Massively Multiplayer: Gaming In The New Millennium

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Spring 2007 (Part 3) - The Little Spider That Could
  • Syrielle: Spider Stories

    Syrielle: Spider Stories is the first game in the Syrielle series to get a Nintendo Wave release. The series had seen a game for the Game Boy Nova in 2004 and and an iPod Play title in 2005, though both of those games were small scale side-games and didn't sell enough or cause enough of a stir to previously mention. Spider Stories is the series' first console game in five years, and continues the Underland material from the previous game, though it also re-introduces the series' dating/friendship elements back into the fold, giving players a massive town to explore. For those unfamiliar with Syrielle, it's a game series with writing by author Suzanne Collins (known mostly IOTL for the Hunger Games series, whereas ITTL she alternates between her work on Syrielle and her work on young adult novels and television) starring a girl named Syrielle, who was in high school in the previous games but has graduated and is now in college. Syrielle has numerous friends she's made over the course of several previous games, both "normie" friends (friends without special powers) and fantastical friends with special powers, along with dwarves, goblins, and elves. The game is a sort of "modern meets fantasy" type of game with a bit of sci-fi thrown in. As for Syrielle herself, she was once an average girl, but one day mysteriously manifested spider-like traits and powers. She retains her human form but occasionally manifests physical spider traits such as compound eyes or even multiple legs, though she's gained full control over that during the course of the series. She's not really super-heroic like Spiderman, she can't swing from webs (though she can make webs and web people up), she has some superhuman strength but it's limited, and she also lacks any kind of "spider sense" abilities. She also has some of the weirder spider traits such as occasionally eating bugs (though again, she's learned to control those cravings for the most part). She has a steady boyfriend and several very close friends, ranging from cheerleader/former bully-turned-incredibly close friend Stacy (not to be confused with the Stacy from Thrillseekers, though crossover fanart frequently depicts them hanging out together) to quirky super nerd Libby, and also several adult friends, including the king of an ancient underground realm and a friendly female dentist who secretly battles the mole people. Spider Stories is the most technologically advanced game in the series to date. It's not on any of the HD systems, but looks great on the handhelds and decent on the Wave, and features full voice acting, with then largely unknown actress Cherami Leigh providing the voice of Syrielle. It would be the first time Syrielle would be voice acted and the last time Cherami Leigh would voice her, due to reasons related to the franchise itself (future games would see a much bigger name brought in to voice Syrielle).

    Spider Stories itself is a sort of "compilation" game, centered heavily around the relationships that Syrielle's built and also establishing new ones. It has eight main "chapters" that can be started at any time, and that weave in and out with one another, so starting one chapter first will have ripple effects on most if not all of the other seven. These aren't major ripple effects, so the chapters are basically the same no matter what order you play them in. Instead, it has more effects on the relationship charts in the game. Though Syrielle's key friendships can't be broken no matter what, Syrielle's standing with many of the game's new characters can be dramatically altered depending on the choices the player makes during the game. The game features three "action" chapters and five "relationship" chapters, interspersing 3-D adventure-style gameplay in which Syrielle and her friends fight against bad guys with segments where Syrielle is simply trying to live the normal life of a college student (albeit a college student who can transform into a giant spider). The main plot revolves around a Skull and Bones-style secret society that Syrielle is trying to get into at her school, though it turns out this secret society is attempting to resurrect an ancient spider god (the spider god that was revealed in Syrielle: Underland to be Syrielle's ancestor). This spider god is attempting to gather all its children back to it, and Syrielle is no exception: if it's resurrected, it will take control of her and use her to conduct its evil plans. Syrielle and her friends have to stop it from being resurrected, though as it turns out, that's not possible: once the eight chapters have been completed, the spider god is resurrected, and Syrielle is placed under its thrall. The ninth chapter of the game is about stopping the spider god from destroying the town and ultimately taking over the world. Depending on the relationships Syrielle's formed throughout the game, her friends will either immediately break Syrielle free from the spider god's thrall or will have to put in some work to do so, forcing the player to complete some action segments/puzzles with some of the other characters to help Syrielle. No matter what, the last part of the game will be played as Syrielle, and you'll spent most of the last chapter visiting several spots in town to save the people before confronting the spider god at the university. A fierce final battle will ensue, and the help Syrielle gets once again depends on her relationships, but ultimately, Syrielle and friends are successful in taking down the spider god and saving the world.

    Syrielle
    has been in existence for the past decade, and during that time, it's become a fairly well known game series with a decent amount of ancillary material, including toys, books (some penned by Collins, some written by other authors), and an animated series, all of which have performed moderately well. The series is mostly popular among girls, and the games have been consistent sellers throughout the lifespan of the franchise. The series is also decently popular in niche circles, and gets moderately frequent fanfiction and fanart. The games have never been considered "triple A" and can reasonably be considered "double A" titles, mid-tier games with moderate budgets expected to sell a few hundred thousand copies and push a bit more merchandise, and Spider Stories, released on April 24, 2007 for the Wave, iPod Play, and Game Boy Supernova, continues in that tradition. It does get stronger sales than Underland and both of the recent handheld games, but it's not a major mainstream title, causing most of its stir in the online communities where its devoted fandom thrives. Critical reviews are mildly positive: the game's relationship system and quirky humor get high marks, but the 3-D action gameplay, which is compared to "the type of generic gameplay one would expect from one of the Harry Potter tie-in games" gets a rather tepid response. Still, for series fans, it's good to see that the franchise is still chugging along, and there is some big news ahead, both in the form of the next game which will be released for the HD consoles, and in the form of a brand new live action franchise set for release in the fall of 2007...

    -

    Syrielle Live Action Series Coming To Fox Family

    Fox Family is getting a brand-new live action series based on the game and media franchise Syrielle. The series won't be based on any one game in particular, but will instead serve as a separate continuity from the game series, incorporating events from the games but telling its own story. Syrielle is about a girl in high school who starts to gain spider-like traits, turning her school life upside down and drawing the ire of bullies and the unwanted attention of at least one teacher with dreams of being a mad scientist. Actress Jennifer Lawrence has been cast to star as Syrielle, having previously appeared on Fox Family playing a friend of the titular character Ava in the made-for-TV movie Ava's Awakening (which, like the Syrielle games and this show, was penned by Suzanne Collins). This is Fox Family's biggest budgeted live action show to date, set to even surpass the budget of the early-2000s hit Animorphs (which will also share some of its writing staff with Syrielle). The show will air on Saturday mornings at 10:00 AM, and will form one half of what's being called the "Spider Power Hour", as it will air immediately before Spider-Man Evolved.

    -from a Kotaku article posted on May 13, 2007

    (Authors' Note: Thanks to reader Unknown for giving us the idea to cast Jennifer Lawrence as Syrielle!)
     
    Spring 2007 (Part 4) - Early HD RPG Exclusives
  • Realm: The Legendary Hero

    Realm: The Legendary Hero is an RPG developed exclusively for the Apple iTwin. The game, developed jointly by an American and Japanese team, is a JRPG with WRPG elements which include character customization (for the main protagonist only) and a focus on exploration and loot. It features a fairly simplistic turn-based combat system and a simplistic story which largely involves the hero and his/her party (which will ultimately consist of a total of five heroes who can all fight at the same time in combat) journeying across four realms before ascending to the Skyrealm to battle a powerful evil sorcerer. These realms are based on the classic elements: Earth, Fire, Wind, and Water, and are visited in that order, with the hero recruiting a new companion in each realm. The companions include Poff the apprentice sorcerer (recruited in the Earth realm), Jacinda the princess (recruited in the Fire realm), Alex the ranger (recruited in the Wind realm), and Sara the mermaid (recruited in the Water realm). The hero's job is to unify these other brave souls, battle against corruption in the realms (caused by the evil sorcerer Galaxan), and then ascend with the heroes to Skyrealm to battle Galaxan himself. Though a fairly simple game, each of the heroes has a hidden story element that the player will gradually learn over the course of the game: Poff was once Galaxan's apprentice, Jacinda inadvertently usurped the throne from her twin, Alex was once a coward who allowed his fiance to die, and Sara is in reality a hideous sea monster and not a beautiful mermaid. One of the things that makes Realm a more interesting game than it would seem on its surface is that the hero is fully customizable, including their appearance, their statistics, and even how they react to many things in the game. The hero can be a noble warrior who can do absolutely no wrong, a rogue with some shades of gray, an unscrupulous ruthless person, or anything in between. They can choose to embrace their teammates' flaws or to condemn and reject them, which ultimately determines how the ending of the game plays out. Realm is rarely the same game twice, despite the main quest having about as many twists and turns as OTL's Quest 64 (which is to say not much). The game is both simple for younger players and RPG noobs, but also complex enough for many genre veterans to appreciate. The juxtaposition between complexity and simplicity is what forms Realm's appeal. From a technical standpoint, the game isn't spectacular, but it looks quite good on the iTwin. There's voice acting, but few recognizable names in the cast, and not much of the dialogue is voiced except during important cutscenes.

    Realm is released on April 24, 2007, exclusively for the Apple iTwin. It's considered the first major single player RPG to appear on the console, and scores positive reviews. Apple hypes the game fairly well, and so sales are surprisingly brisk considering the game's genre, making it one of the first post-launch games to be a significant financial success. It's not quite on the level with a Final Fantasy-esque killer app, or even a Phantasy Star-level game, but it does show Apple's commitment to publishing quality RPG titles on the iTwin.

    -

    Rogue's Story III


    Rogue's Story III is a WRPG exclusive to the Xbox 2. The first two games in the series were on the original Xbox, and this third title improves upon them dramatically in terms of graphics, general production values, and gameplay, with the world expanding to become much larger than the one found in the previous two titles. The game is a fairly typical open world RPG type game, but is somewhat less violent and more light-hearted than games such as Elder Scrolls. It features a completely customizable protagonist who can be either male or female, and puts them in a world of adventure and thievery. The gameplay largely focuses on jobs and guilds, with the protagonist given the opportunity to join one or more guilds as they progress in the game and do jobs for those guilds. There's a main story, but most of the game is spend side questing and exploring. Quests tend toward the kind of adventures one would typically see in a light hearted fantasy film: The Princess Bride was a source of inspiration for the Rogue's Story series, as was the film Robin Hood: Prince Of Thieves. Combat is fairly simple, with an emphasis on flashy physical attacks or magic, with some comparisons to the Tales Of The Seven Seas series. No matter who the player chooses to create, the main story starts out with the protagonist stowing away on a ship about to arrive at a busy port city. The protagonist is discovered, and the player can choose to flee, fight, or surrender, setting the tone for the early part of the game. The main quest will eventually see the player doing battle with a powerful baron who exerts undue influence on the kingdom, but in the meantime, they can get into all sorts of crazy adventures. For the first time in the series (and one of the first times in video game history), the protagonist can enter into a same-sex relationship, either guy/guy or girl/girl, with a total of 18 possible love interests (nine male, nine female) that can be encountered throughout the story. The game features extensive voice acting, though the protagonist isn't voice acted. The game features a musical score with a variety of orchestral songs ranging from somber to upbeat, and there's eventually DLC offered that expands the selection of items and sidequests, with the DLC adding about 30% more content to the game if it's all purchased.

    Rogue's Story III is released on May 15, 2007, exclusively for the Xbox 2. It receives very good reviews, averaging in the mid to high 8s, and is easily considered the best game in the series to date and one of the strongest early WRPG titles for the Xbox 2, with many reviewers preferring it to Elder Scrolls IV thanks to its lighter tone and stronger combat system. It wouldn't sell as well as Elder Scrolls IV, but sales would exceed those of either of the two original Xbox games, and would raise the series' profile as a strong exclusive for the Xbox. The game itself isn't published by Microsoft, and Microsoft doesn't own the rights to it, but the publisher still elects to keep the series an exclusive, despite the success of the iTwin and the impending release of the Nintendo Sapphire. Only time will tell whether or not the series stays on Xbox 2, but it does help attract women and younger players to the system, demographics that Microsoft is still struggling to find a foothold in.
     
    Spring 2007 (Part 5) - Fairytale 3
  • Fairytale 3

    Fairytale 3 is a JRPG developed exclusively by Squaresoft for the Nintendo Wave. It's a prequel to the original Fairytale, and explains how fairies and the land of Faelia came into being, telling the story of the first interactions between fairies and humans and how fairy magic became such a great force in the world. Like Fairytale 2, the game is produced by Tetsuya Takahashi, and has similarities to OTL's Xenosaga Episode III, though it also has similarities to games such as Kingdom Hearts and Chrono Trigger. The game features an ATB battle system, but with elements of Xenosaga's Break/Bonus system, along with the ability to alter attacks and battle formations in real time. Players can spend accumulated Boost points to use special attacks, special defenses, or to activate character buffs, all of which can be done in mid-turn, even while an attack is being made. For example, if an enemy uses an unexpected special attack, and players have enough Boost points, they can spend them to activate a defensive maneuver that will mitigate or even completely nullify the attack. They can also heal their character or even launch a special counter attack. Like in previous Fairytale games, only three characters can be in battle at once. Like in Xenosaga III, characters can be switched out from the roster for inactive characters (players can even spend Boost points to swap characters in mid-attack). Fairytale 3 features a large world, larger than the world of previous games, though there's no "overworld" to speak of, and instead, fast travel is used to move between places quickly, in a similar fashion to games like OTL's Final Fantasy X. Enemies appear on the map and can be avoided if possible. Overall, the game plays much like Fairytale 2, in the same way that OTL's Xenosaga III played much like Xenosaga I, but with numerous quality of life updates and a massive presentation boost. Fairytale 3 is one of the Wave's most beautiful RPGs, with graphics exceeding nearly every other RPG on the console save for Kingdom Hearts II. The game features gorgeous character design, amazing environments, and outstanding artwork. Though it pales in comparison to contemporary games released on the Xbox 2 and Apple iTwin, its stylized graphics allow it to stand alongside similar games and not look entirely primitive even when compared to something like Rogue's Story III or Realm. Like the previous games in the series, Fairytale 3 features a score by Yasunori Mitsuda, by now a frequent Takahashi collaborator as IOTL. Tomomi Kobayashi does not return as character designer, instead, that job is taken by Nobuteru Yūki, who also did the character designs for OTL's Chrono Cross. Like the previous two games, Fairytale 3 features a Los Angeles-based voice cast filled with major names in the industry.

    Fairytale 3 boasts a total of eight playable characters, up from six in Fairytale 2 and the same number as the number of playable characters in the original Fairytale. Fairytale 3, like the original game, features a mix of playable humans and fairies, though eventually, every single playable character is made into a fairy at some point. The playable characters are:

    Eden: A young woman who, for her entire life, has been living in an ancient garden in the sky. One day, she encounters a mythical lake, and when she drinks from it, it gives her magical powers and transforms her into a fairy, but also sends her into delirium, causing her to fall from the garden. She is discovered by humans, and her powers cause great ripple effects on the world below. Eden is voiced by Jennifer Hale.

    Kain: The first human to befriend Eden, he is cast out from his village after Eden's powers cause a young boy to be killed. Kain initially blames Eden for his situation, but eventually comes to care for her. Kain is voiced by Troy Baker.

    Ysidra: A young, unloved girl, Ysidra comes to see Eden as a big sister and is the first person made into a fairy by her, developing incredible powers in the process. Ysidra has the ability to absorb darkness and hate from her surroundings. Ysidra is voiced by Alyson Stoner.

    Magda: A rough around the edges prostitute, Magda joins Eden's group hoping to get revenge on the city that shunned her, though she eventually realizes that revenge will only doom the world. Magda is voiced by Masasa Moyo.

    Abram: A human soldier who raises up a great army, Abram becomes a staunch ally of Eden, giving her the political power Eden needs to change the world. Abram is voiced by Cam Clarke.

    Purim: An exiled queen, Purim must return to her throne in order to save her people, but only Eden's magic can help her do so. Purim is voiced by Megan Hollingshead.

    Amon: A scientist and tinkerer, Amon represents the rise of ancient technology amongst the humans. Amon and Eden frequently don't see eye to eye, as technology and magic often clash when brought up against each other. Amon is voiced by Oliver Quinn.

    David: A scrappy young thief, David is sort of the game's comic relief character, though he has a great deal of hidden bravery. He eventually becomes Ysidra's love interest. Unlike the other playable characters in the game, David's young voice actor isn't all that famous and does few roles outside this game.

    As you can tell from some of the names and character stories, Fairytale 3's lore draws extensively from the Old Testament of the Bible, along with the Kabbalah, as is typical for much of Tetsuya Takahashi's work, though rather than retelling the Old Testament, it mostly just references it while telling an original story. The game is much heavier in religious themes than the previous games in the series, most notably drawing a parallel between the birth of magic and the fairy race and the original sin that caused Adam and Eve to be cast out of the Garden of Eden. This, like the use of religion in many games, courts controversy, though the series' fanbase doesn't really care about the religious themes and simply enjoys the game for what it is.

    The game begins with a series of scenes telling Eden's story, the player briefly controls her in the sky garden before her fateful fall. After she is discovered by humans, she is taken to a human village, where her fairy wings and mysterious powers lead to great mistrust, though a few villagers, like Kain, trust her. Eventually, the tragic events occur that lead Eden and Kain to be cast out from the village, and they set out to discover the secret of Eden's power and a way to get rid of it. Soon after, they encounter Ysidra. A situation arises in which Eden has to save Ysidra's life, and in doing so, turns her into a fairy, a situation that will have fateful ripple effects on the world for millennia to come. As Eden's journey continues, the game's main plot begins to take shape. The primary villain of the game is a powerful man named Sin. He's not a fairy, but he seems to have incredible magical powers and is using them to carry out his will in the world. Eden still wants to give up her powers, but they're needed to stop Sin, and as Sin's body count rises, Eden finds herself being forced to embrace her reluctant destiny. Eden and Sin clash numerous times over the course of the game, though Sin seems to best her every time, and as the world slips deeper into chaos and death, Sin's powers only grow. Eden eventually learns that Sin was also born in the sky garden from which Eden fell, though he wasn't cast out: he left on his own. Eden soon becomes embroiled not only in the battle between humanity and Sin, but in the battle between humanity and itself: the competition for resources in the wake of Sin's destruction has led to wars amongst the people. Eden continues to journey the world, gaining more allies as she goes, but descending further into doubt and despair as she sees her powers as a terrible curse, while Sin seems to relish in them. Meanwhile, Ysidra is becoming more and more powerful as well, though her own young mind is becoming twisted at seeing so much suffering and death. Eden tries her best to help the girl, who, despite all the suffering she's witnessed and all the darkness she's absorbed into her, remains a fundamentally good person who only wants peace. Eventually, things culminate in a massive battle between a powerful human army and its war machine (built by Amon against Eden's objections) versus Sin and his magic. In a great clash, Sin is struck down, but the machine overloads and explodes, killing a million people (which at that time is a significant portion of the human population). In the aftermath of the cataclysm, most of what remains of humanity is stricken by a horrific disease. Eden awakens alone, with a de-powered Sin by her side. The two converse, and Sin explains why he left the garden after taking all that power. Sin explains that humanity, left to its own devices, will destroy itself. He had hoped to share some of God's power with humanity, but in order to do so, he would have to crush the old human order to clear the way for a smaller race of powered humans to rise up with magic, rejecting technology and forging a new path, forming a new sacred garden on the surface world. Sin asks Eden to follow him, but she rejects him. She refuses to kill him, however, and leaves him as she goes to find her friends. In a series of short quests, Eden finds all of her friends with the exception of Amon. Eden also realizes that in order to save humanity from the disease, she'll have to turn as many people as possible into fairies. In doing so, however, Eden realizes she's carrying out Sin's plan. Eden refuses to turn any more humans than the few hundred people she turned in a small village before reuniting with her friends. Meanwhile, in the wake of the disease, the fallen humans are morphing into hideous creatures known as the Plague. Eden finally finds Amon, who believes he can destroy the Plague with technology. Eden rejects this solution and threatens to kill Amon if he builds even one more machine. She sets out to purify the Plague herself, without technology and without turning any more humans into fairies. However, this solution does not work, but Eden then realizes that fairy magic is effective on the Plague and in limited cases can even purify fallen humans. Reluctantly, she transforms the entirety of Abram and Purim's people into fairies, who defeat and purify a massive Plague incursion with only a minimal loss of life. Disgusted with herself, Eden tries to find Sin, but he has gone missing, along with Amon. Eden eventually tracks the two of them down: Sin has merged with the Plague and is transforming humans into Plague Fairies, and Amon is somewhat successfully battling them back with an army of humans armed with technology. However, the battle begins to turn against Amon, and Eden is forced to intervene. She and her friends defeat a particularly powerful Plague Fairy, but Sin escapes. Eden declines to carry out her threat to kill Amon, deciding she needs his help to stop Sin once and for all. Sin uses his Plague powers to corrupt and transform nearly half the world, while Eden creates enough fairies to stand against him. Eden and her friends battle against Sin's followers and Plague monsters and eventually do battle with Sin himself, only for Eden to learn that Sin's mind has been corrupted by a dark force called Serpentarius. Eden defeats Serpentarius, but by now the Plague has gone out of control and it is set to overrun the entire planet. However, Ysidra, using her powers of purification and absorption, is able to take all of the darkness into herself, at the cost of her life. Ysidra purifies the entire planet. The section of the planet scoured by the Plague becomes a forested paradise, the future Faelia. Eden, Kain, Magda, and David choose to remain fairies, while Amon, Abram, and Purim choose to surrender their fairy powers to become normal humans again. Though humans generally choose to live outside Faelia and fairies choose to live within, the two races get along and cooperate to rebuild their world, and for a long time, everything is good. Meanwhile, Ysidra has reverted to a magical seed that Eden chooses to plant in the most beautiful part of Faelia, in the hopes that one day she will be reborn into a fairy again and will have a good life. After the credits, there's a scene that takes place thousands of years after the events of the game. Faelia has remained a paradise where millions of fairies live in harmony with nature, while humanity has developed into a modern, technological society. Fairies and humans are still shown cooperating with one another, though there are also ominous scenes showing discrimination between the groups and also the fairy caste system where highborn fairies discriminate against peasant fairies. A glow is shown in the forest, and a family of peasant fairies go to investigate its source. They find a newly reborn infant Ysidra, swaddled in leaves and flowers on the ground. They pick her up and take her home. She is a sweet and happy baby, but her heart is shown to glow with the faintest darkness, an ominous sign of the monster she'll someday become.

    Fairytale 3 is released in Japan in March 2007, and in North America on June 12, 2007. The game is released to strong reviews praising its storyline, characters, graphics, and battle system, though it would be the worst reviewed of the series' first three games (scoring a mere 88.54% on GameRankings and a 90 on Metacritic). Hyped as a major Squaresoft RPG release, it's a chart topping best seller in Japan (released the week after the iTwin, it outsells the pack-in game Pixelworld during that week, though some of that can be attributed to the iTwin's post release supply shortage). In North America, it doesn't do quite as well: many RPG fans are awaiting games like Final Fantasy VII-2 and Kingdom Hearts II, and pass Fairytale 3 up in favor of those. Still, it would top 150,000 sales in its first week in North America, and would see decent sales throughout the remainder of the year, eventually topping a million units in the West. Its success proves that Squaresoft continues to be an RPG powerhouse, and that a new release from one of its signature franchises is a major gaming event. It also proves that the JRPG, though having seen its fortunes decline in the sixth generation, is far from dead, and is in a better shape at this point ITTL than it was IOTL.

    Even before Fairytale 3's release, Tetsuya Takahashi was already working on Final Fantasy XII, the first ever HD Final Fantasy. His involvement in the game, its status as the first game in the series for a seventh generation console, and the Final Fantasy name itself would cause hype for the game to escalate significantly in the leadup to its release. Already, Takahashi was planning a game that would change the series forever, and that he not only hoped would be the best Final Fantasy game ever made, but perhaps the best game ever made.
     
    The 2006-07 Network Television Season + Cable
  • (Here's the update reviewing the 2006-07 network television season!)

    ABC:

    After three seasons on top of the network landscape, Lane finally fell off its perch to #4. Not for lack of trying: in fact, Lane had its biggest ratings to date, which goes to show how competitive the TV landscape was this season. Apart from Lane, ABC's strongest veteran shows kept right on chugging, with few significant ratings declines amongst its hits. The loss of Monday Night Football to NBC stung somewhat, as did the lack of any truly strong rookie shows: the strongest of note was Carlita, starring Constance Marie as mother who serves as the breadwinner for three kids while her somewhat dopey husband stays at home. It proved popular among Latino families and was one of the biggest new comedy hits of the season, but only time will tell if it can hang with ABC's big boys.

    CBS:

    While CBS' strong crime procedurals Heart Of Darkness and Nature Of The Beast continued to perform well, the network had the unfortunate distinction of having no new shows in the top 25, the only one of the four networks not to do so. Despite the lack of a strong rookie, CBS remained profitable overall thanks to its airing of the NFL on Sundays and the NCAA basketball tournament in March, amongst other big sporting events, and its ratings continued to hold strong amongst older families. If it could get another breakout hit like Jimbob and James was back in 2005, it might just boost the network back to #1. Comedies like How I Met Your Mother enjoy a loyal audience, but it's only a middling one. The most anticipated CBS show of fall 2007 is a comedy about a pair of nerds living in an apartment across the hall from a cute blonde, but that show isn't expected to be a major hit.

    NBC:

    NBC definitely had the best season, with three major new hits. The biggest by far was Powers, a high-concept, big budget superhero show developed by former X-Files writers Vince Gilligan and M. Night Shyamalan. The show, which mixes traditional superhero tropes with moral quandaries, was an immediate hit and the highest rated rookie show in more than a decade, beating out three-time ratings champ and multiple Emmy winner Lane and very nearly beating the seemingly unstoppable American Idol. The second was the return of NFL football to the network: Sunday Night Football featured some of the season's best games and was must-see-TV, especially as the playoff races heated up. Finally, Cash Cab, a game show taking place in a taxi cab with potentially hundreds of thousands of dollars on the line, was this season's breakout game show. Discovery Channel passed on the show in 2005, but its developers never gave up on the idea: they ramped up the stakes and brought in comedian Will Sasso, fresh off a decade-long run on Fox's Mad TV, to host the show. Sasso's impressions and hilarious one-liners, along with compelling contestants and high stakes drama, made the show a major hit and catapulted it into the top 15.

    FOX:

    American Idol finally broke through and became the number one show on broadcast TV (in large part thanks to the amazing performances of eventual winner Chris Daughtry), knocking off Lane and fending off a fierce challenge from rookie superhero show Powers to capture the top spot. House stayed strong, and Gordon Ramsay's Hell's Kitchen heated up in its second season to give Fox another major returning hit. Fox also had the second best luck with its rookie shows: Citation Needed, about a snarky girl genius and her overworked mother (played by Sarah Silverman) was TV's biggest new comedy of the season, and The Order, about a detective (played by Alan Tudyk, whose Firefly character was killed off during the 2005-06 season) investigating a secret cult planning a terrorist attack, was one of the biggest new drama hits of the season.

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    Top 25 Rated Network Television Programs Of 2006-07:

    1. American Idol (Tuesday) (FOX)
    2. American Idol (Wednesday) (FOX)
    3. Powers (NBC)
    4. Lane (ABC)
    5. Sunday Night Football (ABC)
    6. Desperate Housewives (ABC)
    7. Heart Of Darkness (CBS)
    8. Dancing With The Stars (Monday) (ABC)
    9. Dancing With The Stars (Tuesday) (ABC)
    10. House (FOX)
    11. Fragment (ABC)
    12. Jimbob And James (CBS)
    13. Citation Needed (FOX)
    14. Nature Of The Beast (CBS)
    15. Cash Cab (NBC)
    16. Sheffield (ABC)
    17. The Standard (ABC)
    18. The Order (FOX)
    19. Survivor (CBS)
    20. Transplant (ABC)
    21. Horizon (ABC)
    22. Law And Order: Special Victims Unit (NBC)
    23. Carlita (ABC)
    24. Mighty Megan (CBS)
    25. Hell's Kitchen (FOX)

    -

    Powers is a show co-created by Vince Gilligan and M. Night Shyamalan. While the show bears some similarities to OTL's Heroes (and shares a couple of its writers), Powers has a more decentralized plot, at least initially, telling X-Files-style "monster of the week" stories while slowly building up its core cast and myth arcs. The show's premise is based on ordinary people gaining random superpowers, and presents them as morality tales: some people choosing to do good with their powers, others choosing to do bad, while others go from bad to good or from good to bad as a result of what happens to them. The show that Powers is compared the most to, apart from The X-Files, is probably The Twilight Zone. While the show focuses heavily on its superpowered cast, it also features a number of prominent non-powered characters, most notably detectives Catlin Bechdel (played by Shilpa Shetty) and Dave Ross (played by OTL Breaking Bad actor Dean Norris). They're not like Mulder and Scully: Bechdel is usually out in the field investigating various crimes, while Ross has a desk job most of the time. Their interactions are largely limited to the office, and they gradually become aware of the strange events occurring around the world as more and more people's powers begin to awaken. The show's first true "villain" is Ace Ebner, a high school teenager who acquires the superpower of precognition and perfect reaction time. Ebner can dodge bullets and can win virtually any fight, especially after he's gifted with power armor by a mysterious benefactor (a corporate executive who becomes a major villain later on in the series). This benefactor tasks Ebner with assassination and thievery, though Ebner eventually goes off the rails after becoming drunk with power. Ebner's ex-girlfriend, a swim team captain named Gretchen (played by AJ Michalka), develops powers as well, gaining the ability to manipulate water. She starts out aligned with Ebner but eventually turns against him after he beats her up following her objection to the first of his murders she finds out about, and she becomes a critical ally to Bechdel and Ross. While most minor characters introduced during the first season don't make subsequent appearances, a few of them would become major characters down the road (this would become a hallmark of the series, seemingly minor characters turning either into major heroes or major villains, there's more than one Walter White-style "nobody to monster" transformation throughout the course of the series). Gilligan and Shyamalan would write much of the show's material themselves, but would also employ a talented team of writers, including Peter Gould (who worked on Breaking Bad and Better Call Saul with Gilligan IOTL). The two share a strong friendship ITTL, and though things occasionally got contentious in the writing room, the friendship and partnership would only grow stronger throughout the run of the series. While most of the "big ticket" ideas would come from Shyamalan, Gilligan's input would add nuance and subtlety to the show, checking some of Shyamalan's excesses (fellow crewmembers would come to refer to Shyamalan as "the heart" of Powers and Gilligan as "the brain"). The show could occasionally get fantastical, with one or two "really silly" twists, but remained a critical darling throughout the entirety of its run. Powers debuted on September 20, 2006, and its first episode was watched by more than 25 million viewers, with ratings growing throughout the first season. Its first season would be nominated for numerous Emmy Awards in 2007, including Outstanding Drama Series, though it wouldn't win.

    -

    "HBO continues to lead the pack amongst cable networks as far as awards go: The Sopranos and Entourage both made a splash at this year's award ceremony, though ABC's Lane once again beat out The Sopranos for Outstanding Drama Series in what has been a back and forth battle between the two shows for the past four years. HBO had another intriguing series, Catalan, that was also nominated for several awards, but failed to win any. Catalan, which tells the story of a spy in 1970s era Francoist Spain, was this year's surprise breakout cable hit, though it failed to challenge The Sopranos for supremacy in any significant way. It did elevate itself above fellow HBO drama The Wire in terms of overall awards show prestige, though a sizable number of critics continue to proclaim The Wire as the network's best show. The drama, which explores corruption in the city of Baltimore, has failed to gain anything larger than a cult following, but its devotees are very passionate in their support of the show, and continue to claim that it should be getting significantly more award support than it's getting.

    A surprisingly highly rated cable show can be found on Lifetime: Generational, the story of three generations of abused women, has risen above the melodramatic excesses of the network's original movie lineup and has become Lifetime's most prominent series, due in large part to stellar acting from its mostly female cast. The show has prompted Lifetime to order three more original shows for next season in what could be the network's biggest experiment since their brief flirtation with a more lighthearted format from 1997 to 2001. TNT, which has consistently proclaimed itself the network for drama, has also found a hit in the show Earn Your Chops, about an undercover detective busting stolen car rings in Los Angeles. It's one of the most gritty and violent shows on basic cable, but it's proven a hit amongst younger male viewers, and has made a star out of Gabriel Luna, who plays the show's protagonist."


    -from the article "Don't Count Out Cable", posted on Yahoo! Entertainment News on October 8, 2007
     
    Spring 2007 (Part 6) - A News Update
  • The passage of the Tax Reform Act Of 2007 was a blow to Al Gore's economic policy, though it wasn't a crippling one. It cut taxes for the rich, though it had also cut them for the middle class as well, and the Republican Congress would have prevented any sweeping new social programs regardless of whether or not there was money in the budget for them. During the spring of 2007, Gore continued his work on foreign policy initiatives, including the continued attempts to preserve the peace in Pakistan and prevent any further terrorist attacks, while also continuing to prevent any new flare-ups in the Middle East. While America was continuing to trend toward conservatism, overseas, it was progressive leaders who were rising to prominence. Tony Blair, who remained somewhat popular in the United Kingdom and who had served as Prime Minister for a decade, announced that he'd be stepping down as the head of the Labour Party in 2008, while young David Miliband looked like the front runner to succeed him. In France, Socialist candidate Ségolène Royal defeated her opponent, Nicolas Sarkozy. Relations between the United States and France had remained quite friendly under the Gore administration, with the two countries cooperating both economically and militarily. While Royal's victory was lauded by many on the left, particularly Senator Paul Wellstone, who made a jubliant appearance on MSNBC's Countdown with Keith Olbermann to praise the new French president, the victory was condemned by a number of politicians and commentators on the right, including Sean Hannity, who, on the May 17, 2007 episode of Hannity and Colmes, claimed that Europe was "descending into socialism" and "under more threat from radical Marxism than it was during the days of the Cold War". That night, Hannity brought Rick Santorum onto the show, and Santorum mimicked many of Hannity's statements. Gore himself issued a simple statement congratulating Royal on her victory and hoping for continued cooperation between the United States and France, which it considered one of its strongest allies for more than 200 years.

    The American economy continued to slowly bounce back from the oil shock of 2006, with slow but steady growth. The United States had barely avoided a recession the previous year, and if trends continued, it would continue to avoid a recession for several years to come. It was mostly tech stocks that were keeping the economy in the black, with the dot-com sector showing its strongest performance since 1999-2000. However, there were still some troubling signs. Unemployment was rising, and had been doing so since late 2005. In addition, there were troubling signs in the housing market, with bankruptcies and defaults climbing at an accelerating rate. Commentators had begun to remark on the unstable housing market, and even President Gore himself began to talk of the need for reforms in a speech in June 2007, pushing Congress to consider bailing out some underwater mortgages and helping struggling homeowners who couldn't find another source of income. However, the Republican Congressional leadership was having none of it: House Speaker Lamar Smith stated on the floor of Congress that "we need less bailouts, not more". The Senate was somewhat more open to Gore's proposal: Senate Majority Leader Richard Lugar cited his home state of Indiana's manufacturing woes when he said that Congress should consider a bill to keep stricken homeowners afloat, though with some conditions attached. Ultimately, the proposal went nowhere: Senators to the right of Lugar refused to consider any such bills, as did House Republican leadership. Gore himself didn't spend much time pressing the issue: he was still trying to get more environmental legislation passed, and was also working closely with Pakistani leadership to keep the peace in that country. There was a meeting at the White House between President Gore and former Pakistani prime minister Benazir Bhutto that made some headlines in early May, with the meeting taken as a sign that Gore was beginning to drift away from Pervez Musharraf as the optimal leader for Pakistan's future. Tensions and terrorism would continue in Pakistan throughout the spring and summer, though nothing on the scale of the 20/11 attack would occur during this time.

    -

    "And with his announcement today, Rick Santorum becomes the first to throw his hat into what is expected to be a crowded Republican ring. The Pennsylvania senator is seen as the leader of a new conservative movement emphasizing both economic reform and a return to traditional family values, and during his speech at a crowded rally in Harrisburg, Santorum emphasized 'freedom and family', and promised to lead the country to a prosperous new dawn. Santorum is seen as the early front runner in the Republican field, especially after last week's major announcement from former Republican hopeful George W. Bush that he would not seek the Republican nomination next year. Bush is notable for finishing a close second in both the 2000 and 2004 primaries to John McCain and John Kasich respectively. Kasich himself has not ruled out a run, and polls amongst likely Republican voters have him ranked a close second behind Santorum in a field of the most likely candidates."
    -Dan Rather, from the June 1, 2007 edition of the CBS Nightly News

    "They say the problem is that there's too much liberalism in America. They say that 16 years of Democrats have hurt the country. I say that in 16 years, we should have accomplished a lot more! America has come far, but there's so much farther to go. We've increased the minimum wage, but it's not a living wage! We still don't have equal rights for women, for African-Americans, for Muslims, for people on disability, we still have so much farther to go! I believe President Clinton did a good job. I believe President Gore is doing a good job. But when you're the president of the United States, sometimes a good job isn't good enough! A president needs to be great! And with your help, with all of your help, we will make great change in America happen. We will make the strides that we need to make. We will ensure a living wage and universal health care for all Americans, fulfilling the promise of President Franklin Delano Roosevelt more than half a century ago. We will protect the environment and save this planet for our children and grandchildren! We will ensure that every American, no matter how much money their parents make, can enjoy the best education in the world! We will repair our crumbling infrastructure! We will bring America forward into the 21st Century and beyond!"

    -Minnesota senator Paul Wellstone at a rally in St. Paul, Minnesota, announcing his candidacy for President of the United States on June 4, 2007

    -

    (Authors' Note: Reader DocBrown sent us the following theme park related contributions!)

    Is Mario Coming to Cedar Point?
    Since Six Flags’ announcement of Super Nintendo World at their newest park, Nagashima Spa Land, back in November, many have been speculating which park would be the first to receive Super Nintendo World in the United States. Rumors have been far and wide, ranging from Six Flags Magic Mountain in Los Angeles to Six Flags New Orleans.

    However, an anonymous photo suggests that it may be our own Cedar Point, recently purchased by Six Flags in early July. The photo shows Cedar Point GM John Hildebrandt with Nintendo's Bill Trinen at the site of what was supposed to be Cedar Point's 2007 attraction, which Six Flags quietly cancelled shortly after assuming ownership. Add to the fact that an off-season employee, who wishes to remain anonymous, has confirmed that "big shots from Nintendo" were at the park on March 12th to "discuss future attractions".

    Both Hildebrandt and Six Flags CEO Kieran Burke were unavailable for comment, but the evidence points to Mario and co. coming to the Point soon.
    -from The Sandusky Register on April 20th, 2007

    Park Closing - Rumor - (4/27/07) With the acquisition of most of Cedar Fair by Six Flags and the Kings Island tragedy that caused it, Six Flags has taken a financial beating, citing declining revenue and attendance since Q2 of 2006. When asked about closing or selling off parks to reduce costs, CEO Kieran Burke said “nothing was off the table”. New evidence suggests that Great America will be among the parks sold off.

    Several sources at the park have independently reported that city officials have been seen around the property with various people for about the past month. The people with city officials have ranged from corporate representatives and housing developers to San Francisco 49ers owner John York, looking for a new stadium location after plans to rebuild Candlestick Park fell through with the city. Add the swarming of redevelopers to the park together with the removal of the coaster Stealth over winter and the appearance of markers in the parking lot, 2007 may be the last year to enjoy Great America.

    -from “Great America (Santa Clara)” on Screamscape.com

    -

    "And we continue with our breaking news out of Beverly Hills, California, where about an hour ago actress Lindsay Lohan was found dead in the apartment of actor Robert Downey Jr., who was found with Lohan and was rushed to the hospital as well, both of them suffering from what appears to have been a massive drug overdose. Downey remains in critical condition at this hour."

    -Lester Holt, from an MSNBC broadcast at 6:04 PM on June 14, 2007

    "The two were found nude in Mr. Downey's apartment, both of them suffering from the effects of an overdose of both heroin and cocaine. Miss Lohan was dead on arrival, while officers at the scene were able to revive Mr. Downey with CPR and rush him to the hospital. At this hour he is listed in fair condition. We do expect to charge Mr. Downey with multiple felonies, including drug possession and reckless homicide. Right now he is still in the hospital but we do have officers posted outside of his room and we have already informed him of the pending charges against him and placed him under arrest." *a reporter asks: "Was the sexual contact consensual?"* "We have every reason to believe that the activities that Mr. Downey and Miss Lohan were engaged in at the time of their overdose were consensual, we will not be charging Mr. Downey with any crimes related to those activities. We are charging him with reckless homicide because he did furnish Miss Lohan with a fatal amount of heroin and cocaine."

    -an LAPD officer, speaking at a live press conference at 12:40 PM on June 18, 2007

    -

    So for anyone who's already finished, what did you think of Harry Potter and the Deathly Hallows? Was it everything you guys thought it was gonna be? (MASSIVE SPOILERS)
    -I'm so glad they decided not to kill off Harry. It would have ruined the whole point of the book!
    --I agree, Harry deserves to live a full and happy life and I'm glad he's going to get one with Ginny.
    ---I still say Harry and Hermione should've ended up together. Hermione/Ron was just way too contrived!
    -I loved it, it wrapped up the series perfectly. RIP Hagrid tho
    --He died so heroically,the way they gave him his magic back was kinda dumb
    ---yeah it seems like they just did that so he could have an epic last stand with Voldemort
    ----that was so cool though, Hagrid was so brave
    -I'm glad they kept Tonks and Lupin alive. After killing off Sirius, losing Lupin too would have broken me.
    --That scene where Lupin went all werewolf and dived on Bellatrix was sweet, it would have been awesome if he'd been the one to kill her
    ---nah, still like how Ron's mom was the one to take out Bellatrix
    ----RIP Bellatrix too
    -----she's evil!
    ------Bellatrix rules
    -Harry being the last Horcrux was a crazy twist but holy crap it was dumb how they made Snape a horcrux too
    --Well it wasn't REALLY Snape hismelf that was a horcrux but it was a good explanation for why he got killed off
    --It was also beautiful how much Snape loved Lily
    --Snape made himself a horcrux that was smart of him
    ---it was kind of silly how that went down though
    ----I think that is going to be the BIG controversy from this last book, that and the Hermione vs. Ginny thing
    -----well that and how THEY KILLED LUNA LOVEGOOD HOW COULD THEY
    ------RIP Luna
    ------I cried so fucking much when Luna died
    ------that bastard fucking asshole Lucius i will never fucking forgive him why
    ------fuck Licius I am so glad he died the horrible way he did and go Draco for turning on his own dad at the end
    -------did Draco turn because of that or because of how Pansy turned first?
    --------I think it was both but yeah I can't believe Pansy had such a change of heart but JK did a good job explaining why
    ------Lucius Malfoy there is a special pit of hell for you
    ------I haven't cried this much at a fictional death since Etienne in The Darkest Ritual. I can't believe Luna is gone
    -I HATE HOW THEY KILLED LUNA JK WHY WHY DID YOU DO IT I HATE YOU SO MUCH
    -Luna Lovegood RIP
    -Luna nooooooooooooo
    -I thought Luna's last words were so beautiful, though, how she held Harry's hands and looked into his eyes and said how she wanted him to fight for all the people both of them loved. I can't put into words how much I was crying when that happened. I'm glad she didn't just get Avada Kedavra'd like so many others who'd died, so that she could have that final moment with Harry and then with Hermione. It was probably the most beautiful scene maybe in the whole series and I can't wait to see how they do it in the movie.


    -from a Harry Potter message board on June 30, 2007 at 11:07 PM

    -

    After Eddie Guerrero's tragic death in the middle of a WWE ring in 2005, the company had taken steps to ensure such a tragedy never happened again, including a new wellness policy designed to curb drug abuse amongst wrestlers. However, the company would be rocked by yet another tragedy in 2007: the suicide of wrestler Chris Benoit. Benoit was found hanged from a weight machine at his home on the night of June 22, 2007, by his 8-year-old daughter Andrea. Next to Benoit's body was a suicide note with an extremely disturbing confession: Benoit said that he'd been "haunted by demons" for the past year, demons who had told him to kill his family. He believed that these "demons" had come to him as the result of the multiple chairshots he'd taken over the course of his career, and that in what he believed to be his "final moment of lucidity", he had killed himself to prevent him from taking the lives of his wife and daughter. The note also read: "I want them to cut out my brain after they find me", and to "tell Chris" (referring to fellow wrestler Chris Nowinski, who had been fired from the company in 2006 after repeatedly criticizing the company for allowing wrestlers to take unprotected blows to the head and who had become an activist concerning concussion-related injuries) to "make sure they know why the demons came". Benoit's suicide generated an immediate wave of controversy, though Vince McMahon attempted to deflect it at the time, airing three tribute shows to Benoit in the week following his death, and dedicating that Sunday's pay per view to his memory. However, the public outcry once the text of the suicide note became known was immediate and harsh, with multiple cable news commentators excoriating the company, including a heated special comment from MSNBC's Keith Olbermann who claimed that McMahon "should be ashamed of himself" and that he was "no better than a murderer". The incident killed the political ambitions of McMahon's wife Linda, who had been hoping to run as a dark horse Republican presidential candidate, and damaged the WWE's reputation severely in the months following Benoit's suicide. It would take at least a year for the company to recover from the fallout, and during that time, at least one rival federation would rise to challenge WWE's supremacy.

    -from "Death In The Squared Circle: The Curse Of Wrestling", an article on Bleacherreport.com, posted on November 16, 2011
     
    Spring 2007 (Part 7) - The Open World Games Of May 2007
  • Dirty Doggs 2

    Dirty Doggs 2 is the sequel to 2005's motorcycle/crime game Dirty Doggs. Like its predecessor, it features two motorcycle riding brothers named Redd Dogg and Joe Dogg. Unlike the previous game, which was fairly linear in its mission structure, Dirty Doggs 2 is a full-on open world sandbox game in which the mischief making brothers have free reign of the town and its surrounding environs. Like the last game, Dirty Doggs 2 has a country/redneck aesthetic, with a soundtrack full of country songs, while the Dogg brothers themselves and most of the supporting characters have thick Southern accents. While the game does feature two stereotypical redneck characters as protagonists (and the Doggs aren't like the handsome and clean cut Dukes of Hazzard, they're out of shape and don't care much about their physical appearance at all), the game itself portrays its rural environs in somewhat of an admirable light, and indeed, the game itself seems aimed at the Southern demographic. The plot itself sees the two brothers seeking to stop a rich corporate mogul from buying up the town, and they stop him by causing as much crime and trouble as possible, while also battling other criminal gangs. In addition to the improved graphics from the previous game (while the previous game was a Wave exclusive, Dirty Dogs 2 appears on both the Wave and the Xbox 2), the sequel features a slate of brand new minigames, including a fairly engrossing hunting minigame and a deeper vehicular combat mode with both motorcycles and regular cars available. It also features a mode where the Doggs can try to get a legitimate job to earn some extra cash and unlock some fairly hilarious character interactions. The game rarely gets very serious: country fried humor is the order of the day, and even the villain is more foolish than nasty. Comedians Jeff Foxworthy and Bill Engvall portray supporting characters in the game, with Foxworthy in particular playing one of the most prominent characters, a hardware store owner who gives the Doggs lots of different missions and uses his store as a front for a major moonshine operation.

    Dirty Doggs 2 is released in May 2007 for both the Wave and Xbox 2. The games' content is identical, but the graphics are significantly better on the Xbox 2 and the game seems to run a bit faster as well. Whereas the original Dirty Doggs was a cult classic with a bit of an identity crisis, Dirty Doggs 2 dives head-on into its redneck identity, going over the top with it at times, much to the delight of hardcore series fans. Indeed, Dirty Doggs 2 is reviewed very positively, and significantly better than its predecessor, becoming one of May's best reviewed and best selling games. The sequel is when the series seems to have come into its own, and though the game gets some harsh criticism from some circles, many reviewers express delighted surprise that the game is as good as it is. Though it won't satisfy those still waiting for the release of Grand Theft Auto II, it's still considered one of the best open world titles of the year.

    -

    Wheelman 4

    The first seventh-generation game in the Wheelman series (though a version was also made for the Wave with some crucial differences), Wheelman 4 is released for the Xbox 2, iTwin, and Wave in May 2007. Like previous games in the series, it's an open world action game starring a man named Tanner who works as a "wheelman" for various criminal gangs. Wheelman 4 takes place across two cities, New York City and Philadelphia, and Tanner will need to win favor with bosses in both cities if he is to unravel the criminal conspiracy linking the gangs of both cities together. James Franco, who by now was a much bigger named actor, didn't return as Tanner, and instead, Nolan North voices Tanner in this game, which makes only fleeting references to the first three titles and seems to take place in a different continuity. Wheelman 4 takes full advantage of the graphical capabilities of the next generation systems, while the Wave version looks significantly worse and has a worse framerate. The city in the HD versions of the game looks absolutely beautiful, though the games are somewhat hampered by repetitive missions in which Tanner is asked either to pick someone up or kill someone, with very little variation. There's no really interesting female character like Selina was in Wheelman 3: the most compelling female character in the game is a woman named Ashley who accompanies Tanner on a few missions in New York but is somewhat unceremoniously gunned down at the end of a seemingly inconsequential mission. Most of Tanner's bosses in the game aren't very interesting either, though there is one (voiced by John Goodman) who has a fairly interesting story arc and whose missions are all fairly fun and entertaining. His character too would be killed off far too soon (by Tanner himself, for fairly flimsy reasons), and the game is seen by most fans as going downhill from there.

    Ultimately, Wheelman 4 becomes both a critical and commercial disappointment. The Wave version, which features only New York City and cuts the Philadelphia portions of the game completely, is seen as an utter disaster and receives some of the worst reviews of the year, while the Xbox 2 and iTwin versions get mediocre to only slightly above average reviews at best. The iTwin version of the game does feature optional driving motion controls that are intriguing and seen as the game's best feature, but other than that, Wheelman 4 is seen as being too cookie cutter and derivative, without the slickness and creativity of Wheelman 3. Its missions are criticized for being more about taking players around the city to look at the pretty graphics rather than having any gameplay substance, and ultimately the game would be seen as a big step back. Sales are strong in the game's first two weeks of release, but would ultimately tail off in future weeks, and the game would end up in bargain bins by the fall, with Best Buy selling it for $9.99 on Black Friday 2007.
     
    E3 2007 (Part 1)
  • (Authors' Note: As always, we're splitting E3 up into two parts, with Apple and Microsoft covered today and Nintendo covered tomorrow!)

    -

    Prior to 2007's E3 event, there was a moderately contentious debate amongst the members of the Entertainment Software Association about the future of the event. Though E3s in the past had been very successful, the cost of exhibiting games had increased dramatically, and a downsizing of the event was being considered. The number of attendees, which had topped 75,000 in 2006, would be curtailed to around one-sixth of that number, and the event would ditch the massive Los Angeles exhibit halls for more intimate events elsewhere in Southern California. It would also be considered to hold the event later in the year. The debate raged throughout the fall of 2006, with arguments made on both sides. However, there was an influential faction within the ESA that believed E3 should be even bigger, and should even consider opening to the general public like the Consumer Electronics Show did. They believed that E3 became successful because of the visibility of the large event, which could be broadcast on shows like GameTV and later on networks like G4 and streamed on Videocean. Smaller exhibit halls and more subdued presentations would put a damper on hype and would hurt the sales of big budget games, which increasingly needed to sell more and more copies to turn a satisfactory profit. The decision was finally made, in a narrow vote, to keep E3 the way it was: closed to the general public but open to all the gaming news outlets as well as to industry professionals, and presented in late May in a large Los Angeles convention center. E3 2007 would see more than 80,000 total attendees over the course of the week-long event, and they would be treated to one of the best slates of hardware and software ever exhibited in a single show.

    -

    Apple Keynote - E3 2007

    Apple's was the first keynote presentation of E3 2007, and the presentation started off with Reggie Fils-Aime taking the stage. He thanked the audience for attending and thanked all Apple fans for the successful launch of the iTwin, while also promising that the iTwin's supply issues would be sorted out over the coming year. He then segued into the first game to be featured: Sonic Duo. Sonic Duo was memorably shown off with Steve Wozniak during the iTwin reveal presentation at E3 2006, but now the game was being presented in a much more complete fashion, with major plot reveals and a lot more gameplay footage. As previously stated, Sonic and Tails are the game's only two playable characters, and the game focuses heavily on their relationship, even flashing back to when the two first met. The teamwork between them is a major focus of gameplay: there are lots of segments that require both Sonic and Tails to cooperate in order to achieve success, but whether controlling them with a single player or controlling them with two players, it's easy to coordinate their movements and they're never too far apart. The gameplay segments highlighted the transitions between 2-D and 3-D, and while the game plays a lot like Sonic the Hedgehog 4, with mainly 2-D segments punctuated with occasional 3-D, there's actually significantly more 3-D in this game, with entire large areas of levels being explored in full 3-D. For example, Sonic and Tails were seen exploring a large grassy area at night. It's a wide open field with full 3-D exploration, but there are numerous places where the two can enter and then the game reverts to classic 2-D Sonic gameplay. However, most of the game is spent in 2-D sidescroller mode, with boss fights split about 50/50 between 2-D and 3-D. The plot reveals were quite intriguing: Eggman is the game's villain, and he's captured pretty much every other major character, forcing Sonic and Tails to save the day. The game is full of action-packed segments in which the two battle tons of enemies, perform split-second rescues, and explore the most diverse set of environments seen to date in a Sonic game, including a busy highway, a shopping mall/cave hybrid of some kind, and a series of aircraft carriers where Sonic and Tails have to jump across planes as they take off and land while dodging missiles fired by one of Eggman's lieutenants. The action was punctuated by the game's thrilling theme song, “Friends Forever”, and the game seems to be packed with dramatic moments in which Sonic and Tails have to lift each other up after one of them is feeling sad. Reggie promised that Sonic Duo would take the series back to its roots, telling the story of the heroic hedgehog and his best friend in a way that would both win new fans to the series and please the most hardcore of Sonic fans who have been enjoying the games for more than 15 years. Sonic Duo will launch on November 2.

    Mega Man Next 2 was then shown off. The game was revealed at last year's E3 also, but, like Sonic Duo, we got a lot more gameplay footage and details about the plot, including the reveal of a beautiful new purple robot woman with ambiguous allegiances. Reggie also hyped Mega Man 10, which will also appear on the iPod Play. Like Mega Man 9, it's a classic style 2-D Mega Man game with modern graphics, and seems to be more simplistic than Mega Man Next 2, which is a full 3-D adventure. Reggie emphasized that the only place to play the newest Mega Man games would be on Apple, and that more games in the Blue Bomber's adventures would be coming. The next reveal was Company Of Heroes, a port from the PC and Macintosh that will be appearing exclusively on iTwin for console. It's an RTS set during World War II with extremely realistic combat, and won plenty of accolades when it was released last year on PC. The game looks very impressive on the iTwin, though it isn't as good looking as it is on PC, and has a unique optional motion control scheme allowing players to control one of their soldiers with one hand while directing combat with the other, or for one player to direct combat and another player to control an individual soldier, which makes for some unique gameplay that even the PC version of the game doesn't have. Company Of Heroes makes its way to the iTwin in September. The next quick reveal was Bomberman Showdown, a 3-D Bomberman game with a focus on one-on-one combat between individual Bombermen. The game features both extensive campaign and vs. modes, with online gameplay. Online looks to be a big focus of Bomberman Showdown, and it appears that this game might be the first Bomberman game developed with tournament play in mind. Bomberman Showdown doesn't yet have a release date, but Reggie promised it would be out before the end of the year. The next reveal generated a lot of buzz amongst the gathered crowd: the reveal trailer for a fascinating action-RPG called Rhapsody Of The Firmament. Combining WRPG-style freedom with a Diablo-esque overhead view, the game features a birdlike humanoid protagonist named Kelos, who serves as an enforcer for the government. She ultimately is given the opportunity to betray her former masters and go with her friends on a quest to recover the titular Rhapsody, an epic poem that hides a terrible secret. The game combines the gritty realism of games like Fallout and the freedom of games like Elder Scrolls with a sci-fi planet-spanning adventure, and looks like one of the year's more ambitious games. The version shown off at E3 looked nearly complete, and indeed, the game's release date was given as October. The loud applause received by the game was even louder than the applause for Sonic Duo, and ultimately this one could come out as one of the darlings of the show. The next reveal was a quick one for Shade 'n Myco 2. It's coming to the iTwin in August, though it's also expected to be released for other systems. The trailer didn't reveal much, only that the game will feature the protagonists exploring what looks like the back of a massive, city-sized dinosaur. The next game shown off got a bit more applause: The Life And Death Of A Renegade, a post-apocalyptic open world game about a lone adventurer who rides a motorcycle across a desolate land, writing wrongs and helping other survivors. It looks visually gorgeous, and Reggie demonstrated the unique motion controls for the game, allowing players to twist the iTwin's controllers like they're revving up a motorcycle. It looks just a tad generic, but makes up for it with plenty of style, and should be one of the more anticipated iTwin games of the holiday season.

    Tony Hawk was introduced to show off a pair of upcoming games he's starring in: Tony Hawk's Proving Ground and Tony Hawk: Thrillseekers. Proving Ground is the first Tony Hawk game with the next generation game systems in mind, and Hawk himself demonstrated the iTwin version's motion controls which allow players to pull off more tricks than ever. Proving Ground was mostly the focus of Hawk's appearance, though he also introduced a new teaser video for the Thrillseekers crossover, showing Alex and Tony Hawk practicing their best tricks against one another while Stacy, Vivian, Elissa, and Kirsten cheer them on and Marina snarks from the sidelines. The third party reveals continued with a steady showing of short promo videos, including one for Rockstar's Internationale 2 (which disappointed some fans who were hoping for a Grand Theft Auto II port reveal), followed by a quick gameplay video of the upcoming Klonoa: Star Worlds, in which Namco's titular hero visits a variety of strange and mysterious planets in a fully 3-D platforming adventure. The biggest port reveal of this somewhat fleeting segment was that of Necrocracy. We already knew it was coming to consoles, but before this, only the Xbox 2 port had been revealed. We now know it's coming to the iTwin, and though the footage didn't feature anything about motion controls or unique features, just seeing that Apple had landed the game was enough to draw cheers from the crowd. After the Necrocracy reveal, Reggie finally brought up the man everyone wanted to see: Steve Jobs, who was mostly there to talk up the iPhone and its non-phone variant, the iPod Touch. Jobs demonstrated the touchscreen on the iPhone, claiming it to be the first touchscreen on a major video game console. He showed off the iPhone playing numerous iPod Play games and even streaming Sonic Duo from the iTwin fairly seamlessly. He then revealed a slate of exclusive mobile games that would only be playable on the iPhone and the iPod Touch, before re-iterating Apple's continued support for the iPod Play. He stated that the iPhone's touch screen would enable new gameplay experiences not possible on a non-touchscreen system, but that most new games would continue to be developed with the iPod Play in mind. For the most part, the unique iPhone games shown off by Jobs were small-scale games which primarily used the touchscreen. Many were puzzlers, there were a few RTS and sim games shown off, and there was one FPS that looked fairly primitive compared to the iPod Play's great entries in the genre. He stated that he was proud to have the iPhone and iPod Touch join the growing Apple family of devices, and that Apple would continue to innovate in the gaming and technology sphere for years to come. Jobs then left to give Reggie the floor, and Reggie introduced a rapid-fire slate of upcoming iPod Play titles, which included Sonic: The Collection, a port of Sonic The Hedgehog 1, 2, 3, and 4, along with Sonic CD and Knuckles Renegades, along with a few other minor titles like Robotnik's Mean Bean Machine. He then introduced Shining Force EXA, a game combining SRPG elements with dungeon crawler elements and a sci-fi aesthetic. This was followed by the reveal of a new IP: The Sands Of Dorado, another RPG with a western aesthetic and a fighting system utilizing cards. It was one of the more unique games of Apple's presentation, but didn't get the crowd fired up like Shining Force EXA had done. Then, Pac-Man: Championship Edition was shown off, an updated take on an arcade classic, before finally what was arguably the biggest iPod Play reveal of the show, Into The Lost 2, was shown off. Into The Lost 2 features Eloise from the previous game as the main protagonist, and she is tasked with rescuing Nobu, Roni, and their unborn child from a returned and vastly more dangerous Amalgamat. It continues the “dark storybook” feel of the previous game, ramping up the stakes and the horror. It looked incredible, and the crowd wildly cheered the trailer, only showing disappointment at the game's 2008 release date (somebody shouted “too far away!”).

    After the iPod Play segment, Reggie mentioned Sega Rally, which he knows a lot of fans had been asking about but was still early in development and that Apple would have more to show of the game at a future event. He then teased two more games that he had to reveal. The first was the upcoming Panzer Dragoon game, revealed to have the title of Panzer Dragoon Zeta. The trailer combined gameplay footage and a dramatic plot reveal, and looked genuinely incredible, easily the most beautiful iTwin game of the show. The gameplay combines the classic rail-shooter mechanics of the original games with numerous RPG-esque features, including the ability to grow and level one's dragons, and the game seems to reconcile the gameplay of both the mainline series and the Saga RPG spinoffs, which never got a proper Katana entry. While the gameplay footage started with a rail-shooter segment, it was eventually revealed that the player could then explore free-range, continuing to shoot at enemies from their dragon while moving freely in all directions, looking for the next objective. The protagonist is a boy named Ormus who lives in a simple village in a world where much of civilization has embraced progress and technology. Ormus' dragon seems to be a hybrid of biology and technology, a living creature with cybernetic modifications. The trailer didn't reveal much about the enemy Ormus is fighting, but it seems to be related to some kind of AI, while it's unsure which human factions are friend or foe. Ormus was seen with a female companion riding her own dragon, the two were shown riding in formation together before Ormus breaks off to attack a squadron of robotic enemies that dramatically take flight. It's impossible to overstate how impressive the graphics are: gameplay looks like a cutscene, and the graphics easily rival those of any Xbox 2 game yet seen, an incredible feat for the significantly less powerful iTwin. The game is shown to have motion controls which seem incredibly intuitive, allowing players to steer and aim at the same time or even use the control sticks to move while using the motion controls to aim two weapons at once. Panzer Dragoon Zeta was easily the most impressive game of the presentation, and the crowd cheered when Reggie said that it could be played at Apple's booth, with a March 2008 release date given. The next trailer also wowed the crowd, even though it was just a short teaser for Virtua Fighter 6. Only a few new fighters and some old ones were shown, along with some cryptic game footage, but it was enough to draw loud applause from the crowd, especially when Reggie announced that the game would be playable in arcades by the end of the year (and on the iTwin in 2008). Virtua Fighter 6 seemed like a good way to cap off the presentation, but before Reggie could leave, Steve Jobs came back out on stage. He looked mad, and he asked Reggie if there was something he wasn't telling him. Reggie said no, but looked nervous, and Jobs said that he knows Reggie is lying, that he recently learned that Reggie charged a trip to a tattoo parlor to the Apple company account. He asks Reggie again if he has a confession to make, and Reggie sheepishly nodded. Reggie then yanked open his shirt to reveal a (temporary) tattoo of a giant “II” on his chest, which had already been revealed earlier in the week to be the II from the Grand Theft Auto II logo. The crowd went absolutely ballistic: before, it had been assumed that the game would only be coming to the Xbox 2 and the Sapphire. Reggie's reveal showed that Apple would be getting the game too, the first Grand Theft Auto to make an appearance on an Apple system. Steve Jobs laughed and took the mic, saying “Yes, Grand Theft Auto II will be on the iTwin... and Grand Theft Auto, Grand Theft Auto: Miami, and Grand Theft Auto: San Andreas are coming to the iPhone and the iPod Play.” The crowd continued to cheer as the presentation ended.

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    New Gaming Tech Makes A Splash At E3

    While the biggest reveals of E3 2007 were, as they always are, the reveal of new games and of a brand new HD game console from Nintendo, gaming peripherals were also a hot topic of conversation amongst the gathered crowds. In addition to a motion-control skateboard for the skateboarding game Skate and new instruments for upcoming music titles, we were also treated to the reveal of the GameSpecs, an accessory for the Xbox 2, iTwin, and the upcoming Sapphire that allows certain visuals to appear in certain games when worn. The GameSpecs, a form of so-called “augmented reality”, will allow, for example, tips and strategies for certain games to appear on screen, such as the hiding spots of secret items or an enemy's HP. The GameSpecs are connected to a PC with a USB cable, where information on a variety of console titles can be downloaded to them, then when worn during a game, they'll use their built-in wi-fi to sense what game is being played and visual and audio cues to display the relevant information. The technology seemed fairly primitive when we were playing, and the GameSpecs do need intensive calibration, but developer FarePlay says that they're working out the kinks and that the device, which retails for $99.99, should be ready for the holiday season.

    Sega is also making a “return” to the game industry somewhat with their ChipStars toys, which can interact with games such as the upcoming Thrillseekers: Waveriders and Call Of Duty: Modern Warfare. The toys will keep track of stats and achievements from these games, and can then “level up” when used in conjunction with other ChipStars toys. They're even making a toy version of Tony Hawk, the first “real person” to appear as part of the line. So far, only Activision games are being featured, though Apple has already announced a partnership with Sega to produce the toys for games based on former Sega properties, as well as new IPs. It's rumored that Nintendo has also expressed interest in the toys, which would make it the first collaborative venture between the two companies which in the 1990s were once bitter rivals.

    -from an article posted on May 24, 2007 on Gamesovermatter.com

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    Microsoft Keynote - E3 2007

    The Xbox keynote address started with a new face leading the presentation: Don Mattrick, promoted to head of Microsoft's Xbox division shortly after the release of the Xbox 2. Touting the Xbox 2's sales, which at that point were more than twice the lifetime sales of the iTwin (though the Xbox 2 came out first and has been in much greater supply), he said that the Xbox 2 was poised to win the HD gaming generation. Then he launched into a presentation for The Covenant 3, much more extensive than the reveal of the game at E3 2006. The presentation showed off the game's campaign, which featured battles on numerous planets and moons in the solar system as the Covenant launches an even bigger invasion, headed by the three remaining High Prophets: the High Prophet Of Truth, the High Prophet Of Dominance, and the High Prophet Of Scourge. The three each lead their own army of Covenant soldiers, each with their own characteristics and battle tactics, and Master Chief will have to battle them all to save Earth. The game looked utterly incredible, with pitched battles on the moons of Saturn and Jupiter, an incredible battle on Pluto, and another fight on what looked like Mars. Master Chief will be planet hopping in The Covenant 3, and he might just pay a visit to the Sun as well if what we saw at the end of the gameplay trailer is accurate. Clearly Microsoft has put a massive amount of time and money into this game, designed to take full advantage of the Xbox 2's capabilities. We also got to see some of the new multiplayer modes as well, and Mattrick invited the gathered crowds to enjoy deathmatches at the Microsoft booth to experience the game for themselves. After the long and exciting Covenant 3 presentation, we were next treated to a much shorter but no less impressive sizzle reel for Forza Motorsport 2. In the absence of any news on Gran Turismo 4 (which we assume will be coming for the Sapphire but got no news about at E3), this looks to be the hottest racing game in town, and looks gorgeous with the Xbox 2's HD visuals. Mattrick promised new tracks and plenty of new cars, and looks to build upon the success of the previous game. Then we got a presentation for Memory Hole, the new game from Ken Levine that was teased at last year's E3. We've heard plenty about the game since then, and we've already been introduced to Lea, the 11-year-old girl who serves as the protagonist's companion throughout the game. We've also seen some teasers about the Erasers, the game's most notable enemy, quick and agile creatures with drills for hands who specialize in eradicating their victims' memories with extreme prejudice. Here, we saw them in action, and they didn't disappoint: instead, they scared the crap out of us, attacking in pairs and fighting much more intelligently than the common mooks seen elsewhere in the level. The Erasers quickly outflanked the protagonist and seemed to take no damage at all for ordinary bullets, quickly subduing him and drilling into his skull in a horrifying scene. It's implied that the Erasers want Lea, though they never try to harm her, they merely try to snatch her away. We also saw more of the incredible buried city that serves as the game's setting, and it's full of wonder and terror as we see fragments of the beautiful society that once thrived here. Memory Hole comes out in September, exclusively on Xbox 2 and PC.

    The next trailer was just a black screen, with some terrified voices and some screaming. It was confusing at first, but then some very familiar piano chords started to sound and the audience started cheering. After the piano chords we finally got some gameplay footage, showing a terrified looking protagonist running through a dark mansion before coming face to face with Michael Myers himself. It's an exclusive survival horror game based on the classic Halloween film franchise, and it's coming to the Xbox 2 next year. The next trailer was a quick gameplay reel for the new Counter-Strike game for the Xbox 2. Nothing much has changed from previous installments of the series, but it looks quite good and should please series fans to be able to play the game on Xbox 2 in a whole new way. Next up was a trailer for the new U.S. Army Rangers game, Confrontation, exclusively for the Xbox 2. The trailer mostly showed off the game's multiplayer mode, with very little attention given to the game's campaign. The multiplayer mode features a variety of new maps and environments, with some of the more complex maps we've yet seen in an FPS. The release date for Confrontation was given as 2008. The next trailer we were treated to was a brief teaser snippet for a game called Total Shutdown, about a man trapped in a tunnel with what seemed like only a computer voice to guide his way. One of the more cryptic trailers of the show, it didn't get much of a crowd reaction. The same can't be said for the next trailer, for Duke Nukem Returns. It simply featured Duke showing up, giving a few one liners, then some gameplay footage of Duke Nukem shooting and one-linering his enemies to death in glorious HD. Duke's as irreverent as ever, but the trailer was one of the more popular of the presentation, and the game will be a hot Xbox 2 exclusive in 2008. The next trailer was also a doozy: it showed off a futuristic planet Earth subjected to a horrifying invasion, and the armies of Earth, which seemed to be corporate controlled, struggling to battle the invaders, which were multiplying dramatically and mutilating their victims. The appearance of a facehugger revealed exactly what franchise we were dealing with here, and then the fully grown Xenomorph footage confirmed it. A few epic scenes of FPS gameplay later, and the crowd was roaring. After some more dramatic scenes of terrified humans and scary Xenomorphs interspersed with thrilling Marine vs. Xenomorph combat, the game's logo appeared, overlaid over an image of Earth being slowly overrun. Alien: Xenowar was clearly one of the most impressive games of the show and could be one of 2008's biggest Xbox 2 exclusives. That reveal was then followed up by another impressive trailer for the sequel to Fated To Rise. It showed the friends of the protagonist Fate all in various dire predicaments, being captured, injured, or seemingly killed, finishing up with a disturbing shot of Karina being shock tortured at the hands of a new villain before that same new villain was shown beating Fate to within an inch of his life and making a dramatic speech about how peace is an illusion and how New Sanctia's citizens will all serve him. It was a really dark trailer that seemed in complete contrast to the mood of the previous game, though it did set quite the dramatic mood when the name of the game, Fated To Fall, was shown on the screen. The Xbox 2 clearly has an impressive 2008 lined up, and after this reveal, Mattrick introduced some Ubisoft developers to show off some of 2007's upcoming games.

    The first game shown off was Assassin's Creed, and the developers talked their way through about six minutes of beautiful, impressive open world gameplay footage in which the environments and stealth gameplay were shown off. Assassin's Creed takes place during the Crusades, and features a stunning depiction of ancient Jerusalem which is fully explorable during the game, along with numerous other medieval cities. Visually, the game was probably the most impressive of the show, and while the game won't be an Xbox 2 exclusive (it's also coming to the iTwin and eventually to the Sapphire), the version shown off for the Xbox 2 clearly looks better than the version we saw from Apple. The next game Ubisoft showed off was Tom Clancy's Splinter Cell 3, which is another multiplatformer but has five exclusive missions for the Xbox 2 version. It also looks impressive, though not quite as impressive as Assassin's Creed. It's still expected to be one of the biggest hits of the holiday season, and the Xbox 2 version is expected to outsell the iTwin version. After the Ubisoft reps left the stage, Mattrick introduced Twin Cities 2, sequel to 2005's hit open world crime solving game. This sequel features a new protagonist and looks significantly more impressive than the last title. It will only be showing up on the Xbox 2, though we later did get confirmation that it would eventually be coming to the Sapphire as well. We then got a look at the spooky looking Hell Ship, a space-based horror game with plenty of alien-related jump scares. We weren't as impressed with it as we were with Alien: Xenowar, but it did look scarier and could be a big hit when it's released later this year. Next, we were treated to a trailer from Acclaim, a sort of old-timey radio styled trailer for a brand new beat 'em up superhero title exclusive to the Xbox 2. Called Man Of The Atom and based off the classic Valiant superhero Solar, it features a superhero granted the ability to control nuclear energy, and gifted with all sorts of amazing powers. The feeling we got from the trailer was that this was one impressive superhero: Solar is known for being one of the most powerful superheroes ever created, and the game makes that fact quite clear: most enemies don't stand a chance against him, and the challenge in the game seems to be controlling Solar's incredible powers enough to protect the civilians he's trying to save. It's a unique feel for a superhero title, especially one that seems as action packed as this one, but we think Acclaim might be able to pull it off. It's set for release later this year.

    Mattrick then made a fairly big show out of introducing his next co-presenter, and as soon as the audience began to figure out who it was, they understood why and a somewhat mixed reaction ensued as Michael Bay made his way onto the stage. He got a mix of boos and cheers, which he mostly laughed off before discussing how much he loved video games and how when Microsoft asked him to design a game for the Xbox 2, it was the opportunity of a lifetime for him. The resulting game is Gray Zone, a stealth-based title still early in development. It features a morally ambiguous protagonist and seems quite similar to the Blackheart series in gameplay style, but with a more serious tone and what looks to be somewhat more intuitive shooting. Most of the doubt about Michael Bay started to go away as the early gameplay footage was revealed, showing some very intelligent enemies and some very realistic firefights, with amazing shooting mechanics and what also looked to be realistic character movement as well, with the protagonist able to seamlessly slide out of one spot of cover and into another. The gameplay footage also lacked any of Bay's traditional explosiveness, save for one small explosion in a brief cutscene when some enemies tried to launch a missile and got hit with a grenade launcher shot for their trouble. By the end of Bay's presentation, the audience was almost entirely enthusiastic, and the game came off as one of the most impressive presentations of the entire show. Gray Zone looks to be in an extremely early stage of development, and we may not get to play it until 2009, but we look forward to seeing and hearing more about the game as the release window approaches. After Bay left the stage, Mattrick had one last title to reveal: the sequel to 2006's hit game Amok. The game focuses on a government agent tasked with hunting down human traffickers but not having any luck with leads because he's getting stonewalled with bureaucracy at every turn. However, after the traffickers kidnap his daughter, the agent goes completely rogue, using his training and connections to cause havoc all over the world. We see him starting a number of firefights, shooting up all kinds of places in his mad hunt for the people who took his daughter, targeting the guilty and the innocent alike in what looks like one of the most action packed and chaotic shooters ever made. The trailer, featuring spectacular graphics and a huge variety of weapons along with tons of locales, thrilled the audience even more than Gray Zone had done, and after the title was revealed as Amok: Trail Of Devastation, the crowd went wild. The trailer for the game ended Microsoft's presentation on a high note, and even though there weren't any big surprises like Apple's presentation had, the overall impression from most of the crowd was that the Xbox 2 has a slightly stronger slate of upcoming games than the Apple iTwin. Only time will tell, but the Xbox 2 came out of the keynote addresses looking quite strong, and putting the pressure on Nintendo for their big Sapphire reveal the next day.
     
    E3 2007 (Part 2)
  • E3 2007 – Nintendo Keynote

    Nintendo's keynote began with a video showing footage from classic Nintendo franchises such as The Legend Of Zelda, Metroid, Squad Four, and F-Zero. It concluded with a Mario montage, first showing Super Mario Shades and then going through all the mainline games in reverse order of release, concluding with Super Mario Bros. Then, the Super Mario Bros. footage began to transition to footage of a fully HD 2-D sidescrolling Mario game, sending the crowd into hysterics. The game then seemed to flip over into 3-D, and now Mario was roaming a massive world, still inside this 2-D level. The footage flipped back to 2-D, and then a rapid fire montage of Nintendo games was shown off with HD graphics, including F-Zero and World Of Color. The video backed up to show a dark blue gaming console hooked up to a TV showing footage of these games, and then the disc was removed to show it was a Blu-Ray. The Nintendo Sapphire logo appeared on screen, and then Satoru Iwata, Bill Trinen, and Ken Kutaragi took the stage to officially announce the console. The Nintendo Sapphire is an HD game console, the most powerful ever made, and the pinnacle of the work Nintendo and Sony have been doing together over the past five years to bring HD gaming to Nintendo fans everywhere. The console has a smooth, polished finish and a rounded top, looking very clean-cut and shiny, and of course it's colored dark blue like a sapphire. Kutaragi says that the Sapphire will use Blu-Ray technology to bring gaming and home media together, and that it can play HD games and Blu-Rays right out of the box. It will have a 60GB hard drive, with a 120GB model available for extra. It will have options for wi-fi and ethernet connectivity, and its own online store with both current games and retro games available for purchase. It's fully backward compatible with the Wave, the Ultra Nintendo, and the SNES-CD. The controller itself features a D-Pad on the left, two analog sticks, and the standard A/B/X/Y buttons, ditching the differently sized buttons of the Wave controller. It has L/ZL/R/ZR shoulder buttons, and, most intriguingly, a touchpad in the middle of the controller to allow for a measure of touch controls for certain games, a first for a console, while also offering something that Ken Kutaragi called “Octoaxis” motion control for the controller itself. Clearly, the console has been designed to compete with both the HD power of the Xbox 2 and Apple's innovation, combining some of the most notable features of both. When Kutaragi was done describing some of the console's features, Satoru Iwata discussed the console's release details. It's planned for a worldwide release early next year, though he asked the audience to please understand that an exact release date can't yet be given. He gave the console's base price at 46,000 yen for the 60GB model and 58,000 yen for the 120GB model, then Bill Trinen announced the price in North America: $399.99 for the 60GB and $499.99 for the 120GB, similar to the Xbox 2 pricing with the base model matching the price of the iTwin.

    Of course, the most important feature of any new console is the games, and Kutaragi left the stage to allow Iwata and Trinen to discuss some of the titles. Iwata first introduced the Mario game that was revealed in the trailer, a brand new platforming title called Super Mario Flip. The game is a 2-D/3-D hybrid title, though unlike Sonic Duo, players would control when to make the transitions from 2-D to 3-D, and they'll need to explore in both modes to complete the game's many levels. Super Mario Flip sees Mario and Luigi battling to save the day, but not just Bowser: the game will feature a brand new villain known as Count Bleck, who has kidnapped Princess Peach and who has stolen the legendary Pure Hearts of Prism Land, where the game takes place. Mario and Luigi will need to team up with a magical butterfly named Tippi to rescue Peach and save the realm. The sidescrolling levels feature all the classic Mario enemies, such as Koopas and Goombas, with some new ones thrown into the mix such as magical mirror knights and flying spiders. Super Mario Flip is set for release at the same time as the launch of the console, and the announcement of the game as a Sapphire launch title greatly pleased the crowd, who applauded the announcement vigorously. Iwata then said there's another exciting and highly anticipated game that will be ready for the Sapphire's launch, and the screen played another video. As soon as the familiar Metal Gear codec animation started, the crowd went wild. Yes, the next game in the Metal Gear Solid series is coming to the Sapphire and will be released at the system's launch. It takes place entirely in the present and once again features Solid Snake as a playable character, though he's aged somewhat from the last game due to the effects of the FOXDIE virus, and he'll be joined as a playable character by Lyra, AKA Vapor Snake, who is still looking for her birth mother. However, the trailer threw us all for a loop when it revealed the identity of Lyra's mother fairly quickly: a woman named Pacifica Ocean, who worked as a peace advocate in the 1970s, was identified in the trailer as being Lyra's mother, solving the “child of war and peace” mystery straight away. Pacifica is connected to a man named Cipher, who attempted to turn the Cold War hot in the 70s and now seems to be conducting numerous terrorist attacks, which the two Snakes must foil. In addition, Ocelot is still at large, working with the Patriots, who Cipher is also connected to. The trailer showed plenty of gameplay footage, featuring stealth-based, tactical gameplay as Solid Snake and more action-based, borderline beat 'em up gameplay as Vapor Snake. The graphics looked absolutely incredible, as is par for the course for a Metal Gear Solid title, and the gameplay looks fun as well, mixing the two gameplay styles together to provide a fun contrast and lots of variety. After plenty of explosive plot revelations and incredible gameplay footage, the trailer finally ended with the reveal of the game's title: Metal Gear Peace. After the trailer, we saw one more codec vid, this one showing Hideo Kojima. He thanked the E3 attendees and then hyped up an upcoming Game Boy Supernova game called Metal Gear Cipher that will serve as a companion title to this game, taking place in the 1970s and starring Big Boss. It's also scheduled for release in 2008. The next reveal was for F-Zero, a brand new game in the series that features the typical white knuckle futuristic racing that the franchise is known and loved for, with more than 30 tracks in glorious HD. The game will feature online racing and a track creator where people can share their creations online for others to download and play. F-Zero won't be a launch title for the Sapphire, but the next game to be revealed, World Of Color HD, will. The latest title in the acclaimed puzzler features brand new modes and of course, online gameplay, and it will join what's looking like a stacked launch lineup for the Sapphire. Iwata then introduced one more game, a game he personally worked on and yet another Sapphire launch title. It's a brand new Nintendo IP, and it's called Parcels. It takes place in a large city similar to Tokyo, and focuses on package delivery, with the protagonist needing to get various packages to their addressees in the shortest amount of time possible. It features a fun cartoony aesthetic, lots of unique characters, and some amusing items to deliver, and the massive city looks lovely in HD. It looks to be another fun one and it'll be joining the Sapphire's launch lineup next year.

    Iwata then left the stage, and Bill Trinen introduced Mark Cerny from Naughty Dog, along with Amy Hennig and Neil Druckmann. The three spent a great deal of time praising the Nintendo Sapphire and its capability to produce stunning, realistic visuals, and then introduced a game called Mystic. It takes place in a fantasy world, much like our own but with many differences. Humanity is nowhere to be found, replaced by humanoid creatures who seem to have both plant and insect features while also being bipedal, looking vaguely human but incredibly mysterious. However, despite their exotic appearance, these creatures speak and act very similarly to humans, with similar speech patterns, laughing and joking with modern slang. It's very jarring but an amusing effect, and as the two depicted characters, a young man and a young woman of this species, conversed as they explored an amazing looking ruin, the audience seemed to be very engrossed. The graphics can't be praised enough, they're like nothing we've seen on the Xbox 2 and they look superior to the graphics in Metal Gear Peace as well. Most of the gameplay footage showed these two characters exploring a ruin that appeared to be a mix of modern technology and fantastical and ancient design. The characters didn't seem to be familiar with the cell phone they picked up and looked at, but once they did start to turn it on and used it, they figured out its functions quite quickly. It was fascinating to see the two characters explore this ruin and even more fascinating to see all the contextual cues that popped up: this game is clearly a successor to X-Plore, but the mechanics and gameplay are significantly evolved and feel a lot more natural. The scene ended with a dramatic segment where several heavily armed creatures descended into the ruin. Unlike the protagonists, this group seemed very familiar with modern technology, and the two protagonists had to sneak their way out and use stealth to either evade the intruders or silently take them out. The segment ended with the two making a narrow escape and laughing amongst themselves, and then the gameplay footage ended. Cerny and Hennig described Mystic as a world similar to our own, where magic and technology grew up side by side and supplanted one another, and humanity evolved far differently. Cerny said that Mystic would be released in 2008, then the Naughty Dog developers ceded the podium back to Trinen, who promptly introduced another game. This was just a teaser trailer but there was an audible buzz in the crowd while it was playing.

    -

    (Authors' Note: The following trailer was sent to us by the reader jolou!)

    *The trailer begins with the singing of a rooster and the protagonist, a man in his thirties, gettting up. Then what seem to be a farmer begin to “farm” saying hello to our protagonist as he is walking to somewhere.*

    *We now see our protagonist in what seems to be an office, he is interacting with a higher-up who seemingly isn’t that happy about what is happening . In a “blink and you miss it” moment , we see the farm we saw earlier as a battlefield.*

    *The protagonist is now in a giant factory in a strike with hundreds of protestors. We are seeing some banners: “Norell Out” “Norell = Chienlit”. Another “blink and you miss it”, the Factory is a destroyed ruin with soldiers everywhere.*

    *The Hero is now in an open street, very futuristic/cyber punk, imagine Ryan Gosling in Blade Runner 2049. A lot of buildings with neon are seen. We’re following him by the front and we’re leaving him there, our camera falls back, falls back to the point of traversing what seem to be a window and goes into space showing a generation ship advancing in space.*

    *A black screen, then a number appears: “2107” and is replaced quickly with “38 Years After Departure”.*

    SELENE

    2008

    -

    The crowd applauded the trailer, and Trinen announced that more information on Selene would be revealed at a future time. Footage from two more launch titles was shown, including the Tecmo hack and slasher Heavenly Sword and the off road racing title MotorStorm. Then, Trinen said that Nintendo's long-time software partners at Squaresoft had a special title to reveal. A trailer began, showing a young man waking up in a village. He hears a strange noise, and we can also hear the faint ticking of a clock in the background growing louder as he walks through a beautiful looking HD village to a nearby cliffside. As the ticking sound continues to get louder, there's another buzz in the crowd and some quiet cheering. The man looks out over the cliff and can see what appears to be an enormous rift in space-time. More rifts open, through which other timelines can be seen. A familiar leitmotif can be faintly heard, and as soon as the crowd recognizes it as the theme from Chrono Trigger, they erupt into applause. The game's name, Chrono Break, appears on the screen, and the crowd absolutely goes ballistic. The screen goes black, and 2008 appears on the screen. Trinen applauded as well, then announced that Squaresoft wasn't done yet, and that they still had one more epic game in the works for the Nintendo Wave. This led into more footage and reveals from Kingdom Hearts II, including the reveal of a Sleeping Beauty-based world and the reveal that Scrooge McDuck and other DuckTales characters would be helping Sora out in the game, complete with the DuckTales theme song (which got almost as much applause as the Chrono Break reveal). We also got a solid release window for the game: holiday 2007. Squaresoft's definitely going out of the sixth generation with a bang, and if it's any indication, Kingdom Hearts II is shaping up to be a hell of a high note. The next two Wave game footage teasers were somewhat short: Nomad is the next game from Rare, and it's a fun little family friendly platformer about a cute dwarfish creature who explores the world and collects different locations to add to what looks like a giant globe. It seems similar to Conker in its execution and looks to be for all intents and purposes Rare's last Wave game before they too focus their efforts on the Sapphire. Next up: SOCOM III, which is your typical team based FPS game. The crowd wasn't too hyped on it but if the success of the last two games is any indication, it could be one of the biggest Wave exclusives of the year.

    The next segment was all about the Game Boy Supernova, and it's getting some INCREDIBLE games during the second half of the year. Some of the most highly anticipated games of the year are going to be on this device, and Bill Trinen looked excited to hype them up, devoting a huge chunk of the remainder of the presentation to them. Kicking off the proceedings was Pokemon Black And White, the Pokemon game hitting North American shores later this year. Numerous new Pokemon were introduced, including the final stage evolutions for the three starters: Mantiscythe, a Grass/Steel praying mantis with huge claws, Regalaze, a majestic Fire-type lion with a bright burning mane, and Seascourge, a vicious Water/Dark-type dolphin with a razor sharp nose and teeth. Weather conditions play a bigger role in the game than ever before from an environmental standpoint, with the player eventually able to manipulate the weather to draw out rarer Pokemon. The game also introduces full voice acting to the series for the very first time (is that Mary Elizabeth McGlynn and Steve Blum we heard as voices of the mascot legendaries, Blizzeria and Cindake respectively?) This is shaping up to be one epic Pokemon adventure, as it should be for the game's first fully 3-D main series installment. The fun continued with Squad Four Unauthorized, a game that seems to be set between Rebellion and Upheaval and tells the story of an unauthorized mission to hunt down a war criminal. It seems that Unauthorized, though a fully 3-D game, will take the series back to its rail shooter roots, at least for certain segments, and looks to tell a different kind of story than previous games. Squad Four Unauthorized comes out in October. Then, we saw lots of footage from Super Mario Dimensions 2. As you'd expect, it plays much like Super Mario Dimensions did back in 1997, but with lots of new twists on some old Stars, and plenty of fun new worlds to explore. A total of 240 (!!!) stars was teased for the game, giving Mario and Luigi many, many hours of exploration and platforming fun. We were then treated to more of The Legend Of Zelda: Sage's Knight, set to come out in just a few weeks. The trailer didn't show too much new footage that hasn't already been in previews, but does show a bit more intricacies of the game's escort system and gave us hope that it'll avoid some of the pratfalls of previous escort-type games. We were then treated to somewhat of a rapidfire montage of the next three titles: Kirby: Supernova Star is your typical Kirby game, a few new abilities and the ability to go “Supernova”, transforming into an enhanced version of your ability to battle stronger enemies. Then we got an update on Messiah: Crisis Tear, the next Blackheart spinoff featuring her familiar foil. It's impressive to see a game that looks almost as visually good as Blackheart 4 running on a handheld, and Messiah is always fun to play as, especially with her empathic abilities. Then we saw another preview for Star Siren: Love Story, in which all the five main characters seem to have acquired boyfriends who will inevitably play a role in the typical magical girl shenanigans we've come to know and love from these characters, not too many surprises here. Finally we got a fairly big update for Final Fantasy VII-2, which also comes out in November. The game will feature a more open-ended storyline, allowing Cloud, Tifa, and their companions to take on missions in different orders, and will also feature plenty of side missions as well. We also learned more about the plot, which involves a mysterious organization seeking to collect the last of the world's Materia in order to construct a terrifying weapon. The Turks will also play a big role in the game, and at least one of them (we're thinking either Rude, Elena, or an as of yet unknown character) will end up playable. We were also teased at a POSSIBLE Sephiroth return, though it's likely this is just a swerve.

    Following up on the Supernova presentation, we saw some information about three more upcoming Wave titles, including a teaser for Retro Studios' Apollyon 2, David Jaffe's Lash Out sequel (which we're surprised is coming to the Wave in 2008, hope it doesn't get overlooked), and finally, the highly anticipated Zeppelin Age from Argonaut Studios. The footage was heavy on aerial combat, which involves swinging between pirate ships in the sky decked out in full steampunk regalia (it really doesn't get much cooler than that). All three of these Wave games got big applause during the presentation despite the fairly short amount of time devoted to them, showing that yes, even in the age of HD gaming, the Nintendo Wave can still get some love. But before Bill Trinen left, he had one more person to bring up... Eiji Aonuma, the director of the Legend Of Zelda series, took the stage to show a very, VERY brief Zelda teaser. All we got was thirty seconds of HD Lost Woods footage with about five seconds of HD Link, and the crowd flipped. Aonuma said that he and his team had been developing a brand new Zelda game for the Nintendo Sapphire and that he hoped to have more to show at next year's E3. Yep, Zelda's coming to the Sapphire, and it's looking like a 2009 release is in the cards for what's sure to be an epic game.

    -

    Every year, there seem to be more and more presentations given at E3. It used to be just the big console makers giving them, but now every major software coming is showing off their wares in this fashion as well, both with keynotes and massive booth displays showing off their most exciting upcoming titles.

    Activision's was one of the biggest, and Call Of Duty: Modern Warfare was their centerpiece title this year. It takes their acclaimed series into the modern era for the first time, with a storyline ripped straight out of the headlines about a squad of American soldiers called in as peacekeeping troops in a wartorn Pakistan. This did generate some controversy, as one of the opening missions will see the protagonist battling terrorists in the aftermath of an 11/20-style attack, but the series director says that the mission will be handled with the utmost sensitivity. Activision was also happy to show off their extreme sports games, including Tony Hawk's Proving Ground, Thrillseekers: Waveriders, and Tony Hawk: Thrillseekers, combining both franchises. The company was pushing hard for the upcoming Waveriders, and their booth had Paramore playing a mini-concert promoting the game (Paramore sings the game's main theme song, “Misery Business”). Guitar Hero III was also on display (Guess what? “Misery Business” is in that game too). We also spent some time with Silver Sail's Honest Jack, which could be one of next year's biggest sleeper hits.

    Ubisoft's booth was heavily promoting their upcoming Tom Clancy titles, including Splinter Cell 3, though we also saw plenty of Rayman love, as the franchise will be appearing on the Sapphire with two games (both ports) coming to the HD console next year. Ubisoft is also giving heavy promotion to the upcoming Harry Potter and the Order Of The Phoenix game, which it's publishing this summer. It looks like Ubisoft will be putting a bit more effort into the game now that it's appearing on the HD consoles: we liked what we saw of the spell duels, and Hogwarts looks significantly more fun to explore. We also saw footage from the terrifying new horror game Through Angel's Eyes, set to release early next year. It blends horrifying gore with psychological horror and could be one of the most controversial horror games ever released.

    EA was showing off plenty of sports games, as usual, with FIFA 2008 looking like the best of the bunch (and maybe the best FIFA game in the last decade). However, another huge game they were showing off and which they lead off their keynote speech with was Fallout: The Boneyard. Fallout: The Boneyard expands the series into a fully 3-D adventure RPG, though it keeps many of the classic Fallout RPG systems intact, amping up the cinematic qualities but presenting a game that should satisfy fans of the classic post-apocalyptic series. We weren't actually able to play The Boneyard yet (it's still in very rough shape), but what we saw definitely pleased us and we're looking forward to playing it, hopefully before the end of the year.

    Take Two and Rockstar's show was all about Grand Theft Auto II. The game, which will be released next spring, was shown off in a huge way, introducing the setting (Harbor City, based on Boston) and the protagonist (a rough-and-tumble Southie with Irish ancestry). The trailer song was the Dropkick Murphys' “Bastards On Parade” and the game looks absolutely incredible, clearly borrowing from The Departed for its aesthetic and characters. The game will be released for the Xbox 2, the iTwin (thanks, Reggie and his chest tattoo) and the Sapphire, and features stunning HD visuals that vastly outstrip those of the sixth generation trilogy. In addition to other Rockstar games shown off, we also saw the reveal of 2007's The Pitch winner, which has just begun development and will be shown off more extensively at next year's show.

    Acclaim also had a decent booth at the show, which they not only used to promote their upcoming games, but their upcoming comics as well. The company seems to be leading the way for comic-to-game-to-comic adaptations, but apart from teasing a new Turok, not much was revealed from them. Squaresoft's presentation, which not only promoted Final Fantasy VII-2 but also Kingdom Hearts II extensively, also showed off a new Mana game and a new Front Mission game, both for the Game Boy Supernova. They also revealed the existence of, but no details about, two brand new original IPs, one for the Sapphire and one for the Supernova, that would be entirely different games but would be connected somehow.

    Not all the big game reveals were at the big console keynotes, and this year's E3 proved more than ever that you had to be busy and diligent to get all the big scoops at this year's show.

    -from an article on Gamechampions.com, posted on May 26, 2007, the article summarized the major E3 booths and contained links to individual blogs which went into more detail on some of the major games

    -

    The stars were once again out for E3, and this year's show, which was the biggest to date in terms of attendance, was also the biggest to date in terms of major celebrities enjoying the festivities. In addition to celebrities who were there just to promote individual games, others, such as actor Leonardo DiCaprio, were there just to play. Normally, one would need industry or media credentials to get into the show, but the red carpet was rolled out for VIPs, who companies knew would increase exposure for their games in the mainstream. Perhaps the most attended booth by celebrities was Activision's, with most of the stars there to play games like Guitar Hero III and Call Of Duty: Modern Warfare. However, Apple's booth attracted lots of celebrities as well: American Idol winner Chris Daughtry could be seen trying out Panzer Dragoon Zeta alongside singer Hikaru Utada (who was also spotted at Squaresoft's booth playing Kingdom Hearts II). Steve Jobs was even seen hobnobbing with singers Selena and Beyonce at an exclusive Apple party set back from the main show floor. The game Karaoke Showdown made Koei's booth a hot ticket as well: NBA star Darco Milicic could be seen mangling Britney Spears songs alongside his Hawks teammate Jamal Crawford, and Lacey Chabert made a surprise appearance and stole the show with a five-star performance of the Dixie Chicks' “I Won't Shed A Tear”. Karaoke Showdown, which features a specialized microphone peripheral and features over 250 different licensed tracks, was one of the show's biggest sleeper hit games and the celebrity exposure will no doubt help to promote it further. Of course, the booth for Nintendo's Sapphire was also a hot ticket, with Ice-T talking his Law And Order: Special Victims Unit co-stars Mariska Hargitay and Christopher Meloni through a level of Super Mario Flip.

    With games now entrenched in the cultural mainstream, it's no surprise that celebrities are playing them just as much as us average folk. E3 2007 has become one of Hollywood's biggest parties of the year, making it more important than ever as a way for publishers to promote their games.

    -from a May 25, 2007 article on Kotaku.com

    -

    Game Critics Awards E3 2007

    Best Of Show: Nintendo Sapphire
    Best Original Game: Memory Hole
    Best Console Game: Panzer Dragoon Zeta
    Best PC Game: SimSociety
    Best Handheld Game: The Legend Of Zelda: Sage's Knight
    Best Peripheral/Hardware: Nintendo Sapphire
    Best Action Game: Super Mario Flip
    Best Action/Adventure Game: Memory Hole
    Best Role Playing Game: Final Fantasy VII-2
    Best Racing Game: Forza Motorsport 2
    Best Sports Game: FIFA 08
    Best Fighting Game: Virtua Fighter 6
    Best Shooter: Panzer Dragoon Zeta
    Best Party Game: Karaoke Showdown
    Best Online Multiplayer: SimSociety

    -

    We knew E3 2007 was going to be huge going in, but we had no idea just how massive and impactful it would actually be. Some of the greatest games of all time were shown off at E3. Some we'd known about for years, while others were revealed with teasers and trailers that absolutely blew our minds.

    Speaking of mindblowing, all eyes were on Nintendo's Sapphire, and the consensus as soon as their keynote had ended was that they'd absolutely knocked it out of the park. The launch day lineup alone looked incredible: just Super Mario Flip and Metal Gear Peace would've been enough, but they had plenty of games to fill out the backend too, games like World Of Color HD, Heavenly Sword, and Satoru Iwata's Parcels to name a few. As weak as the Wave's launch lineup had been, the Sapphire's looked incredible, and it was clear that Microsoft and Apple would have their hands full taking on Nintendo's HD machine. Not that Microsoft and Apple didn't have amazing shows in their own right. Microsoft's show was jam-packed with big games: The Covenant 3, Memory Hole, Alien: Xenowar, the Amok sequel...and then Michael Bay's Gray Zone reveal that first made us groan but then made us gasp. And Apple, with its incredible new Sonic and Panzer Dragoon games, along with the reveal that yes, this time Apple wouldn't be left out of the Grand Theft Auto party. The Xbox 2 and the iTwin would be the stiffest competition Nintendo would ever face, and after E3 2007, it became clear that the HD generation's console wars would be for keeps.

    And that's not even mentioning the PC. SimSociety and Powerbroker, two games we'd already heard a great deal about in the years before, both showed off their most complete builds yet at E3 2007, and everyone who played them was blown away. SimSociety in particular featured an incredible interactive event with over 1,000 attendees allowed to build a world on a private server for a few hours that weekend, and most who went said that they left convinced that it was the greatest video game they'd ever played. SimSociety just about stole Best Of Show from the Sapphire, and the incredible thing about it was that it was still more than a year away. And Powerbroker damn near stole the show from Grand Theft Auto II, presenting a far more complete feeling game: you weren't just shooting and stealing your way to the top, you were politically maneuvering in a city far larger than GTAII's bastardization of Boston. If SimSociety came out of E3 looking like the frontrunner for 2008's Game of the Year, Powerbroker looked like the frontrunner for 2007. Other amazing PC titles shown off included such games like the brand new MMO Esper Pearl and the incredible stealth/RPG/life-sim Anathema, along with a teaser for the long awaited Gemstone 2 and a quirky FPS called Rigging's Sand. PC games made their presence felt at E3 2007, and though they didn't get most of the big headlines, the events of that year's E3 probably sold at least a few expensive gaming rigs.

    E3 2007 is seen as a turning point for the event, when the ESA briefly considered downsizing but decided to make it as big and as bold as ever. They made the right call. E3 2007 was as big a show as E3 1998 in terms of game reveals and much much bigger in terms of people. E3 2007 was the final preparation phase for the seventh generation, and E3 2008 would be where we'd find out who had struck first blood and who had been left in the dust.

    -from IGN's summary of E3 2007
     
    Spring 2007 (Part 8) - We're Gonna Bring You The Power
  • Power

    Power is an action/adventure/puzzle game for the iTwin. Its protagonist is an electrician named Thomas Watt, who must use his tools and his knowledge to re-light the country of Lumina after it suffers a massive power outage. The game is fairly light hearted and has cartoonish graphics, with plenty of fun animations and lots of upbeat music. The basic format of the game is that Thomas is given a new area to enter that he needs to light up and a series of objectives to achieve. There are numerous different connection points that Thomas can restore power to, and the player is given a number of options and tools of increasing power in order to do it. The gameplay is a mix of action mechanics and puzzle mechanics, with Thomas often having to dodge enemies and hazards while also figuring out how best to restore power. He can't attack enemies directly but is able to redirect electricity to zap them, or to power a trap that will harm them. There are literally dozens of tools and thousands of different gadgets and gizmos that can be powered up by Thomas in the game's 79 total "levels" (though the term level is used a bit loosely as a lot of these "levels" blend into one another as Thomas explores across more than a dozen different locations). The game itself uses a sort of top down, isometric perspective similar to games such as OTL's Bastion or Transistor, allowing the player to zoom in and out as well in order to get a better perspective on the stage. As the player progresses through the game, more and more tools will be added to Thomas' repertoire, allowing the player to solve more difficult puzzles or to clear/activate certain areas that couldn't be cleared before. There are also side missions that allow Thomas to obtain stat increases and optional tools that can make some puzzles easier but aren't required for completion of the story. Power allows for both traditional controls and motion controls, though the motion controls mostly just allow for slightly more precise placing of tools and gadgets and don't have much of an impact on the way the game itself plays. The game's plot is fairly simple, with lots of characters interacting with Thomas along the way, and Thomas able to help them in various ways, such as restoring power to someone's business or activating a cage door to rescue a trapped person. The game's antagonist is a mad scientist who wants to stop Thomas from restoring the power so that he can provide his own power source and charge exorbitant rates, though Thomas doesn't interact much with the scientist over the course of the story, as the scientist acts mostly in the background. Instead, much of the story is told through interactions with minor characters and the various visual cues and text information provided throughout the game. Power puts a decent amount of effort into building its world and using background details or small visual cues to tell its story, such as how people are reacting to being without electricity so long. The game presents itself as sort of an "optimistic apocalypse", without a lot of the bleak things that would normally happen in a story like this. It's meant to be an upbeat type of game that players of all ages can enjoy, and receives an E10+ rating from the ESRB, mostly from comedic animations of various people getting shocked. The game features no voice acting save for narrations between story segments, with its dialogue taking the form of text on the screen. It's a fairly low budget game, published by Apple but developed by a fairly small, independent developer.

    Power is released on May 15, 2007. It gets a decent amount of advertising for its budget size, as Apple believes that the game is a high quality title that can be a hit. Reviews for Power are outstanding, with critics lavishing praise on the gameplay, the intuitive puzzles, and the visual motif and humor that the game has. It becomes one of the more memorable early iTwin exclusives, and is seen as being an "emergent gameplay" experience, the time of game that wouldn't have been made in the previous generation. Early sales are surprisingly good for the budget that the game receives, and as positive word of mouth spreads, Power continues to sell well throughout the remainder of the year, especially once it gets a price cut (it's already sold at launch for $49.99, 10 dollars cheaper than most iTwin games at launch).

    -

    Three Months After Launch, iTwin Showing No Signs Of Slowing Down

    Apple's iTwin game console remains a sales success three months after its launch in March. The console has sold over four million total units worldwide, especially impressive when one considers that sales are being held down considerably by supply shortages, especially in Japan, where it's been almost impossible to get the iTwin post-launch. The iTwin is commanding a premium on Ebay, with sellers typically charging around $600-$700 for the console, at least $200 more than MSRP. The iTwin is also enjoying a thriving online community, with Pixelworld boasting more than half a million active users (or just over 10% of the iTwin's install base) and Phantasy Star Online 2 already up to around 150,000 players. The iTwin has continued to enjoy strong software support post-launch, with games like Realm: The Legendary Hero, Tak And The Difficult Princess, Eternal Sonata, and Wheelman 4 all boosting the iTwin's attach rate during its key launch window period. Of particular note is Power, a puzzle game that puts the player in the shoes of an electrician who must restore electrical power to a land that's gone dark. Power has more than tripled Apple's early sales projections and is already among the iTwin's top ten best selling games despite only being out for a month.

    The iTwin has outsold the Xbox 2 during the two month period following its launch, though the Xbox 2 continues to enjoy a lead over the iTwin in total lifetime sales, due to its four month head start. Taking out the "honeymoon period" immediately following the iTwin's launch and taking sales just over the months of April and May, it's been much closer: the iTwin has outsold the Xbox 2 by about 100,000 units during this time. Considering the similar launches for both consoles, and the numbers show that sales for the first two and a half months of both consoles are nearly even. The iTwin and Xbox 2 have both enjoyed successful launches, though it is possible to argue that had supply on the iTwin not been constrained, it would be enjoying a much more significant lead in month to month sales over the Xbox 2. For now, however, Apple has chosen to focus on one important number: the Apple iTwin has sold ten times as many units as the Sega Katana in the first two months following each console's launch. The iTwin is clearly clicking with gamers more than the Katana did, though it has yet to be seen how long the honeymoon will last. Once supply shortages for the iTwin end and it becomes easier to find the console in stores, it will be easier to get a true picture of just how well the iTwin is really doing.

    -from an article on Gamesovermatter.com, posted on June 19, 2007
     
    Spring 2007 (Part 9) - A Portable 3-D Zelda For The Sages
  • (Authors' Note: We're finally back! So technically we're TWO days behind on updates. Normally I'd try to catch up on the weekend, but I'll be using the weekend to compile the games for the spring summary update, so no catching up, we'll just go ahead and push everything a couple days back. Hopefully this meaty Zelda update makes up for it a bit.)

    -

    The Legend Of Zelda: Sage's Knight

    The Legend Of Zelda: Sage's Knight is an adventure game for the Game Boy Supernova. The game is a Zelda title featuring the same 3-D gameplay style as games such as Temple Of Time, Majora's Mask, and Hero Eternal, with fully 3-D exploration and combat. It once again features Link as the protagonist, and sees him in the role of protector, accompanied by a cloaked woman for most of the adventure. Link must protect this cloaked woman, who identifies herself by the name Sage and is one of the Seven Sages (who in this game are all women) and has developed amnesia, so while she knows she is a Sage and is tasked with protecting the world, she remembers little else and must recover her memories as she and Link explore the ancient temples scattered throughout Hyrule, where the game takes place. It's implied that the game takes place in a Hyrule hundreds of years after the events of the Link To The Past/Link's Awakening/Ocarina Of Dreams trilogy, with a few familiar locations from those games but a totally changed Hyrule with seven great Temples, each one devoted to one of the Seven Sages. As Link must accompany Sage at all times, the game does take the form of an escort mission, though like in Resident Evil 4, the game avoids most of the familiar problems of the escort mission trope. Instead, Sage frequently assists Link, both in combat and in the game's many puzzles. In addition to gaining new items and upgrades (most of which are from past Zelda games, though there are a few new ones such as the Spider Boots, which allow Link to scale certain walls, and the Tribloomer, a tripod that Link shoots onto a wall which then shoots out flowers that can trip switches or strike enemies), Link will also gain new abilities for Sage to use, both to help her solve puzzles and to simply help her survive. Link and Sage can be separated (particularly in dungeons), though most of the time this is a positive thing, as Sage will often explore on her own to find treasure or secrets or to flip switches. The player can usually see Sage's point of view, but except for rare occasions, can't control her in any way. It is possible to get a Game Over if Sage is taken away or killed, but this only happens rarely, and rarer still is it such a threat as to annoy or endanger the player. Still, some of the game's trickiest puzzles do threaten Sage's well-being, and it can still occasionally get frustrating to keep her safe. Apart from the Sage factor, there's little to separate this game from its Ultra Nintendo brethren in terms of gameplay, with graphics comparable to OTL's 3DS-enhanced Nintendo 64 Zelda remakes. Like in Hero Eternal, the game features voice acting, though not quite as much of it. Link remains silent, but Sage speaks frequently and is voiced by Kimberly Brooks. The game doesn't have what would be considered an “all star” voice cast, Nintendo frequently went with more obscure voice actors for this game and Brooks is one of the more famous among the cast (though there are a couple more prominent voice actors featured, with Kevin Michael Richardson taking over the role of Ganon from Keith Silverstein, and Nika Futterman showing up as the voice of one of the seven Sages).

    The plot itself revolves around the Seven Sages of Hyrule, and how one terrible day when they were all gathered in one temple to pray, they were attacked by a dark servant of Ganon. Six of the Sages were abducted, while one, Sage, escaped, only to be wounded and to lose her memory. Sage stumbles into the wilderness and collapses in front of a waterfall, where she is found by a young farmer named Link. Link brings Sage back to his farm, where he, his little sister Krynn, and their grandpa nurse the cloaked woman back to health. She awakens in a fright after a terrible nightmare and begs Link to find the Sages and restore peace to Hyrule, as the land is already falling into chaos without the Sages' influence. Link is given a sword by his grandpa and sets out with Sage to the Temples, where Sage can restore her memories of the other Sages and uncover a piece of wisdom that might help locate them. There are six Temples that Link and Sage must find and explore. In each Temple is a treasure for Link, an upgrade for Sage, and a piece of memory held by a boss monster. The temples are visited in the following order:

    Temple Of The Lost Woods: In the Lost Woods is the first temple, your typical “first forest dungeon” for a Zelda game, where Miria, the Sage of the Lost Woods, resided. Miria is a kind forest fairy who was Sage's first friend. As Sage explores the Temple she remembers that she and Miria were the youngest of the Sages and had trouble learning the ropes, but that they helped each other along. The boss monster of the temple is a possessed hollow tree that Link must defeat with Fire Arrows (earned unusually early for a Zelda game).

    Temple Of The Frozen Lake: Link and Sage eventually come to a great frozen lake in which Olga, the Sage Of The Frozen Lake, resided. This temple combines elements of ice and water dungeons, making the Fire Arrows very helpful for certain parts, though in the water segments Link will need to find Zora's Flippers to make progress. Sage remembers Olga being an amazing swimmer and athlete, and Olga not only once saved Sage from drowning, but taught her to swim so it wouldn't happen again. Link and Sage must defeat a water spirit boss who must be fought in all three phases of matter, as a solid, as a liquid, and as a gas.

    Temple Of The Fiery Cauldron: Link and Sage must venture to Devil's Cauldron, a great active volcano, to restore Sage's memories of the third sage, Vadia. Vadia was a somewhat haughty sage and at first was arrogant and rude, but her bravery in the face of danger taught Sage to be brave as well. The boss of this dungeon is a giant magma spider.

    Temple Of The Whirling Winds: This temple is based on air and is located high on a grand plateau. It's the home of Kyrie, a bubbly and somewhat immature sage who taught Sage how to look on the bright side and find the humor of things. In this dungeon, in which Link and Sage must navigate on the wind, they'll have to battle a hostile eagle boss to survive.

    Temple Of Metalworks: This temple was built in a mine, and was the home of Barbra, a rough and tumble sage who would have rather lived as a miner like her father than as a Sage tasked with protecting the realm. Though she grew into it, it was rough at first, and Sage had to help Barbra adjust to it like the other sages helped her, teaching Sage how to be a leader to others. The boss of this temple is a big powerful gemstone monster that pursues Link and Sage through a series of connected tunnels in a unique, multi-stage boss fight.

    Temple Of Dark Oblivion: This temple is in the Valley of Despair, and is surrounded by dark, hateful energy. The Valley of Despair is where Ganon originated from, and it's also the home of Gadena (voiced by Nika Futterman), the Sage Of The Dark Oblivion. Gadena (who is subtly implied to be a descendent of Gaddis from Ocarina Of Dreams) hated her fellow sages and was filled with darkness. She especially hated Sage, the Sage Of Light, and in fact originally wanted to kill her, but as Link and Sage pass through the temple, Link is shown and Sage remembers how Sage's kindness and forgiveness redeemed Gadena and ultimately made her one of the most benevolent and powerful sages. Sage ultimately remembers that Gadena was her best friend and that the two made a life or death pact with one another. This is just before the boss fight, where Link and Sage must fight a powerful Iron Knuckle. The two defeat it and it's revealed that Gadena was trapped inside the armor in a similar fashion to Nabooru in OTL's Ocarina Of Time. Gadena and Sage have a tearful reunion, and Sage's memories are restored. There are a massive number of plot revelations, but most importantly: Sage is really Princess Zelda (subtly hinted at throughout the game, but then the game tries to swerve the player to make them think she's not Zelda, only for the game to reveal that yes, Sage really is Zelda). The second plot revelation is that Gadena wasn't trapped inside the Iron Knuckle armor (revealed when Gadena willingly reforms it around herself, only in a new configuration that gives her a lot more agility and shows her face and some of her body). Gadena was evil this whole time, either having fallen back to darkness or having pretended to be redeemed ever since Zelda “redeemed” her. It was Gadena who caused the incident at the Great Temple, and the other five Sages weren't abducted: Gadena killed them, and tried to kill Zelda, only for Zelda's Triforce of Wisdom to protect her. Gadena now holds both the Triforce of Wisdom (taken from Zelda during the incident at the Temple) and the Triforce of Power (given to her by Ganon), and needs only the Triforce of Courage before she can triumphantly present the Triforce to her master Ganon. She tries to take it from Link, but Zelda interferes and helps Link escape. Gadena abducts Zelda and takes her to the Great Temple, which was formerly Zelda's temple and was where the five other sages were killed, but is now a monument to Ganon's evil.

    Temple Of Ganon: The former Great Temple, now twisted into a dark monument to evil, is the game's final dungeon. Inside the temple are rooms which resemble one of the previous temple, where the departed spirit of that temple's former sage appears to Link to tell a story about Gadena and Zelda, explaining Gadena's motivations and Zelda's history with her. They seem to imply that Gadena was twisted by Ganon out of jealousy: jealousy that as the Sage Of Hyrule's Light, Zelda will always be more important than Gadena. Gadena wanted to have a destiny, and felt that Zelda had taken that away from her. It leaves Link with doubts about whether or not Gadena has always been evil or if there's still some good in her. Finally, in the Chamber of Darkness, Gadena confronts Link with a trapped Zelda, telling him to hand over the Triforce. Zelda tells Link not to do it, but Link hands it over. Gadena laughs as she completes the Triforce and tells Link that she had no intention of handing it over to Ganon, but wants to keep it herself. She starts to make a wish, only for Ganon to appear and prevent Gadena from doing so. He forcibly contorts Gadena's armor around her, twisting her into a monster and seizing the Triforce for himself. Then he forces Gadena to fight Link, desiring to be entertained before he makes his wish. Link battles Gadena and defeats her, prompting Ganon to attempt to kill Gadena, only for Zelda to fire an arrow of light through Ganon's hand, shattering the Triforce back into three pieces and breaking Ganon's spell over Gadena. Ganon is forced to retreat, while Zelda cradles a mortally wounded Gadena in her arms. Here we learn that Gadena's betrayal of the sages really was Ganon's influence, but he was able to use Gadena because of the hatred and jealousy still present in her heart. Gadena blames herself for the sages' deaths and tells Zelda that it would've been better if Zelda had expelled her from the sages long ago and not tried to befriend her, but Zelda tells Gadena that she values their friendship more than anything in the world. Zelda tries to use her powers to save Gadena, but Gadena no longer wanted to be saved and allows herself to die. As Link is comforting a sobbing Zelda, the room shakes, indicating that Ganon is unleashing his full power. Link and Zelda ascend to the roof and battle Ganon in a two-stage boss fight that culminates in a battle pitting Link (in brilliant white armor) and Zelda (whose power is amplified by the spirits of the fallen Sages) against dragon Ganon. Ganon is ultimately defeated, liberating the Triforce of Power from his grasp. Zelda reforms the Triforce and is granted one wish. Though she can use it to bring back the Sages, she knows their spirits are at peace, and instead wishes that their influence will spread throughout Hyrule, healing the damage caused in their absence and allowing the people to learn from their wisdom just as Zelda has. Zelda, now both the Queen of Hyrule and its sole remaining Sage, knights Link and asks him to protect Hyrule and its people with the same courage shown by the fallen sages, a role which he accepts.

    The Legend Of Zelda: Sage's Knight is released on June 5, 2007, exclusively for the Game Boy Supernova. Though the game is praised for its production values and storyline (with outstanding graphics and sound for a handheld game), the gameplay itself meets with a slightly more critical reception, with some of the frustrating escort elements drawing the ire of reviewers, and the game's focus on puzzles over action alienating some newer fans (though it does thrill fans of old school Zelda games). All in all, Sage's Knight gets reviews averaging in the high 8s, which are considered excellent by the standards of most games, despite being somewhat lower than scores were for Hero Eternal. It's considered one of the best portable Zelda games and one of the best overall handheld titles of the year, and quickly becomes a million seller for Nintendo, another big Zelda success.

    -

    Aonuma: Legend Of Zelda Is Ready For The HD Generation

    A lot of buzz was generated at this year's E3, where Nintendo revealed that it was working on the upcoming Legend Of Zelda game for their Nintendo Sapphire console. Though this game isn't expected to be released for another two years, we've already had some tantalyzing hints about what the game will focus on and just how one of Nintendo's biggest franchises will make the jump to HD.

    In discussion with both Famitsu magazine and a group of Japanese television reporters, Eiji Aonuma himself revealed some crucial details about the new game. First off, this will be a return to the classic, high-fantasy Zelda settings and not the modern technological world of Hero Eternal. As Aonuma has already frequently stated in interviews, the trip to “modern” Hyrule was a one time deal, and he reiterated that for Famitsu when they asked. The teaser also confirmed this: we're going back to the woods! When Aonuma was asked if this was the Lost Woods or a brand new forested world, he was somewhat evasive, but did say to pay closer attention to the teaser video. When we went back to give it a listen we did hear just a few notes from the Link To The Past Lost Woods theme, so that does indicate that yes, the Lost Woods will play a big role in the game. Aonuma also mentioned that this game will involve a version of Link that we've played as before. Whether that's the Zelda/Adventures Link, the LTTP/Awakening/Ocarina/Knight Link, or the Temple/Majora Link, we don't yet know. We doubt it's the SNES trilogy Link because we just revisited that world in Sage's Knight, so our best guess is that it's easier the NES or Ultra Link that we'll be seeing again, which gives us plenty to speculate over and drool about!

    And speaking of drooling, Aonuma said that the beautiful HD visuals seen in the teaser were what we'd get on the Sapphire. Link looked spectacular in full HD, with graphics seeming to surpass even what we've seen before on the Xbox 2 (and the general consensus about the Sapphire is that its games feature graphics that are somewhat better than the Xbox 2's by about 10-20 percent, slightly smaller than the Wave/Xbox gap but still significant). When a Famitsu reporter asked Aonuma if the Sapphire Zelda would be the best looking Sapphire game to date, Aonuma coyly smiled and said something akin to how that's in the eye of the beholder. So far, Nintendo's keeping its cards close to its chest as it pertains to the upcoming Legend Of Zelda game, but every little hint we've gotten has only made us more and more excited for this game's eventual full reveal.

    -from an article on Zeldauniverse.net on June 29, 2007
     
    Spring 2007 (Part 10) - An Egyptian Princess And Another Big 2008 Reveal
  • Neferta: The Ancient Stone

    Neferta: The Ancient Stone is an action/adventure/puzzle game. It's developed by a medium-sized developer best known for the fairly obscure Idol Eyes franchise of games, and is published by Electronic Arts. The game's protagonist is an exiled Egyptian princess named Neferta, with the ability to move objects using telekinesis. Neferta must use her abilities to reclaim her throne by solving ancient puzzles and defeating the evil armies of the prince who usurped her throne. The game's tone is fairly light-hearted, almost reminiscent of the Shantae series, with some fairly cartoonish characters and a plot that never takes itself too seriously, in contrast to more serious games such as The Priest Of Ammut-Ra or Prince Of Persia. The game's pacing is a bit like the Zelda series in that Neferta will explore a fairly large, open area over the course of the game, visiting towns, dungeons, and a variety of different locales along the way. The game is also heavily influenced by the success of the Beyond Good And Evil series, with plenty of collectibles for Neferta to gather along the way. As the title would imply, Neferta is searching for an object called The Stone Of Sekhmet, an object that grants special powers to people. Neferta's exposure to the stone at a young age is what gave her her telekinetic powers, and now the evil prince is searching for it to gain both powers of his own and immortality. The game parodies and spoofs many tropes of ancient Egypt, such as the importance of cats (there's an entire race of cat people, most of whom help Neferta out on her journey) and of course things such as mummies, pyramids, and snakes. The game utilizes the power of the new consoles quite well, with some very pretty graphics and a somewhat complex physics engine for the puzzles and for the objects that Neferta interacts with across her journey. Initially, Neferta can only move certain kinds of items, but as she progresses through the quest, her telekinetic abilities grow stronger and stronger. Many boss fights are like puzzles in which Neferta must discover the best way to defeat the boss, with most bosses having more than one solution for defeating them. The game features lots of fun characters along the way, including Keola, a young water carrier girl who happily fetches objects for Neferta (and who is also somewhat annoying, but who Neferta warms up to over the course of the journey), Smart Asp, a highly intelligent anthropomorphic snake (his punny name is probably the most "adult" source of humor in what's otherwise a soft-T rated game), and Pharaoh Phil, an obese mummy who just wants to go back to sleep in his pyramid which has been raided by the prince and his mercenaries. There are a few more serious characters in the game, and the game is occasionally fairly dramatic (especially toward the end), but for the most part it stays fairly light and is a somewhat family friendly adventure title. The game features a talented cast of voice actors, led by Jen Cohn as Neferta (and yes, she uses a voice similar to her Overwatch Pharah voice), Cristina Pucelli as Keola, and Mike Erwin as the voice of the evil Prince Gogan.

    Neferta: The Ancient Stone is released for the Xbox 2 and the iTwin in June 2007. The two versions are similar in terms of content, though the Xbox 2 version has slightly better graphics and the iTwin version has some very intuitive motion controls (which ultimately result in the iTwin version being rated about half a point higher). The game would eventually make it to the Sapphire in 2008. Overall, Neferta gets some very high praise from critics, who call it one of the best early games of the seventh generation, giving it a similar reception to Power on the iTwin. Early sales are only mediocre, but pick up later on as word of mouth spreads, resulting in the game becoming the most successful IP for its studio, surpassing Idol Eyes in sales and general fame. It would find its greatest source of popularity amongst young female players, who would devote plenty of fanart and fanfiction to the game in the months ahead, and Gogan himself (who isn't killed at the end of the game but is instead exiled and vows revenge) would be frequently Draco-ized and shipped with Neferta, which the studio actually seems to encourage, setting the stage for a potential plot twist in future series games.

    -

    Ubisoft Reveals Blackheart Villainous At Second Annual "Ladies Of Gaming" Event

    Ubisoft held its second annual "Ladies Of Gaming" event in San Francisco this week, and the main reveal of the show was Blackheart Villainous, the fifth main title in the Blackheart series, scheduled to be released sometime next year. The game was completely absent from E3 2007, and now we know why: the company was holding it back to be the big reveal at this event, which saw attendance figures slightly lower than last year's event but was still one of the year's biggest gaming conferences. Blackheart Villainous is set for release on all the major next generation consoles, with the Sapphire version front and center. The game features ruthless special agent/mercenary Sadira Blackheart as its main protagonist, and she was as ruthless as ever in the game's reveal trailer, in which she infiltrated a chemical factory, leaving a path of bodies in her wake. The game looks to continue the storyline from the previous game, featuring Sadira being pursued by an assassin while having to deal with a powerful chemical magnate looking to produce dangerous weapons for the highest bidder. It wasn't confirmed if Sadira's rival/frenemy Messiah will return, though we also saw more footage from the upcoming spinoff for the Supernova, Messiah: Crisis Tear. Blackheart Villainous will also feature a revamped multiplayer mode which gives teams scripted missions to perform: one team must complete a mission while the other team serves as the opposition in what could be the most complex multiplayer shooter gameplay to date. Blackheart 4 was the consensus Game of the Year in 2005, making Blackheart Villainous one of 2008's most anticipated titles and a major tentpole game for Ubisoft, which is still riding high off the success of Beyond Good And Evil 2.

    -from a Gamesovermatter.com article posted on June 22, 2007
     
    Sports In 2007
  • The 2006-07 season saw a lot of the league's young players really emerge into big roles on their teams, pushing those young teams forward and unseating a lot of the old stalwarts of the league. The Boston Celtics missed the playoffs for the second straight year, as Grant Hill continued to show his age. The one positive was that rookie Mike Conley got a lot of valuable minutes subbing in for Penny Hardaway, who continued to suffer from injuries. Conley at 18 was quite raw during his first season, but showed occasional flashes of brilliance that helped the Celtics to remain in playoff contention even if they didn't quite make it. The Pacers and Hawks were #1 and #2, with Steve Nash continuing to lead an agile Pacers unit that added free agent star Carlos Boozer. Kevin Durant was Rookie of the Year, taking a previously terrible Miami Heat team to the playoffs and the #8 seed, while Dwight Howard emerged as a superstar for the 76ers.

    In the West, the Lakers were back on top: Shaq, though aging, stayed mostly healthy, while Tim Duncan continued to be a strong leader on a talented team, and the Lakers finished with the league's best record at 63-19. Lebron James finally got some help in Denver when the Nuggets traded the Phoenix Suns for Amar'e Stoudemire, and the two formed a potent combination that averaged 55 points and 20 rebounds a game, leading the Nuggets to a 59-23 record. The Seattle Supersonics also re-emerged as a force to be reckoned with, with Chris Paul leading the way. The St. Louis Arches were one of the biggest surprises of the year, catapulting themselves into the fifth seed thanks to a young nucleus of athletic big men.

    Playoffs:

    First Round:

    Eastern Conference:


    (1) Indiana Pacers over (8) Miami Heat, 4 to 1

    This series was closer than the game tally would indicate. All five games were somewhat close, with Kevin Durant putting the Heat on his back and emerging as a brilliant prep-to-pro superstar, giving the Pacers everything they could handle. Nonetheless, Nash led his team to victory, outmatching the Heat in a hard fought first round series.

    (4) Detroit Pistons over (5) Philadelphia 76ers, 4 to 1

    The 76ers tried valiantly to overcome Carmelo, but he was too good, averaging 39 points per game in the series (and scoring 56 points in a hard fought Game 2). Dwight Howard tried to bully the Pistons with his inside scoring and rebounding, but the rest of his team couldn't match the effort, and the 76ers went down fairly easily.

    (6) Cleveland Cavaliers over (3) New York Knicks, 4 to 2

    The young Cavaliers would once again upset the Knicks in a first round series, thanks to the efforts of the Cavs' bench and their best player, Dwyane Wade. This actually shouldn't have come as much of a shock: the Cavs underachieved during the regular season due to nagging injuries for LaMarcus Aldridge, and they probably should've challenged for the Central Division title. The Knicks' second straight first round exit would lead to big changes, including the firing of their coach and Kenyon Martin's departure in what would be an extremely crowded free agency period that would shake up the league in a major way.

    (2) Atlanta Hawks over (7) Orlando Magic, 4 to 0

    For the third straight year, the Atlanta Hawks would knock off the Orlando Magic, and this time it wasn't close. The Hawks had had a taste of championship glory after coming oh so close in 2006, and they were hungry to get back. Ron Artest, who would narrowly lose the MVP award to Tim Duncan (averaging 26.1 points and an astonishing 4.4 steals a game, easily winning DPOY for the fourth straight year), devoured the Magic, and was even able to contain Dirk Nowitzki, holding him to an abysmal shooting percentage in the series. The Magic would do some serious soul searching after this series and Pau Gasol would ultimately depart for free agency, breaking up the once brilliant European duo.

    Western Conference:

    (1) Los Angeles Lakers over (8) Dallas Mavericks, 4 to 0

    The Lakers were back at the top of the NBA, and they weren't taking any prisoners. All four games were dominated by the Lakers, and Mark Cuban famously got himself ejected toward the end of Game 4 as his team took a 137-71 beating at home, the second worst loss in NBA history (after a 78 point thrashing of the Los Angeles Clippers by the Lakers back in 2004).

    (4) Golden State Warriors over (5) St. Louis Arches, 4 to 1

    The Arches were feeling good to be in the playoffs so soon after becoming an expansion team just a few short years before, but that's all they had to feel good about in this series that saw the Warriors' star Kobe Bryant score 34 points per game on the outmatched Arches squad.

    (6) Phoenix Suns over (3) Seattle Supersonics, 4 to 3

    The Phoenix Suns had had a tumultuous season. They'd brought Amar'e Stoudemire in as a free agent in 2005 to eventually replace the aging Chris Webber, but he'd failed to mesh well with the team and ended up demanding a trade in 2007, just a year and a half after his arrival. His trade demands lowered his trade value enough that the Nuggets were able to get him relatively cheaply (trading away their second and third best players along with three first round draft picks and two second rounders), but the new players brought in from the Nuggets were able to pair up well with Yao Ming, while Chris Webber had a mini-career renaissance, bolstering his performance back to near All Star levels after Stoudemire's departure. The Suns and Supersonics had a hard fought series, but the Suns were able to outsize them and bruised out a victory.

    (2) Denver Nuggets over (7) San Antonio Spurs, 4 to 0

    There's not much to say about this series other than the fact that Lebron James absolutely crushed the Spurs, whose roster consisted of veteran journeymen and raw young players who Gregg Popovich was still able to coach into the playoffs. Despite Popovich's excellent coaching, he'd be released by the Spurs after their latest playoff exit.

    Second Round:

    Eastern Conference:


    (1) Indiana Pacers over (4) Detroit Pistons, 4 to 3

    This was an extremely close series that went down to the last minute of the final game. Carmelo Anthony was a beast in the series, averaging 37 points a game against the Pacers, who at times seemed completely outmatched. However, just when it seemed like the Pacers would be knocked out in the second round for the second straight year, they turned to an unlikely hero in bench player Tom Coverdale, a former Indiana Mr. Basketball known in the NBA mostly for his shooting and tough defense off the bench. Coverdale sank a three pointer to put the Pacers up by one with just 13.1 seconds to go, and Carmelo missed a contested floater at the buzzer, sending the Pacers to the conference finals.

    (2) Atlanta Hawks over (6) Cleveland Cavaliers, 4 to 3

    This was another hard fought series, with the Hawks' Artest and Milicic playing fiercely against the Cavs' Wade and Aldridge. Artest's defense couldn't contain Wade completely, while Aldridge played fiercely against the tough Milicic. In the end it was home court advantage that won the day for the Hawks, as the home team won all seven games in this tough series.

    Western Conference:

    (1) Los Angeles Lakers over (4) Golden State Warriors, 4 to 0

    Kobe fought hard, but was mostly all by himself against the Lakers' Four Horsemen. Steve Francis and Allen Iverson worked hard to give Kobe fits throughout the series, while Shaq and Duncan overwhelmed the Warriors' outmatched big men. This series was never close, and after it was done, Kobe had a decision to make: depart the Warriors in free agency, or stay under the condition that the team would get him some help. These questions would become one of the biggest stories of the 2007 offseason.


    (2) Denver Nuggets over (6) Phoenix Suns, 4 to 3


    Lebron was good, but the Suns, at least through five games, were better. Yao played some of the best ball of his career, and the Suns dominated the Nuggets in game 5 in Denver, 107-83 to take a seemingly commanding 3-2 series lead. But during practice on the day of Game 6, Yao Ming broke his foot, taking him out for the rest of the playoffs. The Nuggets would capitalize, crushing the Suns in both Games 6 and 7 and advancing Lebron James to the conference finals to take on the Lakers.

    Conference Finals:

    (1) Indiana Pacers over (2) Atlanta Hawks, 4 to 3

    In a conference finals for the ages, the Indiana Pacers gutted out a game 7 win over the ferocious Hawks, and once again, the series came down to the wire, with Carlos Boozer making a free throw line jumper at the buzzer to put the Pacers over the Hawks by two in the final game. Six of the seven games were decided by five points or less, with heroes emerging on both teams and some of the fiercest physical play in recent memory. Ron Artest nearly lost his cool in game 5, with Darko having to physically restrain him from charging after a heckling fan. Darko himself was ejected from Game 6 after cursing out a referee and was nearly suspended for Game 7. One of the most entertaining Eastern Conference Finals in history saw the Pacers emerge victorious, returning to the NBA Finals to try and bring home another championship to Indy.

    (2) Denver Nuggets over (1) Los Angeles Lakers, 4 to 2

    This series was a coronation for Lebron James, though Amar'e played some big minutes and made crucial plays to overcome the Lakers' size advantage. Even Allen Iverson didn't have an answer for Lebron, and Steve Francis looked totally lost. Ultimately, the Nuggets would make all the big plays, with Lebron having a monster Game 5 to lead the Nuggets to a comeback win over the Lakers, and then to close out the Lakers in Game 6 in Denver to lead the Nuggets to their first ever NBA Finals and also giving us our first all-former ABA NBA Finals. This loss would be the end of the Four Horseman, who would be losing Steve Francis to free agency after this season.

    2007 NBA Finals

    Denver Nuggets over Indiana Pacers, 4 to 2

    King James' coronation took place in Game 6 in Denver, as Lebron led his team to a 117-111 victory with an astonishing stat line: 50 points, 18 rebounds, and 17 assists, most of those assists to Amar'e, who Lebron had developed an incredible rapport with. Remember, this would have been Lebron's senior year in college had he not come out of high school to the NBA in 2003. Lebron James had truly arrived, and now he was ready to make the NBA his. In his victory speech after the game, he not only thanked Amar'e and the rest of his teammates, but promised that this would be the first of many titles to come.

    -

    As stacked as the 2006 NBA Draft was, the 2007 NBA Draft looked to be even better. High school players were still going directly to the pros, and O.J. Mayo was easily the consensus #1 pick, seen as being the best draft prospect since Lebron James. Other big name players entering the draft included Florida star Al Horford, Chinese prospect Yi Jianlian, and high school stars Derrick Rose, Eric Gordon, and Michael Beasley. Kevin Love also considered coming to the NBA but instead decided to play college ball at Oregon, where his father had played. The #1 pick this year was expected to go to the Los Angeles Clippers, who, despite promising play from young Deron Williams, had once again gotten the worst record in the league. However, the #1 pick went to the Boston Celtics, who were the second best non-playoff team and had only a 1 in 40 shot at winning the pick. They happily snapped up O.J. Mayo, while the Clippers had to settle for Horford at #2. The Sacramento Kings took Yi Jianlian, hoping to form a potent pick and roll combination with their #2 pick from 2006, Brandon Roy. The Nets, who continued to stink despite promising play from rookie Greg Oden, took another prep to pro prospect, Michael Beasley, with the #4 pick. Derrick Rose went to the Washington Wizards at #5. Eric Gordon ended up falling to #11, where he was drafted by the Charlotte Hornets, who'd had a bit of a swoon after making the playoffs in 2006.

    In free agency, the Golden State Warriors ended up holding onto Kobe Bryant, pairing him up with the Magic's disaffected big man, Pau Gasol, along with Mike Bibby. Steve Francis landed on the Hawks, while Kenyon Martin wound up with the Boston Celtics. Meanwhile, coach Gregg Popovich found himself hired by the Los Angeles Clippers, who were hoping to make their way back to respectability behind young Williams and Horford.

    -

    Chris Berman: And here comes Ken Griffey Jr. up to the plate, with his third chance of the night to get to 756 home runs for his career and break Hank Aaron's record. He was intentionally walked in his first at-bat, and flied out in his second, and now with the Yankees up 7-1 and two Mariners on base, Griffey has another chance to break the record and you can sense the excitement in the air. Even here at Yankee Stadium, these fans are anticipating history in the making.

    Oral Hershiser: Yeah, but you know at this stage of the game with two men on that Standridge might want to walk him here. Two men on, one out, Griffey's still a powerful hitter.

    Berman: He still is, he's one of the most powerful hitters in major league history and he's taking his first pitch now. Standridge throws and Griffey doesn't swing and it's just outside the strike zone, ball one.

    Hershiser: He's pitching to him though, he's not going to intentionally walk him but he is being very tentative with his pitches.

    Berman: Right now, a quick reminder, the Yankees do lead their division and have the best record in major league baseball, while the Mariners are a game and a half outside the wild card. The Mariners looking to get back to the playoffs for the second straight year, they did lose that ALCS to the Boston Red Sox last year and they're hoping to get back but the Yankees have been playing so good as of late, the Yankees five games in front of the defending champs, Boston, in that division. Here's the pitch, Griffey swings at it hard and he misses.

    Hershiser: He's going right at Griffey, Standridge isn't intimidated right now it seems. It seems like with the Yankees so far in the lead that he's getting a lot more confident with his pitches and he's been throwing well tonight.

    Berman: He gave up that one run homer in the fourth but other than that he's only given up two hits and has only walked two batters, one of them of course being Griffey. And here's the next pitch and it's a hard foul down the right baseline, that's strike two and we're 1-2 now. Of course, it being Yankee Stadium, so much baseball history has happened here, I'm sure Griffey and the Mariners fans would probably like 756 to happen in Seattle, but wouldn't it be fitting if it was here in Yankee Stadium?

    Hershiser: Well, you know I haven't played too many games here but I have thrown a few games here and you really do get a sense of the history in this stadium whenever you step up to that pitcher's mound. The crowd, the music, this is one of the most iconic places in all of sports to play.

    Berman: Here's the next pitch, it's high and outside and that's ball two. They have broke ground on the new Yankee Stadium, it'll be opening in 2009 and this one will of course be torn down, so this could be maybe the last historic baseball moment to happen here, if indeed it does happen here tonight. Standridge is getting back into his stance, Griffey facing him at the plate. Here's the pitch, and Griffey catches it and it's going high up into the air! This could be it! This WILL be it! It's going toward the left field wall, back back backBACKBACKBACKBACKBACK AND IT'S GONE! MOVE OVER HANK AARON, KEN GRIFFEY JR. IS THE NEW ALL TIME MAJOR LEAGUE HOME RUN KING!

    Hershiser: *stunned, taking it all in* Wow.

    *The Yankee Stadium crowd's reaction starts out slightly mixed, as Ken Griffey has just cut the Yankees' lead in half, but even these hardcore Yankee fans give way to cheering loudly for the historic 756, as Griffey, beaming from ear to ear, slowly rounds the bases. Hank Aaron is shown on camera smiling and clapping enthusiastically. Fireworks begin to go off, the stadium is reacting like one of the Yankees just hit a home run, as this truly is a great and historic moment for all of baseball.*

    Berman: And even these New York Yankees fans paying their respects to Ken Griffey Jr. right now as he becomes the greatest slugger in the history of baseball. Once it was the Yankees' own Babe Ruth, then it was Hank Aaron, and now, Ken Griffey Jr. takes his place among the legends of this sport.

    *Griffey is shown hugging his teammates at home plate after touching home. Even some of the Yankees, Derek Jeter first among them, come out to congratulate him, with Jeter giving Griffey a big hug and giving him some heartfelt compliments as well.*

    Hershiser: Truly one of the most historic moments in sports history, and I don't think it could have happened to a better guy.

    Berman: And they have stopped this game, I think they're going to put this game on hold for some time so they can give proper tribute to Ken Griffey Jr. and his accomplishment here tonight. You can see some of the ceremonial equipment that they've been bringing around ever since Griffey got close to 755, ever since he got to I think 753 they started to bring it to the games just in case it happened and here and now at Yankee Stadium it finally has happened, and there's Bud Selig, the commissioner of baseball, coming out onto the field to give some kind of presentation, and you can see Hank Aaron out on the field now with Ken Griffey, and Griffey's father, Ken Griffey Sr., and Griffey's wife and kids are out here too. This is truly a historic moment and certainly after 33 years, 33 years after Hank Aaron's accomplishment they're going to give Ken Griffey Jr. plenty of time to soak this all in, I think all of us need some time to really soak this in and understand just what a huge achievement this really is.

    -from an ESPN baseball broadcast at 9:44 PM on June 6, 2007

    -

    Tony Kornheiser: And now in NFL news, the FBI is considering re-opening a possible dogfighting investigation into Super Bowl and NFL MVP Michael Vick. This morning, an FBI field officer announced that the bureau was still going through evidence collected at a residence just outside of Cleveland, though the Cleveland police continue to insist that the investigation, at least on their end, is closed. Wilbon, should the Browns and Michael Vick be concerned about this, or is this just the FBI dotting their i's and crossing their t's?

    Michael Wilbon: Look. We know that Michael Vick hasn't had the most respectable past. We know that he's been involved in activity that has gotten criminal charges brought against him in the past, mostly for marijuana. This dog fighting thing, if it's true, keyword IF, is serious business. We're talking about interstate criminality. We're talking about the torture and abuse of animals. Those are felony things, federal felony things, and they have the potential to land Michael Vick in prison for a considerable amount of time.

    Kornheiser: I have said it before and I've said it again, people change. You can't judge Michael Vick on his past-

    Wilbon: Especially when his past involves marijuana, which, yes, is illegal, but that's harmless.

    Kornheiser: But you and I both agree that dogfighting is another matter entirely.

    Wilbon: I'm not going to go into the "cultural" issues surrounding dogfighting. The bottom line is that it's reprehensible. I have a dog at home. I would... I would... *clenches his fists* I would knock the stuffing out of anybody who hurt my dog.

    Kornheiser: Most dog owners would agree with you.

    Wilbon: But this is America, and you're innocent until proven guilty. And right now, there's no proof that Michael Vick's done anything. He wasn't even at that house most of the time. He was, I believe, loaning that house out to a friend. So right now the only thing that Michael Vick is potentially guilty of is picking bad friends.

    Kornheiser: What I want to know is why the FBI and the Cleveland police have such a different opinion on this case. The Cleveland police want nothing to do with this case.

    Wilbon: Well now you're getting into conspiracy theories.

    Kornheiser: Well, you don't think....I mean Michael Vick is like God in Cleveland right now!

    Wilbon: That's just silly.

    Kornheiser: He brought the Browns a Super Bowl!

    Wilbon: It's not like the city of Cleveland... the Indians won it in 1995, didn't they? Albert Belle just got himself arrested for DUI, the Cleveland police aren't covering that up!

    Kornheiser: Albert Belle hasn't played for the Indians in four years, and come on, it's not even CLOSE to the same level! These are the Browns we're talking about here and Michael Vick might be the most famous and beloved pro athlete in the world!

    Wilbon: I think Lebron James would disagree with you there, but I digress. There is no CONSPIRACY going on in Cleveland, this is just the FBI being thorough.

    Kornheiser: You agree though that if Vick is participating in dogfighting he needs to be held responsible, right?

    Wilbon: IF he's involved in dogfighting, yes. Put him in jail.

    *ding*

    -from the June 19, 2007 episode of Pardon The Interruption
     
    Spring 2007 (Part 11) - Valerian And Laureline
  • Valerian And Laureline

    Valerian And Laureline is an action/shooter title made exclusively for the iTwin. It features a hybrid of cel shaded and 3-D graphics and takes its story both from the long-running French comic book series and the contemporary animated series that debuted in France a few months before the game's release, serving as both a companion to said series and a comic-based game. The game features dual protagonists, Valerian and Laureline, though it does not allow the player to choose between them, instead, players will control one of them in certain missions and the other one in the rest, ultimately controlling Valerian about 60 percent of the time and Laureline about 40 percent. The game plays like a typical third person action shooter game, taking gameplay cues from titles such as Squad Four: Upheaval, Oni, and Blackheart. However, not all of the game features action and shooting: there's plenty of exploration and character interaction, particularly in Laureline's missions, where she uses her wits and charm to decieve enemy characters and gain access to covert areas. However, Laureline can fight as well, and employs a more agile playstyle than Valerian, using ranged weapons and gadgets to incapacitate enemies. Valerian himself fights like a typical action protagonist, with blasters and melee, though he too can charm his way out of situations (he's not as adept at it as Laureline is). The game takes place across six different planets and features a total of 18 missions, some of which are almost purely combat while others involve long segments of exploration and infiltration. The game's mission structure is very much like a Squad Four game, though with a bit less freedom and smaller areas to explore, along with more objectives to complete. The game features plenty of voice acting and cutscenes, with lots of in-mission dialogue (with comic-book like boxes showing character faces and action scenes during missions). ITTL, the animated series is brought over to North America very soon after it releases in France, but the animated series features different voice actors from the game. In the animated series English dub, Valerian is voiced by Yuri Lowenthal and Laureline is voiced by Kari Wahlgren, but in the game, Valerian is voiced by Eric Stuart and Laureline is voiced by Carrie Keranen.

    The plot of the game actually chronicles Valerian's first meeting with Laureline, who, like in the comics, is originally a peasant girl from medieval France who joins up with the time traveling future dweller Valerian after she discovers that he's a time traveler. Laureline becomes Valerian's partner and the two begin working together. The first few missions after the initial mission in which Laureline joins Valerian chronicle Laureline's training and her introduction to working with the Galaxity Spatio-Temporal Service. Laureline, being an extremely quick learner, rapidly becomes Valerian's equal in skill and competency, and the two are eventually given a mission to bust a ring of intergalactic drug dealers who push a substance that can enable a person to travel freely through dimensions, wreaking havoc and causing various spatial paradoxes. After one of the drug dealers, an unstable former intergalactic police officer named Hammond overdoses on the drug, he becomes a powerful god-like being capable of wreaking havoc throughout the multiverse, and a simple gangbusting mission becomes a quest to save all of humanity. However, Hammond himself doesn't initially want to destroy the multiverse, he instead uses his newfound abilities to point out the hypocrisies of humanity in the future, and Laureline starts to agree with him somewhat, causing tension between her and Valerian (who always follows Galaxity's orders, whether they be wrong or right). The conflict between the morals of Valerian, Laureline, and Hammond is what drives the plot in the second half of the game, with Laureline herself deliberately overdosing on the drug in one of the later missions. It seems like she's going to become an antagonist, but instead she uses her abilities to forcibly show Valerian the conflict between his own morals and the needs of the creatures of the multiverse, which reconciles both Valerian and Laureline's disagreements (and also definitively proves that Hammond is wrong in his morals, which drives him to seek to destroy the multiverse). In the final mission, Laureline (who has taken an antidote to the drug but still has lingering effects from it which cause her to fade in and out of reality) and Valerian must team up to stop Hammond before he combines the world of reality with the dream world inhabited by the civilians of Galaxity, which would cause a reality-destroying spatial paradox and wipe out everything. The final mission is a trippy battle across numerous realities as Valerian and Laureline race against time to stop Hammond's plans. In the end, Hammond is stopped, the multiverse is saved, and Valerian and Laureline declare their love for one another before racing off into another mission.

    Though Valerian And Laureline wasn't a hugely known property in North America before the announcement of both the game and animated series, the game itself received a fair amount of hype since it was unveiled at the iTwin reveal, with Apple playing up the game's similarities to the more well known Squad Four and Blackheart. The game's unique art style and fast-paced gameplay also did a lot to hype it with fans. The game was released in North America on June 12, 2007, amidst a decent amount of other merchandise (including a remastered English version of the original comics and other related merch including action figures and the like, with the dubbed anime set to premiere on Toonami sometime in 2008). Reviews were quite good, praising the game's character design and fun missions, though a few critics would compare it unfavorably to its fellow action shooters, with Jeff Gerstmann calling it "Diet Squad Four" in a 7.0/10 review. Overall though, it would be received as one of the better iTwin exclusives of the year, and would be one of the top selling original games of June 2007. The game would do even better in France, becoming one of the top selling games of the year overall there, while it would also perform well in the rest of Europe and in Japan, eventually selling around two million total copies worldwide, more than enough to get at least one sequel.

    -

    "Now we know who's going to be picking up Dark Horse's manga division, which was spun off from the company following its acquisition by Acclaim. Sega, the world's second largest toy company and former rival to Nintendo, will be acquiring the North American rights to all the manga formerly published by Dark Horse, folding it into the company's new Sega Comics division. In addition to publishing translated manga, Sega Comics will also be handling a number of original Japanese titles as well, and will be translating other non-manga international comic titles. They've already released several titles, including Valerian and Laureline, a long-running French sci-fi series which has been getting a remaster for English-speaking audiences since early this year. Sega Comics will also be splitting Sonic the Hedgehog publishing duties with Archie Comics: Archie will continue to publish more lighthearted, family friendly works, while Sega Comics will publish a new Sonic series aimed at older readers, and will also publish comics based on properties such as Virtua Fighter and Commander Keen. A Panzer Dragoon comic series, published as a companion piece to the upcoming Panzer Dragoon Zeta, will begin this November."
    -from an article on Comic Book Resources, posted on July 27, 2007
     
    Spring 2007 (Part 12) - An Ogrekiller App?
  • Ogrekill

    Ogrekill is a medieval/sci-fi first person shooter exclusive to the Xbox 2. Developed by id software, it plays somewhat similarly to the Quake series, but with larger, more open environments and a slightly smaller selection of enemies. The game centers around an ancient kingdom besieged by ogre attacks, lead by a powerful ogre warlord named Lagg'theth. The game's protagonist is a knight named Elden, who witnessed his hometown slaughtered by the ogres, and watched his wife get ripped apart. Vowing revenge, he goes to the court wizard and forces the wizard to help him slaughter the ogres. The wizard uses his magic to open a forbidden time portal, through which Elden enters a modern day weapons storage facility. Elden seizes all the guns and other equipment there and uses them to arm his fellow knights against the ogre army. The game thus consists of Elden leading his mighty army against an army of ogres using modern day firearms and technology. The ogres themselves are much physically stronger and have arrows and catapults, but Elden has modern automatic rifles, and uses them to great effectiveness against the ogres and their fellow pets and allied creatures. The game takes place across fourteen levels, with the main mission usually being to kill the ogre leader in each level, though there are sometimes other objectives, such as rescuing prisoners or breaking a siege on a castle or town. The game essentially blends the modern military motifs of a Tom Clancy or Battlefield game with the medieval terminology and world of an Elder Scrolls game. As Elden progresses through the levels, the ogres get stronger and more dangerous, and even begin to use firearms themselves, seized from dead knights or reverse engineered from captured weapons. Thus, the game slowly evolves into a more typical FPS, though with a fantasy setting. Elden himself is a fairly typical FPS hero, a ruthless soldier who desires to revenge and seeks retribution for the death of his true love. He shows no quarter to ogres and takes no prisoners, even the ogres who beg for their lives are ruthlessly slaughtered. Sometimes other characters do call Elden's motives into question, especially after Elden's knights wipe out a village of ogre civilians, but for the most part Elden continues to march forward on his mission of revenge. As Elden carves his way through the ogre armies, Lagg'theth becomes more and more frustrated with his subordinates for not being able to defeat this simple soldier. He's extremely intelligent, as intelligent as he is brutal, and frequently captures and interrogates the humans to learn the secrets of Elden's army. He's the one who has the idea to reverse engineer the weapons, and he himself becomes armed to the teeth by the end of the game. He also learns about the time portal, and seeks to create one himself, to perhaps invade the modern human world. In addition to ogres, the game features numerous other creatures, including mutated dogs, giant bears, and eventually large conglomerate monsters said to be created by ogres in various dark rituals. Lagg'theth himself rides a tank-like monster into battle, a monster that shoots spikes and breathes fire and is immune to most modern day firearms. There are also dragons in the game, some friendly and some not so much. The game features excellent graphics, comparable to Doom 3 on the PC, and a robust soundtrack mixing orchestral tunes with modern metal.

    Ogrekill is released on June 12, 2007, the same day as Valerian And Laureline on the iTwin. The game, which was announced in early 2006 and previewed at E3 in both 2006 and 2007, is one of the most hyped games of the first half of 2007, mostly for its outstanding graphics and epic aesthetic, as well as the game being id Software's return to making original tentpole FPS titles for consoles. It would get more than 250,000 pre-order sales prior to its release, making it amongst the top five games thus far in 2007 in that category. It's expected to be one of the year's best games, but reviews are... not so kind.

    "I hate to say this, but Ogrekill sucked. I have never been so damn disappointed in a game."
    -Alex Stansfield, Games Over Matter (he wasn't the one to review the game, but he commented on it in a follow-up article to another GOM staffer's review of the game in which it got a 4.5/10)

    "I've never been so bored playing something so epic."
    -Adam Sessler, X-Play (as part of a 2.0/5 review)

    "I would comment on the fact that there aren't any compelling female characters in Ogrekill, but after playing it I'm almost glad the ladies stayed out of this one. Now I know why Laureline hopped a time portal out of the Middle Ages."
    -Morgan Webb, during the same review

    "Fighting some of the big beasts in Ogrekill is probably the most fun you're going to have while playing, but fighting hundreds of ogres with the exact same attack patterns and idiotic AI is an exercise in monotony."
    -from a 5.5/10 review in Electronic Gaming Monthly

    "This game's flaws are not only glaring, they're inexcusable."

    -from a 2/10 review in Edge magazine

    "If you look up 'kusoge' in the dictionary, you will see a picture of Ogrekill."
    -translated from Jun Miura's 1/10 review of Ogrekill in the September 2007 issue of Famitsu magazine

    Among the litany of problems that critics find with the game are the repetitive levels which consist of mindless skirmishes with wave after wave of the same boring ogre enemies, awful AI, a wholly unlikable main character, rampant misogyny (fridging of the main character's wife in brutal fashion + most other women in the game consisting of busty servants when they show up at all), a soundtrack that starts out epic but soon becomes grating, horrible voice acting with Elden's voice ranging from flat to Nicolas Cage-level scene chewing, and even a ton of bugs and glitches, a couple that are game breaking. While the graphics do get praise, along with praise going toward Lagg'theth's character and voice acting, for the most part Ogrekill is seen as mediocre at absolute best and awful at worst. It's compared unfavorably to the later Arbiter Of Sin games, with one reviewer saying that it takes the worst parts of those games and tosses them together. Even the multiplayer is seen as somewhat of an afterthought, hastily slap-dashed together and completely boring compared to games like the Delta Force series and Call Of Duty. Sales for Ogrekill start out huge but fall off fairly quickly.

    -

    Jeff Gerstmann: So we're midway through 2007.

    Ryan Davis: Yeah, it's Tuesday, June 26, 2007.

    Gerstmann: Xbox 2, iTwin, what are your thoughts, who's winning that right now?

    Davis: In my opinion, or like overall, the sales for them?

    Gerstmann: Well, I do have the sales numbers but overall-

    Davis: Overall, the Xbox 2 I think is winning. It's got more quality games right now. The iTwin has that one big game, Pixelworld, and that is really huge, I mean that is the killer app. But, when you look at the Xbox 2 library, you've got Half-Life 2, you've got Dead City Beat, you've got Rogue's Story III, you've got Spider-Man: Hunted, right there those are four huge games, three of them exclusive to the Xbox 2 and the other one Half-Life 2 is exclusive on console, you can play it on PC but if you want to play it on console you've gotta get the Xbox 2. The iTwin, I think right now is still kinda spinning its wheels. Sonic Duo comes out in November and that's a big deal, and there are some decent games for it, Phantasy Star Online 2, Power, Valerian and Laureline that just came out is pretty good-

    Gerstmann: It's Diet Squad Four.

    Davis: It's a good game.

    Gerstmann: It's good, yeah, but in its genre it's just mediocre.

    Davis: Well that's my point, that's why I think Xbox 2 is better.

    Gerstmann: Well, apart from Ogrekill which I think is a huge flop, Xbox 2 really has had more big solid good games. But, you have to remember, it's been around a few months longer. So that's to be expected. And it doesn't have anything as big as Pixelworld.

    Davis: What if you don't want to play Pixelworld? Just hypothetically, because you and I, Jeff, we both love Pixelworld. BUT, if you don't want to play Pixelworld, what else is there?

    Gerstmann: Sonic.

    Davis: It's not out yet.

    Gerstmann: It's coming out.

    Davis: So's The Covenant 3.

    Gerstmann: True.

    Davis: But... at this point, I think Xbox 2 is winning but it's so early, and Nintendo's not even out yet. I think if you know you're going to get the Sapphire, then just wait. Wait on Nintendo.

    Gerstmann: And that brings me to my next point because that seems to be what some people are doing. Because according to the latest sales figures, the Xbox 2 is trailing off a bit. Just a bit, but sales have been leveling out for the Xbox 2 and a bit slower than Microsoft projected. To be fair, iTwin sales are doing the same thing, BUT iTwin's been having supply shortages so that could also be the reason.

    Davis: Well, what about Ebay, what's an iTwin going for on Ebay these days?

    Gerstmann: Uh, let me check.

    Davis: Yeah, because if it's-

    Gerstmann: Okay, right now I'm seeing them around $475-$500.

    Davis: That's...that's lower than it was a month ago.

    Gerstmann: Yeah, a month ago it was like 700 bucks. So it is getting closer to MSRP.

    Davis: So they're both slowing down.

    Gerstmann: Well, I mean, it's so early. And people are waiting for the Sapphire, especially after that E3.

    Davis: Sapphire has at LEAST two killer apps coming at launch. Mario and Metal Gear. And maybe that Parcels game.

    Gerstmann: That game looks stupid.

    -from the June 26, 2007 episode of the Gamespot Podcast With Jeff And Ryan
     
    Spring 2007 (Part 13) - The Rest Of The Games
  • (Here are the rest of the notable North American game releases between April 2007 and June 2007!)

    -

    Nintendo Wave:

    Urban Combat: House To House Fighting

    A realistic modern warfare type FPS game taking place in a large city, following a squad of American soldiers fighting a terrorist army in an urban setting. Seen as a bit of a Call Of Duty ripoff, and technologically backward compared to the Xbox 2 and the iTwin, the game's sales are only mediocre, but it's actually praised by reviewers for featuring some of the best urban warfare in a game, and it would get next gen sequels that would perform better.

    W.I.T.C.H.: Ancient Runes Of Kandrakar

    The first major console game based on the hit comic and cartoon franchise W.I.T.C.H., this is an adventure game set after the show's second season and sees Will, Irma, Taranee, Cornelia, Hay Lin, and Elyon working together to defend both Meridian and Earth from a powerful wizard who seeks to gather six ancient runes to cast a powerful and evil spell. The game takes the form of a 3-D adventure title, but also incorporates some RPG elements to make a game that plays sort of like an Elder Scrolls style WRPG but with a lot more restrictions on what the player can do. The player can select one of the six main girls and then two other party members, who act independently but can be given AI tactical commands. Combat is based entirely off of spells, each girl has a spell that costs no magic energy to use that serves as their basic attack, then other spells that cost magic energy. The game also features a good amount of voice acting from the original animated series voice cast, and the plot itself ties in nicely with both the second and third seasons of the show, even bringing back villains Nerissa and Phobos at various points (though the main villain is still the evil wizard who must be defeated at the end of the game. As far as cartoon tie-ins go, W.I.T.C.H.: Ancient Runes Of Kandrakar is one of the better ones, and achieves decent sales while also serving as a warm-up for the Meridian world in Kingdom Hearts II.

    Yoshi And Friends

    Yoshi And Friends is a 2-D platformer that adopts the style and gameplay of the Yoshi's Island games. It features a squad of Yoshis, along with the dog Poochy and two Shy Guys, as they traverse a magical new land in search of Baby Mario and Baby Luigi, who have been captured by an evil witch named Cauldronia. The game uses cel-shading and original art to bring a new artstyle to the series that resembles something out of a child's coloring book, but despite the somewhat childish aesthetic, this game is fairly difficult, hearkening back to the original Yoshi's Island game. The game features 56 levels, divided amongst seven worlds, with an optional bonus level available in each world. What sets this game apart from previous Yoshi titles is that it features multiple playable characters, with Poochy and the Shy Guys being playable and each having their own movesets. In addition, the game supports up to four players at once, very similar to the OTL Wii New Super Mario Bros. game, letting players work together to defeat enemies and solve challenges. With great graphics and some truly challenging levels, along with fun multiplayer gameplay, Yoshi And Friends is a surprise critical hit, and becomes one of the best selling first party Wave titles of the year.

    Beat Street 2

    The sequel to 2005's Beat Street, Beat Street 2 was sort of a side project for Rare, done by a small group of developers not assigned to work on Nomad. The game features similar hip-hop inspired rhythm gameplay to the original, with the same turntable controller usable in this game as well. It features 14 levels in all, and sees the protagonists from the original game, along with a few new teammates, return to battle a mad scientist named Dr. Hater who wants to stamp out all music. The gameplay has changed little from the first game, so this one isn't quite as well received as the first. It's still quite fun, but averages in the 7s with critics and doesn't sell as well as the original.

    Apple iTwin:

    Tak And The Difficult Princess

    The latest game in the Tak platformer series and the first to come to the iTwin, Tak And The Difficult Princess stars the cave boy Tak and all his friends as they work together to protect a princess who is visiting their land. The princess, whose name is Ona, is somewhat of a spoiled brat, having come from a land with many luxuries, and she sees Tak and his animal friends as being unsophisticated and rude. After an evil witch doctor tries to kidnap the princess to use her as an ingredient in his new spell, Tak has to protect the princess from the witch doctor, who sends all sorts of nasty magic across the land in his quest to take her. The witch doctor's spells cause all kinds of spatial distortions and form all sorts of nasty creatures, making for Tak's toughest quest yet. This game frequently has Tak “babysitting” the princess, so he can't get too far from her as he navigates with her across the land. Fortunately, the princess can protect herself most of the time, and there are large segments where the princess does get taken and Tak simply has to rescue her. It's a fairly simple platformer, but the added element of Ona makes for some unique challenges, and of course the game is motion controller compatible and has some really slick graphics. While Tak And The Difficult Princess isn't the biggest iTwin game of the spring, it's still a fairly popular one and scores decent reviews and sales.

    Wings Of Courage

    Wings Of Courage is a space shooter type game where you play as a starfighter who is caught up in the middle of an interstellar war. Plays somewhat like the old game Colony Wars and also takes advantage of motion controls, though it too features traditional controls. It's probably best known for its majestic, orchestrated score that calls back memories of John Williams' Star Wars music. It's a decent game, though it does try a bit too hard at times to be “epic”, with some moments just coming off as cheesy thanks to some voice actor overacting. It's still a fun space shooter and one of the better looking early iTwin games.

    Eternal Sonata

    A JRPG developed by Namco, Eternal Sonata, a game based heavily off of classical music and the life and death of the real life composer Chopin, is very similar to OTL's game in plot and gameplay, though it features a major optional gameplay change that takes advantage of the iTwin's motion controls, allowing players to use their controllers like conducting batons in battle to utilize special combos. These combos can also be activated with traditional controls, but it's much easier with the motion controls, and this “conducting” element of the game is heavily focused on in the game's North American and Japanese advertising. The idea of a musical RPG, very novel at the time, is seen as a unique selling point for the iTwin, and this game sells especially well in Japan and makes the iTwin even more an object of desirability. The game never rises above cult status in North America, though it's still reviewed positively here.

    Giant Robot

    Just as the name describes, this game features a giant, transforming robot who stomps around various areas, battling enemies and destroying things. It's a really fun game, but is a bit short, only featuring ten levels that can be completed in just a few minutes each if the player knows what they're doing. The game also features optional motion controls, though they're not very good and don't take major advantage of the iTwin's functions. However, the game does lay the groundwork for more complex titles later on in the iTwin's life that feature giant robots.

    Microsoft Xbox 2:

    Bloodrayne: Submerged

    An Xbox 2 exclusive installment in the Bloodrayne series, Bloodrayne: Submerged sees the dhampir protagonist Rayne exploring an upside-down underground city, hunting down a vampire coven who uses the city as a staging area to intrude upon our world. The game goes heavily into Rayne's history through flashbacks detailing her relationships with friends and family, including a lesbian relationship with a female vampire named Ingrid and her relationship with a human male named Beck. These two characters, both presumed dead in ways that Rayne blames herself for, would later surface in the underground city playing a key role in Rayne's quest. The city itself is huge, and quite beautiful, showcasing the Xbox 2's graphical capabilities nicely. The hack and slash gameplay is also quite refined, allowing Rayne to gain strength in battle by sucking the blood from her enemies, which she can then use to power magic spells or superhuman abilities. Surprisingly, Bloodrayne: Submerged is considered to be the best game in the series to date, both for its combat and for the surprisingly large and complex city where the game takes place. The storyline gets some criticism but is also praised for expanding the series' rather boring backstory, and ultimately, Submerged becomes a critical and financial success for the Xbox 2.

    Fatal Inertia

    A futuristic racing title from Koei, Fatal Inertia is very similar to OTL's game, though it adds a few unique features such as car customization and a surprisingly strong collection of tracks, ultimately helping the game to achieve somewhat better reviews and sales than it did IOTL. It becomes somewhat of an alternative to the Xbox-exclusive Wipeout series, with better car combat and simpler controls.

    March Of Death

    March Of Death is an adventure title with permadeath, but with a major twist. You start as a random peasant and when you die, you immediately enter the body of another living person. This cycle continues without end until you achieve enough objectives within the game to reach the core of the underworld to battle Death itself. Another interesting concept game, it's a decent enough adventure title but it has too many flaws to be very successful: the combat is rather boring, most peasants simply aren't fun to play as, and objectives are much too vaguely defined, while the game's story also isn't highly compelling. It doesn't receive a sequel.

    The Trick

    The Trick is an open world action/crime game published by Take Two Interactive and developed by Rockstar East, a new division of the company. The game takes a lot of gameplay cues from Grand Theft Auto and Bully, featuring an open world with lots of side missions and places to explore. The protagonist, Cieran Archer, is a small-time sleight of hand magician and con man who performs shows and then steals from his dazzled clients with the help of his beautiful assistant Shana. In-between missions, Cieran can explore the city and commit various crimes with the aid of his street magic (he's unable to perform violence on innocent civilians, instead he can perform magic tricks to divert their attention or temporarily dazzle them). His main goal is to collect money so he can buy expensive luxuries for himself and so he can also improve his magic act: as the player collects money, they can buy more impressive props to improve Cieran's act, in similar fashion to how players in Grand Theft Auto can purchase more powerful weapons with their ill-gotten gains. Most of the time in The Trick will be spent performing missions, either as part of the main story or as part of side missions and odd jobs: for example, in some of these odd jobs, Cieran will be asked to entertain a birthday party, or to use his trickery to steal something for someone: occasionally, Cieran can steal something WHILE he's entertaining a birthday party. Cieran himself is probably among the “nicer” Rockstar protagonists: while he is a criminal and a thief, he does have a heart and doesn't like hurting people physically. Also, while sometimes it seems like he just keeps Shana around for her looks, he really does love her and treats her extremely well, the two have somewhat of a playful banter amongst themselves as they participate in various cons together. The Trick is an Xbox 2 exclusive game, but fairly low budgeted for a Rockstar title and doesn't look as polished as say, Grand Theft Auto II will, it looks more like a graphically enhanced version of Bully and is rather mediocre graphically for an Xbox 2 game. The voice cast of the game is also fairly obscure: Rockstar East doesn't spend a lot of money and mostly hires New York-area talent for the game, there are a couple recognizable anime voice actors in minor roles but nothing major. The game DOES have a few guest cameo voice actors such as Penn Jillette (who plays a mob boss with a fairly big role in the game) and Stephanie March (who plays a nosy FBI agent investigating Cieran), but don't expect to see any names that would be recognizable to fans of cartoon/game voice actors.

    The game's plot involves Cieran and Shana pulling off small time cons in the city, though when they make $60,000 in one night after a lucky break, their activities draw the attention of the Russian mafia, who eventually forces Cieran to work for them after threatening his and Shana's lives. Cieran thus spends much of the game attempting to figure out how to weasel out of his entanglement with the criminals while also trying to make as much money off of them as he can. He winds up getting himself involved with other figures along the way, such as a corrupt cop, more mob bosses, and an aged magician who wants to pass down his knowledge to Cieran. Numerous tensions between Cieran and Shana also result as a consequence of all this, but the two work through it and come out of their ordeal as close together as ever. Ultimately, Cieran pulls off his greatest show yet, not only achieving fame as a legitimate magician, but also getting the members of the Russian mafia either arrested or killed. He saves Shana and the ending implies that the two get engaged. It's a fairly upbeat and happy ending for a Rockstar game, though the game does have the feel of a heist movie, so that's to be expected. Ultimately, The Trick gets a fairly positive critical reception. It's seen as not being quite as permissive as the Grand Theft Auto series (magicking people instead of killing them can get kind of boring, even if there are some funny results depending on the person, the trick, and the situation), and the graphics are pedestrian for a next-gen system. However, it's still solid, the production values are high, and the plot is also well received. The game would get decent sales and would be considered a success, though it's definitely no Grand Theft Auto.

    California Beach: Back 2 The Beach

    A hastily made sequel for the Xbox 2, California Beach: Back 2 The Beach is the sequel to 2005's extreme sports game California Beach, featuring sexy, scantily clad women participating in a variety of aquatic sports. Apart from a massive boost to the graphics, there's not too much new in this game: there's the addition of jet skiing, though it's not nearly as fun as it is in Wave Race. Ultimately, this game is seen as a poor imitation of Thrillseekers and is also a rushed product with terrible production values. Despite this, it still gets enough sales to be considered a financial success, albeit only a minor one. The series would continue with several more games, none of them really notable enough to mention in future updates.

    Codecrawlers 2

    A stealth/action/puzzle title and the sequel to 2004's Codecrawlers, Codecrawlers 2 features more of the same hacking/puzzle solving action of the first game. It features the same six protagonists from the previous title and adds three more characters to the bunch, for a total of nine playable characters. This does cause the plot to get a bit confusing as it tends to try and give equal screen time to all nine characters, diluting them somewhat, but the gameplay itself is solid as each of the nine Codecrawlers has their own special quirks and abilities, and there's also a multiplayer mode where players can either work together or race against one another to clear areas or solve puzzles quickly. That's enough to make this a popular title, especially among younger Xbox players, and it sells a bit better than the first game.

    Turning Point

    A combination RTS/tactical/shooter game, this title plays like a cross between Starcraft and Ghost Recon, but at certain points in the battle you can take control of an individual soldier and fight the enemies yourself. The game takes place on a futuristic battlefield where powerful corporations fight over territory and control of the world using their private armies. The plot is mostly an excuse plot to serve as background for the actual action of the game. It's compared a lot to a similar game that came out on the Wave a few months before, though Turning Point, with much better graphics and deeper missions and gameplay, pulls it off a lot better and ultimately overtakes that game in critical and commercial notoriety. Ultimately, Turning Point is very well received by both critics and players alike, and becomes one of the more successful new Xbox IPs of the year.

    Warhammer 40,000: Legion Of The Emperor

    This is an RTS game, based on the Warhammer 40,000 tabletop game series in which the player commands an army of Space Marines and other Imperium units in various battles against the legions out to destroy the Earth. Players can level up their units over the course of the game as they battle against increasingly powerful enemies, and ultimately confront a Daemon Prince himself, along with his corrupted army. Legion Of The Emperor is one of the first video games based on Games Workshop properties, and it appeals quite nicely to the Xbox 2 crowd. The gameplay and graphics are very sophisticated for a console RTS, and the voice acting gets high praise too. It's not the “perfect” Warhammer 40,000 video game but it does get strong reviews and is popular amongst fans of the franchise.

    Fight To Survive 2: Delinquency

    Fight To Survive 2: Delinquency is the sequel to 2004's Fight To Survive for the original Xbox. Like its predecessor, Fight To Survive 2 is a violent beat 'em up game that takes place in Carcer City, and features a new protagonist, a former juvenile delinquent turned adult criminal named Zekks. Zekks teams up with other former outcasts from his old reform school as Carcer City comes under the rule of a corrupt mayor who's running for governor on the claim that he “cleaned up” Carcer City. In order to do so, the mayor sends brutal mercenaries into the city to execute all the criminals. Zekks recognizes the mayor as the former headmaster at his reform school who used to brutally beat all the kids, and he wants revenge, deciding to cause as much mayhem as possible while slaughtering the mayor's hired guns. Needless to say, this is a very brutal game, and lacks a lot of the subtlety of the original. Most of the missions revolve around simply killing as many people as possible in increasingly brutal ways, and a lot of critics see the game as distasteful, though the gameplay itself is pretty fun. The game is released to mixed reviews, and isn't quite as successful from a sales standpoint as the first, while sales also lag behind fellow Rockstar game The Trick.

    Runner Mike: The Ancient Factory

    Runner Mike: The Ancient Factory is the latest game in the Runner Mike series, whose head writer continues to be Dan Brown (OTL's Da Vinci Code author who's mostly writing for games ITTL). The game features Mike and his friends venturing into a vast underground space where they discover an ancient ruin where futuristic technology may have been built far ahead of its time. The game features plenty of the familiar puzzles and banter, and boasts some very good graphics, as it's the first Runner Mike game to come to a seventh-generation console. It's not quite Uncharted, but it's decent enough, and is probably the best game in the series to be released in quite some time. This was seen as a fairly big get for the Xbox 2 as an exclusive, though the series has lost its prestige and ultimately the game doesn't sell as well as expected, despite the positive reviews. Many Xbox 2 owners are waiting for Memory Hole, which has a similar premise but is anchored by a stronger plot and much stronger gameplay, and The Ancient Factory largely falls by the wayside. The Runner Mike series would be re-geared in future years to focus more on emerging consoles and the mobile market, and wouldn't appear on the Xbox 2 as an exclusive again.

    Victory: The Underground War

    This is a multiplayer-focused shooter based on Capcom's Victory series, particularly the “new” storyline. It doesn't actually continue the main storyline and is instead more of a side game, featuring Nash Grieves and friends heading into areas of Earth decimated by the recent alien wars in order to battle insurgent groups and warlords. Each “mission” is presented as a battle between two fairly evenly matched sides, where players must use Nash's abilities to take down the enemy in a war-like combat setting. The campaign itself is fairly short, but again, the real attraction in this game is the third person multiplayer combat which allows up to 32 people to battle at once online. Players can participate in giant 16 vs. 16 battles, 8 vs. 8 vs. 8 vs. 8 skirmishes, or any number of different personnel configurations, including a massive 32 player elimination free-for-all. While some players are disappointed that a continuation of the series' main storyline is at least two years away, this is a solid shooter and becomes one of the more popular early Xbox 2 online games. It doesn't sell as well as a typical Victory game would, though.

    Game Boy Supernova:

    Team ND Racing

    This isn't so much a port of any of the classic Naughty Dog racing titles as it is a full-fledged sequel, with enhanced graphics, a ton of all new tracks, and 26 playable characters from Naughty Dog properties both old and new, including Crash Bandicoot, Tales Of The Seven Seas, Goblins, and X-Plore. It's a kart racer and quite a good one, though not quite as good as Mario Kart: Road Trip. For fans of both kart racers and Naughty Dog games, it's a satisfying experience, though most people still prefer Mario Kart.

    Triple Orb: Revolution

    The fourth title in Capcom's Triple Orb series (there was a Triple Orb 3 that wasn't previously mentioned, it got worse reviews than the first two for being somewhat unoriginal), Triple Orb: Revolution gives the game a fresh coat of paint and sees Tri and his faithful girlfriend/camerawoman Tezuka jumping into action yet again. This time, the two are battling another powerful person wielding three orbs of their own: the evil villain Raizas, who has all of Tri's powers but stronger, and is using them to commit crimes all over the world. Tri has over 200 different power combinations in this game (somewhat less than Triple Orb 3, though there are more useful ones now and they all look outstanding thanks to the game's graphics). The game also features lots of enemies who also have power orbs, sometimes two and sometimes three like Tri. Fortunately, Tezuka is now playable in this game and has a unique set of powers: she has dual orbs but switchable power armor that compliments these orbs and gives them a “triple orb” effect. The rapid-fire switching of combination powers and the vastly faster combat, along with the gorgeous graphics, make this game a huge step up from Triple Orb 3 and arguably the best game in the series, becoming one of the Game Boy Supernova's best received games of early 2007.

    Ace Combat: Precision Strike

    A companion title of sorts to Ace Combat 5, Ace Combat: Precision Strike comes out at the same time and features similar aerial combat gameplay, though it has less missions than its console counterpart. The game, as the title implies, features missions requiring a precision strike on a certain target, and often requires the player to evade enemy fire as they approach this target. With excellent graphics and realistic voice acting, the game is positively received, though if portability isn't a factor, Ace Combat 5 is still preferable.

    Everybody's Golf

    A Sony-developed golf title, this series was known in North America as Hot Shots Golf for a while, but ITTL, this ends up being the first game in the series and it's known as Everybody's Golf from the very start. Like IOTL, the game is a golf game aimed at casual players, with a cartoonish playstyle and graphical aesthetic. It's very similar to OTL's Hot Shots Golf: Out Of Bounds in terms of playstyle. It comes out about a year before a Mario Golf game would be released to the Supernova, and in the absence of that game, this one does quite well, achieving good sales amidst solid reviews.

    Santa Cruz Sunset

    A surfing game featuring original characters, it's another Thrillseekers-type game, but in lieu of any kind of storyline mode, it strictly focuses on surfing. Featuring gorgeous water animation that really pushes the Supernova, it manages to carve out somewhat of a niche, even in a year that sees the release of Thrillseekers: Waveriders (it helps that Waveriders doesn't come to the handhelds).

    World Of Color Championship

    A handheld World Of Color game with a focus on online multiplayer, this is a puzzle title and the continuation of Nintendo's popular puzzle series. A notable feature of this game, apart from the extensive online tournaments and leaderboards, is the ability for crossplay with the upcoming Sapphire title, at least online. It's only allowed in one mode but it's still a novel feature, and players can even do this locally, using their Game Boy Supernova as a sort of “second screen”. Reviews are quite good, averaging in the low to mid 8s, while sales start out slow but eventually become impressive over time.

    iPod Play:

    No One Lives Forever: From The Files Of UNITY

    No One Lives Forever: From The Files Of UNITY is a first-person shooter that takes place in the No One Lives Forever universe, once again featuring protagonist Cate Archer as she fights to save the world from evil. The game plays much like the Katana titles did, with the same basic gameplay and graphical style, but instead of being one large campaign, it's a collection of smaller missions which take the form of flashbacks that Cate experiences as she gives a new agent a tour of UNITY HQ. The missions are very loosely interconnected but for the most part are separate, each involving a different aspect of Cate's career. The five missions take place in different locations and usually involve a different gameplay focus: one of them is a stealth mission, one is a protection mission, one's a combat mission, the other focuses on driving, and yet another combines combat and stealth. The missions can be completed in about 30-60 minutes each, depending on the player's skill and how many optional objectives they want to complete. Cate is alone in three of the missions, while one of them involves the ninja Isako and another involves her on-again off-again partner, John Danger. When the five missions are all completed, one of the new recruits turns out to be a mole, and Cate has to team up with Danger and use some of the lessons learned in the previous missions to stop the mole before they blow up Unity HQ in another mission that takes around 30 minutes to complete. The game, which takes around 3-6 hours to finish, has probably the shortest campaign of any of the No One Lives Forever games, though it also features a multiplayer mode with online play. The game has frequent checkpoints and is thus designed to be easily taken on the go, making it perfect for portable play and a great way to get the No One Lives Forever experience on the go (though by this time, all three Katana games are available on iTunes for download to the iPod Play). Despite being criticized for its length, the game is considered an excellent FPS with a wide gameplay variety, and the multiplayer mode is quite fun as well, though it doesn't enjoy as big of a community as other hit iPod Play multiplayer games such as Merciless. Overall, From The Files Of UNITY enjoys strong reviews and excellent sales, becoming the top handheld game to launch in April 2007.

    Eschaton

    Eschaton is a first person shooter title taking place on a moon colony following the destruction of civilization on Earth by an invading army of aliens, who then turn their sights on humanity's last bastion, the Moon. The game features excellent graphics for a handheld and plays a lot like a full console FPS, utilizing a full control scheme and pushing the iPod Play's graphics fairly hard. It lacks multiplayer but it does have a meaty campaign, lasting around 12-15 hours (drawing comparisons with From The Files Of UNITY and its much shorter campaign). Generally, critics find Eschaton to be the better game by a little bit, but the lack of an established franchise behind it does hurt its sales, as does the lack of multiplayer. Ultimately, the publishers consider it a mistake to have launched the game on a handheld, and a proper sequel would find its way to the iTwin, which would include an HD remake of this game.

    Fatal Frame: The Fear Is Real

    A game that utilizes the iPod Play's camera functionality to create an in-game experience, this title is a very early attempt at AR, playing its demonic horrors in the “real world” for the player to snap photos of. The game itself doesn't rely on this functionality, realizing that it can't carry a full campaign, and instead integrates it into a sort of “dimensional portal” that plays with the fourth wall while incorporating it into the fictional story of Kala, a female office worker who is dragged into an abandoned series of subway tunnels by an apparition and must find her way out by capturing the spirit that is keeping her prisoner. The AR function is seen as this game's distinguishing mark, as the game itself lags behind its console mainline games in gameplay and story, and ultimately it gets reviews ranging from mediocre to decent, most of them praising the novelty of the augmented reality aspect. This game would sell a decent amount of copies in the West but would be a hit in Japan. A version of the game with more AR would come to the iPhone as a launch title.

    Shadow Ocean: Seek And You Shall Find

    Based on the hit anime series Shadow Ocean, this game is an RPG that sees the four dark magical girl protagonists working together to stop a serial killer utilizing dark magic to murder his victims. The game is an M-rated RPG, with violence and mature themes all over it, and is somewhat similar to the Shin Megami Tensei series in gameplay, minus the monster catching aspects. It involves a number of detective-like minigames, though it's fairly light on side quests, and while it features voice acting (from the same actors as the English dub), it doesn't have very much of it, or very many cutscenes. It's a generally well received JRPG though, and popular amongst fans of the series, even if it's pretty much a niche title elsewhere.

    Aquila Destiny

    The first Battle Engine Aquila game to wind up on a handheld, Aquila Destiny adapts the mech/aerial combat gameplay of the console titles to a handheld game, featuring 10 levels in all. This is essentially an abridged version of the console games, though it features a brand new plot. It's light on cutscenes (with no animated cutscenes to speak of), and generally can be summed up as “the console games, but less”. It's seen as a disappointment by fans of the console titles and a fairly poor adaptation when the iPod Play is clearly capable of more. It scores disappointing reviews and sales, though it doesn't kill any of the hype for the upcoming Aquila: Blue Sky.

    Boom Blox

    Similar to the OTL puzzle title that appeared on the Wii, Boom Blox is a block stacking/demolition puzzler for the iPod Play, featuring fairly identical graphics to the Wii's game, though it obviously lacks the motion controls of that title and instead features a more traditional control scheme. Like OTL's game, Boom Blox was a collaboration between Electronic Arts and film director Steven Spielberg, and Spielberg decided on the iPod Play because both he and his kids enjoy the handheld and love puzzle games like Super Monkey Ball. Like IOTL, the game is very positively received by critics, and though it becomes a sales success, it's a bit of a slow burn, not getting big sales right away but ultimately becoming a hit later on through word of mouth and price drops. A sequel title would appear on the iPhone and iTwin later on, the iPhone version would incorporate touch controls and the iTwin version would add the motion controls from OTL.

    J.B. Harold Murder Club

    Both an enhanced remake of and a sequel to the original 1986 detective game for PC, J.B. Harold Murder Club features a brand new 3-D graphical interface, new voices, and new aspects to the original mystery, along with additional cases that didn't appear in the original game. This title is an attempt to bring back classic detective games to the iPod Play, and it actually achieves a limited amount of success thanks to its budget price ($20) and favorable reviews.

    Peggle

    Another puzzler from OTL, Peggle is one of the more successful puzzle games to get an iPod Play port in 2007, where it would appear on this console first before showing up on the other seventh generation devices later on. It would also see a version for the iPhone at launch. The success of Peggle on the iPod Play demonstrates the system's increasing gravitation toward casual games, as it will share many titles with the iPhone once that device is launched. Since the iPhone is compatible with every iPod Play game, this shouldn't come as a surprise, but it does show that Apple is working to develop games that will be popular across the interactive iPod line of products.

    Multiplatform:

    Power Punks

    Power Punks is a 3-D beat-em-up game featuring over the top combos and a cast of strange but endearing characters, most of them styled as classic street tough stereotypes. The game's plot is essentially an “excuse plot” involving nuclear waste seeping into the sewer system, causing all the gangsters in a city to gain superpowers. Fortunately, these are “family friendly” gangsters, so aside from some comic mischief, there's not much in the way of violence other than cartoony stuff, the game has an E10 rating. Power Punks is one of the more popular new beat 'em up properties in recent memory and launches a decent franchise after debuting on the Wave and the iTwin, where it's more popular on the latter system.

    Silent Hill: Decay

    The fourth mainline game in the Silent Hill series and the first to be featured on seventh generation systems, Silent Hill: Decay is a survival horror game taking place 10 years after the events of Silent Hill 3. It takes place primarily in a decrepit apartment building, though the concluding segments in the game see the player returning to the titular town. Its protagonist is apartment manager Andrew Wilford, who begins to investigate after several residents of the apartment go missing. As he investigates their empty rooms, he gets mysterious visions of a decaying town and a cloaked woman beckoning him to join her. As the visions intesify, the apartment itself becomes slowly infested with creatures and faceless figures who Andrew must either defeat physically or find a way to overcome via stealth and via his wits. As Andrew investigates, he encounters numerous residents of the apartment whose lives are in danger, and depending on the player's success or failure in dealing with the visions, these residents will either be saved or taken away like the previous victims. Eventually, no matter what happens, once the player finishes investigating seven different cases, Andrew will be compelled to go to Silent Hill, where he'll confront the cloaked woman: Lori, the protagonist of Silent Hill 3, who was forced to become the cult leader after the evil in the town overtook her soul. If Andrew saved all the apartment residents, he'll be able to purge the evil from Lori, allowing her to die in peace. If he saved some, he'll have to kill Lori, but he himself will survive. If he wasn't able to save anyone, he'll kill Lori but be forced to take her place as the cult leader, taking all the evil of the town into himself and then returning to the apartment, where it's implied that the massive city where he lives will share the fate of Silent Hill.

    Silent Hill: Decay had a four year development process, in which fans took to calling the game “Silent Hill: Delay”. Konami cited difficulties in innovating the game play, as well as difficulties with the game's plot, as factors in the numerous delays. A final delay was undertaken in order to bring the game to the Xbox 2, where it launches in April 2007 alongside a Wave version of the game. An iTwin version would be released later in the year. The game, which features significantly more puzzles than OTL's Silent Hill 4, gets a positive reception from critics, who see it as an improvement over Silent Hill 3 and one of the seventh generation's most terrifying horror titles to date. The game is a sales success on the Xbox 2, though the Wave and iTwin versions don't fare quite as well.

    Ace Combat 5

    Ace Combat 5 is the follow up to Ace Combat 4, which achieved both critical and commercial success on the Nintendo Wave back in 2004. The game features much of the same aerial combat gameplay as its predecessor, though it introduces more complex battles with more planes on screen, as well as more complex mission objectives including dynamic objectives that change during the course of a battle. The game's plot is a bit simpler and features fewer major characters, focusing on a protagonist named Mercury, who is sent on a mission to blow up a seemingly abandoned castle, only to be attacked by modern fighter jets that come out of the castle and shoot his plane out of the sky. The antagonist is a deposed dictator who has holed up in secret bases all over the continent with a powerful air force of highly advanced planes that could pop up anyplace, anytime. The game is released for both the Wave and the iTwin, though the iTwin version is a bit of an afterthought as the game was originally intended as a Wave exclusive, and features graphics that aren't quite up to HD snuff. Ultimately, Ace Combat 5 is seen as a bit of a disappointment: despite the gameplay improvements, it isn't seen to have innovated enough over the previous game. It gets solid reviews, but not the glowing ones the previous game enjoyed, and sales dip a bit as well.

    He-Man And The Masters Of The Universe

    A 3-D brawler based on the classic 80s cartoon He-Man And The Masters Of The Universe, the game features the titular character in a grand and epic battle against Skeletor and his armies of evil. It's what you'd expect from a He-Man game: lots of sword fighting, epic battles, and plenty of magic. The game has a pseudo-RPG level up system with limited loot, though it's more Gauntlet than Diablo. It features a cel shaded look meant to emulate the classic cartoon, though the effect is much better on the Xbox 2 version than the Wave version, which features too many jaggies to look that much like the cartoon. The game features a voice cast different from the original animated series, though they sound close enough to avoid many complaints from fans. Ultimately, He-Man is a mediocre brawler that captures some of the spirit of the original show but isn't good enough to be considered a standout in its genre. It's a bit of a disappointment, but fans of the cartoon are largely willing to pay a reduced price for the game once it goes on sale down the road.

    Old Hollywood

    Old Hollywood is a mystery/point and click title for the iPod Play and the Supernova. The game features a detective solving a string of murders, complete with 30s-serial style graphical motifs and voiceovers. It's a very fun game for fans of the old detective titles, but isn't a mainstream hit. It does become a cult classic and would get a new life on mobile platforms, where detective games would start to experience a mini-revival of sorts in the latter part of the decade.

    The Simpsons Game

    Similar to OTL's The Simpsons Game, TTL's version of the game is also a 3-D action platformer that features a myriad of in-jokes and references to the show itself, pop culture, and the video game industry. It's developed by Electronic Arts, and features the titular family gaining superpowers that allow them to right various wrongs throughout Springfield, only to later discover they're being manipulated by Matt Groening himself. The basic gameplay itself is similar to that of the OTL game, but the plot and individual levels are quite different from the original, due to the various changes in pop culture and the video game landscape ITTL. The Kang and Kodos level, for example, is now a parody of Encounter, and features Eliza Dushku and The Rock (the voices of Encounter 2's protagonists) making guest appearances to help the Simpsons fight the aliens, with Homer eventually having to fight The Rock in a wrestling minigame. There's also a brief Steve Jobs parody in the game, prompting the Simpsons characters to lampoon the fact that he seems to be trying to take over everything. The Simpsons Game is as fun and funny as it is IOTL, though like OTL's version of the game, it's criticized for being somewhat short. The game is released on the iTwin, Xbox 2, and the Wave, with the Wave version featuring the same content as the iTwin and Xbox 2 versions but inferior graphics. All versions of the game sell fairly well, and the game trails only Thrillseekers: Waveriders amongst debuting multiplatform games in sales for the month of June 2007.

    Thrillseekers: Waveriders

    The latest spinoff game in the Thrillseekers extreme sports series, Waveriders focuses on aquatic sports, and features four in particular: surfing, jet skiing, wakeboarding, and kitesurfing. The game features a slightly tweaked engine from previous Thrillseekers titles, designed to allow the four sports to play dynamically differently from one another to create a robust experience across the board. Surfing plays how it usually does in previous games in the series, though it's a bit more polished thanks to the new engine, allowing for slightly more tricks to be linked together more quickly, though it's also a bit easier to wipe out. Jet skiing in Waveriders is different from how it is in games like Wave Race: it's focused on tricks, and the player is encouraged to take tight turns and go for big waves to get as much air as possible. Wakeboarding is generally considered the weakest of the four sports featured in Waveriders, as it's a bit awkward to string together large combos of tricks, but it does play differently enough from surfing to be a unique challenge. Kitesurfing combines elements of surfing gameplay with elements of wingsuiting from the original Thrillseekers, and is considered by most players to be the best new addition to the franchise, with big air multipliers factoring into the tricks, which are usually more complex and rewarding to pull off than the wakeboarding and surfing tricks. The typical gameplay elements of character encouragement and friendship bonuses from previous games return, though they don't factor as much into the gameplay as they do in previous titles and are most prominent in the wakeboarding and kitesurfing sports, where they play a part in bonus multipliers and trick opportunities. In wakeboarding freeplay and occasionally during the campaign, you can choose which character drives the boat, which leads to different encouragement/friendship interactions. Waveriders features the series' best graphics to date: it's the first title in the series specifically made with seventh generation systems in mind, with the Wave version being somewhat of an afterthought. It's a brilliant demonstration of the water effects on the next gen consoles, particularly on the Xbox 2, though the iTwin version looks great as well. The Wave version features all the content of the seventh generation games, but with graphics on par with the original 2004 game: they looked groundbreaking back then but now pale in comparison to the new consoles. All the voice actors from the previous games, including Avril Lavigne as Alex, reprise their roles in this game. The soundtrack would be slightly smaller than the Winter Challenge soundtrack but would feature all new songs, most of them from the last decade and about half of them from the last few years, with the centerpiece song being Paramore's “Misery Business”. Paramore, a new band at the time, would see their profile elevated by being featured in the game, and it would be the beginning of a long association between the band (particularly lead singer Hayley Williams) and the game franchise, including Williams voicing a playable character in the upcoming Thrillseekers 2.

    As in previous games, Thrillseekers: Waveriders features both a campaign mode and a freeplay mode. In Waveriders, the campaign mode, while still somewhat lengthy, is the shortest in the series to date, a bit shorter than the campaign mode for Winter Challenge. It focuses on Marina, the surfer girl of the Thrillseekers, and takes place in Maui, where the girls have decided to go for an extreme aquatic sports vacation. Though Marina is the featured character (like Kirsten was in Winter Challenge), the campaign features playable segments for all six main girls, particularly Alex but also Stacy, Elissa, Kirsten, and Vivian. The main storyline involves Marina meeting up with some old surfer friends of hers, as well as an attractive local man named Sammy. Marina and Sammy hit it off, and soon Marina is spending more time with her new friends than with her old ones. While the others are fine with this, eventually it seems that Marina might decide to stay in Maui in order to compete in worldwide competitions with her old friends and her new boyfriend, and Alex in particular doesn't like it. The story also features numerous flashbacks from when Alex and Marina first met, detailing how they started as bitter enemies/rivals but eventually became extremely close friends. A lot of these events were covered in the novella Marina's Story, released back in 2005, but the game details them more heavily and ties them in with the current plotline. The campaign also features a “B plot” in which Stacy, Vivian, Elissa, and Kirsten form their own team of sorts, with each of them specializing in a different aquatic sport (Kirsten in surfing, Vivian in jet skiing, Stacy in wakeboarding, and Elissa in kitesurfing). Though things between Alex and Marina get fairly heated toward the climax of the campaign, eventually the two of them patch things up, and Marina decides to stick with the Thrillseekers and leave her old friends behind in Hawaii. However, Sammy (who is a stand-up guy all things considered) is fine with Marina's decision and it's implied that the two may begin a long distance relationship (Sammy shows up in later Thrillseekers media, though after a few years he gradually fades out of the series and he and Marina are never all that close post-Waveriders). The “final bosses” of the campaign mode actually turn out to be Stacy and her team, who compete against Alex, Marina, Sammy, and Ciara (another of Marina's old surfing friends) in a four on four battle for aquatic supremacy in the game's final campaign mode challenge. It all comes down to Marina vs. Elissa at kite surfing for the final challenge of the game (which is ridiculously difficult due to Elissa being an extremely good kite surfer, prompting “Stacy should have dropped Elissa in the first game!” to become a popular fandom meme out of frustration toward the mission).

    Thrillseekers: Waveriders is released on June 26, 2007, for the iTwin, Xbox 2, and Wave. Initial reviews are somewhat more favorable than those for Winter Challenge: on the Xbox 2 and the iTwin, reviews are outstanding, on par with the original game's reviews, though the Wave version would average about a point lower and would drag down the game's overall score from the low 9s to the mid 8s. Ironically, initial sales go in reverse order of the graphical quality of the games: the Wave version sells best, followed by the iTwin version, followed by the Xbox 2. It's a function of the Wave's vastly greater install base: as more people buy the seventh generation systems, the game begins to sell better on them. All three versions would eventually pass a million sales overall. Waveriders would also be the first game in the series to sell more amongst male players than female players, most likely due to the prominent featuring of Marina, considered the most popular character amongst the male segment of the fandom. The game's launch is the centerpiece of what would become known in the fandom as the “Summer Of Marina”: not only is she the focal character of this game, but also the focal character of one of the book installments released around this time, and would feature prominently in the comics released during the summer of 2007 as well, particularly a comic flashing back to one of Alex and Marina's first really bad fights and also the moment when the two finally started to become friends. After Waveriders, the franchise's focus would shift to the upcoming Tony Hawk crossover game, set to be released in just a few short months. The franchise remained extremely popular, and the Tony Hawk crossover would be one of the year's most anticipated games.

    Tomb Raider: Generations

    Tomb Raider: Generations is a handheld action/adventure title for the Supernova and iPod Play. It's a side game in the series and serves as somewhat of an anthology, stitching together stories from some of Lara Croft's previous exploits, while also prominently featuring Lara's mother. It uses a conversation between the two of them as a framing device, with Lara telling about some of her previous missions and then the player reliving them, thus making the game somewhat similar to OTL's Chronicles in its format and structure. It features the same classic Tomb Raider gameplay as previous titles, with plenty of platforming, puzzle solving, and run and gunning, combining plot and gameplay elements from previous titles to provide a sort of mish-mash of previous games in handheld form. That said, the game doesn't retread any old content, it gives the player all new missions set in those previous games, including a brand new confrontation between Lara and her old rival Jade Bessemer. Unlike From The Files Of UNITY, the game doesn't have any “bonus missions” after the stories have all been told. Lara saves her most dramatic story for last: a mad dash through an ancient temple with Jade hot on her trail, where Lara has to solve a number of increasingly difficult puzzles while dodging Jade's hired goons, eventually confronting and briefly battling Jade herself (of course, Jade gets away since this last mission takes place before the original game). The game then teases Lara and her mother going on an expedition together, leaving on a heartfelt moment between them before coming to a close. Tomb Raider: Generations receives mixed reviews: while it is considered a fun adaptation of the series for modern handhelds, fans were expecting a full-fledged Tomb Raider adventure, not a “greatest hits” style compilation. Also, the game's short length leaves a bit to be desired. The game still sells well, though it's not quite as big a hit as previous Tomb Raider games. The tease DOES set up a proper next-gen console Tomb Raider game which will ultimately be unveiled at PAX later in the year and released in 2008: a proper next-gen handheld Tomb Raider adventure would be released in 2009.

    Warcraft: The Dreaded

    Warcraft: The Dreaded is an RTS based on the Warcraft series and released for the Xbox 2 (and later for the Sapphire). The game focuses on an ancient star that appears in the skies above Azeroth, prompting ancient demons known as the Dreaded to begin rising from the ground. These demons coalesce into a mighty army commanded by the star itself, and the heroes of the realm must form a brave army of their own if they are to counter the terrible threat to their world. The game features 40 missions and 20 side missions, and an online battle mode as well. It's intended to bring the experience of the classic Warcraft games to consoles with fully next-generation graphics, and for the most part, it succeeds in that goal. It's a fun game, and ties into World Of Warcraft as well, with many characters and elements from that game appearing in this one. It's obviously no World Of Warcraft on consoles, but for RTS fans it's one of the best console efforts in the genre, and does well with both critics and players alike. It's not an overwhelming sales hit, but it does make a healthy profit, and would become a launch game on the Sapphire, giving that console a solid RTS to add to its robust launch lineup.

    -

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

    April 2007:

    1. Mortal Kombat: Betrayal (Microsoft Xbox 2)
    2. Mortal Kombat: Betrayal (Apple iTwin)
    3. Silent Hill: Decay (Microsoft Xbox 2)
    4. The Trick (Microsoft Xbox 2)
    5. From The Files Of UNITY (iPod Play)

    May 2007:

    1. Yoshi And Friends (Nintendo Wave)
    2. Wheelman 4 (Microsoft Xbox 2)
    3. Rogue's Story III (Microsoft Xbox 2)
    4. Dirty Doggs 2 (Nintendo Wave)
    5. Power (Apple iTwin)

    June 2007:

    1. Thrillseekers: Waveriders (Nintendo Wave)
    2. The Legend Of Zelda: Sage's Knight (Game Boy Supernova)
    3. Thrillseekers: Waveriders (Apple iTwin)
    4. Ogrekill (Microsoft Xbox 2)
    5. Thrillseekers: Waveriders (Microsoft Xbox 2)
     
    Enter The iPhone
  • July 13, 2007

    The Apple iPhone is launched in stores worldwide, along with the iPod Touch (the Touch is released about two months earlier than IOTL). The devices have nearly identical technical specifications, save for the iPhone's ability to utilize cellular data (particularly 3G, which is available a year earlier than IOTL) and make phone calls, while the iPod Touch is limited to only wifi. The iPhone launches at $499 for the 4GB model and $599 for the 8GB model, similar to OTL's pricing, while the iPod Touch is launched at $299 and $399 for the two models respectively. The iPhone requires a data plan at the time of purchase, and Apple initially partners with AT&T for this, also similar to OTL. The iPhone's internals are based off of those for the iPod Play, and both the iPhone and iPod Touch are capable of playing all iPod Play titles, as well as playing every downloadable digital title (including all available Katana games) and Sega Retro title from the iTunes store. The iPhone and iPod Touch are even capable of playing certain Katana games that the iPod Play is unable to, games which become available in the iTunes Store gradually over the life of the system. The iPhone/iPod Touch are both somewhat more powerful than they were IOTL, due to Apple's experience with developing handheld devices ITTL thanks to the development of the iPod Play. The iPhone has an 800 Mhz CPU and a 288 Mhz GPU, while the iPod Touch boasts a 656 Mhz CPU and the same GPU as the iPhone. The iPhone can technically be compared to the Nintendo Wave in power, and could probably even run high-end titles such as Beyond Good And Evil 2 and the original Thrillseekers that even the Xbox would have had trouble running (though overheating would be a concern with games and apps pushing the iPhone to its absolute technical limit). Externally, the iPhone is identical to OTL's device. It doesn't have a gamepad for games, but an accessory that transforms the iPhone into a handheld gaming device with iPod Play-esque controls is sold for $49.99 and is a very popular accessory. As for the iPod Touch, it has a slide-out gamepad that gives it all the iPod Play's buttons, though that does at a bit of heft to the device (it's still highly portable).

    The release of the original iPhone is accompanied by a media and tech enthusiast frenzy similar to if not slightly greater than OTL's hype for the device. The success of the iPod Play and the increased profile of iTunes has elevated Apple's status at the forefront of the tech industry, and the iPhone is, like IOTL, seen as a major premium product and a groundbreaking, revolutionary smartphone. While the device's price does limit its early adoption by most of the general public, it sees slightly increased initial sales figures to IOTL's launch. The iPod Touch, while not quite as popular, has a successful launch as well, and immediately causes a reduction in sales of the iPod Classic and the iPod Mini, as well as a reduction of iPod Play sales, at least initially, as the iPod Touch begins to split the market for Apple handheld game devices.

    -

    Neither the iPhone nor the iPod Touch is intended as primarily a game device in the same way the iPod Play is. Though the iPod Touch is unofficially referred to as the "iPod Play 3.0", its primary purpose is to attract users who want the iPhone functionality without being burdened by a costly data plan. Neither device has a disc drive for iPod Play games, instead needing to download all games digitally. iPod Play games average between 500MB and 2GB, and so this can fill up the device quickly. This limits the initial potential of either device to replace the iPod Play. Both devices take SD cards, but those can get expensive as well and rarely go above 1GB for a reasonable price, not even enough for one iPod Play game in some cases. However, the devices are seen as being optimal for retro games, particularly Genesis titles, which are popular downloads on the early iPhone. With more than 200 Genesis/Mega Charger games available at the time of the iPhone's release, and more being released (to the tune of about 4-6 per month on average), sales of these retro games spike on the iTunes store, with the Mega Charger version of Sonic The Hedgehog 3 (clocking in as a reasonable 17MB download) becoming the most popular app of any stripe during the first week of the iPhone's release.

    Of course, the iPhone and iPod Touch have numerous game-playing capabilities that the iPod Play lacks, most notably a touch screen. Numerous games are launched the first week that take advantage of this. Among the most notable early download games for the iPhone are:

    Sonic Ringworld

    The iPhone's "killer app" in terms of games, this is a 3-D ring collecting game that can be considered a fully fleshed out version of the old ring collecting bonus levels in the Genesis Sonic games, with elements of Super Monkey Ball thrown in. Sonic has to traverse 40 different levels, collecting as many rings as he can while dodging obstacles and pits. The touch controls take a bit of time to get used to, but the game's addictive and it looks really good on the iPhone's screen. Probably the best exclusive iPhone game released during the launch window, it's another very popular early game download, and shows the potential for exclusive Sonic titles on smartphones.

    Shining Brigade

    The other game based on an original Sega property, this is an RTS/RPG based on the Shining series, in which the player commands an army and taps the screen to make them fight. It's a very simple game and wouldn't really be notable if not for the presence of characters from the Shining series of games. Probably the only really positive thing about the game is that it doesn't have microtransactions, 10 bucks gets you the full game and you can play it all the way through to the end. It's quite easy though, and somewhat boring.

    Rolando

    This was a popular iPhone launch game IOTL, and it also appears ITTL. It's a physics game utilizing the iPhone's limited motion controls, and plays somewhat similarly to Angry Birds. Though it would eventually appear on other smartphones, it would be exclusive to the iPhone/iPod Touch for a couple of years.

    Glizzik

    Another game utilizing the accelerometer, Glizzik is about a snowman who shoots icicles at moving targets, with the player using the accelerometer to aim and touching the screen to fire. It features some fairly sophisticated 3D graphics and is a fun little timewaster.

    BOM Squad

    A game where the player works as a bomb squad officer and has to respond to various calls throughout the city, BOM Squad is notable for being the first iPhone game with a "storyline" so to speak, as the game features numerous developed characters, including fellow officers, civilians, and bad guys with real personalities. It also makes good use of the iPhone's touch controls. It's one of the better selling games of the iPhone's launch window and is arguably the best overall launch window game for the phone.

    -

    A Month After Launch, The iPhone Is A Mixed Bag For Gamers

    Apple's iPhone launched to enormous fanfare last month as the first mass market smartphone with advanced web-surfing and multimedia capabilities. Early adopters who could afford the device's stiff price tag were generally pleased, though many skeptics still remain. The iPhone has had some notable problems with billing, with bills hundreds of pages long being shipped to customers, listing the text of every message the user has sent. Apple and AT&T have promised that this is a bug that will be worked out before the next month's bill is sent out, and for the most part, this issue and the few other issues people have had are being treated as small speedbumps on the road to what looks to be another successful Apple product.

    As for the gaming side of the iPhone, however, the device is getting a more tepid reaction. Gamers who bought the iPhone expecting to use the device's capability of playing iTwin games remotely are noticing that most current games aren't yet compatible: so far, only thirteen games are playable on the device. This includes popular hits such as Power and Valerian And Laureline, the latter of which Steve Jobs notably demonstrated at this year's E3, but games such as Soul Calibur III and Pixelworld are nowhere to be found. For some games, such as Downhill, the motion controls of the iTwin are unable to be replicated on the iPhone, and while Downhill does feature traditional controls, Apple's game boss Reggie Fils-Aime says that motion control heavy games such as Downhill are low priorities for the feature. As for Pixelworld, easily the most popular iTwin game thus far? Fils-Aime has said that Apple is working to get Pixelworld remote playable on the iPhone in the next few weeks, and that an iPhone exclusive version of Pixelworld is also in the works. When asked if Pixelworld remote playability was being held back for this iPhone port, Fils-Aime said "absolutely not", and that the iPhone version of Pixelworld was still at least a year away. There have been other complaints, including the 3G connection not being strong enough to stream most games from the iTwin, though Apple mentioned in a statement that they were working on getting the connection problems fixed to allow "stream anywhere" capabilities on most games by the end of the year, and that players should find a reliable wi-fi connection if they plan to game on the go. The iPhone's lack of memory is another issue, though retro games are selling quite well on the system, and many players are happy downloading one or two iPod Play favorites to take on the go with them. So far, despite the mixed reception, the iPhone's release has caused digital game sales on iTunes to spike, and they're expected to remain strong as more and more people acquire the iPhone.

    However, the iPhone's release has caused one glaring issue for Apple to become noticeable, and that's the recent drop in iPod Play sales. The iPod Play started 2007 with a slight lead on the Game Boy Supernova in month to month sales, but the Supernova has beaten the iPod Play every month since February, and the gap has increased every month since then, with iPod Play sales dropping 47% from June 2007 to July 2007. Some of this can be attributed to the lack of quality iPod Play games released during the first half of the year: while the Game Boy Supernova has seen hits such as Quixsters Qubes, Team ND Racing, Mechatos, and The Legend of Zelda: Sage's Knight released over the first half of 2007, the iPod Play's biggest exclusive hit was probably No One Lives Forever: From The Files Of UNITY, which was outsold by all the aforementioned Supernova games save for Mechatos. The road may only get tougher for the iPod Play going forward: the Supernova is expected to have its biggest holiday season ever on the heels of the release of highly anticipated Super Mario Dimensions and Final Fantasy VII sequels, along with a game that could be bigger than both of them put together: Pokemon Black And White, which is expected to sell ten million units by the end of 2007. Between the Supernova's big tentpole game launches and the iPod Play's expected sales cannibalization by the iPhone, analysts expect the Game Boy Supernova to sell possibly three times as many units as its Apple-based rival during the 2007 holiday season. If this happens, the Supernova would surge ahead of the iPod Play in both overall sales and total handheld market share.

    -from an August 11, 2007 article on Games Over Matter

    -

    August 11, 2007

    Steve Jobs was pleased about the early sales returns for both the iPhone and the iPod Touch. The iPhone in particular had been an extremely successful launch, and despite skepticism over its high price, it had sold even better than expected. Steve Jobs had been right once again: he knew what the people wanted, and he had given it to them. Price was irrelevant when gauging one's desire for a "must have" item. He'd revolutionized the smartphone market, just as he'd said he would years ago when he'd launched the iPod Play.

    But not everything was going smoothly for Apple. The iPod Play's July sales figures had just been announced, and it was a near-disaster: sales had plunged by nearly half in the span of a month. Not all of that could be attributed to the launch of the iPod Touch: something was wrong with the iPod Play. Had it already burned through all that demand?

    Now Jobs had summoned Reggie Fils-Aime to his office, and Reggie could tell that Jobs wasn't pleased.

    "Sir, you wanted to see me?" Reggie had yet to look at the iPod Play's latest sales figures. He was about to be very forcefully introduced to them. Jobs practically shoved a sheet of paper at Reggie and demanded he read it. "Oh...that's bad."

    "Why is the iPod Play selling so poorly all of a sudden?" Jobs demanded to know, glaring daggers at Reggie who was still looking over the report.

    "You know when we launched the iPhone-"

    "The iPhone was only supposed to cause a 20 percent drop in iPod Play sales! 30 percent at the most!" Jobs practically spat that last word, 'most', as if it was impossible for the iPod Play to have dropped any more than that. 30 percent was the limit. No more. For it to have dropped by any more, something had had to go seriously wrong, and someone was going to be held accountable. "Are you not marketing the iPod Play properly?"

    "It's the games, sir," said Reggie. "We don't have-"

    "GOD DAMMIT, REGGIE, THAT'S YOUR FUCKING JOB!" Jobs suddenly shouted, slamming both hands down on the table so that he was sure Reggie had his attention. "We were kicking Nintendo's ass, and all of a sudden after the iTwin comes out, nobody wants to by the iPod Play anymore! And it was your job to figure out why the hell that is!"

    Despite Reggie's close friendship that he'd formed with Steve Jobs over the past four years the two men had worked together, he'd been at the receiving end of Jobs' temper more than once. Usually, it blew over within the span of that same conversation. Sometimes it took about a day. Other times, though, it took weeks or months to subside and usually ended up with more than one person losing their job. Hopefully, this would be one of the first two cases and not the latter.

    "The two Sonic games, the ones we released last month, one was just an enhanced Katana port and the other was basically a discounted iTunes bundle. The Sonic Collection underwhelmed because most people have already bought those games on iTunes. We've got Final DOOM coming out, we've got a really nice port of The Sims, those will get things moving again. I think we should try to get a version of Pixelworld on the iPod Play, even a resource limited version would move units."

    "It'll take at least a year to get Pixelworld on the iPod Play. A piss-poor halfass version of Pixelworld that nobody will want to play."

    "Well, we've got the iPod Play 3.0 coming next year, we could make it exclusive to that. We'll get the new adopters and the double dippers. It could work."

    Jobs was calming down, but Reggie could still tell he was in a bad mood. He tried to lighten it by re-stating some good news.

    "The iTwin outsold the Xbox 2 last month," said Reggie, pointing it out on the sheet.

    "Barely," replied Jobs. "And only because Mega Man saved our ass."

    "Well, guess what, he's coming out on iPod Play too."

    "And the iTwin," said Jobs. "Mega Man 10 is coming to the iTwin AND the iPod Play."

    Clearly, there was nothing Reggie could say to shake Steve Jobs out of his bad mood. He placed the sales sheet back down on Jobs' desk.

    "I will work 100 hour weeks to put the iPod Play back on top," said Reggie. "Everybody that works under me will be working major overtime to fix this problem."

    "Yeah," said Jobs grimly, rubbing his fingers into his temples. "It's a good thing the iPhone is doing so well. It's a good thing we left the disc slot off of the iPod Touch or we'd probably be selling even less of the iPod Play. I should've taken the SD slot off the thing too."

    "Hey, the software's where we're making the money," said Reggie. "Once SD cards get big enough to hold more than a couple iPod Play games, you'll be glad we left the slot on those iPhones, trust me."

    Jobs snorted, not wanting to admit that Reggie was probably right.

    "Is there anything else, sir?"

    "No, just let your people know that if iPod Play sales don't pick up, then nobody's untouchable."

    "...of course," said Reggie, leaving Jobs' office. Jobs leaned back in his chair and picked up the sales sheet again, looking at the sales figures for the iTwin and the Xbox 2.

    "....we didn't sell one god damn unit in Japan last month," thought Jobs, slamming the sheet down on his desk. "Are the supply issues that fucking bad over there? I know one person I'm going to fire right fucking now."

    Jobs picked up his iPhone and placed a call to the head of Apple's manufacturing division for Asia.

    If the iPod Play's sales didn't pick up soon, that wouldn't be the only person getting fired before the end of the year.
     
    Summer 2007 (Part 1) - The Supernova's Super Summer
  • (Authors' Note: As Nivek mentioned before, Massively Multiplayer is nominated in the final round of Best Contemporary Timeline nominations! You can find the poll here: https://www.alternatehistory.com/fo...r-to-contemporary-timeline-poll-final.440457/ Vote for us if you feel so inclined!)

    -

    Kirby: Supernova Star


    Kirby: Supernova Star is the latest game in the Kirby platformer series and the first in the series for the Game Boy Supernova. It plays similarly to prior mainline Kirby games such as Kirby Super Deluxe and Kirby's Adventure, featuring the titular pink puffball traversing a variety of lands in order to suck up enemies and copy their abilities. The OTL game that Supernova Star most resembles, both in terms of graphics and in terms of gameplay, is probably the OTL Nintendo Wii game Return To Dream Land, or perhaps the OTL 3DS game Kirby Triple Deluxe. The game features 40 different copy abilities for Kirby, giving him his most abilities in any game to date. Popular OTL Kirby forms such as the Fire Kirby, the Ice Kirby, the Stone Kirby, Wing Kirby, and Hammer Kirby are all present, and there are some fairly wacky TTL exclusive forms in the game such as Gumdrop Kirby (a squishy form that absorbs damage and sprays out sugar at enemies), Horse Kirby (a galloping Kirby who attacks with powerful kicks), Firefighter Kirby (attacks enemies with a fire hose), and Radio Kirby (uses soundwaves on enemies). In addition, each Kirby form has a Supernova Form that can be achieved by building up Kirby's Supernova meter (either by swallowing enemies or by killing them with Kirby's copy ability). Once the Supernova is charged up, Kirby can access an "evolved" version of any of his forms, gaining more power and sometimes more size. It's not quite the "Hyper" form from OTL Return To Dreamland, but it is a pretty cool ability and a pretty useful boost. The plot of the game is that Marx, the space faring villain from Kirby Super Deluxe, has returned to invade Dream Land with his army of followers, and Kirby must take to space to stop him. However, Marx is actually being forced to work for a more powerful villain, the Empress Daraklara, who is holding Marx's home planet hostage to force his hand. Eventually, Kirby is able to free Marx's home planet and recruit Marx to his team (in similar fashion to how he befriended Meta Knight) and the two work together to stop Daraklara on her capital ship. Characters such as Meta Knight, King Dedede, Waddle Dee, and Girby all make major appearances in the game, and of course there are plenty of bonuses and extras for those who want to get 100 percent completion, such as a boss rush mode. Overall, Supernova Star is a fairly formulaic Kirby game, but everyone knows Nintendo and Sakurai publish this series to a high shine. It's a beautiful handheld platformer with a wonderful soundtrack, creative powers, some tricky boss battles, great rewards for determined completionists, and that cute Kirby aesthetic fans have come to know and love. The game is seen as one of the best Kirby titles ever made, and becomes a very strong seller when it's released in July 2007.

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    Project Isle

    Project Isle is a 3-D action/shooter platformer game exclusive to the Game Boy Supernova. Its protagonist is a wild-haired lizard named Frizz who collects objects and shoots them out as projectiles from his junk cannon. Frizz can pick up pretty much anything he sees and turn it into a weapon, though he can only collect small objects at first and has to upgrade his junk cannon to pick up larger objects. He does this by collecting parts and money that he finds in treasure chests, laying on the ground, or discarded by defeated enemies. Frizz and his friends live on Junk Island, an island in the middle of the Pacific Ocean where all the junk in the world is gathered. Animal scientists study the junk and create weapons out of it, and Frizz is a small-time thief who has stolen the junk cannon from the lab of Dr. Fishman, an anthropomorphic fish meant to be an homage to Don Knotts' Mr. Limpet. The gameplay is fairly simplistic: Frizz has the standard set of platformer abilities, including running, climbing, jumping, and swimming, with the game's distinct gameplay feature being that big junk cannon. While the cannon has a variety of different shooting modes that are unlocked by both playing through the game and upgrading the weapon, in general players will spent most of their time just firing the weapon at enemies in standard mode. When the cannon doesn't have any junk inside of it (which isn't very often since you're constantly picking up stuff to fire from it), it fires a lightly damaging burst of air until it's refilled. Though this seems like it would get boring after a while, the sheer variety of projectiles to fire from the gun (literally thousands of different things can be shot out of it) lend the game its distinct style and humor. There's different animations for practically everything fired from the gun, and as you would expect, different objects interact with things in different ways. As for the game's plot, it involves Frizz becoming a hero and defending the island from an army of scientists known as the Collectors who are there to steal all the junk and experiment on it. At first, Frizz just uses the junk cannon to pull off small time jobs, but after the Collectors snatch one of his friends, and after Frizz meets Dr. Fishman (who tells him he can keep the weapon if he lets Fishman upgrade it from time to time), he starts to become the hero that the island needs. Project Isle gets an overwhelmingly positive critical reception when it's released in August 2007. While reviews are somewhat better than Supernova Star, sales, while solid, aren't quite as good, at least initially.

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    Star Siren: Love Story

    The latest in Capcom's beat-em-up magical girl franchise (and one of the few Capcom franchises still exclusive to Nintendo, at least for the moment), Star Siren: Love Story is a Game Boy Supernova spinoff in the Star Siren series and a follow-up to 2005's Star Siren Nakama. The game sees the hero Star Siren (AKA Saiyuki) return with her four best friends, the Star Souls, to battle evil and save the world once again. As the subtitle would imply, this game introduces boyfriends for all five girls, who show up early on in the game. These boys seem to be the perfect matches for our heroines, but as it turns out, they're all actually the evil minions of the manipulative witch Zartha, who has used her evil magic to turn the hearts of five ordinary teenage boys dark so that they will serve her as her eternal slaves. Zartha's plan is to use the boys to get close to Star Siren and her friends and then turn their own hearts dark so that she'll have a private army of magical girls to do her bidding throughout the universe. The game, like Star Siren Nakama, features 18 chapters, though these chapters are slightly shorter than the ones in Nakama, and divided into segments (which optimizes the game for playing on the go, since it can be picked up and put down quickly). These 18 chapters are divided into three parts: Part 1 introduces the boys and has the girls falling in love with them, part 2 has them betray the girls and the girls defeating them, and then in part 3, after the boys' hearts are turned back from darkness, Zartha captures them and holds them hostage, and Star Siren and the Star Souls have to rescue the boys, stop Zartha, and save the universe. The game retains the series' classic magical girl tropes, with Star Siren's love interest, Anthony, essentially being a Tuxedo Mask/King Endymion homage: his appearance is very similar to Mamoru from Sailor Moon, and his evil form is similar to the evil form that Mamoru took when working for Queen Beryl. The other boyfriends are meant to compliment the girls in some way: Mariko's boyfriend Shane is a wanna-be hero who dreams about rescuing damsels in distress (which Mariko frequently is), though ironically it's Mariko who rescues him in the end. Kagata's boyfriend Freddy is a somewhat calm gentle giant who balances out Kagata's fiery personality. Chikyu's boyfriend Mikey is a techno geek who normally isn't into plants and the outdoors like Chikyu is but is infatuated enough with her to give the outdoors a try, and Megami's boyfriend Xander is somewhat stuck up and arrogant, but softened by Megami's kindness toward him. Apart from Saiyuki and Anthony, Megami and Xander have probably the most developed relationship amongst the five pairs, and Xander, despite seeming like he might be Zartha's most loyal lieutenant, is actually the first to turn back to the good side, and at a pivotal point in the battle as well. The game features plenty of fun beat 'em up action, with all new moves for the five girls, and eventually an option to play as the five boys as well, with a whole new set of powers for them (you can only play as the boys after you've beaten the game). In the end after Zartha is defeated, the girls decide not to get back together with the boys, still feeling somewhat burned by the whole experience. It's implied that they do remain friends, and that Saiyuki and Anthony might be taking tentative steps toward getting back together as a couple. Ultimately, Star Siren: Love Story gets a mostly positive critical reception, though critics do feel that the game doesn't quite innovate enough from Nakama, and that the boyfriends are also fairly bland characters. However, others praise the game's characterization and development of the five main protagonists, and praise Zartha as a villain. The game is released in August 2007, and though it would only see about 80,000 sales in its first week of release in North America (less than a third of the opening week sales for Star Siren Nakama), it would do much better in Japan, rapidly becoming a million-selling title there. This would be the last Nintendo exclusive handheld Star Siren game in the series: though the Sapphire would see one last Nintendo exclusive release, Star Siren was about to transition to being a multiplatform game. Star Siren: The Legendary Collection, combining and remastering the Wave original and Star Siren Nakama, would be released on the iTwin in 2008 alongside the new Sapphire game (which would be ported to the iTwin in 2009).

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    Messiah: Crisis Tear

    Messiah: Crisis Tear is the second handheld exclusive title in the Blackheart series (in this case it's exclusive to the Game Boy Supernova) and also the second Messiah spinoff in the series. The game is a third person action shooter similar to Codename: Messiah, though it features slightly less stealth elements than that game and also features a somewhat revamped combat system. The game takes place a few months after the events of Blackheart 4, and features assassin turned special agent Mariska Zobrist (AKA Messiah) as she seeks to uncover a worldwide political corruption plot. Unlike the Blackheart games, whose protagonist Sadira is a ruthless, sadistic mercenary with no qualms about killing others, Messiah is deeply empathic and has renounced her previous life as a mercenary. She now works as a consulting special agent for various world governments, accepting only the money she needs for her living expenses and seeking to do only good, hoping to atone for her previous life of killing and performing missions for the ruthless Opalescence. She still kills when necessary, but only people who truly deserve it. Because of the chemicals she was injected with to heal her from her fatal injuries after the events of Blackheart 2, she feels all the pain suffered by anyone within a 500 foot radius (i.e. when she shoots someone in the head, she feels all of that pain). While she has been conditioned to endure this pain (probably better than any other living person at this point), she still feels it, and causing too much pain (i.e. shooting too many people too quickly) will cause her to flinch and tremble, affecting her aim and her movement. In order to get information, she relies on intimidation and psychological persuasion rather than torture. This game debuts the "Empathic Interrogation" minigame, a more enhanced version of the gameplay system introduced for Messiah's playable segments in Blackheart 4, which involves gauging someone's emotional response in order to gather information from them. The game's level structure itself is similar to the level structure of Codename: Messiah, eschewing the more open gameplay of Blackheart 4 in favor of shorter, more focused levels (though there are branching paths and open objectives, especially in some of the larger levels). The game features a good amount of voice acting and cutscenes for a handheld title (and Grey Delisle returns as the voice of Messiah), with various new characters, both friend and foe, being introduced. Messiah works with the CIA extensively in the game, and befriends her handler (a middle aged man named Joseph who frequently talks about his family and who Messiah sees almost as a father figure) and a female junior agent named Kasey who sometimes ends up working with Messiah in the field. Messiah comes to see Kasey the same way that her older sister Jillian saw her, and forms the same protective instincts. Joseph and Kasey both survive the events of the game (though it is briefly implied that Joseph is killed at one point late in the game) and would return in future titles in the series. Messiah mentions Sadira occasionally, and her words infer that the love/hate relationship that the two have with one another has continued since the events of Blackheart 4. As for the game's plot, it involves members of a shadow ops organization funded by a former high ranking British official siphoning money from weapons programs into a single bank account tied to a rapidly rising tech company. It's your fairly standard political conspiracy plot common to games of this stripe, though it does have an interesting twist toward the end that the leader of the tech company actually has some fairly benevolent goals and just needs the money to do things that governments would never devote the time and resources to. Messiah ultimately still has to put the villains down, but their morally ambiguous goals make her question her own morals and even openly wonder what Sadira would have done. The game also involves a sideplot about a series of tracking devices that Messiah finds in her travels. Ultimately, it's connected to the assassin that's been coming after Sadira since the events of Blackheart 4. In a post-credits twist, Messiah places a phone call to someone toward the end, warning her about the assassin. It turns out to be Sadira, who the game had implied that Messiah hadn't been in contact with at all since that game, but in reality the two have been speaking every couple weeks or so. Though their discussions have been related to business, it's implied that Sadira has been a tiny bit flirty with Messiah (despite seemingly wanting Messiah to hate her), and the last thing Sadira says before ending the call (which the audience doesn't hear) makes Messiah blush a tiny bit, though she quickly hides it before the screen goes to black.

    Messiah: Crisis Tear is generally well received by critics, scoring high marks for its graphics and production values, along with the polished gameplay. However, the game's levels, which are somewhat closed off compared to those in Blackheart 4, and the fairly cookie cutter plot, do cause some critics to dock the game a few points. It would get an 82 on Metacritic, which, while generally a good score, is the lowest in the series, comparable to the 2006 handheld game Blackheart: Double Agent, which got an 84. It's still seen as one of the best handheld shooters of the year after its September 2007 release, and the post-credits ending sets up the events of Blackheart Villainous fairly nicely. Blackheart remains one of Ubisoft's premiere franchises, and though the handheld installments aren't as well received as the console games, they're still solid entries in a very popular series.
     
    Summer 2007 (Part 2) - Naughty Dog Gets Serious
  • Tales Of The Seven Seas: The Bermuda Triangle

    Tales Of The Seven Seas: The Bermuda Triangle is the fifth console game in Naughty Dog's Tales Of The Seven Seas pirate-themed adventure series. The game is a Nintendo Wave exclusive, and takes place a few months after the events of Hoist The Colors. The game has a somewhat interesting creative and developmental history. After the mixed reaction to and commercial disappointment of 2004's Hoist The Colors, Naughty Dog wanted to put the series on the backburner, potentially rebooting or scrapping it entirely. However, Amy Hennig, who had a soft spot for the series and wanted to see it continue, put a small side team together to develop one last game for the Nintendo Wave while she was also working as the creative director for the upcoming Mystic on the Sapphire. The Bermuda Triangle would be given a smaller budget than other games in the series had been, and would also take place on a smaller scale. It would once again return to the character-specific stories that had been the focus of the series' first three games, and though it would have a somewhat open-ended mission structure, it would focus heavily on story and feature a more linear path through the game, in similar fashion to The Victorian Legacy (which, while selling worse than both SNES-CD games, had been embraced by most game critics as the series' best game to date). The game's focus would be on the character Albert, the escaped slave who has been working as the navigator for the main characters' pirate ship during the course of their adventures. As the subtitle implies, the action of the game takes place primarily in the Bermuda Triangle, the mysterious region where many ships and sailors are said to have met their final ends. The crew of the Venture (the name of the ship that the main characters sail) enter the Triangle in pursuit of a slave ship that once carried a captive Albert to Hispaniola to work as a plantation slave, but the ship and the pursuing Venture both disappear, encountering a series of phenomena that cause the spirits of the dead to begin to rise from the sea. Albert must confront his past, and his crewmates must help him do so, if they are to escape from the Triangle with their lives. The Bermuda Triangle restores all of the old character development of the original trilogy, reconciling it with the events of Hoist The Colors by retconning anything from that game that doesn't conform to the canon of the first three games. In particular, the events of The Victorian Legacy are heavily referenced, and the character James from that game finally returns to the series in this title, heavily injured after crashing into a ghost hulk and needing to be nursed to health by Victoria. Albert is also given a love interest in this game for the first time: the beautiful pirate captain Annette, who herself was once a slave but escaped and was captured by pirates, only to take over the ship and become captain herself. The gameplay has much more of a focus on exploration and puzzle solving than Hoist The Colors, though at its heart it's still a fully 3-D action/adventure title with the ability to sword fight against enemies or attack from long range. The character buff and "level up" system from Hoist The Colors has been pared down a bit, though the game still has permanent character buffs, now earned as the story progresses, and has a more Zelda-like inventory and item management system. The game features the same graphical style as Hoist The Colors, though with a few upgrades and tweaks to give it a bit more of a realistic look, to match the feel of The Victorian Legacy. Most of the voice cast from Hoist The Colors has returned, with Phil Lamarr reprising his role as Albert, Olivia D'Abo returning as Victoria, and Maria Canals returning as Dona. However, a couple of the main cast members have departed: Will Friedle no longer voices Creel (he's instead voiced by a largely unknown voice actor) and Tara Strong no longer voices McKenna (Johanna Braddy has replaced her in the role). Erica Luttrell, best known at this point amongst game fans as the voice of Kirsten in the Thrillseekers games, voices Annette. For reasons that will be revealed later on, nearly all of the main seven characters in the voice cast would be replaced in their roles in the next Tales Of The Seven Seas game (only Phil Lamarr and Johanna Braddy would reprise their characters in the next title).

    The plot sees the crew of the Venture (Erick, Dona, Victoria, Creel, Albert, McKenna, and Jack) sailing the Atlantic in search of adventure and fortune. It's been eight years since the events of the very first game, and a lot of things have changed. Jack and McKenna, once young children when the adventures first began, are now older teenagers on the cusp of adulthood, while Erick and Dona have been a couple for five years (though they still aren't engaged). The crew and their ship have a reputation on every coast in the ocean as either heroes or plundering pirates, and they've battled just about every evildoer and monster on the high seas. However, something is nagging at Albert: the continued transport of slaves on the seas. Albert thinks the pirate captains of the Atlantic should do something to stop it, and though the Venture has raided and stopped many slave ships, the practice still continues. At the very least, Albert wants to stop the slave ship that transported him nearly 25 years ago. Albert's crewmates vow to find the ship, and after getting a promising lead, they intercept it. They attempt to board it but are attacked by the ship's escorts. After a pitched battle, the escorts are defeated, and the Venture pursues the slave ship into the Bermuda Triangle, where a massive storm seemingly sinks both ships. Albert wakes up with Victoria on a beach on an island somewhere, and the two have to find the rest of their friends. They find the wreckage of the Venture first and are soon captured by a pirate crew helmed by Annette, who wants to make Victoria walk the plank after Victoria mouths off to her. Albert is able to reason with Annette, but Creel shows up and attacks along with a crew of rowdy drunks that have been marooned for months on the other side of the island. Victoria is furious with Creel for charging in (Creel sheepishly thought she'd be impressed), but Albert manages to patch things up with Annette, who agrees to help them find the others. The game briefly switches over to Erick and Dona, who have to work together for a short while, then to Jack and McKenna, who stumble upon the crew of the wrecked slave ship. As it turns out, the slave ship was not carrying slaves at the time it went into the Triangle, but was instead heading back to pick up more slaves. Jack and McKenna learn that many of the crew members of the ship have been forced into service and a lot of those crew members don't agree with the practice of slavery, though the ship's captain, Captain Stover, is a cruel man who not only relishes in the selling of slaves, but also treats his crew members miserably. Jack and McKenna make it back to Dona and Erick, and eventually the four of them reunite with Albert, Victoria, and Creel, who have decided to join Annette's crew in an effort to make it out of the Triangle. Stover has gotten his own ship back onto the water (mostly due to brutally forcing his crew to repair it so quickly), and Annette and Albert seek to bring it down, only for strange ghostly presences to once again force the ship aground. It's during this time that a tale is told of a spirit known as Venganza, the spirit of revenge and said to be one of the many evil spirits who haunt the Triangle. As the game progresses, the crew meet many different people who have been trapped in the Triangle, sometimes able to help them, but other times being unsuccessful. All the while, the pursuit of Stover's ship continues. Albert and the others eventually meet a group of Africans who were being transported to North America as slaves when their ship fell to the bottom of the sea as it was passing through the Triangle. The crew help them to form a community on an island, though late in the game, the island is raided by Stover, who captures all of them (and also captures Annette) and loads them up onto his ship. In the final missions of the game, Albert and the others help to lead a mutiny on Stover's ship to rescue Annette and the other captives, and this eventually results in a confrontation between Albert and Stover on the deck of the ship. Stover recognizes Albert and taunts him. Annette begs Albert not to give in to his desire for revenge, but Albert kills Stover, which causes Venganza to appear and sink the ship, scattering everyone to the winds. Albert and Annette wake up on a pile of wood floating on the ocean, and Annette reveals that she's actually a ghost and that she died because she was unable to give up on the anger and desire for revenge in her heart. Albert says that Stover was a greedy slaver and deserved to die, and Annette agrees that he should be punished for his actions, but that he was helpless when Albert killed him and not a threat to anyone. Albert tells Annette that he thinks maybe he should die and become a ghost like her, but Annette tells him that he's still needed in the world of the living, that his friends are in trouble and that they need him. Annette's spirit fades away, but as she does, she rebuilds the Venture around Albert, allowing him to sail around and find his other friends who are in trouble. This leads into the final mission, which is a combination between a last level of sorts and a final battle against Venganza, where Albert has to save his friends one by one as Venganza tries to stop him. Eventually, the seven are reunited and they battle against Venganza together. Defeating the evil revenge spirit creates a break in the clouds allowing the Venture to finally escape from the Triangle. The escaped Africans from Stover's ship are waiting for them, and they board the Venture, which takes them to a settlement where they can be free before heading back out onto the open seas to continue the crew's adventures.

    Tales Of The Seven Seas: The Bermuda Triangle is released in September 2007, to strongly positive critical reviews, most of them praising the improved focus of the series and the return to a more structured story format, while also praising the game's more serious story, considered perhaps the best story in the series to date. Though the game's smaller scale and less open-ended storyline get criticism from longtime series fans, even most of them have to agree that the game is an improvement over Hoist The Colors. Despite the positive critical reception, the game isn't a huge seller and doesn't even quite sell as many copies as Hoist The Colors. However, considering the much smaller budget and especially the fact that the game had considerably less hype, it's still a success and is seen as somewhat of a return to form for the series. Any thoughts Naughty Dog had of scrapping the series are put to rest, and instead, plans are set into motion for a much bigger game on the upcoming Nintendo Sapphire, which will take the series' storyline into a new era while also incorporating the latest gaming technology...

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    "But while the increased focus on flagship franchises will undoubtedly improve the quality of those upcoming games, it does threaten to leave some so-called "second tier" properties in the dust. These include Valor, Goblins, and the iconic Dog Dash, all of which have sold millions of copies but whose development resources are perhaps best allocated elsewhere. Valor, a first person shooter series which got major critical acclaim for previous games on the Ultra Nintendo and Nintendo Wave, is perhaps the most potentially lucrative of these three franchises in an era where FPS games rank among the biggest moneymakers of their respective release years. However, Naughty Dog creative heads have admitted struggles with coming up with a suitable plot for a third game, and don't just want to cash in on the FPS trend despite heavy financial incentives for them to do so. According to Naughty Dog's Mark Cerny: 'We're definitely coming back to Valor at some point, but the time's got to be right and the idea's got to be good. We don't just want to mimic every other popular first person shooter on the market, so we've got to make sure our next game is something different. After Mystic, we're definitely going back to the idea board for this one'. As for Dog Dash, it's probably safe as well. Woofle continues to be Naughty Dog's mascot, appearing before every single one of its games along with his best friend/owner Clark. Though Dog Dash's fortunes have declined in recent years, the character of Woofle remains popular: he was recently in Super Smash Bros. Clash, and the old SNES-CD games are frequently downloaded on the Game Boy Supernova's online store. Dog Dash is another game that seems likely to be released on a next-generation Nintendo console, but Woofle's future home might just be on the Game Boy Supernova rather than the Nintendo Sapphire. The Wave didn't get a Dog Dash game at all and doesn't look likely to get one before the system is moved out in favor of the Sapphire, but a Supernova Dog Dash game would be a technological step up from anything on the Ultra Nintendo, which saw the release of Dog Dash 5, the last mainline game in the series. Meanwhile, we've heard absolutely nothing about a third Goblins game, and even Cerny itself is unsure about the series' future, despite the critical and sales successes of the series' last two games. Naughty Dog looks to be moving toward a more mature gaming audience, and that may leave the dark but family-friendly Goblins franchise in the dust. If Goblins DOES have a future, it might lie with Game Freak, who collaborated with Naughty Dog on 2006's Pokemon: Master Quest, and who has shown willingness to collaborate with the company on another future project. Numerous Game Freak developers, including Pokemon creator Satoshi Tajiri, have expressed fondness for the Goblins series, and the company has also expressed interest in developing more games for Western audiences. In the meantime, the only certainty related to Naughty Dog is that the company will be producing Mystic for the Nintendo Sapphire next year and that they'll continue to push the boundaries of console and handheld gaming. Which of their other esteemed franchises get to come along for the ride will be one of the more compelling questions heading into Nintendo's next console generation."

    -from an article published on Games Over Matter on August 10, 2007

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    But what really sets Mystic apart from previous games, even games that will be launching on the Sapphire, is the secret behind the game's incredibly realistic character animation. Naughty Dog is employing motion capture technology for the very first time, placing actors in bodysuits where computerized devices capture their every movement. It's not the first time motion capture technology has been in video games: games have been using the technology since the SNES-CD era, and sports franchises such as Madden are already frequently using it to depict more realistic athletic motions. However, the technology has not yet been utilized so fully as it will be in Mystic, whose production resembles a movie set more than it does a voice acting studio.

    Director Neil Druckmann says that the technology makes directing scenes feel much more natural and organic, and the actors are able to provide much more vivid emotion during crucial scenes.

    “It's been an enlightening and rewarding experience, even though we're not entirely finished with the production process of the game,” says Druckmann. “These actors are absolutely giving their all, and it's been a privilege to work with them. Their talent shines through in a game like this, everything you're going to see is something that somebody else performed in real life, someone acted that out and it's captured on the screen and transported to a vivid new world that would be impossible to produce anywhere else.”

    The motion capture brings a sense of realism to the game, grounding it despite its fantastical setting and characters.

    “We want you to form a connection with these people, even though they're like nothing that exists anywhere on Earth. The Oridae are like us in so many ways, they react to situations as we would, they inhabit a world that, despite its truly incredible and otherworldly appearance, is much like our own. That's why the acting and the motion capture are so important, because it lets the player identify with these beings immediately.”

    Druckmann allowed us to sit in as the two actors playing Lake and Luma, the primary protagonists of Mystic, blocked out a scene together. The scene is from about midway through the game, after the two have witnessed a murder committed by the mysterious scavengers who are picking their way through the ancient ruin that the two have discovered. The victim was close to both characters and we can see the anguish and fear on the actors' faces and in their body language. Their movements are what we would normally expect from humanoid creatures, though there are small tics in the body movements that remind us that these characters aren't going to be human when we see them in the game. The skill of the actors is apparent in the scene we got to see, and Druckmann's direction is minimal, as the two actors don't seem to need much instruction apart from the initial direction setting the scene itself. It's an intense, emotional scene, though it's interrupted toward the end by a sudden loud sound that prompts the two to make a quick exit.

    Dante Basco, the actor playing Lake, is an acting veteran, having acted since he was young and most notably playing Rufio in the 1991 adventure film Hook, and more recently voicing Zuko in the hit animated series Avatar: The Last Airbender. He noted similarities between his role in Hook and his role in Mystic, at least from an action standpoint.

    “There's a lot of physicality in the role, which I'm used to,” said Basco, “though it's way more intense from an emotional standpoint than it was in Hook. Motion capture's something I've never done before, but it's a challenge I was excited to take on and making this game's been a blast so far. I've done a few games before, but I think so far this one is my favorite to have been involved in.”

    Luma's actress, Esme Bianco, is much newer to acting, having previously appeared only in a couple of brief cameo roles on British television programs. The experience of video game voice acting and motion capture is entirely new to her, though she notes that her dance experience has prepared her for the unique physical traits of her character.

    “It's been an incredible experience, I've really had to use everything I've learned over the years in preparation to become an actress. I'm just really grateful for the opportunity and to be a part of this amazing project. Working with Neil has been a blast, and I've learned a lot by doing this game, which is going to really help me down the road!”

    The beautiful graphics and unique animation style of Mystic, along with Naughty Dog's clout as a game developer, have made the game one of the most anticipated releases of 2008, expected to be a major tentpole game for the Sapphire and a potentially revolutionary title that could change the way future games are made. Druckmann admits that it's a lot of weight to put on one's shoulders, but he also credits his team of developers and actors for the work they've done along the way.

    “A project like Mystic would have been impossible without thousands of people working their asses off for a number of years to get us to the finish line. When you're finally able to play this game some time next year, it should immediately become apparent just how much has been done to put this finished product in your hands. This game is the beginning of a new era for Naughty Dog and I think a new era for video games.”

    -from the cover article in the October 2007 issue of GameInformer magazine
     
    Summer 2007 (Part 3) - Super Fighting Robot, Mega Man!
  • Mega Man Next 2

    Mega Man Next 2 is the sequel to 2004's Mega Man Next, Capcom's fully 3-D franchise that takes the Mega Man series into the next generation. The gameplay from the first MMN game has returned, featuring Mega Man making his way across a number of stages, battling enemies and collecting upgrades before facing a Robot Master at the end of the stage and taking his weapon. However, while continuing the gameplay of the previous title, Mega Man Next 2 represents a major evolution in the form of the series: rather than featuring 8 Robot Master bosses like most Mega Man games in the past, Mega Man Next 2 features 12, each with their own weapon that's super effective on another Robot Master. In addition, each weapon has its own separate upgrade that is found in a level that's both different from the one the weapon itself is earned on AND is found in a level different from the level housing the boss that weapon is weak to. In addition to the 12 weapon upgrades, Mega Man Next 2 also features a different armor/weapon/mobility upgrade in each level, a life upgrade in each level, and a utility item (such as a sub tank) in each level, making for a total of 48 secret items that can be found across the game's 12 levels to upgrade Mega Man. Some can only be reached with a specific weapon, a few can only be reached with a specific upgraded weapon, meaning that there's a good amount of replaying of each level in the game. In addition, when a level is revisited after a certain number of upgrades are collected, that level can change: new obstacles can appear, new enemies, even new optional story events. The game also features a lot more voice acting than the original Mega Man Next, along with more side characters and story events. Each of the game's 12 original levels is a fully fleshed out place with its own motifs and events, and don't always adhere to one strict environment or theme. In addition, you no longer have to complete all the original levels to unlock "extra" levels (i.e. the final boss levels at the end), instead, a side level will be unlocked after two completed levels, another after four, another after six, and another after eight. These side levels must be played in the order they appear and rather than containing secrets and power-ups like the main Robot Master levels, they mostly advance the game's plot and storyline. Completing them will alter certain things in the Robot Master levels, depending on which ones have been completed. Though the player doesn't have to play through them as soon as they appear, these four levels must be completed before the final sequence of levels can be accessed. This makes for 16 total levels that must be completed before the final sequence can begin, twice the content of the original Mega Man Next. When combined with the larger final level sequence of this game, and it can safely be said that Mega Man Next 2 is twice as big as the original game. Of course, it features HD graphics vastly improved from the original, easily the best Mega Man graphics to date. It's a truly next-generation Mega Man game in every sense of the word, something that has never been attempted IOTL and which Capcom and Keiji Inafune were only convinced to do by their enthusiasm about the Apple iTwin. Ironically, despite being inspired by the iTwin, the game is rather light on motion controls, which are mostly used to uncover secrets and activate certain utility items. These controls are easily mapped to the traditional iTwin control scheme, and are considered highly optional by players.

    The plot of Mega Man Next 2 sees Cognus, the evil human-turned-cyborg from the previous game, return to battle Mega Man. Since the events of the first game, Cognus has launched full-on into a crusade for cyborg superiority. He seeks to wipe out all robots, and to forcibly graft robot parts onto all living creatures, killing those who refuse to comply. The only robots Cognus employs are his mind-controlled Robot Masters, though he eventually seeks to replace these Masters with cyborgs. Mega Man begins the game as a reluctant hero, not wanting to fight the Robot Masters who can't control their own actions, and seeing himself as no better than Cognus for stealing their weapons and grafting them onto himself. However, Dr. Light has traveled through time to share the secret of erasing Cognus' reprogramming and for gaining the Robot Masters' powers without stealing their parts to do so. Mega Man visits each level, defeating the Robot Masters, undoing their brainwashing, and voluntarily accepting their power, but he still feels guilty for having to fight. He is also confronted by a robot woman named Melody and her robotic cat named Harmony. The two first appear in the prologue level, where Melody defeats Mega Man easily but spares him and tells him that she will be Cognus' harbinger. Melody and Harmony are usually encountered in the side levels, opened up by beating the Robot Master levels, but if the side levels are ignored by the player, they'll start showing up in the Robot Master levels. Melody continues to tell Mega Man that Cognus is searching for a harbinger and that it will be her and not him. Mega Man says he doesn't know what Melody is talking about and that he would never work for Cognus, but Melody expresses jealousy toward Mega Man as she attacks him. Finally, in the fourth of the side levels, there is a climactic battle between Mega Man and Melody that seems to result in Melody's destruction. If Melody is defeated in this level before the last Robot Master is defeated, Cognus will show up in the final Robot Master level to congratulate Mega Man. If not, he'll show up in the first of the game's four Cognus levels, which are accessed after the 16 Robot Master and side levels are beaten. Either way, after the first Cognus level boss is defeated, Mega Man is attacked by Harmony and injured. The second Cognus level sees Mega Man needing to find Dr. Light's time capsule to be repaired. He then has a rematch with Harmony and defeats him, but before Mega Man can finish Harmony off, Melody appears, though she's still badly damaged and it's revealed that Melody herself is a cyborg, but a cyborg who started as a robot and was given human parts rather than the other way around. Melody was created as an experiment by Cognus, but was labeled a failed experiment and tossed aside. Seeing Cognus as a father, she never stopped loving him, and hoped to defeat Mega Man to win him back. Melody takes the badly damaged Harmony with her and leaves. In the third Cognus level, Cognus tries to convince Mega Man to join him, but Mega Man refuses, even after Cognus sends an extremely large boss robot to try and destroy him. Finally, in the fourth Cognus level, Melody once again appears, repaired with parts that she installed in herself after scrapping Harmony. She battles Mega Man in an emotional fight, but is defeated by him. She tries to destroy herself, but Mega Man stops her. She expresses deep guilt for scrapping her robot cat, and Mega Man tells her that it proves that she is capable of true love and not the twisted love that Cognus programmed into her. Mega Man tries to convince Melody that Cognus is evil, but Cognus returns and tells Melody to prove herself as the harbinger and destroy Mega Man. She asks Cognus why he rejected her before, and when she isn't satisfied with the answer he gives, she turns on him and tells him that she refuses to do his bidding. Cognus calls her worthless and weak. Mega Man steps in and attacks Cognus, but Cognus, who has received massive upgrades, easily brushes Mega Man aside and prepares to finish him off. Melody steps in and it appears that Melody is about to sacrifice herself, but suddenly a powerful blast of energy rushes out of Melody's body, taking the form of Harmony, Melody's robot cat. The burst of energy knocks Cognus to the ground before rushing deeper into the palace and entering a vaguely cat-shaped shadowy robot object, which glows faintly. When Cognus stands to attack both Mega Man and Melody, he's suddenly pounced by an upgraded Harmony. Melody is overjoyed and begs Harmony to forgive her, which of course he does. However, he's quickly tossed aside by Cognus, but before Cognus can attack either Harmony or Melody again, Mega Man rushes in with renewed vigor, matching Cognus blow for blow and beginning the first phase of the final battle. After Cognus is defeated here, there's a timed escape sequence, before Cognus returns inside a massive giant mech called the Genocide Machine. Mega Man must defeat Cognus again with Melody and Harmony's help. Once this final form of Cognus is defeated, Cognus tries to unleash a massive attack that will kill all humans and robots, but Melody is able to reverse the polarity of the machine, and instead all that energy floods into the cockpit, destroying Cognus once and for all and ensuring a safe world for human and robot alike. Melody and Harmony walk off into the sunset, vowing to help keep the peace, while Mega Man remains in the city to ensure the peace there.

    Mega Man Next 2 is released on July 24, 2007. It's considered a massive critical success and easily one of the best Mega Man games ever made. Alex Stansfield, in a 10/10 review for Games Over Matter, says that "Mega Man Next 2 is to Mega Man Next what Mega Man 2 was to the original Mega Man: a perfect upgrade and a timeless classic." The game revivifies the series and makes it one of Apple's most valuable exclusive franchises. Sales in North America, while not overwhelmingly strong at first, are still quite good, and as word of mouth spreads and more people buy the iTwin, the game continues to sell quite well. Sales in Japan are somewhat of a mixed bag: while continued iTwin supply problems prove problematic, the game is purchased by a significant fraction of iTwin owners there. The game's strong reception (including a 40/40 in Famitsu, one of only two games in 2007 to achieve a perfect score) causes the already strong demand for the iTwin there to skyrocket: as supply problems are slowly resolved and iTwin consoles begin trickling into Japanese stores, sellouts and long lines result. Many Japanese gamers buy a copy of Mega Man Next 2 even when they can't find the iTwin itself: an image of a sad Tokyo high school girl holding a copy of Mega Man Next 2 becomes a popular Internet meme in the latter part of 2007.

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    Everything's Coming Up Mega Man

    The success of Mega Man Next 2 isn't going unnoticed by Capcom, which just announced yet another game for the Blue Bomber, coming to the iTwin in 2008. Called Mega Man: Twin Legends, the game stars Mega Man and Protoman in a side-scrolling adventure. The game will play much like classic Mega Man titles, though it features a cel-shaded art style distinct from the 3D visuals of the upcoming Mega Man 10 and the HD visuals of Mega Man Next 2. Mega Man and Protoman will traverse levels together and will be able to combine weapons for unique combo attacks on enemies. While the game allows for two player play (so far only confirmed for local, though an online mode hasn't been ruled out), if playing alone, the player can choose whether to control Mega Man or Protoman while the AI controls the other. Capcom has also announced that Mega Man Next 3 is already confirmed, though they haven't yet stated a date for that one.

    The Mega Man franchise has suddenly become a major part of Capcom's strategy, no doubt thanks to its heavy promotion as an Apple-exclusive IP following Capcom's deal to publish exclusive content for the iTwin, iPod Play, and iPhone. Of the Capcom franchises that have been announced as Apple exclusives, Mega Man is by far the most notable, and Apple is both publishing and funding the creation of new Mega Man content, including the release of classic game compilations for the iTunes Store. While some critics have expressed concern that Capcom may be over-saturating the franchise, Mega Man fans are largely overjoyed with the Blue Bomber's sudden re-appearance in the spotlight, and have expressed great enthusiasm for the upcoming games.

    The next scheduled release in the series is Mega Man 10, coming to the iTwin and iPod Play this November.

    -from an article posted on Gamespot on August 16, 2007
     
    Summer 2007 (Part 4) - Awesomely Animated Androids
  • Androsia

    Androsia is an action/adventure game originally developed for the Xbox 2 and iTwin and later ported to the Sapphire. It's made by the same rather small game studio that produced the 2004 game Glass (a sci-fi adaptation of Snow White And Rose Red) and is considered a spiritual successor to that game, featuring an unrelated plotline but a similar graphical and gameplay style. After Glass proved to be an unexpected sleeper hit, its developers had enough money to make a next-generation sequel, though they had wrapped up pretty much all their plot points in the first game. They decided instead to make an entirely new story, but featuring much of the same elements that made Glass so popular. The game's protagonist is a young man named Symbol who finds himself pursued by mysterious figures and doesn't know why until he learns that he's an android and the last remnant of a lost civilization. He must search for others like himself if he is to discover the secrets of his creators and save the world that wants to hunt him down. Much of the game takes place in the slums between three large cities, in which Symbol hides as he searches for his fellow androids. In the meantime, Symbol must learn to fight and defend himself, and this forms the crux of the action gameplay. Symbol is able to learn martial arts via special chips that he can embed into his body. These chips teach a variety of skills, though Symbol must hunt these chips down from long-buried ruins. These ruins are discovered with the help of scavvers, ruin hunters that Symbol befriends over the course of the game. Many of these scavvers are reluctant to help him, and he'll need to earn their trust, either by doing favors for them or by befriending others who are close to that person. Symbol's relationships form a complex web that drive the game's story and action forward, allowing the player to get to know those who Symbol is helping by assisting them in different ways. This also gives Androsia a more populated world than that of Glass, where the two protagonists spent much of the game alone. The game consists of about half fighting and half exploring and puzzle solving, with a rather large cast of heroes and villains who Symbol meets along the way. The game's main antagonists are the Obsidian Authority, a shadowy government organization that is trying to suppress knowledge of the old civilization because of the havoc wreaked by an android on the world a century before. They believe that if the surviving androids come together that there will be another uprising and that this time, humanity won't survive. They're partially right: Apoc, the evil android who caused the calamity, lies buried beneath the ruins, and one of Symbol's "friends", a female android named Dani, is trying to restore him to life. Dani becomes a close ally to Symbol, but she is merely using him to bring Apoc back. However, the Obsidian Authority has been assisting in the oppression of humanity, and Dani's motivations for bringing back Apoc are partially motivated by her desire to bring them down. In the game's climax, Apoc is restored to life and he and Symbol clash over who will lead the rebellion to stop the Obsidian Authority. Agent Carlisle, a veteran operative with the Authority, discovers a way to take control of an android, and he takes control over Apoc in order to overthrow the government and make himself the ruler of humanity. In the end, Symbol has to reluctantly put Apoc down to prevent his power from being abused, then defeats Agent Carlisle to bring down Obsidian and free humanity from oppression. However, humanity still doesn't trust androids despite Symbol's heroism, and he and his android friends must go into exile.

    Androsia is quite positively reviewed, getting a better critical reception than Glass, though critics do have some qualms with the game, particularly its fairly repetitive combat and slightly convoluted quests, some of which resemble RPG fetch quests. "Excellent but flawed" is the primary opinion critics have of the game. The most highly praised aspect of Androsia is its excellent fight animation during cutscenes, which most critics state is more fun to watch than the actual combat is to experience. The cutscene fights are often over the top and spectacular, giving the game a great deal of charm. Overall, Androsia is a success. It was expected to be a success, so it's not a major sleeper like Glass was, but it also turns a profit and allows its developers to continue producing games, starting with an Androsia sequel.

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    "A big factor in what makes Androsia so much fun to play are the game's spectacular cutscene fight sequences, in which characters clash using all sorts of martial arts moves, unlikely weapons, and wild improvisation. The man behind these fight sequences is animator Monty Oum, who was hired onto the Androsia staff after the game's producers became fans of his online fan videos. Oum has been publishing fan videos to sites like Newgrounds and Youtube since 2003, depicting characters from games such as Final Fantasy, Killer Instinct, Mortal Kombat, Tomb Raider, and Blackheart throwing down in pitched sword and gun battles across amazing landscapes. His most famous work, however, was posted in 2005. Called 'Squadroid', it depicts a 17 minute long fight between Metroid's Samus Aran and Squad Four's Rebecca Maris across a crumbling Norfair. No reason is given for the two action heroines to be fighting, but their battle takes them across practically the entire surface of Zebes and has to be seen to be believed. It was that particular video, says Fanciful Studios' Marcus Waitkin, that brought Oum to his attention and led him to contact the animator for a meeting. After a few weeks of discussions between the two, Oum was signed on to work on Androsia. As for Oum's future with the company, Waitkin says that Oum signed on as a freelancer and isn't contracted to work on any of the company's future games, though he expressed a desire to have Oum return for the sequel, planned for 2009. Oum is continuing to make fan videos, and even made a video for Fanciful's first game, Glass, as a 'thank you' to the company for giving him his first opportunity in the video game business."
    -from the September 20, 2007 episode of G4's Focus
     
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