that they wanted to ensure that everyone who wanted the Xbox 2 could get one, some industry analysts begin to wonder if sales of the console fell far short of the company's expectations...

    -

    Jeff Gerstmann: The Xbox 2, you know, great console, plays great, looks amazing on my TV...

    Ryan Davis: Yeah.

    Gerstmann: No problems with the console itself, right?

    Davis: It's fantastic. And this is coming from somebody who was blown away by Killer Instinct 3 back in the day. Here we are three years later and Adrenal makes Killer Instinct 3 look like crap.

    Gerstmann: Right, it looks way better than anything on the Wave.

    Davis: Yeah.

    Gerstmann: Here's the problem. You look at the launch lineup. What do you notice? What's the one thing that jumps out at you?

    Davis: Ports.

    Gerstmann: How many original must-play exclusive games does the Xbox 2 have right now?

    Davis: Exclusive? Counting, uh...

    Gerstmann: Only on the Xbox 2. Not on the PC, not on anything else but the Xbox 2.

    Davis: Well, I mean-

    Gerstmann: One. One game.

    Davis: Dead City Beat, right?

    Gerstmann: Yeah. Everything else-

    Davis: Well let's be fair, you've got Adrenal, you've got Oni, you've got Blades of Blood-

    Gerstmann: That's a terrible game.

    Davis: Okay, yeah, it was.

    Gerstmann: And Adrenal, I mean, it looks great but come on, a year from now are you gonna be playing that or Killer Instinct 3?

    Davis: Oh, Killer Instinct 3.

    Gerstmann: Exactly. And Half-Life 2 and Oblivion... those are on the computer! And they look better on the computer! The only game, the only game that even comes CLOSE to being a true killer app for the Xbox 2 right now is Dead City Beat. Maybe the Oni game if you're a hardcore fan of Oni, but right now the Xbox 2 has only one truly compelling truly exclusive game. There are so many goddamn ports! Most of the Xbox 2's launch lineup came out earlier this year on the freaking original Xbox! And then, okay, Thrillseekers: Winter Challenge and Guitar Hero II, those came out on the Xbox 2 at the same time they came out on other things, but still, you can still play those on the Wave! Guitar Hero II you can play on the Katana for Christ's sake!

    Davis: Well you gotta admit that Thrillseekers looks awesome on the Xbox 2. Again, that's another case of a game blowing me away on the Wave and then the Xbox 2 making that look like crap. They improved the cutscenes, the snow looks awesome, Marina has never looked hotter.

    Gerstmann: But if you've got the Wave, does seeing...does seeing Marina's cheekbones in high definition justify a $400 purchase? Or more if you don't have an HD TV? Because you're looking at a thousand bucks right there.

    Davis: It's Marina Hirano, man.

    Gerstmann: Go down to Suncoast and get a freakin' poster! Look, I have no doubt the Xbox 2 will be worth it once The Covenant 3 is out. Hell, there's a lot of great stuff coming out for the Xbox 2 next year, you've got Memory Hole, you've got the new Spider-Man game, there's Ogrekill which looks awesome. So I think the Xbox 2 is going to be a good system, but right now if you already have the original Xbox or the Wave, if you're waiting on the iTwin, is the Xbox 2 worth it right now with just one good exclusive? I mean, I guess if you don't have a gaming PC maybe, but everybody listening to this podcast should have a gaming rig and if you don't, go out and spend the 400 bucks on a really good graphics card and buy Half-Life 2 and Oblivion, you won't regret it.

    Davis: I really do see your point, I don't think I've ever seen a console launch with this many ports before. I think everybody just wanted to develop games for the Xbox 2, and it was easier for the time being to just port over some of their old stuff into HD. Some of the ports really are amazing, Delta Force 2 is an awesome port and I saw tons of people buying it when I went into Gamestop today.

    Gerstmann: Yeah, Delta Force 2 on the Xbox 2 is...it is a great experience. I mean, I don't know, man. If you haven't already bought many of these games than it probably is worth it to buy the Xbox 2. I'm just saying, if you've been keeping up with this year's big games, especially the shooters, there might not be a lot there for you.

    -from the November 21, 2006 episode of the Gamespot Podcast With Jeff And Ryan

    -

    November 21, 2006

    Brittany Saldita had just put her daughter Regan to bed when the living room phone rang. She picked it up, and heard a very welcome voice on the other end.

    “Hey Britt, did you go get the Xbox 2 yet?”

    Brittany smiled, sitting down on the couch with the phone in her hand.

    “Chris is picking it up right now actually, I was hoping to get in a game or two before heading off to bed... did you have fun at the launch party tonight?” asked Brittany.

    “Hell yeah I did, are you kidding me? Man, I wish you could've gone,” said Lyssa, her voice still extremely excited from the events of the evening.

    “Started too early, was still at the anchor desk,” replied Brittany, sighing but smiling. “I did get to read a report about it though, did you see our reporter there?”

    “I saw a few reporters, nobody from your station but I did see somebody from CNN,” said Lyssa. “Can you imagine drawing that lucky straw instead of being one of the people they sent to Pakistan?”

    “Tell me about it,” said Brittany with a sigh, her heart a bit heavy as she remembered seeing the Pakistan footage when she woke up that morning and then reporting about it on the news that night. “Feels a bit wrong to be celebrating something this trivial when there's something like that going on in the world.”

    “Well...” Lyssa's voice trailed off, clearly conflicted but trying to find the bright side in the situation. “Us playing the Xbox isn't going to make things worse over there, you know? ...I know that sounds really selfish of me to say but-”

    “No, you're right, we should try to get as much out of life as we can,” Brittany replied, her voice lightening as she changed the subject to lighten the mood. “So did you win the Delta Force 2 tournament? Did they even let you play in it?”

    “UGH!” Lyssa suddenly shouted. “I kicked three other people's asses and got to the semi-finals, then I lost to Shia fucking LeBeouf of all people.”

    “Oh COME ON!” Brittany shouted back. “How the fuck did you lose to him?”

    “He kept fucking camping me like a little bitch,” groaned Lyssa, “and he used the fucking noob tube, and...”

    “I hope he wasn't an asshole about winning.”

    “Are you kidding? He trash talked me the whole match, he shouted 'IN YOUR FACE HARLEY QUINN!' when he got the final kill. I'm just glad Ice Cube kicked his ass in the finals. God, I wanted to play Ice Cube so bad...”

    “Did you play any other games?”

    “Played Dead City Beat for a while, then I went over and played Guitar Hero II a ton. They had a mic set up so you could sing the songs as you were playing them, it was really cool. Ugh, I really wish you were there, we could've jammed out to 'Beast and the Harlot' together.”

    “Well if you're not busy tomorrow we can hang out and play, Chris is getting most of the launch games so we'll have Guitar Hero II for sure. Hey, did you talk to Ted and Alex yet?”

    “No, I did read Alex's reviews on his site though, he really didn't like Dead City Beat.”

    “Yeah, he said the graphics were incredible but trashed everything else,” said Brittany. “What about you, did you like it?”

    “I thought it was a blast, I only stopped playing so I could go over and play Guitar Hero II,” Lyssa replied. “Alex said his favorite launch game was Elder Scrolls IV.”

    “Ted said that was his favorite too,” said Brittany. “I mean we've all already played Half-Life 2, so...”

    “Is Chris still getting it for your Xbox 2?”

    “Of course he is.”

    The two continued to talk with one another, and were still talking when Chris got back with the Xbox 2.

    “Is that Chris? Ask him if he got Guitar Hero II,” said Lyssa.

    “Babe, did you get Guitar Hero II?” asked Brittany, casually looking up from the couch.

    “Of course I did,” said Chris, holding up the game along with an extra guitar accessory.

    “Hells yeah,” Brittany replied, continuing to talk with Lyssa as her husband separated the console from the games and accessories. “So can you come over and play with us tomorrow? I usually get home at around 9 in the evening so you can come over then.”

    “Yeah, I think so,” replied Lyssa. “I'm not shooting anything until a couple weeks from now so I've got some time to relax and I can't wait to get over there and play Guitar Hero with you guys!”

    “Settin' up a playdate?” asked Chris as he took the Xbox 2 console out of the box.

    “Yes, dad,” replied Brittany, sticking her tongue out at him and continuing to talk to Lyssa. “I remember 20 years ago when all the neighborhood kids would come over to play with my NES. This is like that, but the grown-up celebrity equivalent of that.”

    “We're gonna play Delta Force too,” said Lyssa. “If I can't beat Shia LeBeouf I can at least kick your stupid butt at it!”

    -

    In Microsoft's Seattle headquarters, Bill Gates was on a computer, browsing through various social media sites for reaction to the launch of the Xbox 2. Unlike the launch for the Xbox five years before, when Gates had been at the Seattle X-Zone mingling with fans and mugging for the crowd, Microsoft's CEO was all business this time around, and for good reason.

    The competition had gotten fiercer. While the Xbox 2 was first out of the gate this time around, Apple's iTwin was coming up closely behind, and rumors about Nintendo's next console indicated that it would be considerably more powerful than Microsoft's machine. If Microsoft was going to win this console generation, rather than achieve a moral victory by coming in a respectable second, it would have to have its finger on the pulse of the modern gamer.

    Gates spent some time browsing the major game websites, then moved away from the computer and back toward his desk, where several documents had been laid out. The Xbox 2 had received extremely positive reviews from most critics, with the only criticism being too many ports in the launch lineup. To Gates, the port “problem” wasn't a concern: Half-Life 2 was poised to have a far bigger launch on console than it had on the PC, and Valve had assured Gates that its company's games would remain a staple of the Xbox library for years to come.

    In recent months, Microsoft had made entreaties to assure that fact would remain true. The company had inquired about purchasing Valve several times during 2006, but had been rebuffed at every turn. He'd made a generous offer, but Gabe Newell had told him that Valve wanted to remain an independent entity, and that he was proud to have such an excellent relationship with Microsoft, a relationship strong enough that Microsoft wouldn't need to purchase his company, at least at the price Gates was offering.

    But with the Xbox 2's excellent launch and strong game lineup for 2007, along with the release of the new Windows Vista operating system during that year, it would be highly likely that Microsoft would soon be able to offer more: much more. And it wasn't Half-Life or Team Fortress that Microsoft was after. Bill Gates had seen Valve's Steam platform, and the possibility it offered to PC gaming. He'd convinced Valve to create a version of Steam for the Xbox 2 that would be launching early next year.... but he didn't just want a version of Steam. He wanted the whole thing.

    If Bill Gates had his way, 2007 wouldn't just be the year that Microsoft asserted its dominance over the console gaming industry. 2007 would be the year that Microsoft took over the PC gaming industry as well.

    Steve, you're not the only one playing this game for keeps.”
     
    Fall 2006 (Part 4) - Nintendo's Mario Kart Mulligan
  • Mario Kart: Crash Course

    Mario Kart: Crash Course is the fifth (or sixth, since it and Mario Kart: Road Trip! released simultaneously) game in the Mario Kart series. It's the follow-up to the Nintendo Wave launch title Mario Kart: Double Dash! and is in many ways a “do-over” of that game, which was a critical and commercial success but not to the extent that Nintendo wanted it to be, with many longtime fans calling it a disappointment because of sloppily made courses and it being rushed in general. Crash Course aims to fix many of those problems, addressing most of them at the course level. In terms of gameplay, it has many similarities to Double Dash, but with several major differences. Most notably, Crash Course features 12 racers at a time, which didn't occur IOTL until Mariokart Wii. Secondly, the game nixes the two racer system of OTL's game, bringing the number of racers to a kart to one but allowing them to hold two weapons at a time. Crash Course also has online play, which was introduced in Double Dash but was considered laggy and spotty. The online gameplay is significantly improved in Crash Course, and allows both racing and battle mode gameplay.

    Crash Course features 40 courses in all: 24 brand new courses and 16 courses from previous games, including four from the original Super Mario Kart, four from Ultra Mario Kart, four from Mario Kart: Super Circuit, and four from Double Dash that have been revamped to be more fun to play, with no more glitchy shortcuts and the addition of more exciting turns and obstacles. Crash Course's new courses include a few courses taken from the OTL Mario Kart Wii and Mariokart DS, but are mostly original TTL.

    Mushroom Cup:

    Peach Palace: A fairly basic course that includes a quick ride through the courtyard of Peach's Castle.
    Goomba Grotto: A forested course where Goombas occasionally walk on the track.
    Koopa Resort: An updated Koopa Beach taking place outside of a resort hotel.
    Mushroom Gorge: Similar to OTL's Mushroom Gorge, a wild course featuring bounces on mushrooms.

    Flower Cup:

    Desert Hills: From the OTL Mariokart DS, it's a similar course, a ride through the desert with Pokey obstacles.
    Slippery Sleigh Ride: A Santa-themed winter course with lots of icy surfaces.
    Toad's Toy Chest: A toy-themed course, somewhat reminiscent of Ribbon Land IOTL but with somewhat less tricky curves.
    DK's Back Alley: A mix of city streets and wild curves, it's street racing Mario Kart style, with a Battletoads cameo.

    Leaf Cup:

    Mario's Mountain: A mountain themed course with crowds lining the slopes.
    Wario's Weird Woods: Another forest themed course, but with much trickier obstacles.
    Tight Corner Cave: A cave-themed course with very tricky turns and some skillful shortcuts.
    Circus Circuit: A circus-themed course with some truly crazy jumps.

    Star Cup:

    Kingdom Mall: A mall-themed level quite similar to OTL's Coconut Mall.
    Yoshi's Island: A tricky course with lots of Yoshi's Island motifs and a Poochy cameo.
    Skyride Slide: A cloud-themed course with some allusions to World 5 of Super Mario Bros. 3.
    Boo's Haunted Bayou: A ride through a bayou with a decrepit haunted mansion.

    Special Cup:

    Tick-Tock Clock: Based on the OTL course and the Super Mario Dimensions level.
    Whirlwind Meadow: A beautiful meadow course with some dangerous wind obstacles.
    Magical Mirror Maze: A Kamek-themed course with some really mysterious shortcuts and places where karts seem to disappear.
    Rainbow Road: The game's Rainbow Road course, long and difficult with no barriers on long stretches of track.

    Super Special Cup:

    Luigi Speedway: A course designed to look like your typical game beginning Luigi course, but much more difficult.
    Arcade Prominade: A course where the karts race inside of an arcade machine with lots of blinking lights and fun visual motifs.
    Bowser's Castle: Your typical Bowser's Castle themed course with lots of lava and danger.
    Rainbow Revenge: Another Rainbow Road course, but designed to be spectacularly difficult and thrilling.

    Mario Kart: Crash Course is released on November 14, 2006. It gets a much better reception than its predecessor, becoming one of the top rated games of the year. With its massive amount of content (2.5 times the courses of the last game), its improved gameplay, and its more stable online play, it's applauded as “Double Dash done right”, and repairs much of the damage done by Nintendo's previous rushed title. Crash Course would ultimately go on to sell more copies than Double Dash, despite a three and a half year head start for the original game.

    -

    Mario Kart: Road Trip!

    Mario Kart: Road Trip is a Mario Kart game released or the Game Boy Supernova on November 14, 2006, the same day as Crash Course. It plays quite similarly, though unlike Crash Course, it only allows for eight karts on a track at a time, and only one weapon at once. It features online play, and has 24 courses of its own, though it doesn't have retro courses. The theme of the courses in Road Trip is that they emulate famous places from the real world. Though they don't mention anything in the real world by name, there's a Route 66-themed course (called Mushroom Road), a Paris themed course (called Shining Tower City), a Tokyo-themed course (called Neon Harbor), and more, with recognizable landmarks done in Mario style. Like Crash Course, a great deal of attention has been paid to track layouts in order to make entertaining courses that are fun to ride, and for the most part, the game succeeds. It boasts graphics comparable to those of its Wave counterpart (the Supernova's smaller screen helps), and is considered an excellent companion game to its Wave big brother. Many players actually buy both titles, with some stores offering $10 off the purchase if both are bought at the same time. Road Trip is as big a hit as Crash Course, possibly bigger, driving sales of many Supernova units over the holiday season and helping to give Nintendo a boost against the very popular iPod Play.
     
    Fall 2006 (Part 5) - Capcom's Nintendo Exclusives And Apple Future
  • Dead Rising

    Dead Rising is a survivor horror game developed by Capcom for the Nintendo Wave. It shares many elements with OTL's Dead Rising, including protagonist Frank West and the shopping mall setting, but whereas OTL's Dead Rising was more of an open sandbox horror game, TTL's Dead Rising is somewhat less open, playing a bit like a Metroidvania, with areas of the mall opening up to the player as they complete certain tasks. The slightly less open focus of the game is due to it being developed for a less powerful system than IOTL, and also to distinguish it from Dead City Beat, which was more of an open world type game. TTL's Dead Rising still features a great deal of usable weaponry that Frank can scavenge from the mall as he explores and hunts down zombies. Most of Frank's missions involve rescuing various people, as doing so can help him determine what caused the zombie outbreak. There's no time limit in TTL's Dead Rising, and no New Game Plus system, when Frank dies he returns to his previous checkpoint and there's no option to restart the game with Frank's previous weaponry and progress. There's also no Prestige Points system in the game, but Frank does accumulate a great deal of weapons and items, and can learn new fighting moves throughout the game. The plot has also changed from OTL's game: rather than the outbreak being caused by a man's revenge vendetta against the massacre of his village, it's been caused by a deranged ex-reality show producer who uses his connections to get a parasite from a government disease lab and then unleashes it in a mall, filming the results. Isabella shows up in the game as a former assistant of the deranged producer who tried to stop him before he could unleash his plan but got caught up in the infection. About midway through the game, the producer begins to talk over the PA system, creating "episodes" of his show, AKA different hazards that Frank and Isabella have to make their way through as they try to stop the producer and escape the mall alive. The end of the game sees Frank defeating the producer and using the antidote for the infection on himself, Isabella, and the remaining infected survivors, and staggering out of the mall, exhausted but alive.

    Unlike TTL's Dead Rising, which was seen as a pioneering open world survival horror game, TTL's Dead Rising is seen as more of a "Resident Evil with a more tongue in cheek sense of humor type game": fun, but not revolutionary, and considered slightly inferior to Dead City Beat in gameplay, while greatly inferior in terms of graphics. However, it is successful enough to garner a sequel.

    -

    Hegemon Of The Wastrel

    Hegemon Of The Wastrel is an adventure game developed by Capcom for the Game Boy Supernova. It takes place in a fairly vast world and is in full 3-D, with graphics comparable to those of a higher-end Katana game. The game plays a bit like a Metroidvania title, but with a great deal of close quarters, strategic combat that almost makes it feel like a proto-Souls title in certain ways, with hints of Zelda tropes in the mix as well. It takes place in a small but politically active kingdom, with a cluster of small towns surrounding a large city, and forts and forests interceding. The protagonist is named Allande, a destitute ex-mercenary who spends much of his time drinking the days away. After the king is assassinated and the kingdom falls into chaos, a knight who once served alongside Allande as a soldier in the king's army makes contact with him, hoping that Allande can help him take the throne. Allande must help the knight gather five sacred runes that once belonged to the king, as whoever claims them will gain control over the kingdom. However, once others in the kingdom learn of the runes, they try to obtain them as well, and it becomes a race among the various lords and princes to see who can gather them up first. Each rune has been claimed by one of the kingdom's nobles, and once Allande reaches it after traversing a dungeon, he must fight the noble in one on one combat to win the prize. The kingdom is populated by deadly creatures and beasts who jealously roam the kingdom and have been patrolling around the towns since the king's death, making travel treacherous. Though the kingdom is small, there are a variety of environments to explore, with one dungeon submerged under a frozen lake, and another ensorcelled in shadows. The game has a very dark motif, most characters in the game have a moral alignment of varying shades of gray, including Allande himself. The knight isn't entirely on the level either: he seeks to purge many once he gains control of the throne, and Allande must decide whether to join him or stop him.

    Hegemon Of The Wastrel achieves strong critical reviews, but it's most notable as being a pioneering 3-D handheld adventure title which proves that such games are quite possible on the Supernova. The earlier Temple Of Time port was of course outstanding, but Hegemon is a fully original 3-D adventure game designed with handheld play in mind, and despite criticism for its at times harsh difficulty, it's considered quite a good game, though sales are a bit low for a Capcom title.

    -

    Capcom Strikes Deal With Apple: Numerous Exclusives Headed To iTwin, iPod Play

    The long-rumored development deal between Apple and Japanese gamemaking giant Capcom has finally been publicly confirmed, announced by Capcom in Japan at a press conference this morning. The company will be making several of its longstanding franchises exclusive to Apple systems, including Mega Man, whose tenth installment will be released on both iPod Play and iTwin sometime next year. In announcing the deal, Capcom praised the company, including CEO Steve Jobs, for "outstanding hardware design" and "exceptional creative vision", and stated repeatedly their excitement about working with the company on numerous games over the next several years. Capcom has announced that they'll begin producing original games for the iTwin and iPod Play that will appear as soon as 2008, and that many established franchises will have Apple exclusive games.

    The announcement of course doesn't mean that Capcom will be producing all of its games exclusively for Apple consoles. Longstanding franchises such as Resident Evil and Street Fighter will continue to push out multiplatform content, as well as some content that will be exclusive to consoles apart from Apple's. Next year will see the release of an exclusive new Star Siren game for the Game Boy Supernova, and it's rumored that a new game in that series will also be coming for Nintendo's Wave successor, possibly at launch. It is also notable that Capcom seems to be pulling away from game development for the Xbox 2, with no new exclusives announced for that console at the moment. However, it's clear that the bulk of Capcom's future development will likely be for the iTwin, giving Apple a big feather in its cap when that system launches early next year.

    -from a December 5, 2006 article on Games Over Matter
     
    Fall 2006 (Part 6) - The Lobotomized
  • The Lobotomized

    The Lobotomized is a horror/action title published by Take-Two Interactive. The game takes place in an abandoned asylum being visited by a man who hopes to purchase it and convert it into a business. However, the man will be forced to confront the horrors that once took place there, along with his own family's tragic past. On its surface, The Lobotomized plays much like a typical horror game, more of an action game than a survival horror game (similar to Resident Evil 4 or TTL's Emergency series, with elements of OTL's Manhunt series). However, once events begin to progress, the game experiences a number of genre and perspective shifts, along with flashbacks and even alternate universe moments. There are open world elements in the game (particularly in the early part of the game when the player is actually able to explore more of the asylum than they'll be able to at any other part of the game), there are times when the game becomes a straight up survival horror title, there are times when the game becomes a Myst-style puzzler, there are times when it becomes a beat-em-up game, there are stealth segments, there's even brief RPG and sidescrolling platform segments. The early part of the game doesn't grant any weapons to the player at all, but in later segments, weapons will be found, most left there by the asylum's old security staff, but a few weapons brought in by a character revealed to be someone different than they initially present themselves as. Like the OTL title Eternal Darkness, The Lobotomized revels in screwing with the player's mind. Segments of the game will give the player a choice about what horrors to avoid, and then later on in the game, the player is forced to pass through areas with substantially more of that element than they otherwise would have faced. The game also alternates types of scares, from psychological tension scares, to visceral phobia scares, even tossing in an occasional cheap jump/screamer scare at just the right moment. The game has dozens of ways it attempts to inflict fear upon the player, and very few players can make it through the game without being terrified at least once. It also provides moments of occasional catharsis, such as giving the player a massively powerful weapon to use on enemies for a segment of the game, or allowing a character to score a crucial (if minor) victory at the perfect time. The game's story is crafted like that of a Hollywood movie, with a small cast of highly developed characters and a great deal of plot twists to keep the player on the edge of their seat and pushing forward, despite knowing they'll probably get scared at some point again. The game features some of the best graphics yet seen on any of the consoles it appears on: like Blackheart 4, it appears on the Wave, Xbox, and Katana, and is optimized for each version to push that console to the limits, though it's optimized better for the Katana than Blackheart 4 was, and thus doesn't crash the Katana nearly as often. While it does have scenes of extreme violence and gore, the violence isn't as pervasive as the Grand Theft Auto series, with long stretches of game taking place without very much violence at all. There is very little music in the game, only appearing in certain parts of the game in small snippets, as well as a few key cutscenes. For the most part, the sound effects are the main sounds that the player will hear in the game, and they provide the source of much of the horror in the game. The voice acting budget for The Lobotomized is low compared to most big games of its day, and so the voice acting is performed mostly by unknowns, though it's considered excellent by most critics when the game is reviewed.

    There are three primary characters in The Lobotomized: Barry Silvers, a divorced dad in his mid-40s who is looking for a new career and uses a portion of his savings to buy an abandoned asylum building at a property tax sale, Trent Silvers, Barry's younger brother, and Molly Silvers, a 19-year-old girl and Barry's only daughter. The three go to visit the asylum together after Barry buys it, just to check the property out and make plans for its use. Upon entering the building, the player can control Barry and have them go around to look at various things in the asylum. The player has the lay of almost the whole building here, and the complex is fairly massive, with a lot of things to explore and to do. It's possible to see weapons and items at this point, but they can't actually be collected, though the player can memorize their locations for later. Occasionally Barry will spot Trent and Molly looking around and is able to talk with them. Once the player is ready to move on, they can complete three tasks that are fairly simple but require a bit of exploring. Once those tasks are completed, Barry and Trent meet back up in the lobby and hear Molly scream. Trent rushes off to go look for Molly, and Barry does too, only for the asylum's door lock system to activate, trapping Barry. It's at this point that the game begins in earnest, with Barry immediately set upon by an orderly who claims to have been left behind 30 years ago. In order to escape, Barry has to find a weapon and kill the orderly. Eventually, Barry reunites with Molly, though the two are trapped in another room and can only communicate with Trent via intercom. The two explore together until Barry is knocked out by something and the player takes over as Molly in a survival horror segment done entirely in the dark. Molly eventually reunites with Trent, who seems to have been attacked by something. The player takes over as Trent to find help for Barry, but can't get too far away from Molly or she'll be killed. Trent eventually finds Barry and patches up his wounds, and they and Molly work together to find a way out of the asylum, encountering more horrors along the way, including an old nurse who initially tries to help but who then stabs Trent in the stomach. The nurse sets loose more horrors, and the three are separated once again. Barry eventually wakes up, trapped in a cell with another patient who claims that the two are scheduled to be lobotomized. Barry and the patient escape and try to find Molly and Trent. Barry eventually catches up with Molly, but can't get to her before she's dragged away by a pair of orderlies. This segment continues for a while, with Barry eventually reuniting with Trent again. The two appear to be ready to go save Molly, only for Trent to suddenly betray Barry and knock him out. Barry wakes up back in a cell, and Trent asks him if he remembers Julia. Before this can be explored further, the player's perspective switches to Julia, and takes place partially outside of the asylum. We don't find out exactly who Julia is, only that she was taken to the asylum as a young girl and given a lobotomy despite their seemingly being nothing wrong with her. The Julia segment ends with Julia being strapped to a table and about to be given a lobotomy, and then the perspective seamlessly switches to Molly, strapped to the same table about to be given a lobotomy of her own by a terrifying looking doctor. In a harrowing and horrifying sequence, the player has to somehow break out of their restraints and escape before the lobotomy occurs. Once Molly breaks free, it seems like she's going to run, but she has nowhere to go, and for the first time in the game we see her commit an act of violence, brutally killing the doctor with a diamond saw. She breaks out of the room and the player is treated to a mind-trippy sequence of an extremely traumatized Molly forced to kill her way through a bunch of doctors and orderlies, only to slip into a psychedelic trance of some sort before she collapses and encounters the old nurse from before.

    The perspective switches back to Barry and Trent. We learn that Julia was their sister and that when the three of them were kids, Barry got Julia committed on purpose. Barry has tried to repress this and redeem himself for it, but Trent never forgot and never forgave Barry for destroying their sister's life. Trent says he spent his whole life trying to figure out what happened to Julia and learned that once Barry found out Trent was looking for answers, decided to buy the asylum and bury the truth, but the asylum is haunted by the ghosts of those who suffered there and those ghosts won't stop until they've taken revenge. Trent doesn't just want to hurt Barry physically, he wants to hurt him emotionally by making Molly endure what Julia had to endure. Trent then tortures Barry before leaving to check on Julia. After Barry escapes, he searches for Molly and we get another terrifying sequence of horrors, including a savage patient who chases Barry around with a meat cleaver and who can't be killed by the player. Eventually Barry does reunite with Molly, who is safe but incredibly traumatized. The old nurse is the only one in the asylum who's not a ghost, and was actually a good person and Julia's caretaker. She tried to get Julia decommitted, but the asylum's corrupt doctors went through with the procedure anyway. Barry confesses to Molly what he did, and Molly tells him that it's in the past and that she just wants to get out of there, but Barry says that he has to stop Trent and asks the old nurse to help Molly escape. Barry goes after Trent, but finds only death in his wake. He decides to go see if the old nurse got Molly out and instead finds the nurse brutally murdered and no Molly. Trent shows up and Barry attacks him, thinking Trent killed the nurse and took Molly, but Trent denies it and fights back, easily besting Barry. Trent is about to kill Barry when he is suddenly set upon by orderlies, giving Barry a chance to escape. Eventually, Barry is attacked by Molly, but Barry realizes that Molly is being possessed by Julia. Barry tries to get Molly to fight back, but Julia throws Barry into the basement of the asylum, where the most terrifying horrors yet await him, including another brief perspective switch into the mind of a drug addled patient that gives Barry a clue he needs to escape the basement. Once Barry makes his way back up to ground level, he tries to find Molly, still being possessed by Julia. He eventually finds Trent with Molly strapped to a table, though Molly is still being possessed by Julia, who wants Trent to kill them both. Barry attacks Trent and eventually kills him by causing him to be set on fire, though as Trent is on fire he's still trying to attack Barry. The fire spreads to nearby oxygen tanks that explode, causing the asylum to begin to burn. It also frees Molly from the table and shocks the possession out of her somewhat, though Molly is still fighting Julia inside of her mind. Barry and Molly must escape the asylum while the burned up Trent chases them. Eventually they reach the lobby, only for an explosion to knock Barry and Trent to the ground. Molly stands over them, fighting Julia's possession with a knife in hand. Julia wants to kill Barry, while Molly wants to kill Trent (only to put him out of his misery, since he's horrifically burned and in terrible pain). Twisted in her own trauma and Julia's as well, Molly stabs herself in the heart with a hypodermic needle, injecting herself with a massive amount of psychotropic drugs to enable her to slip into her own mind and confront Julia. Julia inflicts horrific injuries on Molly during their "fight", though all of it is only in Molly's head. Molly collapses to her knees, but is able to convince Julia to give her back her body. Molly comes out of the hallucination and stabs Trent, finishing him off. She then stabs Barry as he's starting to get up. Molly then staggers out of the burning asylum and stabs herself in the head, lobotomizing herself before dropping to her knees. Molly is next shown in a hospital in a catatonic state, trapped in her own mind in a memory of herself and her father and Trent together before she ever found out all of those horrific things about the both of them. The game ends with a prospective buyer being shown around the vacant lot where the asylum once stood.

    The Lobotomized is universally praised by critics, most of whom state that it's the scariest video game they've ever played, and that its dark, twisted storyline kept them on the edge of their seats. They also praise the gameplay, with its mix of genres and seamless meshing of storyline and gameplay. It would ultimately become the year's best reviewed video game according to GameRankings, with an overall 96% review average. The game is released on October 24, 2006, and becomes a hit, though not quite a blockbuster hit, ultimately achieving a majority of its sales after the 2006 calendar year.

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    Grand Theft Auto II Planned For All Three Next-Gen Consoles

    Rockstar and Take-Two haven't revealed any details about their upcoming sequel to their Grand Theft Auto trilogy of games, but have for the first time confirmed that the game is being worked on and that it will be appearing on all three next generation consoles, including the Xbox 2, the iTwin, and Nintendo's upcoming next-generation machine, which has not yet announced a name. While speculation had swirled around the game being a surprise release for the Wave and Xbox 2 in 2007, Rockstar has stated that a 2007 release is "almost completely out of the question", and that the game is still in a fairly early stage of development. They've also stated that what they have planned for Grand Theft Auto II would be "completely impossible on any of this generation's consoles".

    Grand Theft Auto, Grand Theft Auto: Miami, and Grand Theft Auto: San Andreas have all seen release on both the Nintendo Wave and Microsoft's Xbox. Taken together, the games have sold over 40 million copies worldwide, and continue to push out hundreds of thousands of copies every month, with San Andreas expected to sell nearly three million copies in 2006 alone. Grand Theft Auto II is considered one of the most highly anticipated video games ever, and is expected to build on the massive open world of its predecessors.

    -from an article on Gamespot.com, posted on November 9, 2006
     
    Fall 2006 (Part 7) - Beyond Good And Evil 2
  • Beyond Good And Evil 2

    Beyond Good And Evil 2 is the sequel to 2003's smash hit adventure game Beyond Good And Evil. Developed by Ubisoft, the game continues the plot of the previous title, in which reporter-turned-heroine Jade and her friends liberated the planet Hillys from the galaxy-spanning alien invaders known as the DomZ. In this sequel, Jade and friends take to space in order to liberate the galaxy. They'll visit several planets and other outer space destinations over the course of their journey, with planets and moons and asteroids and space stations basically replacing the previous game's dungeons as progress waypoints. While Beyond Good And Evil 2 carries over much of the gameplay of its predecessor, a mix of stealth and action with Jade using her staff to defend herself and her camera to take pictures of everything she finds, the sequel also builds upon the gameplay of the original, with a number of enhancements designed to make gameplay more complex, intuitive, and fun. The first major addition to the game is the "partner" system. Jade is accompanied by one of six partners for a majority of the game. In addition to Pey'j and the friendly robot from the previous game, there are four additional partners who can accompany Jade, including the princess Lorima (who uses magic to defeat foes and shield Jade from harm), Jula, a reptilian spy who uses stealthy strikes on enemies, Kadgrip, an anthromorphic crustacean who can use his claws to throw big objects, and Penny, a girl with the head of a cat who can sing to distract enemies. Each partner brings their own strengths and weaknesses to the table, and though some are better for certain situations, it's up to the player to decide who works best for them. There are certain obstacles that can only be overcome with a certain partner, but the game uses a system similar to the one found in OTL's South Park: The Fractured But Whole in order to clear those obstacles: the necessary partner is summoned automatically with no need to switch or return to a central hub to change partners. The second major gameplay addition is the "Invention" system. Jade is able to enhance her staff to change its functionality by using scrap parts that she finds either in treasures or dropped from enemies. These parts can also be used to create gadgets or armor, giving Jade a pseudo-RPG equipment system where hundreds, if not thousands of different things can be created out of the collectibles she finds. Speaking of collectibles, this game doesn't require Jade to collect objects to make progress. Instead, progress is made using the "rebellion" system, in which the actions of Jade and her comrades will rally more followers to their cause. The more followers Jade has, the more of the main story (and the more side missions) can be accessed. Certain types of followers do different things than other types of followers, though this is mostly relevant for unlocking side missions and bonus shops, and rarely comes into play for the main story. Though the game's combat has been enhanced, with better melee fighting and combo attacks, along with an improved ranged combat system, combat itself doesn't play a major role in the game. There are bosses that must be fought, but the player can avoid fighting a lot of enemies if they so choose (they'll miss out on scrap parts, but these can be acquired through other means). Player choice and freedom in how Jade carries out her rebellion against the DomZ plays a paramount role in the game: Jade's rebellion can be a violent one or a mostly peaceful one, and the ending of the game is somewhat effected by how Jade chooses to wage her war (the ultimate result in the ending is the same, but character reaction to Jade and her demeanor is affected by whether the player chooses a mostly peaceful route, a mixed route, or a violent/destructive route). The game's graphics are improved from the original game. Though not QUITE as polished as the graphics in Blackheart 4, the more cartoony look of the game means that they don't necessarily have to be and are still considered excellent. Evanescence returns to provide part of the game's soundtrack, with numerous songs from their album The Open Door (releasing around the same time as the game) appearing in the game during pivotal moments, and also a deal with certain retailers to give out a copy of The Open Door for free with a purchase of Beyond Good And Evil 2. The voice acting has been given a big boost monetarily: while a few of the Parisian-American voice actors return, most notably Jodi Forrest reprising her role as Jade, the cast of this sequel is mostly made up of Los Angeles-based actors, including a few celebrities, with Alyssa Milano as the voice of Lorima, and voice acting veterans such as John DiMaggio (as Kadgrip) and Grey Delisle (as Penny) also joining the cast. The game is one of the most heavily promoted of 2006, and has been given probably the biggest budget of any console game ever made up to this point.

    Beyond Good And Evil 2 begins in the middle of the action, with Jade having infiltrated an alien spaceship in order to rescue her orphan friend Sam (from the previous game, Jade told Sam to stay on Hillys but he stowed away on their ship and got himself caught during a later mission). It's not a very big ship, and serves as a tutorial mission for some of the game's new systems and a refresher for the old ones. Jade finds Sam and has to fight a boss, about halfway through she gets into trouble and Pey'j shows up, introducing the game's partner system. They defeat the boss and rescue Sam, making their way back to Jade's ship, which lands at a space colony that's not controlled by the DomZ. This colony will be the sort of "hub" for the remainder of the game, where Jade can get bonus missions and buy supplies. Jade eventually learns about the DomZ attacking a peaceful planet called Crystaria, and flies there with her friends to repel the alien invasion. By the time she arrives, the planet is already being overrun. She learns that the princess of Crystaria, Lorima, has been taken prisoner to a DomZ base orbiting the planet. Jade must complete two short missions before she can access the base and rescue the princess. However, Jade learns that Lorima is unpopular on Crystaria and that she's been passed over for the throne in favor of her younger sister, Violet. Lorima has a strange power that scares the people of Crystaria, and they offered her up as a sacrifice to the DomZ in the hopes that it would spare their world from being invaded. Lorima wants to abandon Crystaria to its fate, but Jade convinces her to help liberate the planet, and they return to battle the DomZ forces. They eventually arrive at the throne room and encounter Violet, who has been forcibly placed into a suit of DomZ combat armor to fight as a servitor for them. Jade helps to defeat Violet, knocking all the armor off her, but despite being freed from a horrifying situation, Violet still rejects Lorima as her sister. Lorima is heartbroken but forgives Violet and resolves to go with Jade to liberate the rest of the galaxy. The next planet is a fiery world, Orbitor, that's being used as a battle forge and being run by General Bastinade, a powerful DomZ ironmonger. Jade and friends encounter a group of freedom fighters who used to be factory workers on the planet before it was taken over, and also are attacked by Danzig, a dangerous mercenary working for Bastinade. With the help of the freedom fighters, Jade evades all the hazards and takes the fight to Bastinade himself, defeating him even as he dons a massive mech suit. With Orbitor liberated, the ability of the DomZ to wage war is severely crippled, and Jade's rebellion gains major momentum. Here, the game opens up somewhat: the player can go directly to a DomZ colony to battle with a powerful alien leader and recruit Penny (who is being used as a sort of trophy servant by the alien leader), or can progress to another conquered world, a marine world called Labreum, to defeat the DomZ there and recruit Kadgrip. Both places must be visited and the bosses there beaten, but the player can choose which order they wish to do so, provided they have enough rebels recruited to their cause to be able to reach Labreum right away (if not, they'll either have to visit the colony first or complete side quests until they have enough rebels).

    At some point after this, the player will have enough rebels to access the planet of Agrippa, a massive world with a mix of urban and rural environments that will play a major role in most of the second half of the game. Agrippa is actively fighting a war against the DomZ and has put up a hell of a fight, but a good chunk of the planet, including its capital city, has already been conquered. Agrippa not only serves as the basis for numerous adventures and main quests, but as a second "hub world" of sorts that Jade and her friends will find themselves revisiting numerous times over the course of the game. Once Agrippa is reached, revisiting worlds becomes a recurring aspect of the game: the player will also find themselves revisiting Crystaria again fairly soon. After a few short missions on Agrippa, the main focus of the player becomes taking out a factory on a weaponized asteroid orbiting the planet. They'll need to recruit the help of Jula to do this. Jula is a spy and seems untrustworthy at first, sort of like a Han Solo-type figure, but like Han Solo, she becomes a loyal and true friend to Jade over the course of the game. After the factory on the asteroid is destroyed, Jade returns to Agrippa, where troops from the capital city are on the march, forced by the DomZ to begin the subjugation of the rest of the planet. Jade and friends halt their march and must make a brief trip to one of Agrippa's moons, known as Florian, a moon covered in beautiful fields of flowers that hides a terrible secret. Jade and friends accomplish their mission there, only for the moon's flowers to begin to rot and decay. Jade's power comes out and she tries to heal the flowers, but is unable to do so. Lorima then joins Jade and the two heal the flowers in a beautiful scene that makes Jade feel a connection to Lorima, though she doesn't know exactly what it is. After returning to Agrippa for another series of missions that end in devastating failure after a rebel leader on Agrippa is killed and Jade's friends are all taken captive, Jade flees to Crystaria to handle another emergency there. With the help of Violet, Jade learns a number of things about Lorima: Lorima and Violet are stepsisters, not biological sisters: and that Lorima's true biological sister is Jade, and the two share a special power and gift. Jade and Violet work together to repel a massive attack on the planet, and Violet asks Jade to rescue Lorima so that the two can reconcile. Jade returns to Agrippa to raid the palace and rescue her friends. She saves Pey'j, Jula, Penny, and Kadgrip, and then defeats the servitorized king of Agrippa in an epic boss battle, but Lorima has been taken to a DomZ warship and must be rescued. Aboard the ship, not only does Jade defeat Danzig one final time (Danzig will end up sacrificing himself to save Jula a short while later), but also rescues Lorima (though Lorima is comatose and Jade is unable to wake her up). Jade also defeats the DomZ leader, but not before learning some things that imply that the DomZ and their invasion aren't quite what they seem. After this, Jade learns that the DomZ are going to try and ram their captured asteroid into Agrippa, and that the only way to stop it is for the DomZ warship to ram into it before it hits the planet. Lorima wakes up and she and Jade share the tearful revelation that the two of them are sisters. The game sets up that Lorima is going to sacrifice herself to ram the ship into the asteroid, but Jade, in a Crowning Moment of Awesome not only for her but for the series itself, tells Lorima that she's not going to watch someone else she cares about sacrifice herself, and not only is able to set the ship to ram the asteroid on its own, but is able to grab Lorima and get both of them out of the ship with a series of badass action hero moves (performed by QTE inputs, but with a very generous margin of error to make the scene more awesome than frustrating).

    With Agrippa saved, the entire star system is now in open rebellion against the DomZ, beating them back on a number of worlds. As Lorima and Violet reunite on Crystaria for a tearful reunion and reconciliation, Jade and her team realize that the only way to stop the DomZ is by directly attacking their homeworld: a worldship currently orbiting in the outer reaches of the star system. They make their way to an ancient, Pluto-like ice world that once served as an outpost for interstellar exploration but is now a haunted nightmare of radically mutated beasts. Jade and friends not only have to deal with the beasts, but DomZ soldiers as well. Once they've secured this world, there's nothing left to stop them from taking on the DomZ. They arrive on the DomZ worldship and encounter a race of enslaved peoples who are too meek to rebel, but after performing a few feats of bravery, the slaves rise up against the DomZ and allow Jade and her team into the inner reaches of the ship. There are more signs that the DomZ aren't what they seem, but this doesn't deter Jade from pushing onward. Finally, they arrive at the core of the ship, and encounter the DomZ leader himself. His defeat comes fairly easy, and signals that something is definitely afoot. The ship's menacing alien facade begins to melt away, and Jade and her team are beset by powerful soldiers who they have to defeat, culminating in a battle against the game's true final boss (or so it seems), an enormous beast combining man with machine, a servitorized monster of epic proportions. When the monster is defeated, there's a massive explosion. When Jade wakes up, she's in a place much like Hillys, surrounded by modern signs and buildings. She looks around and sees people just milling about, minding their own business, ordinary people who seem happy and content but behave much like the slaves she and her friends encountered earlier. Jade makes her way to a big office building, taking the elevator to the top floor and encountering the "boss"... not just a boss she has to fight (who is much more powerful than the DomZ "leader" and comparable in difficulty to the huge beast fought in the world ship), but the boss of this corporation. Once Jade "defeats" him, he presses a button and restores his wounded body to normal. Jade finally realizes the truth about everything: the DomZ, this war... all of it the product of a massive corporation whose only goal is to sell military equipment to all sides. The DomZ are a formerly peaceful alien race enslaved by this corporation and set loose on the galaxy, while the corporation used subtle subliminal messages to convince the people of the galaxy to buy from it and work for it. "Such a good little snooping reporter you are," says the boss, approaching Jade. "But like all good little snooping reporters, it's only a matter of time before you get caught..." And with that, he uses a device to knock Jade unconscious. Meanwhile, Jade's friends are all back on the ship, seemingly celebrating their "victory" over the DomZ, not realizing that Jade has been captured and pulled into a pocket dimension. In fact, none of Jade's friends even remember her...except for Lorima, who keeps asking about Jade, only for the others to reply "who's Jade? We don't know any Jade." Only Pey'j has the slightest inkling and memory of Jade, and even he draws a complete blank when Lorima presses him. Lorima is about to have a full-on tantrum, but notices something and instead goes silent. The ending shows the galaxy celebrating its victory over the DomZ, with Lorima acting as if nothing is wrong... but when she returns to Crystaria, she takes Violet aside. Violet, like everyone else except Lorima, has had her memory of Jade completely wiped, but chooses to believe Lorima anyway, and promises to help her. Lorima tells Violet that whoever took Jade has eyes everywhere and that the two will have to work in secret to find her. "They know about Jade," says Lorima, "but they do NOT know about me." Cue credits, set to Evanescence's song "Cloud Nine". After the credits, it's revealed to be three years later. A scarred Jade, wearing tattered prison clothes and holding her familiar staff (though it seems to be stained with blood), staggers out of a hole in the ground, onto the surface of an unknown planet. She's been held prisoner for three years, but has escaped, though we don't know what's happened in that time. Jade comes over a hill and looks out over a massive destroyed city... a city that looks almost exactly like our world's New York City.

    Beyond Good And Evil 2 is released on December 5, 2006. Expected to be one of the year's top selling games upon its release, it exceeds even its own lofty expectations, selling over a million copies in North America alone on its release day. Combined with European sales, which are also massive, and the game sells just over 1.5 million copies on its first day and a total of 2,236,570 copies in its first week of worldwide release, making it either Ubisoft's #1 or #2 most lucrative franchise, alongside Tom Clancy's Delta Force. Reviews are spectacularly good, pretty much even with the reviews for The Lobotomized, though very very slightly below (a fraction of a percent) on GameRankings, and slightly exceeding those of the original game. The storyline, characters, and gameplay are all extremely highly praised, as is the voice acting, with Jodi Forrest and Alyssa Milano both receiving particular praise for their performances. The cliffhanger ending generates a mixed reaction among the fanbase, who realize that they'll probably have to wait at least three more years to see the conclusion of Jade's story (and while Michel Ancel promises that Beyond Good And Evil 3 will wrap up the story, it's almost certain that it won't be the last game in the series, considering Ubisoft's track record and the game's incredible sales numbers). Like its predecessor, Beyond Good And Evil 2 is considered a top contender for 2006's Game of the Year, and would be considered by some to be among the greatest video games of all time.
     
    Fall 2006 (Part 8) - Console FPSes Are Just Getting Started
  • Call Of Duty 4

    Developed by Treyarch and published by Activision, Call Of Duty 4 is the fourth game in the Call of Duty series of FPS titles, and the final World War II based game in the series. It takes place in the Pacific Theater, and features a single campaign, putting the player in the boots of an American soldier participating in several battles during the "island hopping" campaign, with the last half of the story mode taking place on Iwo Jima. During the course of the campaign, the protagonist, a soldier named Billy Schubert, will fight alongside a number of soldiers whom he becomes friends with, though ultimately several of them will lose their lives as the battles progress. The story mode makes a serious effort to make the player care about Billy, telling the story of his life before the war, his girlfriend Jessica back home, and establishing the relationships he has with his fellow soldiers, many of whom are also given backstories of their own. The campaign is probably the most difficult to date in a Call Of Duty game, with realistic battle sequences and the series' most advanced AI yet. The game also makes an effort to humanize the Japanese soldiers who are opposing the player, showing cutscenes of them preparing for battle in between missions, and showing different expressions on the faces of individual soldiers, to make each of them stand out. Despite the effort given to the game's story mode, which concludes with Billy among the Marines raising the flag on Mount Suribachi, the real attraction, as it has been with all the Call Of Duty games, is the multiplayer mode, which gives players the option of fighting battles on numerous Pacific islands, as well as in the Philippines and on Borneo. The multiplayer mode includes both local and online gameplay, and though not much has changed from previous titles in the series, there are a few new elements to change things up, such as item drops and dynamic battlefields. The dynamic mission system has been changed from the previous game so as not to serve as a handicap to winning teams. Call Of Duty 4 is released for the PC, the Wave, the Xbox, the Katana, the Xbox 2, the Supernova, and the iPod Play. The campaign mode is fairly identical across all release platforms, though the handhelds lack multiplayer functionality. The PC and Xbox 2 versions are considered the best, with the Xbox 2 version featuring outstanding graphics and the PC version featuring a robust online community, excellent graphics (especially on decent hardware), and access to a variety of mods. All in all, Call Of Duty 4 achieves strong reviews (in the mid to high 8s) and strong sales, setting the stage for 2007's Call Of Duty: Modern Warfare to become a massive hit.

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    Battlefield: Eastern Front

    Released for the Wave, Katana, Xbox, and iPod Play, Battlefield: Eastern Front is intended to be a console-exclusive FPS that serves as the series' final game on sixth generation hardware. It takes place on the Eastern Front of World War II, and features a campaign allowing the player to play as a soldier in either the Red Army or the Wehrmacht across a variety of battles spanning from the early stages of Operation Barbarossa to the Battle Of Berlin. It also features a multiplayer mode that allows for 32-person play on the Wave and Xbox, and 16-person play on the Katana and iPod Play. It serves as somewhat of a "companion" to Battlefield 2142, released exclusively on the PC, and plays similarly to that title, though obviously there are massive differences between the two games due to the 200 year difference. It features a more streamlined and focused style of gameplay reminiscent of the Call Of Duty and Delta Force games, and though the campaign is fairly epic and polished, it, like most FPS titles on the market, is designed with multiplayer in mind. Though it would ultimately achieve excellent reviews (in fact, it scores better than Battlefield 2142, and that's with the slightly lackluster Katana and iPod Play versions tugging down the average), some longtime series fans would see it as an "afterthought" compared to Battlefield 2142, and a step down from 2005's outstanding Battlefield 2. Ultimately, the decision would be made to attempt to "unify" the PC and console games with Battlefield 3, though there would be another console-based game first in order to give the developers a chance to get used to the new seventh generation console hardware. Eastern Front would put up decent sales, with the Xbox version selling the best and the Wave version trailing close behind. Once again, the iPod Play version of a game would outsell the Katana version, indicating the handheld's popularity and the willingness of gamers to play triple-A console games on a smaller screen.

    -

    The console playerbase for multiplayer FPS titles has grown rapidly just over the past two years, and all three major online console communities now boast over a million players, making the console FPS scene nearly as big as the much more venerable PC one.

    Tom Clancy's Delta Force 2, released just four months ago, is currently the most widely played FPS title on consoles. Its multiplatform release gives it a leg up over its closest rival, the Xbox exclusive Cyberwar 2, and a massive awareness campaign by Ubisoft has no doubt contributed to the game's runaway success. It continues to top sales charts months after its release, with the Xbox 2 version of the game approaching one million units sold, making it the second most popular title on the system after Half-Life 2. The game's wide variety of stages and weaponry make every match different, with a large number of strategies proving to be successful. The game is also newbie-friendly, with an automated system that pairs up newer players against one another in matches, ensuring that blowouts with experienced teams crushing a team of greenhorns are rare. The game's popularity dwarfs that of most other console FPS games, including the Call Of Duty and Battlefield franchises, and only on the original Xbox is the game's supremacy challenged, with Cyberwar 2 enjoying a slightly larger playerbase on that console, the only console on which the game is available.

    The Nintendo Wave has even seen an online FPS boom, with Velvet Dark: Conspiracy briefly the #1 online FPS on that console, usurping the original Delta Force. Conspiracy would trade the #1 spot with SOCOM II for about a year before the Delta Force sequel would knock both of them off the top. Still, Conspiracy is considered one of the most unique online FPS titles around, with a highly varied selection of weapons and gadgets that make its online action more like a spy thriller than a wargame. It continues to be extremely popular, ranking #2 behind Delta Force 2 in terms of total player numbers, and while Nintendo continues to do as little work as possible maintaining their online community, they (along with hardware partner Sony) do work hard to keep the servers running smoothly, with lag problems quickly addressed and cheaters frequently rooted out and banned. Cheating has actually played the Xbox more than either of its competitor consoles, due to the more open nature of the hardware, but Microsoft has promised to step up enforcement with the Xbox 2, and recently handed out its first wave of bans to thousands of Delta Force 2 cheaters who were using a glitch to force lag onto their helpless opponents. Apple has also promised to ensure that players of its iTwin console won't have to worry about cheaters, with Steve Jobs personally swearing to ensure that cheating on the iTwin's online service will get the perpetrator banned for life.

    With broadband connections now in a majority of gamer households and more and more console games offering online play, FPS titles should continue to see a major boom at the forefront of the online trend, which shows no signs of slowing down as consoles enter the HD generation.

    -from an article on Kotaku.com, posted on December 15, 2006
     
    Fall 2006 (Part 9) - Games With Rhythm
  • Guitar Hero II

    Guitar Hero II is a rhythm game released by Activision. Like OTL's title, it features dozens of real life songs that can be played on a special guitar controller, with multiple difficulty levels and the ability to get high scores for long combos of correct notes. The gameplay is identical to OTL's Guitar Hero games, though the presentation is a sort of hybrid between the OTL Guitar Hero II and Guitar Hero III, with a cleaner look than OTL's game. Unlike OTL's game, which was only released for the Playstation 2 and the Xbox 360, TTL's game makes it to four consoles: the Nintendo Wave, the Apple Katana, the Microsoft Xbox, and the Microsoft Xbox 2. Also, all versions feature the same amount of songs right out of the box: 80 songs, divided across 10 difficulty tiers. The Xbox 2 and Katana both have downloadable content, with 28 extra songs eventually available on the Xbox 2 and 22 songs eventually available on the Katana. About 30 songs from OTL's Guitar Hero II appear in the game, while a majority of the set list consists of songs exclusive to TTL. Because the Guitar Hero and Thrillseekers franchises are both owned by Activision, there's a decent amount of crossover between the songs appearing in both games, with ten Thrillseekers songs (including Spring Break and Winter Challenge) appearing in Guitar Hero II and its DLC, including a song by the Avril Lavigne-headlined Thrillseekers band written specifically for Guitar Hero II (and when you play the song, Alex, Stacy, and Kirsten appear on stage with you performing it in the place of their real life voice actors who sing in the band). The biggest difference in terms of the overall setlist between TTL's Guitar Hero II and OTL's is the amount of newer songs in the game: while OTL's Guitar Hero has a large chunk of songs originating from the 1970s, TTL's Guitar Hero II trends somewhat more contemporary, with a lot of songs originating from the late 80s through the early 2000s. There are still a good number of classic rock songs in the game, but also more modern rock, which proves to be somewhat controversial. Despite some of the controversy over the game's setlist, Guitar Hero II is still considered an outstanding game, one of the highest reviewed titles of the year, with scores exceeding those for the original game. All versions of the game are considered excellent, even the slightly technologically underwhelming Katana version and the DLC-less Wave and Xbox versions, and sales are quite strong from the launch date (November 21, 2006, the same day as the release of the Xbox 2) onwards. Like IOTL, Guitar Hero II establishes the instrumental rhythm game genre as being here to stay, and like OTL, there will be a massive influx of such games in the years to come.

    The rise of Guitar Hero II comes at a time when Bemani/DDR games and their derivatives are in decline, but not quite as quickly as they declined IOTL. Though rarely mentioned in the timeline itself, there were many DDR variants released for all three of the sixth generation consoles in the first half of the decade, and though none of them were true blockbusters, taken as a whole, such games did sell quite well in both the East and the West. They also remain the most popular games in arcades, and even the X-Zones, which mostly focused on fighting and shooting games, have plenty of Dance Dance Revolution titles on the floor, with an exclusive Xbox Dance Dance Revolution game, DDR: Live From The X-Zone, a compilation of some of the most popular songs at X-Zone locations, released in late 2004. The Eurobeat surge, which was slightly stronger than it was IOTL, helped to push these rhythm games, and in fact, they'll see a slight resurgence in the wake of the Guitar Hero trend as well.

    -

    Activision Buys Harmonix

    In a move that surprised few game industry insiders, Activision acquired the software company Harmonix for a total of $200 million yesterday. The deal comes on the heels of the release of Guitar Hero II, which was developed by Harmonix and published by Activision. The two companies had been in a working relationship since Activision helped to fund the original game after the purchase of peripheral company RedOctane in 2005, and while Harmonix entertained numerous other offers to buy the company, Activision was considered the prohibitive front-runner from the very beginning.

    Harmonix, a company known for such music titles as Frequency and Amplitude, has been one of the leading developers of music-based games since the late 1990s, though it wasn't until recently that the company burst into prominence. Both Sony and Microsoft briefly considered purchasing the company in 2000, though negotiations with Sony sputtered and Microsoft chose to go in a different direction. It was also rumored in 2003 that Apple might purchase Harmonix to produce games for its iPod Play handheld, but ultimately Apple chose to go with an in-house game developer for projects such as Songhopper, leaving Harmonix free for its eventual work on the Guitar Hero series. It's believed that Harmonix will continue to focus on its Guitar Hero games going forward, and numerous spinoffs are already in the works for that series, including decade-based songpacks and an expansion focused on the band Aerosmith, along with a "Ladies Of Rock" game focused on bands headlined by women. Guitar Hero has rapidly become one of the most critically and commercially popular game franchises in recent memory, and Harmonix's acquisition by Activision adds another blockbuster franchise to their already impressive roster, which includes Thrillseekers, Call Of Duty, and Prince Of Persia.

    -from a December 18, 2006 article on Games Over Matter
     
    Fall 2006 (Part 10) - Handheld Holiday Headliners
  • Amphysvena

    Amphysvena is a shooter/RPG hybrid developed by Squaresoft for the Game Boy Supernova. The game plays like somewhat of a crossover between Einhander and OTL's Xenogears, with 3-D railshooter-style gameplay combined with RPG mechanics, allowing players to switch between several different types of mech suits while decking them out with customizable weapons and armor. The game's name is taken from the name of Ramsus' Omniguardian in Final Fantasy VIII, which shares its name with the Omnigear boss from OTL's Xenogears. The game's protagonist is a headstrong young pilot named Sen. Sen attends a military academy, and becomes shell-shocked and emotionally distant after witnessing nearly his entire squadron wiped out by an overwhelming opposing army. After fleeing the battle in his badly damaged mech, Sen must find his way back home and search for any survivors he possibly can. The game follows Sen's story, but also features a fairly large cast of supporting characters, some who accompany Sen on his missions, others who become friends to him along his journey, and still others who become his enemy. There are 22 total missions in all, with 15 main story missions and 7 side missions that can be accessed by diverting from the main path during one of the story missions. Story missions can be replayed to collect more loot and gain more experience, with tougher enemies taking the place of the original enemies in some of those levels. As the player progresses through the game, Sen slowly rebuilds his confidence, especially after he learns that one of his old squadmates, a beautiful young woman named Amretta, may have survived the battle, and he spends much of his time after learning about her survival attempting to find her. Like Einhander, most levels have several midbosses that show up during battles. These midbosses can be sources of extremely good loot if defeated quickly or in a certain way, encouraging players to put their best efforts into fighting these special enemies as efficiently as possible. Many of the game's levels have bullet hell characteristics, though Amphysvena's RPG systems make levels tremendously more forgiving by allowing the acquisition of armor or extra life points that will allow players to survive many hits, the game does maintain difficulty by giving out better loot to players who can defeat certain enemies without taking a single hit (called a "Flawless" battle). In fact, many different feats have a multitude of different performance levels that can be achieved: a "Grade SSS Diamond Flawless" ranking, achieved by defeating a highly difficult enemy in an incredibly fast time with deliberately degraded equipment without getting hit by a single bullet will cause that enemy to almost certainly drop outstanding loot, while a "Grade D" ranking, achieved by barely scraping by an easy foe with a sloppy performance, gives either no loot or very common loot most of the time. The ability to improve one's performance and collect loot by grinding out levels amps the game's replay value sky high, and it's considered one of the best handheld shooter titles ever made, and quite possibly Squaresoft's best game of 2006. The game's production values are also high, with great 3-D graphics and decent (though minimal) voice acting, along with a soundtrack by Kenichiro Fukui. Sales are very strong in Japan, and the game does somewhat well in North America and Europe.

    -

    Deva Station 2

    Deva Station 2 is the sequel to 2004's hit iPod Play game Deva Station, a beat-em-up/action title featuring beautiful girls exploring a massive city and protecting the populace. The 12 main Devas from the original game return, along with four brand new ones to join the fun: Toque, a chef girl who throws exploding pies at her enemies, Silence, a cyborg sword wielder girl who doesn't speak (though she does have a single Wham Line toward the end of the game), Maddy, a spunky karate heroine who likes to swipe souvenirs from the people she beats up, and Lucrecia, a busty sorceress who specializes in powerful dark magic. Deva Station 2 introduces System120: a mechanic in which the 16 Devas can build up friendships with one another (the "120" refers to the 120 possible pairings between the sixteen girls). The more close two girls become to one another, the more their individual stats will build up, along with their stats when fighting in close proximity to that other girl. It's also important to note that for most of the game, raising a relationship with one Deva will usually lower it somewhat with another. However, after a crucial event that takes place right before the end of the main story, the Devas all unite and it becomes possible (though extremely difficult and painstaking) to raise all 120 relationships to their highest possible ranking (and yes, there is a reward for doing so in the form of an extremely sexy battle costume for each Deva). The game takes place in Shojotopia, similarly to the original, though there are now extra areas that can be explored, adding about 60% more space to the game than there was in the previous title, with about 25% more content not counting the System120 relationship missions. The plot itself concerns an alien invasion, though these aliens are humanoid in form, and function more like Sailor Moon "aliens" than actual little green men from space (though there are some very gnarly and strange alien creatures unlike anything seen in the first game). The basic battle gameplay hasn't changed much apart from the addition of the four new Devas, plus a few new powers and weapons. For the most part, it plays like the original game, and while the repetition and recycling of content does turn off some reviewers, the game would ultimately receive a very good reception and only slightly worse review scores than the first. Most of the voice actors from the original game return for this one, giving the game a sort of "who's who" list of popular female voice actors of the day, with Tara Strong, Grey Delisle, Cree Summer, and Jennifer Hale all showing up in the game's cast list (Tara, Grey, and Cree each play one of the Devas, while Jennifer Hale voices the game's main villain, a powerful witch named Queen Aphraxia who sounds a lot like Mandy from Totally Spies, though not QUITE as annoying). The original Deva Station, as of the release of this sequel, was the #5 best selling iPod Play game in terms of worldwide sales, and Deva Station 2 performs similarly well, with a massive Japanese launch in September 2006 (easily the best launch week ever for an iPod Play game in Japan, with over 450,000 copies sold). It doesn't do quite so well in North America when it's released in November, but it's still a fairly big hit, pushing around 100,000 copies in its first week of release.

    -

    Merciless

    Merciless is a squad-based FPS game exclusive to the iPod Play. Designed similarly to the SOCOM series, it has a multiplayer focus, but also features a fairly extensive campaign. The protagonist is part of a squad of futuristic soldiers called the "Clean Up Crew" who roam the wastelands of a United States destroyed by war. Their job is to work on behalf of the remnant government and take out bands of raiders and would-be fiefdoms that arise out of the ashes. It's a fairly bleak game and while the characterization isn't the most realistic, the story structure of the campaign is actually done quite well, with a compelling villain (a wanna-be king who kidnaps survivors and forces them to fight in a massive arena for his amusement) and an actual realistic look at what a post-apocalyptic US government might look like (the government is portrayed as harsh but doing what they have to do to create order, almost like Fallout's New California Republic). The real bulk of the game lies in its multi-player, where players can take control of one of the many gangs that roams the wastes, or play as a government soldier, either official or mercenary. Squad matches can consist of up to six teams of four or two teams of eight, or a number of other configurations, though the standard quickplay is two teams of eight facing off across a large map with plenty of cover and obstacles. The online servers are quite good, with little lag even on a wi-fi connection, and proves to be one of the game's biggest selling points. While Merciless isn't all that popular amongst the iPod Play's "hardcore" gamer crowd (which mostly gravitates toward JRPGs and Sega legacy franchises), it's very popular among casual players and drives heavy sales amongst young adult males, many of whom favored the Supernova before the release of Merciless. It becomes one of the year's better selling iPod Play titles in North America, and Apple would eventually promote a bundle of the game packed in with iPod Play units. It's probably the first online FPS designed for a handheld console to get really popular, and puts a sort of "cap" on the iPod Play's 2006, securing its win amongst most demographics.

    -

    Industry Analysts Predict Holiday Handheld Race Will Be "Too Close To Call" For A Second Straight Year

    Once again, the Game Boy Supernova and the iPod Play are in a tight race for sales amongst holiday buyers, with industry analysts predicting the two handhelds to see strong sales yet again over the last few weeks of the year. The iPod Play's recent price cut has helped it stay slightly ahead of the Game Boy Supernova in monthly sales for most of 2006, but the release of several key titles for the Supernova did see Nintendo's system surge ahead in the fall. The Gen 2 iPod Play has seen modest sales, with its expanded memory and slightly faster interface, along with a streamlined form factor, but the Gen 1 version is outselling it thanks to its $199 price tag, which matches that of the Supernova for a system that can play all the games that the new model can. The holiday sales war may come down to a battle between the Supernova's Mario Kart: Road Trip! and the iPod Play's hotly anticipated FPS title Merciless. The two games appeal to completely different groups of players, but both are expected to heavily drive sales of their respective systems by expanding the demographics that both systems appeal to: Mario Kart: Road Trip is expected to encourage families to take the plunge on a $200 handheld, while Merciless is expected to expand the iPod Play's appeal amongst males aged 18-49, a group it's had trouble appealing to before.

    The battle won't just be in North America, either: Europe and Japan are both seeing strong sales of each handheld, with the Supernova out in front in Europe and the iPod Play in a surprising lead in Japan, thanks to the system's collection of RPGs and its hit title Deva Station 2. The iPod Play also boasts a line of downloadable visual novel games exclusive to Japan that are also seeing strong sales. In the land where the Game Boy became ubiquitous (especially thanks to the success of the megahit Pokemon franchise), the iPod Play's usurpation of the Japanese market has come as a major shock, especially when you consider that the iPod Play is made by a Western company. Apple has done an impressive job of marketing its system in Japan, with Steve Jobs making numerous visits to the country over the last two years to meet with potential software partners and to promote Apple products. Amongst Japan's rabid iPod Play fanbase, he's become known as "Jobs-senpai", and has become the focal point of many affectionate memes that have started making their way into numerous manga and at least one anime. Nintendo has responded by launching a massive Supernova marketing push, with next year's upcoming mainline Pokemon games at the forefront: the company has planned a major New Year's Eve television event to showcase the new region and debut several new Pokemon, and will also launch a major feature in CoroCoro Magazine's January 2007 issue.

    It's been one year since the worldwide launch of the Game Boy Supernova, and it's clear that Nintendo is in for the fight of its life in the handheld arena, a space it once dominated. While the iPod Play marketed itself as being "No Game Boy", it's also no Game Gear: it's already sold more than twice the units of the only other handheld to mount a serious challenge to Nintendo's handheld reign. While 2007 is looking brighter for the Supernova, it's impossible to say exactly what new tricks Steve Jobs has up his sleeve. For now, Nintendo is hoping to gain a crucial win over the holiday season and momentum headed into their second full year of going head to head with the growing Apple monster.

    -from an article on Games Over Matter, posted on November 17, 2006
     
    Fall 2006 (Part 11) - Rockstar's Seventh-Gen Plans
  • Max Payne 3

    The third game in the Max Payne series, Max Payne 3 is an action/shooter title developed by Rockstar for sixth generation systems (though it also gets an Xbox 2 port in 2007). It takes place after the events of the second game, with Max in semi-retirement and mourning the supposed death of Mona Sax (who doesn't make an appearance in this game). The gameplay has gotten some upgrades, with improvements to the melee combat and bullet time features, and a bit more open world exploration in an attempt to emulate games like Blackheart 4 (which Max Payne 3 takes heavy inspiration from in terms of gameplay and somewhat in terms of plot). The storyline has Max hired to chase down a man who owes a staggering amount of money to an old friend of Max's. Strangely, the assignment doesn't ask Max to kill or even threaten the man, only to ask why he borrowed all that money without paying it back. As it turns out, Max's friend has suspicions that the debtor is up to something, and sure enough, when Max is finally able to track the debtor down, it turns out that the money is being used to fund an enormous drug operation that generates massive profits for an overseas businessman. When Max asks why the debtor didn't take some of those profits and use it to pay back his friend, the debtor is reluctant to say, and ultimately is killed a short time later, drawing Max into yet another international crime saga. The drug operation is tied closely into a human trafficking operation, and one of the victims is the daughter of the debtor, named Kimberly. Kimberly has been sold to another businessman, and Max finds and rescues her, leading him deeper into the syndicate. As it turns out, however, Kimberly's "sale" was a front: Kimberly was in on her own sale the entire time, using it to get in with a syndicate man who she then murdered and replaced with another criminal, whom she controls and whom she uses to funnel money to herself. Max doesn't find out about this until late in the game, when Kimberly attempts to have him murdered while also murdering the last of the syndicate leaders to make herself the top person in the organization. Max has to fight his way back to Kimberly, first taking her out and then finishing off her criminal boyfriend and his gang, stopping the crime syndicate once and for all.

    Max Payne 3
    receives somewhat mixed reviews from critics: with only a few presentation upgrades since Max Payne 2, it's seen as somewhat behind the times technologically, with only middling visuals for a sixth generation game, and disappointing graphics on the later Xbox 2 port. The gameplay upgrades are welcomed, but the series still feels stale, almost like a poor man's Blackheart 4. The storyline is trashed as predictable and borderline misogynistic, with plenty of fans begging for Mona Sax to return. All in all, while a decent game, Max Payne 3 is seen as a disappointment in both sales and critical reviews, and considered one of the biggest gaming disappointments of 2006.

    -

    Rockstar Announces Multiplatform Sequels To Sixth-Gen Exclusives

    Rockstar Games has issued a press release announcing sequels to the hit titles Driven After Dark and Internationale, which were exclusives for the Xbox and Wave respectively. The sequels will focus on new protagonists, and will be released on "at least two" next generation systems. Curiously, Rockstar has confirmed that both sequels will be appearing on Apple's iTwin console. Neither of the original games was released for the Katana, so this is a big get for Apple. It's unknown if the original games will also be ported over to the iTwin console, though in an exclusive interview with Dan and Sam Houser last month, the brothers stated their fondness for the iTwin, and that they could easily see most of their future games appearing on the system in some capacity. As of yet, no sequels have been announced for The Chase or Fight To Survive, two other console exclusives that released around the same time period, though in last month's interview, Sam Houser said that Rockstar and Take-Two were "exploring" the possibility of a Fight To Survive 2.

    -from an article posted on Games Over Matter on December 9, 2006

    -

    Ted Crosley: Rockstar's upcoming Xbox 2 exclusive title The Trick is set to release in the spring, and we were able to get a hands-on look at this awesome new IP.

    Chloe Maritzen: Yeah, for the first time, you'll be able to use magic in a Rockstar game! Of course, we're talking about the David Copperfield sleight-of-hand style magic and not the Final Fantasy Flare and Meteor type of magic. Check it out!

    *A brief snippet of the trailer for The Trick plays, introducing Cieran Archer, an illusionist who wows crowds with his tricks and his fun personality. He performs several dazzling magic tricks with the help of a beautiful and busty assistant named Shana. The magician's skills are so impressive that the audience can't take their eyes off him: but the real trick is that Cieran is a con man, using the act as a front to steal money and objects from his audience members. After the show, he and Shana celebrate their "earnings" for that night: over $60,000 in money, jewelry, and bank cards from his suckered audience. The trailer snippet ends, and Ted and Chloe come back on the screen, now alongside footage of the game.*

    Ted: It's another open world title, in the vein of Grand Theft Auto or Bully. Here's Cieran outside the show, and he can actually go up to people and perform tricks on them. Then, you'll use some clever button presses to swipe their cash.

    Chloe: You can use that cash to buy new props for Cieran's act. No weapons yet, though the trailer does suggest that Cieran will eventually have some aggressive company that requires him to defend himself.

    Ted: Yeah, he and his beautiful girlfriend will be coming face to face with the Russian mafia, and that won't be pretty. But for now, we're just hanging out, pulling cons on people.

    Chloe: Watch out though, there's cops everywhere, including undercover ones.

    Ted: Cieran can actually take some side jobs too, here's a job where he's asked to break into a toy store and steal a game two weeks before it comes out for some rich lady's kid.

    Chloe: Oooh, naughty naughty. I wonder if it's this game?

    Ted: You know, how many games do you actually get to play as a magician? How many games are actually about magic, like parlor trick magic? I remember Penn And Teller's Smoke And Mirrors from way back on the SNES-CD. That didn't have very much to do with magic though, there was a game on there where there was a bus going from Tucson to Las Vegas, and that was the whole game. And it was in real time.

    Chloe: Wait, what?

    Ted: I kid you not, that bus took like eight hours and you had to sit there and steer it the whole time. And if you messed up and went off the road, the bus would stall and you'd have to be towed all the way back to Tucson.

    Chloe: That doesn't sound like fun at all!

    Ted: It wasn't supposed to be, Penn and Teller made the game as a joke. Actually, Penn Jillette is supposed to be in this game, playing a mob boss. Rockstar announced that he's in this game. I don't think he's in this demo but he will be showing up in the game.

    Chloe: I hope he doesn't make you drive a bus from Tucson to Las Vegas!

    -from an episode of G4's Blister, airing on December 13, 2006
     
    The Blockbusters Of 2006
  • (Authors' Note: The idea for Honor Student was given to us by the reader Unknown, while the ideas for the X-Men, Flash, Fantastic Four, Suicide Squad, and Shazam films were all by Pyro.)

    -

    The Top 25 Highest Grossing Films Of 2006 (North American domestic gross only):

    1. X-Men: The Dark Phoenix, Part 2 - $488.7 million

    2. King Arthur: The Fall Of Camelot - $475 million (Note: The epic tale of King Arthur and his Knights of the Round Table continues. This film would ultimately break the record for the biggest opening weekend of all time, though X-Men: The Dark Phoenix, Part 2 would take that record back a few months later. Like the second installment of most epic trilogies, this one ends on a bit of a low note to set up the third film.)

    3. Night At The Museum - $294.6 million

    4. The Flash 2 - $286.0 million

    5. Cars - $237.3 million

    6. Fantastic Four 2 - $228.5 million

    7. Ganymede - $217.5 million (Note: A sci-fi space action film about a massive disaster about to befall the four space colonies on Jupiter's largest moons, particularly Ganymede, which is about to be impacted by another of Jupiter's moons after the planet's gravity is disrupted. Packed with stars and loaded with special effects, the film gets a mixed reaction from critics but is seen as groundbreaking from a visual standpoint.)

    8. The Marshal - $190.6 million (Note: A biopic about Bass Reeves, the legendary black deputy US Marshal and the partial inspiration for the Lone Ranger. Stars Will Smith, who was reluctant to take the role after 1999's Wild Wild West flopped, but a massive payday and the promise of Oscars lured Smith to the role, and this ultimately became one of the year's most popular films, and the first blockbuster Western since Dances With Wolves.)

    9. Eragon - $188.4 million (Note: They get the Eragon film adaptation right ITTL, thanks to much better writing that actually improves on the original source material, and much better casting as well. The film would kick off a four film franchise that would prove to be one of the more successful of the late 2000s/early 2010s.)

    10. Dreamweaver - $166.5 million (Note: An action thriller starring Adam Sandler as a cop assigned to protect a psychic played by Drew Barrymore who is the only one who can stop a dangerous spree killer. After a run of bad films from Sandler, this action title helped put him back in audiences' good graces, though Tony Scott's directing and Denzel Washington's outstanding performance as the film's villain also helped.)

    11. The Underground - $165.8 million (Note: Another Dreamworks CGI animated film, this one about moles. There's not much to this one, it's sort of funny and looks quite good on the big screen, it has a few celebrities... despite the lack of Shrek, Dreamworks has settled into about the same pattern they have IOTL in terms of animated films, with Warner Bros. filling the niche that Fox did IOTL in terms of animated features.)

    12. Suicide Squad - $152.6 million

    13. The Departed - $150.7 million

    14. Intrusion - $148.1 million (Note: Michael Bay's explosive horror/thriller film is basically the same as any other “haunting” type movie, with the twist that eventually the heroes fight back against the ghosts with guns and grenade launchers. While it makes decent money, it was expected to make a good deal more, and Lindsay Lohan's acting is trashed by critics.

    15. Mission: Impossible III - $140.5 million

    16. Talladega Nights: The Ballad Of Ricky Bobby - $131.9 million

    17. Shazam! - $127.9 million

    18. Pass The Star - $123.4 million (Note: A roller derby film starring mostly teen girl actresses, with Tessa Thompson and Peyton List in the lead roles, but other more well-known at the time actresses in major supporting roles. This film does for roller derby what Pitch Perfect did for chorus groups and elevates its leads into much bigger stars.)

    19. Scuzzy - $116.0 million (Note: An animated CGI film made by a fairly small studio, Scuzzy's protagonist is a furry little monster who grosses people out but who just wants a friend. It's a very heartwarming film and a contender for the year's top animated movie, succeeding more on word of mouth than on hype.)

    20. Charlotte's Web - $112.5 million (Note: Just a slightly better film ITTL, and released with less competition around it, so it does a bit better than IOTL's film did.)

    21. Desperate - $109.8 million (Note: A crime thriller starring George Clooney and Mark Wahlberg, it's fairly close in subject matter to Wall Street and OTL's Michael Clayton, with corporate espionage and class differences playing a big role in the film's narrative. Scores decent reviews and has good legs after a strong opening weekend.)

    22. Honor Student - $103.7 million

    23. How To Flunk Chemistry - $98.0 million (Note: An offbeat comedy starring Isla Fischer as an extremely eccentric chemistry professor who has to work with a bunch of frat bros to keep her tenure, this film can best be described as Breaking Bad meets Animal House, and is surprisingly funny, though it doesn't overwhelmingly click with audiences.)

    24. The Transporter 3 - $97.6 million

    25. V For Vendetta - $92.9 million
     
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