Massively Multiplayer: Gaming In The New Millennium

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Fall 2007 (Part 8) - Warfare Gets Modern
  • Call Of Duty: Modern Warfare

    Call Of Duty: Modern Warfare is the fifth game in the Call Of Duty series and the first in the Modern Warfare series. Published by Activision, the game is a first person shooter that takes place in Russia, the Middle East, Pakistan, and India, and integrates real life events and politics into the game to tell a story that could take place "a few years in the future". The campaign features three playable protagonists: an American special forces soldier named Rob Zalnasko, an American Marine named Fred Franklin, and an Indian UN peacekeeping soldier named Rasveni Siddartha. The game also features an extensive multiplayer mode, which it becomes primarily known for. The gameplay of TTL's Modern Warfare has many similarities with OTL's game, with realistic modern weaponry and the heavy use of cover. TTL's game also relies a bit more on squad-based gameplay than OTL's does, due to the increased popularity of squad-based gameplay in modern military shooters. This means that the player can gain slight bonuses for sticking close to their squadmates and laying down cover fire as opposed to just going off on their own and shooting the enemy. The player can communicate with their fellow AI soldiers, who can choose whether or not to obey (Zalnasko, who is a sargeant, can actually issue commands to troops who will obey 100 percent of the time). These squad bonuses also apply in multiplayer, encouraging teams to stick closer together and work as one unit rather than everyone just going off and doing their own thing. The three parallel campaign storylines divide the game into 15 missions: 6 of them see the player control Zalnasko, 6 involve the player controlling Franklin, and three involve the player controlling Siddhartha. The player can earn bonuses for skillful play in the campaign mode that carry over into the multiplayer mode, allowing them to use more items and skins for their character there. Getting perfect ratings in every campaign mission on the highest difficulty unlocks everything, encouraging players to develop their skills in the campaign mode before moving on to multiplayer, in an effort to encourage more skillful play. The game features some of the best graphics ever seen in a video game, as the game was developed with the seventh generation consoles in mind. There's not a huge gap between the graphics of the Xbox 2 and iTwin versions of the game, and the Sapphire version looks only a smidge better than the Xbox 2 version. Meanwhile, the Nintendo Wave version of the game also looks outstanding for a Wave game. It obviously pales in comparison to the seventh generation versions, but definitely looks better than OTL's Wii version of the game. As for the voice acting, Activision went with mostly character actors best known for their live action work in this game. Dean Winters plays the voice of Zalnasko, and Leonardo DiCaprio voices Franklin. As for Siddartha, Activision was able to get a fairly famous Bollywood actor to portray his voice, giving the character an authentic feel. Other actors who perform voices in the game include William Fichtner, Raymond Cruz, Brett Dalton, Dale Godboldo, Maximilian Schell, and Alexia Khadime.

    The game features three parallel storylines, tied together by an ongoing conflict between an increasingly dangerous Pakistan and India, which is being fueled by weapons provided ostensibly by Russia, who has been battling a massive uprising in Chechnya. American troops are sent to quell the situation in Pakistan, which has also spilled over into Afghanistan and Iran. The justification for Russia's weapons dealing is that the terrorist organization causing problems in Chechnya is also the one stirring up conflict in Pakistan. Zalnasko is initially sent into Chechnya on a secret mission with a small squad to track down what is said to be a smuggled weapon that turns out to be a nuclear bomb. Meanwhile, Franklin is in Afghanistan, sent to hunt down the leader of a terrorist organization known as the Hand Of Vengeance. In between these missions, we get missions involving Siddartha's peacekeeping squad who is struggling to pin down a squad of terrorist soldiers operating within Kashmir. Siddartha eventually meets an Indian woman who at first is said to be a medical doctor but later we learn that she is actually a special operative who has been trying to infiltrate a group of terrorists attempting to smuggle a secret weapon into India. The woman joins up with Siddartha's squad and they must protect her as she completes her mission. The main storyline thread is Zalnasko's hunt for the weapon in Chechnya, which is said to be in the possession of the terrorist leader there. The leader of the terrorists turns out to be Russian defector and warlord Gregori Vlaskaya. Vlaskaya is a weapons dealer who has secretly amassed billions of dollars selling stolen Soviet and Russian weapons to shady groups around the world, and it's revealed that he is responsible for secretly smuggling a nuclear weapon into Kashmir. There's a massive raid on Vlaskaya's compound, but even though the compound is secured and most of Vlaskaya's men are defeated, the weapons dealer gets away and all of his deadliest weapons are already gone. After Franklin is able to hunt down and kill the leader of the Hand of Vengeance, it's learned that Vlaskaya was playing the terrorists for fools, and that he still has the weapon that he ostensibly was going to sell to them. Siddartha meets up with Zalnasko, and the two attempt to thwart a terrorist invasion of a city in Kashmir. Though it seems that the mission is going smoothly, and Zalnasko's unit is pulled back, suddenly a nuclear explosion goes off (quite similar to the one in OTL's game), destroying the city and killing Siddartha. Zalnasko barely escapes with his life, and learns to his horror that the nuclear explosion is being treated as an act of war by India, who plans to launch nukes at Pakistan. Zalnasko and a small squad have to relay a message proving that the nuke was detonated by Vlaskaya in order to start a war and sell weapons to both sides, but they end up being ambushed by Vlaskaya and some mercenaries. In the final mission of the game, Zalnasko's squad raids the terrorist stronghold in Pakistan in order to defeat the terrorists and Vlaskaya and send out a message to India to abort their nuclear strike. The nuclear strike is launched anyway, and Zalnasko has no choice but to escape with his squad. Though the dangerous arms dealer is dead, a full scale nuclear war has erupted between India and Pakistan, putting the future of the world in jeopardy as the game ends.

    Call Of Duty: Modern Warfare gets excellent reviews from critics. The Xbox 2 and iTwin versions easily score in the low to mid 9s, while the Wave version also manages strong scores, if not quite as good as the sixth generation version of the game. The biggest differences in the reception of OTL and TTL's games are the sales. OTL's Modern Warfare was a massive hit, becoming the best selling video game of 2007 despite only being sold during the last two months of the year. Released on November 19, 2007, TTL's Modern Warfare is a significantly harder sell than OTL's. With no Iraq War, the military fervor that consumed the 2000s IOTL is nowhere to be found. In addition, Modern Warfare ITTL launches into a market that's actually somewhat more saturated with modern shooter games, most notably the Delta Force series. Critics and fans alike compare the already megahot Delta Force series with Modern Warfare, and not all the comparisons are favorable. Ultimately, while Modern Warfare is still one of the biggest hits of the holiday season, it's not one of the ten best sellers of the calendar year 2007. Instead, it's a bit more of a slow burn, a game that fans discover via word of mouth and critical praise rather than simply jumping on the hype train immediately. It wouldn't be until 2008 that the Call Of Duty series would finally achieve the true triple-A success that it currently enjoys IOTL.
     
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    Fall 2007 (Part 9) - Apple's Handheld Ambitions
  • Lost In The Stars

    Lost In The Stars is a Metroidvania-style adventure game developed by Apple for the iTwin and iPod Play. One of the games commissioned directly by Steve Jobs and designed by his studio of handpicked programmers, it's intended to be Apple's attempt at creating a franchise similar to Metroid. It features 3-D graphics with 2-D gameplay, and stars a female space marine named Latika whose own ship is attacked and who is forced to eject into space in a pod. Suffering for weeks with little food or water, Latika is forced to escape her pod and enter an abandoned space hulk in search of help, only to encounter both the aliens who shot down her initial ship and interstellar horrors beyond her imagination. The gameplay of Lost In The Stars is comparable to Metroid but is also similar to games such as OTL's Axiom Verge. Latika can collect a variety of upgrades and weapons throughout the game, improving her health, mobility, endurance, firepower, and stealth (which unlike the OTL Metroid games is a factor in Lost In The Stars). Latika can switch between her basic beam weapons in combat, with weapons such as a basic blaster, a concussion blaster, a flamethrower, an absorption gun (comparable to Moira's attack weapon in OTL's Overwatch), and a bolt thrower, among others. The ship, which used to be a generational ship designed to protect and comfort space travelers for many years, has a residential area, a recreational area, a hydroponics area, and numerous other themed areas, giving the ship almost an OTL Bioshock feel in the variety of areas it has. The power-ups are distinct and all of them are useful in some fashion, and like the typical Metroidvania game, backtracking is expected as Latika's mobility increases and she's able to reach more areas. The player also gains traps they can use on certain enemies that are resistant to conventional weaponry, allowing Latika to stop them in place and then target weaknesses, or trap them in a substance that damages them. Enemies can also be lured into fighting other enemies, though this usually only works when an alien encounters a spectral enemy. The game's graphics are decent for the system they're featured on, not state of the art but still enough to convey what's happening and to provide a great amount of detail. The iTwin version of the game is of course better looking than the iPod Play version, though neither version looks particularly bad. The iTwin and iPod Play versions of the game have identical content, though the iTwin version has an optional limited FPS mode (inspired by the Ballistic Limit games) that can be utilized in certain areas but is not necessary for gameplay and just allows players to see environments and enemies from a different perspective. The game has very little in the way of voice acting: Latika is the only human character in the game and the aliens don't speak English. Latika speaks in rare narrative scenes and very occasionally in in-game dialogue, though she also makes grunts and exclamations when she gets hurt or finds something interesting. She's voiced by Tiya Sircar.

    Lost In The Stars follows the typical Metroid-style storyline of a space heroine trapped by herself in an unfamiliar environment and forced to battle enemies and find power-ups to get herself home. Along the way, Latika discovers what happened to the denizens of the ship and why they are all dead and the ship is inhabited by horrific nightmare creatures: the ship encountered a tear in the space-time continuum leaking strangeness into the universe, a storyline inspired somewhat by the film Event Horizon (the creatures aren't as nasty as the horrors in that film, but they're still quite scary, ranging from typical Resident Evil style mutated animals to massive eldritch abominations with dozens of tentacles and hundreds of teeth). The aliens who stranded Latika in space aren't any slouches either: they're highly intelligent, well armed lizardlike humanoids capable of fighting the nightmare creatures just as well as Latika is, and their leader, the Parazod Queen, is a being capable of transforming from a beautiful green humanoid woman to a massive creature with six scythe-like claws, dragon wings, and a four-layered mouth. The game is quite difficult at times, especially if the player hasn't taken the time to collect most of the game's quite well hidden power-ups. Lost In The Stars isn't a game for slouches, it'll challenge the player every step of the way and does a very good job at conveying a sense of hopelessness and desperation. The ending of the game takes place after Latika defeats the Parazod Queen in a climactic fight: the Queen devoured a seed before she died and that seed has sprouted into a nightmare creature that threatens to mutate the Queen into a beast that threatens the entire galaxy. Latika must go into the body of the Parazod Queen, find the creature, and destroy it for good. After doing so, she blasts her way out of the Parazod Queen and hijacks the Parazod mothership to finally make her way back home. Lost In The Stars is released for both the iTwin and the iPod Play in early December 2007. Curiously, Apple promotes the iPod Play version far more than the superior iTwin version. The iPod Play version definitely looks more impressive for the hardware, and the game is promoted as a portable sidescrolling adventure as good as any Metroid game. The reviews bear that out: it scores in the mid to high 8s and is considered one of the best iPod Play titles of the year, while the iTwin version gets slightly lower reviews. Promoted as a mature, epic game for the iPod Play, its release couldn't have come at a better time: the iPod Play had been taking a beating from the Supernova that holiday season. The Supernova had yet to see an exclusive Metroid title, and Apple's promotional campaign for Lost In The Stars pointed that out. The result: an actual slight uptick in iPod Play sales. Of all the games to move the needle for the iPod Play, it was a Metroidvania-style game which also got a release on the iTwin. It wouldn't turn the tide for the iPod Play, but it did give Apple's portable division a slight shot in the arm heading into 2008.

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    Handheld Price Drops Highlight Black Friday Deals

    As seen in the numerous leaks and postings of Black Friday sales this year, game companies and retailers have been pushing hard to sell game hardware and software. The Xbox 2 has seen its price lowered to $299 in a few stores for Black Friday, and the iTwin has seen some enticing bundles designed to take some of the sting out of its $399 price tag. However, it's the handhelds that are making some of the biggest splashes this year. The Game Boy Supernova has held firm at a $199 MSRP since its release, and that price has rarely seen any sort of drops, with even sales being quite rare. However, this year will see the Supernova available for $149.99 at Best Buy, and if you want a game, you can get a $169.99 bundle, including the white hot Pokemon Black And White bundle, at numerous retailers, including Best Buy, Walmart, Target, and Gamestop. Apple is also pushing its iPod Play for $149 on Black Friday, at both Walmart and Target this year, which also includes a copy of Sonic: The Collection. The iPod Play, which launched at $299 for its base model in 2004, has seen only one major price drop: to $199 for the Gen 1 model, while its Gen 2 model continues to hold at $299. It's been rumored that the iPod Play's MSRP may see another drop soon, due to the release of the iPhone and iPod Touch (both of which play all current iPod Play games) leading to significantly reduced iPod Play sales, though some analysts expect the current price to hold firm until the release of the rumored iPod Play 3.0 in 2008. It's likely that this year's Black Friday sales will provide a good indicator to both Nintendo and Apple about the effects of a reduced price point for their flagship handhelds. The Game Boy Supernova and iPod Play have both been extremely successful since their introductions, with both handhelds selling over 30 million units each.

    -from an article on Gamespot.com, posted on November 21, 2007

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    Despite Trailing Supernova In Market Share, iPod Play Sales Stronger Than Expected This Holiday Season

    Apple's iPod Play has seen a significant decrease in overall sales volume since the release of the highly anticipated iPhone and iPod Touch in July. It was believed that both products were cannibalizing sales of the iPod Play, and that, combined with the Game Boy Supernova's radically increased success this year, would lead to the iPod Play's ultimate demise after a highly successful first three years at market. However, reports of that demise seem to have been premature: though the Game Boy Supernova is still expected to win this year's holiday sales battle by a comfortable margin, the iPod Play has outperformed industry expectations by around 20 percent so far since the beginning of November. While hit games such as Lost In The Stars are somewhat to thank, Apple can also credit another surprising factor: sales of the iPhone and iPod Touch. While those products, which play all iPod Play games and also include other functionality such as mobile apps, touch screens, and internet connectivity, initially harmed the iPod Play's sales, now both products are actually helping the iPod Play by serving as a method of promotion for iPod Play titles. According to consumer analysts, the iPod Play is now increasingly being seen as a "budget" method of playing games that are becoming increasingly popular on the iPhone. Due to the iPhone and iPod Touch's high price tags, the iPod Play is being seen as the cheaper option, and it's able to play about 97 percent of iPhone games, with only a few touchscreen and HD mobile apps being unavailable on the iPod Play. The iPhone's strength has also strengthened the Apple brand in general, raising awareness of the iPod Play and iTunes Store. Apple's iTwin has also benefited from this effect, which has helped it outpace the Xbox 2 in sales this holiday season thus far. Currently, iPod Play sales are the strongest they've been since last December, and 2008 looks to be another strong year for the handheld, featuring a spinoff of the hit iTwin skiing title Downhill, a sequel to the hit survival horror game Resident Evil: Desertion, and a brand new unique Sonic the Hedgehog game.

    -from an article on Games Over Matter, posted on December 17, 2007

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    December 17, 2007

    Reggie Fils-Aime was confident, quite a bit more confident than he'd been just a few months ago, when the iPod Play's sales were faltering and Steve Jobs was getting ready to fire half of Reggie's staff (and perhaps even Reggie himself). The meeting had lit a fire under Reggie's ass, and Reggie was ready to make some serious changes to the way the iPod Play was being promoted and developed for.

    The first change was simple: more games. Reggie immediately fast-tracked a new Sonic title into development, and mined Sega's IP archives for properties that could be developed into brand new handheld hits. In addition, he sought to close the gap between the iPhone and the iPod Play, and to that end, he asked mobile developers to produce versions of their touchscreen hits utilizing traditional controls. These "classic gamer" versions of touchscreen games would begin filtering onto the iPod Play's digital storefront in 2008, and Reggie's emphasis on traditional controls would have an effect on the burgeoning mobile gaming market in ways that even he wouldn't be able to anticipate.

    Reggie's second idea involved something that he didn't like to do but simply had to be done considering how strong the Game Boy Supernova currently was. The price of the iPod Play had to come down. The Gen 1 iPod Play needed to be sold at $149.99, and the Gen 2 model would have to come down to $199.99. Steve Jobs initially hated the idea, and Reggie agreed with him: the iPod Play was a premium gaming device, and it deserved to be sold at a premium price. But economic and market realities had to be accepted: people would only buy the iPod Play if it was cheaper. The price cut would be done gradually: first some test sales at $169.99, then some Black Friday sales. If these sales worked, the price cut would be introduced on a permanent basis at the beginning of 2008.

    The third idea, and easily the most important one, revolved around the iPod Play 3.0 concept. What exactly would it be? Would it have a touchscreen? Would it play games that the earlier models couldn't? Jobs, Reggie, and Apple's team of hardware and software developers labored over ideas. The iPod Touch was already being described as an iPod Play 3.0, but it was digital download only, and necessitated an SD card slot, another compromise Steve Jobs absolutely hated, to be able to play games. Maybe iPod Play 3.0 would come with a massive amount of storage, something like 32 GB or 64 GB... but that would raise the price astronomically and destroy its chance of competing against the Supernova. Maybe the iPod Play 3.0 would have a touchscreen, but what good would that do, fragmenting the player base?

    It became increasingly apparent that the solution to Apple's handheld problem wouldn't be simply improving the iPod Play. Apple would need the next iPod Play to be to the iPhone what the original iPod Play had been to the iPod Classic: a machine designed just for playing games, as good as they could be, with no bullshit. In short, an actual iPod Play successor handheld.

    "What we're talking about is the beginning of the eighth generation of gaming devices," said Reggie to an assembled crowd of Apple programmers and developers. "The next Apple gaming handheld, target release holiday 2009. The most powerful gaming handheld ever."

    There would be no iPod Play 3.0. The next model of the iPod Play would be the next generation iPod Play.

    Now all that needed to be done would be to design it... and for Steve Jobs to come up with a name.
     
    Fall 2007 (Part 10) - PC Gaming And Microsoft's Future
  • Powerbroker

    Powerbroker is an open-world RPG/action simulation game developed by Lionheart Software (not to be confused with Peter Molyneux's long-defunct Lionhead) and published by Eidos. The game allows the player to create their own protagonist (male or female) who starts out as an aide to a member of the city council while also having their own job (which the player can pick from a list of 20 or so). From there, the protagonist's goal is to rise to power in the city through legal, illegal, or semi-legal means. There is a massive variety of goals that can be completed, from positive goals such as ensuring housing for the poor and bringing new jobs to the city, to negative goals such as creating an enormous criminal empire or turning the city into a fiery hellscape. Powerbroker is like Grand Theft Auto on steroids, giving the player an unprecedented amount of freedom in a massive city. While players are able to acquire weapons and go on a killing spree, this is MUCH more difficult than it is in Grand Theft Auto, as the protagonist has comparatively little health and police are much more competent and responsive. Instead, players are encouraged to manipulate others into doing their bidding. The game is all about manipulation, with a huge amount of NPCs that have their own relationships with the protagonist, endless dialogue trees and missions that can be performed, and a huge variety of actions that the protagonist is free to take. Most players will probably choose a path of simply gaining power in the city and becoming a sort of crime boss by establishing relationships with both legitimate businesspeople and political figures while also amassing gangs in the streets as followers. The player can also choose to remain an aide to the city council member and rise to power that way, as a consigliere of sorts. The game has a "main" plot, which involves a rival character named Ethan Johnson who essentially seeks to screw over the protagonist by any means necessary and can't be easily killed or removed from the picture. Once Ethan's machinations are foiled, the "main" story ends, opening up a few new options for the player, but this main storyline is only about 5 percent of the overall game and can be completed relatively quickly by any number of means. The primary goal of Powerbroker is whatever the player wants it to be, and that's the lure of the game. The city itself is called Hetlinberg, and it's a massive city, with a population of two million or so people. Hetlinberg's extensive suburbs are also included in the game, giving the player an unprecedentedly large area to explore and work in. Hetlinberg is about four times bigger than San Andreas in the Grand Theft Auto series, making it more convenient to explore via automobile. The protagonist is given their own car, and can buy more cars, though they can also steal a car. Stealing a car is as easy as it is in the Grand Theft Auto series, though it's also much easier to get caught. Fortunately, driving is fairly easy too in this game, so wrecking a car isn't such a big deal. It IS possible to run people over, however, and while this has more consequences than it does in the Grand Theft Auto series, it's relatively easy to run over people and get away with it in this game too. Dying sends the player back to their last save, though getting arrested gives the player a choice: go back to the last save, or allow themselves to go to jail, where it IS possible to become a prison overlord, though it's much more difficult to accomplish legitimate political goals after being arrested, especially for severe crimes. In addition to leveling relationships in Powerbroker, players can level up many different stats, ranging from physical to mental to social, giving the game a major RPG-style level progression system. There are also numerous minigames, including bar games, sports, and even some 8-bit style video games, with a total of over 30 minigames in all scattered throughout. The scope and vision of Powerbroker is unprecedented for its day, and the massive size of the game necessitates some compromises in graphical fidelity, though it still looks better than pretty much every console game of its day. The game features about 50 licensed music tracks, including "Sympathy For The Devil" by the Rolling Stones (the game's theme song), and voice acting from a smattering of minor celebrities.

    Powerbroker, like Necrocracy, had an extended developmental cycle, beginning development in 2002. The game was first shown off in very limited form in 2004 and then given a proper trailer and gameplay demo at E3 2005, where it took Best In Show despite being only about 40% complete. Programmers needed to deal with the huge scale of the game and squash many, many bugs, delaying release from 2006 and numerous times throughout 2007. Powerbroker is released on Windows PC in November 2007 and on Macintosh in early 2008. The scope of the game makes a console release, even on the Sapphire, impossible at the time, making it the year's biggest PC exclusive. Critics score the game extremely highly, praising its realism, its enormous explorable city, its gameplay ambition, and a variety of other factors, and its overall critical score would be comparable to Necrocracy. It's compared immediately to the upcoming games SimSociety and Grand Theft Auto II, with many critics saying that the game has upstaged both of them. Powerbroker would get at least one DLC, expanding the size of the world even further and adding more missions and more customization options. It would be considered one of the most groundbreaking and addictive games of 2007, and sales would be exceptional, easily one of the biggest PC hits of the year. Videos of players just messing around in the game would be some of the most popular on Youtube, Videocean, and other sites throughout the coming year and beyond, and an extensive modding community would develop around the game to add licensed characters and other assets.

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    The brilliance of Undying isn't in the game's graphics, which offer unprecedented fidelity on a high-end PC and are still pretty on a basic $700 rig. The brilliance of the game lies in how the game handles death, bringing the player instantly back to life but strengthening the enemies every time the player is killed. Either they'll persist and overcome, or the player will have to finally surrender and allow themselves to die, returning to the last checkpoint with the enemies restored to their original strength. It's in the moments when death is well and truly impossible, that the player must find a place to hide or to flee, that the game's unique themes really shine through. This is the one FPS that will make players beg for death, and when it doesn't come, they'll be looking for some way, any way to escape overwhelming odds. It's one of the year's most groundbreaking shooters, and a breath of fresh air in a gaming landscape becoming flush with them.”

    -from Alex Stansfield's 10/10 review of the PC and Mac exclusive first-person shooter Undying, posted on Games Over Matter on August 26, 2007

    Mysteries Of Modera is a really unique and fun take on an online adventure game! By forcing teams of players to work together to solve puzzles and mysteries, it truly gives each player something to do and encourages teamwork in a way that squad-based shooters and sports games don't always accomplish. In Mysteries Of Modera, there's no 'one man hero squad', since that simply won't work. Players have to rub their brain cells together, come up with a solution, and then delegate carrying out that solution. Only people who are truly dedicated to teamwork need apply! It's not for everyone, but for folks who want the feeling of solving mysteries on a team, Mysteries Of Modera is the game for you!”

    -Chloe Maritzen, reviewing the PC and Mac exclusive MMO Mysteries Of Modera on the December 13, 2007 episode of G4's show Framework

    "And thanks to hits such as Undying, Powerbroker, and World In Conflict, Steam has seen a major surge in business this year. The service has nearly doubled in users, and overall revenue has increased 175% in the last 18 months, making Valve's PC gaming service one of the hottest tech commodities in the industry. Combined with continued profits for games such as Half-Life 2
    and Team Fortress 2, and the company is rolling in dough. Valve continues to be surrounded by Microsoft acquisition rumors, and if Microsoft did acquire the company, as they have wanted to do since before the launch of the Xbox 2, it could be one of the biggest mergers not just in gaming history, but in tech history, and would certainly put rivals Nintendo and Apple on notice."

    -
    from "Steam Rolling The Competition", an article on Wired.com, posted on December 18, 2007

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    Alex Stansfield: The thing I'd like to know is: if Microsoft wanted to acquire Valve right now, where would the money come from? Because Valve is one of the few companies in tech that's doing exceptionally well right now.

    Takayo Tezuka: Well, Valve and Apple.

    Stansfield: Precisely.

    Tezuka: Windows Vista, is... it's not doing well. It launched to a lot of fanfare, a lot of sales, but now that it's been installed in people's computers for a while, it's having some problems.

    Stansfield: There are glitches, it's slowing down people's computers... sales have plummeted, people are sticking with Windows XP. I put Vista on my computers and I'm regretting it. I'm muddling through it, because it'd be a pain in the ass to switch back at this point, but a lot of people aren't even bothering with Vista right now.

    Tezuka: And the Xbox 2 is kind of struggling a bit against the iTwin, but is that more about how popular the iTwin is or is that because the Xbox 2 isn't as good?

    Stansfield: Well, I like the Xbox 2, I've been playing a lot of games on there, but the iTwin is enticing too. I think people just really like the iTwin. But Microsoft isn't just the Xbox 2, its the PC business and it's Windows Vista and with the economy doing, you know, it's not so great, so people are slowing down on tech purchases and they're definitely holding back on Vista.

    Tezuka: Microsoft still has a lot of money, so if they wanted to acquire Valve, they could.

    Stansfield: But the way Valve is going right now, Microsoft would have to really put some money out there. They should've gotten Valve cheap, instead of just securing some exclusives and that Xbox Steam service. Which, by the way, is actually doing pretty well. They're putting some current games on there. World In Conflict is coming to Xbox Steam, which is one of my favorite games of the year and having it as an exclusive on the Xbox store is a big get for them. S.T.A.L.K.E.R. is on there too, and it's one of the best selling games on the service. And then there's a TON of PC classics on there and more are going up every week. So that's one of the best things going for the Xbox right now. But the PC gaming market is growing and Microsoft would have been getting the overwhelming majority of that pie instead of just a sizable piece. I think that unless Vista starts doing better, unless they fix some of the problems with it, they're not going to be able to buy Valve.

    Tezuka: I think that maybe if they really need a shot in the arm, they could still go after it. We'll see. I think even at this point, it would be a smart move for them.

    Stansfield: Are you rooting for them to do it?

    Tezuka: *laughing* I always root for smart business decisions!

    Stansfield: I don't know what I'd do if I was in Microsoft's position.

    Tezuka: I would buy Valve right now if I was them!

    Stansfield: I'm not so sure Gabe Newell wants to sell it at a fair price, and considering that now that fair price would be in the billions... honestly right now I think Apple might be smart to make a play for Valve.

    Tezuka: That would be smart but I think Apple's more likely to push for the Steam client to come to Mac OS.

    Stansfield: There are so many factors at play here, and I haven't even gotten the chance to talk to you about Nintendo yet! We've spent most of our time talking about Microsoft!

    Tezuka: Maybe we can have you back on around the time of the Sapphire launch?

    Stansfield: That would be awesome.

    Tezuka: Our time's about up but I want to give a big thank you to Alex Stansfield from Games Over Matter, go and check out his website for all the latest gaming news, and that's also it for this week's "Tezuka On Tech". Coming up after the break, what should you do if you're worried that your mortgage is about to go underwater? I'm going to talk about the way that a group of homeowners in Louisiana are raising the value of their homes with some very creative methods, but will those work for you? See you after the break! *reaches over and shakes Alex's hand and then hugs him as the show goes to commercial*

    -from the December 19, 2007 episode of Renegade Finance on CNBC
     
    Fall 2007 (Part 11) - The Supernova's Big Guns
  • Squad Four Unauthorized

    Squad Four Unauthorized is a 3-D shooter/action title exclusively for the Game Boy Supernova. Similarly to the console Squad Four titles, Squad Four Unauthorized is divided into a series of missions that feature the heroic members of Squad Four using their weapons and skills to save the galaxy from evil. Unauthorized is a shooter, much like previous games, but with less exploration and more on-rails segments, with smaller, tighter areas and more action and combat at the cost of less exploration. This is intended to provide more bite-sized, faster paced missions for handheld players, giving them all the fun of the console series but with a lesser time investment. Characters also have more rapid-fire attacks, with faster combo moves and a wider weapon spread, in an effort to streamline the combat system from Squad Four Upheaval and also to take the series toward more of a hack and slash style that would be fully implemented in a future console game. There are 20 missions in all, and players are able to select the character they want to use in 14 of them, while six of the game's missions require the use of a specific character (two for Shad, two for Rebecca, one for Marcus, and one for Lane). About 75 percent of the gameplay involves freeform exploration, with about 25 percent putting characters on rails, walking or running on a defined path while shooting at enemies. Many of the boss fights (about two-thirds of them) are on-rails as well, with players shooting from a fixed point or using QTE commands to damage enemies. Power-ups are gained as in previous titles, and only used for the level that the player is currently on, the buffs reset from mission to mission. The game's plot takes place between the events of Squad Four Rebellion and Squad Four Upheaval. In the aftermath of the revolt that shook Lockstar to its core, a number of criminals in the galaxy have gone unchecked, including a war criminal named Marshal Aotama. Aotama has established a dictatorship on a small moon, Silvra, orbiting a gas giant, and he is attempting to negotiate with Lockstar for recognition of his regime. Lockstar, weakened by civil war, has no choice but to recognize Aotama's rule, but Shad, knowing that one of his old friends has been taken prisoner by Aotama, asks to lead a mission to depose him. Lockstar's provisional government refuses, but the president speaks with Shad in secret and says that if Squad Four can stop Aotama on their own, there's nothing that Lockstar can do to get in their way. Shad and his team go to Silvra to do battle with Aotama and his army, but learn that Aotama's forces are much stronger than previously believed, and that if Squad Four messes up, it could lead to an invasion of Lockstar. Squad Four must find the cracks in Aotama's ironclad control of the world and take him out of power before the peace of the galaxy is threatened.

    Squad Four Unauthorized is released on October 23, 2007. It's the first original handheld Squad Four game, and was expected to be one of the Supernova's biggest games of the year. However, initial reviews are somewhat tepid, averaging around an 8/10. While some reviewers applauded the game's tight focus and handheld-optimized gameplay, others criticized it for not being the true full console Squad Four experience they'd expected. Even the graphics, which were expected to be cutting-edge, were somewhat pedestrian for the Supernova. The game looked good, better than Rebellion but not as good as 2003's Upheaval. The rail shooting segments, while polished and for the most part fun, were also criticized, with reviewers bashing the game for going back to an "obsolete" style of gameplay, and the fact that a majority of bosses were fought in this style exacerbated complaints even more. Overall, the reviews for Unauthorized were the worst for any game in the series thus far, and the game was also a slight sales disappointment, though it was still a million-selling hit. Coming off the high that was Star Fox: Heroic Universe, the public wasn't ready to give up on the Squad Four series just yet, but the series' first Sapphire installment and next Supernova installment (both rumored to be coming in 2009) would need to be somewhat better to keep the series on top in the eyes of Nintendo fans.

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    Super Mario Dimensions 2

    Super Mario Dimensions 2 is a 3-D platformer exclusively for the Game Boy Supernova. It's a direct sequel to the 1997 Ultra Nintendo launch title, and features much of the same gameplay and mechanics, with significantly improved graphics and numerous quality of life improvements, including smoother controls and faster mobility around the game's vast open world. Like the previous title, Super Mario Dimensions 2 takes place in the Mushroom Kingdom, which has been divided into six segments of three worlds each. Despite there being three less worlds to explore than the previous game (18 as opposed to 21), the areas of Mushroom Kingdom lying outside the dimensional worlds has been expanded with many more things to do, and the worlds themselves are quite larger than the worlds in Super Mario Dimensions. In addition, there is now a total of 240 stars in the game instead of 180. Players can explore the game from the beginning as either Mario and Luigi, and each of them can collect each of the game's stars, giving the game an actual total of 480 stars. The worlds have been cleverly designed to provide subtle differences in exploration for both Mario and Luigi, with areas that are easier for one brother to reach and harder for another, though it is possible via clever platforming for either Mario or Luigi to reach anywhere in the game. Players can't switch between Mario and Luigi in the middle of a world, they must select one of the brothers to be before entering. Super Mario Dimensions 2 is packed with throwbacks to previous Mario games, including three "retro" worlds based off of previous games, and six of the worlds from Super Mario Dimensions also making a comeback. There are numerous 2-D platforming segments in the game as well, about 30 of the stars consist of 2-D platforming segments. The game's plot is fairly simple: the dimensional machine that Bowser used to create the rifts in the original Super Mario Dimensions has developed a mind of its own, and has generated a being, Dimentio, from the rift (yes, the villain from OTL's Super Paper Mario is also the villain of this game). Dimentio throws Mushroom Kingdom into chaos, and even Bowser finds himself caught up in the dimensional rifts, getting thrown into the void along with Princess Peach. Only Mario and Luigi are able to withstand the chaos, and now they have to travel the dimensions, stop Dimentio, and save their friends.

    Like Super Mario Dimensions, each set of worlds is broken up into segments. Players must collect a certain number of stars to get past one segment and to the next segment, with an intervening boss dungeon between each segment. Only stars collected on a certain character will count, so if 10 stars are required, they have to be collected with either Mario or Luigi, players can't collect five with one and five with the other.

    Segment 1: Twisted Toad Town (It's Toad Town, but totally abandoned as all the Toads have been sucked into rifts. Mario and Luigi can find the Toads to gain stars.)
    Bob-Omb Battlefield- A returning Super Mario Dimensions world is once again the opening world of this game. There's now a huge fort, and a belligerent army of Koopas throwing Bob-Bombs everywhere.
    Thicket Forest- A forested level with lots of trees for jumping and hidden stars all over the place.
    Seasick Harbor- A world that's half harbor town and half explorable ocean, with plenty of hidden stars.

    After 10 stars are collected, Mario and Luigi can access a short dungeon level and fight the game's first major boss.

    Segment 2: Broken Pipe Hills (Pipe Hills, but with all the pipes broken or twisted to take Mario and Luigi who knows where.)
    Cool Cool Mountain- A returning Super Mario Dimensions world. The mountain is now experiencing a severe blizzard, and an avalanche has opened up a series of ice caves.
    Uneasy Plains- A grassland area full of hidden dangers and puzzles, and massive tornadoes whipping across the landscape.
    Vanilla Dome- Returning from Super Mario World, this massive cave system can now be fully explored in 3-D, with plenty of original Super Mario World throwbacks.

    After 25 stars are collected, Mario and Luigi can access a short dungeon level and fight the game's second major boss.

    Segment 3: The Great Rift (a sort of dusty valley like area with occasional earthquakes)
    Wendy's Candy Shoppe- A candy-themed world operated by Bowser's daughter Wendy, who Mario and Luigi have to somehow convince to help them.
    Shifting Sand Land- A returning Super Mario Dimensions world. A town full of Shy Guys is offering tours of the pyramids, of which there are now three.
    Electroshift Factory- Another factory level where Mario must manipulate electricity and switches to open passages and find Stars.

    After 40 stars are collected, Mario and Luigi can access a short dungeon level and fight the game's third major boss.

    Segment 4: Dangerous Dimensions (A strange, twisted place where dimensions phase in and out of one another. Contains lots of throwbacks to past Mario games.)
    Lethal Lava Land- A returning Super Mario Dimensions world. There's more landmasses here, and a giant fire breathing dragon that occasionally pops up.
    Ancient Ruins- From Super Mario World 3, these ancient ruins are even more ancient and even more ruined, and Dimentio has brought some of the stone denizens of the temples to life...
    Big Boo's Bayou- A swamp-themed world haunted by Boos, Mario and Luigi will need to keep their wits about them to survive here. This level has a lot of similarities with the similarly-named track from Mario Kart: Crash Course.

    After 60 stars are collected, Mario and Luigi can access a short dungeon level and fight the game's fourth major boss.

    Segment 5: Dimentio's Casino (A neon lit nightmare where Mario and Luigi must navigate giant slot machines and tables to find Stars and reach the area's three worlds.)
    Tick Tock Clock- A returning Super Mario Dimensions world. Mario can now more thoroughly explore the gear system of the clock, which has expanded greatly.
    Steamy Jungle- Returning from Super Mario World 2, this jungle themed world also has some Yoshi's Island throwbacks, and Mario must help a bunch of Yoshis that have encountered trouble here. Unfortunately, Yoshi, like in Super Mario Dimensions, isn't playable in this game.
    Strange Weird Land- A returning Super Mario Dimensions world. The landscape of this world has totally shifted, though the strange movements and psychedelic scenery remains, enhanced by the Supernova's increased graphical might.

    After 80 stars are collected, Mario and Luigi can access a short dungeon level and fight the game's fifth major boss.

    Segment 6: Peach's Phasing Castle (Peach's Castle, but twisted beyond recognition by dimensional rifts.)
    Hot-Cold Ocean- An arctic sea where Mario and Luigi will slowly freeze unless they huddle around deep geothermal vents. Exploration is quite difficult here.
    Darklit Dungeon- A stone dungeon where Mario and Luigi will have to carefully navigate the darkness to find their way.
    Bowser's Besieged Battleship- A space battleship taking constant fire, Mario must find Bowser here and defeat him to gain access to Dimentio.

    After 100 stars are collected and after Bowser is defeated in Bowser's Besieged Battleship, Mario and Luigi can access Dimentio's Dastardly Dungeon, the game's final level. Dimentio is fought in two stages: one battle against a small, humanoid Dimentio, and another against a gigantic rift beast where Mario and Luigi must work with Bowser and Peach while phasing through dimensions to fight him. After the battle, Dimentio is defeated and the rifts are repaired, but Dimentio himself erases everyone's memories and escapes. While the Mushroom Kingdom is restored to normal and everything is peaceful, Dimentio himself remains a dangerous threat, and the game implies that he'll return sooner rather than later, setting him up as the villain of Super Mario Flip. Collecting all 240 stars with either Mario or Luigi enables players to visit the roof of the castle and receive a special costume reward, while collecting all 480 stars opens up Grandmaster Tower, a gauntlet of challenges for only the most skilled Mario players. Collecting that star, the 481st, gives the player a secret ending teasing Super Mario Flip.

    Super Mario Dimensions 2 is released on November 20, 2007. The game gets outstanding reviews upon release, considered by most reviewers to be the best Game Boy Supernova title yet. Reviewers praise the game's incredible scope and scale, its level of challenge, the creativity of its worlds, and the nostalgia of the throwback worlds. It's everything it was expected to be and more, and is acclaimed one of the best games of the year, comparable to Powerbroker and Necrocracy, and even OTL's Super Mario Galaxy. It becomes one of the biggest selling games of the holiday season and moves a ton of Game Boy Supernovas, furthering that handheld's lead over the iPod Play. It also elevates the Super Mario Flip hype to a fever pitch, especially since it features that game's villain.
     
    Fall 2007 (Part 12) - Sonic Duo
  • Sonic Duo

    Sonic Duo is the first main series Sonic The Hedgehog game for the Apple iTwin. It's a combination 2D/3D platformer, developed by Sonic Team and published by Apple. Launched very closely to the 15th anniversary of the release of Sonic The Hedgehog 2 (the title screen launches with a Sonic 2 15th Anniversary logo), Sonic Duo is, while not being a remake or even a re-imagining, can be considered a major throwback to that classic game. Sonic and Tails are the main protagonists and the only two playable characters, and the game focuses heavily on their friendship, forcing them to rely on their teamwork to clear hazards and challenges and rescue their friends from the evil Eggman. The gameplay involves players controlling both Sonic and Tails, and has three main modes of play. Mode one is the default mode, in which one player controls both Sonic and Tails, using the dual iTwin controllers and a special control scheme that makes it easy to control two characters at once, using a combination of motion controls and the trigger button to perform movement and spins, and the A button on each controller to perform jumps. This special "Duo Mode" control scheme is a bit tricky at first, but the game's opening levels give the player ample opportunities to learn, and eventually controlling both Sonic and Tails becomes second nature. However, for those who would rather be just one of the characters, there's the "Classic Mode", in which either the dual controllers or a traditional controller is used to control either Sonic or Tails, and the AI (which is quite good and knows what the player wants to do most of the time) controls the other, with button prompts enabling players to issue commands or switch on the fly. Then there's "Partner Mode", in which one player controls Sonic and another player (either locally or online) controls Tails. Players in Partner Mode can either use one of the iTwin controllers or both of them (or the traditional controller). During this mode, if the two players get too far apart in 3-D mode, a split-screen will appear to allow both players to see their character, while in 2-D mode, the screen will simply zoom out (players can't get too far apart in 2-D mode, if someone falls too far behind, they'll lose a life, similar to Super Mario Bros. Wii). Sonic Duo features a mix of 2-D and 3-D platforming gameplay. Most of the game features traditional 2-D sidescrolling Sonic gameplay, but at pre-defined transition points, the game will shift into 3-D and open up for large, explorable areas. These aren't as big as the levels in a traditional Mario 3-D platformer would be, but most of them are big enough to do some exploration, where the player can hunt for secrets or simply complete the objective and head to the goal. Most of the game's secret items are found in 3-D mode, and the player can progress through these segments at their own pace: do they want to look for secrets, or continue onward to the end of the level? It's left completely up to the player how much of the 3-D segments they want to play, but the beautiful graphics and fun gameplay do encourage exploration. These 3-D segments almost always come at naturally slow parts of the stage, so they've been designed not to break up Sonic and Tails' rapid looping and zooming through the stages. When they DO interrupt rapid 2-D gameplay, it's in order to allow rapid 3-D gameplay, and the segments are paced so as not to slow the player's momentum when moving through them. While Sonic Team wasn't able to completely eliminate awkward 2-D to 3-D transitions in a few levels, it's kept at a minimum, and overall most of the reception to these segments is positive. As stated before, Sonic Duo plays mostly like a classic 2-D Sonic platforming game, and there's lots of callbacks and fanservice for people who have followed Sonic titles throughout the years. Virtually every main Sonic game and spinoff has some sort of callback in Sonic Duo, and events of previous games and even some events from the comics and cartoons are explicitly referenced. The game from the very beginning was created with longtime Sonic fans in mind, though it's also intended to bring new fans into the fold and most importantly to sell iTwin systems. The game features beautiful HD graphics, with vivid colors, character animations, and backgrounds designed to be the most diverse and striking ever seen in a Sonic game, and sets the standard for graphics on the iTwin thus far. The game features a huge soundtrack filled with brand new compositions and classic series remixes, and a total of four lyrical songs, including the opening theme song "Friends Forever" by Crush 40, a dramatic, upbeat rock track that symbolizes Sonic and Tails' bravery and friendship and is meant to be an emotional piece that gets people hyped to play the game. Many of the series' longtime voice actors return (including Cree Summer as Corona and Jim Cummings as Eggman), but Sonic and Tails get new voice actors in this game: Sonic is voiced by Duncan Brannan, and Tails is voiced by Kate Higgins. Both would reprise their roles as these characters for quite some time after this game.

    Sonic Duo begins with a cutscene showing Sonic and Tails getting ready to enjoy a nice vacation with their friends, when suddenly Eggman's massive new airship appears in the sky. The airship sends out hundreds of energy blasts, which ensnare Sonic and Tails' friends and capture them. Sonic and Tails narrowly avoid being captured but are forced to watch as their friends are sucked up into the sky. Eggman plans to use the bravery of the captured heroes to power his new machine, which Tails believes to be a new Death Egg. Sonic sees the energy being dispersed all over the world, meaning that Eggman must be holding their friends in many different places at once. This leaves Sonic and Tails no choice but to begin journeying around the world to find their captured friends. Thus begins Sonic Duo, in which Sonic and Tails are the only hope to save the universe from Eggman's most evil plan yet. Sonic Duo features more plot and cutscenes than any Sonic the Hedgehog game to date, all of them rendered in full 3-D. These cutscenes feature plot twists and dramatic action, emotional moments and split-second rescues. In Sonic Duo, Tails isn't being constantly rescued by Sonic: instead, both of them find themselves in an equal number of situations where they have to rescue each other. While Tails still looks up to Sonic like a mentor and big brother, they're partners in Sonic Duo more than they are in any other game, getting to play the hero equally. The game also extensively goes into their backstories, particularly Tails' backstory, where we are treated to an extensive series of flashbacks showing how Sonic and Tails first met and how Tails got his nickname (as his given name is Miles Prower), being subjected to bullying because of his twin foxtails. Tails' inventions also come into play heavily in the game (not really in terms of gameplay, which remains fairly basic, but during cutscenes and scripted gameplay events in which Tails activates an invention to clear an obstacle, rescue a hero, or use during a boss fight). In some sense, Tails can ALMOST be considered the primary protagonist of the game. Sonic Duo features ten zones, with five acts each. However, one of the zones is "secret" and can only be accessed by getting all the Chaos Emeralds and completing all the bonus acts. In addition, each zone only contains four acts by default, as the fifth act is also "secret", a special challenge level that can only be reached by getting all the secrets in each of the initial four acts. The seven Chaos Emeralds are found in the fifth acts of Zones 1-7, and enable Sonic to become Super Sonic, while a special secret machine in Act 8-5 enables Super Tails, and Act 9-5 contains a secret boss that can be defeated to open up the tenth Zone. The fifth act of the tenth zone is also super-secret, its access method will be detailed later. The fourth act of Zones 1-9 contains that zone's boss. Of the other acts, about 40 percent of them have mid-bosses of some kind, either within the level itself, at the end, or sometimes both. Every main act in the first eight zones ends with a character rescue, and there are 32 characters to rescue in all, though the most consequential characters are rescued during the fourth acts of each mainline world, with a special cutscene showing their rescue. In some cases, a character will help rescue themselves, though most of the time it's Sonic or Tails doing the rescuing.

    The zones are as follows:

    Emerald Hill Zone
    The game's first zone is a throwback to the classic first zone of Sonic The Hedgehog 2. Though it's still a grassy paradise, there's a lot more going on here, with Eggman's mechanized minions all over the place. The final battle in Act 4 is a classic throwback to the 2-D Robotnik battles of the original Genesis games, with Sonic and Tails battling Eggman in a flying saucer with Amy Rose tied up and dangling from the bottom of it. After Sonic and Tails do sufficient damage to the saucer, however, its weaponry overwhelms them, and Amy has to free herself and bash the saucer with her hammer. The three seem to have brought down Eggman, but it's actually a self-destructing robot and they barely manage to get away in time. Amy tells the two that someone was being brought into some caves, and that kicks off the second zone.

    Underground City Zone
    Sonic and Tails find themselves in a massive underground city. After going through some normal looking caves in Act 2-1, the two find a city, complete with a shopping mall that they have to fight through in Act 2-3. The final battle of this zone is against a massive mole robot piloted by Eggman's minions, with a caged Big the Cat giving it energy. Sonic and Tails eventually defeat the robot and free Big, though he's weakened from being used to power that massive mole. The two help him get some rest, but are soon forced to answer the challenge of an ancient and deadly warrior who has taken another of Sonic and Tails' friends, Flare the Tortoise, hostage.

    Samurai Battle Zone
    This zone is based on ancient Japan, and features plenty of duals against ninja and samurai enemies, as well as an exotic variety of creatures. In every act, the warrior shows up to taunt Sonic and Tails, encouraging them onward through all the dangerous hazards. Finally, they battle the powerful warrior, who already defeated Blaze after Blaze was able to get free and challenge him. Sonic and Tails work together at first, before the warrior, in order to have a "fair" fight, isolates one of them and battles the other in a one on one fight. In two-player mode, the caged player must help the free one any way that they can, and working together, the two defeat the warrior and rescue Blaze.

    Mile Wide Highway Zone
    This zone is based on a busy freeway, and involves both 2-D and 3-D excursions across lanes of traffic, with occasional trips through canyon-like scenery and even, at one point, a 3-D suburban area. The conclusion of this zone is in a large construction area, and the boss is a massive living construction crane which has taken Corona the Butterfly hostage. Corona is tied up and unable to get free, and is extremely frustrated and embarrassed with this situation (she hates having to be rescued), though she does find ways to help out whenever she can. However, she eventually does find herself in real peril, but Tails is able to rescue her from danger. Corona mentions that Knuckles is being held somewhere and goes off to rescue him alone, despite Sonic and Tails trying to get her to stop.

    Wicked Cauldron Zone
    This is a spooky zone that takes place in a series of creepy Halloween locales, where the boss is an evil witch being hired by Eggman to channel more energy out of his remaining captives. Sonic and Tails fight their way through all sorts of spooky horrors here, which begin getting to Tails, frightening him and causing him to start to mess up in crucial moments. Sonic is able to encourage Tails, but it is the start of some tension between the two. Eventually, the two reach the witch, who is threatening to toss Rouge into her cauldron to make a deadly potion. Rouge is able to slip away, and helps Sonic and Tails to defeat the witch after the witch transforms into a giant evil tree.

    Sun Drenched Desert Zone
    Sonic and Tails continue on their journey, this time through a hot desert full of snakes, sand, and pyramids. The boss of this game is Wreckahatun, an evil pharaoh who's transformed into a huge monster. Wreckahatun is holding Dr. Scales hostage in a massive pyramid which Sonic and Tails have to climb up during Act 6-4 (of all the acts in the main part of the game, 6-4 is the most 3-D based, with about 80 percent of the act and the entire boss fight in 3-D, and Sonic and Tails having to split up to solve puzzles). Zone 6 is the one that starts to give Sonic trouble, as Sonic isn't as smart as Tails and misses the solutions to a lot of puzzles. However, the two have to resolve their differences to rescue Dr. Scales, who tells them that Lydia and Rover have both been taken away to the next zone.

    Experimental Zone
    The Experimental Zone is a series of laboratories and strange science areas that Sonic and Tails must battle their way through. Rover has been cloned by Eggman, and Sonic and Tails have to battle Rover clones throughout the stage. In addition, the tensions between Sonic and Tails culminate in this level, with Tails' self-doubt reaching its climax after Sonic is hurt in Act 7-3. The two must both put their doubts away to rescue Lydia and Rover, who are being trapped by the most powerful and dangerous Rover clone yet. Though this clone is physically the smallest boss in the game, it's also one of the deadliest, able to zip around very quickly and use powerful laser weapons. Sonic and Tails defeat the clone and rescue Lydia and Rover, and prepare to make their final assault on Eggman's lair.

    Archipelago Zone
    The Archipelago Zone is initially set up by the game to make the player think they're reaching the end. This zone is a series of islands that includes a difficult jungle-like stage, an exploding volcano, a race across a series of battleships, and in Act 8-4, the final assault on what appears to be Eggman's lair. In the first boss fight, Eggman has brainwashed Knuckles, who turns on Sonic and Tails and attacks them. Corona shows up and tries to reason with Knuckles, but he attacks her too, seemingly fatally. Sonic and Tails battle Knuckles again and finally get him to snap out of his brainwashing, but Knuckles is left with the badly injured Corona, who appears to be dead. Sonic and Tails make their way to Eggman and tell him that what he did to Knuckles and Corona is unforgivable, setting up a climactic boss fight against Eggman in a massive robot. After Eggman is seemingly defeated, however, he reveals that he's finally completed his ultimate weapon: the Death Eclipse, a massive version of his Death Egg so vast and powerful that it can block out the sun. Just as it looks like Sonic and Tails are about to meet their doom, a miraculously recovered Corona shows up with Knuckles and the two manage to get Sonic and Tails out of there just in time. Sonic, Tails, and their rescued friends watch helplessly as Eggman's new war machine rises, with enough power to destroy the entire universe.

    Death Eclipse Zone
    Sonic and Tails lead their friends on a massive assault on Eggman's Death Eclipse, and there are numerous cutscenes of them taking out various components on the Eclipse to help the two main characters reach the ship safely. Onboard, they face the most dangerous hazards and enemies they've ever faced, with a boss fought on every act. In Act 9-3, Tails breaks down yet again, having his biggest moment of doubt yet, and despite the fact that the two barely defeat the boss there, Tails still doesn't recover from his funk. In Act 9-4, Tails is seemingly killed, and now Sonic despairs as Eggman stands triumphant. However, Tails bravely rises to save Sonic's life, and unveils his most powerful invention yet, a suit of mech armor for him to use. While Sonic rolls his way through the rest of Eggman's army and Tails uses his mech suit to blast away any survivors, their rescued friends set about destroying the Death Eclipse. Finally, Sonic and Tails confront Eggman, who battles them himself with an array of powerful weaponry, before the real boss battle begins: Eggman uploads himself into the Death Eclipse itself, and Sonic and Tails have to work together to disable the remaining components of the massive ship in an epic final boss battle complete with symphonic music for the first part and then an epic lyrical Crush 40 song for the second. Finally, the Death Eclipse is destroyed, and Eggman is ejected from it into space, screaming "CURSE YOU, SONIC AND TAILS!!!" as he floats out into oblivion. Sonic and Tails reunite with their friends, having saved the universe from Eggman's evil, seemingly once and for all.

    Faded Memory Zone
    The tenth secret zone, the Faded Memory Zone is both a throwback to past Sonic games and a collection of Sonic Duo's toughest challenges. Act 10-5 can only be accessed by completing a series of platforming, puzzle, and boss challenges, not all of which are easily accessed within the first four acts. Act 10-5 itself is sort of the Sonic the Hedgehog equivalent of Mario-style super challenge levels like the Grandmaster Galaxy and Champion's Road: a series of brutal platforming challenges with split-second jumps and incredible difficulty, and to top things off, there's an old-school Robotnik saucer boss at the end with some ridiculous weaponry and who takes a ton of hits to die. Though clearing the level itself is a brutal challenge in its own right, there's an extra challenge for true masters: 100 rings in the level. Every last ring has to be collected, and the player can't take a single hit, they have to hold onto all of them. If they're able to collect all 100 rings, the reward is two-fold: first, the player is able to transform into Super Sonic or Super Tails at will in any act, with no time limit. Secondly, the player gets a cutscene with heartfelt message from Sonic and Tails thanking them for playing the game, complete with a few hardcore Sonic megafan injokes. It's the ultimate reward for the ultimate Sonic The Hedgehog superfans, and outside of Youtube or Videocean, where the secret ending is eventually uploaded, less than 0.1 percent of Sonic Duo players ever see it.

    Sonic Duo is released exclusively for the Apple iTwin on November 2, 2007, to excellent critical acclaim. It's considered the best Sonic game in many years, though in the eyes of many critics, it falls just short of games like Sonic 2, Sonic 3, and Sonic CD, and instead falls into the Sonic The Hedgehog 4 range of low-9s. The 2-D/3-D transitions are the biggest gripe amongst game reviewers, who consider some of the 3-D segments to be awkward, while Duo Mode is tough for others to master and other critics have some problems with online lag. Despite the gripes, Sonic Duo is beloved by fans of the series, who consider it to be the culmination of 16 years of Sonic fandom, with all its callbacks and character development, and a return to classic series gameplay. It's a game that's slightly more beloved by players than critics, though the 91.74% on Gamerankings and 92 on Metacritic that it does get are considered excellent scores, and the game is considered a Game of the Year contender, winning a few overall GOTY awards from various websites and publications. Sales are exceptional: the game would sell over two million copies in its first week of release: 1,083,706 in North America, 627,613 in Europe, and 465,400 in Japan. The game's release would cause an immediate spike in iTwin sales, making it the most popular iTwin game to date, surpassing even Pixelworld on the fan community rankings chart. This spike would continue all the way through Black Friday, cementing the Apple iTwin as one of the hottest electronic gadgets of 2007's Christmas season. This would ultimately make Sonic Duo the most influential game in the series from a console sales perspective since Sonic the Hedgehog 2 back in 1992. While not a remake itself, Sonic Duo would prove itself to be a "remake" in terms of what it does for both the Sonic franchise and the console now calling it home.
     
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    Fall 2007 (Part 13) - So What, I'm Still A Rockstar
  • (Authors' Note: The Crime Files game Chloe mentions at the end of this update is a game contributed by our reader rick007!)


    -

    Internationale 2


    The sequel to 2004's Internationale, a Rockstar developed spy thriller, Internationale 2 is a similar game but with high definition visuals and improved gameplay with optional motion controls for the Apple iTwin. The game takes place in the 1980s, and unlike the original game, which had a femme fatale protagonist, Internationale 2 features a male spy, Vitali Rezhnikov, who is presumably working as a Soviet operative in America, but who is in reality a double agent, working for a CIA handler in America. Rezknikov must play both sides to gain information about Soviet plans to sabotage American nuclear stockpiles, which would give the Soviet Union a decisive advantage in the nuclear arms race. During the game, he comes into contact with a beautiful American woman who is actually working for the Soviets, and the two fall in love with one another, leaving both of them torn between their mission and their relationship. The game features plenty of puzzle solving and interrogation dialogue, with the player able to use motion controls to subtly guide interrogation subjects, giving the player the option of whether to use words or physical violence. The game also features a number of action set pieces, including shootouts and car chases, and is genuinely a more action packed game than the previous title. In fact, Internationale 2 does pretty much everything "bigger" than its predecessor, which isn't always so well received. Many of the interrogations are considered somewhat tedious and boring, the protagonist isn't nearly as likeable as Marie Renoir from the original game, and the fact that the player uses violence a lot more often means that it's not as groundbreaking or unique as the original was, where the player was forced to rely on their wits. The graphics are excellent and considered the game's best aspect, but the rest of it, from the gameplay to the plot to pretty much everything else, is considered a disappointment. Internationale 2 is released on the iTwin in October 2007 to moderately good initial sales, but those sales trail off quickly, and when it's ported to the Sapphire in 2008, it does poorly there.

    -

    Driven After Dark 2

    The sequel to 2003's Driven After Dark, Driven After Dark 2 is a racing/crime title which can be compared to the OTL Midnight Club series. Lee Summers returns as the game's protagonist, and this time he's on the East Coast, running a street gang of hotshot drag racers while committing a number of crimes on the side such as drug selling and gun running. Summers has been contending with a rival gang led by Nate "Red Knuckles" Jackson (voiced by Tupac Shakur), who has been brutally killing members of Summers' gang and anyone who associates with them. In order to reclaim his streets, Lee will need to rebuild his gang and outrace Red Knuckles' brutal gang of street racers. Driven After Dark 2 introduces a territory system similar to the one in Grand Theft Auto: San Andreas, where Lee can reclaim parts of the city by brutalizing members of rival gangs or winning street races. It's an interesting system that adds a bit of spice to a game whose predecessor was considered somewhat bland. The improved gameplay, the strong characters, and the massively improved graphics make Driven After Dark 2 a decent sized hit that scores fairly strong reviews. It's released on the Xbox 2 and the iTwin in November 2007, and does slightly better on the former console. Overall, its sales improve over those of the previous game, and a third installment in the series would enter production fairly quickly.

    -

    We've been seeing a lot more of Grand Theft Auto II these days, and the hype leading up to the game's release next spring has been elevated to a fever pitch as more and more videos, trailers, and screenshots are released. We're learning more about the game's protagonist, Patrick McReary, and the city he operates in, which is based on our world's Boston. Unlike the protagonists of other Grand Theft Auto games, Patrick has a prominent family: several brothers and a younger sister, all of whom play major roles in the narrative of the game. He also starts out as a member of a well established crime family, but this game seems to be about Patrick branching out on his own to make his own way in the world.

    Harbor City, the game's setting, is easily the biggest Grand Theft Auto city to date. It doesn't appear to be as sprawling as the state featured in Grand Theft Auto: San Andreas, but the city easily dwarfs any individual city found in any of the other games, and looks more like its real life counterpart than any Grand Theft Auto game to date. All the historical landmarks are there, and you can even recognize a counterpart to Fenway Park, though the game's producers have already confirmed that you won't be able to go inside. The game features a recreation of the Harvard campus (though the game's version is called Hardon), and at least one mission takes place there. You can even run in the Harbor City Marathon, and there's a big prize if you win, though only if you win fairly.

    It's been confirmed that a decent chunk of the game's plotline is inspired by the recent film The Departed (Sam Houser mentioned in an interview that "a small part of the game's plot had to be re-written once we saw that movie, it was too good not to pay some sort of tribute to it"), and a prominent crime boss in the game is based off of that film's villain, Frank Costello. We didn't learn whether this character would be friend or foe, but considering that it IS Grand Theft Auto, we wouldn't be surprised to see him taking on both roles during some point in the game.

    Grand Theft Auto II is confirmed to have an online deathmatch mode, but other online modes are expected to be revealed. We know the game will be featured extensively at next year's MTV Video Game Awards in February, and Rockstar has been teasing that the big reveal at that show will relate to the game's online features. Online deathmatch has been previewed in numerous places (including a video right here at Games Over Matter, where you can watch some of us go up against some Rockstar employees at THIS link), and it looks incredibly fun and extremely chaotic. It's a welcome feature that fans have been clamoring for for a while, and is expected to be a big selling point for the game.

    The more we see of Grand Theft Auto II, the more excited we're getting for it. It's expected to be one of 2008's biggest games, if not THE biggest, and it's being released on the Xbox 2, iTwin, and the Sapphire, so no matter what next generation system you have, there's no excuse to miss out on it. We'll have more details, including an exact launch date, in the coming months, and every time we get a significant piece of news to share about the game (or hell, ANY piece of news to share), we'll be sure to break it here!

    -from a December 1, 2007 article on Games Over Matter

    -

    2008 Preview: Mona Sax

    *Footage of the upcoming action title Mona Sax plays on the screen, showing Mona with a group of enemies in her crosshairs.*

    Chloe Maritzen: Rockstar just announced a spinoff of their Max Payne series is coming exclusively to the Nintendo Sapphire, and we've got the first preview footage right here on G4! Mona Sax lives, and she's out to kick some serious ass as she hunts down a man who put out a contract on her life.

    *Mona is shown interrogating a tied up criminal, tossing a table aside and beating him when he doesn't answer her question.*

    Chloe: Even though Mona Sax is expected to feature plenty of action, Rockstar says that the game will play differently than the main Max Payne series, with Mona doing a bit more sleuthing and also gaining the ability to level up certain stats depending on how the player chooses to play. A more aggressive Mona will gain strength and endurance and firepower, while a more sleuthy Mona will gain interrogation and speech bonuses. Of course, a lot of players will opt for both strategies, allowing for a more balanced stat gain and a more well rounded protagonist. However the player chooses to play, Mona Sax looks to have something for everybody.

    *A minigame is shown on the screen, showing Mona playing an arcade game that looks to be a hybrid of pachinko and skeeball.*

    Chloe: And yes, when Mona isn't hunting down the man trying to kill her, she can relax at the bar or even by the pool.

    *Mona is shown lounging in a hot tub sipping a mixed drink.*

    Chloe: So whoever you want Mona Sax to be, this game has something for you. Mona Sax is expected to be released for the Nintendo Sapphire sometime next year, and Rockstar has confirmed that they're quite far along in development of the game, so we shouldn't have to wait too long to get our Mona on!

    *Mona is shown dancing at a club as she walks over to two thugs and bashes their heads together.*

    Chloe: And another Rockstar related announcement, this one pertaining to our Pitch winner, Andrew Richards, and his game idea! Rockstar has begun work on the game, but it's still early in development, and is unlikely to be finished before 2009. That's the bad news, but the good news is that Rockstar is looking to develop the game into a franchise, and we now have the name of that franchise: Crime Files. If you'll recall from The Pitch, Richards' original game idea was called The Case Files Of Wood And Petrova. The new game's full name will be Crime Files: Literary Ghosts, and it's already shaping up to be quite an exciting project, as we can see from the few early concept shots that have been released. We'll certainly reveal more information about the game as it develops, and a quick reminder that the new season of The Pitch premieres on Tuesday, January 15th at 9:00 PM, right here on G4!

    -from an episode of G4's Blister, airing on December 5, 2007
     
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    Fall 2007 (Part 14) - Breaking The Covenant
  • The Covenant 3

    The Covenant 3 is the sequel to 2004's The Covenant 2, developed by Bungie and published by Microsoft as an Xbox 2 exclusive. Like its predecessors, it's a third person shooter, but with a great deal of plot elements and gameplay taken from the OTL Halo series. The Covenant 3 continues the series where the previous game left off, with Master Chief saving Earth from a Covenant invasion by destroying Halo and killing the High Prophet of Pride. Now, the remainder of the Covenant has set its sights on the Solar System, and is commanded by three new leaders, who lead invasions of nearly every planet in an attempt to gain a foothold before re-invading Earth. Master Chief must journey throughout the solar system if he is to defeat them. The Covenant 3 has seen significant gameplay revisions other than just graphical improvements, with Master Chief gaining a number of new weapons and abilities to explore the planets of the solar system and defeat the Covenant. The "secondary weapons" from OTL's Halo 3 are present in this game, but take more exotic forms, such as a pair of laser swords or a gigantic alien energy cannon. The secondary weapons take inspiration from other games in the third person genre, such as the Squad Four series, and many people compare the gameplay of The Covenant 3 to the most recent titles in that franchise, Squad Four Upheaval and Star Fox: Heroic Universe, the latter game especially. The Covenant 3 also introduces Metroidvania-style upgrades to Master Chief that improve his mobility on other worlds, as it's difficult for him to explore gas giants or low gravity moons in his default combat setup. The player must explore with limited mobility for a length of time before finding the upgrades, an experience designed to heighten player tension and encourage more innovative methods of gameplay. Destructible landscapes have also been introduced to the series: certain environments can either be destroyed by Master Chief or the enemies, and afterwards, Master Chief can take advantage of the new terrain to reach new areas or gain combat bonuses. The Forge feature from OTL's Halo 3 is missing in this game (it's probably the most significant omission from OTL), but the destructible landscape feature still allows for player creativity and innovative thought. The Covenant 3 introduces QTEs into the mix, which allow the player to alter the action of a battle or change a cutscene via a button press at a certain time. There are a good number of these scattered throughout the game, and while most are fairly minor, a few do have game ending consequences if a button prompt is missed. Mostly, the QTEs are used to enhance combat, particularly boss fights, by allowing the player to perform certain combination attacks on enemies, adding some variety to the game's melee system. This, along with the melee secondary weapons, gives the game a bit more of a beat-em-up feel, though it's ultimately a shooter at heart and melee is rather clunky for the most part. Microsoft did not collaborate with Epic Games or Cliff Bleszinski for this title (Epic has instead been working on the Xbox exclusive franchise Amok), instead, Bungie had a newer team of developers working on the game, hoping to inject new blood into the series and give the story (which, while epic, has been fairly predictable) some twists. The Covenant 3 is another beautiful showcase for the Xbox 2's graphics, featuring an epic soundtrack and demonstrating the console's power in excellent fashion. At the time of its release, it's the best looking console video game ever made.

    The Covenant 3 begins with Master Chief returning to the solar system after the events of The Covenant 2, only for his ship to face a massive bombardment of fire from Covenant warships, led by the High Prophet of Scourge. The Covenant has already invaded the Solar System, and numerous planets and moons have fallen to them. Master Chief's ship crashlands on Pluto, where a Covenant advance army has already set up. He bravely tries to fight but is quickly surrounded, only for the Earth's armies to arrive and fire upon them from space, leading to a massive pitched battle in the air and on the ground as Master Chief fights his way to the High Prophet's warship. He enters the warship and meets up with a Space Marine named Lucy whose squad got picked apart in a Covenant ambush, but who managed to sneak onto the ship regardless. With Lucy's help, Master Chief battles his way to the High Prophet's command room and in a fierce close quarters firefight manages to take him out. Lucy arrives just after the High Prophet of Scourge is killed, and is in the middle of congratulating Master Chief when she is shot through the back by a round of gunfire from another Covenant ship. Master Chief tries to revive her but is unsuccessful, and the ship itself is bombarded with fire, as the Covenant tries to destroy it to prevent the High Prophet's secrets from being seized by Earth forces. Master Chief, with Cortana's help, is able to download a bit of data from the ship before it begins to crumble, and he escapes in the nick of time. The Earth's forces are victorious in the battle for Pluto, but the rest of the solar system is threatened by the Covenant and the remaining two high prophets. Master Chief returns to Earth and is ordered to assist in the war by any means necessary. The Covenant are occupying a number of planets and moons throughout the solar system, including Mercury, Venus, Mars, Jupiter, Saturn, Neptune, and three moons: Io, Ganymede, and Titan. The war fleet is being led by the High Prophet of Dominance, while the High Prophet Of Truth leads the Covenant itself. Master Chief will engage in at least one mission on all of these worlds to liberate them from Covenant control. Each world has its own environment and own set of challenges, and the player will need to adjust their tactics for each world accordingly. Master Chief is joined by several soldiers on his mission, including Alkirk from The Covenant 2, one other returning soldier from that game, and three new soldiers: Pine, a somewhat raw combat rookie with an overly aggressive streak but a heart of gold, Hayes, a combat veteran who wields a powerful shotgun into battle, and Andrea, Lucy's younger sister who blames Master Chief for Lucy's death. The worlds are visited in the following order: Jupiter, Ganymede, Io, Mercury, Venus, Neptune, Saturn, Titan, and Mars. Along the way, Master Chief gains new powers, bonds with his companions, and learns more about the aims of the Covenant and their plans to destroy humanity. There is a tremendous confrontation on Titan between Master Chief and the Covenant's "God Machine", an enormous mechanical beast designed as an imitation of one of the Covenant's gods. Master Chief destroys the machine, but Alkirk has to sacrifice himself in order for Master Chief and the others to get safely away. The plot climaxes on Mars, where there is a confrontation in an arena-like structure between Master Chief and the High Prophet of Dominance. The brutal battle results in severe injuries to Master Chief, but he is able to make it out alive, killing the High Prophet and crippling the Covenant's war fleet. Master Chief also makes his peace with Andrea, who finally comes to accept her sister's death and stops blaming Master Chief. Master Chief and Andrea's relationship remains platonic, with neither of them making any romantic gestures toward one another. The final battle of the game takes place on Earth's moon, where the High Prophet of Truth has discovered an ancient Krisilan shrine prophecizing that humanity would rise up to spread throughout the galaxy, with Master Chief as its Reclaimer. Truth attempts to rewrite the prophecy utilizing a Covenant artifact known as "Destiny's Forge", but an Earth fleet stops him from doing so. Truth raises his arm and blasts the Earth ships out of the sky with his newfound power, demonstrating how dangerous he has become. Just as he is about to rewrite the prophecy, Master Chief arrives. Truth's powers make it almost impossible for him to get close, but Chief's fellow soldiers clear the way. Truth wounds all of them, only for Master Chief's ship, autopiloted by Cortana, to arrive and launch a lethal volley. Truth's counterattack cripples the ship and seemingly disables Cortana, but it's also disrupted his powers, enabling Chief to finally have a chance. Master Chief and Truth engage in a grand, epic battle, which ends in Master Chief running Truth through with an energy blade just as Truth inflicts a seemingly fatal blow of his own. Master Chief hits the ground at the same time as Truth does, but while Truth is dead where he stands, Master Chief clings to life. Chief's comrades nurse him back to health and return him to Earth, where humanity is celebrating the end of the war. Cortana is seemingly gone, but Master Chief still has the disc that Cortana helped him download at the start of the game, and that disc has a backup copy of Cortana on it, bringing her back as well. The game ends with all the storylines from the past few games resolved, but the changed prophecy has stirred an ancient Krisilan rune on a distant planet, implying that the war has had consequences stretching far beyond the galaxy...

    The Covenant 3 is released on November 13, 2007. Hyped more than any Xbox 2 game before it, it has more pre-orders than any other game released in 2007, and has a spectacular debut day, selling more than 1.5 million copies in North America alone. However, the biggest story associated with The Covenant 3 are the game's reviews. IOTL, Halo 3 was universally acclaimed by a vast majority of reviews, named one of the best games of 2007, and considered a groundbreaking and epic title for the Xbox 360. ITTL... it's a different story. Reviewers praise the graphics, and the gameplay gets mostly positive reviews as well, but not everything is lavishly praised. The QTE mechanics, especially during some of the boss battles, are seen as needless and at times far too unforgiving, with one failed QTE potentially erasing several minutes of player progress. In addition, the limited movement mechanics on some of the worlds are considered frustrating, and the worlds themselves are considered too linear. According to one reviewer, "The Covenant 3 tries too hard to be Metroid Homecoming and fails at both aspects that made those two games so great: the exploration is almost nonexistent, and the game doesn't follow any sort of progression, it's just not fun on any of the new worlds until you reach the appropriate power up." Other reviewers compare the game to Squad Four Upheaval, considering it a technical marvel but also non-innovative and highly predictable. The Covenant 3's reliance on classic third person shooter tropes has finally caught up to it, and in the worst possible way. Whereas Halo 3, an FPS, could afford to be somewhat derivative because of all the franchise's unique qualities and the mechanical improvements it made, The Covenant 3 is being held up against every third person shooter of its day and looks all the worse for it. In short, the game is a major critical disappointment. Reviews for The Covenant 3 average in the high 7s to mid 8s, though there are some notable outliers, most of them on the negative side. Gamespot gives the game a 6.5/10, X-Play gives it a 3/5, and Games Over Matter slams it with a 4.5/10, with Alex Stansfield notably saying that "The Covenant 3 is the reason why you should wait for the Nintendo Sapphire if you can only afford one next generation console", a comment that would cause him to receive death threats from Xbox fans accusing him of pro-Nintendo bias and worship from Nintendo fans, one of whom states proudly that "Alex Stansfield has been our guy since the GameTV days". However, other reviewers are quite positive: IGN gives it a 9.0/10 and GameInformer gives it a 9.5, though that publication's reviewer does note his annoyance with the QTE mechanics. However, the most damaging response to The Covenant 3 is from the fans. Though the game does have plenty of staunch supporters, there are a number of fans who feel "betrayed" by Microsoft and Bungie, saying that it's is the biggest disappointment they've ever had in playing a video game. The poor word of mouth spreads, and sales drop off sharply from their first week numbers, in a fashion comparable to Mass Effect Andromeda IOTL. Though the Xbox 2 would see a major spike in sales from the game's release, it's not nearly as big as Microsoft projected it to be. With a much smaller install base for the Xbox 2 than there was for the Xbox 360 at this time IOTL, The Covenant 3's sales are well below those of Halo 3's, and the game barely cracks the top 10 overall sales chart for 2007 in North America.

    -

    David Barras: And it's that time of year again at retail stores all across the country. It's Black Friday, the busiest shopping day of the year, and most stores saw pandemonium as shoppers rushed to take advantage of some great deals.

    Debbie Knox: We went to one local store to find out just what products were flying off the shelves this year, and as our reporter Jeannie Crofts learned, it's mostly the usual suspects that have been selling out early.

    *A montage of shoppers rushing through the doors of an Indianapolis area Target is shown.*

    Jeannie Crofts: It's Black Friday 2007, and shoppers have lined up all week to be ready when the doors opened early this morning. Some stores, like this north side Target, opened at midnight, and bargain hunters braved the cold and the crowds to grab the #1 thing on their lists.

    *A group of shoppers surrounds a tall pallet of iTwin systems, grabbing aggressively at the merchandise.*

    Crofts: The number one name on everybody's lips? Apple. From the brand new iPhone to the hottest video game system on the market today, the Apple iTwin, Apple products seemed to be what brought the shoppers out this Black Friday, and we talked to a lot of shoppers who'd come to this Target just to get their hands on the latest iGadget.

    Young Woman: Oh, I had to have the iPhone. It's the only thing I want this year and I managed to get one, I don't know how.

    *Another, slightly older woman, can be seen bringing the iTwin with several games up to a register.*

    Woman: They wanted the iTwin. They wanted Sonic. It wasn't even on sale, but if I didn't get one now there probably wasn't gonna be any left.

    Crofts: A large crowd of buyers, mostly parents but a few college students and even some kids who have been saving their allowances for quite some time could be seen with iTwin boxes held tightly under their arms. As for last year's big new game system, the Xbox 2? Well, we saw plenty of those sitting out for the taking. Even at a reduced price tag of $299, there were plenty of Xboxes left, though we did see a lot of people with a copy of the brand new Covenant game.

    Young Man: I'm just here to pick up The Covenant 3, I mean, the reviews for it aren't so great but I love The Covenant and I love my Xbox 2.

    Crofts: We also saw plenty of buyers picking up the Game Boy Supernova, home to the ever popular Pokemon series.

    *Two elementary school kids are holding up shiny new copies of Pokemon Black and Pokemon White to the camera while yelling "WE LOVE POKEMON!!!"*

    Crofts: Video games weren't the only deals to be had at Target, of course. We saw everything from vacuum cleaners to stereo speakers with deep discounts, with some of the most aggressive crowds arguing over a 65-piece set of silverware priced at $24.99. Fortunately, none of the conflicts here at this location have gotten violent, with police on hand to calm down potential troublemakers and keep the lines moving.

    -from the 5:00 PM broadcast of WISH-TV, on November 23, 2007
     
    Fall 2007 (Part 15) - Kingdom Hearts II
  • Kingdom Hearts II

    Kingdom Hearts II is a role playing game and the sequel to 2004's Kingdom Hearts, developed by Squaresoft in collaboration with Disney. Just as in the original game, Kingdom Hearts II features young heroes teaming up with classic Disney characters to travel through Disney-themed worlds and original fantasy worlds to battle classic Disney villains brought together by an evil conspiracy of darkness which seeks to take people's hearts. TTL's Kingdom Hearts series isn't an action RPG, but instead a turn-based game with ATB bars and selectable actions, similar to titles such as Chrono Trigger and Fairytale. However, Kingdom Hearts II has a much more dynamic battle system. It's still not quite the action RPG that OTL's Kingdom Hearts series was, but instead operates much in the same way as TTL's Final Fantasy XII, or OTL's Xenoblade: battles take place on the world map rather than a separate screen, and the player is able to initialize special attacks via manual commands. However, unlike those two games, Kingdom Hearts II doesn't feature open world gameplay. Environments are fairly small for the most part (save for a couple of worlds, such as The Pride Lands), and dungeons are mostly linear. Still, the new dynamic makes for much quicker battles, and when combined with the myriad of special attacks available this time around, battles are incredibly visually spectacular. Another change to battle mechanics is the Drive system. Introduced in OTL's Kingdom Hearts II as well, it allows Sora to transform into a more powerful state and activate special attacks. It functions in a fairly similar fashion IOTL, but also has similarities with Infinity Mode from OTL's Xenogears, allowing Sora to activate much more powerful attacks and ramping his damage up substantially, almost like a Limit Break. Sora also has the ability to draw in enemies from far across the map with a special command, which enhances his Risk meter, enabling him to earn extra loot, EXP, and money multipliers. Bringing in more enemies is usually quite dangerous unless Sora has a Drive activation ready, but if the player times it right, they can clear an entire map with a well-timed series of Drive combos that can take out dozens of enemies at once. This Drive transformation is also available for the other playable protagonist, Kairi, though she won't obtain it until much latter in the game. Kingdom Hearts II features dual protagonists: Sora and Kairi. Their quests are played through simultaneously, similarly to the OTL game Kingdom Hearts: Dream Drop Distance, though this game doesn't feature a Drop meter. Instead, the game is divided into chapters, and each chapter has a separate world for Sora and Kairi to visit. The player will not be able to advance in the story until both Sora and Kairi's segments of the chapter are completed, but the player can switch between them at any time at any save point. Both Sora and Kairi's parties have four characters each: Sora's party consists of Sora, Donald, Goofy, and a guest character, while Kairi's party consists of Kairi, Tifa, Mulan, and a guest character. Mulan's ability to leave the Land of Dragons (and thus interact with characters from other Disney properties) is a first for the series, and Squaresoft initially had trouble getting Disney to sign off on it, but John Lasseter eventually agreed to the plot element and convinced the other Disney creative brass to accept it as well. Tifa's presence in the game was announced fairly late (after E3), at a special Tokyo Squaresoft event in June 2007 as part of the "Year Of Final Fantasy VII" celebration, creating a massive stir within the RPG fanbase and intense speculation about Tifa's exact role in the game. Tifa and Mulan both serve as mentors to Kairi, who took up a Keyblade at the end of the original game and has been tasked with finding the Princesses of Heart and protecting them from the darkness. Kingdom Hearts II features significantly better graphics than the original game, making it arguably the best looking game on a sixth generation console. It pushes the Nintendo Wave very close to its limit, and like most later large Wave titles, utilizes a dual-layered DVD. Daryl Sabara and Shia LeBeouf reprise their roles as Sora and Riku respectively, but for the more mature and grown-up Kairi, Jessie Flower's voice had not matured enough to play the character for the sequel, and she was replaced by Patroka Epstein (a young actress original TTL best known for playing the character Lily on the hit Disney Channel show The Smart Squad). Idris Elba reprises his role as Exaltia, while Exaltia's Pale Knights, TTL's equivalent of Organization XIII, are played by a variety of actors, most of them voiceover veterans. Most notable is the only female member of the Pale Knights, Gwyneth, an expy of the classic Arthurian character Guinevere, Exaltia's most trusted subordinate, and the most visible villain for about 90 percent of the game. Gwyneth is voiced by Brittany Saldita, her second major video game voiceover role. Telos, the game's Lancelot expy, Exaltia's most dangerous lieutenant and one-time rival for Gwyneth's love, is voiced by Gerard Butler (Butler did still star as Leonidas in 300 ITTL, though that movie wasn't quite as successful as it was IOTL). All the Disney characters in the game are voiced by the same actors who portrayed them in the films and TV shows (save for the older princesses such as Aurora, Cinderella, and Snow White, who are voiced by Tabitha St. Germain, Jennifer Hale, and Mary Kay Bergman respectively). Christopher Lee also plays a character in TTL's Kingdom Hearts II, voicing King Argoth, the benevolent king of the ancient realm that Exaltia once hailed from. Argoth appears both early in the game and toward the end, appearing before Sora and Kairi at separate points in the game to explain Exaltia's fall to darkness and the purpose his kingdom once served (basically an exposition dropping character). It's safe to say that Kingdom Hearts II, like its predecessor, features one of the most stacked voiceover casts of any video game yet made.

    Kingdom Hearts II features two major concurrent storylines that the player will experience during the course of the game.

    Sora: Following the events of the original game, Sora, Donald, and Goofy have spent a great deal of time searching for Riku and King Mickey, and their search has led them to the Mansion Blanc, a mysterious mansion where portals to various worlds are said to be kept. The mansion, however, is a trap, and Sora finds himself unable to escape and slowly forgetting his purpose (similar to Castle Oblivion in Chain Of Memories, though the memory loss isn't quite so profound). In order to get to Riku, he'll need to remember his purpose by fighting the Pale Knights and the villains of various worlds, helping the people of those worlds to keep their hearts while learning more of the mystery behind what happened to him.

    Kairi: Kairi has been given a quest of her own by Yen Sid: she is to train as a great warrior and become a Keyblade Knight like Sora, finding the Princesses of Heart and protecting their pure hearts from the Pale Knights who seek to claim them. She also seeks to reunite with Sora, whose quest she can see glimpses of along her journey. Unbeknownst to Kairi, she and Sora are helping each other along by breaking the boundaries between worlds with the energy radiating from their hearts with every step of their journey. Kairi's quest is much more traditional than Sora's, she pilots the Gummi Ship and learns various tricks and moves along the way like Sora did in his previous journey.

    Unlike in OTL's Kingdom Hearts II, Roxas and Namine do not make appearances in this game. Tetsuya Nomura did conceive the characters and sought to use them, but decided that it would be too much for this game in the time he had to make it and the space available to him with two separate quests to create. He instead puts the characters on the backburner, planning instead to introduce them in a future main series game or spinoff title. The theme of Kingdom Hearts II is about finding your way home, where home isn't a place, but instead, it's the friends you've become separated from along the way. While TTL's Kingdom Hearts had a different main theme song than OTL's, Kingdom Hearts II has the same theme song IOTL and ITTL: "Sanctuary", by Hikaru Utada, with the TTL version being nearly identical to the OTL version.

    Kingdom Hearts II starts the player off with Sora, who has stumbled into Twilight Town in search of Riku and King Mickey. Donald and Goofy aren't yet with him, though after playing a series of minigames with some mysterious new kid characters, Sora finds his two companions, having lost their memories. They escort him to a strange mansion on the outskirts of town, where a cloaked Gwyneth awaits him. Donald and Goofy regain their memories just in time to help Sora fend off an attack from Gwyneth, but the attack still causes them all to pass out, and after Sora has a dream sequence, the player is given control of Kairi, who is in Traverse Town. After some events, Kairi becomes pursued by Heartless, and though she fights them off, she's soon overwhelmed. Fortunately, Tifa leaps in and helps save the day. Tifa takes Kairi to Yen Sid's place, where Yen Sid tasks her with protecting the Princesses of Heart, promising that the task will help her reunite with Sora and Riku as well. The player is then given the option of continuing with Sora or Kairi's story.

    Chapter 1:

    Meridian: Sora's quest in this chapter takes place in Meridian, the land of magic from the W.I.T.C.H. animated series. Sora, Donald, and Goofy team up with Will, the leader of the Guardians of Kandrakar, to defeat Phobos, who has deposed his sister, the rightful Queen Elyon, from the throne. Phobos is being aided by one of the Pale Knights, though Sora won't battle that Pale Knight in this chapter. The final boss of this chapter is Phobos himself, who is defeated, enabling Sora to unlock the keyhole, regain some memories, and advance in his journey once Kairi's segment is completed.

    Land Of Dragons: Kairi and Tifa visit the Land Of Dragons, a land Sora once visited, to aid Mulan in her fight against mysterious new creatures called Nobodies. The Nobodies are proving to be far more threatening than Shan Yu ever was, and to make matters worse, they're being commanded by a powerful Pale Knight! Once again, the Pale Knight goes unfought in this chapter. Instead, the final boss of the Land of Dragons is a powerful beast similar to OTL's Storm Rider boss (though significantly less powerful due to being fought at a lower level). After defeating the boss, Kairi is joined by Mulan for good, and the three heroines journey onward.

    Chapter 2:

    The Pridelands: Sora, Donald, and Goofy team up to battle Simba in this realm based off The Lion King. It's actually fairly similar to OTL's Pridelands world (the first visit, anyway), and features Scar as its final boss. Another Pale Knight makes an appearance here, but it's a fairly minor one.

    Frozen Lands: Another realm visited in the previous game, Kairi, Tifa, and Mulan journey to this frozen realm to protect Gerda, a Princess of Heart, from a dangerous Pale Knight. Kai joins the three as a guest character and they battle through harsh winter environments to reach Gerda, who is tormented by the memories of the Snow Queen. For the first time, one of the Pale Knights is battled directly and defeated, saving Gerda from having her heart taken. The defeat of this Pale Knight catches the notice of Gwyneth, who for the first time sees Kairi as a threat. She contacts Maleficent and Pete and tells them to accelerate their plans and target Kairi in the next world she visits, and that another Pale Knight will be joining them.

    Chapter 3:

    Space Paranoids: Sora, Donald, and Goofy visit the world of Tron in order to help Tron battle the Master Computer. One of the Pale Knights has gotten into the system and has generated a powerful virus, causing all sorts of powerful computer glitches. After the Master Computer is defeated, the Pale Knight himself enters the program and takes the form of a powerful monster to defeat Sora, but he recalls an important memory about Riku and defeats the monster, making it the second Pale Knight to fall.

    Kingdom Of The Sun: Based on the 2000 movie (which itself was TTL's version of The Emperor's New Groove), Kairi and her friends visit the realm of Emperor Kuzco, who is being a spoiled brat and has gotten himself turned into a llama. Maritza joins Kairi's party to try and stop the evil sorceress Yzma from killing Kuzco. Meanwhile, Maleficent and Pete have shown up to lend Yzma some "help", which she doesn't wants (causing plenty of humorous fighting between the two of them, with poor Pete caught in the middle. The Pale Knight sent by Gwyneth causes some trouble, but ultimately the final boss of this realm is Yzma herself, who uses powerful magic to try and defeat Kairi. Maleficent and Pete get rather fed up with Yzma's antics, and while Pete leaves to pursue Sora, Maleficent seems to have her own agenda and leaves for parts unknown.

    Chapter 4:

    Timeless River: Similar to OTL's game, Timeless River is an old timey black and white world where Sora and friends must battle the villainous Pete. Sora reunites with Mickey here, but Mickey has no clue about Riku's whereabouts. He does lend Sora, Donald, and Goofy a hand against Pete, however, and might even know a way out of the mansion, though he's stopped from sharing this information by the appearance of the Pale Knight Telos, the most dangerous of the Pale Knights yet to appear. Telos battles Sora, though it's an unwinnable battle, and Sora barely escapes back into the mansion with his life.

    Agrabah: Kairi, Tifa, and Mulan make their way to Agrabah, only to learn that Princess Jasmine has been kidnapped. Aladdin suspects that Jafar has returned, but instead, it's a Pale Knight who has taken Jasmine. Jafar IS back, however, and does try to take advantage of the situation, besieging Agrabah while Aladdin is away. Not only do Kairi and her friends have to help Aladdin take back Agrabah, they have to find Jasmine before it's too late. Kairi heroically challenges and defeats the Pale Knight, rescuing Jasmine. She then tries to get the Pale Knight to tell her more information and turn to the side of good, but before he can, he's tossed aside by Gwyneth, who suddenly appears and quickly overpowers Kairi. She restrains Jasmine, puts Mulan and Tifa in cages, and tells Kairi that she's too weak to save anyone. Kairi is no match for Gwyneth, but keeps getting back up. Gwyneth tries to take Kairi's heart, but Jasmine escapes her bonds and sacrifices herself, causing her heart to be stolen instead. Mulan and Tifa escape their cages and pull a despairing Kairi out of the world just in the nick of time.

    Following this climactic chapter, there's somewhat of a break in the action, where Sora contemplates his purpose with King Mickey, while we get our first glimpse of Riku and our first indication that Exaltia still lives, as Riku has been pursuing him, battling the other Pale Knights all along the way. We also see Kairi in Twilight Town for the first time, and those mysterious children (who turn out to be Hayner, Pence, and Olette from OTL's Kingdom Hearts II) tell Kairi about Sora and how much he reminds them of another friend they once had but can no longer remember. Some more backstory is dropped here, revealing more information about how Exaltia seeks the darkness in people's hearts, and how even the purest of hearts have darkness within. It's implied that in Exaltia's search for darkness, he corrupted the hearts of everyone in his kingdom, including his friends who became the Pale Knights and his love Gwyneth, who once had a pure heart just like Kairi's. There are also a pair of climactic boss fights: Sora battles and defeats one of the Pale Knights (the one from the Land of Dragons, who mentions Kairi before the fight), while Kairi battles a massive monster leading an army of Heartless. Despite the victory, Kairi still laments the loss of Jasmine's heart, and Tifa thinks she knows who might be able to help her get her warrior spirit back.

    Chapter 5:

    Halloweentown: For the first time in OTL's series, Sora visits the land of Halloweentown, whose story follows close to the story from OTL's first Kingdom Hearts game, with Sora, Donald, and Goofy helping Jack Skellington win the heart of Sally while battling the evil Oogie Boogie. Another Pale Knight shows up here, taking over one of Finkelstein's inventions and providing a fight similar to that of the Experiment fight in OTL's Kingdom Hearts II.

    Olympus Coliseum: Kairi comes to the Coliseum to receive further training as a hero. At first, we think that Hercules is the hero that Tifa wanted Kairi to meet, but in actuality, Tifa wanted her to meet Megara, who has darkness in her own heart and once made some rather poor decisions. Megara's friendship helps Kairi truly regain her confidence, though the sudden arrival of a Pale Knight and the intervention of Hades causes chaos to erupt. It's here that we learn the second reason Tifa brought Kairi here: Cloud is in trouble, having made a deal with Hades. The Pale Knight is dealt with easily enough (and flees rather than being fought here), while the final boss of the realm is Hades, who Kairi battles alongside Mulan, Tifa, and Hercules to rescue Megara and Cloud. Once Hades is defeated, Kairi has true confidence as a Keyblade Knight and is ready to embark on the last stage of her adventure.

    Chapter 6:

    Hyrule: Yes, The Legend Of Zelda is featured as a world in TTL's Kingdom Hearts II, with this version of Hyrule being inspired by the Disney Channel animated series and featuring the voice actors and characters from that series (even Link speaks in this game, and joins Sora's party as a guest character). This world is filled with classic Zelda music, items, and motifs, and features an epic boss fight with giant pig Ganondorf at the end. It's pretty much everything you'd want in a Zelda-related Kingdom Hearts world, and the only complaint most people have with it is that it's too short.

    Beast's Castle: Kairi learns that Belle might be in danger, and comes to this world in a scenario that plays out similar to the two visits in OTL's game, though slightly truncated, with this world's Pale Knight, Parva, playing the role of OTL's Xaldin (right down to the frustratingly difficult boss fight where he fights incredibly cheaply). Belle, like Jasmine, has her heart stolen, but this time, Kairi is determined to get it back, and battles Parva in an epic fight outside the castle alongside Tifa, Mulan, and the Beast. Parva is defeated, and Kairi gets Belle's heart back, restoring it and saving her.

    At this point, six of the Pale Knights have been defeated. Gwyneth has one of the pure hearts, Jasmine's, but it's not enough to fulfill the Pale Knights' goal. Sora is still trapped within Mansion Blanc, while Riku is still venturing through parts unknown to reunite with his friends. Kairi ends up in the Enchanted Dominion, where three Princesses of Heart are said to be gathering: Snow White, Cinderella, and Aurora. As events come to a climax, we get the first major reunion: Kairi finds Riku. At first it seems like he's going to attack her, but he's not under any spell, and hugs Kairi as the two of them meet. Their reunion is shortlived, as they're soon set upon by one of the undefeated Pale Knights, the one who Sora encountered in Meridian. Riku and Kairi must battle this Pale Knight without the help of any of their allies. The Pale Knight is defeated, and the two friends celebrate, but it's short-lived: Gwyneth soon arrives, and Telos is with her. Kairi and Riku engage them and though it's a close fight at first, they're soon overwhelmed. However, Riku unleashes a burst of power, and manages to free Jasmine's pure heart, which he gives to Kairi. He then holds off Gwyneth and Telos while Kairi escapes. Kairi is able to access Mansion Blanc, and enters it to search for Sora. She doesn't find him, but she does find Donald and Goofy, and King Mickey as well. The three are attacked by another Pure Knight (the one who briefly showed up in Hyrule but was quickly upstaged by Ganon) and defeat him, leaving only four remaining (Gwyneth, Telos, and the expies of Gawain and Galahad, Wing and Galarath). Kairi learns that Sora has become trapped in his own memories, leaving him unable to tell fantasy from reality. She resolves to go find him. We then switch back to Sora, who is wandering the halls of the mansion. He seems to encounter Riku, but it's actually Exaltia, beckoning him to come back to his kingdom, which has seemingly been recreated through another dimensional portal. Sora enters the portal, and then we switch back to Kairi, Mickey, Donald, and Goofy, who encounter Argoth, who delivers a massive info dump. Exaltia, Gwyneth, and Telos used to be a group of friends just like Sora, Kairi, and Riku, and Argoth knew them from the time they were children. He had them trained to protect the realm, but there were too many dangers and too much darkness, and though Gwyneth and Telos persevered, Exaltia was deeply traumatized and became convinced that everyone in every realm was corrupt and that all hearts possessed darkness. He threw himself into research to prove his hypothesis, but in doing so, awakened the most ancient darkness, which separated him into three elements: heart, body, and soul. Sora was able to defeat one of those elements, Exaltia's heart, in the original game, but Exaltia's body and soul remained, and merged into a new Exaltia, one vastly more powerful than the previous incarnation and completely corrupted with darkness, but incomplete with his heart destroyed. If Exaltia is able to create a new heart from the pure hearts of the Princesses, he'll become an all powerful being with the power to control both light and darkness, enabling him to enslave every creature in every realm. As this story is being told to Kairi, we see Mulan and Tifa, who stayed behind to protect the princesses in the Enchanted Dominion, being confronted by Gwyneth and Telos. They put up a good fight, but are defeated. Snow White and Cinderella's hearts are claimed, but suddenly, Maleficent and Pete arrive to protect Aurora's heart. Maleficent's intentions aren't pure (she wants Aurora's pure heart for herself), but it's still a fairly epic scene, and Maleficent is able to briefly overpower Gwyneth and Telos for a time, enabling Aurora to escape with Tifa and Mulan. After this, events happen fairly rapidly: Donald, Goofy, and Mickey reunite with Sora and are able to pull him out of Exaltia's trance, while Kairi reunites with Mulan and Tifa. They return to the Enchanted Dominion to try and reclaim Cinderella and Snow White's hearts, while Sora begins to battle his way through the game's final realm:

    Land Of Argoth: The final realm in the game. Sora starts out here, and battles his way through with Donald, Goofy, and Mickey. The land is an Arthurian medieval landscape with majestic beauty punctuated by occasional moments of darkness and horror. Eventually, the heroes reach a dead end, and are forced to battle against Wing, the ninth of the Pale Knights. Sora defeats him, but finds himself once again snared by Exaltia's magic. We then switch back to Kairi, who fights her way through a corrupted castle in the Enchanted Dominion. She, Tifa, and Mulan team up with guest party member Prince Philip, and they first battle Galarath, and then, in a climactic fight in the castle throne room, Dragon Maleficent, who has stolen Cinderella and Snow White's pure hearts and has had Pete steal the pure hearts of Gerda and Belle for her. She snatches Jasmine's pure heart from Kairi and demands Aurora's as well, leading to an epic boss fight. Kairi defeats Maleficent and reclaims all the pure hearts, which she first resolves to return to the Princesses, but instead, they link their pure hearts with hers, giving her the power to transform into Drive Mode just like Sora. However, this also comes with a huge risk: if Kairi's pure heart is taken, Exaltia will have all seven pure hearts. It's a risk Kairi is willing to take, as it's the only way she can stop Gwyneth and Telos to save the realm. Kairi enters the Land of Argoth with Tifa and Mulan, and fights her way through a castle, where she encounters Telos and defeats him. She then encounters Gwyneth, but Gwyneth is in no mood to fight: instead, she seeks to bargain. She reveals that she's captured Sora and Riku, and demands Kairi's heart in exchange for their safety. But instead of fighting back, Kairi immediately surrenders. Gwyneth reaches out to take Kairi's hand, but the moment she touches Kairi's pure heart, it awakens her own memories, and those of Telos as well. Kairi's pure heart and the pure hearts of the other Princesses are overwhelming the corruption in Gwyneth's heart, and Gwyneth hesitates. Kairi tries to make Gwyneth remember her past, and she does, and for a moment Gwyneth seems to awaken, but then Exaltia arrives and re-exerts his control over Gwyneth's heart. Gwyneth seizes Kairi's pure heart and presents it to Exaltia. With Sora and Riku bound and Kairi's heart gone, it seems that nothing can save the heroes now... only for King Mickey to appear and strike Exaltia with a fierce keyblade blow. It doesn't break his control over Gwyneth or cause him to lose Kairi's heart, but it does enable Donald and Goofy to free Sora and Riku, and they quickly reclaim their Keyblades and get back into the fight. Mickey and Exaltia dive into a portal and begin battling, leaving Sora, Donald, Goofy, and Riku to battle Gwyneth in yet another epic boss fight. Gwyneth is defeated, but Exaltia still tries to exert his influence over her. It's Telos who reappears and breaks Exaltia's hold on Gwyneth for good. Telos dumps some more info on Sora and Riku. While Tifa and Mulan stay with the comatose Kairi, the two heroes, along with Donald and Goofy, pursue Exaltia into the upper reaches of the castle. A bit more dungeon crawling later and Sora and friends reach the zenith of the castle just in time to see Exaltia defeat Mickey. Exaltia hasn't yet claimed the full power of Kairi's pure heart, but he's on the verge of doing so as Sora arrives. After one boss battle against a normal Exaltia, there's a cutscene where Gwyneth and Telos arrive to try and talk their friend down. Exaltia isn't in the mood: he begins leeching off Kairi's heart, enabling him to transform into a powerful monster. Once again, Sora and his friends battle Exaltia, with help from Gwyneth and Telos. They defeat him once again, and this time, Exaltia seems to be down for the count. There's a new series of cutscenes, where it's revealed that the Land of Argoth was a lie: it's not an Arthurian fantasy world, but a massive holographic simulation, created by Argoth to train a new generation of heroes, with Exaltia, Gwyneth, and Telos being his best students. When the simulation began to fail, Exaltia began to see the corruption in everything: first in his mentor Argoth and then in his friends and then in everyone. Armed with this knowledge, Sora is able to start to talk Exaltia down, and Gwyneth and Telos urge him to forgive Argoth and start over... but the darkness in Exaltia's heart is too great, and it overwhelms him. He blasts the others away and takes Kairi's pure heart into his body... but its power isn't complete... it's almost as if the heart is fighting back. Exaltia begins to transform yet again, and his power overwhelms the heroes. Donald and Goofy are struck down, followed by Gwyneth and Telos... and then even Riku, leaving Sora alone against the seemingly all powerful Exaltia...only for Kairi to stumble in, exhausted but determined, her eyes glowing as she fights back against Exaltia's control with all her might. Mulan and Tifa try to hold her back but realizing Kairi's strength they let her go and join in the battle themselves. Kairi regains full control, preventing Exaltia from using the heart's full power. Sora, Kairi, Mulan, and Tifa battle this third form of Exaltia, and defeat him. Kairi reclaims her pure heart, and Exaltia is defeated, seemingly for good. Exaltia, in fact, seems to be returned to normal, and Gwyneth and Telos awaken too, the corruption in their hearts completely gone. Gwyneth asks Sora and the others for forgiveness, and they forgive her without question. Gwyneth goes to embrace Exaltia, but when he embraces her, her newly purified heart is taken into him... Exaltia was never returned to normal, it was only a trick to get Gwyneth's pure heart to re-emerge. With Gwyneth's pure heart now inside of him, Exaltia has power beyond imagination. He easily strikes down Telos, then sweeps Donald, Goofy, Mulan, and Tifa away with a wave of his hand. Only Sora, Kairi, Riku, and Mickey are left, and it's with this final party that the player takes on Exaltia's fourth and final form in an incredibly epic and cinematic boss fight filled with many, many special actions that can be performed by either Sora or Kairi (the player can switch between them during the fight). Finally, Exaltia is defeated, and this time it's for good. However, in defeating Exaltia, Gwyneth's heart is seemingly gone forever, and Telos is a lifeless shell. The battle has taken a heavy toll, though Argoth can now rest in peace knowing that the terrible pain caused by his deception has ended, even if it has come at the cost of Exaltia and his Pale Knights, who at the very least can all rest as well. However, there are still lingering questions: the original darkness that corrupted Exaltia still exists, and Sora and Kairi both seem to have Heartless and Nobody counterparts out in the realms somewhere. If the darkness is not truly defeated, it will return to corrupt the pure hearts of all the realms. However, the realms now have three brave Keyblade Knights: Sora, Kairi, and Riku, to defend them, and their friends: Mickey, Donald, and Goofy, who will always fight at their side. Mulan and Tifa return to their respective realms, while Kairi tells Sora that she believes Exaltia and the Pale Knights' hearts aren't gone for good and there might be a way to save them. The three Keyblade Knights step through a portal to begin their next adventure as the game ends. A secret ending (revealed if the game is defeated at 100% or in Proud Mode) reveals that Telos, at the very least, is still alive and in a mysterious new realm somewhere, and that he might also know the identity of that mysterious boy mentioned by Hayner, Pence, and Olette in Twilight Town...

    Kingdom Hearts II is released on November 6, 2007, exclusively for the Nintendo Wave. The game receives a highly positive reception, with most reviews averaging in the low 9s, similar to OTL's Kingdom Hearts II. Reviewers praise the gameplay, the new characters, Kairi's new story arc, and the massive amount of content in the game, though some reviewers do find it to be a bit too similar to the original Kingdom Hearts in terms of gameplay. The plot is more straightforward than OTL's game, and while that does avoid some of the problems from that game, it does get some fans calling it too predictable. Still, the subtle hints and implications of the secret ending show that Tetsuya Nomura is beginning to expand the scope of the franchise beyond its original boundaries. The lack of any spinoff titles does keep things from getting too convoluted, though the commercial success of both this and the original game will get Squaresoft seriously considering bringing the franchise to the Game Boy Supernova, and a game would eventually go into development for it, while Kingdom Hearts III would begin its long process of development with a title hopefully coming to the Nintendo Sapphire sometime early in the next decade.
     
    The Blockbusters Of 2007
  • The Top 25 Highest Grossing Films Of 2007 (North American domestic gross only):

    1. Justice League: Apokolips Rising ($418.6 million)

    2. The Amazing Spider-Man ($395.1 million)

    3. I Am Legend ($318.6 million) (Note: Will Smith still starred in this movie, which was MUCH better than IOTL's version. It kept the original ending in which Neville was revealed to be the “monster” and the vampires were just trying to protect each other, and generally was a much more well made film. This one opened similarly to OTL's movie but had much better legs at the box office.)

    4. Harry Potter And The Order Of The Phoenix ($301.5 million)

    5. Icarus ($258.8 million) (Note: Finally, a serious CGI animated film from Dreamworks, this one centered on the ancient myth of Icarus but giving the boy a much happier ending. Its tone is fairly similar to the OTL How To Train A Dragon, and is considered the first really, REALLY popular CGI Dreamworks film ITTL, selling tons of merch and generating a major fandom.)

    6. Heroic ($241.5 million) (Note: Brad Bird's Pixar superhero film ITTL isn't a film about a superhero family, but is instead a Batman spoof/satire about a washed up hero voiced by Michael Keaton who takes an orphaned teenage girl under his wing. The girl is voiced by Ashley Johnson, so OTL watchers would get somewhat of a “60s Batman meets The Last Of Us” kind of vibe from it. The fandom and critic debates of Icarus vs. Heroic are epic, and these films would compete for awards throughout the year.)

    7. The Bourne Ultimatum ($239.0 million)

    8. Odyssey ($184.1 million) (Note: Because TTL's Troy did so well, the next big budget sword and sandal epic to be adapted is The Odyssey, and...it's a major disappointment. This is the most expensive film ever made up to this time, but it's too long and still doesn't properly adapt the source material. It opens huge but falls off a cliff afterward, and despite making $600 million worldwide, it barely makes back what it cost to produce and promote it.

    9. The Simpsons Movie ($178.6 million)

    10. Man On A Mission ($170.3 million) (Note: This thriller about a down on his luck investor played by Tom Cruise taking the family of a rich bank executive hostage gets a mixed reaction from critics, though fans receive it a bit more warmly. It somewhat takes over for 300 as the “meme film” of the year, due to Tom Cruise's slightly hamfisted acting performance, including the line: “I need you... to SHUT... your MOUTH!” delivered in a fashion that makes most audiences laugh despite the intended seriousness of Cruise's delivery. Down the road, this film would be received even more warmly, especially during the Great Recession.)

    11. Casino Royale ($169.4 million) (Note: Casino Royale comes a year later ITTL, and features a brand new Bond actor, Sam Worthington. This isn't a reboot, it builds on continuity from previous films, but has a somewhat similar plot to OTL's film, including the introduction of the double crossing Vesper Lynd as the villain. Unlike OTL's Casino Royale, this film has a standalone storyline with no overarching organization. The critical reception is worse than OTL's film, but better than most of the Brosnan films, and the box office performance is similar to OTL's.)

    12. The Novelists ($161.5 million) (Note: Leonardo DiCaprio and Natalie Portman star in the year's most successful romantic comedy, about two writers who meet at a Starbucks and hit it off. DiCaprio's character is a writer of epic sci-fi alternate history novels who's just barely getting by, while Portman's character is a millionaire author of trashy romance novels similar to OTL's Fifty Shades series. DiCaprio and Portman's charisma and chemistry carry the film, which scores excellent reviews and multiple award nominations for the actors.)

    13. Blowback 2 ($160.3 million) (Note: This sequel to a previous spy thriller is somewhat more successful than its predecessor, largely due to going bigger with the stunts and casting. It's fairly unpopular with critics, but fans eat it up.

    14. Nautilus ($158.5 million) (Note: Disney's first CGI animated feature, Nautilus is a mixed success: it's popular with critics and makes back its budget at the box office... barely. It's sort of a more successful version of OTL's Atlantis: The Lost Empire, gaining a big cult following but being somewhat of a financial disappointment. The comparisons to Icarus and Heroic, two films that are far more successful commercially and somewhat more successful critically, don't help. Disney hopes that a more conventional film, Rapunzel Unbraided, will be more of a success.)

    15. The Clockmaker ($148.6 million) (Note: A brilliant Christopher Nolan psychological thriller about a mentally ill clockmaker played by Robin Williams, The Clockmaker is one of the year's most critically acclaimed films and fans debate about the meaning of the film for years to come. Though Nolan will never make a Batman film ITTL, he continues to produce quality cinematic work for many years to come.)

    16. Lobo ($142.4 million)

    17. 300 ($137.2 million) (Note: Though largely similar to OTL's film, 300 just doesn't click with audiences in the way it did IOTL, possibly due to a combination of the increased proliferation of comic book films and the changed political climate. ITTL, 300 is seen as more of a mild success and follow-up to Zack Snyder's Sin City than it is a cultural phenomenon.)

    18. Bee Movie ($134.8 million)

    19. American Gangster ($134.3 million)

    20. Daredevil ($129.3 million)

    21. Beowulf ($126.7 million) (Note: Beowulf, rather than being a CGI film ITTL, gets a live action adaptation and is moderately successful thanks to star power and special effects. Critical reaction is mixed, however.)

    22. Superbad ($122.0 million)

    23. Pahoehoe ($119.3 million) (Note: This disaster film about a catastrophic Hawaiian volcanic eruption (less Kilauea, more Krakatoa) features some great special effects but a pedestrian storyline, crappy acting, and what were they thinking with that name?)

    24. Cancun ($114.7 million) (Note: A frat comedy about a group of college guys who go to Cancun on Spring Break and spend most of their time trying to hit on girls, this film is surprisingly funny, and it does feature some well written and acted female characters, though it does put them in skimpy bikinis for most of the movie.)

    25. Unprofessional 3 ($110.7 million) (Note: This office comedy series continues to chug along, though this would be the last financially successful film in the series.)
     
    Fall 2007 (Part 16) - The Rest Of The Games
  • (Here are the rest of the notable North American game releases between October 2007 and December 2007!)

    -

    Nintendo Wave:

    Curse Of The Horned Rider

    Curse Of The Horned Rider is a horror/motorcycle game that plays like Road Rash through a Tim Burton filter. The player can choose from one of up to eight different motorcycle riders, all with a horror theme, ranging from vampires to demons to cursed humans and more, who then race along abandoned highways on motorcycles, trying to get to the end while also just trying to stay alive. The player can use their rider's special powers or pick up weapons on the track to deal damage or cause trouble for their opponents. The plotline has to do with Satan awakening after a thousand year slumber to overtake the Earth, and a few evil creatures are vying to usurp him as ruler of Hell, though there are also a few humans who are trying to stop him and save humanity. The game is rated M but is kind of a soft M, with plenty of blood and violence but not too much in the way of sex and language. The game is definitely a strange one, but reviews are quite good, with praise going toward the unique characters and the play controls, while the demonic motif is seen as a good choice for a motorcycle game, and old school Road Rash fans love it as well. Sales are only decent, but better than expected, especially for a late Wave game.

    Persona 3

    The latest game in the Shin Megami Tensei franchise, Japan would see this nearly a year before America does, but it is released in North America late in 2007 exclusively for the Nintendo Wave. The game features somewhat similar gameplay to OTL's, with a group of six high schoolers who alternate between normal high school lives and descending into a realm of demons and nightmares to protect humanity with the aid of their Personas, which resemble classic mythical creatures, gods, and demons. However, the main plotline is quite different, and involves a sort of war against a student council of six students who have Personas of their own and who are unwittingly serving an evil master while seemingly trying to keep order in the school. The student council is led by Agumi, a haughty and fearsome social climber who is secretly descended from demon hunters and who believes herself to be purifying the world, but is actually serving as a puppet for Deus, who is seemingly God but is actually a being of pure control and domination, not actually YHVH of Shin Megami Tensei notoriety but somewhat of an avatar of him (the fact that Xenogears was never made ITTL leaves the idea of a Deus-like character freed up for Atlus to eventually use, which they do). The protagonist (who is only male in this game) leads the fight against Deus and Agumi utilizing their Personas and making social links with friends all over Tokyo to gain strength. Their companions can only utilize one Persona each, similar to OTL's game, and each of the companions can have social links built with them. The realm that the player descends into in TTL's Persona 3 is called Hel, and like in OTL's game, it gets more and more dangerous as the player goes through it while completing certain storyline objectives (In TTL's Persona 3, there's actually no time limit, though social links and other plot achievements are gated by the main storyline, so you can't advance too far in some player's links early on in the game). Eventually, events come to a head, and like in OTL's game, the protagonist is killed. However, after some story events, and provided that certain objectives have been fulfilled (otherwise, the player gets the “bad ending” here) the protagonist's place is taken by a repentant Agumi, who carries on the fight against Deus and assumes all of the original protagonist's Personas and powers. There are two more ending options here, one a “good” ending in which Agumi sacrifices herself but the world is saved, and another being the “golden” ending in which Agumi lives and the world is saved, though the golden ending is a bit ambiguous and cryptic, implying that the world is saved but also implying that there will be a recurrence of the same events that led to the crisis in the first place.

    Like IOTL, Persona 3 gets strong reviews from critics and some controversy for its violence and religious themes (and killing off the original protagonist), but is very well received by fans and actually sells a bit better than it did IOTL in North America. It helps that the Wave is in the spotlight a bit more than the PS2 was when Persona 3 game out IOTL, and Nintendo actually does a fair bit to promote the game as a somewhat more mature RPG for those who are turned off by Kingdom Hearts II.

    Apple iTwin:

    Rhapsody Of The Firmament
    (Authors' Note: This summary for Rhapsody Of The Firmament was given to us by the reader Neoteros! We filled out the developer, director, and artist information and the game's commercial/critical performance but the rest was reader-contributed.)

    Rhapsody of the Firmament is an action role-playing game developed by Blizzard for the Apple iTwin, and directed by Jeff Kaplan. Even though it follows many of the conventions and traditions of Western action role-playing – the open world of The Elder Scrolls, the overhead perspective of Diablo – it consciously averts and avoids many of the other distinctive elements of the genre; for example, there is no HUD to speak of, nor health and mana points, or item slots: the player has to rely on visual and vocal cues to guess the status of the protagonist, that can also be done away with in one hit or severely wounded if not properly protected by armour – even though it is possible to dress her in bikini armour, a flimsy silk dress and other assorted revealing outfits, it's a challenge only Ghosts 'n Goblins veterans can hope to survive – and she can carry only what a single person would realistically be able to carry. The game is also notable for how the first segment of the game, set in a military academy, replaces what in other action role-playing games would be the character creation screen – the decisions the player makes during said segment determine the protagonist's speed and strength, her inclination towards certain weapons or psychic abilities, and even her personality – and for its peculiar art style, courtesy of Michael Sutfin, that before working on Rhapsody of the Firmament had worked on Magic: the Gathering. The protagonist of the game is Kelos, a young woman belonging to a harpy-like alien species: even though she looks like a dark skinned – in fact, indisputably black – human being, her height is that of a human child, she has green/red feathers along her arms and on her head, heterochromic green/red eyes, avian claws instead of feet, and possesses the ability to fly.

    At a very young age, she is sent to a military academy in her home planet of Mukanay: since she has been born with psychic powers, a very rare occurrence in her world, that grant her a series of abilities who are barely distinguishable from magic – for example, the ability to heal herself and others, the ability to create fire, ice and lightning from nothing, and the ability to control beasts and people with her mind – she has an undisputed place among the members of the psychic élite that rules her homeworld as a de facto military junta. Having graduated from the academy, and gained a friend there – a shy but very competent girl named Palos – she is given by the government a place as Enforcer – a Judge Dredd figure, more or less – in the planet's capital city; at first, she has to deal only with street crime but, when it becomes clear that the city's most dangerous and extensive criminal syndicate and the planet's most threatening dissident organization are in fact joined at the hip, she is asked to take part in progressively more brutal acts of government sanctioned oppression. One of these acts is to kill Vanak, an old man that has so far acted as a mentor figure of sorts to her, that is revealed to be the leader of the aforementioned dissident organization; before dying, he unleashes a synthetic plague on the planet that instantly infects all psychics there and on other planets, due to the psychics' telepathic links. He however gives her and Palos an antidote, telling her that she – as the incredibly gifted psychic daughter of a normal family – could force a new, democratic order on Mukanay and on its colonies if only she wanted to. As the planet of Mukanay and its empire fall into chaos, following the death of 9 psychics out of 10 and the almost complete disappearance of government, Kelos has to choose whether to follow Vanak's advice and aid the dissidents (who can be corrupt and criminal despite their good intentions) or stay loyal to the rump government of Mukanay (that is very authoritarian, but has granted peace and prosperity to the planet). Whatever her choice will be, she has to conquer the city for her chosen faction first, and then the rest of Mukanay, meeting quite a few colourful characters along the way, the most important of them being Hulik, an exuberant professional athlete turned mercenary.

    Before moving on to the part of the game set in planets other than Mukanay, Kelos learns about the "Rhapsody of the Firmament" from an old archaeologist that was silenced by the government for decades: an immense epic poem written in several languages over the course of innumerable millennia, and whose fragments are scattered throughout the solar system in which the game takes place; according to a few conspiracy theorists, the Rhapsody hides the darkest, most frightening secret of the universe. As Kelos, Vanak and Palos travel the solar system in which the game takes place and collect fragments of the Rhapsody, it is revealed that the only living star remaining in the universe, around which orbit the planets and moons on which the game takes place, is about to enter the final phase of its existence, and that life itself could soon end: if the player is playing through the loyalist route, it is revealed that the government intends to force the rest of the solar system to submit to Mukanay rule in exchange for the survival of civilization. After these revelations, it is possible for the loyalist player to turn dissident; Kelos' aim however remains the same: defeat the other faction and find a way to not only stop the death of the universe's only star, but to restore life to the other stars; according to the Rhapsody, the key to doing it is carefully hidden on a planet in a dead part of the galaxy; Kelos and her friends reach this planet, waking up an alien scientist, Nachelu, from his cryogenic sleep. Nachelu – a member of a civilization descended from that of Earth – explains that his species could never unlock the secret behind restoring life to the universe, but hoped that other species in their future would; that's how the Rhapsody started.

    "Explaining how to reverse entropy to people that could be at a very primitive level of development is like... like explaining advanced physics to a child, except you know only basic physics; you... you have to use a metaphor, and hope for the best; and if there's something that all human civilizations shared, was a flair for epic and song. We could only hope someone else in the universe would grow up to be a little bit like us."

    Kelos, Vanak and Palos travel back to their star system, this time with Nachelu; after the game's final, huge battle, in which Kelos commands either the dissident or the loyalist forces against the forces of the other faction, they finally find a way to bring life back to the galaxy; depending on how the player has behaved during the game, several endings can be obtained, and depending on how close Kelos is to one of her friends, she can (it's not guaranteed) enter a romantic relationship with one of them – yes, even the girl. But the game will always end with a shot of a starry sky, where no stars could be seen before.

    Rhapsody Of The Firmament was one of the more hyped Apple iTwin games at E3 2007, and was considered on equal ground with The Life And Death Of A Renegade as a game designed to lure older players to the console. Blizzard was paid a great deal of money for exclusivity and the game's development was partially funded by Apple, in the hopes of convincing some of the more “hardcore” gamers on the Nintendo and Microsoft ecosystems to migrate to the system. It works...partially. The game is highly acclaimed, with reviews averaging in the high-8s: not as strong as Renegade, but still one of the year's better iTwin exclusives. Sales also aren't quite as strong, but still very good and the game does achieve its purpose of selling more iTwin consoles to players that might not otherwise have considered them. Combined with the Xbox 2's continued struggles, and the game puts even more pressure on Microsoft during the vital holiday season.

    Bomberman Showdown

    Bomberman Showdown is an exclusive Bomberman game for the Apple iTwin featuring both traditional and optional motion controls that focuses on one-on-one combat between two evenly matched characters in an arena with the typical top-down Bomberman gameplay. The game allows the two iTwin controls to be split amongst two players for instant one on one multiplayer fun, though it also has options for 4 player mode locally and up to 16 players online. Apple promotes this one heavily as a party-centric Bomberman game, and it's fairly fun. It has a short campaign, but that's really not the point, and reviews are positive for the most part, with sales being so-so.

    Valkyria Chronicles

    A tactical turn-based RPG, Valkyria Chronicles features combat action in a World War II-like setting, with a similar storyline and gameplay to IOTL. Developed by much the same team as OTL's game, Valkyria Chronicles deals with a clash between two warring empires, fighting over a limited supply of a vital material resource called Ragnite. TTL's game also involves a group of armed mercenaries known as the Shadar Force, which introduces an element of intrigue to the plot and also enhances the strategic gameplay, as the player is given the opportunity to hire these mercenaries at points during the game, and if they fail to do so, some of them can join up with the enemy. Valkyria Chronicles is another example of a game geared toward more mature audiences in order to lure more adult players to the iTwin, but is also aimed at the iTwin's Japanese buyers, who are only just now starting to be able to purchase the system on a reliable basis. Reviews for the game are fairly strong, and it's considered one of the better RPGs of the year, though it isn't appreciated as much in the year end awards as a game of its quality would be expected to (it takes time for the game to get its due appreciation in North America).

    Zodiac World Iris

    Released five years after Zodiac World 2 on the Sega Katana, the franchise has seen its profile fade over the past several years despite both the previous two games being major hits. However, as hype for this game built in late 2007, it would become one of the higher profile release of the holiday season for the iTwin. While featuring similar gameplay to the past two games (action platforming with a focus on powers and weapons), it features a brand new protagonist: a girl named Iris, who utilizes a special sniper rifle in battle (her fighting style somewhat resembles that of Overwatch's Widowmaker, though her demeanor is a lot lighter). Iris is a Runescraper, a member of a group of explorers sent to gather special artifacts that contain magical properties. She's the “muscle” of her group, so to speak, which mostly consists of nerdy, scientific types. The plot starts when one of the runes Iris acquires turns out to be one of 12 Zodiac Stones. Removing the stone from its resting place unleashes a powerful evil into the world and attracts the attention of an evil industrialist who seeks the power of the stones for himself. Iris and her friends must gather the remaining stones in order to channel their power into an ancient cauldron that will nullify their powers and contain the evil. The game hits all of the familiar platformer notes, and its somewhat dated gameplay does drag the game down a bit, though Iris' unique fighting style, which relies on sniping enemies from afar rather than getting up close and personal, is a change of pace. Zodiac World Iris is considered a critical and sales disappointment, with lower review scores and sales than both of the previous games, though it's still a fun game and becomes somewhat underappreciated because it wasn't as innovative or popular as the first two. It's one of the few “misses” for the iTwin in 2007, though it's a blow Apple can easily absorb, and the series itself is shelved indefinitely (despite somewhat of a sequel hook cliffhanger ending).

    Microsoft Xbox 2:

    Forza Motorsport 2

    The sequel to 2005's Forza Motorsport and the first game in the series to be released on the Xbox 2, Forza Motorsport 2 features shiny new HD graphics, making it one of the best looking console games ever released up to this point. It also features 486 cars (nearly twice the cars of the original game), and at least 10 more tracks than the original as well. Despite a significant graphical upgrade and a massive amount of new content, the gameplay is almost unchanged from the original title, which is somewhat of a mixed bag: while the original game played just fine, players were expecting somewhat more changes from the original game. Despite the lack of changes, Forza Motorsport 2 achieves strong reviews and strong sales at the time of its release, just missing the top five new releases for October 2007 due to being launched in a crowded month.

    The Gunrunners 2

    The sequel to a 2003 Katana exclusive, this title finds its way to the Xbox 2 due to Apple passing on footing some of the development costs for the game. The original title, a bullet hell-styled third person shooter, was enough of a cult hit to justify a sequel, and this game features updated graphics and a much larger selection of weapons, though it ramps down the difficulty a little bit. This is mostly due to the addition of a bunch of powerful new characters with abilities that give them more firepower and make it easier to dodge the copious amount of bullets that enemies fire at the player. The aesthetic of the game also changes a bit: whereas the original Katana title was somewhat lighthearted and cutesy, this game is more serious, featuring more realistic looking characters and a somewhat more serious storyline. It's not as jarring as say, OTL's Bomberman Zero, but it, and the ramped down difficulty, alienate some of the original game's fans and cause this game to flop on the Xbox 2.

    007: Casino Royale

    Microsoft tries to succeed where Nintendo did in 1998 with Goldeneye by securing the exclusive license to a Casino Royale game and making a first person shooter based on the 2007 film. 007: Casino Royale follows the Goldeneye formula quite well, creating a campaign that follows and expands upon the events of the film, while also creating a detailed multiplayer mode with both local and online play. The game features the actors from the film, including Sam Worthington, and features some of the better first person shooter action of the seventh generation thus far, with realistic AI and an intuitive aiming system, along with dynamic cutscenes and a wide selection of weapons. It's definitely a good game, but it's received more like OTL's 2010 Goldeneye for the Wii than it is the original Rare Goldeneye 007. It's not all that innovative of a shooter, and though it plays really well, it gets unfavorably compared to Modern Warfare, which has more action and a stronger multiplayer mode. Casino Royale is a critical and commercial success, but not the revolutionary blockbuster Microsoft was hoping it to be.

    Maelstrom: The Battle For Earth

    A game exclusive to PC IOTL, Maelstrom: The Battle For Earth is an RTS that takes place amidst the aftermath of a deadly nuclear and biological war that ravaged the Earth's surface. As the two factions continue to battle amidst the ruins of civilization, an alien race appears to conquer the reeling planet, and humanity must unite to force them off the planet. The game features not only real time combat, but also gives the player the ability to transform the land, altering battle conditions for friend and foe alike. OTL's game was somewhat of a disaster, plagued by poor AI and bad voice acting, amongst other issues. ITTL, the game suffers from far fewer of these issues, which can be explained by the game's production studio putting more money, resources, and time into the game. This causes Maelstrom to become one of the better Xbox RTS titles of 2007, and the game actually sells better on the console than it does on the PC. Though it's far from a “hit”, it's seen as a respectable cult classic and would eventually get a spiritual successor that would do even more with the terraforming functionality.

    Man Of The Atom

    Developed by Acclaim exclusively for the Xbox 2, Man Of The Atom is based off the Gold Key/Valiant Comics superhero Solar, a nuclear physicist who is transformed into a living nuclear battery after a radiation accident. The game is a beat 'em up where players take control of Solar and have him engage in a variety of action packed situations. Solar can usually deal with enemies due to his overwhelming power, but the player must be careful to keep him charged with radiation, which for obvious reasons isn't always at hand. Solar must rescue civilians and aid the innocent, and this too isn't always easy due to his tendency to leak radiation and his occasional lack of control over his powers, forcing the player to sometimes come up with unique solutions to help the populace. Solar's enemy in this game is Mothergod, the alterego of a fellow physicist who gains the same powers as Solar but tries to use them to erase all life in order to achieve balance in the universe. Solar must accumulate enough power to stop her, while also attempting to keep the timestream balanced for the good of humanity. Man Of The Atom gets a lot of comparisons to Spider-Man: Hunted, though with the added involvement of time travel. It's somewhat more difficult to use Solar's powers than Spider-Man, but the game is fairly unique for it, with more of a plot than the typical “superhero beating up criminals” that even plagued that highly praised Spider-Man game. Despite some of the criticisms, Man Of The Atom is generally seen as a good game, and proves to be a modest financial success for Acclaim, though not on the level of the Turok or Mortal Kombat series by any stretch.

    On Burned Wing

    On Burned Wing is a dragon-riding game where mighty dragon riders take to the skies and battle one another. The game takes place in a medieval-esque society that has somewhat degenerated into a hedonistic time where people watch dragon riders brutalize one another for entertainment, and the main plot deals with a dragon rider who is forced to become one in order to provide for his family, slowly rising through the ranks but drawing the attention of the king of the realm, who is a dragon rider himself and hostile to any who would challenge his supremacy. This game looks visually stunning but the gameplay is a slight disappointment compared to the hype, with fairly repetitive battles and some shoddy controls. It's still good but not as good as it was expected to be, and sales definitely don't live up to expectations.

    Sakura's Tears

    Just as the Xbox 360 tried to lure in JRPG developers to improve its prospects in Japan IOTL, the Xbox 2 tries to do so here, with this anime-styled JRPG featuring a mostly shoujo cast of young magician girls seeking out a lost flower to heal a sick friend. The Xbox 2 doesn't get a big Lost Odyssey style RPG epic but does get a few smaller titles, and Sakura's Tears is the most successful of the bunch. Along with Axe Of The Ravenfell, it lures female players to the system and is one of the better original JRPGs of the year, with reviews averaging in the mid 8s thanks to the fun battle system and excellent English dub (the localization company uses a Toronto-based cast that includes actresses like Alyson Court, Emilie Claire Barlow, and Katie Griffin). However, even in Japan the game sees disappointing sales, and it's nothing more than a cult game in the West.

    Game Boy Supernova:

    Antarctica: Cold Comfort

    A handheld spinoff of the Wave-based FPS series that takes place on the cold southern continent, Cold Comfort tells a side story in the series about a squad of soldiers deployed to a series of underground caves near an old Soviet weather base, sent there to take out a belligerent detachment of Russian hardliners hellbent on starting World War III. The game features the same temperature regulation and environmental hazards as the previous two games, and the graphics look quite excellent for a Supernova FPS, on par with those of the Nintendo Wave. Combined with the strong online multiplayer features and this proves to be one of the better handheld FPS titles of the year, competing quite well with From The Files Of UNITY and Eschaton on the iPod Play (though it doesn't quite sell as well as either of them).

    Renata Chronicle

    An Atlus dungeon crawler with similarities to OTL's Etrian Odyssey, but with a French motif. The game is about a young woman who stumbles upon a series of ancient catacombs beneath France and must explore them to defeat the demons within and save her village. A difficult but beautiful and very well crafted game, it's a financial success in Japan and a cult classic in North America.

    iPod Play:

    War For Unity

    War For Unity is an RTS title with a simple to learn but difficult to master gameplay system, featuring six rival armies battling it out over an uncharted continent. The game features large armies with procedurally generated characters, though there are also some fixed characters in the game. It features good graphics for the platform and ends up being fairly popular amongst RTS fans, getting excellent reviews for its strong gameplay and technical polish.

    Windborn: Quest Of The Ages

    The Windborn series of RPG titles returns on an Apple system, the iPod Play, and features a brand new quest and a heroic boy who gains the power of the winds after taking up an ancient sword. A man takes the boy under his wing, claiming to be the previous Hero of the Winds, but the man is trying to get the sword for his own purposes, and the boy has to turn against him with the help of several new friends he makes on his journey. Like the previous Windborn games, this one is a commercial success, but largely due to its Japanese sales, as it's more of a cult hit in North America. Reviews are good, averaging in the high 7s and low 8s, keeping the Windborn franchise's reputation for producing strong RPG adventures intact.

    Bleak

    Bleak is a horror/adventure game about a group of spelunkers who explore a cavern overrun with monsters. Players must acclimate to the cave's twisting corridors, difficult terrain, and dark environments. The game combines 3-D platforming with survival horror in a fashion reminiscent of some of the Tomb Raider games, and while Bleak is well made from a graphical perspective, it's a sales disappointment. It doesn't have any strong selling points like Resident Evil, and the game's difficulty turns off casual players, but those who do play Bleak tend to enjoy it.

    Herzog Tactics

    Herzog Tactics is a strategy game based on the classic Herzog series of strategy military titles created by Sega. 2002's Herzog Zwei, an attempt to remake the series with modern gameplay and graphics, was a disappointment, but developers wanted to revisit the series as a strategy game closer to something like the Fire Emblem or Ogre Battle series, and took the classic Herzog Zwei gameplay and adapted it into a turn based strategy title without the real-time elements. Players have to build their units and deploy them on the battlefield, defeating the enemy or capturing installations and completing objectives. It has a Nintendo Wars-esque feel to it but is somewhat more futuristic and complex, and features a mix of techno music and Wagnerian symphonic metal as a soundtrack. Where the Herzog Zwei remake failed, Herzog Tactics succeeds majorly: it's a beautiful, strategic, elegant strategy game that finally succeeds in bringing this series to modern gamers in such a way that replicates the originals. It's one of the best reviewed console games of the year, with scores even topping those of War For Unity, and is one of the best selling iPod Play games of the holiday season.

    Shining Force EXA

    A re-imagining of the Shining Force series of tactical role playing games, this title combines elements of dungeon crawling with Fire Emblem style tactical warfare. In Shining Force EXA, a prince named Samuel is tasked with journeying to the seat of power of a warfaring empire and stopping their evil emperor from using the Obelisk Rune to unleash a terrible evil. Samuel must journey with his friends and recruit allies along the way, while battling across fields and through dungeons. Inbetween the actual battles, Samuel can venture into the realm, wandering through towns and fields in a top-down RPG style of gameplay. This can be done to look for treasures or recruit potential allies, while also being able to access side battles in this way. Many battles are conducted in dungeons themselves, with Max and his army exploring the dungeons in the midst of battle, walking on the grid as they fight their way through enemies in turn-based fashion, giving the game a unique perspective. The game has up to 68 storyline battles and over 200 side battles, giving Shining Force EXA a massive amount of content and making it one of the deepest games on the iPod Play. Reviews are good but not quite up to snuff with the other tactical RPGs of the holiday season, with reviewers criticizing the dungeon exploration and the repetitive side missions, but otherwise praising the game. The success of Shining Force EXA and other SRPGs on the iPod Play gives the handheld a reputation among fans as being a haven for quality SRPGs, a reputation it would maintain for the duration of its lifespan.

    Multiplatform:

    Carapace

    Carapace is an adventure game about a group of explorers in a barbaric land who roam the landscape, slaying giant bugs. The game has similarities to OTL titles such as Darksiders, allowing players to upgrade the protagonist and buy weaponry inbetween exploring dungeons and slaughtering bugs. It's not a very long game, but the monster designs get some praise, as do the fairly unique weapons this game has to offer (including an ancient can of bug spray), and it's successful enough to get a sequel, selling slightly better on the iTwin than it does on the Xbox 2. It doesn't come to the Sapphire, but the sequel will.

    Disavowed: Delirium

    The latest game in the Disavowed series published by Acclaim, Disavowed: Delirium is the third main title in the series and continues the adventures of Kevin Straborg (no longer voiced by Triple H, who declined to reprise his role). Straborg is in the midst of completing his special mission, the one given to him by the president at the end of Disavowed: Blacksite, when he is gassed by a mysterious masked figure. Straborg overcomes the gas, but the side effects cause him to experience hallucinations, leaving the player unsure of what is real and what isn't as we slowly learn what Straborg's mission is over the course of the game. Disavowed: Delirium features next generation graphics and is one of Acclaim's best looking games to date, though it's not quite as polished looking as Call Of Duty: Modern Warfare. The game is still heavily reliant on melee combat, though it's a first person shooter at heart. It also sees the special “boss” mode from the first game's multiplayer return, where one player serves as a boss and can booby trap the level for other players, or send AI controlled enemies and even take control of one of them. The return of the popular mode, which is available for online play for up to 16 players, is very well received and one of the most welcome features of the new game. As for the plot itself, the player learns that Straborg's secret mission is to extract an old friend that Straborg once thought dead but was actually taken prisoner by a small rogue nation. However, an agent of this nation got to Straborg first, in an effort to turn him against his allies by poisoning his mind. It's up to Straborg's new handler, a former CIA operative named Fisk, to keep Straborg from losing his mind. Straborg's computer hacking friend Liza also appears from the previous game, and she too works hard to keep Straborg from forgetting who his real friends are. Straborg eventually overcomes the hallucinations and extracts his old friend from the rogue nation while helping to install a new leader there who will no longer pose a threat to the world. Disavowed: Delirium receives stronger critical praise than the previous game did, averaging in the low to high 8s. It keeps the series strong from a commercial standpoint as well, though it doesn't quite crack the top five new releases of October 2007 when it's released on the Xbox 2 (an eventual Sapphire release comes in 2008). Still, it's considered a success, and a new game is planned for either 2009 or 2010.

    The Bank Job

    The sequel to 2006's hit heist game The Casino Job, The Bank Job is about a gang of criminals putting a team together to rob a bank stuffed with over half a billion dollars in cash and precious metals. The first half of the game is about putting the team together, and the last half of the game is the execution of the robbery itself. This game began development even before the release of The Casino Job, with the intention of releasing it on the next generation consoles (and also the Wave). It's not fully optimized for the Xbox 2 and iTwin, so the graphics aren't quite up to snuff with other seventh generation games, but it still looks plenty good in HD. Like the previous game, it features a strong cast of famous voice actors, and has a stylized, cinematic motif to it that makes it look very slick. As for the game itself, reviews average in the low to mid 7s, somewhat lower than expected, though that doesn't affect the sales of the game too much: it sells about as many copies as The Casino Job did, and does especially well on the Xbox 2. A new installment of the series is planned for 2009 or 2010 to take proper advantage of the next gen hardware.

    Mega Man 10

    The iTwin and iPod Play both see this sidescrolling installment of the classic Mega Man series. Like TTL's Mega Man 9, the game features fully 3-D graphics while adapting the gameplay of the original games, resembling OTL's Mega Man 11. The big improvement on Mega Man 9 is the addition of a more complex storyline, with a new main antagonist (Dr. Wily still appears, but now he's working for Director Margrave, a mysterious purple-clad woman who runs a massive robotics corporation and is forcing Dr. Wily to build tech for them, Director Margrave herself is a cyborg whose body parts were replaced after an accident that Wily caused during one of his previous takeover attempts, so part of her motivation is revenge). Despite the positive reception given to the last game's Toronto-based voice cast, Mega Man 10 uses a cast of Los Angeles-based actors, with a more mature sounding Mega Man voiced by Yuri Lowenthal, Laura Bailey voicing Roll, Frank Welker taking over as the voices of Dr. Light and Dr. Wily, and Grey Delisle voicing Director Margrave. The game itself features the usual eight Robot Masters before going to Wily's lair, though now each of the Robot Masters has a bit of a backstory (they're still called things like Element Man and Gigaton Woman, but each of them was created initially as a non-combat robot by Margrave before her accident, and it was Wily who upgraded them with military weapons). In the end, Mega Man has to reluctantly save Wily from Margrave, who has gone completely off the deep end. After she is defeated, she chooses to self-destruct rather than see reason and find a new purpose in life, but surprisingly it's Dr. Wily who saves Mega Man from being caught in the explosion. Of course, Wily only does this because he wants to kill Mega Man himself, but it's a rare magnanimous gesture from the evil doctor. Mega Man 10 is positively received by critics, not quite to the degree of Mega Man Next 2 but still quite nicely, and sales are reasonably strong, especially during December, the month after its release. It does better on handheld platforms than it does on the iTwin, and becomes a popular iPhone game (though it absolutely requires a traditional controller attachment).

    Pocket Wars 2

    The sequel to 2005's massive hit game that crosses the collectible catch 'em gameplay style of Pokemon with the frantic multiplayer action of Bomberman, Pocket Wars 2 returns with a huge influx of new characters to battle with, over 200 in all, including Flippem, a fry cook with a huge spatula who can flip people into the air, Skudvar, a German rocker who launches missiles while jamming out, and Catlady, a cat-obsessed woman who throws cats at her enemies. This game is even wackier and zanier than the original, and with an animated series having just launched on Nickelodeon, it gets a ton of fandom hype as well. It's released for pretty much everything: the Wave, the Xbox 2, the iTwin, the Supernova, and all the Apple handheld platforms (and will even get an Android release eventually). Sales are strong on all platforms: it's one of the best selling games of a super crowded November 2007, though the split platform sales prevent any one version from reaching the top five for the month. Reviews are about the same as the first game, perhaps a bit better, averaging in the mid to upper 8s, and it's one of the biggest hits of the holiday season.

    Red Assault
    (Authors' Note: The following game idea was given to us by HonestAbe1809!)

    Red Assault is a first person shooter that takes place in Alaska in the mid 1980s, and is somewhat of an homage to the film Red Dawn, in which a battalion of Soviet troops invade America, forcing a group of high schoolers to mount a resistance. In Red Assault, these troops invade just outside of Fairbanks, Alaska, and a group of high schoolers are caught up as the town is quickly overrun. The game attempts to be a more “realistic” take on a Soviet invasion, having the troops maintain secrecy and not employ over the top tactics of villainy, but acting in a much more pragmatic manner. The heroes are more pragmatic as well: one of the game's first major conflicts results when an overly patriotic jock has to be removed from the rebellion's leadership by the other students to prevent him from drawing the attention of the invading troops. The main protagonist is a combat novice who is forced to learn how to conduct war operations on the fly, though he gets some help from another young man whose older brother has combat training. The game is HEAVILY stealth reliant, in fact, it's almost less of an FPS than it is a pure stealth game. This does harm it with some reviewers, though others praise the game's realism and unique mission structure. Ultimately, Red Assault becomes more of a cult classic than a hit in the age of over the top military shooters, but its fairly low budget ensures that it does make a profit, and there's a chance that it gets a sequel. It's released for the Xbox 2 initially, but comes to the Sapphire in late 2008.

    Skate

    An EA published skateboarding game intended for more hardcore fans, Skate is very similar to OTL's title, featuring a more realistic control system and a more barebones “plot”, instead focusing entirely on the skating. While this does lose attention from casual gamers, costing it some sales, it's quite popular with critics and garners comparisons to the White Mountain series of games for snowboarding. One reviewer says that “in a genre overcome by cookie cutter skating games and the latest adventures of the Thrillseekers girls, Skate is a breath of fresh air that returns the focus to where it belongs: the skateboarding”. The game isn't an absolute blockbuster but it is profitable, and would get at least one sequel. It's released for the Xbox 2, the iTwin, and eventually the Sapphire.

    The Lord Of The Rings: Legends Of The Silmarillion

    As the title would imply, this game is a Lord Of The Rings adventure game. It's an anthology title, featuring a variety of adventures from the Silmarillion companion book, focusing primarily on the Quenta Silmarillion and the Akallabeth, and allowing the player to play as characters such as Feanor and Isildur. The game plays much like the earlier Xbox Lord Of The Rings title, and can be seen as a spiritual successor, mostly in terms of graphics with the gameplay not really evolving save for the addition of some quick time events. For this reason, reviews are fairly middling, with the characters and gameplay being considered mediocre and the game lacking the magic of earlier Lord Of The Rings titles. Sales are a bit disappointing, both for the Xbox 2 and later Sapphire versions, and the game is largely forgotten by most series fans.

    Tom Clancy's Splinter Cell: Doomsday

    The latest game in the Tom Clancy's Splinter Cell series of stealth/shooter titles sees Sam Fisher return once again, this time attempting to prevent a group of terrorist from launching simultaneous nuclear attacks on the United States, Russia, and China in an attempt to get the three countries to blame each other. Fisher believes that these terrorists are linked to a prominent military figure in one of the three countries, and must travel the world to root out the conspiracy before the terrorists can carry out their plans. The first Splinter Cell game designed with HD consoles in mind, this game sees major improvements in both graphics and in enemy AI, making stealth as intuitive as ever (and perhaps a bit too easy in the eyes of some reviewers). The plot actually has some fairly smart twists to make it more realistic, though this does have the effect of lowering the overall stakes toward the end of the game (rather than preventing the end of the world, Fisher ends up only having to prevent a single city from being nuked while most of the world's leaders are there... still high stakes but not quite as climactic as preventing World War III). Thanks to the improvements in graphics and AI, this game is better received than Chaos Theory, with reviews in the mid to high 8s. Sales are a bit lower than expected on both the iTwin and Xbox 2 versions, but the Sapphire version, released at that system's launch, does somewhat better, bringing overall sales up to an acceptable level. Though it's still not the major blockbuster franchise it once was, the Splinter Cell series is considered good enough for Ubisoft to keep around even as they trim down the scope of the Tom Clancy franchise to just a few games.

    Avatar: Battle For The Earth Kingdom

    Based on the hit animated TV series, Battle For The Earth Kingdom follows the events of season 2 of the show and even a bit of the start of season 3, since the Long Feng/Ba Sing Se storyline stretched into season 3 ITTL. At its heart, it's a fairly cookie cutter beat 'em up game, but it's done decently well, with cool cel shaded graphics and voice acting from the actual actors on the show. It sells well enough, though it's only released on the Wave and the iTwin.

    Twin Cities 2

    The sequel to 2005's hit open world game Twin Cities, Twin Cities 2 takes the series to high definition for the first time, debuting on the Xbox 2 and later being released on the Sapphire. It features a brand new protagonist as well, a small time drug runner from St. Paul named Lucas Crumm who rises through the ranks to become the biggest crime lord in all of the Twin Cities. Along the way, he has to deal with rival gangs, the police, and a corrupt businessman who runs most of the drug business in Minneapolis. The game features all the map locales from the previous game but expands upon the size of the city. It's a fairly large world to explore, though the game does sacrifice some graphical fidelity in order to achieve this. Considered to be a sort of “appetizer” before the release of Grand Theft Auto II in 2008, Twin Cities 2 was rushed heavily to beat that game to release and to make the holiday season. For that reason, it features numerous glitches that have to be patched out, and the game itself has some fairly lazy design choices that cause large stretches of the main storyline to be repetitive and boring. Reviews are still decent, averaging in the mid to high 7s due to the scope of the game and the fact that it's still fun most of the time, but it's clear that it isn't as good as the original was. Despite this, it sells well upon its release and becomes a bright spot for the Xbox 2 in the last month of the year. The Sapphire port has all of the glitches fixed and the first two DLC packs added in, and features significantly better graphics, making it a MUCH better version of the game (reviews for the Sapphire version average around a 9/10).

    Rayman Raving Rabbids 2

    Rayman Raving Rabbids 2 is the sequel to 2006's Rayman Raving Rabbids, which was released for a multitude of platforms. The series is a spinoff of the popular Rayman games, and features the wacky Rabbids in all sorts of adventures. In this game, Rayman has to help the Rabbids fend off a threat to the island where Rayman moved them to at the end of the previous game. Of course, even as Rayman is helping the Rabbids, they're trying to help him... with mixed results. The game is even wackier and crazier than the last Rabbids game, though it also features a lot less platforming and more elements such as puzzles and minigames. It gets a mixed reaction from fans, but proves to be a success as a popular holiday title amongst younger players, especially on the iTwin.

    -

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

    October 2007:

    1. Guitar Hero III (Apple iTwin)
    2. Final Fantasy VII-2 (Game Boy Supernova)
    3. Guitar Hero III (Microsoft Xbox 2)
    4. Tony Hawk: Thrillseekers (Apple iTwin)
    5. Tony Hawk: Thrillseekers (Nintendo Wave)

    November 2007:

    1. Sonic Duo (Apple iTwin)
    2. The Covenant 3 (Microsoft Xbox 2)
    3. Super Mario Dimensions 2 (Game Boy Supernova)
    4. Call Of Duty: Modern Warfare (Microsoft Xbox 2)
    5. Assassin's Creed (Microsoft Xbox 2)

    December 2007:

    1. Twin Cities 2 (Microsoft Xbox 2)
    2. Aquila: Blue Sky (Apple iTwin)
    3. Zodiac World Iris (Apple iTwin)
    4. Lost In The Stars (iPod Play)
    5. Rayman Raving Rabbids 2 (Apple iTwin)
     
    2007 In Review
  • Top 25 Best Selling Games Of The Year:
    (Note: Multiplatform sales are combined. Only console games are included. Includes pack-in and bundle sales. Includes all North American software sales between January 1, 2007 and December 31, 2007.)

    1. Pixelworld
    2. Pokemon Black And White
    3. Madden 08
    4. Sonic Duo
    5. Mario Kart: Crash Course
    6. Memory Hole
    7. Super Mario Dimensions 2
    8. The Covenant 3
    9. Super Smash Bros. Clash
    10. Pocket Wars 2
    11. Mario Kart: Road Trip!
    12. Guitar Hero II
    13. Downhill
    14. Kingdom Hearts II
    15. Call Of Duty: Modern Warfare
    16. Guitar Hero III
    17. Tom Clancy's Delta Force 2
    18. Pokemon Gamma
    19. Final Fantasy VII-2
    20. Necrocracy
    21. The Legend Of Zelda: Sage's Knight
    22. Beyond Good And Evil 2
    23. Thrillseekers: Waveriders
    24. Spider-Man: Hunted
    25. Soul Calibur III

    -

    iTwin Soars, Xbox Sags In Holiday Sales Report

    The NPD Group's report on video game hardware and software sales for the 2007 Christmas season is in, and it's good news for Apple's iTwin console, which gave Apple its biggest holiday season ever in the console industry. The iTwin sold more than five million units worldwide over the months of November and December, bringing its total lifetime sales to just over 15 million in its first nine months on the market. This would make the iTwin the second fastest selling game console ever, behind the Ultra Nintendo from November 1997 to July 1998. The Apple iTwin is still difficult to find in some stores, though its Japanese supply problems were largely fixed in time for the holidays and the system sold some 600,000 units there in November and December. That's good news for Apple, but its rival HD system, the Xbox 2, had a rough month of sales. Overall, the Xbox 2 sold 2.46 million units during the months of November and December, less than half of the iTwin's total sales and significantly less than it sold during last year's holiday season. The Xbox 2 has fallen behind the iTwin in total lifetime sales, with around 10.5 million total units sold in its first 14 months on the market, a vast majority of those sales coming in North America. The Xbox 2 is barely staying ahead of its predecessor system, the Xbox, during a comparable time frame, and all that despite being sold during much of the holiday season at a lower price than the iTwin. Though the Xbox 2 has seen some very strong game releases in recent months, including Memory Hole and The Covenant 3, those two games are having trouble bringing in new Xbox buyers. Combined with the disappointing critical and commercial performance of the latest Covenant game, and Microsoft's woes continue to pile up. Even looking beyond the performance of the Xbox 2, Microsoft has seen its share of disappointments, including continued poor sales and reviews for its new Windows Vista operating system and the Zune's failure to overtake the iPod in the crowded music player market. The company is also closing several more poorly performing X-Zone arcade locations, which have seen attendance decline due to the current economic climate.

    Despite the bad news from holiday sales, Microsoft's Bill Gates recently told investors that he expects an upswing of business for the Xbox 2 in 2008 due to the release of several highly anticipated exclusives, including Alien: Xenowar, The Matrix Rebirth, Amok: Trail Of Devastation, and Michael Bay's mysterious new IP Gray Zone.

    -from an article on Gamespot.com, posted on January 19, 2008

    -

    MTV Video Game Awards 2007:

    Game Of The Year:

    Call Of Duty: Modern Warfare
    Memory Hole
    Necrocracy
    Pixelworld
    Powerbroker

    Handheld Game Of The Year:

    Eschaton
    Final Fantasy VII-2
    The Legend Of Zelda: Sage's Knight
    Pokemon Black And White
    Super Mario Dimensions 2

    Action/Adventure Game Of The Year:

    Assassin's Creed
    Memory Hole
    Sonic Duo
    Spider-Man: Hunted
    Super Mario Dimensions 2

    Epic Game Of The Year:

    Final Fantasy VII-2
    Necrocracy
    Phantasy Star Online 2
    Powerbroker
    Rogue's Story III

    Sports Game Of The Year

    Downhill
    Madden NFL 08
    Tony Hawk's Proving Ground
    Tony Hawk: Thrillseekers
    Wave Race: Amphibious

    Racing Game Of The Year

    Burnout Dominator
    Exotic League Racing
    Forza Motorsport 2
    NASCAR 2K8
    Real Racing: Overdrive

    Music Game Of The Year

    Audio Club Crisis
    Beat Street 2
    Dualing Drums
    Guitar Hero III
    Kazariki Phantoma

    Shooter Of The Year:

    Aquila: Blue Sky
    Call Of Duty: Modern Warfare
    The Covenant 3
    Eye In The Sky
    Memory Hole

    Best Graphics:

    Assassin's Creed
    The Covenant 3
    Forza Motorsport 2
    Necrocracy
    Undying

    Best Soundtrack:

    Creepy
    Memory Hole
    Necrocracy
    Sonic Duo
    Thrillseekers: Waveriders

    Best Storyline:

    Assassin's Creed
    Call Of Duty: Modern Warfare
    Kingdom Hearts II
    Memory Hole
    Necrocracy

    Best Original Game

    The Life And Death Of A Renegade
    Necrocracy
    Pixelworld
    Powerbroker
    The Sickness

    Best Licensed Game

    007: Casino Royale
    Kingdom Hearts II
    The Simpsons Game
    Spider-Man Hunted
    Valerian And Laureline

    Best Online Game

    Call Of Duty: Modern Warfare
    Mysteries Of Modera
    Phantasy Star Online 2
    Pixelworld
    Zaphoid

    Best New Character

    Altair (Assassin's Creed)
    David (Memory Hole)
    Gwyneth (Kingdom Hearts II)
    Hardass (Necrocracy)
    Quinn (The Life And Death Of A Renegade)

    Holy S*** Moment Of The Year:

    Eggman Becomes The Death Eclipse (Sonic Duo)
    Jerusalem From Above (Assassin's Creed)
    Kairi Hands Over Her Heart (Kingdom Hearts II)
    The Nuke (Call Of Duty: Modern Warfare)
    The Sewer Monster (Necrocracy)

    Best Voice Performance:

    Avril Lavigne in Tony Hawk: Thrillseekers
    Leonardo DiCaprio in Call Of Duty: Modern Warfare
    Michael Madsen in The Life And Death Of A Renegade
    Scarlett Johansson in Assassin's Creed
    Verne Troyer in Necrocracy

    Best Personality In Gaming:

    The Angry Video Game Nerd
    Bubba Dudek
    Satoru Iwata
    SilverRayne
    Steve Jobs

    Game Company Of The Year

    Acclaim
    Activision
    Apple
    Electronic Arts
    Squaresoft

    -

    Once again, the 2007 MTV Video Game Awards proved to be one of the year's biggest nights for gamers. The awards themselves weren't terribly interesting, as they were largely dominated by Bioware's RPG Necrocracy, with the game achieving a near sweep of the big categories. However, the awards have also become host to the biggest show of new game trailers between the Tokyo Game Show and E3, and we got eight, count 'em, eight trailers for upcoming games set to be released later this year. If you missed the show, don't worry about it, we've got the lowdown on the show's big reveals.

    Commander Keen: Billy's Brave Odyssey- While this game was formally revealed in the October 2007 issue of GameInformer, with a brief Tokyo Game Show presentation taking place in Japan around the same time, Apple showed off the first real trailer for what looks to be the iTwin's biggest game of 2008. The trailer heavily featured the brand new villain Reynard, a thieving little boy who snatches Keen's science project from him, leading to a universal chase. This game looks gorgeous and fun, and got some of the biggest cheers of the show.

    Honest Jack- This trailer, showing off the latest game from Silver Sail, highlighted the game's shooting mechanics and the relationship between protagonist Jack and the fiery Mariela, voiced by music superstar Selena. The game is very reminiscent of Robert Rodriguez's El Mariachi trilogy in tone, though it takes place in the Old West rather than the contemporary setting of those films. It'll be interesting to see if an action packed, somewhat lighthearted Western can succeed in a time of edgier games.

    The Matrix Rebirth- We've heard a LOT about this Xbox 2 exclusive, the third video game based on The Matrix trilogy of films, and one that continues the story with a brand new protagonist created by the player. Based on the storyline of a scrapped Matrix MMO, the game continues where the trilogy left off, and has the player, Morpheus, and a teenaged Sati working together to stop the Merovingian from taking over the Matrix. The HD graphics definitely help bring out the game's spectacular fight effects, and the custom protagonist will help the player feel like they're really a part of the Machine War. The only bad thing about this game is that it's a console exclusive.

    Blackheart Villainous- One of 2008's most anticipated games, this is the fifth title in the Blackheart series and the sequel to 2005's Game of the Year. It looks as over the top and fun as ever, with Blackheart forced to once again team up reluctantly with her frenemy Messiah to stop a chemical weapon attack AND fend off multiple attempts on her life. The trailer was incredible, focusing on the love/hate relationship between the two women, and drawing a lot of laughs from the crowd.

    Grand Theft Auto II- It wasn't a surprise that we saw a trailer for this game, which didn't reveal much more than we've already seen but did highlight the family of protagonist Patrick, in a sort of “I can't believe these crazy people are my family” kind of way. Another trailer that was more humorous than epic, though this game doesn't really need a trailer to get people hyped: like Blackheart Villainous, it's going to be huge regardless.

    Ariel- The latest in Konami's Shadows Of The Moon series, this trailer showed off a ton of gameplay, revealing its new, more hack and slash heavy combat system and its protagonist's new mission. With the Black King defeated and her dead lovers avenged, Ariel's new mission revolves around defeating a celebrity necromancer who might be inadvertently triggering a zombie apocalypse. Ariel's new role as a sort of “paranormal policewoman” takes the series in a new direction, but the character herself remains as fierce and sexy as ever. Between this game and Blackheart Villainous, 2008 could be the year of the badass woman.

    Rise A Knight III- We only got a brief teaser trailer for this game, but it looked epic, promising a world far bigger than the world of the previous two games, and one loosely based on our own, with a storyline reminiscent of the Knights of the Round Table legends. This has been one of our favorite WRPG franchises and it's looking to make a big splash in the seventh gen.

    Gray Zone- We got more coverage of Gray Zone, with Michael Bay himself coming on stage to present a brief look at one of the early missions. The shooting mechanics looked really good, and there was a surprising twist at the end of the footage that made the crowd gasp. If Bay can restrain himself and keep this a more subdued stealth shooter, it could be the game that pulls Microsoft out of its slump and gives the Sapphire a run for its money.

    -from an article on Destructoid, posted on February 20, 2008

    -

    Games Over Matter Awards 2007:

    Game Of The Year:

    1. Powerbroker
    2. Super Mario Dimensions 2
    3. Pixelworld
    4. Kingdom Hearts II
    5. World In Conflict

    Best Graphics:

    1. Undying
    2. Necrocracy
    3. Memory Hole
    4. Powerbroker
    5. Spider-Man: Hunted

    Best Sound:

    1. Memory Hole
    2. Call Of Duty: Modern Warfare
    3. Guitar Hero III
    4. World In Conflict
    5. Thrillseekers: Waveriders

    Best Gameplay:

    1. Powerbroker
    2. Pixelworld
    3. Super Mario Dimensions 2
    4. World In Conflict
    5. Necrocracy

    Best Thematics:

    1. Powerbroker
    2. Kingdom Hearts II
    3. Necrocracy
    4. Memory Hole
    5. The Legend Of Zelda: Sage's Knight

    Most Innovative:

    1. Pixelworld
    2. Powerbroker
    3. Rhapsody Of The Firmament
    4. The Sickness
    5. Project Isle

    Best Multiplayer:

    1. Phantasy Star Online 2
    2. Team Fortress 2
    3. Pixelworld
    4. Yoshi And Friends
    5. Call Of Duty: Modern Warfare

    Best New Character:

    1. Dimentio (Super Mario Dimensions 2)
    2. Kelos (Rhapsody Of The Firmament)
    3. Eleanor (The Life And Death Of A Renegade)
    4. Altair (Assassin's Creed)
    5. Frizz (Project Isle)

    -

    Various GOTY Awards:

    IGN (Editor Top 10):

    1. Necrocracy
    2. Powerbroker
    3. Super Mario Dimensions 2
    4. World In Conflict
    5. Guitar Hero III
    6. Mechatos
    7. The Sickness
    8. Call Of Duty: Modern Warfare
    9. Memory Hole
    10. Team Fortress 2

    Joystiq (Editor Top 10):

    1. Powerbroker
    2. Pixelworld
    3. Sonic Duo
    4. Super Mario Dimensions 2
    5. Necrocracy
    6. Zeppelin Age
    7. Call Of Duty: Modern Warfare
    8. Kingdom Hearts II
    9. Assassin's Creed
    10. Peggle

    Kotaku:

    Game Of The Year: Pixelworld
    Runner-Up: Sonic Duo
    Finalists: Necrocracy, Powerbroker, Memory Hole, Fairytale 3, Mega Man Next 2, Super Mario Dimensions 2, Thrillseekers: Waveriders, Guitar Hero III, Wave Race: Amphibious, Persona 3, Rogue's Story III, Spider-Man: Hunted, Pocket Wars 2
    Worst Game Of The Year: Ogrekill

    Gamespot:

    Game Of The Year: Memory Hole
    Action Game Of The Year: Super Mario Dimensions 2
    Adventure Game Of The Year: Necrocracy
    Shooter Of The Year: Memory Hole
    Sports Game Of The Year: Downhill
    RPG Of The Year: Powerbroker

    Gaming Age

    Game Of The Year: Powerbroker
    Runner-Up: Memory Hole
    Nintendo Wave Game Of The Year: Kingdom Hearts II
    iTwin Game Of The Year: Pixelworld
    Xbox 2 Game Of The Year: Memory Hole
    iPod Play Game Of The Year: From The Files Of UNITY
    Game Boy Supernova Game Of The Year: Super Mario Dimensions 2
    PC Game Of The Year: Powerbroker

    GameInformer

    Game Of The Year: Necrocracy
    Finalists: Super Mario Dimensions 2, Memory Hole, Sonic Duo, The Covenant 3

    Blargo

    Game Of The Year: Powerbroker
    Runners Up: Necrocracy, Super Mario Dimensions 2
    Most Unexpectedly Good Game: Herzog Tactics

    RPGamer

    Game Of The Year: Final Fantasy VII-2
    Runners Up: Kingdom Hearts II, Fairytale 3, Persona 3
    WRPG Of The Year: Necrocracy

    GameBlast

    Game Of The Year: Necrocracy
    Action Game Of The Year: Call Of Duty: Modern Warfare
    Adventure Game Of The Year: Tales Of The Seven Seas: The Bermuda Triangle
    Fighting Game Of The Year: Mortal Kombat: Betrayal
    Platformer Of The Year: Super Mario Dimensions 2
    RPG Of The Year: Necrocracy
    Sports Game Of The Year: Madden NFL 08

    Gamers' Blog Alliance

    Game Of The Year (50 blogs polled):

    Necrocracy: 13
    Powerbroker: 11
    Sonic Duo: 4
    Call Of Duty: Modern Warfare: 4
    Pixelworld: 3
    The Sickness: 2
    Kingdom Hearts II: 2
    Memory Hole: 2
    World In Conflict: 2
    Undying: 1
    Super Mario Dimensions 2: 1
    Thrillseekers: Waveriders: 1
    Project Isle: 1
    The Life And Death Of A Renegade: 1
    Pocket Wars 2: 1
    Rivers And Railways: 1

    Mechazonic (Editor Top 5)

    Game Of The Year:

    1. Pixelworld
    2. Powerbroker
    3. The Sickness
    4. Necrocracy
    5. Call Of Duty: Modern Warfare

    Australian Gamer (Editor Top 10)

    Game Of The Year

    1. Soul Calibur III
    2. Rivers And Railways
    3. Necrocracy
    4. Pixelworld
    5. Mysteries Of Modera
    6. The Legend Of Zelda: Sage's Knight
    7. Thrillseekers: Waveriders
    8. Phantasy Star Online 2
    9. Exotic League Racing
    10. Super Mario Dimensions 2

    ScrewAttack (Top 10 Games Of 2007):

    1. Super Mario Dimensions 2
    2. Powerbroker
    3. Memory Hole
    4. Necrocracy
    5. Kingdom Hearts II
    6. Mega Man Next 2
    7. Rhapsody Of The Firmament
    8. Wipeout: Second Stage
    9. Soul Calibur III
    10. Sonic Duo

    Edge (Game Of The Year- Editors' Choice):

    Sonic Duo

    Famitsu (Game Of The Year- Readers' Choice):

    Winner: Pokemon Black And White
    Runner-up: Kingdom Hearts II

    X-Play (Editors' Choice):

    Necrocracy

    Sylph (Editors' Choice Top 5 Games Of 2007):

    1. Kingdom Hearts II
    2. Rhapsody Of The Firmament
    3. Thrillseekers: Waveriders
    4. Rogue's Story III
    5. Powerbroker

    -

    With the Nintendo Sapphire's release soon to be upon us, it's time to take a look back at the Nintendo Wave. The Wave has been with us for nearly five years now, but was it as amazing a console as it was hyped up to be, coming out in the wake of the Ultra Nintendo, the most successful video game console ever made? The Wave, like the Ultra Nintendo, the Super Nintendo, and the NES before it, has won its generation of consoles in resounding fashion. It outsold the Xbox and the Katana combined, with 92 million total units sold compared to around 50 million for the original Xbox and around 35 million for the Katana. The Wave continues to push about half a million units per month, and between price drops and continued game releases, it has a good chance to break the 100 million unit barrier, though it will likely limp past that milestone. The Ultra Nintendo sold nearly 150 million units, so this represents a significant dropoff from the previous console. What went wrong? The Wave had a bevy of great exclusive games, but its library doesn't seem to have the iconic resonance of the Ultra Nintendo library, or even the combined libraries of the SNES and its incredibly successful CD peripheral. The Wave's Mario, Zelda, and Metroid titles were all well received, but when compared to their Ultra Nintendo counterparts, critical reception tends to favor the earlier games. The Wave does seem to possess a larger library of successful midrange games, but those don't tend to push consoles like the big exclusives do. However, even with the major drop in sales from the fifth generation to the sixth, the Wave has to be considered a success, due to its continued strength when compared with its competition. Nintendo trounced all comers, as it has done for the past two decades and is expected to do with the upcoming Sapphire despite a strong first year performance from the Apple iTwin. And the Wave isn't done yet: Captain Wario, Lash Out 2, 1080 World Tournament, and even an exclusive Tomb Raider game await Wave owners in 2008. For fans of obscure RPG franchises, there's Disgaea 3 and Ys Seven to look forward to. The Nintendo Wave was a great console and still has a lot to give, and even if you can't afford to upgrade just yet, Nintendo's last console still has plenty to offer.”

    -from “Remembering The Nintendo Wave”, a Talk Amongst Yourselves feature on Kotaku.com, posted on January 2, 2008

    -

    Interactive Entertainment Awards 2007:

    Game Of The Year: Powerbroker
    Console Game Of The Year: Memory Hole
    Computer Game Of The Year: Powerbroker
    Action/Adventure Game Of The Year: Memory Hole
    Family Game Of The Year: Pixelworld
    Massively Multiplayer Game Of The Year: Phantasy Star Online 2
    Handheld Game Of The Year: Super Mario Dimensions 2
    Racing Game Of The Year: Forza Motorsport 2
    Role Playing Game Of The Year: Powerbroker
    Shooter Game Of The Year: Memory Hole
    Strategy/Simulation Game Of The Year: Rivers And Railways
    Sports Game Of The Year: Thrillseekers: Waveriders
    Fighting Game Of The Year: Soul Calibur III
    Outstanding Art Direction: Memory Hole
    Outstanding Vocal Performance: Diego Klattenhoff as Elliot in The Sickness (Male), Tara Strong as Mary Jane Watson in Spider-Man: Hunted (Female)
    Outstanding Animation: Sonic Duo
    Outstanding Game Design: Powerbroker
    Outstanding Gameplay Engineering: Necrocracy
    Outstanding Innovation: Pixelworld
    Outstanding Online Gameplay: Pixelworld
    Outstanding Original Music: Kingdom Hearts II
    Outstanding Sound Design: Call Of Duty: Modern Warfare
    Outstanding Story: Mechatos
    Outstanding Visual Engineering: Undying

    -

    GameFAQs Best Of 2007 Polls:

    Best Of 2007: Best Supernova Game

    Final Fantasy VII-2: 26.01%
    The Legend Of Zelda: Sage's Knight: 23.95%
    Pokemon Black And White: 17.34%
    Super Mario Dimensions 2: 13.37%
    Mechatos: 5.86%
    Animal Crossing: Little Village: 4.08%
    Squad Four Unauthorized: 3.77%
    Kirby: Supernova Star: 2.90%
    To The Bone: 1.47%
    Quixsters Qubes: 1.25%

    Best Of 2007: Best Nintendo Wave Game

    Kingdom Hearts II: 41.78%
    Fairytale 3: 24.39%
    Persona 3: 12.37%
    Tales Of The Seven Seas: The Bermuda Triangle: 5.54%
    SOCOM III: 5.18%
    Yoshi And Friends: 3.92%
    Wave Race: Amphibious: 2.53%
    Zeppelin Age: 2.16%
    Apollyon 2: 1.36%
    The Sandman: 0.77%

    Best Of 2007: Best PC Game

    Powerbroker: 48.24%
    Undying: 27.05%
    Mysteries Of Modera: 7.81%
    World In Conflict: 5.70%
    Zaphoid: 4.00%
    Supreme Commander: 3.14%
    Football Manager 2008: 2.28%
    S.T.A.L.K.E.R.: Shadow Of Chernobyl: 1.78%

    Best Of 2007: Best iPod Play Game

    Final DOOM: 18.53%
    Sonic: The Collection: 17.84%
    Eschaton: 16.78%
    Tactics Ogre: In The Lap Of The Gods: 12.70%
    From The Files Of UNITY: 10.86%
    Shadow Ocean: Seek And You Shall Find: 9.20%
    Lost In The Stars: 9.01%
    Boom Blox: 5.08%

    Best Of 2007: Best iTwin Game

    Mega Man Next 2: 24.81%
    Sonic Duo: 24.58%
    Pixelworld: 15.36%
    Phantasy Star Online 2: 13.55%
    The Life And Death Of A Renegade: 7.67%
    Rhapsody Of The Firmament: 5.07%
    Downhill: 3.84%
    Valkyria Chronicles: 3.14%
    Power: 1.98%

    Best Of 2007: Best Xbox 2 Game

    Memory Hole: 37.20%
    The Covenant 3: 22.86%
    Spider-Man: Hunted: 14.80%
    Team Fortress 2: 5.97%
    Rogue's Story III: 5.54%
    Wipeout: Second Stage: 4.54%
    Forza Motorsport 2: 3.84%
    The Trick: 2.16%
    Ogrekill: 1.74%
    Pacific Fleet: Power Projection: 1.35%

    Best Of 2007: Best Mobile Game

    Sonic Ringworld: 42.85%
    Peggle: 12.06%
    Duke Nukem Arena: 11.31%
    Shining Brigade: 9.31%
    BOM Squad: 7.41%
    Puzzle Quest: 7.02%
    Glizzik: 5.16%
    Rolando: 4.88%

    Best Of 2007: Best Multiplatform Game

    Necrocracy: 52.63%
    Call Of Duty: Modern Warfare: 10.41%
    Assassin's Creed: 9.86%
    Soul Calibur III: 7.16%
    Guitar Hero III: 5.23%
    The Sickness: 4.90%
    Thrillseekers: Waveriders: 4.07%
    Eye In The Sky: 3.18%
    Pocket Wars 2: 1.31%
    Androsia: 1.25%

    Best Of 2007: Game Of The Year:

    Final Fantasy VII-2: 18.71%
    Necrocracy: 17.55%
    The Legend Of Zelda: Sage's Knight: 15.93%
    Kingdom Hearts II: 12.18%
    Memory Hole: 11.37%
    Sonic Duo: 9.63%
    Powerbroker: 7.20%
    Mega Man Next 2: 4.98%
    Final DOOM: 1.71%
    Sonic Ringworld: 0.74%

    Best Of 2007: Game Of The Year (Final):

    Necrocracy: 35.71%
    Final Fantasy VII-2: 33.08%
    The Legend Of Zelda: Sage's Knight: 31.21%

    -

    January 7, 2008

    Lizzy Mellner sat on a bench outside the women's restroom in an office in San Francisco, holding an iPhone to her ear, briefly catching up with one of her friends as she waited for Cressida Lane's new hire to re-emerge.

    “So yeah, I'm just showing her around the office pretty much,” said Lizzy, using her hand to brush back a teal streak of hair from her face. “Her work's really promising and she knows a ton about movies, so I think she's gonna fit in pretty well here. Honestly, she kinda reminds me of you in a way.”

    “Really? I mean, how so?”

    “Well, not personality-wise, I mean, she's not as upbeat as you are, but I mean her knowledge of media tropes and their impact on people. She's a film major, but she's still got a pretty good handle on the psychological impact of visual media on the human brain.”

    “I wrote a 172-page thesis on the impact of visual media on the human brain, so by good handle, you mean...?”

    “Oh, god, Polly, you'd run circles around her talking about psychology, but like, I'm just talking about-”

    Polly giggled on the other end of the phone.

    “Sorry, Liz, I hope I didn't sound arrogant or anything!”

    “Oh no, you never sound arrogant... Doctor Klaas,” said Lizzy, snickering to herself. “I mean she can watch a movie and tell you about the cultural and feminist implications of what it depicts, and how that can have a positive or negative impact on our attitudes about women and other cultures in general. Your field of expertise is a lot more general... but Polly, geez, if you wanted a job here, you know they would've hired you!”

    Polly giggled again.

    “No, no, I know Cressida Lane is really big but... I like my job here at UCLA a lot better,” said Polly with a smile and a sigh. “Academia is a lot...calmer, less stressful. I know there's a lot more action where you are, but I think I've had enough action for one lifetime.”

    “It pays a hell of a lot better,” said Lizzy with a smirk.

    “I have an iPhone too, you know,” Polly replied. “I'll be just fine.”

    “Yeah yeah, well if you ever change your mind, just call me and I'll give you a reference. I bet Daniel would love it up here too!”

    Polly smiled and briefly rubbed her engagement ring. She and her fiance Daniel had briefly discussed the possibility of moving to San Francisco if she did end up working with her friend Lizzy at Cressida Lane, and he would've been more than okay with the move, but she instead decided to remain at UCLA as an adjunct professor of psychology specializing in modern media. She loved teaching and helping others, and she also loved the opportunity to do cutting edge research on the media's impact on modern minds. It would've been fun to work with Lizzy at her big, fancy, rapidly growing women's website and magazine, but it was ultimately more fulfilling to work at UCLA.

    “I'd better get going, I'm meeting Frannie for lunch today and then I'm helping her prepare for an interview she's got in my department,” said Polly, referring to a graduate student at the university.

    “Oh yeah, how's she been doing?” asked Lizzy, having met Polly's friend a couple of times and having been quite fascinated with her career and academic work.

    “Between doctorate work and recording for what I think is Thrillseekers 2? REALLY busy, but she's managing. You know what they say, when you love what you do you don't work a day in your life, right?”

    “You know it,” said Lizzy, spotting Cressida Lane's new hire coming out of the bathroom. “Well, I'd better go too. I'll talk to you later, love ya girl!”

    Lizzy put her phone away and stood back up.

    “Well, Lindsay, are you ready to continue the tour?” asked Lizzy.

    A short time later, after Lizzy had finished showing Lindsay around the facility, she walked down the hallway toward the office of Cressida Lane's assistant director, the number two person at the company and the person the new hire would be working directly under for the foreseeable future. As the two walked down the hallway, they passed one of Lizzy's co-workers, a very familiar sight at the company.

    “Hey Wendy,” said Lizzy with a smile, passing her co-worker by. “You still working on that Call Of Duty article?”

    “Absolute garbage,” Wendy replied, smirking. “Borderline propaganda that pushes a narrative of violence and military aggression to young men.”

    “I fucking loved that game,” said Lizzy, still smiling as she and Wendy continued to exchange pleasantries.

    “You're part of the problem, Liz...” said Wendy, though she was smiling as well. After Wendy was gone, Lindsay turned to ask Lizzy who that was.

    “Oh, that's just Wendy Halpers,” said Lizzy. “One of our featured columnists, she critiques movies, television, and especially video games from a pacifistic perspective.”

    “You guys seem to get along pretty well,” said Lindsay.

    “Well, to be honest, we used to fight all the time when I first got here, but...now she's one of my best friends. She's a brilliant writer. We have a LOT of disagreements, don't get me wrong, but she's an amazing person. When my dad died of a heart attack a couple years ago, she was there for me more than pretty much anyone else besides Polly. That's the thing about working at Cressida Lane, we lift each other up here, even if we have disagreements. If you can remember that, you'll do really well. Now, I think I'd better introduce you to the person you'll be working under here...”

    Lizzy opened the door, and escorted Lindsay to the desk, where the two of them sat down across from a young woman. The woman stood up and smiled, offering her hand to the newcomer.

    “Lindsay Ellis?” asked the woman behind the desk.

    “That's me,” she said with a nod.

    “Welcome to Cressida Lane. I'm Meghan Markle.”

    -

    GameRankings Top 25 Games Of 2007 (only games newly released or significantly remade in 2007 are included, multiplatform releases are averaged)

    1. Necrocracy: 97.21%
    2. Powerbroker: 96.80%
    3. Super Mario Dimensions 2: 95.97%
    4. Memory Hole: 95.57%
    5. Pixelworld: 94.66%
    6. Phantasy Star Online 2: 93.71%
    7. Mega Man Next 2: 93.04%
    8. The Sickness: 92.63%
    9. Zeppelin Age: 92.37%
    10. The Life And Death Of A Renegade: 92.04%
    11. Power: 91.88%
    12. Project Isle: 91.77%
    13. Sonic Duo: 91.74%
    14. Call Of Duty: Modern Warfare: 91.73%
    15. Final DOOM: 91.60%
    16. Rivers And Railways: 91.27%
    17. Undying: 91.13%
    18. Wipeout: Second Stage: 91.01%
    19. Kingdom Hearts II: 90.92%
    20. Yoshi And Friends: 90.90%
    20. World In Conflict: 90.90%
    22. Herzog Tactics: 90.69%
    23. Twin Monkey Ball: 90.60%
    24. Shade 'N Myco 2: 90.55%
    25. Wave Race: Amphibious: 90.30%

    -

    2007 was, in retrospect, the year of the Apple iTwin and of its incredible demonstration of emergent gameplay, Pixelworld. Though Pixelworld didn't dominate the headlines like games such as Necrocracy and Powerbroker (themselves brilliant critical darlings in their own right that dominated the year's various gaming award ceremonies), it emerged as a game that brought casual gamers back into the fold in a major way, with most of them gravitating to the Apple ecosystem. By the end of 2007, the iTwin had emerged as the console to beat in the seventh generation, leaving the Xbox 2 in the dust and posing a major challenge to Nintendo's dominance.

    And the Xbox 2, and Microsoft, saw their fortunes turn in a major way. Though the Xbox 2 remained strong throughout the first half of the year, and even later on, launching its best game of the year in September with Ken Levine's brilliant Memory Hole, the cracks had begun to form as the holiday season loomed with the iTwin clearly the favorite in every demographic except with young men. And then came the disappointment that was Covenant 3, and those cracks began to turn into gaping fissures. Barely a year into its lifespan and the Xbox 2 was staring down the business end of a double barreled shotgun: the iTwin and the looming Nintendo Sapphire, and for the first time since the launch of the Xbox in 2001, Microsoft seemed to be in big trouble in the gaming business.

    And then there was Nintendo, which accomplished most of what it set out to do that year. With perhaps the best year a handheld console has ever seen, the Game Boy Supernova had arguably the best game lineup of the year, launching massive hits in the Zelda, Mario, Final Fantasy, and Pokemon franchises all within a five month span. The Supernova sold even more units worldwide than the iTwin, surging past Apple's suddenly outdated iPod Play and giving the handheld crown back to Nintendo. Even if the Sapphire fell flat on its face, which it was looking increasingly unlikely to do thanks to a strong launch lineup which included Mario and Metal Gear Solid, Nintendo had earned itself a hard-fought cushion, which it would need in the face of an impending economic recession.

    But 2007 wasn't just about console games: the PC hosted arguably the best game of the year in Powerbroker, and Valve's growing Steam service (which Microsoft had very nearly managed to buy, before its own financial woes and Steam's incredible growth coupled with Gabe Newell's grudge against the company to put the service out of Microsoft's price range) made PC gaming not only relevant, but perhaps the preferred way to play amongst hardcore gaming aficionados. 2008, with its second World Of Warcraft expansion coming and the massively hyped SimSociety, looked to be an even brighter year for those who chose to play their games on their computers. Meanwhile, the mobile market had its best year ever, thanks to the launch of the iPhone and a number of hit touchscreen games. Apple's strong position in the game industry now proved to be a boon for mobile gaming, and though the iPhone would cannibalize the iPod Play somewhat, Apple never stopped looking for a way to make the relationship between mobile gaming and dedicated handheld gaming symbiotic and not predatory.

    2008 would see the release of one of the most anticipated consoles of all time and some of the most anticipated games of all time, all against the backdrop of massive political and economic change both at home and abroad. Whether games would remain a beloved escape or become caught up in the chaos of the real world remained to be seen.

    -”The History Of Console Gaming: Year-By-Year (Part 9)”, Wired.com, posted on July 17, 2012
     
    Grammy/Oscar 2008
  • 2008 Grammy Nominees: (winners in bold)

    Best New Artist-

    Hikaru Utada
    Katy Perry
    Ledisi
    Lizzy Free
    Paramore

    (Note: This category is notable for the absence of two major artists IOTL: Taylor Swift, and Amy Winehouse. Taylor Swift came along a bit later ITTL, and so she won't be up for this category until next year's Grammys. As for Winehouse, despite her immense talent, her rise to fame was butterflied away. She ultimately ends up becoming a successful session musician in Britain, but is never “discovered” ITTL. This doesn't save her: she ends up dying in a drunk driving accident in 2012, one year later than IOTL. This category ends up becoming the battle of the female pop artists. Hikaru Utada generates some controversy, as she's definitely not a “new” artist, but she is new to America, so she qualifies here. Ledisi is the trendy pick to win considering that she's the only non-pop artist on this list, but in the end, it goes to Paramore, who was nominated IOTL but didn't win.)

    Song Of The Year-

    Glowsticks” by DJ Hoogland feat. Fergie
    “Hey There Delilah” by The Plain White T's
    “Relic” by George Harrison
    “Umbrella” by Rihanna ft. Jay-Z
    “You Get Me Shook” by Selena feat. Justin Timberlake

    (Note: No Amy Winehouse, no “Rehab”. This category is somewhat wide open, but “Glowsticks” was considered a bit of an upset win, as it was expected to go to either George Harrison, Rihanna, or Selena.)

    Record Of The Year-

    “Beatz (The Step-To Song)” by Disassembled Robot
    “Kuruma” by Hikaru Utada
    “Misery Business” by Paramore
    “Play With Me” by Lizzy Free
    You Get Me Shook” by Selena feat. Justin Timberlake

    (Note: Selena and Justin were the odds on favorites to win in this category, though “Beatz (The Step-To Song)” by the American/Japanese band Disassembled Robot was considered the dark horse in the category. A club hit that became a Videocean meme and peaked at #3 on the Billboard charts, it was considered a sort of “gateway drug” for the coming Asian pop boom, along with Kuruma.)

    Album Of The Year-

    Graduation
    by Kanye West
    Pluma Roja by Selena
    River: The Joni Letters by Herbie Hancock
    Spellcraft by George Harrison
    Validated by Foo Fighters

    (Note: One of the most stacked races in years, where all five of these albums were considered to have at least a chance to win. It was a clash of titans, particularly between Selena, Herbie Hancock, and George Harrison. George Harrison, of course, died in 2001 IOTL, but ITTL, he didn't develop lung cancer despite his smoking habit, having quit after his bout with throat cancer in 1997. He was never attacked in his home ITTL, which might be what kept his body strong enough to fend off the cancer, and began writing what he knew would be his last album in 2005. A beautiful compilation of guitar and vocals, Spellcraft got rave reviews from critics, though it only peaked at #7 on the Billboard album charts. Ironically, George Harrison and Herbie Hancock contributed to a song on each other's abums, and the “competition” between the two for this award was incredibly friendly. It was thought that Selena's Pluma Roja, a revivification of her career and a series of collaborations with popular artists, might win if Harrison and Hancock split the vote, but Spellcraft won the night's biggest award. Though the votes would never be officially revealed, it was INCREDIBLY close between Harrison, Hancock, and Selena, with only a few votes separating the three of them. Though Harrison did fend off lung cancer in the early 2000s, he couldn't avoid it forever, and in 2009 he would get the lung cancer diagnosis that would eventually kill him a few months later.)

    -

    Maria Menounos: And Access Hollywood was all over the Grammys last night, as the stars came out on music's biggest night to celebrate the hits of 2007.

    *Numerous celebrities can be seen, including Justin Timberlake, Selena, Kanye West, Rihanna, Aggro, and Dave Grohl*

    Menounos: We even got a glimpse of a few of the newest stars on the scene, including young pop starlet Taylor Swift and spunky voiced singer Sara Bareilles. Swift performed one of her songs from her debut album, winning over the crowd after she charmed our photographers with her gorgeous Versace dress.

    *Taylor Swift can be seen posing in her dress for photographers*

    Menounos: Pharrell Williams, who notably collaborated with Selena on Pluma Rosa, brought a young guest to the ceremonies last night, and proclaimed her the future of the industry.

    *A somewhat androgynous thirteen year old girl can be seen with Williams as the two walk down the red carpet, the girl is recognizable from a couple of Youtube videos she did in 2006 covering famous anime theme songs*

    Reporter: Who's your friend?

    Pharrell: This is M.S., and she's one of the most talented artists I've had the privilege of working with.

    M.S.: *smiles and gives a peace sign to the camera* Hey.

    Menounos: Her real name is Martina Sanders, and she achieved some degree of fame online for her covers of songs from famous anime shows such as Sailor Moon. She's also achieved notoriety for her unusual appearance and her refusal to be addressed in public by anything but her initials.

    M.S.: *to the reporter* Who's Martina? *smirks*

    Menounos: Her album debuted late last year, and while it failed to crack the Billboard Top 200 in the States, it was a hit in Korea, reaching #3 on the charts there. It was also #7 in Germany and #10 in Brazil. She wasn't at the Grammys to perform, only to watch as Pharrell's guest, but she did get into a bit of a tiff with Taylor Swift in the lobby of the theater. Sources say that M.S. insulted Taylor's dress, and that Taylor responded with an obscene gesture, though no pictures or video of the incident have emerged. Mild controversy aside, the 2008 Grammy Awards went mostly smoothly. Even Kanye West was well behaved, despite losing Album of the Year to Beatles legend George Harrison.

    Kanye West: You know, man, he's a Beatle. I don't got anything bad to say about The Beatles, they're legends. All power to my brother George.

    Menounos: Selena was a good sport too, despite losing Album of the Year to Harrison, the two were seen laughing together at a Grammy after party, and later, Selena's husband Chris Perez could be seen playing guitar with the legend himself. A private guitar lesson from one of the most beloved musicians of all time. It's the kind of thing you can only see on Grammy night, and that's why this is one of the most anticipated nights of the year in the entertainment world.

    -from the February 11, 2008 episode of Access Hollywood

    Hikaru Utada, it seems, was only the first of many Asian acts to make their way across the Pacific to American shores. Korean artist BoA will be releasing a highly anticipated crossover album later this year, and fellow Korean act The Wonder Girls will be embarking on a North American concert tour in the summer. The popularity of the website Videocean, which hosts music videos and songs from international artists worldwide almost the moment they're released, has spurned a massive Asian pop boom driven by download sales. Though few Asian acts have cracked the physical Billboard charts, the iTunes charts are lighting up with sales for dozens of Korean, Japanese, and Chinese bands and solo artists, and a growing proportion of these sales are coming directly from the United States and Canada. Though download sales don't count toward an artist's Billboard ranking, the popularity of certain songs has led to radio play for a few of the top downloaded artists, particularly on the West Coast. And in a sign of imitation being the sincerest form of flattery, American artists are beginning to incorporate K-Pop and J-Pop stylings in their acts. R+B artist Pharrell Williams is releasing an Asian inspired album later this year, and he's personally taken young artist M.S. under his creative wing. He produced her debut album, which features pop songs mixed with J-Pop style instrumentals, and while that album hasn't yet charted in the states, it's seeing growing sales on download services and its songs are getting millions of views on both Videocean and Youtube. Whether or not artists such as Taylor Swift, Lizzy Free, and Katy Perry choose to incorporate the new sound could determine the course of pop music at the end of this decade and into the next.”

    -from an article in the March 2, 2008 issue of Variety magazine

    -

    2008 Oscar Nominees: (winners in bold)

    Best Picture-

    Asphalt
    The Clockmaker
    Juno
    I Am Legend
    No Country For Old Men

    (Note: No Country For Old Men is still made ITTL, and it still takes Best Picture, with The Clockmaker being its only serious competition. The film is fairly close to what it was IOTL, and is still considered by critics to be one of the best movies of all time. Asphalt is a notable contender, an original TTL film directed by John Singleton, following the life of a marijuana dealer in a suburban ghetto. It was highly praised by critics, but no match for the Coens' masterpiece.

    Best Director-

    Christopher Nolan for The Clockmaker
    Jason Reitman for Juno
    Joel and Ethan Coen for No Country For Old Men
    John Singleton for Asphalt
    Jon Favreau for Skills

    (Note: This category was ridiculously close, with only a couple votes separating Christopher Nolan from the Coen Brothers here. Nobody else had any shot in this category whatsoever.)

    Best Actor-

    Cillian Murphy for Dead And Away
    Leonardo DiCaprio for Blood Diamond
    Robin Williams for The Clockmaker
    Timothy Spall for Mark My Words
    Will Smith for I Am Legend

    (Note: Blood Diamond got made a year later than IOTL, so Leonardo DiCaprio actually gave two Oscar-worthy performances in 2007: Blood Diamond and The Novelists. He couldn't be nominated for both, and Blood Diamond was the one that got him in. Cillian Murphy's performance as a guilt-plagued survivor in Dead And Away and Timothy Spall's performance as a playwright in 18th century England were heavily praised, but Robin Williams took home the Oscar for his amazing performance in The Clockmaker.)

    Best Actress-

    Ellen Page for Juno
    Laura Linney for The Savages
    Natalie Portman for The Novelists
    Parker Posey for Lessons From Space
    Taryn Manning for Skills

    (Note: Ellen Page was able to take the Oscar in this wide open category in which all five nominees were believed to have a decent shot. Parker Posey gave probably the best performance of the year in Lessons From Space, where she played Barbara Morgan, the alternate teacher from the fateful Challenger mission, and Taryn Manning's incredible turn as a middle school teacher with a hidden talent in the dramedy Skills was quite well received and compared to Page's performance in Juno. Ultimately, it was Ellen Page who managed to claim the prize she couldn't claim IOTL.)

    Best Supporting Actor-

    Ben Foster for Too Far Too Fast
    Casey Affleck for The Assassination Of Jesse James By The Coward Robert Ford
    Heath Ledger for The Clockmaker
    Javier Bardem for No Country For Old Men
    Tupac Shakur for Asphalt

    (Note: Heath Ledger's performance as a detective in The Clockmaker kept audience's on the edge of their seats, and just barely edged out favorite Javier Bardem's performance as Anton Chigurh in No Country For Old Men. It was close, though, and many Oscar observers thought Tupac might pull off a dark horse victory, but it wasn't to be.)

    Best Supporting Actress-

    Alice Braga for I Am Legend
    Cate Blanchett for I'm Not There
    Helena Bonham Carter for Lady Youngblood
    Queen Latifah for The Place I Called Home
    Toni Collette for Reputation

    (Note: Queen Latifah wowed audiences as the sister of a woman who returns to her old town to mourn her estranged mother in The Place I Called Home. Her stern, emotional performance made the audience feel incredible sympathy for her character, and she was considered the favorite in the category, even over powerhouses like Blanchett and Collette.)

    -

    Female Reporter: Just... just one second, just a moment please, Heath?

    Heath Ledger: Oh...! *he comes over to where the reporter is standing* Yeah, hi!

    Reporter: Just wanted to ask how it feels to win an Oscar.

    Ledger: Well, it's great, but it's only because of the hard work of so many people to get me here.

    Reporter: You spent a lot of time up there on that stage thanking Robin Williams and Christopher Nolan.

    Ledger: Of course! The time I spent with them on set, I learned a lot from both of them. Robin is just, he's the nicest and the funniest guy, and I'd love to work with Chris again.

    Reporter: So now King Arthur is coming out this summer, the last one in the trilogy, you just finished filming that?

    Ledger: What a journey, what a journey.

    Reporter: Anything you want to say about it?

    Ledger: It's going to be amazing. Everybody should go see it, I had a blast filming it.

    Reporter: Thanks again for your time, Heath!

    Ledger: Sure thing, thank you.

    -from an E! News Oscar after party report on February 24, 2008

    -

    (Authors' Note: The original TTL person M.S. belongs to our reader Neoteros, and you will be seeing more of her.)
     
    Winter 2008 (Part 1) - Still Casting A SegaNet
  • Five Years After Apple's Acquisition Of Sega, SegaNet Remains An Enduring Legacy

    When Apple paid nearly a billion dollars for Sega's gaming division in 2003, the company acquired a massive slate of legendary gaming IPs: Sonic The Hedgehog, Phantasy Star, Streets Of Rage, Ecco The Dolphin, to name a few. However, the company also acquired the rights to SegaNet, the interactive online gaming service initially started on the Sega Saturn, continued through to the Katana and now appearing on the Apple iTwin. Apple could have dropped the Sega name, or rolled the service into its iTunes marketplace. However, the SegaNet name remains, and looks to remain Apple's official online service indefinitely. SegaNet, which costs $49.99 a year, allows iTwin, iPod Play, and iPhone owners to play Sega games with one another online. Some games, such as Pixelworld, are excluded from this subscription umbrella, though most games, including Phantasy Star Online 2 and Chu Chu Rockets, the latter of which launched yesterday for the iTwin, do require that paid subscription. However, a SegaNet subscription comes with a number of other perks, including membership in Apple's online game communities (which remain some of the best and best moderated video game communities online, and as of 2006, you can access them from either your console, your web browser, or your mobile device), and a selection of free game downloads and game discounts. Apple makes three retro games and three contemporary games available every month free of charge to SegaNet subscribers, with January 2008's offerings including Contra: Probotector (Genesis), Light Crusader (Mega Charger), and Yuna Anthology (Saturn) amongst the retro games, and Virtua Cop 3 (Katana), Frantix (iPod Play), and Scubatube (iTwin) as the contemporary games. Past free offerings have included virtually all the major Sonic The Hedgehog titles prior to Sonic Rover, RPG classics like Lords Of Skylein and Skies Of Arcadia, and even iPod Play killer app Deva Station was offered for free in August 2007. People who have been signed up for SegaNet just since the launch of the iTwin have 66 titles to their name, less than a buck a piece for some serious classics and even a few modern day hits. Though Microsoft is offering a similar service with Xbox Live Gold, you only get two free games a month, and few retro classics unless you count the few free Xbox Steam PC games they've put on offer. SegaNet is offering some serious value, which Reggie Fils-Aime has promised since the modern iteration of the service began in 2003. Even though the price has slowly increased over the years, so has what you get for your money, and with more and more people flocking to the Apple ecosystem, SegaNet has never looked like a better value. Despite all of this, Xbox Live remains the #1 subscription gaming service on consoles, with about a million more paid subscriptions than SegaNet. SegaNet has been closing the gap, though, and with more iTwin systems than Xbox 2s in the hands of consumers, that gap will likely continue to get smaller as the months go by.

    -from a January 16, 2008 article on Kotaku

    -

    Adam Sessler: The bottom line is that Chu Chu Rockets is one of the best puzzle games in recent memory. It takes full advantage of the iTwin's capabilities to put a massive amount of objects and action on screen at once, but the screen never once feels crowded, even when cats and mice are flying around and explosions are going off everywhere. It reinvents the series formula, which was beginning to get stale, and incorporates the new game mechanics almost flawlessly. 16 player online free for alls are something that every gamer has to experience at some point in their life, but even if you don't feel like getting online, you can play with three other people in the comfort of your own home and it's almost as fun.

    Morgan Webb: This game represents a serious effort on the part of Apple to get more people playing online. It's geared toward families, but hardcore puzzle junkies will get something out of it too, especially that brutal single player campaign.

    Sessler: The incorporation of the motion controls is done really well, just be careful you don't end up flinging one of your iTwin controllers through your TV screen during a particularly heated match, if there's anything Chu Chu Rockets has taught me it's the reason why there's a strap on each of these controllers.

    Webb: This is by far the best puzzle game to date on the iTwin, and the best party game as well. It even tops the amazingly addictive Twin Monkey Ball, which I never thought I'd end up saying.

    Sessler: We here at X-Play give Chu Chu Rockets a 5 out of 5.

    -from the January 17, 2008 episode of G4's X-Play

    -

    Apple Plans First Phantasy Star Online 2 Expansion For Later This Year

    In an announcement today, Apple announced the first full expansion for Phantasy Star Online 2, their hit MMORPG that launched alongside the iTwin last March. Called The Fields Of Reyna, the game adds a brand new planet for exploration, including some massive new beasts to fight, new quests to undertake, and powerful new treasures. The planet of Reyna, on which most of the expansion takes place, is a mysterious world caught between the sci-fi space realm of the present and the Arkirealm, in which the planet's eventful past is put on full display. Players must work together to solve the planet's mysteries if they are to find the greatest treasures within. The expansion will also add new quest content to existing worlds and new treasures randomly distributed throughout loot chests and enemy drops. The Fields Of Reyna is being offered for $9.99, but players won't have to buy the expansion to get some of the new content: only the planet itself and most of the quests are locked to the expansion, while many of the new items will be available outside of it once the expansion goes live. Apple has not yet announced a release date, but it is expected to be released sometime in the first half of the year, and many are speculating it may go live during Apple's E3 2008 presentation.

    Though The Fields Of Reyna is the first true major expansion for Phantasy Star Online 2, patches and free DLC have steadily been added to the game at the rate of one download every two weeks or so. Every month sees a new quest added to the game, which has expanded by an estimated 15% since its launch last year. However, this pales in comparison to the expansion of competing MMORPGs World Of Warcraft and Final Fantasy Online, the former of which has nearly doubled in size since its launch in 2004, while Final Fantasy Online saw the major Wings Of The Goddess expansion in 2007, which added about 30% more content to the already massive game. Though Phantasy Star Online 2 is a significantly more graphically advanced game than the Wave's flagship fantasy, Squaresoft has already announced an enhanced remake of Final Fantasy Online for the Sapphire that will include updated graphics and both of the game's planned Wave expansions already installed. It'll likely be 2009 or 2010 before that remake is complete, however, making Phantasy Star Online 2 the only game in town as far as current generation MMORPGs are concerned. It also has the advantage of having no monthly fee outside of the player's already existing SegaNet subscription. So far, Phantasy Star Online 2 has over one million active players, making it the third biggest MMORPG currently on the market, and is said to be slowly catching up to Final Fantasy Online.

    -from an RPGamer.net article, posted on February 1, 2008
     
    Winter 2008 (Part 2) - Xbox Doing What It Does Best
  • Counter-Strike: Shadow

    Counter-Strike: Shadow is both an expansion to the 2007 Xbox 2 Counter-Strike game and a stand-alone game in its own right, featuring an expanded campaign mode and new weapons and battlefields for the original. As a DLC expansion, it's $19.99, whereas it's $29.99 if purchased as a stand-alone game. It essentially doubles the content of the original game, making it quite a good deal for those who enjoy playing 2007's game, and an especially good deal for those who were disappointed with the original game's short campaign. The campaign in Shadow is a combination stealth/FPS game where a team of operatives must infiltrate and destroy a rogue terrorist nation. The plot itself is fairly straightforward, but the missions themselves are very fun and intuitive and can be played in either single player mode or online co-op, with teams able to compete for the fastest times and highest scores. This expansion is focused more on cooperative multiplayer, so the ability to play with a team of likeminded players communicating over headsets and microphones is the biggest draw. In a way, it's reminiscent of Nintendo and Sony's SOCOM series, though it's more strategic and stealthy and arguably requires more communication. The expansion to the competitive multiplayer mode is another highly welcome addition. Counter-Strike: Shadow is one of the most detailed and well thought out DLC expansions of its time, and increases sales of the original game, which is eventually released as a compilation title with the DLC included. Shadow makes Counter-Strike one of the most played online FPS games on the Xbox 2, and is considered a resounding success.

    -

    U.S. Army Rangers: Confrontation

    The sequel to 2006's U.S. Army Rangers: Lead The Way, Confrontation is an Xbox 2 exclusive and has been designed from the ground up with the next gen hardware in mind, with vastly superior graphics to its predecessor. It features an all new campaign headed by an all new protagonist, and a revamped team-based multiplayer mode as well. Like its predecessor, it features a heavy focus on realistic AI and gunfire, similar to the free to play PC game America's Army. Getting shot is usually deadly after just a few bullets and it's sometimes possible to get shot in the head and killed instantly. Enemies aren't bullet sponges, but it's often difficult to get a clean shot in the chaos of battle. The campaign itself features an Army Ranger squad deployed to a breakaway African republic in order to take down a powerful warlord who has taken dozens of American tourists hostage. The campaign is written to be a bit more nuanced than the writing of the previous game, which was claimed to be too jingoistic and dehumanizing toward the enemy. In this game, the player is rewarded for treating civilians with respect and using discretion on the battlefield, with the player even able to convince certain enemies to flee the battlefield. It's also essential not to let any hostages die, which can lead to some frustrating mission failures if a hostage manages to run into the line of fire. The game is fairly good about preventing this from happening, and working with one's squadmates is usually the key to victory. Though the game does have a campaign mode, the multiplayer is the main event, with a number of unique co-op missions and of course the opportunity to battle it out against other players in a wide variety of modes, from standard deathmatch to hostage rescue and more. The game's multiplayer battlefields are the best aspect of the game: they're huge, full of strategic locations, and they encourage players to make bold but intelligent moves. The game launches with 14 competitive maps, with 4 made available via free DLC later on, and then a few more being sold even later. The game would ultimately get numerous DLC missions for both single player and multiplayer, though there's plenty of content on the base game, especially when combined with the free stuff offered to players a few months after launch. Confrontation would ultimately get stronger reviews and better sales than the original game, becoming one of the top selling Xbox 2 games to date and proving the strength of online shooters on the Xbox 2.

    -

    Competitive online shooters have been a bright spot for the Xbox 2, just as they have been for the original Xbox. It's one of the main reasons that the Xbox Live service continues to have more players than SegaNet or Nintendo's online services, and it's driving heavy sales for games that feature strong multiplayer communities. Even The Covenant 3, a critical disappointment, has been achieving strong sales legs so far in 2008 due to its multiplayer mode, which is getting patched with new content, balancing patches, and bug fixes practically every week. Other games such as Counter-Strike and Call of Duty: Modern Warfare are also seeing huge amounts of players on the Xbox 2, with Modern Warfare now one of the top three overall Xbox 2 games in terms of sales.

    With online gameplay continuing to pump new blood into the Xbox 2's sales numbers and player base, it could be this summer's release of Cyberwar 3 that turns things around for the troubled console. Cyberwar has been the Xbox's premier FPS franchise, and the trailer for the game, which aired during the Super Bowl, drove hype for the game to a fever pitch. With HD graphics and a massively expanded competitive online mode, Cyberwar 3 looks to be this generation's premier online FPS, and has become one of the year's most anticipated games. It's expected to sell more than three million copies in its first week of sales, and could also drive Xbox 2 sales in a way that The Covenant 3 failed to do over the holidays. Microsoft is banking big on Psygnosis' futuristic shooter, and it's sure to have a big presence at E3 2008, along with the brand new Amok and Michael Bay's Gray Zone.

    -from an article on Games Over Matter, posted on February 12, 2008
     
    The Amazing Race, Season 12
  • The Amazing Race: Season 12: More to Come

    Confession time folks. This was the first season I ever saw as it was first broadcast. The seasons prior to this I saw as either reruns or on DVD. So this was the first time I experienced the thrill of finding out which team got which place. Anyway, like I said last time the show got a reduced budget this time around, which caused the producers to reduce the number of legs to 11. There was also a rumour that they would also eliminate non-elimination legs, but that turned out to be unfounded.

    Instead, they got rid of the Intersection (except for one time in Season 16) and replaced the Yield and the non-elimination penalty. The show replaced to Yield with the U-Turn. The U-Turn was something that had one team force another team to do both sides of a Detour. Like the Yield, it only appears in a few legs. And teams can only use it once. The non-elimination penalty was changed from having to sit by the Pit Stop for 30 minutes to an extra task that only that team had to do called a Speed Bump that the last place team had to do in the next leg. Which I like. It was cast in April 2007 and filmed in July 2007.

    The Cast

    Azaria and Hendekia: Brother and sister team. They are among the most competitive teams that the show has ever had. But they also have a sense of humour too.

    Ari and Staella: Best friends. They can be annoying, even if they were somewhat funny as well.

    Nathan and Jennifer: This season's bickering dating couple. I imagine that it would have been worse as the season went on.

    T.K. and Rachel: Dating hippies. I know that these two might seem like B.J. and Tyler from season 9 but they are more likeable than those two were.

    Ronald and Christina: Father and Daughter. They are using the race to try to improve their relationship. Which they do, for the most part.

    Shana and Jennifer: Friends. Shana is probably famous for being Ryan Seacrest's on-again/off-again girlfriend. These two fight a lot on the race.

    Nicolas and Donald: Grandson and grandfather. They are the son and father-in-law, respectively, of singer Robbie Fulks. They get along quite well.

    Kynt and Vixen: Dating Goths. You read right. They are an interesting pair. Thought I didn't think that they would be as popular as they were.

    Marianna and Julia: Sisters. They are a fiery pair and manage to get incredibly far.

    Kate and Pat: Married ministers. I like these two, in spite of their brief time on the show.

    Lorena and Jason: Dating couple. They have a good attitude going that doesn't last long.

    The Race

    Leg #1: "Move your ass, you ass!"

    Original Air Date: November 4, 2007.

    Starting at the Playboy Mansion in Los Angeles, California, teams get $200 for the leg. Teams are told to fly to Shannon, Ireland. Once there, teams have to take a ferry to Inishmore. Then they have to sign for a ferry that leaves the next morning. No Detour, at least that made it to air as it didn't really affect team placement. After picking up their cars the next morning, teams have to drive themselves to Cleggan Farm. It is here, after riding a tandem bike there, that teams face the Roadblock.

    In this Roadblock, one team member has to ride a bike while suspended over a 200 foot ravine on a tightrope, while their partner is eight feet below them. After that, teams have to pick a donkey and fill the two baskets it's carrying with 15 pieces of peat. Then teams go to the Pit Stop: Connemara Heritage and Cultural Centre in Clifden.

    1. Azaria and Hendekia 2:34 P.M. Won a trip for two to Banff Hot Springs in Alberta, Canada

    2. Lorena and Jason 2:47 P.M.

    3. T.K. and Rachel 3:12 P.M.

    4. Kynt and Vixen 3:24 P.M.

    5. Marianna and Julia 3:43 P.M.

    6. Nicolas and Donald 3:44 P.M.

    7. Shana and Jennifer 4:01 P.M.

    8. Ronald and Christina 4:09 P.M.

    9. Kate and Pat 4:22 P.M.

    10. Ari and Staella 4:50 P.M.

    11. Nathan and Jennifer 5:15 P.M. ELIMINATED.

    Leg #2: "That's on me."

    Original Air Date: November 11, 2007.

    Getting $250, teams are told to fly to Amsterdam. Once there, teams have to travel, by train, to Amsterdam's Central Station and search for their next clue. It's the Detour: Hoist It or Hunt It. In Hoist It, teams have to use a rope and pulley system to haul five pieces of furniture into a traditional Dutch apartment. In Hunt It, teams have to go to a bicycle parking lot and search through thousands of bikes for two with colours that are in their clue. Once they do that they have to ride their bikes five miles to receive their next clue.

    After that, teams have to travel by train to Ransdorp then drive to a rural field. There teams run into the Roadblock. In this Roadblock, one team member has to complete a 12 foot pole vault over an irrigation ditch and land on both feet. It's harder than it looks and Donald ends up doing it in his underwear. Now that I've put that image in your head, teams now have to get a bakfiet (a bike with a cargo hold on the front) and one team member has to pedal their partner to the Pit Stop: the Durgerdam Yacht Club.

    1. Ari and Staella 2:11 P.M. Won a sports bike for each team mate.

    2. Lorena and Jason 2:13 P.M.

    3. T.K. and Rachel 2:36 P.M.

    4. Azaria and Hendekia 2:38 P.M.

    5. Marianna and Julia 2:48 P.M.

    6. Kynt and Vixen 3:16 P.M.

    7. Nicolas and Donald 3:30 P.M.

    8. Ronald and Christina 3:57 P.M.

    9. Shana and Jennifer 4:02 P.M.

    10. Pat and Brenda 4:28 P.M. ELIMINATED.

    Leg #3: "Just calm down would you?"

    Original Air Date: November 18, 2007.

    Getting $340, teams have to fly to Ouagadougou, Burkina Faso. Once there, they have to take a train to Bingo (though they have to listen for an announcement of it). Then teams search the area for the next clue, which is the Roadblock. In this Roadblock, one team member has to milk a dromedary camel to a line in a bowl. If the camel they choose runs out of milk, they have to wait for one of the other teams to finish and hope that that camel is not empty.

    After completing the Roadblock, teams have to walk four camels along a path and deliver them to a group of nomads. Teams then get the Detour: Teach It or Learn It. In Teach It, teams have to teach schoolchild who don't speak English and teach them ten words in English. In Learn It, teams have to learn ten words in the local More language from the schoolchildren. In either case, once the teacher is satisfied with the results the teams will get their next clue. It's then time to go to the Pit Stop: The Outskirts of Bingo.

    1. T.K. and Rachel 2:13 P.M. Won a five night stay in Bermuda.

    2. Azaria and Hendekia 2:14 P.M.

    3. Kynt and Vixen 2:22 P.M.

    4. Lorena and Jason 2:35 P.M.

    5. Ronald and Christina 2:56 P.M.

    6. Marianna and Julia 3:08 P.M.

    7. Ari and Staella 3:15 P.M.

    8. Shana and Jennifer 3:43 P.M.

    9. Nicolas and Donald 4:03 P.M. ELIMINATED.

    Leg #4: "Let's name our chicken Phil."

    Original Air Date: November 25, 2007.

    Receiving $45, teams are told to find the village chief and get a chicken from him. They have to carry this chicken with them for the rest of the leg. Teams then have to go to a field outside a nearby town. Here teams face the Detour: Shake Your Pans or Shake Your Booty. In Shake Your Pans, teams have to use traditional methods to pan for one ounce (28g) of gold. Once it's handed in teams get their next clue. In Shake Your Booty, teams have to learn and then perform a local dance. If they are successful, they get their next clue. If they are bad or aren't creative enough, they get a ten minute penalty.

    Teams then have to then travel by foot to the local market where the U-Turn is. Ari and Staella U-Turn Shana and Jennifer. Teams then head to the Tampouy Goat Market in Ouagadougou. Here teams face the Roadblock. In this Roadblock, one team member has to get a bike with a small trailer and load it with some cumbersome things, including a small goat. After delivering it to a specific address teams get their next clue. Then teams head to the Pit Stop: Hotel de Ville.

    1. Azaria and Hendekia 1:11 P.M. Won a Yamaha Motor Scooter for each team member.

    2. Ari and Staella 1:33 P.M.

    3. Ronald and Christina 1:43 P.M.

    4. Marianna and Julia 1:59 P.M.

    5. Lorena and Jason 2:14 P.M.

    6. Kynt and Vixen 2:39 P.M.

    7. T.K. and Rachel 2:46 P.M.

    8. Shana and Jennifer 3:17 P.M. ELIMINATED.

    Leg #5: "That's not funny!"

    Original Air Date: December 2, 2007.

    Getting $180, teams are told to fly to Vilnius, Lithuania. Once there they have to get to St. Anne's Church. There was a Fast Forward in the area but, since no one took it, it never made it to air. Anyway, teams now have to get to Old Town Vilnius to find the Roadblock. In this Roadblock, one team member has to deliver a package to the correct person in the Vilnius University courtyard. Then they have to deliver a second package to one of four locations: Gabi Kavine, Saint Germaine Restaurant, Hair Salon Sidabrynas or the Shakespeare Hotel.

    The next clue tells teams that they have to go to the Lithuanian Open Air Museum in Rumsiskes and pick up a Travelocity Roaming Gnome with their clue on it. It's the Detour: Count Down or Step Up. In Count Down, teams have to go to a marked section of fence and count all 717 pickets of that fence. In Step Up, teams have to run a marked course on stilts. If they fall off, they have to start all over again. Then teams go to the Pit Stop: Aukstaitija Windmill.

    1. T.K. and Rachel 2:13 P.M. Won a ten day trip for two to Japan.

    2. Marianna and Julia 2:29 P.M.

    3. Azaria and Hendekia 2:30 P.M.

    4. Kynt and Vixen 3:14 P.M.

    5. Ari and Staella 3:18 P.M.

    6. Ronald and Christina 3:26 P.M.

    7. Lorena and Jason 4:15 P.M. ELIMINATED.

    Leg #6: "This is not the stone I was looking for."

    Original Air Date: December 9, 2007.

    After getting $200, teams are sent to Dubrovnik, Croatia. Once there, teams have to make their way to Fort St. Lawrence where the Roadblock takes place. In this Roadblock, one team member has to find one of eight stones out of 150 and fit it into a wall that was damaged during the Croatian War of Independence of the 1990's. Once the stone is correctly laid, they will get their next clue. Teams must then zip line from the roof of Fort St. Lawrence to Fort Bokar, where they find the Detour: Short & Long or Long & Short.

    In Short & Long, teams have to rappel down the walls of the fort, climb a rope ladder on another section. Then teams walk a long distance to a square to get their next clue. In Long & Short, teams have to tandem zip line from the fort to the water, swim to floating platforms, get into a rowboat and row around the city walls. Then they have to walk a shorter distance to get to the same square for their next clue. Then it's off to the Pit Stop: The Stone Cross in Fort Imperial.

    1. Azaria and Hendekia 10:13 A.M. Won a 12.5 foot catamaran for each racer.

    2. Ronald and Christina 10:43 A.M.

    3. T.K. and Rachel 11:13 A.M.

    4. Ari and Staella 11:23 A.M.

    5. Marianna and Julia 12:01 P.M.

    6. Kynt and Vixen 12:37 P.M. ELIMINATED.

    Leg #7: "We're double f'ed now."

    Original Air Date: December 23, 2007.

    Receiving $250, teams have to drive to the town of Split, then board a ferry to Ancona, Italy. There they pick a marked car and get a phone with a message from home on it. Teams now have to drive themselves to a field near Empoli, Italy. Here teams get the Fast Forward, involving getting a tattoo of two fs on their shoulders (Marianna and Julia get it), or the Roadblock. In this Roadblock, one team member has to get into an ultralight airplane, get up into the air and find their next destination (Vinci) in big letters on the ground. Once back on the ground, they have to give the name to the instructor.

    Teams then have to head to Vinci. Specifically the birthplace of Leonardo da Vinci. Here they find the Detour: Invention or Tradition. In Invention, teams have to build a crane designed by Leonardo da Vinci. Then they have to lift a stone block with it a foot off the ground. After that they'll use a mirror to read a clue printed on the bottom of the stone. In Tradition, teams go to the Piazza Guido Masi and learn a flag routine. Once they have finished the routine correctly, teams get a flag with their next clue on it. Then it's onto the Pit Stop: Boboli Gardens in Florence.

    1. Marianna and Julia 10:15 A.M. Won a trip for two to Cancun, Mexico.

    2. Ari and Staella 12:43 P.M.

    3. Azaria and Hendekia 12:44 P.M.

    4. Ronald and Christina 1:20 P.M.

    5. T.K. and Rachel 1:40 P.M. NOT ELIMINATED/SPEEDBUMPED.

    Leg #8: "I've become the Archie Bunker of the house, again."

    Original Air Date: December 30, 2007.

    Getting $300, teams have to fly to Mumbai, India. Once there teams have to go to the M. R. Naik Newspaper Stand and search for their next clue in the Times of India. It tells them to Chauhan Alteration Tailors. There T.K. and Rachel find the Speed Bump: Go to Dariya Mahal and perform a series of yoga poses before they can continue along the course. Teams also find the Detour: Paste 'Em or Thread 'Em. In Paste 'Em, teams have to go to a marked underpass and put up a six panel Bollywood movie poster properly. In Thread 'Em, teams have to make a wedding garland of 108 flowers alternating red, orange and yellow.

    After this teams head to Kabutar Khana where the U-Turn is. Ari and Staella U-Turn T.K. and Rachel. Teams then head to the Bharatgas Coloba Gas Service where the Roadblock is. In this Roadblock, one team member has to load six propane tanks, take them to two addresses, deliver three each and get a receipt for each delivery. Then teams head to the Pit Stop: Bandra Fort.

    1. Ari and Staella 11:59 A.M. Won a trip for two to Saint Martin.

    2. Azaria and Hendekia 12:13 P.M.

    3. Marianna and Julia 12:32 P.M.

    4. Ronald and Christina 1:01 P.M.

    5. T.K. and Rachel 1:36 P.M. ELIMINATED.

    Leg #9: "I just hope he doesn't croak on us."

    Original Air Date: January 6, 2008.

    After getting $140, teams have to go to Osaka, Japan. Once there, teams have to head to Kishiwada Castle and search the grounds for their next clue. Then teams have to go to the Noda Railway Station and search for a specific cleaner who will give them the Roadblock. In this Roadblock, one team member has to dress up like a local cabbie, complete with hat and gloves, and drive a local couple to the Osaka Central Post Office, through Osaka's confusing and often one way streets. While they can ask for directions, they can't take any other locals with them.

    After that, teams have to get to Kita-Mido Temple, where they find the Detour: Sense of Touch or Sense of Smell. In Sense of Touch, teams have to use cell phone controlled robots to score a goal for each team member against other cell phone controlled robots. In Sense of Smell, teams have to go to a shop where artificial flowers are sold and using their nose, and only their nose, smell out a real flower. Then they have to get to the Pit Stop: Tempozen Park.

    1. Marianna and Julia 5:13 P.M. Won a four seat electric car for each racer.

    2. Ari and Staella 5:40 P.M.

    3. Ronald and Christina 6:01 P.M.

    4. Azaria and Hendekia 6:50 P.M. NOT ELIMINATED/SPEEDBUMPED.

    Leg #10: "This is madness!"

    Original Air Date: January 13, 2008.

    With $250 in tow, teams go to the Umeda Sky Building, take an elevator up to the garden and search for their next clue. Here teams are told to fly to Taipei, Taiwan. Once there, teams have to head, by train, to Taichung. There teams have to go to Acrobatics Jeep. Azaria and Hendekia get their Speed Bump here, which requires them to go to a local school, put on protective gear, run through a fireworks display and, once they are doused off, they can continue to the Roadblock at Acrobatics Jeep. In this Roadblock, one team member has to become a passenger in a stunt car, who then drive onto a giant teeter-totter then balance 25 feet off the ground. Then they have to switch to an amphibious car, put on a pair of goggles and, while holding their breath, be driven underwater for 17 seconds.

    Teams then have to take a train back to Taipei and go to GK Teahouse. Teams drink a cup of tea and find that their next clue is written, in Chinese, on the bottom of the cup. It directs them to Gong Guan Night Market, where teams find the Detour: Fire or Earth. In Fire, teams have to go to Zhoungzheng Park, make and light 20 spirit lanterns and send them into the sky. In Earth, teams have to go to Youth Park and walk barefoot on 220 feet of jagged stones, then turn around and walk back. Then teams get to the Pit Stop: Chiang Kai-Shek Memorial Hall.

    1. Ronald and Christina 5:15 P.M. Won a five night vacation to Curacao, Netherland Antilles.

    2. Marianna and Julia 5:30 P.M.

    3. Azaria and Hendekia 6:04 P.M.

    4. Ari and Staella 7:22 P.M. ELIMINATED.

    Leg #11: "The Final Stretch."

    Original Air Date: January 20, 2008.

    Getting $55, teams have to go to the final destination city: Anchorage, Alaska. Once there, teams have to go to Sixth Avenue Outfitters and pick up some equipment as well as their clue. It says that teams have to go to the Ship Creek Boat Launch where they find the Detour: Cut the Cod or Grab the Crab. In Cut the Cod, teams have to cut through several 50 pound Cods to get a miniature clue hidden in one of them. In Grab the Crab, teams have to jump into the hold of a ship holding 500 crabs and find one with the race colours attached to it.

    After that teams have to get to Twenty Mile River and take a high speed boat to Twenty Mile Glacier, where they have to climb an ice wall to get their next clue. Teams take a helicopter to Merrill Field, then drive to Goose Lake Park where the Roadblock is. In this Roadblock, one team member has to choose 10 items out of 15 from the previous 10 legs to open their clue box. These items are: the Tandem bike from leg 1; the bakfiet from leg 2; Camel milk from leg 3; the chicken from leg 4; the stilts from leg 5; the Croatian gun that greeted them at the Pit Stop in leg 6; the Blackberry from leg 7; the U-Turn Board from leg 8; the Cleaning Man from leg 9 and the Tea from leg 10. Once those items are together on a special platform they will get their next clue. Teams now have to go to the statue of Captain Cook in Resolution Park. Then teams have to get to the statue of the salmon hooker (which is exactly what it sounds like) outside of the Anchorage Centre for the Performing Arts. Then it's off to the finish line: Girdwood Airport.

    1. Azaria and Hendekia WIN.

    2. Marianna and Julia PLACE.

    3. Ronald and Christina SHOW.

    The Review

    This season is actually one of the better ones. The cast was great. The course was certainly better that its immediate predecessor. The tasks were good. It's my number four race. Still there were some issues. The lack of a budget showed somewhat on later views, especially when one watches each season back to back like I have been doing.

    Azaria and Hendekia were good winners and I enjoyed watching this season. Ari and Staella could be annoying at times yes but they were good villains. This season was meant to be the last. However, it got an effective boast in the ratings and managed to get the show renewed for another two seasons. So join me next time as we look at Season (unlucky) 13.

    -Globetrotting: An Amazing Race Blog by R. C. Anderson, on the website Reality Rewind, November 21, 2016.
     
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    NFL: 2007-08 Recap
  • The Cleveland Browns scandal, in many ways, consumed the 2007-08 NFL regular season. In all the fallout from the Michael Vick dogfighting charges and the city of Cleveland's attempted cover up, the NFL had to do a lot of soul searching about what was really important. In the middle of all that, some really good football was being played. Peyton Manning once again led the New Orleans Saints to the NFL's best record (14-2), setting a new regular season touchdown record (61) in the process. In the midst of this, Manning also set a new single-game touchdown record with an incredible nine passing touchdowns during a 65-14 spanking of the Cleveland Browns. In what was expected to be a marquee Sunday Night Football matchup between two Super Bowl contenders, the Browns found themselves in the midst of scandal, and with Michael Vick in jail and Sean Taylor out due to injury, were utterly crushed by the Saints in a game that would be the main reason for the NFL's move to flex scheduling in the 2009 season and beyond. Elsewhere in the NFC, it was mostly the usual suspects, teams like the Arizona Cardinals (still led by Kyle Orton despite acquiring Matt Leinart in a trade) and the savvy Bears and Cowboys who were at the top of the heap. The Washington Redskins had a bit of a resurgence, challenging the Cowboys in their division but falling a game short, while the young Carolina Panthers managed to beat out Patrick Ramsay and the Tampa Bay Buccaneers for a playoff berth thanks to division record tiebreaks.

    In the AFC, a landscape left rocked by the Browns' fall from grace, it was the Colts, led by Tom Brady and his potent receiving corps, that once again rose to the top with a 13-3 record. Just behind them in the division were the Tennessee Titans, who played hard all year to finish 12-4, mostly thanks to Adrian Peterson's incredible rookie year. They actually beat the Colts both times they played and fell just a game short of the overall #1 seed, but ultimately had to settle for fifth. The New England Patriots found themselves struggling, with Donovan McNabb having another rough year. The Patriots won their division with a 10-6 record, barely beating out the Miami Dolphins for a playoff spot. The Pittsburgh Steelers found themselves in control of their division with the Browns' collapse, and took not only the division title, but a bye thanks to an 11-5 record. That left them tied with Eli Manning's Denver Broncos, who lost a crucial game to the Steelers on Monday Night Football, which ended up being the tiebreaker that cost them a bye.

    NFL Playoffs 2007-08:

    Wild Card Round

    (3) Denver Broncos: 17, (6) San Diego Chargers: 14

    This fierce battle of division rivals went right down to the wire. The Chargers had a strong year and finished 10-6 thanks to their rookie quarterback Brady Quinn, who was helped along by a stout offensive line and a tough defense. The Chargers and Broncos went back and forth for most of the game, but the Broncos scored the go ahead field goal with just under three minutes to go, and Quinn couldn't come up with a game winning drive, throwing an interception at midfield to end the Chargers' season.

    (4) New England Patriots: 27, (5) Tennessee Titans: 24 (OT)

    This instant classic between the Titans and Patriots was a back and forth affair. The Titans scored first after a Donovan McNabb interception on the opening drive, but McNabb managed to overcome the jitters and drive the Patriots for a score. The Patriots then made it 10-7 just before halftime, but the Titans roared back after the half to retake the lead. Then, the Titans went ahead 17-10 toward the end of the third. The Patriots tied it back up with six minutes to go, only for Adrian Peterson to rumble 71 yards for a touchdown on the very next set of downs. McNabb drove the Patriots for a game tying touchdown with just 39 seconds to go, but the Titans took it to the 42 yard line and nearly won the game, only for the game winning 59 yard field goal to doink off the crossbar, just short. It went back and forth in overtime, with the Titans missing another field goal, this time a 48 yarder. Eventually, the Patriots were able to win with 2:47 left in overtime by kicking a 43 yard field goal, surviving and advancing to the divisional round.

    (3) Chicago Bears: 37, (6) Carolina Panthers: 3

    The Bears' star quarterback Ben Roethlisberger was sensational in this game, trouncing the Panthers in a 37-3 rout and sending fans home from Soldier Field very, very happy. Roethlisberger threw for four touchdowns and 371 yards, and the Bears defense did the rest, forcing five turnovers and looking extremely good in this one.

    (4) Arizona Cardinals: 20, (5) Washington Redskins: 7

    Somehow, Kyle Orton had managed to keep his starting job, but after the Redskins went into the locker room ahead 7 to 0, Cardinals coach Jim Caldwell, fighting for his job, pulled Orton and put in Leinart. It was like night and day: Leinart took over, throwing 14 completions on 18 passes thrown. Meanwhile, the Redskins' offense, which had been shaky all year, couldn't get anything going. The Cardinals finally made it out of the first round, but now they would have to take on Manning and the seemingly invincible Saints.

    Divisional Round

    (4) New England Patriots: 24, (1) Indianapolis Colts: 7

    Donovan McNabb played acceptably, but this was all Bill Belichick and his defensive gameplan, shutting down the potent Colts by putting rookie Darrelle Revis on Randy Moss. With Moss trapped on Revis Island, Brady threw four interceptions, with Marvin Harrison showing his age even in single coverage. The Patriots had the Colts stymied every step of the way, and by the end, Colts fans were booing Tom Brady almost as much as they do IOTL where he's actually on a hated rival. The Patriots suddenly looked a lot better than their 10-6 record would indicate, and they were on to the conference finals.

    (2) Pittsburgh Steelers: 35, (3) Denver Broncos: 10

    The Pittsburgh Steelers straight up murdered the Broncos in this one, largely thanks to the play of quarterback Aaron Rodgers who was rapidly turning into a superstar. Eli Manning couldn't get any offense going at all, and was frequently given very little time to recover due to Rodgers leading so many quick scoring drives. The Broncos managed to slow him down in the second half (after going down 28-0), but it was too little, too late, and the Steelers would move on to face their hated rivals.

    (4) Arizona Cardinals: 18, (1) New Orleans Saints: 16

    Peyton Manning found himself throwing against a brick wall, or more often than that, throwing interceptions in this game. When he wasn't doing that, he was on his butt in the end zone thanks to the Cardinals' defense putting up two safeties. Matt Leinart was fine in this game, though he did throw a couple of picks that allowed the Saints back into it after going down 11 to 3 early on. This game, despite being close, was somewhat tough to watch due to all the errors by both teams, but somehow the Cardinals ground it out and moved on to the conference championship.

    (3) Chicago Bears: 29, (2) Dallas Cowboys: 20

    Two tough teams stacked with good players, especially on defense, made for the most fun game of the weekend, though the Bears were the better team most of the way. Ultimately, the Cowboys were tricked up by Bad Rex, who showed up yet again at the worst possible time, throwing two picks and fumbling at a key moment that allowed the Bears to take the lead for good late in the third quarter. Meanwhile, the Bears were putting up touchdown after touchdown, going for two early on to set the tone for the game. The Bears wouldn't be denied in this one, and Ben Roethlisberger simply outplayed Rex Grossman, who was a far cry from the hero who'd helped the Pittsburgh Steelers win Super Bowl XXXIX. The Cowboys would be on the lookout for a quarterback in the offseason who could help their talented team win.

    Conference Championships

    (4) New England Patriots: 41, (2) Pittsburgh Steelers: 38


    In an amazing shootout between two stellar quarterbacks, the New England Patriots managed to come out on top after going down early in the first quarter, 14-0. Donovan McNabb looked like the goat early on, throwing two interceptions, but came back strong with some great passes and some savvy runs, and the score at halftime was 24-17 after a 56 yard field goal by New England at the end of the half. The Patriots got the ball to start the third quarter and managed to tie it up, but the Steelers came back quickly with another touchdown. The teams would trade punts for the rest of the third, until finally the Patriots scored a field goal at the beginning of the fourth quarter to get the score to 31-27. Rodgers would drive his team quickly back to the red zone, but a critical interception led to a long Patriots touchdown drive, making the score 34-31 with 4:26 remaining. The Steelers came back, however, and would score a touchdown with just over a minute to go. However, this left enough time on the clock for Donovan McNabb, who, in a Michael Vick-like display of running prowess, had a 31 yard run with about 15 seconds to go to bring his team to the Steelers' 22 yard line. Another quick pass later set the Patriots up at the 10, and a touchdown pass to the back of the end zone as time expired won the game for the Patriots in spectacular fashion.

    (3) Chicago Bears: 34, (4) Arizona Cardinals: 10


    In contrast to the amazing AFC Championship Game, this was a blowout from the word go. The Cardinals found their runs stuffed and their passes swatted down all day, and the Bears capitalized on most of the Cardinals' mistakes, winning in mostly effortless fashion in front of an ecstatic Soldier Field crowd who braved the cold and snow to see their team crush the Cardinals. Weather was definitely a factor, but the Bears were just a superior team, snow or no.

    Super Bowl XLII:

    New England Patriots: 34, Chicago Bears: 21

    Chris Daughtry led things off with a stirring performance of the national anthem, and then this game began. While not nearly as thrilling as last year's game, it was still competitive for most of the first half, with the Patriots taking a 21-14 lead into halftime and the Bears expecting to remain competitive in the second half. The halftime show itself featured the Dixie Chicks in a performance that had the crowd hopping, especially when they were joined by country legend Garth Brooks on stage. After the half, the Bears came out looking to even the score. However, they found themselves stymied by Belichick's defense and the tough play of Darrelle Revis, who snagged two interceptions from the normally dependent Ben Roethlisberger. Revis also snagged the Super Bowl MVP award away from Donovan McNabb, who played quite well but couldn't quite compete with Revis' heroics, especially his interception return for a touchdown that would make the Patriots' lead 34-14 in the fourth, sealing their Super Bowl win despite a Bears garbage time touchdown to make the score a bit more respectable.

    -

    2008 NFL Draft

    The Detroit Lions continued to stink, thanks to JaMarcus Russell being a complete bust for them. Once again, they had the #1 pick in the draft. However, they passed up on Matt Ryan, Joe Flacco, and Colt Brennan, believed to be the most promising QB prospects in the draft, and instead snagged Jake Long, hoping that some added protection might be what the doctor ordered for Russell. At #2 were the Bengals, and even with Calvin Johnson proving a promising rookie for them, they had another lousy season. However, Matt Ryan was sitting right there, and they took him, giving Megatron a QB that could get him the ball early and often, and would form with him one of the league's best QB-WR tandems for years to come. The Cowboys were looking for their new franchise QB, and were willing to trade up from their spot at #27. However, they wouldn't have to: Colt Brennan fell to #27 despite projections placing him in the top 10 on some draft boards. Brennan had led the University of Colorado to the Sugar Bowl in 2006 and 2007, and had set NCAA records for touchdowns and yardage. However, character concerns plagued him throughout his career: he'd allegedly sexually harassed numerous female students during his time at the university. The Michael Vick scandal had led to an increasing microscope on character issues in collegiate sports, though by then Brennan hadn't been accused of anything for nearly a year, and the Cowboys, desperate for a QB, took the risk.

    -

    "And in the fallout of the Michael Vick scandal, Ohio State University has implemented what it calls a "Five Point Program For Integrity", that applies to all coaches and student-athletes, as well as administrative staff for the university and for the athletics department. This program, which is being called the most stringent ethics program in all of college sports, looks to ensure that the university does not experience a similar scandal to the one that befell the Cleveland Browns this past NFL season. The five points of the program are: Academics, Honesty, Personal Conduct, Respect, and Community, and are being overseen not just by the university, but by a company hired outside of Ohio with no ties to the athletic program or anyone in it. This company, Frezelle Security, normally conducts background checks for Fortune 500 companies and governmental organizations, and its involvement with Ohio State University is said to be the first of its kind. All student-athletes attending Ohio State University are required to perform some act of community service work, and are also required to check in regularly with an academic advisor. Some incoming student athletes are balking at the program, objecting that the security firm unnecessarily intrudes into their personal business, and the university has reportedly lost at least one high profile football recruit due to these objections. However, university president Karen Holbrook says that the increased scrutiny is worth it if it ensures that the university will become a beacon of integrity in college athletics. Other universities, including fellow Big Ten school Penn State, which experienced a minor scandal in 1997 after assistant football coach Jerry Sandusky was arrested and convicted of child molestation, are also considering adopting more stringent integrity policies."
    -Bob Ley, on the January 27, 2008 episode of Outside The Lines
     
    Remakes: A Geek Radio Discussion
  • Brittany Saldita: You just finished listening to "Main Theme" from Final Fantasy VII, here on Geek Radio on Northstar. Now let's get back to my interview with former GameTV host and current Games Over Matter webmaster and founder Alex Stansfield. Our time's almost up in this discussion of retro games and video game history, and I think it'd be appropriate to conclude our discussion about retro games by briefly touching on the subject of video game remakes, remakes of old classic games on modern consoles. We're seeing remakes... actually a lot more often these days, and I just want to know, Alex, what your opinion on game remakes is. Is it good, repaying for a game you've already played to completion?

    Alex Stansfield: Oh, I actually like game remakes most of the time. I don't think it's a ripoff, as long as they make enough updates and changes. If they do that, I think it plays like a brand new game. If they go back, re-do the graphics, improve the music and sound effects, add new content, then yeah, absolutely it's worth it. I mean I just bought The Godfather on Blu-Ray, and I already owned it on VHS and DVD. Paid full price for it, paid 30 bucks, don't feel ripped off at all, and there's usually a lot less of a difference between a modern game remake and a VHS to Blu-Ray transition.

    Brittany: And the reason I'm bringing this up is sort of personal, since I just picked up Pickton Lake for the Game Boy Supernova. They released it, I think three months ago, I just picked it up and I'm actually really enjoying it. The thing is though, I never got to play the original.

    Alex: Didn't it come out like right after the SNES-CD did, originally?

    Brittany: It originally came out in March 1993. And of course back then I had just gotten the SNES-CD.

    Alex: *laughs* Have you told them the story of how you got it?

    Brittany: Actually, no I haven't!

    Alex: You should tell them.

    Brittany: Another time!

    Alex: You won a Street Fighter II tournament at UC Santa Cruz. You beat like 50 guys, fought your way out of the losers' bracket.

    Brittany: It's a good story, but it's a Street Fighter story. We should save it for a Street Fighter episode!

    Alex: If you can find the February 15, 1993 edition of the UC Santa Cruz newspaper, she's on the front page of that.

    Brittany: But anyway... ANYWAY, I didn't get Pickton Lake when it first came out. The only game I got before Super Mario World 2, besides the games that came with the SNES-CD which were Mario Kart and Street Fighter, I got Final Fantasy: New Generation.

    Alex: I didn't get to play Pickton Lake until like 1996. The original one.

    Brittany: I've seen footage of the original SNES-CD game but I never got to play it. But this new one, for the Supernova, it's pretty good. Alex, before I go on, you want to tell the listeners about the original Pickton Lake?

    Alex: Yeah. Pickton Lake was a game where you got to play as one of two kids, Cody or his sister Cassie, and they're at a summer camp, and all their friends have been kidnapped by horror monsters. Ghosts, vampires, zombies, Frankenstein, the Wolfman shows up, I mean pretty much every horror monster you can think of is in this game. It's a platformer, it's got 16 levels, but there's also secret doors and passageways where you can kind of go and find secrets and items. Most of the items are useless but occasionally you'll find an extra life or a cool weapon or something. The graphics were decent, I mean, the SNES-CD was mostly used for voice acting and crude animation, it pretty much looked like any other SNES cartridge game. What set the game apart, I think, was the humor. It was very light hearted, not bloody or gory horror, just really silly horror poking fun at various horror tropes. Compare it to say, the Commander Keen series I think would be a good comparison to the humor in Pickton Lake.

    Brittany: I remember reading about it in Nintendo Power and not being very interested in it. I was more interested in... I think Super Turrican maybe? But even that game I didn't bother getting new.

    Alex: It was a cult game. Didn't sell very well but had some pretty devoted fans. I only got it because it was on sale, I think 12 bucks used at FuncoLand. Played it and beat it on a Saturday when I didn't have any games to play for the show. I probably would've given it a 3 on GameTV, maybe a 3.5? Honestly I didn't think it was anything special but I liked the humor and the voice acting.

    Brittany: Well, this new Pickton Lake, the graphics have been updated significantly. It looks like a cel shaded game, like a Star Siren in terms of graphics, really zany animations, some remixed music, added treasures, expanded levels... there's 18 levels I think in this one.

    Alex: Yeah, I noticed they added two more levels. They added a secret challenge level and a 100 percent completion level.

    Brittany: Now in the original game, apparently...apparently Cassie got kidnapped in the final level?

    Alex: Right, you had to fight the final boss with Cody while Cassie was all tied up and hanging in the background.

    Brittany: Well, spoiler alert by the way for anyone interested in playing the game, if you don't want to know about the bonus levels you might want to mute this. I did spoil the game for myself just a little bit because I looked up the secret bonus levels out of curiosity, I looked them up on Youtube, and in the secret challenge level, level 17, it's Cody who gets snatched!

    Alex: Yep!

    Brittany: Reversing the cliche!

    Alex: The dude in distress.

    Brittany: I love how Cassie is just relishing it too, really rubbing it in his face. Because in the original game, Cody's mostly all heroic, but in this remake, when Cassie gets captured, Cody acts like a smartass and it got on my nerves, like "really?" but then when Cassie's saving him she acts twice as bad! Which, again, I thought was hilarious, mostly thanks to the voice acting.

    Alex: They changed the voice actors in the remake.

    Brittany: Which is usually the case in modern games of old ones that did have voice acting, they rarely use the original cast. I looked it up, and the original game was all non-union. I'd never heard of any of the voice actors in that original game, but in this remake, I've heard of these people.

    Alex: You've probably worked with some of these people!

    Brittany: I have! Jessica DiCicco, she plays the voice of Cassie in the remake and she also did a voice on an episode of Thrillseekers! She plays Beth, one of the girls in the group that's a rival to the Thrillseekers girls. She's hilarious, she's super talented and she was awesome in this game.

    Alex: And I thought the actors in the original game did a really good job for the time. By 1993 standards, I mean back then, and I'm not bashing anyone who voice acts professionally, but there is a huge difference between the voice acting back then and the voice acting for games now, which I think is one of the best aspects of most of these remakes.

    Brittany: So yeah, the Pickton Lake remake is really nice, though I think I might've appreciated it even more if I'd played the original.

    Alex: I did play the new one for Games Over Matter and it is absolutely better. I gave it an 8 out of 10 on there, it's a really fun little platformer and even though it's got modern graphics and some quality of life improvements, it's still a nice little throwback.

    Brittany: There's another remake... er, reboot, not sure, it's an overhaul but it's essentially the same game, and that's Rampart. Came out on the iTwin, came out on the handhelds, and it is Atari's Rampart, which originally came out in 1990, but redone as a modern game.

    Alex: The original Rampart was incredible. I played it in the arcade and got really hooked. It had puzzle elements, strategy elements, even some shooter elements in there, and I was surprised by just how true this new one stays to that original game. They didn't try to doll it up with action segments, they didn't try to make it into some RPG or something, they just gave the graphics a hell of a boost and added tower defense elements, which I actually think is perfect since the original Rampart was in a lot of ways the precursor to the modern tower defense game.

    Brittany: I got the Supernova version, which doesn't look as good as the iTwin version but it does play the same.

    Alex: It does, yeah, it's the same as the iPod Play version which is basically the iTwin version on an iPod Play. There's also an iPhone version, and that one has touch controls.

    Brittany: Of course it does.

    Alex: Rampart is the kind of game that I think isn't for everyone, because it's not like Tetris where anybody can pick up and play it. You've got to be able to strategize on multiple levels to get the most out of it and succeed. The thing I want to know is why Rampart? There are a lot of other classic Atari games to remake, but Rampart is the one that gets remade. I mean, at least now.

    Brittany: They're doing Centipede on the Xbox 2.

    Alex: Oh, yeah, as an FPS.

    Brittany: Yeah.

    Alex: *audibly groans*

    Brittany: You think maybe just doing an arcade update would've been better?

    Alex: Well, look at Pac-Man: Championship Edition, that game's amazing! They didn't try to turn Pac-Man into an FPS! Why Centipede?

    Brittany: The centipedes look pretty scary and cool.

    Alex: But that's not Centipede! That's just a horror game about giant centipedes!

    Brittany: I agree that they probably should've just updated the original arcade game, like they did with Tempest on the Jaguar.

    Alex: Yeah, with an arcade game, just stick to the arcade gameplay. There's a reason those games did so well, it's because the gameplay was simple and addictive and fun. That's why the new Rampart is so good. I still don't know why the new Rampart exists but I'm glad it does.

    Brittany: Same with Pac-Man: Championship Edition.

    Alex: Yeah.

    Brittany: So you do like game remakes, mostly, and I have to say that I like them too. One of the reasons is that, being a mom, I get to share some of these games with my kids and have them enjoy them the same way I did back in the day. Going back to Pickton Lake, the original game, from what I heard, you got a limited number of continues and lives and if you exhausted those, game over. Back to the start.

    Alex: Right, back to level 1. You lost all your stuff, you lost your progress, back to level 1. It was... fairly generous with extra lives and continues, I mean you could find at least one extra life in every level, but it was still tough to make it through.

    Brittany: And this new game saves after every level.

    Alex: Right.

    Brittany: Now, I consider myself a hardcore gamer, I like a challenge, but... I don't like wasting my time. And these games, that don't save, I mean... this is a lot more convenient for me and a lot better to play with my young kids, so that they can get through it without being sent back to the start so much.

    Alex: I get the mentality that a challenging game is more satisfying to beat, there's more bragging rights in it, but you're right that making it more generous in terms of lives and saves makes it a lot more accessible. It's a quality of life thing.

    Brittany: It respects your time more.

    Alex: Exactly. And there are still plenty of tough games out there that are tough because they take legitimate practice and strategy to beat and not just because they sent your butt back to the start when you get beaten.

    Brittany: You and Melissa just had a little girl, so when are you planning to start her on video games?

    Alex: I'm not sure, and I'm not sure if I'll start her on the originals or the remakes. I think maybe I'll start her on Super Mario Bros.?

    Brittany: Oh, good choice.

    Alex: And that's been remade at least once.

    Brittany: Right, Super Mario All-Stars. Think Nintendo might go back to it, remake it in the same style as Super Mario Flip?

    Alex: Oh, that would be fun. You mean the graphical style or with the flipping?

    Brittany: I think with the flipping might be fun, being able to explore the original Super Mario Bros. in 3-D.

    Alex: I think I'd rather have a straight up remake, just the original game but in HD, with HD graphics on the Sapphire.

    Brittany: They could do both, have one mode with the flip and the other mode just playing normally.

    Alex: Ugh, Brittany, why do you do this kinda stuff?

    Brittany: Hmm?

    Alex: Now I really want to play Super Mario Bros. in HD! That's the remake I REALLY want!

    Brittany: *laughs*

    Alex: It would be like printing money for Nintendo! It would be like printing money!

    Brittany: I have to stop you drooling because we're running out of time but there's one more game I want to get to, this one doesn't come out until September but it's Fairytale: 10th Anniversary Edition, also for Game Boy Supernova.

    Alex: I'm noticing a trend that all our remakes today are from the Supernova.

    Brittany: Not Pac-Man, that's iPod Play.

    Alex: Well, most of them.

    Brittany: The Supernova's a great little remake machine, isn't it? But anyway, Fairytale. Let's take a trip in the Wayback Machine, ten years ago, with this clip from GameTV.

    *The clip is played of Alex and Brittany's review of the original Fairytale for the Ultra Nintendo:

    Alex: Fairytale takes place in a world divided between the human world, a steampunk landscape of cities and high technology, and the fairy world, of continent-spanning magical forests filled with flowers and creatures and of course, the fairies, magically-gifted beings who look like humans but have translucent wings on their backs that allow them to float above the forest floor. The action begins when a young human soldier named Ephret wanders into the forest and encounters a beautiful fairy soldier named Claris.

    Brittany: Though Claris is distrusting of Ephret, she takes him deeper into the forest, needing his help to combat the increasingly dangerous monsters who threaten the lives of her brethren. She introduces him to her friend Virtuosa and swears him to secrecy, knowing that tension between the two races is at an all time high. Together, the three become protectors of the innocent, but even amongst the forest fae, not everything is as it seems, and intrigue is everywhere, even in this forested paradise.*

    Alex: What a trip down memory lane, huh?

    Brittany: Yeah, and remember, we gave that game a perfect score.

    Alex: It's a Hall of Fame game.

    Brittany: The remake will feature updated graphics and some brand new quests, though the game itself remains the same and even keeps the original voice actors, including Mary Elizabeth McGlynn and Moira Quirk.

    Alex: Mary McGlynn has certainly done a lot since Fairytale, hasn't she?

    Brittany: She's the Major! And she was majorly awesome in Fairytale so I'm glad they brought her back for this, even if it's just to record a few more lines since they are using the original voice recording for most of it. So yeah, Squaresoft is remaking Fairytale, though it's not nearly as big an overhaul as Rampart or Pickton Lake.

    Alex: This is more of an updated re-release, isn't it?

    Brittany: And they are, by the way, still selling the original Fairytale on both the Supernova and Sapphire digital store, for ten dollars. This remake is going to be 40, so I'm not sure how well it's going to do if they didn't update very much. The new content had better be pretty impressive.

    Alex: This is a problem some companies are running into, where they remake a game that's already being sold in the digital store. With the rise of these retro game download services and then you have remakes... I remember Sonic: The Collection took somewhat of a beating in sales because the original games were already available on iTunes.

    Brittany: Super Mario Dimensions was never on sale on the Supernova store, because you could get the original remade game at launch.

    Alex: Exactly. But they DO have Super Mario Dimensions on the Sapphire. The original, for ten bucks.

    Brittany: While Nintendo still sells the Supernova version for 30 or 40.

    Alex: So if you want to play Super Mario Dimensions on the toilet, you have to pay Nintendo 30 bucks extra for that privilege.

    Brittany: Or just drag your TV and your Nintendo Sapphire into the bathroom and pay them nothing.

    Alex: *laughing*

    Brittany: At that point it's a moral victory more than anything.

    Alex: Well, you can't take your Sapphire on a plane, so if you want to play it on a plane, you've got no choice!

    Brittany: Well, they just released the Fairytale 10th Anniversary Edition in Japan, and it sold really well there, so maybe Squaresoft is onto something. It got....let me see, a 36 in Famitsu. So yeah, um... I guess people really will buy certain games twice if they're good enough!

    Alex: Again, going back to The Godfather on Blu-Ray...

    Brittany: What I want to know is if this new Fairytale game will be as scary as the old one was, will the updated graphics make the monsters scarier or not? Because I remember the old one had some genuinely creepy imagery. There was the Mayfly monster, basically a giant stone golem with the head of a fly... a very realistic fly, mind you.

    Alex: I remember there was one dungeon that was a field of flowers with very soothing music, but you had these horrific insect and plant monsters roaming it. The giant hornet monster, this REALLY unsettling flower that made this weird screeching noise...

    Brittany: Right, in Fairytale often the creepiest monsters hung out in the nicest seeming places. You'd be roaming this beautiful section of forest and then all of a sudden you'd go to a screen and there'd be this realistic looking giant wasp coming at you, or an oozing snake monster. The monster animations in the original Fairytale, both in the field and in battle, were so lifelike that it had this really unsettling effect. I let Arturo play Fairytale when he was five and he saw the hornet monster and freaked out, I mean screamed and ran out of the room. I felt really bad because I hadn't thought that something like that would spook him so much, but it gave him nightmares.

    Alex: Geez, it was that bad?

    Brittany: Yeah, I felt so awful too. He hasn't gone back to playing it since. I'm... I mean I don't ban my kids from playing a game because it's scary, so he can go back and try to play Fairytale whenever he wants, but he refuses to.

    Alex: I imagine you wouldn't let Regan look at it though.

    Brittany: Well, I'll tell you.... I don't think she scares as easily as him!

    Alex: Really?

    Brittany: She has watched Chris play Resident Evil and when the licker jumped out, Chris said she started laughing. I am dead serious, when that licker jumped out on top of Claire, Regan started laughing.

    Alex: *laughs loudly* I'm surprised he even played it in front of her!

    Brittany: He didn't know she was in the room, but when she started laughing it spooked HIM!

    Alex: *laughing even louder* So she'd probably be fine with Fairytale then.

    Brittany: Oh god, I imagine so.

    Alex: You worried about her? *still laughing a bit*

    Brittany: Oh, she's a sweet girl, but she doesn't scare easily at all. She has her mom's sense of humor I think. *giggles*

    Alex: But yeah, Fairytale, I think people remember the Arachnoterror cutscene as the iconic "scare" from that game, with that giant spider coming out of the forest at you.

    Brittany: That didn't scare me too much, I mean you had just seen Ashlyn get cocooned, what did you think was gonna come out of those trees, the Kool-Aid Man?

    Alex: OH YEAH!

    Brittany: *snickering*

    Alex: It was just the way the spider moved, just the animation on him. It was like nothing we'd ever seen before, the animators did such a good job.

    Brittany: Which makes me wonder if they re-did the old cutscenes or left them in. They do look dated now but they still hold up a bit, and I imagine they'd hold up better on a smaller screen.

    Alex: As someone who has the original Fairytale on his Supernova, they do still look good on that screen.

    Brittany: So you'd guess they left them in?

    Alex: I imagine the original cutscenes are all still in.

    Brittany: Well, we'll find out in September when Fairytale: 10th Anniversary Edition is released Stateside.

    Alex: Though you could import it now if you really can't wait.

    Brittany: Well, I think we should probably wrap this up, my producer is giving me the one minute warning so that's going to have to be it, but thank you so much for coming on and you know I'd love to have you on again as soon as possible.

    Alex: Always a pleasure, I love talking about old games and of course it's great getting to talk about them with you.

    Brittany: Likewise, and of course congratulations yet again on you and Melissa's new baby!

    Alex: I'm not letting her anywhere near Fairytale!

    Brittany: *snickering* That's also going to be it for me, but I'll be back on tomorrow night at 8 PM for another fun filled night of music from your favorite anime and video game soundtracks and all the latest news on everything geeky! We'll have Geek Trivia tomorrow night for you to test your meddle, and the topic will be Sailor Moon, so get your Sailor Guardians together and find out who knows the most about the pretty soldiers who fight for love and justice. I'm Brittany Saldita, and as always, "you play like a girl" is the best compliment you can possibly get. See you tomorrow!

    -excerpted from the April 14, 2008 evening broadcast of Northstar Satellite Radio's Geek Radio channel
     
    Winter 2008 (Part 3) - Scary Times For Microsoft
  • Halloween

    Halloween is a survival horror game exclusive to the Xbox 2. The game is based on the classic slasher film franchise Halloween, taking most of its story from the first film but incorporating elements of other films in the series in a sort of "retelling" of the original movie. ITTL, Rob Zombie doesn't do the Halloween remake, so this game can be seen as somewhat of a replacement for that film, though John Carpenter is involved with the production of this game. Halloween is a "strict" survival horror game: in other words, ammunition is very limited and your main character isn't a damage sponge: he limps when he's hurt and can actually bleed out if he's slashed or stabbed and the player can't bandage him up in time, while he'll die from what would realistically kill a human being. However, this game has few enemies, and is somewhat Shadow Of The Colossus-like in its mission structure: the only "enemies" in this game are bosses, with a total of six bosses in all: five chapter bosses, and the omnipresent Michael Myers, who can show up at almost any time. Myers can show up in any building or even when the protagonist is roaming the streets, and the only warning they'll get is the iconic Halloween piano theme, which begins playing when Myers is near and gets louder the closer he gets. He can show up in any room, or he can show up when the protagonist is just standing around somewhere: he's always moving. The only place where the player is "safe" from Myers is in the pause menu. This serves to give the player a feeling of abject terror and unease, knowing that Michael Myers could be just around the corner. When he does show up, almost always the only option is to run. In certain situations he can be fought off or trapped temporarily, but never killed. This means that the player must be extremely careful to either avoid or, if that's impossible, move very quickly through places where they can be easily trapped. While Halloween is a survival horror game, it also has puzzle and visual novel elements. The protagonist is a sheriff's deputy, and the player will need to conduct interviews and search for clues to advance within the game. This means that much of the gameplay involves carefully solving a mystery and doing police work while being careful to avoid being killed by Michael Myers. There are of course places where Myers is more likely to show up, and there are a few scripted encounters with Myers during the game that can't be avoided. The game is also quite good at putting Myers in a place where the player will almost always have a way out. Very rarely will the game just screw the player over with an unwinnable Myers encounter, though the game can also tell if the player is deliberately dawdling in places where the game wouldn't normally put Myers in order to avoid him. The Michael Myers AI in Halloween is actually one of the more clever video game AIs featured in a console game up to this point, with reviewers praising the AI for its "movie-like" scripting that puts Myers and the player in the most cinematic situations as possible, keeping the game scary and keeping the player on their toes. The game doesn't auto-save, and while saving isn't limited by items (like the typewriter reels in Resident Evil, there are only select places where the player is able to save, so getting killed, either by Myers or a boss, does mean something, and dying usually sets the player back a good 10 minutes or so, ramping up the tension considerably. Halloween features fairly good graphics by Xbox 2 standards, it's not a groundbreaking game by any means, but it looks nice and pretty in HD and there's plenty of blood and gore like any good slasher film. It features a voice cast that consists of mostly unknown names, though there are a few voiceover vets in there. No celebrities, save for a brief cameo by John Carpenter. Halloween is very, very light on music, and most of the time the game is silent in terms of music, save for that classic piano theme. The game uses sound extremely well to ramp up the dramatic tension, and is considered a pioneering game in sound design.

    The protagonist of Halloween is sheriff's deputy Rick Strode, whose daughter, Laurie, is babysitting on Halloween night. Darnett is assigned to hunt down a man who's been acting strangely about children. In the background of all of this is Michael Myers, who has just escaped from a nearby sanitarium after being imprisoned for 15 years after killing his older sister when he was six (Myers' background story is shown in a cutscene before the game begins). In the middle of responding to the call about the strange man, Rick gets another call about Myers, but is told to continue his pursuit, as the sheriff is going after Myers. However, Myers soon attacks Rick, though Rick is able to make a narrow escape. In the midst of pursuing Myers, Rick is told by a group of trick or treaters that one of them, a little girl, has disappeared. Rick learns that the strange man may have taken her, and decides to pursue the strange man instead. He pursues the man into an abandoned house, where he finds the little girl locked in a room before the man is able to do anything with her. The man attacks Rick, but Rick overpowers and kills him, saving the little girl. However, Rick then discovers that not only has Michael Myers killed two teenagers, but also the town sheriff as well. The next chapter has an all points bulletin going out for Myers, but also the news of two wild dogs escaping from someone's yard. Rick learns that the dogs have made their way onto an abandoned farm, but Myers might be there too. Rick hunts down and kills the dogs, but in the meantime, Myers has claimed another victim. Rick then gets a call about a violently abusive husband in the midst of beating his wife to death. Rick makes his way to the house, only to discover that the husband has kidnapped his wife and has taken her to the factory where he used to work at before being fired. Rick pursues the kidnapper to the factory, but in the midst of searching for him and his wife, is set upon once again by Myers. It IS possible for the player to have Myers and the husband attack each other if they set things up right, though in most circumstances Rick will have to take down the armed abusive husband himself. However, no matter what happens, it's too late: the abuser has already killed his wife. Rick returns to town, having failed to save someone but also knowing Michael Myers is on the loose and is still killing people. It's here that Rick is contacted by Dr. Loomis, Myers' psychologist, who returns to the sheriff's station with Rick to discuss how they might work together to bring Myers down. However, during this encounter, a violent gang of drug dealers breaks out of their holding cell due to most of the officers having gone looking for Myers, and puts the station under siege, taking Loomis hostage. Rick has to take out the leader of the drug dealers, though there's also a chance that Myers could be there as well. Rick saves Loomis, and the two decide to go after Myers, only to learn that Laurie isn't babysitting like she said she was, but is instead partying in the old mansion just outside of town. Rick makes his way to the mansion, but finds one of Laurie's friends dead on the ground. He starts looking through the mansion for Laurie, while finding more of his daughter's friends along the way. He also learns that one of Laurie's friends is a violent criminal in his own right, and might be just as dangerous as Myers. Rick makes his way through the mansion, dodging Myers all along the way, until he eventually gets to the basement and discovers that the violent criminal is about to have his way with Laurie. Rick and the criminal tussle in a brutal fight, but after the player "wins" the boss fight, the criminal gets the upper hand, only for Myers to show up and kill him. He then turns his attention to Rick, but Laurie throws herself in the way, attacking Myers. Myers doesn't kill her, but kidnaps her instead and takes her back to his old family home. Rick teams back up with Loomis and the two make their way to the Myers family home. Myers took Laurie because she's actually his sister (Rick adopted the girl as an infant), and Myers is trying to make her into a killer, but she refuses to be one. Rick and Myers battle it out, with Laurie helping out at two points during the fight. Eventually, Rick gets the upper hand, but it's Loomis who finishes Myers off, just like in the original movie, putting several bullets in him and sending him falling to his death. Just like in the original movie, Myers' corpse is never found, leaving his fate unknown...

    Halloween is considered the most terrifying game in years, and gets excellent review scores from critics. It's expected to be one of the Xbox 2's top selling games of early 2008. It's released on February 5, 2008, and it sells well, but doesn't meet expectations, not being quite as big a hit from players as it was from critics. Fans balk at the game's difficulty and its lack of the typical survival horror action, though fans who do play it tend to love its atmosphere and bold design choices. It's considered one of the Xbox 2's best exclusives, but isn't a killer app by any stretch of the imagination, and Sapphire and iTwin players would be port begging for this game for a very long time.

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    Microsoft Scraps Halloween-Themed Experience For X-Zone Arcades

    Halloween is considered one of the Xbox 2's biggest exclusives of 2008, and last year, a Halloween game experience was announced for certain X-Zone arcade locations, where players would get to team up to try and survive a terrifying night fleeing from killer Michael Myers. The attraction was initially scheduled to debut alongside the game, then was pushed back to April, then pushed back again, all the way to October. But now, two weeks after the game's release, Microsoft has announced that they're canceling plans for the experience entirely, citing continued poor performance from their arcade division and a "lack of interest" in the game. The cancellation is just the latest bit of troubling news for Microsoft's X-Zone arcade chain, which has seen its number of locations worldwide drop to 46 amidst a new wave of closures. Microsoft is reporting that attendance in 2007 declined 16 percent from 2006, and this January saw a 23 percent drop from January 2007. The continued woes for the economy, which declined during the final quarter of 2007 amidst a rough holiday retail season, are being cited as the main cause of the decline, though Microsoft's own financial troubles and lower than expected Xbox 2 sales are also being blamed for the decline in X-Zone attendance. Analysts expect the company to close down at least 10 more X-Zone arcades this year, and all plans for new openings have been put on hold, including locations in Vancouver, Canada and Dubai in the United Arab Emirates. It's rumored that even the Mall Of America location, which has been an anchor at the Minneapolis-area mall for the past five years, could be in danger of shutting down if business doesn't pick back up.

    -from an article on Kotaku, posted on February 21, 2008
     
    Winter 2008 (Part 4) - The Final Wave?
  • Captain Wario

    Captain Wario is an action platformer exclusive to the Nintendo Wave, and also serves as the sequel to 2003's Wario World. It has numerous gameplay and graphical elements in common with OTL's Wario Land: Shake It!, including a cel-shaded animesque look that makes the game look significantly more colorful and fluid than Wario World. It's a 2-D platformer rather than a 3-D platformer, but does have a few 3-D platforming elements, giving the player the ability to explore in full 3-D in some rooms and areas in similar fashion to Sonic Duo and the upcoming Super Mario Flip. The game revolves around Wario as captain of a pirate ship in an attempt to one-up his familiar rival, Captain Syrup, by collecting treasure and gold coins to increase the size of his own ship. During the game, Wario is able to recruit new members of his crew, most of them taking the form of various anthropomorphic animals and strange creatures from previous Wario Land games. Wario has all of his familiar moves, including his headbutt and butt slam, but also can wield a cutlass to slash at enemies or cut down various objects to progress. The game keeps a running tally of the money that Wario collects as he progresses through the game's 30 levels, and there are plenty of secret alcoves full of treasures that will enable Wario's ship to get bigger. Increasing the size of Wario's ship allows the player to access various bonus levels and challenges, up to 12 in all, making for a total of 42 levels in the game. The plot itself involves Wario and Syrup searching for an ancient treasure that was sunk under the sea, belonging to the pirate captain Boneskull, who is now a pirate skeleton jealously guarding his treasure. Every five or so levels, Wario must battle a boss guarding a giant treasure horde, though the greatest treasure horde of all rests within the final bonus level, which can only be accessed by collecting enough treasure to fully upgrade Wario's ship and recruiting all 12 crew members as well. This bonus level contains a hidden boss, Boneskull transformed into a giant skeleton monster, but defeating Boneskull here wins ultimate bragging rights, as Wario is able to buy his own island, and this opens up a special cutscene where Captain Syrup actually runs away crying when she sees Wario's treasure island (in the regular ending, Syrup gets the best of Wario and ends up sailing away with his ship and his treasure, leaving him marooned). Captain Wario is known as one of the better platformers for the Wave in 2008, coming out in January 2008 amidst a moderate amount of hype. It achieves decent sales, though by now most of the Nintendo hype is being directed toward the Sapphire's release. Still, amongst Wario fans this is considered a very good game and somewhat of an improvement over Wario World even with the shift to 2-D.

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    1080 World Tournament

    1080 World Tournament is a snowboarding game for the Nintendo Wave. It has a heavy focus on competition and racing, though there are still plenty of tricks to do on a wide variety of slopes located all over the world. The game features controls familiar to fans of earlier games in the series, with a few features that make it easier for newcomers to get into the game, including an optional balance and steering assist and an HUD that shows the best areas to gain speed boosts. Despite these newcomer-friendly features, the game still has plenty of challenge, with the ability to make the AI quite tough to beat on some of the more difficult maps. The game features 16 different snowboarders, some familiar to series veterans, but others are totally new. No guest characters in this game, with Nintendo knowing that 1080 World Tournament isn't likely to be a major hit. There's no storyline to speak of, though there is a tournament mode where players can race on four maps at a time across four levels of difficulty, similar to the Grand Prix mode in Mario Kart. Despite the lack of a trick focus, the game does allow for more tricks than any previous 1080 series game, and does include a Stunt Mode where you can compete for high scores. There's also online gameplay in this for people wishing to race against other players, though it's often hard to find a match in the game's rather sparsely populated lobby. All in all, 1080 World Tournament, which is released in February 2008, is considered a decent skateboarding game for those who want a fun, polished experience. It's not considered as great as the recent White Mountain games or Thrillseekers: Winter Challenge, but for those who want some Nintendo-flavored snowboarding fun, it's worth the price. Reviews generally average in the high 7s/low 8s, and sales are decent, though fairly low for a Nintendo first party game and amongst the lowest for the series.

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    Lash Out 2

    Lash Out 2 is the sequel to 2005's Lash Out, created by David Jaffe. It's a hack and slash game with many similarities to OTL's God Of War series, though with much of the gratuitous sex and violence removed. The game's protagonist, Lash, uses two energy whips to attack enemies, solve puzzles, and reach new areas, and much of the gameplay revolves around the many different ways Lash is able to use those whips, with Lash Out 2 adding lots of new functionality including the ability to transform his whips temporarily into other weapons such as swords, axes, scythes, and crossbows, each of which have both weapon functions and secondary utility functions. Like the previous game, Lash is able to collect power-ups to expand his health bar, his special meter, and his repertoire of special moves, with some power-ups giving the players options about how to use them, sort of like a skill tree (a functionality that wasn't present in the previous game). Lash is also able to interact with people in more ways in this game, and is able to gain followers, who have their own repertoire of abilities and power-ups. Lash can only have one follower at a time, and the player's choice of follower depends on the strategy they wish to employ in battle. In similar fashion to OTL's God Of War 2, Lash Out 2 pushes its system's capabilities to its limit, with some of the best graphics the Wave has to offer. The game features an expanded voice acting cast, with a number of semi-famous character actors in major supporting roles. The advertising for this game skews much darker than the previous game, with none of the humor or light-hearted motifs present in the advertising for the original. Lash Out 2 is noticeably darker and more tragic than the first game, and the advertising is actually somewhat downplayed for this game since at the time Nintendo was focusing on promoting the Sapphire. However, with the Wave's price drop to $99 coming around the same time as this game's release, it would be somewhat heavily featured as part of the price drop push, with some retailers even offering bundles of the Wave and this game for the discounted price.

    The plot of Lash Out 2 picks up where the previous game left off, with Lash living peacefully in a village of natives on a somewhat backwater planet. He's renounced violence, which causes him to lose most of the power-ups he acquired in the previous game. However, the peace is shattered by the arrival of an android similar to Lash, who attacks with twin energy swords. The android's name is Locke, and he has a sadistic cruelty that causes him to completely destroy Lash's village, slaughtering its inhabitants. Lash barely escapes with his life, and realizes that Locke is one of the six androids created by the spacefarers from the previous game, the ones who also created him and Laika. The first part of the game finds Lash trying to find a way offworld as Locke hunts him down, seeking to take his powers for himself. Eventually, in a brutal and ferocious boss fight, Lash is able to defeat Locke, who claims as he is dying that Laika sent him. Lash suddenly finds himself absorbing Locke's powers, gaining the ability to transform his whips into swords. Lash makes it offworld and resolves to find Laika and hunt her down. The second part of the game has Lash meeting two other androids: Lumina, a female assassin who uses crossbows, and Lore, a cloaked android who is not hostile and who has lots of information for Lash. Lumina herself is not a sadist like Locke was, and Lore believes that Lumina can be a potential ally. Lash also meets two of his first potential followers, including a disgraced drunken space captain and a grimy technician. The space captain is a better fighter, but the technician can patch Lash up faster and give him better upgrades. During this second part of the game, Laika reveals herself to Lash and she's definitely taken a turn for the worse: she murders any humans she comes across and eventually blows up a spaceport. She also forces Lumina to attack Lash, who is forced to defeat her as well, gaining her crossbows as weapons. Lore joins as a potential follower for Lash as he journeys to the capital of the spacefaring civilization, hoping to gain even more answers. Here, the final android, Lonn, is revealed. Lonn is an axe-wielding, musclebound android who is still working for the spacefaring civilization, and though he too is hostile to Lash, he's also fairly friendly and is mostly just doing his job. Lash must also battle soldiers employed by the civilization, and their battle mechs as well, all the while trying to get to the bottom of Laika's sudden cruelty. By the end of this segment of the game, Lash discovers that Laika's motivations are much more complex and well-intentioned than he previously thought: the spacefarers are capturing people from other civilizations and rebuilding them with robotic parts. Lash isn't a full mechanical android, he was born as a human on a planet destroyed by the spacefarers. Lash eventually confronts Laika and tells her to stop her rampage, and that controlling Lumina and Locke was just as cruel as what the spacefarers did. Laika angrily denies making Lumina and Locke do anything, stating that her motivations are only to stop the spacefarers and that she didn't target Lash or anyone else. At this point, Lonn arrives and tries to kill Laika. Laika easily fends him off, but then she is wounded by a powerful shot fired by the spacefarers' new mech weapon. Lash decides to save Laika by attacking Lonn, which Laika tells Lash he'll regret doing, with a sad look on her face as she leaves. Lash defeats Lonn, and takes his weapon, only for a powerful shaking to begin. Laika is destroying the entire planet from space. Lash barely manages to escape, just as the spacefarers' planet is destroyed. Lash watches as the spacefarers' military fleet departs from the wreckage of the planet in pursuit of Laika. The fourth part of the game is Lash hunting down Laika, who appears in a deep state of sadness over the destruction of the spacefarers' planet. Lash spends most of his time battling the remnants of the spacefarers' military, who are attempting to conquer another inhabited planet to use as their new home. Eventually, Lash confronts Laika again. He knows that it was the spacefarers who turned Locke into a sadistic murderer and forced Lumina to attack him, but he still can't justify Laika destroying their world. Laika tells Lash that her hatred for them is so strong that she won't stop until she wipes them all out, and she wants Lash to destroy her to stop her. Lash finally battles Laika and in a spectacular fight manages to wound her enough to disable her, though he himself is badly injured. Lash refuses to land the killing blow and asks Laika to renounce violence and remove her weaponry. She begs him to kill her, telling Lash that as long as she lives, she refuses to stop killing the spacefarers until they're all wiped out. Lash refuses, but Lore steps up and offers to do it himself. He begins to dismantle Laika, taking her weaponry and adding it to himself, then he blasts Lash away. Lore reveals that he was waiting for an opportunity to take Laika's weaponry, revealing that Laika and Lash were always the strongest of the two androids, with the power to destroy worlds. Lore, an information repository, gathered all the information he needed to make his move, but needed Lash to disable Laika before he could take her weaponry. Laika tries to fight back but Lore finishes dismantling her and leaves her scrapped and Lash seemingly dead. However, when Lash awakens, he's in an underground lab deep below the planet. Lore and the spacefarers have conquered the world, but the remaining free citizens are all underground. Lore can hear Laika's voice in his head: he's been rebuilt with some of her remaining parts, and now the two are one. Lash has even gained the ability to use Laika's daggers, which are now deadly scythes. Lash is told that he must defeat Lore and the spacefarers, but if he can't, he has to use the planet destruction capabilities he has to destroy the planet so that the spacefarers can't conquer another world. The final part of the game has Lash retaking the planet with Laika guiding him in his head. He eventually confronts and defeats Lore, but Lore has programmed the planet's automatic factories to produce powerful ships and weaponry to rebuild the spacefarers' fleet, forcing Lash to float up into space in preparation to destroy the planet. He's unable to do it, but Laika takes over, and the game shifts to inside of Lash's mind, where Laika tells him that he has to defeat her inside of his head to retake control. Lash doesn't want to do it but Laika tells him that he doesn't have a choice, she'll use his body to destroy the planet if he doesn't. In an epic and very tragic battle, Lash defeats Laika, eradicating her completely and saving the planet by using his planet destroying technology to destroy the spacefarers' rebuilt fleet. The planet is liberated, and its inhabitants are revealed to be a group of rebels and former slaves who once lived on the spacefarers' home planet but fled many centuries ago to start their own world. Lash is given the chance to live with them, but instead he leaves for space alone to seek out his destiny. In a post-credits scene, he is sleeping in solitude when he sees Laika in his dreams, revealing that a small fragment of her still exists in his mind.

    Lash Out 2 is released on February 19, 2008. It's heavily praised by critics for its graphics, gameplay, and storyline. Its review scores aren't quite as favorable as those for the original game, with the game being seen as a bit overblown and some of the gameplay being seen as repetitive and derivative of the original game despite its improvements. However, it's still considered perhaps the best Wave game of 2008, and becomes the best selling new title of the year for the system, taking its place as a sort of swan song for the console and laying the groundwork for an epic third installment on the Sapphire in 2010 or 2011.

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    "For nearly five years, the Nintendo Wave has led the field in gaming innovation. Featuring excellent graphics, a powerful sound chip, and the ability to play both DVD movies and games from the Ultra Nintendo and the Super Nintendo CD, the Wave has enabled more than ninety million players to experience the power. The Nintendo Wave is home to nearly a thousand games, including hits like Super Mario Shades, The Legend Of Zelda: Hero Eternal, Star Fox: Heroic Universe, and Super Smash Bros. Clash, and now, it's easier to get your hands on one than ever before. With a new MSRP of $99.99, the Wave is the best bargain in gaming, and for a limited time, you can get the Wave and Lash Out 2 from selected retailers for its new low price. If you've waited this long to pick up one of the most successful home entertainment systems of all time, now's the perfect opportunity!"
    -from Nintendo's official press release announcing the Nintendo Wave's final official price drop on February 12, 2008
     
    Winter 2008 (Part 5) - A Conduit For Motion Control
  • The Conduit

    The Conduit is a first person shooter exclusive to the Apple iTwin. Similar to the OTL Wii game but with true HD graphics and a somewhat different plot, The Conduit was created by many of the same developers and programmers who made the game IOTL, but it began development about a year earlier than it did IOTL and gets released about a year and a half earlier. The developers were initially commissioned by Steve Jobs and Reggie Fils-Aime to work with Sega developers to create a new original shooter IP for the iTwin, one that would persuade hardcore gamers to purchase the console. Thus, the ideas that inspired The Conduit IOTL were brought into being significantly earlier than they were with OTL's Wii, and the iTwin, with its more powerful technology, required less developmental compromises than the Wii game did. The gameplay is similar to OTL's title in some aspects, but allows for the use of either traditional controls or motion controls, and has a heavy emphasis on dual wielding. Though the traditional controls allow players to dual wield, it's preferable to use the motion controls, as players can use the twin controllers to wield each weapon independently, and even have the option to allow two people to each wield a weapon (though those weapons are controlled as if belonging to the same person). The All-Seeing Eye companion from OTL's game also appears in this title, and can solve puzzles and scan enemies as it can IOTL. It too can be controlled by a second player, with one player utilizing both iTwin controllers and the second player using a traditional controller to operate the ASE. The game features a multiplayer mode as complex and deep as OTL's game, with a vast variety of modes that rival any multiplayer game released thus far on the iTwin, and allows for both online and local play. The Conduit features high quality graphics and sound, and features a stronger cast of voice actors than the OTL game, with Carlos Bernard (who played Tony Almeida in both TTL and OTL's 24) voicing the game's primary protagonist, Secret Service agent Alan Rickard.

    Unlike OTL's Conduit, which was a fairly straightforward alien invasion plot, TTL's Conduit is much more subtle about the alien invasion aspects of the game, drawing inspiration from The X-Files, which involved a government conspiracy and only alluded to aliens until the later seasons. This is due to the game's developers not wanting to mimic games such as EA's Encounter and the Xbox 2's Alien: Xenowar, which was set to be released around the same time. This means that The Conduit has a plot that actually strays fairly close to OTL's Perfect Dark (with TTL's Velvet Dark edging more toward an AI-centric plot, this meant that deep alien conspiracy plots hadn't yet been explored in a recent significant FPS). The game features ten levels in all. The main crux of the plot begins with Rickard saves the president from an assassination attempt which is initially said to be related to terrorism but in reality is related to an ongoing government conspiracy to cover up an impending alien invasion. The president had learned something deeply disturbing and was planning to reveal it to the public when he was suddenly attacked by two of his Secret Service agents, with only Rickard remaining loyal. As Rickard helps the president reach a safehouse, he is attacked by highly trained agents who are utilizing alien technology. Rickard learns that humans have been collaborating with an unseen alien overlord for quite some time, and that this collaboration extends to the highest levels of most of the governments in the world. Unknown to Rickard, a resistance exists that has been learning of these conspirators and seeks to undermine them to prevent the aliens from taking over humanity. This resistance, led by a female "terrorist" leader named Elayna (voiced by Lucy Lawless, a sort of nod to the OTL Conduit which had the terrorist leader Prometheus voiced by Kevin Sorbo), has been quietly stealing alien technology, most notably their teleportation devices, called Conduits, which allow the aliens to move people and materials from place to place. Rickard uses them to find the conspirators' bases, located around the world, and take out the collaborators one by one, all the while protecting the president and working with Elayne to organize a larger resistance. Eventually, Rickard comes face to face with Sombus, a man born in the 19th century, one of the people who made first contact with the aliens back in 1871 and now using an immortality device to maintain his health. In the final battle of the game, Rickard defeats Sombus, who is heavily armed with alien technology, and Elayne reveals the conspiracy to humanity. However, in the game's end credits sequence, it's implied that in defeating the conspiracy, the "truce" between the humans and aliens was broken, and that now aliens will begin directly invading the planet, meaning that the fight for Earth has only just begun.

    The Conduit is released on March 4, 2008. Considered one of the two major iTwin releases of the month (the other being Panzer Dragoon Zeta), the game gets a good amount of hype from Apple, probably more than the Wii game got IOTL. Reviews are significantly better than OTL's game, which averaged in the high 6s/low 7s, as TTL's Conduit is significantly more polished, much better looking, features much better motion controls, and has a stronger online mode as well. It's considered to be another quality "mature" title for the iTwin, and strengthens the system's growing lineup of games geared toward older/hardcore players. Early sales are strong, though they drop off a bit once Panzer Dragoon Zeta and the Sapphire are released. It's another successful IP for Apple, and a sequel quickly goes into development.

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    The iTwin's motion controls have been one of the console's most highly praised aspects, but are they truly a selling point? Most of the iTwin's best selling games do feature motion controls, which are optional for developers: the only control-based requirement for games is that they include a traditional, non-motion control scheme. Of the games that do feature motion controls, a majority of them are fairly simple, with the option to shake a controller to perform an input, or to point at objects on the screen. But for games that utilize a more robust motion control scheme, the amount of flexibility and immersion that they add can be immense, and can even supplement a strong traditional control scheme. Games like Sonic Duo utilize the motion controls to allow one player to skillfully control two characters at once, while the new FPS The Conduit uses motion controls to enable one of the most precise dual-wielding shooting schemes in recent memory.

    From the beginning, motion controls were intended as an option, to "enhance" the iTwin gaming experience. As Steve Jobs put it in an interview at 2006's E3: "We don't want to force these things on anyone. We're looking to give the player more options, never less." It's an unusual stance for Apple to take, as the company has typically given its users a defined set of parameters, and has usually told users who want more options to look elsewhere. When asked why Apple uses a different approach for gaming than it does for its other devices, Jobs said: "Gamers want more options, they demand more say in how they experience a game. We've learned that we can't take the one size fits all philosophy that's proven successful for products such as the iMac and apply it to gaming. Gaming is all about interactivity and defining your own experience, and the more flexibility afforded to the player, the better." While this approach to motion controls has been criticized by some, including one commentator who stated: "Apple's refusal to go all-in on motion controls has limited the true impact this new technology will have on the industry," most gamers have sung Apple's praise, with positive reviews and record breaking sales for the iTwin.

    The iTwin has yet to spawn many imitators, though the Nintendo Sapphire controller will have a limited range of motion control technology, mostly limited to tilt controls for certain games. It's possible that motion control accessories could show up if the iTwin continues to be successful, though neither Nintendo nor Microsoft have revealed plans for any such technology in the near future.

    -from an article on Gamespot.com, posted on March 16, 2008
     
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