Massively Multiplayer: Gaming In The New Millennium

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Summer 2009 (Part 11) - The Revolutions Will Be Televised
  • Cyberwar: Netizen X

    Cyberwar: Netizen X is a spinoff game in Psygnosis' hit Cyberwar franchise of FPS titles, exclusive to Microsoft's Xbox 2. The game is a "sidequel", taking place alongside the events of 2008's Cyberwar 3, and covers a different side of that war. It follows a new protagonist, a Power Corps solider named Samuel Redd, as he attempts to track down a hacker who goes by the moniker "Netizen X". Netizen X is not only sabotaging Power Corps facilities, but they also frequently go online and promote anarchy and chaos, and revolution against the established order. Redd is skilled at both combat and hacking, but his skills pale behind X's, and the two begin to establish a rapport over the course of the game as Redd gets closer and closer to tracking X down. Thematically and gameplay wise, Netizen X has some similarities to the recently released Eye In The Sky 2, but is a bit more light-hearted: Eye In The Sky 2's hacker Suleka was an advocate for a strong central authority and her experiences were colored by her PTSD, but Netizen X has a strong sense of humor, albeit a fairly dry one, and is an advocate for chaos and defiance. Netizen X also has a much more bare-bones HUD and less reliance on stealthy fighting (though it still has some stealth sequences, more than a typical Cyberwar game). However, it does feature extensive hacking segments, both in combat and outside of it, with nearly half of the game involving hacking of some kind. The game also involves "social conditioning" segments, in which Redd infiltrates certain places to get people to help him and give up information on the hacker. This extends to dialogue trees, both physical and in the cyber world, in which Redd chats with people and even exchanges e-mails with them. The game's actual FPS combat is fairly similar to that of Cyberwar 3, with futuristic weaponry of both the lethal and non-lethal variety. Non-lethal weaponry tends to play a bigger role in this game, but the player can choose more lethal tactics if they wish (it might limit the information they're able to get, however). The game also has a more extensive melee combat system than its predecessor, but despite the improvements to the melee system, players can actually choose not to fight with melee at all. The game has a wide variety of NPC characters, both friend and foe, with some characters playing both roles depending on Redd's conduct throughout the game. The game's graphics are nearly identical to those in Cyberwar 3 and are still considered top of the line for the Xbox 2. The game's voiceover cast is a bit less notable than the cast of Cyberwar 3, but there are still a few celebrities here and there, with Colin Cunningham as the voice of Samuel Redd, Spencer Grammer as the voice of Julie Skalzeny (Redd's most notable hacker contact), Hank Azaria as the voice of Redd's commanding officer, and Harry Connick Jr. as the voice of a shady CEO who serves as one of the game's primary antagonists and the main target of Netizen X's assaults. Netizen X's voice is disguised by a machine for much of the game, but the same voice actor does play them throughout. The game itself starts with a mission that sees Redd attempting to take down a band of hacker rebels, only for a "miracle" to bail the rebels out at the last moment. Said miracle is followed by a viral video (a literal video spread by a computer virus on nearly everyone's devices) that plays and shows Netizen X's manifesto. Redd is immediately put in charge of tracking Netizen X down, but must do so as growing tensions (caused by the events of Cyberwar 3) begin to overtake the world. Redd has to fight the Power Corps' battles while at the same time tracking down Netizen X, whose hacks are becoming more and more dangerous and notable, and who is starting to gain more and more followers, turning people against the Power Corps. Redd gains a few tentative clues as to X's identity, but is unable to stop them from pulling off a massive hack that cripples the Power Corps' fighting capabilities, weakening them just enough for their opponents (the three superpower nations, America, Russia, and China) to start to gain an advantage in the ongoing war. Meanwhile, a CEO who's been supplying the Power Corps with weapons has also drawn Redd's attention, and after a crucial clue left by X, Redd begins investigating the CEO. As it turns out, the CEO's been dealing weapons to both sides in order to turn a major profit, and wants to weaken the Power Corps enough to start a new world war that he'll profit majorly off of. Redd realizes that Netizen X wasn't trying to start a war by weakening the Power Corps, but was trying to prevent one. However, X is naive and while they're a brilliant computer hacker, they're also clueless about world affairs. Redd knows that he'll need to take both the CEO and Netizen X down, and ultimately uses the CEO to lure Netizen X into a trap. The game's final two missions have Redd launching an all out assault on the CEO's heavily fortified HQ, and then using Netizen X's slipup to track them down using a hack planted by one of Redd's key allies. The final mission is a literal "cyberwar", a hacking showdown that plays out in cyberspace while Redd battles his way through hacked security bots designed to stop him. A crucial aspect of the final mission is that, while Redd can fail, he can't die: the bots can detain him if his health is fully depleted, but the bots are using non-lethal tech. In fact, Netizen X has never directly tried to kill anyone. Redd finally fights his way to X's base of operations... an apartment building. Redd sneaks up to their room and learns that Netizen X is in fact a 15-year-old girl named Lucy (voiced by AJ Michalka). Lucy explains that she didn't want to hurt or kill anyone, but that the Power Corps needed to be stopped before another war started. As Redd begins to scold her, telling her that another war is about to start directly because of her actions, there's an explosion in the building: American soldiers are raiding the building in search of Lucy. Redd holds them off, keeping Lucy close as he does. Finally, Lucy has an opportunity to hack the apartment's wiring to cut off the soldiers, and she takes it, saving both herself and Redd in the process. The two flee, only for more soldiers to appear, blocking their escape. Redd crouches into a defensive position and the screen goes black. The final scene is of a new Netizen X broadcast, revealing that Lucy is alive. She reveals secrets that she gained from the Power Corps, and says that if either the Power Corps or the superpowers rise up in war, she'll reveal even more of their secrets. We then see Lucy herself signing off after the broadcast, holding Redd's data drive and his Power Corps dog tag, smiling as she looks at them both. She then looks over at Redd himself, who is comatose with numerous bandaged wounds, and we see that Lucy is with several of Redd's hacker contacts from throughout the game, including Julie. We don't know how Redd and Lucy escaped or whether Lucy is Redd's ally or if she's just using him to get information as the credits roll. The game then teases one final thing after the credits... the sealed door in the facility from Cyberwar 3, where Tomas and Sara were sealed at the end of that game, is seen to open, but we don't see who comes out.

    Cyberwar: Netizen X receives overwhelming critical acclaim for its gameplay and storyline. It's not quite as highly praised as Cyberwar 3, but is seen as a welcome change of pace and an excellent side title for the series which also sets up the events of Cyberwar 4. Sales are quite brisk for it as well, though they're limited somewhat by the fact that the game lacks a multiplayer mode, with Microsoft not wanting to split the player base for Cyberwar 3 and Netizen X, making the latter game a strictly single player affair. However, the strong critical reviews and hype help Netizen X sell extremely well nonetheless, and though it's not a system pusher for the Xbox 2, it, like the other blockbuster exclusives of the year for the system, keeps it relevant and in the public eye.

    -

    Uprising

    Uprising is a third person shooter title exclusively for the Microsoft Xbox 2. It takes place in a Central American nation in the throes of a revolution, and casts the player as Hidalgo Rodriguez, a freedom fighter and one of the leaders of the rebellion. Uprising, from a gameplay perspective, is somewhat close to OTL's Uncharted games in terms of armed combat, giving the player the ability to aim, shoot, throw grenades (or even toss them back at enemies), and also has an extensive cover system. However, Uprising's most notable gameplay aspect is the ability to kill or spare enemies in battle. Hidalgo's uprising can be as peaceful or as violent as the player chooses, and their choices flavor the game throughout, causing certain characters to side with the player and certain characters to side against them. The game's graphics are also excellent, easily some of the best to date on the Xbox 2, with incredible lighting effects and real time weather that effects combat and movement (for example, Hidalgo can slip in the mud, or will wear out more easily when it's extremely hot). All of these graphical flourishes give the game a very realistic feel, aided by the animation in both cutscenes and combat. Character models move very realistically, and the game's facial animations are also some of the best yet seen in a console video game. The plot itself, however, is fairly generic and full of cliches, with no real twists to speak of. Hidalgo's revolution is against an almost unambiguously evil government, and though the player's actions themselves can determine whether the revolution is benevolent or significantly less so, there's little nuance and subtlety amongst the game's main enemies, almost all of whom are portrayed as being cruel and power hungry. Individual enemy soldiers are often portrayed as being honorable or just doing their job (which is why it's possible to spare them), but the ruling government itself is mostly seen as a completely evil foe. The player's actions largely only effect Hidalgo and his allies, not the enemy themselves. The game's plot also touches on all the typical "rebellion" tropes, including moles/defectors and a moment when the revolution reaches its lowest point but is obviously only there to generate tension in the player. However, despite the cliche-ridden plot, the gameplay remains thrilling throughout, featuring action set pieces (some with QTE, but it's fairly generous), a wide variety of different gun fights that rarely wear out their welcome (unlike the ones in OTL's Uncharted, which can become repetitive after a while), and though the heroes and villains are cliched, they're still fun characters and well voice acted. The game is definitely predictable, but it's never not enjoyable, and the ability to play as a noble pacifist or a brutal bastard who's almost as bad as the government he's overthrowing gives the game a good amount of replay value and player interactivity. Hidalgo is voiced by Christian Lanz, whose performance is widely praised, and Hidalgo himself is considered one of the most memorable characters of the year, both in his good incarnation and in his bad one. Uprising, while not a perfect game by any means, is still quite widely praised by critics, garnering a lot of comparisons to Mystic on the Nintendo Sapphire. It's released exclusively for the Xbox 2 in September 2009, and becomes one of the best selling new games of the month, with strong sales continuing right into the holiday season.

    -

    Jeff Gerstmann: Now the next interesting piece of information about Cyberwar comes to us from an interview that aired on X-Play with the developers of the game, and this is about the ending to Cyberwar: Netizen X. So if you haven't played Netizen X yet, this is a HUGE spoiler and you need to skip ahead in the podcast about... probably about two minutes.

    Ryan Davis: Somebody who just randomly turns this podcast on in the middle of it is going to hear the spoiler and get real pissed off.

    Gerstmann: See, my thing is that if you just pop in in the middle of our podcast, if you don't... if you don't listen from the beginning, you deserve to get things spoiled for you.

    Davis: Yeah, that'll teach you not to just randomly click on podcasts and skip to the middle of them.

    Gerstmann: But anyway, apparently they did another ending to Netizen X. Remember, remember the ending, where you go up to Lucy's apartment...Lucy being Netizen X, by the way, you go up to her apartment and find her, and she's just some teenage girl chilling in her room?

    Davis: Yeah, I wasn't expecting that. I expected her to be like... some guy like us, some fat guy just hanging out... *laughing*

    Gerstmann: *laughing*

    Davis: Just... just hanging out and...! You know, just hanging at his computer or whatever, I didn't expect it to be a 15 year old girl like it was. That was a cool twist.

    Gerstmann: Well, in the original ending, she's not in her room when you first go up there. Turns out, she learned about the facility from the end of Cyberwar 3, and she went there... went there to steal, what was it, like the doomsday program? The one that was gonna... I forget, it was gonna...

    Davis: It was gonna destroy all technology in the world.

    Gerstmann: Right, that thing, the logic bomb!

    Davis: She was going to steal it?

    Gerstmann: She was going to steal it because she saw on the cameras that all the guards were dead and so she went... I guess on her bike or something-

    Davis: I can see why they decided not to do this ending.

    Gerstmann: Yeah, it's stupid as hell. It gets dumber. You were going to follow her to the facility, and... you know how the ending of Cyberwar 3 implies that one of them, either that girl or that guy... Sara or Alvarez, one of them survives and gets out. Well, in this alternate ending, you'd get there, and Lucy, she actually hacked into that room and she would have had one of them, whichever of the two that survived, she'd have them tied up and would be holding them hostage with a fake water pistol.

    Davis: *laughing his ass off*

    Gerstmann: They storyboarded it and everything. They did the voice acting for it.

    Davis: *still laughing* Are you... are you serious?

    Gerstmann: This was the original ending they were gonna go with, yeah.

    Davis: That sounds... that sounds really stupid. So what, like... one of them... like Tomas Alvarez, he's gotta be the one who survived, right?

    Gerstmann: It could've been Sara.

    Davis: Is being held hostage by this... by this 15 year old girl... like that stupid ass movie... you know the one Jim Varney, the guy who played Ernest, the one he was in right before he died of lung cancer?

    Gerstmann: I don't have any clue what you're talking about.

    Davis: He plays the criminal, and he goes up into this treehouse, and these kids catch him...

    Gerstmann: Yeah, that sounds stupid too.

    Davis: I'm glad we got the ending we got even if it confused the hell out of me. I mean, it was a pretty good ending, this girl who caused all this trouble is freaking out as you're dragging her through her apartment taking out soldiers, it's like, "can't hack your way out of this one, huh?" I thought that was suitably dramatic even if I didn't know what was going on at the very end. But you're telling me that the first thing they came up with was this girl taking either a badass hacker soldier or a tragic psycho genius woman hostage and... doing exactly what?

    Gerstmann: Eventually, I guess, the three would have come to some kind of uneasy truce and agreed to work together to stop the coming war. But yeah, they said it was scrapped before it got to the actual animation part.

    Davis: Thank God.

    Gerstmann: Yeah, I'm glad they went with the more dramatic ending. I mean, Netizen X was definitely less serious than Cyberwar 3, but let's not turn it into a kids' comedy movie, right?

    Davis: We dodged a major bullet there.

    Gerstmann: One more thing about Cyberwar, and this is actually from an announcement that Don Mattrick recently made, and this is fairly huge if it's true... is that Microsoft is considering streamlining its gaming operations, including spinning off companies like Psygnosis, the one it bought and the one that makes Cyberwar. If that's true, and this is still a big if because Mattrick only said that Microsoft would be focusing more on internal game operations and would be trimming these companies to cut costs... if that's true, we COULD see games like Cyberwar go multiplatform.

    Davis: I heard that announcement too, and I had trouble believing it at first because isn't that Microsoft's biggest franchise? But then I looked more into the details of it, and this is interesting: Microsoft would still be publisher of these games, but these games wouldn't be Xbox exclusive. Microsoft would get a cut, but companies like Nintendo and Apple could put them on their platforms.

    Gerstmann: And this wouldn't apply to games like The Covenant, but if Psygnosis is spun back off into its own company, it could free up Cyberwar for multiplatform release. And someone directly asked Mattrick at the conference he was speaking at about these exclusive games, and Mattrick said that Microsoft was "moving away" toward exclusive releases in favor of providing what he called "the best possible gaming experience".

    Davis: And I'm thinking: "has he lost his mind"? Cyberwar is THE biggest exclusive franchise Microsoft still has. It sells more copies than The Covenant. Cyberwar 3 is about to sell ten million copies. Cyberwar 3 was the only game that caused a spike in Xbox 2 sales last year. I don't think they'll let Cyberwar go.

    Gerstmann: Well, financially, if they spun off Psygnosis and some of their other sort of development studios, it would trim off some fat, reduce operating costs and allow Microsoft to funnel more money back into games like The Covenant and Techno Angel that presumably would remain exclusive. That's the only reason I could see for them doing this.

    Davis: I can't see them letting Cyberwar go. As much as it might make a little bit of sense, considering where Microsoft is right now, that would be a sign of the end times right there I think.

    Gerstmann: Well, it's funny, but it's been the "end times" for Microsoft ever since Gray Zone flopped, and it's been almost a year without any sign of the Xbox 2 going away. So, who knows, you know, maybe this plan's just crazy enough to work.

    Davis: And maybe they've finally gone crazy.

    -from the September 8, 2009 episode of the Gamespot Podcast With Jeff And Ryan
     
    Summer 2009 (Part 12) - You Can't Cage David Cage
  • Kinesis

    Kinesis is an action/visual novel/puzzle title for the Nintendo Sapphire. It's the second game helmed by David Cage, after Fahrenheit, and it centers around a teenage girl who suddenly develops telekinetic powers. While this plotline has a number of similarities with OTL's Beyond: Two Souls, there are also a number of critical differences. The girl, whose name is Amelie, discovers these powers much later in life than Beyond's Jodie did. And, while Jodie was institutionalized upon the discovery of said powers, Amelie remains free and at the time of the beginning of the plot, is living a relatively normal life, with two living parents and several friends, each of whom plays a major role in the story, and whom the player's actions ultimately determine what becomes of them. Thematically, the game can best be described as a sort of hybrid between The Secret World Of Alex Mack and Life Is Strange, while gameplay-wise, the game takes a lot of cues from 2002's Dick, a game that TTL's David Cage is set to be quite fond of and which Kinesis was partially inspired by. To drive home the Alex Mack comparisons, Amelie is voice acted by Larisa Oleynik, who played the voice of Alex Mack in both OTL and TTL, and who uses a somewhat similar voice and tone for Amelie, though Amelie is somewhat more serious and a bit more mature. The game takes place primarily in Amelie's hometown, but there's also a couple of locations outside the town, including a government research facility and the airport near the closest major city. While the game frequently offers the typical David Cage-esque gameplay quirks, with lots of dialogue trees and options and some interactive visual novel-esque puzzles, there's also plenty of action in the game, as Amelie learns to utilize her psychic powers to move objects and living things. The player gradually gains more combat options as the game progresses, and these can also be used to solve the increasingly complex puzzles that Amelie encounters throughout the game. While Kinesis has a definite story, and surprisingly few side activities (or at the very least, very few activities not related to the main story in some fashion), it can still be considered an "open world" game, as Amelie is free to wander the town for a surprisingly large portion of the main story quest. The player is able to glean information related to certain characters or pertaining to the story, though much of this information is completely optional. Ultimately, most of what determines the direction the game's story will take happens during the choices the player makes during the main storyline. There are fifteen different major characters (not including Amelie) whose fates can be determined by what actions are taken during the story. These include Amelie's parents, Amelie's older brother, Amelie's five friends that she has at the start of the story (including one romance option), the three characters Amelie has the option to befriend during the story (including the other romance option), Amelie's favorite teacher, the mayor of the town, the head of the government agency hunting Amelie down, and a kindly old woman who can either help or hinder Amelie's progress during the course of the game. Each of them can either be alive or dead at the end of the story (though out of these 15, the most that can survive in a playthrough is 14, while the most that can be killed during a single playthrough is thirteen), while all but one can either end up as an ally or as an enemy (the head of the government agency will always end up as either alive but still hating Amelie, or dead). There is one ending that's MOSTLY happy for Amelie and her friends and loved ones (though you have to really work for it, know exactly what you're doing, and sacrifice a very likable character to get there), while most endings either range from bittersweet to outright bad. The game itself features some of the best graphics to date on the Sapphire, mostly dealing with facial and character animations. Environments and backgrounds aren't quite so good, but are still decent for the Sapphire. The game has a somewhat downplayed musical score, with the music only getting really dramatic on certain occasions. Apart from Larisa Oleynik, the game has a few decently well known names as voice actors, but no one on the level of the Beyond: Two Souls cast.

    Kinesis starts with a few small choices during a typical school day for Amelie, though these choices which seem fairly simple at the time can have some major ramifications on the remainder of the game (you can straight up doom Amelie's likable goth friend right from the start of the game if you mess up one dialogue tree badly enough). Soon, the game shifts to a school dance that's taking place, and Amelie witnesses a girl being attacked in the bathroom by her drunk boyfriend. Amelie can either run, try fighting him physically, or try to talk him down. The latter two options lead to Amelie discovering her powers, though the second option also leads to Amelie getting physically hurt which results in a problem for her later in the game (and almost certainly dooms another likable character). Fortunately, no one notices Amelie's strange powers except her, and she begins to practice them in secret. Depending on the player's boldness with Amelie's powers, the authorities will discover her either very soon or somewhat later on, with the "secret" path leading to better outcomes for Amelie and her friends, though the "early discovery" path might be more enjoyable for the average player. Either way, Amelie eventually ends up on the run from the government, with a variety of different allies (or no allies) depending on the player's choices. Most players will turn nearly all of Amelie's friends and loved ones against her, but it's not too hard to end up with one or two close friends that support and help her. It's also possible to find someone else with Amelie's powers (a girl named Charlotte who can either be a critical ally, a tragic victim, or the game's "final boss" depending on what the player does). Most players will spend the second half of the game in some form of hiding, though they'll eventually need to make their way to a government facility to learn more about Amelie's powers and perhaps find someone who can help them. Amelie's favorite teacher, a physics professor named Dr. Martin, works at the government facility from time to time, and will pretty much be the only ally Amelie has there. Martin can help Amelie learn enough about her powers to either find a possible cure or to refine them and make them stronger. Amelie's family, including her brother (who is visiting from across the country) will usually help Amelie out, especially if she reveals her powers to them earlier. It's possible to drive them away permanently (usually by triggering the series of events that lead to the death of Amelie's older brother), but in most playthroughs they'll help Amelie out as best they can. Most plots lead to a showdown at the airport, which can take one of several forms: usually, Amelie is trying to escape from the government by stealing a plane, and so this final segment is a showdown with the government agents, either a violent or peaceful one. Sometimes it's the site of the final battle between Amelie and Charlotte, which can turn quite violent and spectacular with Charlotte hurling passenger planes at you with her powers. Other times, it's the site where Amelie foils a terrorist attack and becomes a hero, though the lead government agent (if he lives) will still resent and fear her. No matter what happens, there will be a final reckoning for Amelie, who will have to live with the consequences of the choices she's made (Amelie cannot die in this game).

    Kinesis gets generally positive reviews for its excellent graphics and innovative gameplay, and is seen as being a step above Fahrenheit, both in the gameplay and in the likability of its characters. It still features plenty of the typical David Cage problems (stereotypes, silly dialogue, some eye-rolling action scenes... though the fight between Amelie and Charlotte in that scenario avoids most of those problems), but overcomes many of them thanks to the efforts of a talented team that mitigates some of Cage's stranger decisions. The result is a game that, while flawed, still ends up being a critical success and a major commercial one, outselling Fahrenheit by a considerable margin. It's considered one of the year's best original games, and leads to high praise for Cage and a small resurgence in the prominence of visual novel type games. Cage would heavily consider making a sequel instead of moving on to a new original IP, and this causes the development time for his next game to become slightly elongated. While he hopes to make another game for the Sapphire, his next title could well not see release until the eighth generation.
     
    Summer 2009 (Part 13) - Sonic Brings His Friends
  • Sonic: Elemental Friends

    Sonic: Elemental Friends is a 3-D action/platformer exclusive to the Apple iTwin. It's the latest main console game in the Sonic the Hedgehog series, and features the titular hedgehog teaming up with 12 characters to battle the Crusher Gang, a group of evil villains who travel between dimensions in order to conquer them. The game's storyline is a bit more lighthearted than the one featured in Sonic Duo, with a lot of character-based comedy and callbacks to previous games in the series. Like Sonic Duo, Sonic spends most of the game alongside another character, which can either be CPU controlled or controlled by another player. While the game has lots of fast-paced running segments as is par for the course for the series, much of the game has Sonic and his friend walking around and exploring, or in combat with various enemies. In fact, the game features more combat than any previous Sonic game, due in large part to the elemental powers that Sonic gains from fighting alongside each of his friends. A bit of explanation for the elemental mechanic: after the Crusher Gang arrives and easily manages to fight off Sonic and their friends, Sonic's friends are visited by a friendly old wizard named Sage who imparts on them special elemental power stones that grant each of them a special power. Princess Sally already has one of these stones, and she teaches the others in their use. They can then use these stones and the power of friendship to grant special powers to Sonic, who doesn't have a stone of his own but is capable of using all special powers. When the player is controlling one of Sonic's friends, they have a repertoire of special moves, each of which can be linked to a button. These moves can also be improved upon by picking up special items that either enhance or modify one of these powers. Sonic himself has his own variety of special moves for each of the 12 powers, along with his familiar spin dash that can also be combined with a special power. Combat is fairly simplistic (this isn't a hack-and-slash), but it is more involved than any previous Sonic game, with a wide variety of enemies and bosses that can be battled.

    The twelve friends featured in the game and their special power:

    Amy Rose: Wood/Plants
    Tails: Steel/Mechanical
    Knuckles: Earth
    Corona: Laser/Energy
    Rouge: Air
    Vector: Water
    Flare: Fire
    Sting: Poison
    Lydia/Rover: Circuitry
    Sally: Light

    And two new friends:

    Mist The Cobra: A snake-like man with mysterious motivations, Mist is a former member of the Crusher Gang, and Sonic doesn't trust him at first, but Mist wins Sonic and friends over by giving them some timely help and proving his loyalty. While many IOTL might compare him to Shadow, he's not much like Shadow at all: though he is an edgy character, he's more of a flamboyant vampire than a gritty badass, so he's best compared to Shadow mixed with Sylvando from Dragon Quest XI. He controls the power of darkness.
    Vyzzcx: Vyzzcx is a hyperactive lightning spirit who flits from place to place on the powerlines, taking a humanoid form whenever she wants to hang out with Sonic and his friends. She's really friendly but also a bit annoying and eccentric, a bit like Sticks from OTL's Sonic Boom, but without the random non sequiturs (she's not crazy, she's just exceptionally hyper and friendly). She has somewhat of a polarizing reaction from the fanbase: a lot of people really love her, but at the same time, a lot of people really hate her. She controls electricity (her power set has some similarities with Lydia/Rover's, but Lydia and Rover can hack into computers and robots, while Vyzzcx mostly just zaps stuff).

    Sonic: Elemental Friends features slightly improved graphics from Sonic Duo, making it one of the iTwin's best looking games of 2009. Most of the previous series voice actors return, including Duncan Brennan and Kate Higgins as Sonic and Tails. The wrestler Sting doesn't return to reprise his role as Sting in this game, but gets a pretty close sound alike. Mist the Cobra is voiced by Aaron Himelstein, while Vyzzcx is voiced by Christine Woods. Largeness, the leader of the Crusher Gang and the game's primary antagonist, is voiced by Brian Drummond (not to be confused with the actor Ryan Drummond who voiced Sonic IOTL), another Vancouver-area voice actor who relocates to Los Angeles ITTL.

    Elemental Friends plays much like a typical 3-D platformer and much like previous series games such as Sonic The Hedgehog 5 and Sonic Neon. It takes place across eight zones, with no "acts" to speak of, but instead a series of objectives that must be completed in each zone, most of which involve either clearing an area of enemies, solving a certain puzzle, or making it through an area by either fighting or exploration. Sonic starts out the game with only the option to team up with Tails, but very quickly in the first zone gains the ability to team up with Sally and then with Knuckles, giving the player the option to choose between three different friends by the end of the first zone, which introduces the player to the Crusher Gang and much of the game's controls. The first zone is called the Light Zone, and it's where Sally demonstrates the power of the elemental stones to Sonic and his friends and also introduces them to the threat posed by the Crusher Gang. The Crusher Gang, which consists of six humanoid entities resembling various legendary monsters, consists of four male members and two female members, and its leader is Largeness, who somewhat resembles Frankenstein's monster (but acts much more intelligently). Largeness has the power to crush entire worlds with his power, and he's got his sights set on the worlds inhabited by Sonic and their friends. In zone two, Sonic and friends meet Mist, a former member of the Crusher Gang who walked out on them and has been hunted by them ever since. The player gets a brief chance to use Mist's powers, but he won't formally join Sonic's group until later on. Instead, Sonic teams up with Amy, Corona, and Vector in this zone. Vector's powers come especially in handy since this zone is mostly water, and the group does battle with their first Crusher Gang member, Crackin', who resembles a kraken and uses his tentacles to attack his enemies. The third zone sees Sonic teaming up with Rouge, Flare, and Vyzzcx, who helps them get through a huge factory where the Crusher Gang is forcing their captives to make evil stone guardians. The factory is being run by a Medusa-headed member of the Crusher Gang named Slythera, and she is defeated in this part of the game. The fourth zone sees Sonic team up with Sting and Rover in order to rescue Lydia, who has been captured by another Crusher Gang member, a cruel jackal-headed man named Jackal. Jackal tries to frighten Lydia into making robots for him, but she refuses, even after he threatens to eat her, and Sonic and friends rush in to save the day. The fifth zone sees Sonic and friends finally befriending Mist, who uses his powers of darkness to battle a powerful Crusher Gang member based on the Sandman. Zone five is a combination between a desert wasteland and a sleep-themed nightmare world, and Mist's powers are able to overpower the Sandman's. Zone six is a world based on an ancient Japanese landscape, full of temples and snow, and Sakurajima is the name of the fifth Crusher Gang member. She's a powerful entity based on the legendary Yuki-onna, with the power to transform into an incredibly fierce creature, and Sonic will need to shuffle between a variety of friends in order to take her down. The seventh zone is a large city, where Largeness rules over everything. The city has some similarities to the one featured in Sonic Neon, and the zone has plenty of callbacks to that game. Sonic and his friends go to the tallest building in the city and defeat Largeness, but he and the rest of the Crusher Gang reunite to summon forth a powerful monster that threatens to destroy the entire world. Zone eight is the monster itself, where Sonic and friends must re-battle the Crusher Gang members and reach various parts of the monster to weaken it, before battling Largeness and the monster itself in a spectacular epic battle. After Largeness is defeated, he vows his revenge before being sent out to space on a meteor with the rest of the Crusher Gang. Sonic's friends relinquish their powers by placing the elemental stones into storage until they are needed again.

    Sonic: Elemental Friends is released on August 25, 2009. The game benefits extensively from the hype after the successful Sonic Duo, but critics aren't quite as friendly to this game. Many of them criticize the game for being "too slow" for a Sonic title, with not enough of the running and dashing that made previous games so unique and fun. They call the combat system and worlds somewhat generic, and also criticize the villains for being somewhat lame as well, lacking the charisma of Eggman (though Largeness and his voice acting are praised). However, the various elemental powers, along with the graphics and music, are praised by most critics, and a lot of critics also praise the game for mixing up the 3-D platformer formula with a variety of fun objectives. Overall, the game is well received, with reviews averaging in the 8/10 range. It's probably one of the worst reviewed Sonic games to date, but ITTL, that's not necessarily a bad thing. Sales are excellent early on, with around 1.5 million sales in the game's first week. It doesn't quite achieve sales as strong as Super Mario World 4 or Madden NFL 2010, but considering that those are two of the best selling games of the year, that too is hardly a knock on Elemental Friends, which also becomes one of the year's top selling games even if it doesn't achieve the same level of success as Duo. Despite not being as successful as that game, it's still a hit, and Apple definitely considers Sonic its top franchise moving forward.

    -

    "The main thing that we can take away from Apple's internal discussions are that Sonic the Hedgehog is going to become an 'annualized' franchise, with Apple hoping to have at least one Sonic game a year on the iTwin in some shape or form. Not all of them will be mainline Sonic games, in fact, 2010 will feature a Corona and Rogue spinoff title, but Apple wants there to be a Sonic platformer every single year, and they're looking to create an American studio that will work in tangent with Sonic Team to put out new games in the series. This studio might put out a game as early as 2012, and we could see them even working on the next proper mainline Sonic title if Apple is pleased with their work. The bottom line is that Apple knows exactly what it has with Sonic the Hedgehog: quite possibly the second or third biggest exclusive franchise in all of gaming. Sonic Duo continues to sell massively every single month, and Elemental Friends is on pace to ship five million copies by the end of the year. Sonic fans won't be hurting for new games any time soon."
    -from Youtuber CruzeMissile, in his video "Apple Internal Memos Reveal The Future Of Sonic The Hedgehog For The Next Decade", posted on September 2, 2009
     
    Summer 2009 (Part 14) - I Came, I Saw, I Conkered
  • The Conkering Hero

    The Conkering Hero is a 3-D platformer developed by Rare exclusively for the Nintendo Sapphire. It's the third console title starring Conker the Squirrel, and it's a traditional collectathon style platformer, in which Conker must journey to a variety of realms donning the costumes of various heroic characters in order to save his home from a terrible evil. This is a departure from the formula of 2003's Conker: Grabbed By The Ghoulies, which ditched the collecting in favor of more objective-based gameplay. The Conkering Hero is an utterly shameless collectathon, not afraid to employ all the familiar cliches, while featuring numerous collectible items that must be gathered in order to progress through the game. These include gold medals, which are obtained through performing various heroic deeds and tasks, silver medals, which are collected in each world and serve a similar function to the notes in OTL's Banjo-Kazooie, and coins, which serve as the game's currency and can be spend on a variety of things. All three must be collected to advance through the game, and massive amounts of each must be collected to obtain the game's true ending. Conker retains his repertoire of moves from previous games, including his tail whip and jumping moves, but also gains a variety of other weapons and moves depending on what costume he's wearing at the time. The game features nine costumes in all, one for each of the game's nine worlds, including a knight costume, a superhero costume, a secret agent costume, a firefighter costume, a soldier costume, a karate master costume, a "plumber" costume (which suspiciously resembles Mario's costume), a monkey costume (which gives Conker some of Donkey Kong's skills), and a magical schoolgirl costume (and yes, Conker hates this costume and can't stop ribbing on it even as he blasts enemies with Sailor Moon-like powers). The game plays a lot like OTL's Banjo-Kazooie, and since Banjo-Kazooie became The Dreamers ITTL, this might actually be the closest thing to that game that exists ITTL besides perhaps the original Conker's Twelve Tales. However, while it does embrace a lot of the old 3-D platforming cliches, it also improves on a lot of aspects of the genre, making it avoid a lot of the pratfalls that plagued OTL's Yooka-Laylee. Many of the frustrating aspects of earlier 3-D platformers have been eliminated, the game ditches the traditional "lives" system and checkpoints are plentiful. The camera has been dramatically improved from earlier 3-D platforming efforts, allowing the player full control but also featuring an excellent default camera mode. Gold medal missions feature a fun variety of different objectives, with boss fights being creative and exciting, and platforming segments also featuring a lot of innovation. The game also makes sure that players know where to go and what to do, while also making silver and gold medal locations intuitive to discover. Coins, meanwhile, are plentiful, and most useful items and tools can be purchased with a minimum of grinding. The Conkering Hero thus ends up being more OTL Super Mario Galaxy than Yooka-Laylee (though its musical score isn't quite as beautiful and its physics aren't quite as innovative). The game features voice acting from mostly in-house Rare personnel and a small group of Los Angeles-based actors, though there are few if any recognizable names. Grant Kirkhope and David Wise team up to provide the game's score, which mixes a variety of genres. TTL's Conker series is significantly different from OTL's in terms of humor and tone: This isn't the M-rated Conker of OTL, but an E10+ Conker with some naughty humor and action violence, but still mostly family friendly.

    The game begins with Conker enjoying another "retirement" from heroics with his friends, including his girlfriend Berri (very few characters and elements from Conker: Grabbed By The Ghoulies appear in this game, so there's no Cooper and Amber). Suddenly, from the sky, a great evil appears, a dark cloud that coalesces into a massive being of pure evil, called the Terrormaster. The Terrormaster tells Conker that he'll be taking this world and there's nothing anybody can do about it, and before Conker can try to do something about it, a powerful wind sweeps him and his friends in all different directions. Conker ends up in the middle of a huge rubble pile, surrounded by books. The Library Fairy (a friendly being from the original game) appears before Conker and tells him that in order to save his friends, he'll have to find the heroes from these books and assume their powers. Conker is sick and tired of having to read, but the Library Fairy scolds him and tells him that if he wants to go back to his "retirement", he has no choice. Conker picks up the first book, the knight book, and finds a door leading to that corresponding world. In this game, the Library Fairy plays a much bigger role, advising Conker about his powers and generally annoying the heck out of him. For the most part, Conker's friends play a bigger supporting role as well, having not been captured but instead having been stranded in the many different worlds. Conker has to find gold medals in order to open world doors and silver medals in order to pay the Library Fairy to open up new parts of the world for him. Each of the game's nine worlds has three levels of gold medal objectives. Initially, there's five gold medals to collect. Once Conker pays the Library Fairy enough, another set of gold medal objectives become available, and then after Conker fulfills a hidden objective in each world, the final set of golds becomes available. Sometimes this objective is hidden behind a Library Fairy paywell, other times it isn't, so sometimes players can open up ten gold medals right away, while other times they have to wait a while. There are a total of 150 gold medals in the game (15 in each world and 15 scattered throughout the hub world), and 1000 silver medals (100 in each world and 100 scattered throughout the hub world). In order to "beat" the game (chasing Terrorforce out of the world and giving Conker his retirement), the player must collect 90 of those gold medals and a total of 700 silver medals. However (similarly to OTL's Banjo-Kazooie), that doesn't really "beat" the game. Terrorforce is gone, but not defeated, and in order to access Terrorforce's world, the player must collect a total of 135 gold medals and 900 silver medals. However, there are individual barriers in Terrorforce's world that must be knocked down with more gold and silver medals: bottom line, in order to fight the true final form of Terrorforce, the player must collect every gold and silver medal in the game, AND buy a full Uber Conker costume set from the store with a massive amount of coins. The Uber Conker suit is a futuristic giant mech suit that enables Conker to pretty much breeze through every level and boss in the game (it's basically like the Fierce Deity Mask in Majora's Mask, except that it can be used all the time), and possessing it is a requirement for reaching Terrorforce's final form. In order to make the Uber Conker costume set even appear in the shop, the player has to find six sets of blueprints scattered in ultra secret locations throughout the game, and there are very few in-game hints about any of these blueprint locations, making it somewhat of a "Guide Dang It". In a way, the game emulates the successful platforming/collecting segments of recent iTwin hits like Sonic Duo and Billy's Brave Oddysey. The game can be "beaten" by most players, but truly "Conkering" it will take a true pro with a lot of time on their hands. The ending, however, is quite rewarding, featuring Conker in his mech suit throwing a huge party with all his friends, accidentally destroying a lot of things, and frustrating the Library Fairy. The true final boss fight is also a fun one, essentially featuring a giant mech vs. an eldritch evil. It's the toughest boss fight in the game, even with the Uber Conker suit's power, but it's also a lot of fun.

    The Conkering Hero is given excellent reviews by most gaming publications, praising the game's production values and wide variety of challenges, while breathing new life into the "collectathon" platformer genre. It's also considered to be one of the funniest games in a long time, with Conker's voice acting and animations highly praised. It's Rare's second blockbuster of the seventh generation after Killer Instinct 4, and it's clear that a lot of effort went into the game, with the developers spending a lot of time trying to get the most they could out of the Sapphire and trying to put a new spin on a tired old style of game. The Conkering Hero is released in late September 2009, to major critical and commercial success. It's one of the year's most popular family titles, and it continues to sell well throughout the holiday season.

    -

    A funny thing happened between the release of Velvet Dark: Conspiracy in 2005 and the present day. First-person shooters absolutely took over the world. Tom Clancy's Delta Force, Call of Duty, Battlefield, these franchises have sold millions of copies and have turned the military-based shooter into arguably the most dominant genre in all of gaming.

    And through all the hype over FPS games that's taken place during the end of the last console generation and the beginning of this one, Martin Hollis' team has largely ignored what made those games so successful, staying true to what has made Velvet Dark such a trailblazing series, at a time when any FPS could be accused of "follow the leader".

    "This isn't Call Of Duty, and anyone who plays Dark Humanity expecting Call Of Duty is going to be extremely disappointed," said Hollis, as recorded footage from Rare's most recent gameplay build played on a loop on the television screen nearby. "Dark Humanity is a first person shooter game, but that's where the similarities begin and end. We're doing something that's never been done before, not just in an FPS, not just in the Velvet Dark series, but in any video game that's ever been made."

    Bold words, but Hollis and his team can back them up, and in just an hour with the game, we've gone from traversing a cyberspace landscape to inhabiting the body of a young man halfway across the world from the computer we first dove into, to using social engineering to make an opponent abandon his post without even firing a shot.

    And we've only played with Velvet. Hollis tells us that players can expect to start the game as Velvet and play with her for a significant amount of time, though he gave us no indication about just how significant that amount of time would be. He also says that the moment we start playing as Joanna will be, as he put it, "a moment players will remember for the rest of their gaming lives, and a moment that will define the rest of the game".

    Playing as Velvet is at times just like playing as Joanna and at times it couldn't be more different. As an AI program who both has her own flesh and blood body but who can also traverse cyberspace as a program at any time, it's a truly cerebral experience, and like nothing we've done in a Velvet Dark game before. Hunted down by pretty much every government on the planet after a massive AI crackdown in the wake of the events of Velvet Dark: Synthesis, it's like Blade Runner meets The Matrix, with the Agents as sympathetic beings on the run from a fearful humanity with reason to be afraid.

    "Velvet is a good person, that much is true," said Hollis. "But there are very, VERY evil AI programs, and Velvet will find herself doing very bad things in order to survive."

    The Velvet Dark series has always blurred the lines between reality and fiction, commentating on our technological prowess while at the same time working to humanize the intelligent robots that may one day share the world with us. In Dark Humanity, we will see both the goodness in humanity and it's deepest evil, while at times not knowing whether we've witnessed the heroism or villainy of an AI or a flesh and blood human.

    "While some games or shows or movies use the device that the viewer knows more than the characters, here we'd like to experiment with reversing that idea," Hollis told us. "We'd like to present situations where the characters know much more than the player, and which effect how the characters respond to what the player is doing."

    The missions that we got to play were mostly standard FPS fare, though with significantly less gunfire and combat than a contemporary military-based FPS. There was stealth, but surprisingly little of it, even compared to previous games in the series, and segments of "non FPS" gameplay, while significant, were also surprisingly short, putting us back into situations where we held a gun in our hands quite quickly. While Hollis told us that this was done intentionally to conceal spoilers from us, we couldn't help but marvel at the brevity of the game's out of combat segments. It's a game with lots of visual cues and animation detail, utilizing the capabilities of the Sapphire to its fullest. Even in the early build we got to play, the game's visuals looked spectacular, easily better than anything we've played on the Xbox 2, and outpacing just about everything else on the Sapphire, including games like Spirit Of The Woods and Thrillseekers 2. Dark Humanity is an HD game and looks incredible on a big flatscreen. Hollis even considered adding a 3-D mode to the game before deciding against it, believing that the technology "just wasn't there" yet to add a 3-D mode to the game.

    "Maybe next gen," said Hollis, implying that he already had another Velvet Dark title planned for the Sapphire's successor. "If this game does well, of course."

    -from the cover article of the October 2009 issue of GameInformer magazine
     
    Summer 2009 (Part 15) - The Rest Of The Games
  • (Here are the rest of the notable North American game releases between July 2009 and September 2009!)
    -

    Nintendo Sapphire:

    Hitomimori

    Hitomimori is an anime-styled fighting game that features schoolgirl characters battling each other with fists and magic. This game is most notable for its fandom rather than its sales, which are mediocre even in Japan. The game is actually pretty fun, so reviews are marginally decent but it's the memorable characters that really stand out, along with the fanservice. While the game's Western sales are fairly low, the cost of localizing and producing the game was also low, so subsequent sequels and spinoffs do make it to the West as well. It's somewhat comparable to OTL's Skullgirls, though it's published by an actual Japanese game company instead of a Western indie company.

    Pintendo

    Pintendo is a Nintendo-developed pinball game with plenty of gameplay twists and online multiplayer. It doesn't feature any licensed Nintendo characters like earlier Kirby and Pokemon pinball titles, but instead features a fun cast of colorful, animated characters and strange cartoony creatures. There are 20 different boards in the game, each with their own fun little quirks and levels of difficulty, and each board also has its own story that gradually reveals itself as more scoring slots are activated. It's not intended as a huge hit IP (it wasn't featured in Nintendo's E3 keynote and was only a small fixture in Nintendo's booth) but has a very commercially successful run, selling well over a million copies over the next several years.

    Bishop

    Bishop is a sort of visual novel/action hybrid game relying heavily on dialogue and exploration but also features tense action sequences and a complex, mature plot. Its protagonist is a police officer named Brad Bishop who must solve a series of murders in his city, uncovering a major corruption and crime operation in the process. With smart writing and excellent voice acting (from a cast of almost complete unknowns, no less), it's one of the year's biggest unexpected hits. It's not huge from a commercial standpoint but is a major success critically, with review scores averaging around 9/10 and the game winning major accolades amongst critics. It becomes a cult hit, and though sales are poor early on, word of mouth helps the game to turn a healthy profit eventually.

    Devil May Cry 5

    The fifth game in the Devil May Cry series and the last to appear on a Nintendo system for a great while (and the only Sapphire exclusive title), Devil May Cry 5 is a sort of “send off” to the series on Nintendo, focusing heavily on action and not so much on plot. The plot itself involves Dante and Trish teaming up with three different women, each of whom has their own agenda and special abilities, in order to battle an ancient cult that's taken root in an unnamed metropolis. Despite the game's urban setting, it doesn't take place entirely amongst skyscrapers and on city streets: large portions of the game take place on the city outskirts, including inside ancient churches, abandoned towns, and a large forested area, amongst other unique locales. The three women turn out to be witches, though they're not entirely evil (though one of them turns out to be an antagonist later on, and Dante's choices throughout the game determine whether she lives or dies). One of them, named Parissa, is a fairly lighthearted witch with the power of fire and ice, and who isn't quite in complete control of her powers. Another witch, named Lynnette, is a bit of a tomboy, with the power to create physical objects, most notably weapons, and who flirts with Trish rather than with Dante. The final witch, named Nora, is the “antagonist” one, and has power over both light and darkness. She's melancholy and cold, but she has deep motivations for turning to the side of evil, and isn't truly evil hearted. Nora seeks to partner with the cult to bring her mother back to life, something that Dante can understand all too well. The cult's leader is a power-hungry man named Maestro, and he is using Nora so that her power can open up a portal to hell and summon forth Satan so that Maestro can slaughter him and become the new lord of hell, gaining ultimate power. In the end, Dante is forced to battle Maestro and Satan to save the world from hell's armies. Depending on Dante's choices, Nora will either sacrifice herself to beat back Satan or be saved by Dante at the last moment. In the end, Dante saves the world yet again, and while he's glad that his ordeal is over, he's a bit pissed off about not getting a big payday since he had to defeat the literal devil. Devil May Cry 5 is highly praised for its graphics and combat gameplay, and is one of the better received games in the series, a great way to end its run on Nintendo systems, with the next game planned as an Apple exclusive. Fans would compare it endlessly to Bayonetta over the coming months and years, and the two games would make 2009 the year of the hack and slasher in a lot of players' eyes.

    Giant's Stride

    Giant's Stride is an action/combat game in which giant creatures battle it out amidst huge cities. The player starts out controlling a fairly small and basic creature (still a giant, but small compared to some of the others) and must work their way up to battling and controlling larger creatures. The scale of the creatures makes this game a bit of a technical marvel (with lots of destructible scenery), but the combat is fairly repetitive and the game is a disappointment.

    King's Grave

    King's Grave is an action-RPG developed by From Software, intended as a successor to the King's Field series. In that way, it's sort of TTL's equivalent of Demon's Souls, but has a more insular quality to it, featuring no online gameplay mechanics and taking place primarily within dungeon interiors rather than outside environments. That said, the game does have a lot in common with OTL's Demon Souls, with faster action-based gameplay and modern graphics and sound. The plot involves a knight who sets out to purify the kingdom after the king is murdered by demonic forces. He must prevent an ancient eldritch evil from usurping the king and stealing the souls of his subjects, and must battle his way through a horde of fearsome creatures and demons to do so. The game is seen as an excellent revival of the King's Field series, but sales are a bit worse than OTL's Demon's Souls. Regardless, the game is considered successful enough to get a sequel or successor...

    Spellbound 2

    The sequel to 2004's hit Sony RTS Spellbound: The Sorcery War, Spellbound 2 features similar gameplay but vastly improved graphics, with armies of mages, wizards, and witches clashing on the battlefield once more. Spellbound 2 gives the player more options to train individual officers, even sending them on mini-quests to gain experience and learn new spells before returning them to the main battlefield for missions. This has been a highly requested sequel by fans of the original game, and reviews and sales are both good, making it one of the top console RTS games of its generation.

    Shotgun Servant

    Shotgun Servant is a third person shooter about a hardcore soldier who uses a shotgun to kill his enemies. This game has a very gritty aesthetic and a simplistic story but is fairly easy to pick up, with players not needing to develop good aim to do a lot of damage. The game has a multiplayer mode, but it's a rather basic one. It's decently popular, but not a massive success.

    Apple iTwin:

    Deadly Creatures

    Similar to OTL's Wii title, Deadly Creatures allows the player to control a tarantula or scorpion as they navigate a world full of dangerous animals and battle them. Players can use both the motion controls or traditional controls, and uniquely to TTL's title, the game features both competitive and co-op multiplayer in which two players can explore and battle at once, with one controlling the tarantula and the other the scorpion. The game gets a fairly positive critical reception, with the multiplayer functionality helping it to achieve more sales than IOTL. It's still just a cult hit, but a decently performing one.

    Rocket Cheer!

    Rocket Cheer! is an action game about a squad of cheerleaders who have jet suits and fire rockets at bad guys. You play as Ellie, the captain of the cheerleading squad, who's blonde, beautiful, and has an affinity for explosives, and you have to battle an army of evil terrorists trying to take over the city. This game is basically a combination of the film Bring It On and the character Pharah from Overwatch, with a little bit of Lollipop Chainsaw mixed in (though the game's rating is strictly T). Highly campy, this game is a commercial bust but it has a small and devoted fanbase, and gets plenty of play on Youtube game commentator videos.

    Mary, Quite Contrary

    Mary, Quite Contrary is an anime JRPG about a schoolgirl in a modern Victorian-esque setting. Mary, the protagonist, is a shy, quiet girl who only wants to get through her schooling so she can inherit her family's riches and bring honor back to her family name, but when she runs afoul of a cruel class president, she's forced into a journey where she must battle an ancient evil and save the world. The game features tons of fanservice, a beautiful musical score, and very elaborate outfits. Review scores are actually quite favorable. The game features a traditional turn based combat system but has enough gameplay twists to keep things interesting, and the anime cutscenes and voice dubbing are very well does. This is one of those games that's big in Japan but only a cult hit in the States, but does just well enough for the sequels to be localized.

    Power 2

    This sequel to the 2007 iTwin sleeper hit sees electrician protagonist Thomas Watt return to light up more places and solve more electrical puzzles. This time, Watt is traveling away from Lumina and restoring electricity to three kingdoms that have each lost their power through various means. The overall gameplay is mostly the same as the original, but with some new twists thrown in, including the introduction of a new character, a female electrician named Violet Volt who is a sort of “rival” to Watt in that she is competing for contracts and using new technology to run Watt out of business. She's a friendly rival, but she's still a rival and Watt finds that she's beaten him to the punch on a lot of his jobs, forcing the player to pick and choose carefully what jobs to take, lest Violet steal everything out from under them. Power 2 also features “boss” fights, which are more like action/puzzle battles in which Watt must come up with a solution to neutralize the boss enemy and restore power before his health is deleted. The game has three main antagonist, with each kingdom Watt restores power to having its own enemy to stop as he works to restore power. In the first two kingdoms, which are both fairly short in length, Watt and Violet oppose one another, but in the final kingdom, which is a bit longer than the first two put together, the two must eventually join forces, combining their electrical skills to defeat a powerful new enemy who's redirecting power into a powerful superweapon. The game continues to present its dialogue as text on a screen, with no voice acting to speak of save for the game's narration (similar to the original game). The graphics are a bit more polished and the animation's a bit better, but there's not too much different from the original game. Still, Power 2 scores great reviews, and it does provide considerably more of what made the last game such a hit, so it performs well in sales also, with much better initial sales than the previous game. It's one of the top releases of August, but in a crowded month it fails to crack the overall top 5. Still, its sales eventually exceed those of the original, and the series remains one of Apple's stronger exclusives.

    The Containers 3

    Capcom goes all out for this game, the first in the series for an Apple console and one of the premier Apple exclusives that Capcom brings to the iTwin. Carter and Julie, supernatural detectives extraordinaire, return, and are joined by several brand new characters, each with their own skills and their own motivations. The name of the game largely remains the same: supernatural forces are causing power spikes of mysterious origin throughout the world, and the Containers' job is to “contain” this power within special contraptions hooked up to their bodies, which they then use to fight back against the evil forces. The Containers 3 is a full-fledged party game, allowing four people at once to team up and fight enemies in massive, colorful environments. There are more powers and more enemy types as well, everything is generally expanded and improved upon from the previous game. However, the chaotic gameplay does weaken the overall plot somewhat: the plot involves a powerful human who has turned into a monster from absorbing thousands of these sources of power, and the human turns out to be a former Container himself, though his motivations are fairly cliched and kind of silly. The main attraction is the fast-paced action gameplay, and it's a lot more fun in multiplayer mode. Reviews average in the 7s, and while it's considered a very fun game, it doesn't do quite the business for the iTwin that Apple expects it to. It's definitely still a success, but Apple and Capcom look to refine the formula for the series' next game, which is already planned for the iTwin.

    Microsoft Xbox 2:

    Forza Motorsport 3

    The third game in the Forza Motorsport series finds itself competing pretty fiercely with Gran Turismo 4, which launched only a few months before. This leads Microsoft to put a lot of emphasis on having a wide variety of cars, with over 800 in the game, nearly twice as many as in Forza 2. The graphics are somewhat improved as well, and the game has a slightly increased focus on difficulty and realism to further compete with Nintendo and Sony's hit racing game. This leads to some reviewers considering Forza 3 a bit too much like GT4, becoming almost a clone in an effort to compete. Other reviewers enjoy the game and its increased realism and improved graphics, and overall reviews and sales are quite strong, continuing the series' success in a major way.

    Miami Vice

    Miami Vice is an open world action game in which the player steps into the world of 1980s Miami, controlling either Crockett or Tubbs as they work to bust a vicious gang of cocaine dealers and weapon smugglers. The game has a lot of gameplay similarities with the Wheelman series, not taking as many cues from Grand Theft Auto but instead going with a more realistic look and feel. Phillip Michael Thomas and Don Johnson return to play their roles from the original series, and the game really attempts to capture the feel of the show, with 80s songs littered throughout (including many that originally played in the series itself) and even a similar visual style. While Michael Mann didn't serve a major role in writing or directing the game, the game's producers did consult with him on numerous occasions, and he did get a producer credit. The game's plot involves a brutal drug lord named Pedro Dominguez, who has taken over the crime business in Miami with a combination of incredible street smarts and horrific violence. Crockett and Tubbs are tasked with infiltrating Dominguez's organization, while working to bring him down via any means necessary. In typical Miami Vice fashion, the game has a dark, bittersweet tone to it, with no real happy endings for anyone. Crockett becomes very close with Dominguez's daughter Mia, who falls in love with him, but Crockett doesn't reciprocate (the girl is just 19, young enough to be his daughter), and instead takes on a protective role with her, only for her to die tragically toward the end of the game. Tubbs, meanwhile, also falls in love with a woman who is killed about midway through the game, causing him to go rogue for a time. In the end, the cops foil and kill Dominguez, but they've left a trail of violence in their wake, and a lot of good people have died in terrible ways. Miami Vice is generally well reviewed, but even though it's an open world game, it doesn't have quite the replay value or freedom offered by Grand Theft Auto. Its sales are good initially, but soon trail off, and the game can be found for $20 most places by the end of the year.

    Azurik 2

    A surprising sequel that only a few hardcore fans asked for, Azurik 2 launches fairly quietly on the Xbox 2 in late summer 2009. It continues the story from the previous game, with protagonist Azurik returning with new powers to battle new enemies. Thanks to strong reviews (in the low to mid 8s), it actually manages to score more sales than the first game, and earns the first game some digital sales in the process.

    Game Boy Supernova:

    Polymorph 2

    This sequel to the Supernova's successful launch game sees Morpho returning in a variety of new forms and exploring new worlds. Unlike the previous game, which was somewhat short and more of a tech demo than anything, Polymorph 2 features a vast world to explore, one big seamless world rather than a hub world surrounded by doors and portals. The game still features a wide variety of different genres of gameplay, with Morpho able to transform into animals, humans, and various objects of different shapes and sizes. The game features action gameplay, RPG gameplay, puzzle gameplay, and even delves into genres such as sports and racing. The game has more of a unified, 3-D graphics style this time around, which leads to some criticism for a lack of graphical variety, though many critics think this is one of the Supernova's better looking games. Overall review scores are strong, nearly identical to those of the first game, and it sees fairly good sales, becoming one of the summer's top Supernova hits.

    Tessera

    Developed by Game Arts and localized by Working Designs, this is the first collaboration between the two companies in nearly a decade, and is a sprawling, turn-based RPG featuring gorgeous 3-D graphics and an exciting battle system that blends elements of strategy and action games with traditional turn-based combat. The game itself takes place in the near future, when human beings are just learning to unlock the mysteries of the stars. The main character is Douglas, a scientist working for the legendary Dr. Radiant, who has invented a way to create a portal through space and time. Douglas works with Gennifer, a student who primarily works as a biochemist, but who dabbles in space-time research. One day, an experiment goes wrong, and Douglas is transported through space and time to a future where the world is in ruins and there's near constant warfare, but where technology has advanced far beyond anything in his time. Douglas must find his way home while learning how the future could have gotten so terrible. He returns home fairly quickly, bringing a couple of future soldiers with him on accident. However, Douglas returns to a present that's in many ways different from his own. The game has some definite similarities to Chrono Trigger, but distinguishes itself through the use of a timeline and parallel universes somewhat reminiscent of OTL's Final Fantasy XIII-2. There are six playable characters in all, who battle in parties of four, and the game's battle system relies heavily on positioning and timing. Characters can auto-attack for a normal amount of damage, or the player can choose to reposition characters or roll the dice on a timed attack that can fail. Players can even send multiple party members into motion at once, though this is risky because it leaves characters defenseless while they're moving. The game has no overworld to speak of, with much of the game consisting of traversal through dungeons and between landmarks and cities. Despite the multiple timelines and eras, the game is fairly non-linear, with some opportunities for side-quests but a clearly defined storyline order and no multiple endings. The game's graphics are among the best for a JRPG on the Supernova, surpassing those of Elvenfall and easily on par with most late-era Wave titles. The game features both in-game and anime cutscenes, with voice acting both in cutscenes and outside of them. Working Designs uses a team of San Francisco-based actors to dub the game, so there aren't really any notable names, though a few longtime company voiceover veterans do have minor roles. Tessera performed quite well in Japan both critically and commercially, but Western critics were a bit harsher with the game, scoring slightly below Second Horizon, but still scoring well. Sales are fairly good for a non-Squaresoft handheld RPG, and the game acquires a very loyal fandom following.

    The Lost Vikings

    Blizzard brings back The Lost Vikings for the Supernova in somewhat of a retro/modern re-imagining, with similar gameplay to the original but dozens of new puzzle rooms for players to make their way through. The game features full voice acting for each of the Vikings, and plenty of exciting new enemies and challenges as Erik, Baleog, and Olaf must make their way back home. It has some similarities with 2003's The Lost Vikings 3, but introduces a few new mechanics and wrinkles to make things more interesting and the combat more fun. This game gets strong reviews, though not quite on the level of the previous game. It does do better sales than the previous game, thanks to a strong hype campaign by Nintendo.

    Flora And Fauna

    A Rare developed simulation/platforming game with similarities to OTL's Viva Pinata, Flora And Fauna is a game about two garden fairy sisters who try to one-up each other by cultivating different life forms. The player is a sort of intermediary between them who must try to keep the sisters happy by maintaining their gardens and journeying to new areas, and the game has Animal Crossing elements in that it plays itself while the game is off. The game was developed by a new team of young Rare employees who weren't working on The Conkering Hero, and the game has plenty of humor and a fair bit of challenge as well. It's highly critically regarded and becomes one of the year's best Supernova titles, though sales are only mediocre.

    WarioWare: D.I.Y.

    Similarly to OTL's game, WarioWare D.I.Y. allows players to create their own microgames with a variety of tools. The game has better graphics and more creation tools than OTL's title, but the lack of a touchscreen makes things run a bit more slowly. Like OTL's title, the game has its own already created microgames (84 in all) and the ability to send and receive creations from other players online. Reviews are quite good, but sales are a bit lower than those of previous WarioWare games.

    Knights In The Nightmare

    Just as IOTL, this is a strategy-based RPG in which players carefully position their soldiers (all of whom are already dead) to do battle with other undead armies. This game features full voice acting and significantly better graphics than IOTL, with larger battlefields and vivid animations. It's one of the better looking strategy RPGs on the Supernova, and scores well with reviewers, though it's only a cult hit commercially.

    Apple iPod Play:

    Carbon

    Carbon is a futuristic racing title in which high tech supercars race in real world cities. It's definitely more arcade-style than the Supernova's Gran Turismo port, with some of the fastest racing of any racing game on handheld or on console. One of the iPod Play's more beautiful looking games, this game also features touch controls for the iPhone version, though it controls quite well with default controls also. It's definitely one of the most popular racing games ever released for the iPod Play, becoming one of the system's top sellers of the year.

    Shin Megami Tensei: Psychic Angels

    A sidegame in the Shin Megami Tensei series, Psychic Angels was released in Japan in 2007, and would take two years to gain a Western release, due to its controversial storyline and some strange themes and imagery. The game plays much like one would expect an SMT title to play: its protagonist is a schoolgirl named Himora who is having strange visions of people dying and demons invading. One day after school, mysterious agents attempt to abduct Himora, but she is saved by the arrival of a mysterious young man, who tells Himora that she has special powers and that there are others like her, but they've all been captured by a governmental organization. These beings, known as angels, are used to bait demons to Earth so that they can be killed by special assassins employed by the government, and Himora is tasked with finding the others like her who haven't been captured and freeing the ones who have. Himora and the other angels can form links with captured demons to use their powers and develop powers of their own, but the assassins have their own demonic partners, and are led by a rogue archangel who seeks to get revenge against Lucifer himself. The game features intense imagery and tough combat, and doesn't have any voice acting, though its anime graphics are quite gorgeous on the iPod Play. The game is well reviewed and actually gets slightly better sales than expected, though expected sales were extremely low to begin with.

    Multiplatform:

    Dragon Quest IX: Inheritors Of The Forgotten Legend

    Dragon Quest IX is a traditional-style RPG released on the Sapphire and iTwin. The game plays much like previous Dragon Quest games, most notably Dragon Quest VIII. Unlike OTL's Dragon Quest IX, which appeared on the Nintendo DS, TTL's game is the most graphically advanced game in the series to date, with full HD anime-styled cel shaded graphics, and a vast, beautiful world to explore. The game centers around a party of four heroes, each descended from an ancient hero of legend that fought against a powerful evil a thousand years before. Though the main character is a young swordsman (whom the player names), the other three characters are each equally important to the game's story, each receiving their own character arcs as they journey with the hero to defeat the resurrected evil. The game introduces the concept of Legacy Powers, which activate on each character as they learn more about their ancestor. These powers are both earned through the main story and through various side quests, giving players the option of going off the beaten path to enhance their characters further. They include both stat increases and special attacks, with some of the stat increases allowing a character to play a role that they might not normally play, such as a massive Attack boost for a mage character, or a massive HP boost for a fragile character. The game begins with the main hero simply going on a quest to retrieve medicine from a cave, but finding an ancient sword that leads him on a world-spanning journey. He meets a beautiful princess named Ashline, a sneaky rogue named Jord, and a barbarian woman named Gwen. While the Hero himself is descended from a similar hero, Ashline is descended from a pirate queen, Jord is descended from a ninja woman, and Gwen is descended from a dragonslayer. The initial enemy is a sorceress who is simply attempting to rule the world, but after she's defeated about two thirds of the way through the game, it's revealed that she's inadvertently summoned forth the ancient evil that was once defeated by the four legendary heroes, and now the new heroes must step up to defeat it. The game is fairly typical for a Dragon Quest title, but the Legacy Powers allow for some specialization and also give the player an incentive to embark on the game's large number of optional quests. It gets generally better reviews than Dragon Quest IX, and sales are outstanding in Japan, becoming the fastest selling iTwin game ever there and doing great on the Sapphire there too. It doesn't do nearly as good in the States, but does get decent Sapphire sales, and is generally considered a success for Enix ahead of the release of Full Metal Alchemist 2 later in the year.

    Fuel

    An open world racing title much like OTL's game, Fuel takes place across a post-apocalyptic landscape, and features a massive world for players to explore, with a huge variety of landscapes and lots of challenging races to compete in. Released on the Xbox 2 and the Sapphire, the game looks beautiful on both consoles, and has some of the best draw distances of any console game to date. The game gets better reviews than it did IOTL, averaging in the mid to high 7s for its large amount of content and excellent graphics. The game becomes a minor hit and is quickly greenlighted for a sequel.

    G.I. Joe

    One of the summer's more highly anticipated games, G.I. Joe is released for the Sapphire, iTwin, and Xbox 2, and features a grittier, more realistic take on the franchise, similar to the OTL films. Players control one of three characters depending on the mission: Duke, Snake Eyes, or Scarlett, and the game plays as a third person shooter, taking place in a variety of locations including jungles, deserts, and cities. The game sees the player battling Cobra Commander and his army, and Cobra Commander is much more serious in this game, taking the form of a masked terrorist warlord with genuinely realistic motivations. Baroness and Destro also appear, both of them with tragic backstories. The game sees Cobra attempting to launch coups all around the world in order to install its government everywhere, and the organization has even begun training child soldiers. One of these child soldiers, a girl named Alexandra, is especially gifted, and Baroness takes a liking to her, adopting her as a daughter. However, Alexandra also takes a liking to Scarlett, and this becomes a point of conflict between the two soldiers as Scarlett tries to save Alexandra from becoming a Cobra soldier while Baroness doesn't want the girl to suffer the same heartbreaks that she did (losing her entire family to the so-called “imperialists”). Meanwhile, Snake Eyes and Storm Shadow have their relationship explored throughout the game, with a deep personal grudge harbored between the two of them. Duke's backstory is somewhat more generic, but he's still portrayed as a generally likable and badass protagonist. The game features excellent graphics and voice acting from a variety of talents (including Grey Delisle as both Scarlett and Baroness, Troy Baker as Duke, and Steve Blum as Cobra Commander), and though review scores are lowered a bit by the fairly generic third person shooter gameplay, it's still considered by far the best G.I. Joe game ever made, with strong sales on all three main consoles.

    Paradigm Shift 2
    (Authors' Note: This is a sequel to a game idea given to us by the reader Goldwind2!)

    Paradigm Shift 2 is a third person action/shooter title, the sequel to the 2005 Xbox hit Paradigm Shift. This game is not only for the Xbox 2 but for the Sapphire as well, and while it was developed by the same studio, John Romero had no involvement in this sequel, as he was instead working on Quake 5. Despite this, the game has a similar humorous tone to the original, with Roman Hackett returning as the primary protagonist, along with his friends Alice Stanley, Steven Walters, and QL95. The scientists have a universal transporter that can teleport them between parallel dimensions, much like the previous game, and the group is in search of a powerful artifact that Roman inadvertantly misplaced. The artifact is being hunted by people from all over the multiverse, giving the game a sort of “It's A Mad Mad Mad Mad World” type of feel, though the primary antagonist is the cosmic warlord Krullgraven, a mustached, tattooed badass who drives around the multiverse on a tricked out motorcycle. The game not only has spectacular combat sequences on land, but in space as well, with Roman and his allies acquiring powered spacesuits to float through the vacuum of space. The game has slightly less content than its predecessor, but significantly improved graphics, and notable gameplay improvements as well. While it's not quite the sales hit that Paradigm Shift was, it does quite well with critics and is considered a financial success.

    True Crime: London

    An open-world crime game and the first of the series to appear on an HD console, True Crime: London continues the series in a new city with a new protagonist, while keeping much of the same gameplay elements and tropes of previous titles. It marks the series' triumphant return after four years away, and gave developers a lot of time to craft the game for the HD generation. It's generally more subdued and realistic than Grand Theft Auto II, and goes a long way to discourage the player from committing random massacres, presenting a sympathetic protagonist from the London working class who's just trying to help his sick mother by committing various crimes throughout the city. He gets caught up in a massive war between corrupt cops and brutal gangs, and most of his actions are motivated by mere survival as things get intensely personal. The game has some of the best driving gameplay of any open world title, which is quite useful as the game features plenty of driving missions. However, the hand to hand combat is somewhat lacking, especially compared to recent titles such as Dasho. The gunplay is also a bit boring, making firefights that go on too long seem like a bit of a chore. In general, the game is well received for its excellent graphics and play controls, though reviews lag behind Grand Theft Auto II somewhat, as it's just not as purely fun as that game. Sales are moderate, the series having lost a lot of its profile in the days since the sixth generation, and it's considered a bit of a disappointment after its release for the Sapphire, Xbox 2, and iTwin.

    Call Of Juarez: Bound In Blood

    The sequel to 2007's game and similar to OTL's game of the same name, Call Of Juarez: Bound In Blood is a Western FPS published by Ubisoft for the Sapphire, iTwin, and Xbox 2. Its plot differs somewhat from the OTL game. It still focuses on two estranged brothers and a betrayal, but takes place in the 1880s, later than OTL's game, and occurs because of a dispute over a train robbery gone wrong, in which the betrothed of one of the brothers was accidentally killed by the other. The game re-tells their relationship as the leaders of one of the West's deadliest gangs and chronicles their various robberies and misdeeds, of how the brothers romanced the same woman and how she fell for one of them, with the other reluctantly accepting it, only for the fateful heist to occur a short time later. The last fourth of the game allows the player to choose one of the brothers to control as their feud is settled, either in blood or with forgiveness depending on the player's actions. Call of Juarez 2 gets a surprisingly strong reception on the Apple iTwin, thanks to its motion controls, and ultimately sells best on that console despite the superior graphics of the other two versions. The game is seen as a mild critical and commercial success, but does get lost in the shuffle of a crowded summer.

    Dirty Doggs 3

    The popular open world series featuring a pair of motorcycle riding country bumpkin brothers has its third installment released in the summer of 2009, for all three major consoles. Granted a lot of hype after the success of the first two titles, it continues the story from the previous games (which isn't a very deep and engrossing story to begin with), and sees the brothers relocating to a sleepy town in Louisiana, committing crimes and causing mayhem with lots of Cajun flavor. The game doesn't take itself seriously at all, and features plenty of cameos from popular country and Southern-themed stars, leaning fully into its fanbase with plenty of offroad racing and hunting missions. While the (slightly rushed) game ultimately scores only mediocre reviews, high 6s/low 7s, those don't do much to affect the sales, which are only slightly worse than Dirty Doggs 2 and ensure that the series will continue.

    Dr. Apple And The What If Squad

    Created for the iTwin and iPod Play, this game is about a scientist who mixes various chemicals and uses them on enemies. There are a bunch of different chemicals that can be mixed together, and the game is all about trial and experimentation. It's not a huge success but its name and gameplay do get it some attention.

    Pulse

    A musical game with elements of OTL's Child Of Eden, this game takes popular songs and places them inside a dimensional dreamscape where the player's movements piece them back together. A version of this game is made for all three consoles and it plays differently on each one. The iTwin motion control version is the most popular, while the Sapphire version performs moderately well and the Xbox 2 version flops. Far more popular than any OTL game of its type, selling over a million copies on the iTwin alone.

    Skate 2

    The sequel to EA's 2007 title which featured more realistic but more difficult skateboarding, Skate 2 is released for the three major consoles in the shadow of Thrillseekers 2, featuring improved physics, a better musical soundtrack, and a newbie-friendly interactive training mode. Despite its massive competition, it manages to carve out a niche amongst hardcore fans, and since EA didn't spend nearly as much on the game as Activision spent on Thrillseekers 2, it's considered a minor financial success, albeit not nearly to the same degree. This leads EA to keep the series alive, though the company also pushes forward on its more Thrillseekers-like extreme sports game for 2010.

    The Lord Of The Rings: Conquest

    The Lord Of The Rings: Conquest is an RTS set in the world of The Lord Of The Rings, similar to the earlier iPod Play game War Of The Ring. Unlike that game, which tells an original story, Conquest retraces the events of the original books and film trilogy, allowing players to relive battles from that trilogy such as Helm's Deep and Pellenor Fields. Despite its vastly superior graphics and despite telling a more familiar story, Conquest is a critical disappointment. Its battles are seen as being quite repetitive, and its voice acting, which features mostly stand-ins and not the original film cast, is seen as subpar. While War Of The Ring was one of the most surprising handheld games of the year, Conquest is one of the biggest disappointments, both critically and commercially.

    Zulie!

    An action/platforming game for the Sapphire and iTwin, Zulie! is another spinoff of the acclaimed Albert And Zulie series, making the little girl the primary protagonist for the first time after her big friend, the strange creature Albert, goes missing. Zulie must gather up her other friends, which include both young kids and strange animals, and build weapons and devices out of scrap in order to battle her enemies and find Albert, with gameplay very reminiscent of OTL's Ratchet And Clank titles. Unlike Zulie's Zoo, in which the girl had somewhat regressed to her original bratty and demanding personality, this game sees Zulie's character development return. She's still somewhat bratty and snarky, but also kind and understanding, having matured since the events of the previous game. This platformer is more silly than serious and is compared by many to The Conkering Hero, though it doesn't have any collectible elements (at least mandatory ones) and instead focuses on combat and exploration. It's reviewed extremely well, and sales are quite good, especially on the iTwin.

    Dante's Inferno

    This game is very close to OTL's hack and slash which retells the events of the classic novel Dante's Inferno, with the warrior poet Dante descending violently into Hell to save his true love Beatrice. While discarding accuracy to the book in favor of badass combat action, it's still a solid game, much like OTL's. It actually somewhat cuts down on some of the more graphic and controversial elements of OTL's game, achieving a soft-M rating rather than the hard-M of OTL, due to less influence from titles like God Of War, which doesn't exist ITTL. The game also has more puzzles and more dialogue, and overall is a bit “smarter” of a game, though review scores and sales are pretty much identical to OTL's title. It comes out on all three main consoles.

    Hell Ship 2

    The sequel to OTL's 2007 minor hit FPS for the Xbox 2 sees release on both that system and the Sapphire this time around, and continues the last game's horror aesthetic, with similar gameplay and visuals. This title sees the protagonist return to the moon where the ship from the last game crashlanded, the moon is now an infected demonic hellscape and the demons must be purged by any means necessary. About halfway through the game, it's discovered that another ship already crashlanded there under similar circumstances, and the protagonist meets the members of that crew, all but one have been infected by the demonic evil and become dangerous enemies. Hell Ship 2 is one of September's more popular games, with strong reviews and decent sales on par with some of the more popular games of that month and nearly selling as many games in its launch month as Stranded 2.

    Invisible Espionage

    A stealth spy game with less of an emphasis on guns and more on gadgetry, this game stars three beautiful female spies and has somewhat of a Totally Spies aesthetic (though it's played a bit more seriously, which also draws comparisons to Charlie's Angels) and gets good marks with critics, along with attracting a lot of female players.

    Savior Of Ammut-Ra

    This adventure title returns for an HD sequel, featuring the priest from the previous game as the returning protagonist in this title that sees him battling against a demonic snake goddess who threatens to turn all of Ammut-Ra into dust. The priest is joined in his fight by a new female companion named Kannara, a former slave who defied her nobleman master to become an adventurer. He's also joined by Septet, a powerful guardian of Anubis who uses his brute strength to battle enemies and help the priest solve puzzles. This game features challenging dungeons and spectacular boss fights, and is a generally better game than the original, earning plenty of accolades from critics. It's released on all three consoles and becomes a dark horse Game of the Year candidate, though it only manages to achieve mediocre sales, cracking a million but not on any one individual console.

    Stalin vs. Martians

    IOTL, this RTS game was a horrifically awful PC exclusive, but ITTL it also gets ported to consoles, namely the Xbox 2 and the Sapphire, by a publisher that actually puts a bit more money and effort into the game. Its graphics are significantly improved from OTL's title, making it actually look like a proper seventh gen title. It still gets mostly mediocre reviews due to being a fairly garden variety RTS, but it's no longer the completely awful joke it was IOTL (though the main premise of the game is still laughable).

    The Shrike

    Based on the Hyperion Cantos series of novels, this game, released on the Sapphire and iTwin, is an episodic digital title that tells the stories of four different protagonists, including a space soldier (NOT a space marine), a scientist, a mercenary, and a young woman residing on a generational ship, as they each must fulfill their own journeys in the 29th century, all of them forced to deal in one way or another with the dreaded, cosmically powerful being known as the Shrike. The gameplay ranges from straight-up shooter to David Cage-style novel game. The Shrike isn't directly engaged in combat (at least until the fourth chapter of the game) but does make infrequent appearances as an enemy that must be escaped from or a force that kills other enemies or allies of the player character. The game is a fairly loose adaptation of the novels, choosing to tell its own story for the most part, and is released in four parts over the second half of 2009 and the first half of 2010, selling for $9.99 per chapter or $29.99 collected together. It's one of the more popular, if a bit difficult to understand, digital titles of the year, though mainstream gamers largely eschew it in terms of more accessible fare.

    -

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

    July 2009:

    1. Thrillseekers 2 (Nintendo Sapphire)
    2. Thrillseekers 2 (Apple iTwin)
    3. Forza Motorsport 3 (Microsoft Xbox 2)
    4. Thrillseekers 2 (Microsoft Xbox 2)
    5. Afraid Of The Dark (Nintendo Sapphire)

    August 2009:

    1. Madden NFL 2010 (Nintendo Sapphire)
    2. Madden NFL 2010 (Microsoft Xbox 2)
    3. Super Mario World 4 (Game Boy Supernova)
    4. Sonic: Elemental Friends (Apple iTwin)
    5. Cyberwar: Netizen X (Microsoft Xbox 2)

    September 2009:

    1. The Conkering Hero (Nintendo Sapphire)
    2. Stranded 2 (Nintendo Sapphire)
    3. Uprising (Microsoft Xbox 2)
    4. Squad Four Declassified (Game Boy Supernova)
    5. Stranded 2 (Microsoft Xbox 2)
     
    Last edited:
    Fall 2009 (Part 1) - Assassin's Creed II
  • Assassin's Creed II

    Background:

    Production of Assassin's Creed II started pretty much when Assassin's Creed I ended. There may have been some overlap but they essentially started the second game in the series after the first one. Instead of continuing with Altair and the Holy Land in the main section of the game, the developers decided to move the action to Renaissance Italy, specifically the late 15th Century, with a new protagonist Ezio Auditore da Firenze.

    Responding to what fans and critics said about the original game, the developers created new missions that cut down on the repetition, and maximized fun, while at the same time not sacrificing the game play of the original.

    Cast/Characters:

    Roger Craig Smith as Ezio Auditore da Firenze

    Scarlett Johansson as Elise Stillman

    Nolan North as Desmond Miles

    Fred Tatasciore as Mario Auditore

    Carlos Ferro as Leonardo da Vinci

    Manuel Tadros as Rodrigo Borgia

    Romano Orzari as Giovanni Auditore da Firenze

    Ellen David as Maria Auditore da Firenze

    Claudia Ferri as Paola

    Angela Galuppo as Claudia Auditore da Firenze

    Connor Nikides Kokolakis as Petruccio Auditore da Firenze

    Elias Toufexis as Federico Auditore da Firenze

    Carlo Mestroni as Antonio de Magianis

    Lita Tresierra as Rosa

    Michel Perron as Uberto Albert

    Roc LaFortune as Carlo Grimaldi

    Alex Ivanocivi as Lorenzo de' Medici aka Il Magnifico and Bartolomeo d'Alviano

    Arthur Grosser as Jacopo de' Pazzi

    Arthur Holden as Emilio Barbarigo

    Danny Wallace as Shawn Hastings

    Jessica Alba as Anita Crane

    Cam Clarke as Clay Kaczmarek aka Subject 16

    Harry Standjofski as Silvio Barbarigo aka Il Rosso

    Tony Robinow as Marco Barbarigo

    Tony Calabretta as Dante Moro

    Vito DeFillipo as La Volpe

    Yuri Lowenthal as Vieri de' Pazzi

    Andreas Apergis as Francesco de' Pazzi and Checco Orsi

    Gianpaolo Venuta as Ludovico Orsi

    Margaret Easley as Minerva

    Nadia Verruci as Teodora Contanto

    Anne-Marie Baron as Annetta

    Cristina Rosato as Catarina Sforza

    Shawn Baichoo as Niccolo Machiavelli and Antonio Mafei

    Amber Mullin as Cristina Vespucci

    Phil Proctor as Warren Vidic

    Plot:

    After a recap of the last game, this one picks up where the last one left off, with Desmond in his room look at the strange symbols on his wall in Eagle Vision. Eventually he comes out of it, just in time for Elise to come in with blood on her clothes. After a brief trip into Abstergo's animus, to get information on a new ancestor, they leave. After fighting their way out, with Elise showing some impressive moves of her own, they get to a car and escape to an Assassin hideout.

    Once there, we are introduced to Shawn Hastings (the Assassin's historian and database writer) and Anita Crane (the Assassin's technician for this cell). After getting to know these characters better (there are sections where players can step outside of the Animus for a little while), time to step back into the Animus.

    We now step into Ezio's life in Florence in 1476. The first section of the game gives us Ezio's family life before everything goes wrong when his father and brothers are accused of treason and executed in Florence's town square. This begins his quest for revenge. After killing the man who carried out the execution, Uberto Alberti, Ezio flees Florence with his mother and sister. Once outside the city of Monteriggioni, they are attacked by Vieri de' Pazzi, a rival of Ezio's from Florence and a Templar. However, they are saved by Uncle Mario (which also serves as a fun little reference to one of Nintendo's most famous franchises).

    After some training with his uncle, Ezio kills Vieri in San Giacomo. After some more training, Ezio returns to Florence in 1478. Eventually, he learns of a plot, by the Pazzi to assassinate the Medici. He manages to save Lorenzo, but can't save Guiliano. After escorting Lorenzo to his palazzo, Ezio goes after Francesco and then, under orders from Lorenzo, the other conspirators between 1478-1480.

    At the end of this, Ezio learns that the conspirators want to take over Venice. After helping Leonardo da Vinci, who has been helping Ezio in his quest, get to Forli for the boat to Venice Ezio has to find a way to get on board. He does so by helping out Catarina Sforza, one of the Rulers of Forli. After getting on the boat to Venice, Desmond gets pulled out of the Animus, to see how much he has retained from his time in there.

    Once back in the Animus, we catch up with Ezio in Venice in 1481. After being given a brief tour of the initial part of the city, Ezio runs into, and helps, Rosa as she tries, and fails, to get into the palazzo of Emilio Barbarigo. After getting her to safety, we are introduced to Antonio, the leader of the local Thieves Guild. After helping the thieves return to their former strength, Ezio manages to assassinate Emilio. After this, Ezio discovers a plot to murder the Doge and replace him with a Templar.

    With the help of Leonardo da Vinci's flying machine (which wouldn't work in real life, but I digress), Ezio manages to get into the Palazzo Ducale and kills Carlo Grimaldi, but sadly not before he poisons the Doge. The Doge dies and the story picks up in 1486, with Ezio just back in Venice. The next few missions involve the setup and assassination of Marco Barbarigo.

    After this, Ezio sets his sights on Marco's cousin Silvio, and Marco's former bodyguard Dante Moro. With the help of Bartolomeo D'Alviano, Ezio kills them. In 1488, a treasure, the two were hoping to get (another Apple of Eden) from Cyprus, comes to Venice. After disguising himself, delivering the treasure to, and confronting, Rodrigo Borgia, the Big Bad, Ezio is saved by the other Assassins, including Rosa.

    It is here that Ezio is inducted into the Assassin Brotherhood. Here is where things get tricky. Ubisoft decided to make two of the memories in this game downloadable content. The first, called the Battle of Forli, involved trying, and failing to hide the Apple of Eden in Forli in 1488. This is the one where Ezio teams up with Catarina Sforza and Rosa to battle the Orsi brothers. Then in the Bonfire of the Vanities, Ezio goes up against the man who stole the Apple in the last DLC: Girolamo Savonarola, in 1497.

    It's essentially a rehash of the first game, except you work with Rosa to bring down each of the nine people. Which brings us to the last sequence of the game. Ezio, after discovering that there is a treasure or weapon of some kind underneath the Vatican (that's why Rodrigo Borgia got himself elected Pope), he decides to break into the Vatican to stop him.

    After a fight involving the Papal Staff (which is also a Piece of Eden) and the Apple of Eden and a sword, Ezio gets knocked out. A short time later, Ezio wakes up and follows Borgia down a secret passageway to an area that has some futuristic technology in it. Here Ezio and Borgia get into a fist fight and Ezio spares him. Going further into the complex, Ezio discovers a projection of one of Those Who Came Before, who calls herself Minerva.

    Desmond is pulled out to find that the Templars have found them. Elise gives Desmond a hidden blade and together, they fight off the Templar forces, led by Warren Vidic. Everyone gets packed into the back of a truck and Desmond gets the opportunity to replay memories, like in the first game, or go into a free roam mode.

    Gameplay:

    The game play is much improved over the first game. Gone is the repetition of going to a city, going to the bureau, learning what you can about your target, then killing them. You still have to go to high points to reveal more of the map, but at least it still serves a purpose. The game has a notoriety system, where you have to pull down wanted posters, bribe heralds or kill certain officials to get rid of it. There are more side quests. Collectables (in this case, feathers, Glyphs and optional money chests) get you a cape. The in-game currency system (in this game and the next one it's Florins, though it will obviously change depending on the setting of the game) allows you to buy weapons and armor for Ezio.

    Florins also let you buy medicine, poison, and ammunition for both the crossbow and a small, wrist mounted hand gun and pouches to carry more of each. Throughout the game you can also spend money to improve Monteriggioni (buying paintings for the main villa, improving the blacksmith, doctor's office etc.) to earn more money, as well as take on optional assassination contracts from Lorenzo. There are also races, beat-em-up challenges, and tombs. Tombs are side quests where you locate them in a famous landmark and access them to get six seals. These seals unlock a chamber under the Villa Auditore that contains Altair's Armor, the most powerful armor in the game. In short, there is more to do in this game.

    Achievements/Trophies:

    Master Assassin: Get every other trophy -/Platinum

    The Birth of an Assassin: Be reborn as Ezio Auditore Da Firenze 20g/Bronze

    Arrivederci Abstergo: Break out of Abstergo 20g/Bronze

    Welcome to the Animus 2.0: Enter the Animus 2.0 20g/Silver

    The Pain of Betrayal: Complete DNA Sequence 1 30g/Silver

    Vengeance: Complete DNA Sequence 2 30g/Silver

    Exit the Son: Complete DNA Sequence 3 30g/Silver

    Bloody Sunday: Complete DNA Sequence 4 30g/Silver

    Undertaker: Discover the Assassin's Tomb in the catacombs under Santa Maria Novella 20g/Silver

    The Conspirators: Complete DNA Sequence 5 30g/Silver

    An Unexpected Journey: Complete DNA Sequence 6 30g/Silver

    Bleeding Effect: Complete training and reenter the Animus 30g/Silver

    The Merchant of Venice: Complete DNA Sequence 7 30g/Silver

    The Impenetrable Palazzo: Complete DNA Sequence 8 30g/Silver

    Masquerade: Complete DNA Sequence 9 30g/Silver

    Bianca's Man: Complete DNA Sequence 10 30g/Silver

    The Prophet: Complete DNA Sequence 11 30g/Silver

    The Vault: Complete DNA Sequence 14 30g/Silver

    An Old Friend Returns: Escape the hideout 100g/Gold

    Myth Maker: Find the 8 statuettes in Monteriggioni 5g/Bronze

    Vitruvian Man: Unlock all 20 parts of Subject 16's video 20g/Bronze

    Street Cleaner: Hide 5 bodies in a bale of hay 10g/Bronze

    Fly Swatter: Kick a guard while using the flying machine 5g/Bronze

    Messer Sandman: Stun 4 guards at once by throwing sand in their face 10g/Bronze

    Doctor: Perform an air assassination on a Poisoned NPC 20g/Bronze

    No-hitter: Kill 10 enemies while in conflict without being hit 20g/Bronze

    Kleptomaniac: Pickpocket 1,000 Florins 10g/Bronze

    Lightning Strike: Sprint for 100 meters 10g/Bronze

    Sweeper: Sweep 5 guards at once by using a long weapon 10g/Bronze

    Venetian Gladiator: Discover the Assassin's Tomb inside Santa Maria della Visitazione 20g/Bronze

    I can see your house from here!: Discover the Assassin's Tomb inside Torre Grossa 20g/Bronze

    Hallowed be thy name: Discover the Assassin's Tomb inside the Basilica di San Marco 20g/Bronze

    Prison Escape: Discover the Assassin's Tomb inside the Rocca di Ravaldino fortress 20g/Bronze

    Choir Boy: Discover the Assassin's Tomb inside the Santa Maria del Fiore (The Duomo) 20g/Bronze

    Assassin For Hire: Complete you first assassination mission for Lorenzo il Magnifico 10g/Bronze

    Macho Man: Defend a woman's honor 10g/Bronze

    Steal Home: Win a race against the thieves 10g/Bronze

    Show your Colors: Wear the Auditore cape in each city 10g/Bronze

    Handy Man: Upgrade a building in the Stronghold 10g/Bronze

    I like the view: Synchronize ten View Points 10g/Bronze

    High Dive: Perform a Leap of Faith from the Top of Florence's Glotto's Campanile 10g/Bronze

    Mailman: Intercept a Borgia courier 10g/Bronze

    Tip of the Iceberg: Use Eagle Vision to scan a Glyph in the environment 10g/Bronze

    A Piece of the Puzzle: Unlock a piece of Subject 16's video 10g/Bronze

    Art Connoisseur: Buy a painting from both Florence and Venice 10g/Bronze

    Podesta of Monteriggioni: Reach 80% of your Stronghold's total value 30g/Bronze

    Perfect Harmony: Tint your clothes Wetland Ebony and Wetland Ivory 10g/Bronze

    In Memory of Petruccio: Collect all the Feathers 30g/Bronze

    Red Light Addict: Spend 5,000 Florins on Courtesans 10g/Bronze

    Man of the People: Toss 300 Florins onto the ground 10g/Bronze

    Victory lies in the preparation: Get all Hidden Blades, Item Pouches and Armor Upgrades for Ezio 10g/Bronze

    Review:

    Assassin's Creed II was released in late 2009 (in North America on November 17; in Australia on November 19; in Europe on November 20; in Japan on December 3) on the Xbox 2, Apple iTwin and Nintendo Sapphire. There was also a PC version that was released in Spring 2010. This game improved on many of the complaints of the original Assassin's Creed. You can now change the camera angle, add subtitles, swim and use Eagle Vision while moving. You can also blend with any large group of people not just monks. Adding to that you can send either Thieves, Courtesans or Mercenaries to distract guards from certain areas, provided you pay them first.

    The new monetary and health systems also improved on the complaints that some had with the last game. Along with the improved AI, many saw this as a more than worthy sequel to the original Assassin's Creed. This game got scores in the 8-10 range. Of course, the PC version, from what I hear had some Digital Rights Management issues at first. This was something that initially required PC players of the game to be logged onto the internet all the time. While the PC version still got good scores, that really hurt that version of the game.

    This game was an even bigger success than Assassin's Creed I. In fact, Ubisoft, and the producers, agreed to stay in Renaissance Italy. It would give it more of a sense of Brotherhood.

    -Review of Assassin's Creed II by R. C. Anderson, Nothing is True: A History of Assassin's Creed on Consoles, Gamesovermatter.com, November 20, 2017.
     
    Fall 2009 (Part 2) - Beyond Good And Evil 3
  • Beyond Good And Evil 3

    Beyond Good And Evil 3 is an action/adventure game developed and published by Ubisoft and continuing directly from the events of the previous game. It combines elements of stealth and adventure titles, and has the biggest scope of the series in terms of both space and time. It's also the first game in the series to feature dual protagonists: in addition to the reporter Jade returning, the princess Lorima from Beyond Good And Evil 2 is featured as the game's secondary protagonist. Lorima is Jade's biological sister, a beautiful princess who wields incredible magic powers and has also trained in both martial arts and gunplay specifically for the purposes of finding her sister Jade and stopping the evil corporation that both imprisoned her sister and that currently controls the universe. The game initially starts with Jade as a more stealth-based hero with just a few basic weapons and her bare hands, while Lorima is a full-on magical warrior with the ability to battle large crowds of enemies with a wide variety of skills available from the very beginning of the game. The game switches between Jade and Lorima's perspectives from time to time, giving the player lots of time with both heroines and their distinctly different style of gameplay. Beyond Good And Evil 3 features a new system of progression between story chapters, to supplant the collection system from game one and the rebellion system from game two. Jade and Lorima are separated across entire galaxies, and the two of them are fighting an entirely different war from one another: Jade is on Earth, which happens to be the main base of operations for the evil corporation behind the events that have taken place in the series, while Lorima is leading a massive rebellion against said corporation, but lacks information about their darkest secrets, information that Jade will gradually come to possess as she fights her way across Earth. Therefore, this game uses the "information" system, in which Jade must hunt down clues and snippets of info on a destroyed Earth, information that reaches Lorima through the shared (but subconscious) latent psychic connection between the two women. Meanwhile, Lorima is gathering information through her acts of rebellion and liberation, information that reaches Jade and enables her to penetrate further into the hardened corporation facilities on Earth. As the player progresses, they'll accomplish missions that increase these "information" points, and once enough points are gathered, the player is immediately switched over to the other character's perspective for the next segment of gameplay (sort of like the "drop" system in Kingdom Hearts 3D, except that the player doesn't have a choice in switching and it's not on a time limit but on a point system). Once enough of Jade and Lorima's stories are completed, events will be set into motion that bring the two sisters back together, kicking off a new segment of the game. Beyond Good And Evil 3 takes pieces of every gameplay system established in the first two games, including Jade's picture taking, the stealth system, the combat system, and even the companion system from Beyond Good And Evil 2 (though Jade and Lorima generally work alone, the player will from time to time get temporary companions). It also gradually introduces a number of new mechanics into the game, introducing new combat mechanics almost immediately with Lorima's gameplay, while gradually restoring Jade's old skills and granting her new one's in Jade's segments. By the end of the game, the player will have far more abilities than they had in both two previous games combined, transforming the series from its original stealthy action roots to a grand action/adventure in which both Jade and Lorima are borderline superheroines out to save the entire universe. The game's first appearance on an HD console sees a massive improvement to the game's graphical engine, making it easily one of the best looking console games ever released. The game's soundtrack is much more symphonic than that of the previous two titles, and Evanescence plays a lesser role in the game's musical score, only composing the game's opening lyrical track and its ending lyrical track. Most of the previous game's voice actors return, most notably Jodi Forrest as Jade and Alyssa Milano as Lorima, while also introducing Bob Odenkirk as the voice of Caesar Cromwell, CEO of Zarathustra Incorporated and the game's primary antagonist (he's not the same boss character as the one who appeared and imprisoned Jade in the previous game, he's that boss character's boss and the original founder of the corporation). Cromwell is joined by Exogenesis, a powerful AI system that controls Zarathustra's operations on Earth, and is voiced by Paige O'Hara (using a voice more close to her natural deeper voice than the voice she used for Belle in Beauty And The Beast, with most critics saying she's almost unrecognizable in this role).

    Beyond Good And Evil 3 begins with Lorima captured by a group of aliens clearly recognizable as the DomZ, who had been the primary antagonists of the first two games before being revealed as a mere puppet army for Zarathustra at the end of Beyond Good And Evil 2. However, Lorima is merely pretending to be helpless, and when her captors least expect it, she breaks free in an instant with a surge of power, allowing the player to get a feel for her new abilities for the first time in a sort of opening training mission that sets the scene for the game and reveals that in the three years since the end of the previous game, Lorima has militarized the Crystarian civilization with the full support of her adoptive sister Violet, queen of Crystaria. However, her civilization has paid a heavy toll for Lorima's actions... the DomZ have tried their entire military might on Lorima's world, and more than half of its people have been killed in the resulting war. Lorima is now the most wanted fugitive in the galaxy, and as it turns out, Jade's old friends, including Pey'j, are now bounty hunters looking to catch Lorima. While Pey'j is revealed to have dreams about Jade, he and Jade's other friends are still affected by Zarathustra's universal mindwipe, and the only reason Violet is helping Lorima look for Jade is because of her love for her sister. After this opening sequence in which Lorima leads a brave fight against a massive army, we cut to Jade, wandering through the ruins of what is confirmed to be New York City. Jade still doesn't know the significance of all this, as she's spending much of her time hiding and fleeing from the robot guards sent to capture her and return her to the prison where she's been a captive for three years and which she was barely able to escape. All Jade knows is that Zarathustra is secretly controlling the universe and that she needs to tell everyone so they can fight back, but she has no way to get off Earth and no way to contact anyone. Slowly but surely, Jade will start to learn exactly what Earth is and what happened there, while also learning the extent of Zarathustra's control over the universe. During this first Jade chapter, the player gets only vague hints of what happened on Earth... it's somewhat similar to the OTL Pixar film Wall-E, with Zarathustra playing the role of a much more malicious Buy 'n Large: during the 21st century, Zarathustra gradually became the most powerful corporation, and then the most powerful entity on Earth, right at the same time that humanity was starting to explore beyond the Earth. While Zarathustra gained power and control on the planet, they had trouble extending their reach to those humans who decided to live on colonies or settle worlds beyond Earth. The first Jade segment ends with Jade escaping the city proper, and the perspective switches back to Lorima, who has become somewhat obsessed with finding Jade, to the point where it even causes tension between her and Violet. Lorima blames herself for Jade's capture, and for not doing enough to keep Zarathustra's influence from spreading throughout the universe. Lorima's friends try to comfort her by telling her that what happened happened years before Lorima could do anything about it, but she's still deeply disturbed that for all her power, she can't find or save Jade. Events gradually come to a climax, with flashbacks of the last three years for both characters interspersed with scenes taking place in the present day. Jade's segments culminate in Jade learning exactly how Zarathustra came to control the universe: after humanity discovered FTL travel, Zarathustra, realizing its control over humans was about to be forever broken, took drastic measures to ensure that humanity remained under its control, making a deal with an alien race that resulted in the scouring of the Earth's surface, killing 99.9 percent of humans on Earth, or, at the time, 90 percent of the entire human race. The remaining humans were scattered throughout the galaxy, settling on planets like Hillys and Crystaria, displacing or interbreeding with the alien life there, with Zarathustra essentially colonizing the universe via humanity. This process took 3,000 years, making the current year 5,158 CE. Meanwhile, Lorima's provocation of Zarathustra ultimately leads to the DomZ deploying a planet killer weapon on Crystaria, shattering the planet and killing all but a few large evacuation ships worth of its people. Lorima, realizing that her search for her sister has cost the lives of billions, has a brief moment of regret, but her anger and hatred toward Zarathustra steels her resolve, and she becomes absolutely determined to find Jade, by any means necessary, no matter what the cost.

    By now, Jade, though without much of the abilities she gained in the previous game, has learned some truly incredible physical skills, becoming a master of stealth and staff combat. She's able to find and commandeer a ship, making it off planet through a hail of anti-spacecraft gunfire. Meanwhile, Lorima discovers an ancient wormhole and makes her way to the Milky Way Galaxy to find Jade. Jade's final mission before reuniting with Lorima is a battle with the boss from the previous game, the one who initially abducted her and took her prisoner on Earth. She raids a cloaked Zarathustran corporate ship to find him, and circumvents his healing factor, dealing him a fatal blow. Meanwhile, Lorima manages to get her revenge against the DomZ for destroying Crystaria, defeating their leader who begs for mercy before he's destroyed. Following these two missions, Jade and Lorima have their tearful reunion on a rain-soaked planet on the outer edges of the Milky Way, and exchange the information both of them have picked up about Zarathustra. The two return to Earth, determined to defeat Zarathustra with what they've learned, but the mission hits some snags, with Jade becoming unnerved that Lorima sacrificed so much to rescue her, and that Lorima is so much more powerful now than she is. The two sisters have somewhat of a blow-up, resulting in Jade getting captured again and Lorima going to rescue her, only for it to be a trap set by Caesar (who reveals himself here for the first time). Lorima tries to fight, but her powers are useless against Caesar, who has used technology to make himself somewhat of an immortal god, and who, after living for more than 3,000 years, knows just about everything that can be thrown at him. Just as Caesar is about to strike a fatal blow to Lorima, Jade gets free and gets in the way, and something activates within Jade, though the blow seems to be a fatal one. Lorima has lost her powers but manages to carry Jade to safety, and it's revealed that Jade has powers similar to Lorima's, but utilizing darkness instead of light, while Lorima's powers have seemingly vanished. This leads to more tension between the two, with Jade furious that Lorima let billions of people, including her entire planet, die just to save Jade, when Jade could have gotten herself free. Lorima reveals that ever since Jade saved her life, it's been eating at her that she couldn't repay the favor, and that since she was the only one who could remember Jade after everyone got their memories wiped, it had to mean something. The two continue to wander, pursued by Zarathustra robots and mercenaries, with Jade just getting the hang of her darkness powers and Lorima trying to defend herself and Jade with just her gunplay and martial arts. The two eventually encounter humans living on Earth, and realize that people are still living here amongst the ruins, trying to hide from Zarathustra more than 3,000 years after the great disaster. In fact, after following the humans to a hidden village, the two are recognized by an old man, who refers to Jade as Eskrima. Jade (whose birth name is revealed as Eskrima) and Lorima learn that they were born on Earth during a cosmic conflux, and that the two had special powers from the moment they were born. Knowing that Zarathustra would hunt the girls down, their parents found some scrap and built a space pod, then sent them into the stars, but the pod wasn't properly built, and after hitting FTL speed, a wormhole was created that sent Lorima to Crystaria, where she was found by the royal family (with the pendant given to her by her birth parents identifying her proper name), and sent Jade to Hillys, where she was found by Pey'j. The wormhole caused Jade's powers to become dormant and Lorima's to become more powerful. With Zarathustra's army closing in and Jade's powers still shaky, the two realize they have to get off Earth again, and decide to go to Hillys, which is being targeted by Zarathustra next.

    With about one-third of the game remaining, a large chunk of the next part of the game takes place on Hillys, where the original game was set. During this segment, Lorima reunites with Violet and the Crystarian refugees, and takes steps to atone for causing the planet to be destroyed, while Jade reunites with Pey'j and her old friends, and is quickly able to jog their memories, causing them to return to Jade and Lorima's side after a brief boss fight. The primary mission on Hillys is to protect the planet from the Zarathustran army, while also activating radio towers throughout the planet that both restore people's memories of Jade throughout the universe and also expose the dirty deeds of Zarathustra. During this time, Zarathustra sends powerful robotic monstrosities and brainwashed alien races to Hillys in similar fashion to what happened to Crystaria, but Jade, using her powers, is able to repel most of them, while Lorima, rapidly learning to fight without powers, makes a meaningful contribution to the fight as well. Events on Hillys culminate in a massive planet-wide battle in which the citizens of the planet, already used to rising up and fighting hostile forces, battle a massive alien invasion, while Jade and Lorima raid the alien command ship. During this segment, Violet, who never once stopped believing in Lorima, even during the destruction of their home planet of Crystaria, battles against the alien forces with everything she has, but is seemingly fatally wounded by the alien commander. As Lorima holds the dying Violet in her arms, her light powers reawaken, and she is able to bring her adoptive sister back to life, while also helping Jade to fight back a ferocious alien assault. The Zarathustran capital ship directs another planet-killing beam at Hillys, only for Jade and Lorima to combine their powers and repel it back at the ship, destroying it and saving the planet. The two sisters then leave everyone behind to return to Earth by themselves to take Zarathustra down once and for all. The first thing they do is evacuate all the other humans on the planet into the last remaining escape ship, leaving only the two sisters on the planet to descend into the bowels of Zarathustra, a massive subterranean complex extending to the Earth's core itself. Zarathustra is ready for the two, however, and is equipped with disabling fields capable of disabling one or both of the sisters' powers, requiring them to resort at times to old-school stealth in order to accomplish their mission. They're also frequently separated by segments that force two people to activate a switch at the same time, so the player will continue to switch back and forth between the two heroines. This segment is heavy with story exposition in which Jade and Lorima learn the entire truth about Zarathustra's activities throughout the universe over the past 3,000 years, tying literally every story thread in the last two games back to this one organization. Meanwhile, Caesar taunts the girls frequently over the PA system, and Exogenesis also speaks to them in a much colder manner. The two must disable Exogenesis to sever Zarathustra's control from both Earth and the universe at large, and this culminates in the girls reuniting to battle the massive AI system in an epic, multi-stage boss fight. Finally, the girls encounter Caesar, but Caesar reminds them that Zarathustra is so tied into the universal order that destroying it will cause the universe to descend into chaos and war, that he is the only one capable of controlling the entire universe and that without Zarathustra, everything will be ripped apart from each other, ushering in a new universal dark age. Lorima is particularly taken in by Caesar's words: she's always valued order over chaos, and her quest to save Jade and get revenge cost so many people their lives... could Caesar be right after all? However, Jade tells him to shove it, that no one should have control over the universe and that humanity will always desire freedom over control. Caesar's words don't get to Jade, but they get to Lorima, and the two sisters have an emotional boss fight, starting out with their powers in spectacular fashion, but then descending into a brutal, physical fight that ends with Lorima trying to push a laser gun against Jade's forehead while Jade barely holds it back with her staff (shades of Spike and Vicious' final fight in Cowboy Bebop, which provided the direct inspiration for the Jade/Lorima fight).

    Eventually, the two each remember something their biological parents said to them, Lorima remembering an inscription their mother made on her necklace, and Jade remembering a diary page left by their biological father. They apologize and are about to tearfully embrace when Caesar shoots them both at once, Jade through the back and heart and Lorima through the neck. It's a fatal wound for them both, but moreso for Jade, who is dying in Lorima's arms. Lorima, rendered mute by the shot and bleeding out herself, manages to reactivate her powers, but can't save both of them. As Jade begs Lorima to save herself, Lorima uses her powers to save Jade, and dies in her fully healed sister's arms. Caesar tells Jade that she should have chosen to back off like Lorima did and they'd both still be alive. Jade walks toward Caesar, but without any powers, all she can do is swing her staff at him, which he easily catches. She screams and unleashes her full physical fury on him, but he blocks every single blow. Jade literally breaks herself on Caesar, her bones shattering as she throws herself into him with all her might with no regard for her own pain. Finally, Caesar grabs her by the throat and tells her he's going to keep her alive for the rest of eternity just so she can watch the universe bow to him. That's when Jade's eyes begin to glow, one white and one black. Activating both her sister's powers and her own, Jade heals herself and blasts Caesar away from her. This begins a two-stage final battle, in which Jade, with all of Lorima's powers and her own, battles first an ordinary (but still very powerful) Caesar, and then battles Caesar augmented to maximum strength by dozens of biological and technological implants. Jade finishes Caesar off, then collapses at her dead sister's side as the underground complex begins to collapse around them. Jade resolves to die at Lorima's side, touching her heart one last time... only for Jade's powers to begin to leak into Lorima, resurrecting her. Lorima awakens, and even the wound in her throat begins to heal, allowing her to speak again (with her first word being an insult to Jade that the two frequently used toward each other throughout this game and the last). The two hug, but immediately have to flee the facility as it collapses. They make it outside and run up a hill overlooking the town where they were born, sitting down exhausted and starting to laugh. The two no longer have their powers, as Jade used all of them to bring back Lorima and now they're just ordinary (but also very extraordinary) young women, the last two humans on Earth. Realizing that there's no way for them to get off the planet, the two of them decide to just live out their lives together as sisters, surviving by combing through the ruins and on each other's company. However, as they start to get used to the idea of being alone on Earth together for the rest of their lives, a Crystarian ship arrives, and Violet waves down from it at Lorima. Then, Pey'j and Jade's other friends from Hillys arrive in another ship, with Pey'j asking Jade if she really thought he was just going to let her go off saving the universe by herself. Hundreds more ships arrive from all over the universe, filled with humans and aliens, seeking to once again make Earth their home and rebuild humanity's origin world. The camera zooms out to show the Milky Way Galaxy and then the entire universe, and as the credits roll, scenes play showing not just the recolonization and recivilization of Earth, but showing the entire universe now freed from the control of Zarathustra, ending the numerous false wars that the corporation started and throwing off the control of despots ruling in its name. The after-credits scene shows Jade, Lorima, Violet, and Pey'j returning to Hillys. Jade says that while she was born on Earth, she'll always call Hillys her home, and wants to go back to doing what she does best: reporting the truth with the people she cares about. Lorima and Violet aren't yet sure if the remaining Crystarians will settle on Earth, Hillys, or elsewhere, but until then, Lorima wants to catch up with both of her sisters. The game ends with the four looking up toward the starry sky, more beautiful and peaceful than it's ever been.

    Beyond Good And Evil 3 is released on October 13, 2009, to universal critical acclaim. Critics praise the game's graphics, gameplay, and storyline, calling it a perfect way to end one of the most epic video game trilogies of all time. Despite the high praise, the game isn't reviewed quite as highly as the previous two, owing to a number of factors including some minor gameplay quibbles such as awkward pacing, the inability to switch freely between the two protagonists, and a few annoying stealth segments. However, it's still considered one of the best games of the year, and becomes one of the best selling Sapphire games to date, moving around one and a half million copies in its first week of release. It wraps up the original trilogy in spectacular fashion, and though Ubisoft retains the rights to the IP and will almost surely make more, Michel Ancel reiterates that he's "done" with the series, and returns his focus to Rayman games and the upcoming fourth title in the Darkest series of RPGs.
     
    BONUS: Thomas The Tank Engine Animated Series Announcement
  • Thomas the Tank Engine and Friends To Be Rebooted in 2010

    In the 1970s, Andrew Lloyd Webber had made an attempt to adapt The Railway Series as a stage musical. However, when the Revered W. Awdry denied him the amount of creative freedom he desired, Webber went on to instead compose Starlight Express. Now, however, Webber has confirmed his new project will be a collaboration with HiT Entertainment to reboot the TV series in CGI Animation.

    So far, it has been confirmed that Webber will be working with long-time partner Tim Rice to compose a series of new pieces for the show. In addition, Robert Hasthorne, who composed the music of the original model show's last 4 seasons, will be remaining with his son Peter. According to them, they intend to use some original themes, but also heavily use recompositions from the first Seven Seasons which were composed by Mike O'Donnel and Junior Campbell.

    In addition, the music team will be working heavily with a writing team lead by Andrew Brenner, who had written a series of stories for the original show's tie in magazines. These stories, despite being a musical form now, are intended to be truer to the Rev. Awdry's books than what the original series permitted. This will include such details as the engines looking more like actual British steam engines as opposed to model trains, and even several liveries being bought back from the books like James' original black livery from before the events of Thomas and the Breakdown Train. In a recent interview by the Sodor Island Fansite, Brenner has stated that his team has decided on setting Sodor in a deliberately anachronistic Britain similar to what was done in Batman: The Animated Series. While there are references to such things as The Beatles, Walt Disney, and numerous classes of British Steam Engines, there are also many references to the original show's heyday in the 1980s and 1990s such as the pop culture and even some technology like video games.

    While the characters now have individual voices, the Narrator (voiced by Mark Moraghan) is still present to provide exposition at various points in the episode. The confirmed voice cast, which consists of those for the characters in the first two Railway Series books, is not an exceptionally remarkable one. Out of them, only four actors have notable international recognition. Those being Telletubbies narrator Tim Whitnall (Henry the Green Engine), Angela Lansbury (Annie and Clarabel the coaches), Beatles Drummer and former series Narrator Ringo Starr (The Fat Controller), and Monty Python veteran Eric Idle (Edward the Blue Engine). However, the remaining voice does consist of some seasoned talent from previous British animated shows; such as Canadian-born Kerry Shale (Gordon the Big Engine), and Bob the Builder alumnus Rob Rackstraw (James the Red Engine). Thomas himself has been confirmed to be voice by former child actor John Hasler (T-Bag, The UK Tour of The Lion King). Last but not least, several engines seen in the background of the original books will be given some recognition, namely the antagonistic 98462 and 87546, who will be having bigger roles than they did before under the names "Alfred" and "Cecil".

    Currently, HiT is eyeing the possibility of the show leaving PBS. With the creative staff's current hope being that they could secure a good slot on Cartoon Network.
     
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    Fall 2009 (Part 3) - A Study In Duality
  • Duality

    Duality is a third person shooter exclusively for the Apple iTwin, in which one player or two controls a pair of young space heroes who must do battle against an evil intergalactic empire. Unlike other modern third person shooters such as The Covenant and Squad Four, Duality has more of an arcade-style of gameplay, with a top-down view that shifts at certain points to a full third-person cinematic view, during close-quarters combat or when the player is taking cover in certain areas or looking around corners. Combined with the game's somewhat cartoonish look, and it gives the game both a cinematic aesthetic and a pick up and play type of vibe that makes it extremely visually pleasing and also easy for players of any skill level to get into quite quickly. The gameplay itself can best be described as OTL's Hotline Miami, but a lot more forgiving and a lot less violent. The protagonists, Nate and his sister Lexi, are members of the Galactic Hero Force, an organization dedicated to defeating the Hyperion Empire that is spreading rapidly throughout the galaxy, leaving death and destruction in its wake. Nate and Lexi are standout members of the GHF, and fight quite well together, though they often bicker even as they are battling the enemy. Missions consist of a series of rooms with different configurations of items, enemies, and hazards, and Nate and Lexi can either stick together or go to different sections of the room depending on the preferences of the player(s). The two can each equip their own separate weapons and items, and work best when their weapon selections compliment each other. Weapons are rapidly picked up and swapped out, with each able to wield three weapons at a time: a light weapon, a medium weapon, and a heavy weapon. Each weapon has its own type of projectile, its own rate of fire, its own power, and its own weapon spread, and each of these factors should be considered when determining the effectiveness of a weapon. A smart player will position Nate and Lexi and equip them in such a way that the enemies in the room won't be able to avoid taking damage and won't be able to damage Nate and Lexi in return. Players can also collect items which have a variety of effects, ranging from healing or protecting Nate and Lexi to being used as weapons in their own right (such as grenades and flash bangs). Weapons and items don't carry over from mission to mission, similarly to the Squad Four games, though they tend to get more powerful as the player progresses through the game. During missions, Nate and Lexi will frequently converse with one another, and there are lots of different voiced lines in the game, pertaining to both the current story and the player's playstyle. There are other characters in the game as well who will interact with the two during missions, giving the two a chance to show their personalities independent from one another. However, Nate and Lexi remain the only playable characters in the game, and the player will always have control of the two of them during every part of every mission. When Nate or Lexi's health is depleted, the other one can revive that person, but must find a safe spot in which to do so, and their combat effectiveness will gradually be reduced until they are able to revive their partner. If both of their health gets depleted, the player must restart from a checkpoint, which is usually only one or two rooms back to reduce frustration. The game plays much like a classic arcade title, with the player scoring points as they kill enemies and collect items. If two players are playing, one as Nate and one as Lexi, both of them will score points separately based on the actions they take with the character they control. The game can be played one of four ways: By one player, utilizing traditional controls for one character while the AI controls the other, by one player, using the iTwin controllers to control both Nate and Lexi at the same time, by two players, utilizing traditional controls for one character each, or by two players, using the iTwin controllers for a more simplified traditional control scheme for one character each. The game's graphics are quite polished and detailed considering its cartoony aesthetic, with action taking place in both animated cutscenes and utilizing stylized motion comic panels. The game's soundtrack is considered good, a solid mix of adventurous compositions, while the game also utilizes a talented cast of voice actors which includes Danny Cooksey as the voice of Nate and Mae Whitman as the voice of Lexi. Though the game is a third person sci fi shooter, it's aimed at family audiences and is quite nonviolent for its genre. It gets a Teen rating, but straddles the line between E10+ and Teen.

    The game begins by introducing the Galactic Hero Force and briefly discussing the war that's embroiled the galaxy, about how the Hyperion Empire arose from a small, nondescript planet that discovered a forbidden technology that allowed it to become a conquering force that threatened everything, and the GHF was the last line of defense in taking it down. We're introduced to Nate, Lexi, and their friends, including Nate's love interest Marisol (voiced by Andrea Navedo) and Lexi's love interest, the somewhat cocky Daxson (voiced by Seth Green). Marisol and Daxson appear in numerous missions throughout the game, playing major supporting roles as frequent allies to the two main heroes, along with numerous other members of the GHF and several people outside of it. The game spends a lot of time building up relationships between characters and making the player really care about them, intertwining a lot of the character building with gameplay segments rather than dumping a lot of it into the cutscenes to pad the game. The game itself is divided into 21 missions, which range from fairly short (spanning just a few rooms and clearable in a few minutes) to long and epic, taking 30-60 minutes to play through. Early missions include a raid on a Hyperion battleship, a rescue mission on a besieged planet, and a trip to steal an important item from an enemy laboratory. We're introduced to several Hyperion commanders and lieutenants, with some of them more sympathetic than others, though the game's arch-villain, Emperor Bloodthorn (voiced brilliantly by Leonard Nimoy) is unambiguously evil. The emperor makes his presence felt early and often, showing up in the third mission of the game to taunt the heroes, and frequently issuing orders to his armies and communicating with the heroes as well. After the first few introductory missions, things get a bit more serious: Nate and Lexi have to respond to a failed raid in which numerous GHF members were captured, a Hyperion commander defects and must be extracted by the heroes, and finally, in mission 12, there's an attack directly on GHF headquarters that is only just barely repelled and leads to the death of a respected mentor to Nate and Lexi. The third segment of the game mostly centers on the GHF defending various strongholds and trying to limit the damage caused by the Hyperion raid, with Nate (who blames himself for what happened) feeling somewhat down and having to be pulled out of it by his friends, mostly Lexi and Marisol. The Hyperion commander who defected earlier in the game turns out to be a mole and must be stopped, leading to trust issues for another couple of Hyperion soldiers who genuinely do want to defect, with tragic results for one of them. This section culminates in Mission 17, which sees Marisol captured and Lexi leading the charge to save her while Nate continues to blame himself for what happened. Ultimately, Nate rescues Marisol and gets his confidence back, and the GHF finally scores a major victory, leading to the game's final four missions: a raid on the Imperial HQ itself. These four missions are some of the toughest in the game, featuring multiple boss fights in each of them and the culmination of numerous storylines, with big moments for each of the game's major characters. The missions are considered to be among the most fun in the game as well, with plenty of opportunities for acquiring great weapons and racking up huge point combos while using strategy in fights against difficult enemies and bosses. The final mission is a raid on the imperial palace and contains some of the game's toughest challenges, including a two-stage fight against the Emperor himself. After the Emperor is defeated, the GHF are hailed as heroes, and Nate, Lexi, and their friends enjoy a much needed vacation. Unlike some of the bittersweet endings that have crept into some games as of late, the ending of Duality is quite happy and certainly well deserved. There's not much in the way of bonus content in Duality, the replay value of the game comes from maximizing one's high scores and trying out different tactics in battle, though there is a New Game+ mode of sorts that allows players who achieve a certain score in every mission to start off any mission with any weapon loudout they choose.

    Duality is released on October 27, 2009, to a great deal of pre-release hype after enthusiastic previews and excellent review scores. This might be the most hyped iTwin game of the year thus far, though Apple doesn't market it quite as much as some of their established franchises, they still know what they have and market it reasonably well. The result is a game that sells excellently upon its release, with over 500,000 sales in its first week and continuing strong sales throughout November and December. It's considered perhaps the best use of the iTwin's dual control setup since Sonic Duo, and the best co-operative multiplayer title since that game as well. The game's characters also garner a strong fandom upon the game's release, with fanart and fanfiction sprouting up fairly quickly due to the popularity of the game. It drives iTwin sales during the holiday season as well, and though it doesn't sell quite as well as Nintendo's Beyond Good And Evil 3 at first, it would ultimately sell significantly better during the holiday season, also outselling Sonic: Elemental Friends in North America and Europe during the calendar year of 2009. It's considered to be the strongest new Apple IP since Pixelworld, and its characters would become available in Pixelworld via downloadable content shortly after Duality's release. Duality would get a line of merchandise and other spin-off content starting in 2010, and work would also begin on a sequel to the game.
     
    Fall 2009 (Part 4) - Capcom, Apple, And The Future Of Exclusivity
  • XR: Battle Ready

    XR: Battle Ready is the sequel to 2004's hit Capcom game XR: Human Weapon. It continues the story of the previous game, in which specialized fighters are trained to be shot out of giant cannons deep into enemy territory, at which point they emerge from their bullet-like casings and attack. The gameplay, while similar to the previous game's (a sort of light-hearted, cartoony hack and slash type of combat), has evolved somewhat, with the involvement of projectile weapons and the ability to stay much longer in the air after being shot out of the cannon, firing from enemies at above, hovering, and even focusing and zooming in on targets. The game also has a somewhat faster pace to it, with more projectiles flying and enemies able to attack while in the air, even shooting their own human weapons at you while you're coming down on a target. Despite these changes, the core gameplay remains the same: start by aiming at an enemy position and then fire yourself at them, attacking fiercely once you land and accomplishing your mission. The storyline picks up where the previous game's left off, featuring XR as the game's primary protagonist and Dr. Vector as the villain, though many of the side characters are new, and the presentation itself has significantly improved, with better animation and more background detail. The improved graphics of the iTwin also allow for larger bosses and much larger combat areas, increasing the importance of a player's first landing. The game features motion controls heavily, giving the player the option to use the iTwin controllers to both aim and fire during the cannon phase of a battle and also using the motion controls to attack enemies. As an iTwin exclusive, much of the game is designed around the motion controls, though the traditional control scheme works just fine. The game has slightly more cutscenes than the original, with the plot being a bit more complicated due to an expanded cast of characters and the larger nature of Dr. Vector's schemes, as well as the game somewhat questioning the morality of the Human Weapon Project, implying that some of XR's own teammates were forced into the program. XR will meet a character named Julius who claims to be a former member of the program and now doesn't fight for anyone, either XR's group or Vector, instead serving as a hired mercenary and also working to sabotage the Human Weapon Project whenever he can. He becomes a foil to XR, is fought frequently throughout the game, and ultimately becomes a reluctant ally after Vector takes advantage of other outcasts of the Human Weapon Project to serve as his own unwilling weapons in his campaign to destroy several cities under the protection of XR's group. XR must go back and forth between the cities to defend them and to relieve his besieged allies, and comes to question his own superiors in the process, putting the safety of the world in jeopardy. In the end, XR resolves to fight, but not for his organization, only for himself and for the innocent. He heroically defends his city against Vector's final furious assault, and the ending of the game shows XR with Julius, but doesn't conclusively say whether or not he remains in his organization.

    As another hot Capcom exclusive on the iTwin, XR: Battle Ready is considered one of their better games of the year, scoring excellent reviews and selling better than The Containers 3. It's released in December 2009, and though it's somewhat overshadowed by a few of the bigger titles released at the time, it's considered one of the iTwin's best exclusives of the year. The lack of a multiplayer mode is the biggest criticism against the game (the campaign's also somewhat short, but it's quite fun, so most people accept the shortness of the campaign). The game is also jampacked with some other fun side modes such as target practice and aerial combat, but all of these modes are single-player as well, including the aerial combat mode, which, as a fighting-game like mode with the game's battle mechanics, is a bit baffling. The game is released more than five years after the original, but most fans think it's worth the wait, and hope Capcom makes another game in the series soon.

    -

    Slowly but surely, Capcom is gravitating to Apple, with most of its major series, including Resident Evil, Street Fighter, and Star Siren now confirmed to be getting at least one Apple exclusive installment in the next three years. Other Capcom franchises such as Mega Man have already gone fully-Apple exclusive, and the Marvel vs. Capcom series will also be exclusive to Apple, giving fighting game fans on that system a third exclusive franchise to salivate over, after Virtua Fighter and Virtue And Vice. However, Capcom continues to insist that it's not going to be developing all of its future games exclusively for Apple systems, and indeed still has a few games coming to Nintendo systems over the same period of time. In particular, the next mainline Resident Evil game, Resident Evil 6, is all but confirmed to be coming to both the Sapphire and the iTwin, and Capcom says it also plans to release another Star Siren game for a Nintendo system as well, along with a new IP the company has announced but not yet named.

    Capcom's arrangement with Apple is mostly a cost-sharing one, with Apple agreeing to share production costs with Capcom for certain major games, including the upcoming Resident Evil: Dual Descent, which will feature Jill Valentine and an unnamed new character partnering up to face down a growing horde of dangerous zombies. The game is said to utilize the iTwin's dual controllers in "a brand new and completely innovative way", and Capcom says that they're developing the game in conjunction with a new studio owned by Apple. Apple and Capcom are also sharing production costs for the new Mega Man Next games, and that another Mega Man game is in the early stages of development and that Apple is playing a heavy role in the game's design. This cost-sharing arrangement is what makes it more profitable for Capcom to release many major games exclusively on the iTwin and iPod Play, even when said games would otherwise sell millions on the Sapphire and Supernova. It was forged in an agreement between the two companies more than half a decade ago, and which has proved quite profitable, especially in Japan: Capcom's sales in Japan have spiked 46% in the last three years on the strength of the newest Mega Man titles, while Street Fighter V has been the best selling iPhone game in Japan this year.

    Nintendo fans have expressed anger in recent years toward Capcom, which used to produce some of the biggest hits on the NES and Super Nintendo, including the classic Mega Man and Mega Man X games. For years, Mega Man was a major selling point of the Nintendo Entertainment System, and even though the character also appeared on the Genesis, he's been considered by many to be a Nintendo icon. Games like Breath Of Fire were also exclusive to the Super Nintendo and its CD peripheral, and Street Fighter II: Arcade Edition was the biggest launch title on the Super Nintendo CD, selling far more copies on that system than the Genesis versions of the game. Of course, for a time the Resident Evil series was a Sega exclusive, though that owed more to technological differences between the Saturn and the SNES-CD, and the game was swiftly ported to the Ultra Nintendo upon its release. Star Siren, one of Capcom's biggest recent franchises about a magical schoolgirl superheroine and her friends, was a major launch title for the Nintendo Wave, and the sting of seeing an exclusive Star Siren game for the iTwin drew particular ire from that franchise's long time fans, with one fansite even hosting an interactive fanfiction roleplay session about Star Siren and her friends battling a supervillain version of Steve Jobs. Most of the anger over Capcom's "betrayal" stems from North American fans, as Japanese fans have, for the most part, been either neutral toward or excited about Capcom's Apple games. Apple's popularity has been increasing in Japan for the past several years, and the prevalence of games from companies like Capcom on the system is a major reason why.

    Capcom fans should expect to see their favorite franchises featured on the iTwin for quite some time, as Capcom and Apple's deal is likely to continue well in the next decade due to continued strong sales for both companies. Perhaps the winds of change will blow with the next generation of gaming consoles, but Capcom and Apple seem like a match made in heaven, and it may not be long until we see a series like Street Fighter or Resident Evil go the Mega Man route of total exclusivity.

    -from a November 1, 2009 article on Games Over Matter

    -

    "The iTwin is leading the current generation game console market and doesn't look to be going away anytime soon, but we may in fact have the first confirmed game for the iTwin's successor console, whatever or whenever that may be. According to a leaked Capcom memo, the company is in the early stages of development for a massively multiplayer RPG title as a potential launch game for Apple's next generation console. The game was originally supposed to be released for the iTwin, probably sometime in 2011 or 2012, but it's proving to be too ambitious an undertaking for the current technology, and now looks like it's going to be released on whatever Apple's next home console is going to be. The fact that Capcom is already planning a game for the next Apple console shows just how deep the relationship these two companies has become, and also shows that the company is evolving majorly since their close relationship with Apple began. We don't have any more details on this upcoming game, but it's something to look forward to in a few years once the next console generation hits."
    -from a Kotaku article posted on November 18, 2009
     
    The Billboard #1 Hits Of 2009
  • January 3: “Cross The Blue Ocean” by Katy Perry ft. Ayumi Hamasaki
    January 10: “Cross The Blue Ocean” by Katy Perry ft. Ayumi Hamasaki
    January 17: "Start Again" by Ne-Yo
    January 24: "Start Again" by Ne-Yo
    January 31: "Rock Out (With Your Sock Out)" by P!nk
    February 7: "Rock Out (With Your Sock Out)" by P!nk
    February 14: "Rock Out (With Your Sock Out)" by P!nk
    February 21: "Rock Out (With Your Sock Out)" by P!nk
    February 28: "Rock Out (With Your Sock Out)" by P!nk
    March 7: "Rock Out (With Your Sock Out)" by P!nk
    March 14: "Rock Out (With Your Sock Out)" by P!nk
    March 21: "Rock Out (With Your Sock Out)" by P!nk
    March 28: "You Can't Fool Me" by Hikaru Utada
    April 4: "You Can't Fool Me" by Hikaru Utada
    April 11: "Rock Out (With Your Sock Out)" by P!nk
    April 18: "Toast" by Stefon
    April 25: "Toast" by Stefon
    May 2: "Toast" by Stefon
    May 9: "I Know U Called Me" by BoA
    May 16: "I Know U Called Me" by BoA
    May 23: "I Know U Called Me" by BoA
    May 30: "I Know U Called Me" by BoA
    June 6: "In An Hour" by Taylor Swift
    June 13: "In An Hour" by Taylor Swift
    June 20: "In An Hour" by Taylor Swift
    June 27: "My Forever" by Ayumi Hamasaki
    July 4: "My Forever" by Ayumi Hamasaki
    July 11: "I Gotta Feeling" by The Black Eyed Peas
    July 18: "I Gotta Feeling" by The Black Eyed Peas
    July 25: "I Gotta Feeling" by The Black Eyed Peas
    August 1: "I Gotta Feeling" by The Black Eyed Peas
    August 8: "I Gotta Feeling" by The Black Eyed Peas
    August 15: "I Gotta Feeling" by The Black Eyed Peas
    August 22: "I Gotta Feeling" by The Black Eyed Peas
    August 29: "I Gotta Feeling" by The Black Eyed Peas
    September 5: "I Gotta Feeling" by The Black Eyed Peas
    September 12: "I Gotta Feeling" by The Black Eyed Peas
    September 19: "Cross My Heart" by Chloe Wang
    September 26: "Cross My Heart" by Chloe Wang
    October 3: "Cross My Heart" by Chloe Wang
    October 10: "Cross My Heart" by Chloe Wang
    October 17: "Cross My Heart" by Chloe Wang
    October 24: "Fireflies" by Owl City
    October 31: "Fireflies" by Owl City
    November 7: "Run This Town" by Jay-Z and Rihanna
    November 14: "Use Somebody" by Kings Of Leon
    November 21: "ZYX" by DJ Hoogland ft. Ke$ha
    November 28: "ZYX" by DJ Hoogland ft. Ke$ha
    December 5: "ZYX" by DJ Hoogland ft. Ke$ha
    December 12: "ZYX" by DJ Hoogland ft. Ke$ha
    December 19: "You Won't Believe" by 2NE1
    December 26: "You Won't Believe" by 2NE1
     
    Fall 2009 (Part 5) - Atlus, Still Nestled In Its Niche
  • Shin Megami Tensei IV

    Shin Megami Tensei IV is a turn-based RPG that was released on the Game Boy Supernova in late 2008 in Japan and late 2009 in North America. From a presentation standpoint, the game has much in common with OTL's Shin Megami Tensei IV, complete with voice acting and animated cutscenes, though the game's plot and some gameplay mechanics do differ from that game. The game sees an earlier release than OTL's title, due to Atlus' success with releasing games for the Supernova, though most of them never see the light of day outside Japan. Shin Megami Tensei IV almost doesn't, due to poor sales for Nocturne back on the Ultra Nintendo in North America, but the Supernova's continued success and the success of some other niche RPGs on the console convinces Atlus to give it another go. While the game includes the demon capturing, press turn system, and difficulty of OTL's Shin Megami Tensei IV, it also introduces the Demonic Infusion System, in which players can directly infuse up to six demons to their bodies, on their head, chest, left arm, right arm, left leg, and right leg. Infusing a demon gives a character a stat boost and allows them to learn one technique, and certain demons are better infusion partners than others, though it also causes the demon to be permanently lost. Infusing demons to a character can affect their affinity with other demons, making it easier or more difficult to recruit certain ones, with some demons only able to be recruited if one has a particular demon infused to a particular body part. The storyline of Shin Megami Tensei IV centers around a secret academy in Tokyo, where the protagonist is a brand new student. The academy has a secret, a secret revealed after the student council abducts one of the protagonist's new friends at the behest of a powerful demon. When the protagonist confronts them, he is nearly killed by one of the students, only for an angel to appear and protect him. This angel, called Cardamom, trains the protagonist in the art of capturing demons and infusing them as well, and serves in somewhat of an advisory role. The protagonist begins battling the student council and their demonic allies with the help of a few friends along the way, and about two-thirds of the game is spent fighting their way up the hierarchy of demons, only for it to be revealed that Cardamom isn't entirely on the level and has only been manipulating the protagonist at the behest of another powerful angel named Raphael. Meanwhile, the leader of the student council, a beautiful but seemingly sadistic girl named Tsukiri, may end up as an ally of the protagonist if certain choices are made during the storyline. Eventually, all leads road to a battle against YHVH, with the protagonist siding either with Raphael or with Tsukiri.

    Shin Megami Tensei IV is the most notable JRPG released in North America for the Supernova in the last quarter of 2009 (unless one counts Final Fantasy Dissidia as a JRPG). As such, it actually manages to get a fair amount of hype, and sells better in North America than Nocturne did. Its crippling difficulty does present a problem for casual players (and unlike IOTL, there's no mini-strategy guide included with the game). However, many players see past that and enjoy the game for what it is, a gritty but very well made old-school RPG and one of the Supernova's most popular RPGs of the year. The success of the game, which is probably the most successful title in the series thus far in North America, isn't lost on Atlus, which is already working to bring more games to North America, both for the handhelds and for the main consoles.

    -

    Atlus Reveals Pair Of HD Console Exclusives At TGS 2009, Including Persona 4

    Persona 4 has finally been announced at this year's Tokyo Game Show in one of the more hyped presentations of the show. Atlus proudly presented the game as a Nintendo Sapphire exclusive, and claim that it will continue the series' reputation for thought-provoking and exhilarating RPG action while also presenting the most cinematic experience in the series to date. Calling the game a "paranormal serial killer mystery", Atlus' Katsura Hashino said that the game would feature the most compelling cast of characters to date, and an all new battle system that would test its players' mechanical skill and tactical mettle. Persona 4 unveiled the protagonist as being either male or female, allowing the player to customize their statistical characteristics and physical appearance, offering the player unprecedented freedom to tell their own story. Hashino said that the game would allow for meaningful interactions with more than 200 different characters, while allowing close bonds to be formed with 25 of them, but that "every interaction will play a role in the player's development and how the story will play out".

    iTwin owners shouldn't feel too badly about missing out on Persona 4, as Hashino announced that another game would be making its way exclusively to that console around the same time. He dubbed this new IP a "sexy puzzle romance story" and said that it would use the iTwin's motion controllers in "innovative new ways". He didn't elaborate too much on this new game, but said that it would include RPG elements and would also allow two players to enjoy the game at the same time. Hashino's promise to bring a sexy new IP to the Apple iTwin was one of the most intriguing announcements at TGS, and we can't wait for more information about the game.

    -from an October 24, 2009 article at RPGamer.net

    -

    "Lost in all the Persona 4 hype from the recent TGS announcement was Atlus' quiet confirmation that North American Shin Megami Tensei fans will finally get to play Goddess Orbital, a neat little space-sim/RPG that came out for the Sapphire back in 2008. Shin Megami Tensei: Goddess Orbital was Atlus' first release on the Sapphire, and it essentially has a crew of space station scientists defending Earth from space demons by visiting orbiting space colonies and persuading various goddesses to migrate there. The game combined elements of Atlus' previous dungeon crawler games with elements of simulator titles. Players would first purge a colony of demons, then they'd have to repopulate those colonies by equipping them with amenties favorable to various goddess characters. Meanwhile, a sort of tactical RPG-like battle played out in space, in which demons would attack colonies in order to infest them. Fail to protect those colonies, and the player would have to go back and kill the demons inside all over again. It was somewhat difficult and tedious, and many fans played it for the cheesecake scenes of goddesses in various states of undress. However, as niche and frustrating a game as it is, many SMT fans clamored for the game to make it here, and it'll be released sometime in early 2010."
    -from an October 26, 2009 article on Kotaku
     
    Fall 2009 (Part 6) - Activision And Ubisoft Go To War
  • It was ten years ago today that Activision and Ubisoft sent shockwaves throughout the gaming world by choosing to release their massively hyped multiplatform FPS titles for 2009 (Call Of Duty: Hostiles for Activision and Tom Clancy's Delta Force: Rendition) on the exact same day: November 16, 2009. The two companies both picked the third Monday in November to launch their huge new titles, with Activision picking their release date in June and Ubisoft picking theirs one month earlier, in May. It was expected that one of the two companies would back down: after all, releasing a game against such enormous competition was a sure-fire way to reduce those all important opening week sales and diminish hype for your own game. However, Activision, the company that had scheduled their game after Ubisoft's, refused to back down, coming out in a statement and saying that "we have planned our November 16th release date for quite some time, and we are confident that players who have been fans of the Call Of Duty franchise will purchase and play our product on that date". Meanwhile, Ubisoft didn't budge either, but internal memos revealed that the company did briefly consider moving their game forward two weeks to November 2nd, in order to get the jump on Activision's game. However, doing so would have shortened the length of the critical time that companies use to bug test and polish their final products, and Ubisoft didn't want their much-anticipated Tom Clancy crossover to be spoiled with glitches and bugs, especially if such a misstep would bring more positive press to their competition. So Ubisoft refused to budge as well, and a showdown was set for that fateful day.

    Call Of Duty: Hostiles was a side game in the series, unrelated to the ongoing Modern Warfare series, which had been successful in 2007 and 2008 but was taking a break in 2009 so that its development team could craft what was said to be the series' epic conclusion, at least at the time. Hostiles was much different from any previous Call Of Duty game: it dropped its protagonist, Staff Sgt. Danny Wilford, into a ferociously contested war zone in order to rescue one of his men, a soldier who held an important piece of information about a new military weapons program and who was at risk of being tortured by the enemy for that information. Unlike other Call Of Duty games, which played like realistic modern military shooters, Hostiles almost had the feel of a horror game: the enemy could literally appear anywhere, and player tension was ramped up to a spectacular level, with the player never completely knowing where the next shot might come from. While this made Hostiles a unique experience, it could also be a frustrating one: there was no way to plan for enemy ambushes, and many stages were exercises in trial and error, and sometimes sheer bad luck could make completing a mission almost impossible. Combined with the fact that you could sometimes be betrayed by your own squadmates, and Hostiles found itself somewhat polarizing amongst critics and long time fans. However, the game was unlike any other FPS yet released at the time, and the challenge and horror elements proved to be somewhat refreshing for gamers who were becoming burned out on contemporary FPS games. The multiplayer also incorporated elements of tension and terror, and pulled it off a lot better, with levels that provided plenty of hiding places and made tactical play a necessity. While some players criticized the multiplayer as well, saying that it "rewarded camping and cheap kills", most players were able to adapt, and the Hostiles multiplayer experience was ultimately considered one of the most popular in the series.

    Tom Clancy's Delta Force: Rendition proved to be a much more straightforward FPS game, much like the previous Delta Force 2. It was a crossover of previous games in the series, incorporating elements and characters from both, with familiar protagonists Bill Jackson and Colleen Able teaming up with popular Rendition characters Abel Henderson and Ayari Quadash. Rendition sees its protagonists hunting down a group of rogue mercenaries, each of whom are given their own backstory and a compelling reason for selling out their country, giving the game one of the most complex storylines of any FPS title to date. The gameplay itself, while fairly similar to other FPS games of its day, does keep itself fresh with some unique mission objectives, while its aiming and cover system are one of the most refined of its generation. Unlike the sometimes cheap deaths of Hostiles, Delta Force: Rendition rarely kills its players for any reason other than their own lack of skill, and that carried over to the game's multiplayer, which featured a bevy of wide open stages and modes. Delta Force: Rendition did draw a bit of controversy for killing off fan favorite Ayari in a scene toward the end of the game that many players viewed as "fridging" the character, but other players praised the scene, calling it an emotional and deeply moving sendoff for the character and providing incredible dramatic motivation to take out a villain that before was seen as a bit too sympathetic. Delta Force: Rendition was seen as having both the best gameplay and the best storyline (save perhaps for the original Rendition) of the series thus far, and remains a fan favorite to this day, frequently named as one of the best games in the Tom Clancy series overall.

    Reviews started to come in for both games between 7-14 days before release (a surprising fact to modern gamers, considering the current review embargoes that prevents most of today's blockbuster games from having their review scores revealed until the day of release), and while Hostiles averaged fairly low reviews for the series, averaging an 81 on Metacritic, Tom Clancy's Delta Force: Rendition received overwhelming positive review scores: a 92 on Metacritic and high praise as one of the year's best games and comparable to Modern Warfare 2 as the best FPS of its generation. Though Delta Force: Rendition had stuck to a mostly formulaic FPS formula, it had taken that formula and perfected it, presenting a spectacularly polished, emotionally satisfying game that resonated with series fans and casual players alike. Hostiles, on the other hand, was seen as being too different from the hit Modern Warfare games, and though critics appreciated the fact that Activision had diverted from the familiar Call Of Duty formula, many had trouble getting through the frustrating single player campaign. The response to the review scores by the gaming public was swift, massive, and contentious, with Call Of Duty fans crying foul, Tom Clancy fans saying "I told you so", and everyone gearing up for "the end of Call Of Duty as we know it". The two games launched on November 16th for all three major consoles, both major handhelds, the PC, and the Mac, and industry analysts cautiously predicted a narrow victory for Ubisoft.

    Here are the opening week sales for both titles:

    Nintendo Sapphire:
    Call Of Duty: Hostiles: 1,287,624
    Tom Clancy's Delta Force: Rendition: 1,225,376

    Apple iTwin:
    Call Of Duty: Hostiles: 308,963
    Tom Clancy's Delta Force: Rendition: 330,215

    Microsoft Xbox 2:
    Call Of Duty: Hostiles: 1,564,715
    Tom Clancy's Delta Force: Rendition: 605,341

    Game Boy Supernova:
    Call Of Duty: Hostiles: 112,086
    Tom Clancy's Delta Force: Rendition: 140,271

    iPod Play/iPhone:
    Call Of Duty: Hostiles: 168,318
    Tom Clancy's Delta Force: Rendition: 80,660

    Call Of Duty: Hostiles proved to be the stronger of the two games commercially, though it was only on the Xbox 2 where Hostiles truly asserted its sales dominance. Other consoles and handhelds saw a much more even split, with Delta Force: Rendition even winning out on the iTwin and Supernova, if only barely. What happened? First, it's important to discuss the handheld versions of the two games, both of which were quite faithful, with obvious graphical compromises: Call Of Duty: Hostiles kept all the missions from the console versions of the games, though some were shortened a bit to remove some extraneous elements, while Delta Force: Rendition cut several missions entirely, but substituted shorter new missions with increased character focus, particularly on Ayari (which makes the handheld versions the preferred versions of the games amongst a few devoted fans of that character). Fans were much kinder to Hostiles than critics were, and since a large portion of Call Of Duty fans prefer the multiplayer experience to the single player campaign, the fact that Hostiles' multiplayer was also given a lot less criticism contributed to the game's commercial victory over Rendition. Despite the fact that Call Of Duty beat out Rendition, it still came in slightly under Activision's sales expectations for the game, which were expected to be higher following the success of Modern Warfare 2. The company would ultimately chalk up the sales disappointment to the game's critical reaction, while still boasting that the game's online multiplayer had twice as many players as Delta Force: Rendition. Ubisoft's game actually met sales expectations, having the most successful launch of any game in the series to that point, and while Hostiles would show stronger legs over the holiday season, Delta Force: Rendition was still the #2 best selling game during the time period between its launch and December 31, 2009, behind only Hostiles.

    It's still not entirely known whether or not the sales hit from two blockbuster games competing directly against one another and launching on the same day was offset by the incredible amount of press it generated for both games. Activition proudly proclaimed victory over Ubisoft once the opening week sales figures were in, but Ubisoft's game actually met expectations, so Ubisoft ended up declaring victory as well. The fact of the matter is that both franchises continued to experience strong sales well into this decade and continue to be successful to this day, with more than a dozen Call Of Duty and Tom Clancy games released during the 2010s. It's also notable that we never again saw a major Call Of Duty game launch directly against a major Tom Clancy game on the same day, so for all the victory that both companies declared, they ultimately considered the experiment an unsuccessful one. Regardless, we'll always remember the day that Activision and Ubisoft pointed their guns at one another from across the gaming landscape and pulled the trigger, lighting up the 2009 holiday season in an epic battle of the military FPS blockbusters.

    -from a November 16, 2019 article on Games Over Matter
     
    Fall 2009 (Part 7) - Squad Four Protectors
  • Squad Four Protectors

    Squad Four Protectors is the fifth mainline game in the Squad Four series and the follow-up to 2003's Squad Four Upheaval. It's a mission-based hack and slash game that sees Shad, Marcus, Rebecca, and Lane teaming up once again to help protect people throughout the galaxy. Unlike the previous games in the series, which ran the gamut from rail shooter (the SNES-CD games) to 3-D adventure (Rebellion and Upheaval), Squad Four Protectors is more of an action title, and takes the run and gun type gameplay from the previous games and turns it into full-on hack and slash, combining melee fighting and shooting for an experience not unlike OTL's Vanquish. The original Squad Four Rebellion back in 1999 was said to be somewhat of a precursor to the modern hack and slash game, so now the series comes full circle. Unlike the previous games, which had a defined mission structure, with one mission played after the other, Protectors takes a more open-ended approach. It has a series of storyline missions (18 total), but also has 40 side missions of varying lengths that can be opened up and played at different points in the story, giving the game a structure somewhat close to the Tales Of The Seven Seas series, which Argonaut admits inspiration from for this game. These side missions can be played for high scores and to learn more about the game's storyline while also experiencing unique challenges. However, like previous games in the series and like most modern hack and slash games, Protectors doesn't have permanent power-ups. Instead, power-ups are collected and used only in the missions in which they're found. While this does keep the player from having a sense of character progression, it also allows difficulty and challenge to remain somewhat consistent throughout. Later missions do tend to have stronger power-ups, so there is still SOME sense of progression, but there are no permanent health or attack boosters like there are in games such as Devil May Cry and the later Bayonetta. Also, unlike in previous games in the series, all four main characters are available to play in every single mission. Players can select Shad, Marcus, Rebecca, or Lane, and the only thing effected will be the player's capabilities and some of the stage dialogue (who you pick does influence who is with you in that mission). There's mission-based dialogue unique to each of the four characters, so it does pay from a storyline perspective to experience each mission with each character at least once. Sometimes players will be alone, other times their squadmates will help out. Each character has a unique set of skills and weapons, and each one is attuned to a different kind of playstyle. Shad is a jack of all trades type of character who specializes in comboing between his melee and ranged weapons, enabling the easiest combos of any character but not necessarily the most damaging. Marcus is a bit slow, but specializes in powerful, close-up attacks with his shotgun and his fists, and his shotgun also doubles as an axe. Rebecca is incredibly fast, best for players who like to be able to move and dodge easily. Her attacks aren't as damaging, though her specials can be if properly timed. Lane does the least amount of damage of anyone, but can set a lot of traps, and players who are able to master his gadgets and weapons will get incredible utility from him. Team members can be switched out at special glowing icons that double as checkpoints spread throughout each mission. Checkpoints are almost always placed before bosses, allowing characters to be switched easily if one isn't working against the boss. Squad Four Protectors introduces a wide variety of new characters, most notably the ship's friendly AI, Evangelyne. Evangelyne is able to brief players on mission parameters, items, weapons, and locations, frequently talking to the player during missions and generally serving as an advisor and guide during the course of the game. There are also other characters who can be met as the squad travels throughout the galaxy, some friendly, others unfriendly. The most frequent type of characters that will be encountered are bounty hunters, including Hondo (who had a short cameo appearance in Upheaval, appearing in a bar visited early in the story), one of the most successful bounty hunters in the galaxy who even has his own television show. These bounty hunters can sometimes even help the squad throughout their missions, but they can also be hostile, especially if the squad is thought to be interfering with a capture. The game's dialogue is generally humorous and friendly, with the plot being a bit more lighthearted than previous games, somewhat of a breather from the events of games like Upheaval and Star Fox: Heroic Universe. The graphics are some of the best yet seen on the Sapphire, with a wide range of beautiful environments and futuristic marvels. The original voice cast for the team all reprise their roles, with the most notable new voice actors being Erin Fitzgerald as the voice of Evangelyne and Jeff Bennett as Hondo. The most notable addition to the gameplay of Protectors is the addition of co-operative multiplayer, in which up to four players can control each member of the squad during missions. Enemy difficulty is adjusted accordingly in proportion to how many human players there are. The competitive multiplayer element that was present in Upheaval was removed for Protectors, though players can still compete to kill the most enemies and get the highest score during missions.

    Squad Four Protectors sees the team still working for Lockstar's galactic special forces, but now in a more "independent" role, allowed to take on their own missions as they see fit. They're headquartered out of a small ship that patrols the galaxy in search of people and planets that need Squad Four's help, and immediately, the player is given a sort of "tutorial" mission that serves as a bit of an intro to the game's new fast-paced controls. This mission is to liberate a planet from an invading alien empire, sort of a "mini" version of the events of Upheaval condensed into a 20-30 minute mission. After that, the game's plot begins in earnest, with the main missions centering mostly around battling intergalactic criminals, and the side missions serving as sort of interesting detours that delve into deeper stories for each of the game's four characters. A few of these side missions (about 4-6) must be completed to unlock story progression missions throughout the game, meaning that the player will complete a minimum of 22 total missions, but that it's possible to complete 58. Early on in the game, the squad begins working with Hondo, a famous bounty hunter who always seems to be in the right place at the right time, and takes care of business in style. It's clear early on that the squad doesn't quite match up to Hondo's heroism, and Shad seems to admire him a bit, much to the skeptical chagrin of Rebecca and Marcus. By following Hondo and his team, Squad Four learns of an intergalactic army called the Knights of Beacon, who seem to be causing trouble on various worlds throughout the galaxy, almost like an army of conquest. Squad Four runs afoul of this group on numerous occasions, in particular their stubborn commander Tator, who has a superiority complex and stands in stark contrast to the friendly renegade Hondo. Tator has a sense of justice, but he's cold and at times cruel, and Squad Four soon earns a reputation protecting weaker colonies and civilizations from him and his army. Tator seems to want to gain control over the part of the galaxy that Lockstar hasn't yet been able to re-civilize after its retreat from galactic affairs following the events of Rebellion, and is quite forceful in declaring his dominion over the galaxy's outer reaches. Meanwhile, the galaxy's varying criminal gangs are causing a great deal of problems, and even Tator isn't able to bring them under control. Squad Four handles a few of them, but Hondo is the one who brings in the most dangerous of the criminals, and his reputation seems to be even greater than that of Squad Four, causing the team to wonder if they're slowly becoming irrelevant. Each of the team members has to struggle with some kind of existential crisis during the early part of the game's second half, with Missions 11-14, centering around a war between an alliance of criminal gangs and Tator's army, bringing this to the surface the most. At the end of Mission 14, Tator himself battles the squad, while Hondo deals with the leader of the criminal alliance. Tator is defeated by Squad Four, but refuses to surrender, and it's ultimately Hondo who saves Squad Four from being taken out by Tator's army. Mission 15 has Squad Four attempting to escort the imprisoned Tator through a gauntlet of criminals, but also addresses some suspicions that the team starts to have about Hondo. The player learns a lot about Tator, and that he might not be such a bad guy (though some of his actions were extreme, he was truly only trying to bring order to a lawless universe). Meanwhile, Hondo continues to be at the right place at the right time, and after the squad and Tator are both attacked by a gang leader who was supposed to be dead, the team finally realizes that Hondo isn't on the level. They make their way back to the ship with Tator in tow, only to be attacked on the way there by several more "dead" gang leaders, all of whom are working for Hondo. Squad Four defeats them and barely makes it onto the ship. Evangelyne takes the evidence given to her and compiles a case against Hondo, only to be corrupted by a virus, sending the ship crashing into a deserted planet. Mission 16 sees the squad fighting to survive while scavenging parts for their ship, and Mission 17 has the squad helping free some of Tator's lieutenants who were captured by Hondo. The final storyline mission sees Squad Four crashing an award ceremony in which Hondo planned a mass assassination attack against Lockstar's leadership, only to "save" the few remaining survivors, decapitating galactic leadership while also becoming a hero and positioning himself for a top position in the new galactic order. Squad Four exposes Hondo, only for him and his remaining gang members to take several Lockstar officials hostage, and Squad Four must fight their way through the administration building to stop Hondo and save the day. Hondo is defeated in a fierce battle, and once again, Squad Four has saved the galaxy.

    Squad Four Protectors is released on November 3, 2009, exclusively for the Nintendo Sapphire. The game receives praise for its graphical polish and fun multiplayer, and its presentation values are said to be amongst the best of any Sapphire title released to date. However, the game also receives numerous criticisms, which ultimately result in the game receiving some of the worst review scores of the series since the original Squad Four. The combat, while considerably faster and more intuitive than that of any previous game in the series, is a step slower than the combat of other hack and slash titles, and when Bayonetta is released for the iTwin the following month, it makes some aspects of Protectors' combat look backward by comparison. In addition, the removal of the competitive multiplayer mode is mourned by fans, and while the co-op mode is fun and helps to make Protectors an excellent party game, it's not as praised as the multiplayer from Upheaval was, despite that multiplayer's rather spartan nature. Also, the lack of any character progression in the single player mode is seen as being a considerable mis-step, with no incentive for defeating hordes of enemies other than to gain a high score. In other hack and slash games, combat is typically rewarded with currency that can be put toward character progression, but in Protectors, all the player can do is hope the enemy drops an item. The storyline is also criticized somewhat, with the antagonist being seen as a bit disappointing: he's merely an arrogant bounty hunter in it for glory, with the Lockstar takeover storyline of the final few missions seen as being tacked on to raise the game's stakes. It's perhaps the least liked storyline of the entire series, and another prominent criticism. One aspect of the storyline that is praised is the addition of Evangelyne, who is helpful without being annoying, and has good dialogue with all the playable characters, making her a welcome new character and leaving fans hoping she shows up in the next game. A few of the game's minor characters, including some of the bounty hunters and Tator's lieutenants, are also praised by fans and critics. One notable thing that serves as a "what could have been" is the absence of Raquel, a fan favorite from Rebellion who was planned to be in Protectors as a bounty hunter but was cut from the game when writers feared she'd draw too much attention away from other characters. Fans clamor for her return in a DLC, but apart from a couple of post-release patches to fix minor bugs, Protectors has no DLC, paid or otherwise, and Raquel fans are left wanting for another game. Despite the criticisms (which don't hurt the game too much, Protectors still ends up with a 79 on Metacritic), sales are strong, only slightly lower than expected, and Protectors becomes one of the top selling Sapphire exclusives of 2009. The Squad Four series has fallen somewhat from its heights back in the Rebellion days, but it remains Argonaut's signature series, and one of Nintendo's most valuable IPs. Argonaut would take the criticism of Protectors to heart, and make several major changes for the series' next installment, including the hiring of numerous talented individuals to their staff in hopes of mixing things up and bringing the series back to prominence. In the meantime, they would continue working on another long-awaited game, focusing their efforts on that project while slowly building the team that would take Squad Four into the next generation.

    -

    "From Sci-Fi To Steampunk: Argonaut's Next Project Rumored To Be A Zeppelin Age Sequel"- the title of a Kotaku article posted on December 12, 2009

    -

    Dylan Cuthbert: Um, at the end of the day, we're still a pretty small studio. We've got Nintendo behind us, but we only have a certain number of people, and right now we're working on two projects, one of which is a sequel to Zeppelin Age and then the other is the next Squad Four game.

    Adam Sessler: So you're already working on the next Squad Four?

    Cuthbert: As far as the idea in my head and the fact that we're hiring some new people, yes, we're working toward that game.

    Sessler: Will it be on the Nintendo Sapphire?

    Cuthbert: It certainly could be on the Sapphire, yes. It's still early in the Sapphire's lifespan, I'm assuming! But we're much further along on the new Zeppelin Age, so... hopefully, fingers crossed, we can reveal more about that pretty soon.

    Sessler: Maybe at the next E3 then?

    Cuthbert: *shrugs* It's up to Nintendo. There's also one more side project with just me and a handful of guys, we're working on a handheld game so that'll be interesting too.

    Sessler: A game for the Supernova?

    Cuthbert: *pauses a bit* Yes, the Supernova.

    Sessler: What?

    Cuthbert: *laughing*

    Sessler: What aren't you telling us?

    Cuthbert: Next question!

    -from an interview on the December 16, 2009 episode of G4's X-Play
     
    Fall 2009 (Part 8) - The State Of Gaming Journalism
  • Amongst the newer gaming sites, you'll find a pair of rising stars, making a name for themselves not just by presenting hard-hitting and well-researched articles on the latest video games, but presenting original perspectives that make their sites not only informative, but fun.

    The first of these websites is Blargo, started in late 2005 by a group of college roommates looking for a project to do in their spare time and also hoping to gain valuable experience in the journalistic field. Blargo started as more of an informal blog site in which the four friends gave their opinions on certain games and didn't attempt to scoop major stories or provide much in the way of original content, but upon the graduation of the site's current editor-in-chief Jonathan Zhang in 2006, the team made the site their full-time job, and began looking for stories to get a leg up on other gaming websites. Zhang didn't have much in the way of industry contacts, but he was bold and persistent, and looked for stories that other websites might have bypassed. This led to Blargo gaining a reputation as a sort of "outsider" gaming website, a place one went when they weren't looking for stories about their favorite games, but instead were trying to find stories they hadn't even known they wanted to read. Zhang and his staff looked for interesting stories, funny stories, stories about obscure games, stories about indie titles (which, given the rise in the popularity of indie games, ended up being quite fortuitous and timely), stories they knew would be exclusive because none of the larger websites were trying to get them. Blargo's big break arguably came in 2008, when reporter Nathan Martin got the chance to talk to a recently fired Konami employee who had information about the company's attempts to purchase Sega in 2003. Before the Blargo story broke, most people believed that Toshiba was Apple's biggest competitor in the Sega acquisition race, but the Konami revelation proved just how close that company had been to acquiring iconic characters like Sonic the Hedgehog and the rights to manufacture and sell the Katana. Zhang made sure the story was extensively vetted, carefully scouring a variety of sources to confirm its authenticity before publishing the bombshell in June 2008. To Zhang's surprise and delight, Konami ended up confirming the story a few weeks later, after other sources corroborated Blargo's account. Blargo was immediately thrust into the center of the online gaming media universe, and was soon able to scoop other major stories, putting the site up there with IGN and Kotaku amongst the top sources for gaming news on the internet. Despite the sudden success, Blargo continues its reporting on the unusual and obscure, and maintains a community of readers who have been with the site from its beginning, giving it a reputation as one of the quirkiest places on the internet for gamers.

    (...)

    Sylph was founded in 2004 by Sallie Nordigan, as a website primarily focused on video games from a female perspective. The site launched with an all-woman staff, and the staff remains primarily female, though numerous male reporters have now joined the site's ranks. Though Sylph maintains a largely female readership, its coverage of games doesn't differ all that much from its contemporaries, covering all recent games and also remembering older ones, with little if any particular focus given to games starring female characters or made by female creators (though the site does frequently point out when a game's staff is heavily female). The name for Sylph was inspired by the Sylphs from Final Fantasy IV, a game the 25-year-old Nordigan admits to playing extensively as a young girl. Nordigan's all time favorite video game character remains Rydia (also from Final Fantasy IV), a character featured somewhat frequently in the website's graphics, in various symbolic and silhouetted forms. The site proudly courts an extensive community of girl gamers, and has collaborated with all-female competitive gaming teams as well, covering their performances in tournaments and even sponsoring events where players have the chance to compete with some of these famous teams. Nordigan cites GameTV's Brittany Saldita and Lyssa Fielding as inspirations for her work, and in fact, much of Nordigan's staff has memories of watching that show just to see perhaps the two most famous girl gamers of all time give their opinions on all sorts of video games every single week on the show.

    "People have no idea how inspirational it was to see Brittany Saldita playing all kinds of games on that show," said Nordigan. "She played sports games, she played shooters, she played RPGs... until she came along I thought I was the only girl who liked those kinds of games. I didn't know any other girls at my school who played Final Fantasy, the girls who did play games at my school played stuff like Mario, which is a great series in its own right, but I mean, everybody plays it so that wasn't a very big deal. The first time I saw Brittany Saldita talking about Final Fantasy IV when she reviewed the SNES-CD re-release, I almost cried."

    Sylph also gives extensive coverage to the sexism that female gamers face at various events and in the online sphere, calling out companies that don't do enough to combat offensive remarks targeted toward women in online games. Nordigan herself has had sexual remarks targeted toward her when she plays games like Tom Clancy's Delta Force and Cyberwar online, but she says it doesn't deter her from playing those games, even with her microphone on.

    "I like to think the coverage our site has given to that kind of conduct, exposing it and bringing it into the light, has led to crackdowns on that kind of behavior, but it's not just us pointing it out and I'm glad it's not just us, because it's going to take everybody speaking out in order to put a stop to those comments."

    -from "Video Games Give A Voice To Young Journalists", an article in the December 8, 2009 issue of Rolling Stone magazine

    -

    So, what were MY top games of 2009? My list, for obvious reasons, will differ from a lot of people's, but I first want to talk about some of the games that others have placed on their "Best Of" lists, and why I don't think they belong.

    Bayonetta would be first, and while it's being heavily praised for its graphical prowess and fast-paced action, I've been quite vocal in my displeasure for the game. The sexual content I actually don't have a problem with: Bayonetta is fully in charge of her sexuality and is proud of her body, and while her presentation seems tailored toward the male gaze, I think there's plenty of things about Bayonetta that women can appreciate: she's confident and assertive, and never placed in a position of submission to anyone. She embraces who she is, past, present, and future, and while she often struggles to do the right thing, in the end, she does what she does for herself and has clearly defined personal goals, goals which she achieves with style and flair. My problem with Bayonetta is the unnecessary amount of hideous violence, to the point of fetishization. The "fetishization of violence" is a problem I've discussed in length on this site, and while I can tolerate a degree of violence and conflict in games, it's far too prominent in Bayonetta for me to be comfortable with. The Blackheart series, which on one hand is extraordinarily sexually progressive in the depiction of its female leads, also has a major problem with this issue, and now Bayonetta ramps it up to unacceptable levels, glorifying the torture of living beings (as evil as they might be) to a ludicrous degree. I also had an extreme level of distaste for Tom Clancy's Delta Force: Rendition, and though I've never been a fan of the series, I did praise the original Rendition game for raising critical issues about America's role in the world and the ethics of combat. The new game throws much of that out the window, glorifying the savage violence committed by its characters both male and female, and ultimately "fridging" Ayari Quadash, the one character in either of the Rendition games who consistently showed any kind of moral perspective whatsoever. And for all the praise being heaped on Duality, count me out: it's a simple-minded shooter with some wildly creative characters and animation but marred by its fallback onto the same old shooter cliches that still plague gaming when the medium is capable of so much more.

    There are some games this year I truly loved. Final Fantasy XII, despite its violent scenes and the acts committed by its protagonist Lilith in the name of peace and freedom, still depicted a protagonist with incredible moral courage and strength, and her relationship with Amyra, while not explicitly of a romantic nature, was one of the most touching displays of a deep and beautiful friendship between two women that I've ever had the privilege of seeing in a video game. Speaking of beautiful friendship between women, Thrillseekers 2 was my Game of the Year, and it wasn't even close. The entire storyline of the game featured powerful women doing powerful things, and rather than resorting to violence to resolve their conflicts, the characters expressed their emotions and listened to one another. This game, unlike the original, didn't feel the need to bring in a group of armed criminals to raise the emotional stakes, but instead, the only thing at stake was friendship (except for that one scene when Alex and Stacy almost fell off a cliff, but at least they weren't being chased off that cliff by bad guys, so I'll allow it). I'd like to also give a shoutout to Power 2, one of the most fun games of the year, and also one of the most sneakily challenging. The game's puzzles were some of the most ingenious I've experienced in a game in recent memory, and though there were some boss fights in which monsters had to be defeated to advance, it's clear that Watt and Volt don't initiate any of the violence, nor do they enjoy it, and the game keeps the focus on the puzzles themselves and doesn't glorify the fighting. Gran Turismo 4 was an amazing, beautiful demonstration of the Sapphire's power and one of the best racing simulators of all time, and when I want to race and don't want to focus so much on the driving itself, Arabian Rally is tremendous fun and in my opinion trumped Sega Rally as the best arcade-style racing game of the generation so far.

    -Wendy Halpers, from an article published on Cressida Lane on January 16, 2010

    -

    Can Gaming Magazines Survive Another Decade?

    Some of the younger gamers of today might not remember a time when we all rushed to our mailboxes every month to grab the latest issue of Nintendo Power or GamePro, but magazines like those used to be the best source of news about our favorite games. Once GameTV hit the scene in the mid-90s, gaming magazines faded somewhat into the background, but still provided in-depth articles and insights that even MTV's groundbreaking show couldn't. Then along came the internet, which could not only provide immediate coverage of breaking gaming news, but the same longform journalism and strategy articles of our favorite magazines, and suddenly, many of those magazines found themselves pushed out. Over the course of the last decade, we've seen great magazines like The Official Sega Magazine (which was once The Official Saturn Magazine) and GamePro fall by the wayside, but others have held on, and might just make it to the end of the 2010s if they play their cards right. There are four major video game-related magazines on the market today in North America.

    Nintendo Power continues forward as the official publication of the game company Nintendo, and continues to provide news, previews, reviews, and strategy articles for the company's newest releases. It remains available as a gift to Club Nintendo subscribers, or by itself for $19.99 a year, and it's also sold in some stores like Walmart. Nintendo Power has seen subscription rates dip over the years, but maintains its iconic status and doesn't seem to be going away anytime soon, as Nintendo recently handed publication duties off to a major periodical company.

    Electronic Gaming Monthly has also soldiered on. A major player in the market since the early 1990s, the magazine has recently seen some hard times, but is starting to recover and hasn't missed a monthly issue in more than twenty years. A former editor actually credits GameTV for the magazine's continued survival, saying "we had to get smarter and leaner in order to survive, and it's kept us going". Sister publication ExpertGamer ceased printing in 2004, but the company maintains strategy articles on its 1up website.

    GameExtreme, which was once GameTV: The Magazine and briefly MTV Games, was once the official magazine publication of the GameTV show, started in 1997. It survived the end of the show, changing its name in 2001 and again in 2005, and is still owned and published by Viacom. The magazine retains some of its original "attitude", covering recent titles with a more informal approach and even occasionally collaborating with Games Over Matter and former GameTV host Alex Stansfield. It's the least popular amongst these four magazines and probably the one most in danger of going under soon.

    GameInformer is the official magazine of GameStop, America's most successful game store. While it's often accused of publishing puff pieces designed to drive up the company's sales, it also gets more exclusives than any of the magazines on this list (not counting Nintendo Power, since it's, well, a Nintendo magazine), and frequently has some of the industry's best long-form journalism. While it's probably true that GameInformer is quite industry-friendly, it also gives intriguing snapshots at games well before their release, and is also probably the most economical magazine on the list, offered up free with a fairly cheap store rewards subscription. It's also the magazine on this list that's in the least financial danger.

    Overseas, game magazines such as Edge in the United Kingdom and Famitsu in Japan remain quite successful. Particularly in Japan, game-related magazines are extremely popular, and numerous monthly and even weekly publications still do well there. Gaming magazines already endured one major test in the 1990s thanks to MTV's popular TV show, and the ones that survived have become extremely resilient. Though continued economic hard times threaten the industry's growth, it's likely that gamers will still be able to subscribe to at least one major video game magazine by the end of the coming decade.

    -from an article on Blargo, posted on December 21, 2009

    -

    December 1, 2009

    This wasn't Brittany Saldita's first trip to the G4 studios, but it was the first time she'd been there in quite a while. She was there to shoot a few small interview spots for a show counting down the decade's top 100 games, and as she waited to go into the recording room, she was greeted by a familiar friend and the producer of the show.

    "Hello, Ted," said Brittany, waving at her friend with a smirk. He walked over and clearly wanted a hug, and Brittany graciously accepted, tightly embracing her old friend as the two of them started to talk about old times and new projects. "Oooh, good to see you again, and work with you again I guess?"

    Brittany snickered, always enjoying the chance to get to work with her old co-stars. Apart from Lyssa, Ted was probably the GameTV host she had the most fun working with on camera, as their personalities always seemed to compliment each other and their tastes in games always seemed to clash, plus, their senses of humor overlapped and they could playfully insult each other without it ever seeming overly vicious.

    "Just hope you don't say anything weird in there," Ted told her.

    "Well if I disagree with the list I'm gonna get real pissed off," Brittany replied. "Speaking of which, can I actually see the list, or...?"

    "That's the thing, it's not actually finished. See, it's a fan vote, and the voting doesn't end until January. We're getting some footage in now for games that are probably going to have a good chance of making the list, and then once the list is finished, you'll be asked to come back and do some more segments, provided you don't completely embarrass us in there."

    The two exchanged another laugh, and began to talk about things beside the list, like their families, their friends, what they'd been up to...

    "So you quit Geek Radio?"

    "Well, my contract ran out and I decided not to renew it," said Brittany. "The show was fun, but doing it every weekday for like 40 weeks a year was taking up too much of my time. It paid pretty well but so does all the voiceover work I've been getting lately."

    "I really liked hearing you on there but I get what you mean, you didn't want to take too many jobs at once, right?"

    "Well, I'm spending more time with my kids now," said Brittany, and Ted nodded in understanding.

    "Yeah, this job takes away from them sometimes," replied Ted with a sigh. "Got two and a third on the way."

    "Julie's pregnant again? Congratulations!" Brittany clapped her hands happily. "Honestly I don't think I could do a third, I really want to spend a lot of time with Arturo and Regan and having a third child would just take too much away from them."

    "I think we can manage, but it'll be difficult.... but it's so worth it, you know? And of course Alex... his website is taking so much of his time but I think he's leaving a lot more work up to his staff, so he says he's getting more time free too."

    Of all the gaming websites on the landscape... Kotaku, Blargo, IGN, Destructoid... Games Over Matter was just about the biggest one out there, only IGN and perhaps Gamespot were bigger. The site had grown faster than Alex had imagined, and he'd been able to attract some serious talent, even poaching a couple of people from G4.

    "Yeah, he um, he's got Bill over there now," said Ted, referring to his once co-host Bill Sindelar, who was now working on Games Over Matter as a co-editor and video reviewer. "No hard feelings though, we've got some nice young talent ourselves, you know? Speaking of which... there's this young man, Anthony, he's the script writer for The Crunch and he writes for another show on the channel too."

    "Really? Now, when you say writes for The Crunch... I mean that's a reality show, so-"

    "He writes the narration, coordinates the interviews, I mean, he tells the story," said Ted, his voice dripping with praise. "You can't have a reality show without writers, even if it's unscripted, you gotta have people who can take, you know, what's going on, what's being filmed and create a narrative out of it. And he is absolutely brilliant at it. Anyway, he does that and he writes another show, um, an animated show on here, but he also does some segments for our commercials, you know-"

    "Oh, like Popcorn for Cutscenes?" Brittany chimed in, remembering a popular G4 segment of shorts where animated figures comment on various cutscenes from popular games in a sort of MST3K-style.

    "He's contributed to that, but there's another one he does with his little sister... she's just as talented as him."

    "Wait a minute..." Brittany racked her brain for a moment before remembering. "Hey Ash, What'cha Playin'?"

    "That one! That's the one!"

    "Oh man, she's hilarious," said Brittany, giggling a bit while remembering some of her favorite parts from that segment. It reminded her of the fun times she and her co-hosts had had on GameTV, though Ashly and Anthony's segments were usually even more irreverent and weird. "Is she doing segments for this countdown too?"

    "I think a couple, yeah, but anyway, she'd really like to meet you, and she's actually shooting her show here right now, so if you've got some time-"

    "Sure, I'd love to meet her!"

    As Ted and Brittany went down the hall to the studio where Ashly and her brother were shooting their latest segment, Ted continued to talk about Ashly and what she'd been up to recently.

    "She's actually really interested in voice acting for games," said Ted, "and since you've been doing a bunch of that recently..."

    "I wouldn't say a bunch," Brittany replied. "I'm doing more animation than I am games, I mean with games it's mostly just Thrillseekers and some other NDA stuff I can't talk about right now."

    "Still, though, you're doing quite a few games and I bet you could give her some words of encouragement or something. Maybe you won't have to talk, maybe she'll just fangirl all over you."

    Brittany snickered at this prospect, and blushed a bit as well. Knowing that she was making such an impact, knowing that there were people who'd seen her show when they were young who were now coming of age and becoming future stars in the industry she loved so much... it was humbling to her, and she hoped she wouldn't get too emotional if this young women really did start fanatically praising her.

    The red light indicating that cameras were rolling in the room was off, and Ted knocked on the door to see if anyone was still in there.

    "It's just Ted, I've brought someone here you guys might like to meet."

    The door opened, and a young woman answered.

    "So I was finally able to get Brittany here while you were here. Ashly, this is Brittany Saldita. Brittany, I'd like you to meet Ms. Ashly Burch."

    "Holy crap," Ashly stammered, before quickly extending her hand. "It... it is an honor."

    "The pleasure's all mine, Ashly," replied Brittany with a smile, taking Ashly's hand. "So, I heard you're into voice acting?"
     
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    Fall 2009 (Part 9) - Final Fantasy XII
  • Final Fantasy XII

    Final Fantasy XII is an open world RPG developed by Squaresoft exclusively for the Nintendo Sapphire. The game features an MMORPG-like battle system similar to OTL's Final Fantasy XII and Xenoblade Chronicles, in which enemies are fought directly in the field via a seamless battle transition and automatic attacks. The game combines the gameplay and visual aesthetics of OTL's Xenoblade Chronicles and OTL's Final Fantasy XIII, with a team including staff from both of those games including director Tetsuya Takahashi. The game takes place in a vast open world divided into two main landmasses, Luxurion and Obscuria. The world is structured much like OTL's Final Fantasy XIII, with Luxurion as the “upper world” and Obscuria as the “lower world”, though unlike that game in which Cocoon was much smaller than Gran Pulse, Luxurion and Obscuria are fairly equal in size, playing a similar role to Bionis and Mechonis in OTL's Xenoblade Chronicles. The game features a total of seven playable characters, with the party able to support three at once, with one playable character. Party members can be freely swapped at any time except during battle, and if the three active party members are all killed, it's game over. Battles are a hybrid between Xenoblade Chronicles and Final Fantasy XIII: Attacks are fast, furious, and stylish, much like in the latter game, with damage icons and animations very similar to that game's look. However, the battle menu and attack selection heavily resembles that of Xenoblade Chronicles, with up to ten different attacks able to be equipped at a time. There's no MP in Final Fantasy XII, but stronger attacks are typically on a longer cooldown. In addition to a character's default move, they can also equip specials, some of which are adapted from attacks in OTL's Xenoblade (including positional attacks that deal extra damage from the side or from behind, and attacks that can topple an enemy), while others are adapted from attacks in OTL's Final Fantasy XIII (such as Ruin and Destrudo). The typical Fire/Fira/Firaga, Cure/Cura/Curaga-type spells exist in the game and can be leveled up with tech points, similarly to the way attacks are leveled up in Xenoblade Chronicles, so for example, once Fire is progressed past level 3, it'll turn into Fira, and once Fira reaches level 7, it'll turn into Firaga. Level progression is similar to Xenoblade Chronicles, with experience points and levels earned normally but based on the character's strength relative to the enemy's. However, level ups aren't QUITE as important as they are in OTL's Xenoblade Chronicles, so it's easier to beat up a much higher leveled enemy, though it's also easier to be killed by an enemy slightly lower than your party's. Techniques and certain stat boosts are earned through a system similar to OTL's Crystarium from Final Fantasy XIII. It's called the Soul Grid, and level-ups are earned through Soul Points. Each character has their own Soul Grid, but is able to cross into another character's Soul Grid by earning a lot of Soul Points, so it's possible for a fighter to learn magic and a magic user to become a powerful fighter, though it is quite difficult and is mostly there for post-game optimization. Another system that combines the gameplay of OTL's Xenoblade and Final Fantasy XIII is the Stagger/Break/Topple/Launch system, in which enemies can be staggered by dealing enough damage to them, but can also be Broken, Toppled, or Launched, either with or without staggering them. Either way, it's a way to deal extra damage to heavily armored enemies, and players can choose either approach. Staggering is less risky, but takes more time, but enemies that are Broken and Toppled without being Staggered can come back with status buffs, making it a riskier but much faster strategy, and allowing players to decide which style of play best suits them. Two completely new enemy conditions can also be inflicted on enemies: Pierce, which targets a weak point and makes enemies much more susceptible to attacks on that weakness, and Bind, which pins enemies in place and makes it easier to Pierce, Stagger, or Break them, or allows them to be Toppled without being Broken. Finally, characters are able to combine their attacks similarly to Xenoblade Chronicles, spending accumulated Charges. These Charges can either be used defensively, to spend on shielding or reviving party members, but can also be used offensively, to spend on powerful combination attacks that can mean the turning point in a losing battle or can lock down a winning one. The Charges can also be spent on summon creatures. Just as in OTL's Final Fantasy XIII, each character has their own unique summon. However, in this game, each character has two summons, one acquired through defeating it in battle, and the other acquired via finding it out in the world. Only five summons are fought during the game's main storyline, and unlike in OTL's Final Fantasy XIII, the battles against summoned creatures are more straightforward, damage dealing affairs similar to normal boss fights. Summoned creatures fight automatically in place of the summoner, and are on a set amount of HP, which depletes automatically over time but also depletes when it's damaged by the enemy. Most summons stick around for somewhere between 15-30 seconds, though if you're lucky or strategic, they can last much longer.

    Final Fantasy XII has seven playable characters, and they are:

    Lilith: The primary protagonist of the game, Lilith is a tall, black-haired young woman who wields the Xenoblade. She once aspired to be a warrior priest of the Monadian Order, the theocracy that rules the world of Luxurion, but upon realizing the hypocracy of the Order, she left to find her own path. Her childhood friend Amyra, a priestess of the Order of Light, tried to come with her, but Lilith left to protect her. Amyra followed anyway, and in doing so, committed a crime that led her to be sentenced to death, though in reality, she was covering up a crime of Lilith's. Lilith bore witness to Amyra's execution and swore revenge against the Monadian Order and the god they worship. Lilith serves primarily a warrior role in battle and by wielding the Xenoblade, she can unleash a variety of powerful attacks and techniques, very similar to Shulk in OTL's Xenoblade Chronicles, including the ability to predict powerful enemy attacks, freeze time, and shield the party. In terms of OTL Final Fantasy XIII roles, she would be a Commando. She's voiced by Zelda Williams.

    Scout: The captain of the guard of a small border town that Lilith flees to upon the commencement of her heresy, Scout is also skeptical of the Monadian Order but is reluctant to strike against it, lest he put his town in danger. After Lilith reveals to him the Order's hypocrisy and Scout learns that his village won't be safe regardless, he joins Lilith, though he's forced to leave his wife and young children behind. He's more of the “heavy” in battle, and the oldest member of the party (he's not that old but he's had a lot of experience for his age). He serves as a sort of moral compass/father figure for Lilith. Scout would assume the Sentinel role in OTL Final Fantasy XIII. Scout is voiced by Nolan North.

    Jaffrey: Jaffrey is a young recruit in the Order and Lilith's former teammate/friend. He hopes to make a name for himself by capturing her, but ends up failing miserably and getting himself taken prisoner by Lilith and Scout as they evade a patrol. Jaffrey is eventually given the opportunity to make a choice: go back to the order, or help Lilith and Scout defeat a tough enemy. He sides with Lilith after remembering a conversation they had during the first part of their training together, and remains a loyal ally throughout the game, using his knowledge of Order protocol to help his friends out of a few jams. He's a light-sword based soldier, a bit faster than Lilith, who deals less damage but can get more combos, similar to OTL Final Fantasy XIII's Ravager role. He's voiced by Andrew Lawrence.

    Cassidy: Cassidy is an intrepid thief who roams the Gaur Plains, snatching whatever she can off the traders and soldiers who pass through. She snatches an important item from Lilith as they arrive at the plains, and they have to give chase. Despite her thievery, she has an extremely good heart, and after her village is raided by the Order, she decides to join Lilith's fight. She's very perky and energetic, somewhat like the Rikku/Vanille archetype in OTL's Final Fantasy games, though she's not quite as angsty as Vanille. She uses thievery in battle and doesn't hit very hard, but her thieving skills are second to none and she can also trick and debuff enemies quite easily, making her a useful utility character, and a good fit for the Saboteur role in OTL's Final Fantasy XIII. She's voiced by Cariba Heine.

    Graddock: Graddock is a trained sniper and pirate who uses his magical runes to cause trouble for his enemies. He's ostensibly a freedom fighter and claims to oppose the Order, but is in fact working for them as a privateer and starts off as an enemy before becoming somewhat enamored with Cassidy and also becoming somewhat curious about the Xenoblade. It's unsure which side he's on at first, and he does betray the party once, but after a terrible tragedy comes as a result of his betrayal, he has an epiphany and switches sides to Lilith's for good. He serves as the party's sort of black mage, though he'll share that role with another character who joins later on (Lilith is also capable of black magic to an extent, and then another character who comes on later can use it too), and fulfills a sort of Ravager/Saboteur hybrid role in OTL Final Fantasy XIII categorization. He's voiced by Sam Witwer.

    Folfol: Folfol is a Leafian, a member of a plant-based race of sentient shrubbery who inhabit a series of hollow tree villages throughout the world. The Leafians have a special connection to the planet and try to isolate themselves from human affairs, but by the time they meet up with Lilith's group, their homes are being deforested by the Order, and Folfol defies his chief and refuses to stand for it any longer. He's quite similar to Riki from OTL's Xenoblade in terms of personality, and serves a sort of dual role as the party's white mage and stat booster, making him probably the most valuable utility character in the game. He takes some time for players to get used to but if properly outfitted and leveled, he can really amplify the damage output of the other two characters and keep them quite healthy, making him a sort of Synergist/Medic cross in Final Fantasy XIII terminology. He's voiced by Tom Fahn.

    Amyra: The seventh party member, who turns out to still be alive (about halfway through the game) after previously thought to be executed, in a similar fashion to how the seventh party member in OTL's Xenoblade is discovered to be alive after a harrowing death scene at the beginning of the game. Amyra is shaken by her near-death experience, and as it later turns out, has been implanted with an obedience seed that causes her to involuntarily attack the party, causing everyone except for Lilith to doubt her. Despite her experiences, she is kind and forgiving, almost to a fault, but through Lilith's compassion and through her own resilience, she becomes strong and fierce, learning to believe in herself and stand up even without Lilith's help, giving her perhaps the game's most dramatic transformational arc. She uses a mix of healing and attack magic in battle, making her a sort of red mage type character who can develop however the player wants them to, a sort of hybrid Ravager/Medic. She's voiced by Jenell Slack.

    Final Fantasy XII is the first game of the series to be in HD, and it shows beautifully on the Sapphire, looking better than OTL's Final Fantasy XIII or Xenoblade Chronicles X, with massive open environments, incredible draw distances, and highly detailed character animations. The game pulls off graphical and gameplay accomplishments that have never been seen in a console game before and many of which won't reappear until late in the seventh generation. The game's soundtrack is a mix of genres, ranging from majestic, symphonic pieces suitable for huge, sweeping environments, to sad, intimate music meant to tear at player's hearts, to lighthearted fluffy pieces to lighten the player's mood. The game's composition team includes Manami Kiyota, ACE+ (the composers behind OTL's Xenoblade Chronicles), Masashi Hamauzu (the composer of OTL's Final Fantasy XIII), Yasunori Mitsuda (a frequent Takahashi collaborator), and Yoko Shimomura. As a result, about 20% of the game's tracks appeared in OTL's Xenoblade Chronicles, including Gaur Plains, Engage the Enemy, The God-Slaying Sword, and One Who Gets In Our Way, 20% of the tracks are from OTL's Final Fantasy XIII, including Blinded By Light, Sunleth Waterscape, Dust to Dust (same tune but slightly different lyrics, with the references to L'Cie removed), and Fighting Fate, and 60% of the tracks are completely original TTL, with many becoming just as memorable to TTL's fans as the aforementioned songs were IOTL. The game's English dub voice cast features mostly industry veterans but with a few compelling young actors (including the aforementioned Zelda Willams and Cariba Heine), with dozens of names that would be well-known to voiceover enthusiasts, one of the strongest casts of any video game to date. The original Japanese voice cast is perhaps even more talented, with Aya Hirano (who at the time was playing MASSIVELY against type) voicing Lilith. Squaresoft would ultimately spend more than $100 million producing and promoting Final Fantasy XII, making it at the time one of the most expensive video games ever made.

    Final Fantasy XII begins with a 1-2 hour prologue in which the player gets to play as Lilith (and sometimes alongside Amyra). This prologue introduces the city of Eden, capital of Luxurion and center of the Monadian Order. Eden is a modern metropolis, much like the city of the same name from OTL's Final Fantasy XIII, but with some more fantasy elements that bring it more in line with some of the large cities in OTL's Xenoblade. The prologue explains much about the way of life of the people of Luxurion: they worship a god called Monado, which grants his blessings unto the people in exchange for following a set of laws known as the Monadian Code, enforced by the Order. The Order's knights are the primarily enforcers of Monado's will, and Lilith once trained to join the Knights (with the prologue showing some of her training). However, after becoming disillusioned with the Order, she left, and set out from Eden. Lilith's best friend since childhood, Amyra, was destined to become a priestess. Unlike knight candidates, priestess candidates take a sacred oath and are forbidden from ever leaving the city. However, the two know a secret way out, and Amyra uses this route to sneak away from the city to join Lilith on her excursions. Lilith, fearing for Amyra's life, tells her to stop sneaking out of the city, knowing she'll be killed if she continues to do so. Eventually, things reach a climax when Lilith discovers a strange sword deep within the bowels of the city (she finds the sword while sneaking in to retrieve an old childhood heirloom). She leaves the sword, however, and takes the heirloom instead. Upon discovering another of the Order's misdeeds, Lilith decides to take matters into her own hands, and commits a blasphemous act, but leaves evidence behind. Amyra discovers this and upon learning that her friend is about to be found out, implicates herself in the crime, believing that as a favored priestess, her life will be spared. However, Gregorio, the head of the church, is present, and despite Amyra's favored status, orders her public execution. Lilith witnesses this, and enraged, she attacks Gregorio himself, threatening to kill him only to be beaten down. Gregorio gives her a heretic's brand but leaves her alive, then orders her cast out of the city. Furious, Lilith sneaks back in and steals the sword, which she learns is called the Xenoblade. She attacks and kills numerous soldiers on her way out of the city, vowing to hunt down Gregorio, kill him, and then kill Monado himself with the sword which is said to be the only thing that can harm him. This opens up the first chapter of the game, which primarily concerns the hilly region surrounding the city of Eden, full of caves and small towns that Lilith can explore. There's not too much in the way of open world freedom just yet, other than taking a few side quests from towns and battling various enemies, but there's a decent sized area to roam around and level up in if the player is so inclined. Eventually, Lilith heads to the game's first major town, a border town, and this is where Lilith's first ally, Scout, is recruited. Having learned much about the Order's hypocrisy, how the priests and knights don't obey Monado's law and how the Order is exerting its control over territories outside its boundaries, she knows she might be able to sway some of the people to join her rebellion, and she catches Scout's ear. Scout, the head of security for the town, is initially skeptical of Lilith and worries about the Order coming down on his town, but after seeing the Order's hypocrisy first hand when a group of knights beat and imprison a group of peasants for a petty crime, Scout decides to leave his wife and young son behind and join Lilith. Soon after, the Order takes over the town, though Lilith is able to conceal herself in a disguise, hiding her identity when she and Scout return to shop or perform side missions. Lilith and Scout soon make their way to a network of caves that leads to the next major area. A squad of Order troops pursue them into the caves, led by Ghara, a tall man in black armor and one of the Order's top generals. Serving under him is Jaffrey, a young lieutenant out to make a name for himself, and a former friend/sparring partner of Lilith. He parts from the main squad and tries to capture Lilith on his own, but after a brief boss fight, he is subdued by Lilith and Scout. Lilith wants to interrogate him, but Scout tells Lilith to calm down, and try a lighter approach to get information. However, the arrival of a large monster and a cave-in force the three to work together to escape, and after defeating the monster together, Jaffrey remembers his old friendship with Lilith and sympathizes with her, and agrees to join her fight.

    The three eventually emerge from the cave network and onto the Gaur Plains, a massive area (even bigger than it is in OTL Xenoblade) that forms the next major segment of the game. There's plenty to do here, and a variety of towns and groups of people to get to know. The area isn't controlled entirely by the Order, but there are plenty of Order sympathizers and Monado-worshippers on the Plains, leading to some conflict in this nominally peaceful area. Soon after arriving on the Plains, Lilith's heirloom is stolen by a young thief named Cassidy, and the party gives pursuit, leading them to a hidden village where Cassidy lives with her people. Cassidy's village survives on foraging and thieving, and there hasn't been much good foraging lately since more powerful monsters have started roaming the plains and the Order has begun encroaching upon the area. Cassidy offers to give back the heirloom if the party helps her on a mission, and Lilith is reluctantly forced to help the thief take down a monster who's been menacing some of her friends. Soon afterward, Cassidy and the group begin to bond, only for the Order to raid and destroy Cassidy's village, upon hearing that the village is full of "heretics". Lilith defeats the leader of the raiding party, but Cassidy is abducted trying to save one of her friends, and is taken to a fortress where a group of Order sympathizers have holed up. A new minor recurring villain is introduced here, and this fortress is one of the game's first truly massive and difficult dungeons. The mission culminates in a segment where Lilith uses the Monado's power to save Cassidy from execution, freeing her to help out with the boss fight (if the player chooses to sub her in for Scout or Jaffrey). After this, Lilith has a bit of an emotional moment, after being able to save Cassidy from something she couldn't save Amyra from. She opens up to Cassidy for the first time, and the entire party, along with a few NPC allies, share an emotional bonding moment in which Lilith shows her soft side for one of the first times in the whole game. With the Order slowly sweeping over the Gaur Plains, Jaffrey and Lilith both realize that the Order is launching an aggressive campaign of conquest to bring all of Luxurion under their sway. This leads the party next to a large, desert area, where much of Chapter 3 takes place. The desert is surrounded by jungle and forest areas, and even has a large oasis, and during this time, Lilith and the party continue to learn more about the Order's activities. The player begins to hear whispers of a place called Obscuria, which is talked about as if it's the world's version of Hell, where Monado sends all of those who disobey its laws. Cassidy, who used to live in the surrounding jungles as a child, knows of a place where a sacred creature is said to live, this leads directly to the game's second summoned monster fight (Lilith claimed her first summoned monster on an earlier Gaur Plains mission). This area's action is mostly driven by the presence of Graddock, a sky pirate who roams the air on a floating ship that the party needs to reach the next area. Lilith tries to hunt down Graddock in a large desert town, but this leads to the party's capture by him. Despite being captured, Lilith is cocky and defiant, telling Graddock that if he doesn't release her and her friends, she'll take his ship, but he's not worried, and Lilith and the party have to fight their way to him through a horde of armed mercenaries. Finally, Graddock ends up helping the party, telling them he's a freedom fighter opposed to the Order, and proving this by helping them raid a besieged city and rescue a group of prisoners. Graddock joins the team, and helps them escape the desert area, but the ship is eventually brought down by heavy magical energy surrounding a great tree. This tree is home to the Leafians (essentially plant versions of the Nopon from OTL Xenoblade), and leads the party to recruit its sixth member, Folfol, though this does take a bit of time as Lilith has to convince the Leafians to join the fight against the Order. These events climax in the first direct boss fight against Ghara, and though he is defeated, he's far from finished, swearing revenge against Lilith as she and her friends escape.

    At this point of the game, events are building toward a clear climax: a fortress in the sky said to be the seat of the Order's power, and the place from where Gregorio communes with Monado. To reach this fortress, the party must pass through a city on a vast ocean called Lachesis. This city is ruled by a beautiful queen who is said to be neutral in the growing conflict between the Order and its enemies, but this queen is being subtly influenced by an Order advisor named Scalera. In addition, Graddock turns out to be a traitor, and this has major consequences as the party continues onward, reaching Lachesis and meeting the queen for an audience. Lilith seems to have convinced the queen to turn on the Order, and the queen provides Lilith and her allies with a place to sleep and with new weapons as well. In addition, Scout reunites with his family, who fled their village after the new Order-influenced leader learned about Scout's betrayal. However, there's intrigue afoot. Graddock is seen secretly passing information to Scalera, and forces are set in motion. Graddock takes his leave from the party while the queen asks Lilith and the others to go on a mission to test their resolve. After the completion of the mission, all hell breaks loose: Jaffrey, Folfol, and Cassidy are taken captive by the Order, while Lilith and Scout barely manage to escape. Lilith, believing the queen has turned against them and not knowing about Scalera's presence, decides to raid the castle's underground temple to find a powerful treasure said to be there, while Scout goes to find his family. Scout finds his children but his wife is nowhere to be found. Meanwhile, Lilith finds the queen, who turns out to have been trying to help Lilith this whole time and who tells her about Scalera. The queen helps Lilith find Bahamut and save her friends, while Scout continues to frantically search for his wife. Graddock, witnessing the Order's soldiers rounding up and executing people in the city, realizes that he's made a mistake, and tries to find and help Lilith. Lilith uses Bahamut to turn the tide of the battle, but comes face to face with a massive mechanical beast created by the Order. Realizing just how powerful the Order is, Lilith starts to doubt herself, even after barely defeating the beast with the help of her friends (and Graddock, who saves Lilith just in time for her to nearly kill him anyway for betraying her). Eventually, Scout finds his wife, just as she's badly wounded by Order soldiers. She's about to die when the queen shows up and uses her healing powers to save her (though she's still badly hurt and will need time to recover). However, the queen has to put herself in a vulnerable position, and she's fatally wounded by Scalera. With the queen dead, morale in Lachesis falls apart, and despite the best efforts of Lilith and her friends, the city falls to the Order. Graddock blames himself for allowing this to happen, and the rest of the party is ready to kill him, but Cassidy intervenes and is the first to forgive Graddock. Lilith forgives him, only if it's because it's what Amyra would have done, and Scout forgives him too after his children ask him to do so. The party flies Graddock's skyship to a nearby friendly town. Scout wants to stay with his ailing wife, but she convinces him to keep following Lilith. The skyship needs parts to reach the Order's floating fortress, and after a quick mission to get those parts, it's off to the fortress. The fortress is a massive dungeon, and while there, the party discovers very strange things happening. It's a factory, but a very clean one, with white walls and scientist-like workers. No war machines are being made here: instead, Lilith can see very clean looking humanoid robots in one of the rooms. Gregorio is here, overseeing things, and Lilith's main goal is to find him and kill him. There are numerous boss battles here, including another fight with Ghara that seems like it might be the final one, leaving him badly wounded. The party eventually reaches Gregorio, who transforms into an angel-like beast and battles the party in a very difficult boss fight set to "Fighting Fate" (almost identical to the version from OTL's Final Fantasy XIII). However, after Gregorio is beaten, he calls upon Monado to summon forth his angels, which leads to winged white robots besieging the party and forcing them to flee. They make it to one of the fortress' exits, only to be attacked by a wingless white robot that emerges from some kind of biomechanical chemical pool. The robot fights Lilith, who almost recognizes its fighting style from somewhere... eventually, the fight causes a window to be shattered, and Lilith is tackled out the window by the robot. Lilith falls into a red energy beam and the robot falls in with her as the other party members watch in horror and astonishment. Lilith watches the robot disintegrate, and almost catches a glimpse of someone's face where the robot used to be, before falling unconscious.

    Lilith wakes up on a beach, looking out across a red ocean. She's mostly unharmed and surrounded by scrap metal. After wandering for a while, she realizes that she's somehow fallen onto Obscuria, which turns out to be real after all. After wandering for a while longer, she finds something else.... Amyra. Amyra is shaking and screaming upon realizing that she's in Obscuria, believing herself to be dead. Lilith, realizing they're both alive, gets Amyra to snap out of it and then hugs her tightly, collapsing in tears that her friend is alive after all. The two don't have much time to enjoy their reunion, as they're soon attacked by a band of roving criminals and have to flee to safety. The two spend the next small part of the game getting their bearings in this new world, finding a friendly village and learning a few things about Obscuria: it obviously isn't Hell, it's more like a massive continent-sized prison colony world where the Order exiles those who have disobeyed its laws. Lilith suspects there's something more to Obscuria, and wonders if that's where all executed "heretics" go. After a bit more missions and exploring, Lilith and Amyra eventually come face to face with Scalera. Scalera's presence confirms to Lilith that the Order is using Obscuria for some sort of nefarious purposes, and after a brief boss fight with Scalera, she seems to be on the verge of overpowering the two until Graddock's skyship suddenly shows up, with Graddock, Cassidy, Scout, and Folfol, but not Jaffrey. After the player is given a chance to form a new party with their returning members, they battle Scalera again until she is defeated. She flees, and Lilith and the rest of the party exchange information. Jaffrey is back in Eden, attempting to gather more info on what Gregorio is up to, while the rest of the party is there to help Lilith get out of Obscuria. Obscuria, as it turns out, is truly massive, almost as big as Luxurion, and a considerable portion of the remainder of the game takes place here, with new areas to explore and plot revelations a plenty. During this part of the game, the player will begin to get a lot more information about Monado himself, and about the nature of Obscuria. Obscuria, as it turns out, isn't another continent: it's another planet, connected to Luxurion via some heretofore unknown technology. It's implied that Obscuria is where mankind made its home before migrating to Luxurion, and that many people still live in Obscuria, some forced to live there by the Order, and some remaining there by choice. Obscuria is patrolled by the same white robots from the Order's fortress, but those robots are called Angels, powerful lieutenants of the Order, some even with unique names and the ability to speak, and who are fought numerous times by Lilith and the party during their time here. Despite being a bleak world, with a red ocean and a red sky, Obscuria has a unique set of environments, including a cold, snow covered realm, and the ruins of ancient cities, including Mechonis, which used to be the capital of the world before mankind migrated to Luxurion. The first major conflict during the party's time on Obscuria is the fact that Amyra seems to be acting off, and not just because of post-traumatic stress from her near death experience. She acts hostile toward the party at times, and eventually begins to physically attack them. Lilith is the only one who unwaveringly supports Amyra during all of this, while the rest of the party, even Cassidy, begins to mistrust her. Amyra has in fact been "reprogrammed" by the Order, which attempted to turn her into a powerful Angel. She was the one who attacked Lilith and the rest of the party back at the fortress, and the one who tackled Lilith through that window and into Obscuria. Though her robotic shell has been destroyed, she still has a control chip inside her body. Lilith extracts it in a rather painful scene, and that seems to be the end of the Order controlling Amyra, but their conditioning of her has affected her mind as well, and Scalera demonstrates this by using a special word to force Amyra to obey her. Amyra attacks Lilith and the party but is trying to fight back the entire time. She tries to stop herself, but inflicts a serious wound on Lilith, who collapses unconscious to the ground. After this, Amyra breaks free of Scalera's control, but runs away, believing herself to still be a danger. During this time, Scout leads the party while Lilith lies unconscious and Amyra is missing, and this leads into the next part of the game that will see the party escaping Obscuria and returning to Eden.

    After the climactic scene in which Lilith is wounded, the game takes on two perspectives: Scout and the party journeying to find parts for the skyship to help them escape Obscuria, and Amyra wandering alone trying to break fully free of the Order's control. Amyra realizes that she grabbed Lilith's heirloom while attacking her, and her journey takes her to a village being used for the training and conditioning of more Angels. Meanwhile, the party takes on one more mission without Lilith before she finally awakens. She demands that the party look for Amyra, but first they must pass through Mechonis, where a number of new missions can be undertaken. The perspective switches back to Amyra, who learns that every woman who is set to be executed for heresy is actually brought to Obscuria to be transformed into an Angel, and to her horror, realizes that this must have taken place thousands of times. Amyra is able to rescue a single girl, breaking her free from her conditioning and allowing her to return home to her family, but knows that without her friends, she can't save everyone. Meanwhile, events in Mechonis culminate in the party battling Ghara for the last time, defeating him in a climactic battle. In his dying breaths, Ghara realizes the hypocrisy of the Order, and tells the party a crucial secret about Gregorio and about the Obscurian facility where Angels complete their conditioning after processing in the Luxurion fortress. The party and Amyra both make their way there at the same time. Lilith gets herself captured helping the rest of her friends to escape, and Gregorio personally decides to put her through the process of Angel conditioning. It's Amyra who finds and saves Lilith, though Lilith has started to break from the process, and the two emotionally talk each other down before being confronted by a powerful Angel. Instead of fighting back with their full strength, both Lilith and Amyra decide to try and get through to her, but this fails and they have to fight her. They defeat her, but in doing so, inflict a fatal wound. However, the Angel is able to break free from her conditioning in her dying moments, and Lilith and Amyra vow to stop the Order before they can do this to anyone else. The party reunites shortly after this, and make their way to the top of the facility, where they battle Gregorio for a second time. After this, some more revelations are learned about Monado and the Order, and this eventually culminates in a powerful strike on the facility from Monado himself, destroying the facility, though both the party and Gregorio are able to escape. The revelation that Monado is truly real, and not just a lie made up by the Order, is a heavy one for the party to bear, but Lilith remains resolute in her fight to break Monado's control over the world, and presses onward. The party returns to Mechonis and after one more brief mission, the skyship has enough parts to escape Obscuria and return to Luxurion. Luxurion has changed since the party was last there: the Order's war for control has led to almost the entire world being brought under its heel, and Lilith finds herself fighting a losing battle, but she remains defiant and rallies the last remaining free city to battle the Order. The next part of the game is a series of world-trotting, fast-paced combat missions that see Lilith rallying the remaining free people of the world, and even some Order-controlled cities, in open defiance of the Order and of Monado himself. The fighting intensifies, an entire city is vaporized by one of the Order's powerful weapons, but Lilith and her allies continue to fight, and begin to turn the tide of the war. However, the Order has even more powerful magic and technology under its control, and as Lilith and her allies prepare to make an assault on the capital city of Eden, it rises up from the ground on an enormous floating continent, revealing that the city rests on some kind of massive living beast, generated by what Gregorio claims is the will of Monado. Lilith and her friends make their way up to the floating continent and invade Eden to commence what they believe is the final battle.

    The raid on Eden is as furious and climactic as it is in OTL's Final Fantasy XIII, a constant storm of building-to-building fighting in a magical metropolis. There are more boss fights against angels and mechs alike, and finally, a fight against Scalera in which she has undergone the same angel conditioning process that Lilith almost underwent, though she retains full control of her faculties and accepted the transformation for the weaponry and magical runes grafted into her as part of the process, making her exceptionally strong and a very difficult boss to take down. By this point, Scalera's entire backstory has been revealed: she started out as a young girl living on Obscuria, condemned to a life of slavery for her parents' disobedience toward the will of Monado. About to be executed by an Angel, the Angel took pity on Scalera instead, and took her as a servant. Scalera learned from the Angel how to fight and how to protect herself, and eventually caught the eye of Gregorio. Scalera made an oath to Monado to carry out his will, and in exchange was accepted back into Luxurion as a Monadian Knight. Lilith realizes that she could have ended up just like Scalera, and tries to spare her, but Scalera wants none of Lilith's pity, and curses her before attacking her one final time. Lilith reluctantly stabs Scalera in the heart, holding her as she dies in her arms and promising to make Monado pay for inflicting such a life on her. Lilith and the party fight their way to the steps of the Grand Chapel from which the Order rules Luxurion. Given the chance to repent her sins, and surrounded by hundreds of Angels and what seems like the Order's entire remaining army, Lilith refuses to kneel before Monado, and gives a passionate speech (set to "Engage the Enemy") in which she openly blasphemes Monado and promises to strike him down from the heavens, and says that humanity no longer needs a god and that anyone who agrees should stand with her. It's the absolute climax of the game, the moment that sums up who Lilith is and what she's fighting for, and is probably the game's most iconic moment. It results in Lilith being immediately attacked by the Order's entire wrath, but she, the other members of the party, and numerous Order soldiers swayed by her speech (including a few of the Angels) fight with all their strength and Lilith is eventually able to cut a path to the chapel and confront Gregorio. The party has their third and final battle with him, and he once again asks Monado for help, but this time, nothing happens. Lilith looks around the chapel and sees that the Order was responsible for much of the feats attributed to Monado throughout the game, and realizes that the Order has been manipulating humanity, possibly for thousands of years. Lilith strikes down Gregorio, only for a massive cataclysm to begin taking place. Luxurion and Obscuria begin to fall toward each other, leading to more cataclysms throughout both worlds as all of the gravity and energy contained in them start to interact. However, before the two worlds smash into one another, the descent stops, and both worlds are seemingly saved. People on the surfaces of Luxurion and Obscuria can see each other's worlds for the first time, and it's brought to Lilith's attention that some kind of force is holding the two worlds back from one another. Lilith realizes that Monado is holding the two worlds apart, and that it is beckoning her to come to him. The interaction between Obscura and Luxurion has opened up a portal, and Lilith and the party resolve to go into it and stop Monado once and for all. During this time before the final battle, the player is able to freely explore Luxurion and Obscura to complete old side quests and all the recently opened new ones: despite the cataclysms that have affected both worlds, most of the important landmarks remain completely intact. Once the player is ready, the party descends into the portal to confront Monado once and for all.

    The final dungeon has two distinct layers: a cosmic, sort of outer-worldly area much like where an all-powerful god would be expected to live, in which radically powerful beasts and mutated Angels are fought, and an inner, smaller but also deadlier area which is structured like a scientific laboratory. This laboratory mingles somewhat with the outer area, making for some strange rooms in which the seemingly mundane lab is being bled into by cosmic energy, giving everything a very surreal look. This inner area is populated mostly by robots, but also occasionally by cosmic creatures that seem to be the result of experiments with quantum physics. Finally, Lilith and the party reach Monado's inner sanctum, and many truths are revealed. Monado, much like Zanza from OTL's Xenoblade Chronicles, was a human scientist, who originally lived on Obscuria. Technology had rapidly advanced, and mankind was on the verge of achieving a technological singularity. But at the same time, Obscuria was dying, humanity had consumed almost all of its natural resources and had ruined the planet's ecosystem. Scientists were in a race against time to save humanity, and one brilliant scientist named Dr. Lowell had stumbled upon the way for mankind to achieve the technological singularity. However, Obscuria was far too broken of a world for the technology to function. Scientists had discovered a sister world with similar conditions to Obscuria, and could use Lowell's technology to transport creatures and objects to that world. But Lowell believed that humanity would ruin Luxurion like they had ruined Obscuria, and kept the technology to himself, creating an AI and transporting it to the world along with a few million chosen humans. Lowell took on the name Monado, and tried to communicate his desires through the AI, but the humans misunderstood and began worshiping it like a god. Monado could subtly guide these humans to rebuild civilization and re-achieve the singularity, but eventually, corrupt humans formed an Order around the Monado religion, and Monado lost some but not all influence over his world. His influence has waned further still, and he was on the verge of destroying both worlds entirely when Lilith came along and began to defy the Order. Lilith's actions have given Monado a means to re-exert control, but he needs to use the Xenoblade as a key to activate the singularity and start both worlds anew. Lilith refuses to do so, telling Monado that no one should have control over any worlds, and Monado threatens to simply smash both worlds together. He has used his control over the technological singularity to gain godlike power, and demonstrates it by psychically torturing Lilith's friends, but Lilith uses the Xenoblade to break this psychic torture and strike back at Monado, beginning the final battle. The final battle has two segments: at first, Monado attacks Lilith and the party as normal, using technology and psychic power to strike at them. In the second phase, Monado takes on a much more godlike, angelic form, and uses the full extent of his power. He is defeated, and Lilith stands over him, ready to strike the fatal blow. Monado tells Lilith that humanity is doomed to destroy itself without control, and that he only wants to create a perfect world where mankind can do as it wishes without fear of harming themselves. Lilith tells him that there is no perfect world, and in trying to make one, innocent people are inevitably hurt and killed. Monado tells Lilith that without him, Luxurion and Obscuria will both be hurled into deep space, as they were being held in place by his power alone. In order to save both worlds, Lilith must take his place as the new god. Lilith realizes that Monado is telling the truth, before striking him down to prevent him from asserting any more control over humanity. The Xenoblade glows, and Lilith realizes that she's absorbed Monado's power into her. She has no choice but to stay and rule over humanity, if only as its protector. Amyra and the rest of the party refuse to believe that Lilith has to carry this burden, but Lilith can feel not only the power of both worlds but the voices and thoughts of every living being. She collapses to her knees, screaming that she doesn't want this kind of power... she doesn't mind staying to hold the worlds in place but she can't accept this kind of control over humanity, it goes against everything she's ever believed in. Amyra places her hand on Lilith's and tells her that she's willing to share the burden with her. Lilith refuses to allow it, but also refuses to use her power to force Amyra not to do it. Slowly, Lilith rises to her feet, and Amyra embraces her before telling the others to leave. They reluctantly do so as divine energy floods the complex, barring anyone from entering or exiting. Lilith and Amyra experience a sort of mind-meld in which they drift between life and death, while Lilith seems to assume power over Obscuria and Amyra assumes power over Luxurion. Lilith's left hand is clasped in Amyra's right hand, while their free hands both clutch the handle of the Xenoblade. The two begin to drift into a kind of deep sleep, and we see the party escaping from the compound as it continues to be flooded with divine energy. Through Lilith and Amyra's unconscious mind-meld, they commune with the Xenoblade, and discover a method to keep the two worlds in place that will allow both of them to relinquish their divine power and become free. They place the Xenoblade at the exact centerpoint between the worlds, activating its final power. The two then disappear, while a sort of cosmic bridge is created between the two worlds, holding them together at a safe distance and keeping them from floating apart. Lilith and Amyra then reunite with the party on Luxurion, as the people of Luxurion and Obscuria experience the first true freedom they've ever known, a pair of worlds without gods or masters, united and reborn. Scout returns to his village with his family, Folfol returns to his people, Cassidy and Graddock become sky pirates together, and Jaffrey assumes leadership of the Knights of Eden, now dedicated to fighting for the people rather than fighting for a god. Lilith and Amyra return to Lilith's childhood home, where they place Lilith's old heirloom next to a picture of Lilith's long-deceased parents. Amyra wants to continue her life as a healer, and Lilith pledges to be her knight, taking up a new sword to follow her wherever she goes. These scenes are set to a beautiful, seven minute lyrical song, "The World I've Dreamed Of", which soars to majestic climax as Lilith and Amyra stand at the edge of the continent of Eden, overlooking the new world they've created together, with Obscuria in the distance. The credits then roll, ending with a remastered version of the classic Final Fantasy theme, and then the post-credits scene shows Lilith and Amyra crossing the spacebridge onto Obscuria for the first time since saving the two worlds. Already, Obscuria begins to bloom with new life, its natural resources replenished via its connection to Luxurion. The connection between the two worlds from space is seen to resemble a symbol that the player could see on the hilt of the Xenoblade during the game.

    Final Fantasy XII is released worldwide on October 20, 2009, to universal critical acclaim. The game is praised for practically every aspect, from the graphics, to the music, to the voice acting, to the storyline, to the combat system, each of which are proclaimed to have broken new ground for the series and for RPGs in general. The game is immediately considered by most to be the best game in the series since Final Fantasy VII, with some even calling it the best Final Fantasy game ever made. Its Metacritic score is 95, the highest ever received for a Final Fantasy game (before or since), and one of the top scores received by any game in 2009. It's considered to be the best JRPG of the decade by a plurality of critics, surpassing games like Chrono Infinite, and though its anti-religious themes stir up mainstream controversy, it's quickly subsumed by the overwhelming amount of praise directed at the game from critics and fans alike. The game would become the fastest-selling Final Fantasy title to date, and though its sales wouldn't quite match up to blockbusters like Call Of Duty or Assassin's Creed, it easily becomes the fastest selling JRPG of all time, both in North America but especially in Japan, where the game would smash records set the previous year by Dragon's Quest IX. It cements Tetsuya Takahashi as perhaps the most important game creator in Japan, and Squaresoft would immediately offer him a chance to head the series' next game, Final Fantasy XIII. Lilith becomes an iconic JRPG character, second only to Cloud Strife in popularity amongst fans of the series, and she would quickly ascend to become one of the most popular female characters in gaming history, alongside Samus Aran, Princess Zelda, Sadira Blackheart, and the six Thrillseekers protagonists. The game's success would also start an imitation craze of RPGs emulating the MMO style, and Final Fantasy XIII would return to that style for Takahashi's next outing, in which he planned to bring back the mighty Guardian mechs for an epic sci-fi adventure.
     
    BONUS: Nirvana's Waste Of Time, 10 Years Later
  • With permission from RySenkari, I present the Wikipedia article on Nirvana's fifth studio album, Waste Of Time:

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    "Waste Of Time is the fifth and final studio album by American rock band Nirvana before their disbandment in 2000, which was released on March 1, 1999 through DGC Records. Nirvana had intended for this record to shift to a more slick, crisp and refined production and more overtly post grunge style than their previous two albums. To help move away from the chaotic themes and melancholic sound of Stains (1995), the group brought on board producer Rick Rubin to help record and mix Waste Of Time during the month of August 1998 at Robert Lang Studios in Shoreline, Washington. The album's lyrical content primarily focused on childhood nostalgia, teenage reminiscence and high school ups and downs and how the band saw that they had actually "wasted their time" at critical points in their lives, which is the inspiration for the album's name.

    Upon the album's release, the album was a instant commercial smash, as it shot to number one in its debut week on the US Billboard 200 and remained there for 4 weeks, spearheaded primarily by the single "Way No Way", which peaked at the number one spot on the Billboard Hot 100 and remains the bands only number one hit on the chart. The album also spawned three other singles that were critical and commercial successes, "Jungle Gym", "Giggle" and "Third Period", and although critical reception was high, with many praising the deep lyrical themes and the raw emotional musicianship from the album, Nirvana's fan base were more evenly split as to their newfound musical direction, with many calling it "a road to selling out to the record labels".

    As of 2019, the album has sold over 6 million albums in the United States and 20 million albums worldwide, and has been certified 6 times platinum by the Recording Industry Association of America. It remains Nirvana's second best selling album, after Nevermind (1991)."
    - Opening paragraphs of the Wikipedia article titled "Waste Of Time", seen on March 1, 2019
     
    Fall 2009 (Part 10) - The Second Law Of Equivalent Exchange
  • Fullmetal Alchemist 2

    Fullmetal Alchemist 2 is an action RPG developed by Quintet and published by Enix, and the sequel to Fullmetal Alchemist, the hit action RPG for the Nintendo Wave. Fullmetal Alchemist 2 is a multiplatform game, released for both the Nintendo Sapphire and the Apple iTwin, and though it shares some thematic elements with its predecessor, it features an entirely new world and protagonist, completely original TTL. The game, like its predecessor, is an action RPG that combines modern firearms with fantastical alchemy to create a fast-paced style of combat in which players conjure up objects and generate alchemical attacks on the fly. The game's setting is a large city very reminiscent of London during the days of the Blitz: the game has a steampunk motif but is slightly more modern than the first game. Unlike the original game, in which Edward and Alphonse traveled all over the continent and even to other countries, this game takes place primarily around the city of Severa. Sometimes the player will travel outside the city to a nearby town or the surrounding forested area, but much of the game's main story takes place here. The protagonist is a detective named Vane, who uses alchemy to aid him in taking down criminals, many of which also use alchemy. In Severa, the police force uses alchemy ostensibly to protect the populace, and its use outside of official business is heavily restricted, with much of Vane's time spent hunting down unlicensed alchemists. The combat in Fullmetal Alchemist 2 is more ranged in nature than the original game, which heavily utilized melee. Vane can still use melee by using alchemy to augment his limbs for punches and kicks, but most of the game's combat utilizes either firearms or ranged alchemy attacks, and melee fighting against a large group of enemies is pretty much suicide. There's a lot more stealth and strategy involved in this game, with more close-quarters fighting and the need to use cover to shield against an enemy's weapons or spells. Vane can use alchemy dynamically to create cover or to aid in his stealth attacks, with the player given offensive, defensive, or material drop bonuses for clever fighting. Alchemy is a bit easier to use in this game: alchemy components drop a bit more easily, and important spells are a bit cheaper this time around, though the law of equivalent exchange still applies: Vane must contribute something, be it materials or his own life force, to use alchemy. As in the original game, Vane can take companions into battle with him, though this mechanic is somewhat less important than it was in the original game, and Vane can only take one companion with him at a time. In addition, there are only three possible companions (there are two others, but both are temporary and leave Vane's side soon after joining him), and there are several important battles and dungeons that Vane must visit alone. The player no longer earns traditional "experience", but instead will level up certain attributes as they are used, and can also assign attribute points to others at certain points in the story or after completing certain missions, and there are a total of 24 attributes that Vane can level up, giving the player a great deal of control over his developed. Fullmetal Alchemist 2 features probably the most technologically advanced graphics to date in an Enix game. After the success of the first title, Enix contributed a great deal of money toward producing the second, and though it doesn't match Final Fantasy XII (or really come all that close), it's one of the better looking RPGs on the Sapphire. Yuzo Koshiro returns as the game's sole composer, giving the soundtrack a more subdued, noir kind of sound rather than the epic soundtrack that characterized the previous game. Troy Baker voices Vane in the game's English dub, and a variety of other voiceover artists, most of them known for anime, join him in the cast.

    The game begins by introducing the player to Vane, an alchemically trained detective in his late 20s. Unlike Edward and Alphonse from the previous game, Vane has no real personal tragedy in his past, but does note that misfortune tends to follow him and he tries to avoid others as best he can. He likes to work alone, and he mostly hunts down petty criminals and unlicensed alchemists. His fortune begins to change when he meets a young woman named Tessa who thinks she's being pursued by an alchemy-using serial killer who hunts down and murders people with a red blade. Vane soon forms a connection with Tessa, and tracking down the serial killer is the major story arc for about the first third of the game. As Vane tracks the killer, he learns more and more about the killer's targets, which takes him all across the city, and starts to earn the ire of his captain, Kramer, who wants Vane to stay away from the serial killer case and from Tessa. Vane also meets another young woman, Zera, who is also an unlicensed alchemist but has been using her alchemy mostly for healing purposes. Vane eventually bonds with Zera as well, and she becomes his second companion (after the first, Shado, a street brawler who becomes a licensed alchemist with Vane's help). Vane eventually tracks down the killer after Tessa is attacked and wounded by him. Vane defeats the killer in an intense battle, but strange marks left in the killer's lair trouble Vane, and the death of a young man who Vane had been helping troubles him even more. Vane soon learns of a cult, a shadowy conspiracy slowly tightening its grip on the city. The cult targets Tessa first, and then Kramer (who, after Vane saves him from a deranged alchemist, becomes Vane's third permanent companion). Vane learns that the goal of the conspiracy is to create an alchemic artifact even more powerful than a Philosopher's Stone, and that the cult has been killing people and tearing out their souls to this end. Vane also learns that several high-level cultists who possess godlike powers actually have Philosopher's Stones, and in a moment about two-thirds of the way through the game, in the game's most shocking twist, Vane learns that Tessa herself is a cultist after she uses her own Philosopher's Stone to revive the serial killer that Vane thought he killed. Tessa, thinking she has Vane trapped, explains herself to him: Severa is on the brink of war with a culture utilizing only technology, a culture that has forsaken alchemy and has demonstrated their weapons' superiority over it. Tessa believes herself to be a protector of the old order, and wants to prove alchemy's power by achieving true godlike power with it, a power that requires completely casting off and rewriting the laws of equivalent exchange. Vane tells Tessa that it's impossible, but Tessa says that it's possible to trick even God himself with the right alchemic formulas, and demonstrates her power by performing several miracles before Vane's eyes. Vane finds a way to escape from Tessa before she kills him, and realizes that the cult has embedded itself all over the city, using its power to raise up souls to fuel their Philosopher's Stones. Vane must retrace several of the mysteries he's previously solved, putting together the clues to find and dispatch certain cultists before Tessa can achieve her ultimate goal. In the process of doing this, Vane learns about Tessa's past and why she's able to perform so many miracles: she's a cobbled together fragment from a series of failed human transmutation experiments that literally sacrificed a million souls in order to create one seemingly perfect being. In committing such a blasphemous act, Tessa acquired the unique gift of being able to call upon those souls at any time she wishes, but she was made to believe that she was able to perform miracles and defy equivalent exchange when she's really just using the souls used to make her. As events build to the game's climactic confrontation, a battle with Tessa and her fellow cultists atop a massive spire/shrine in a desiccated area of the city, Vane also learns that Tessa's existence is part of what is known as Recurrent Exchange, a cycle of sacrifice, creation, and sacrifice that will ultimately lead to Tessa slaughtering millions more people in order to create another being who will continue the cycle anew. Vane futilely tries to convince Tessa to cease perpetuating this cycle, only for her to reveal that she knows everything and she will be able to transcend it because she's the only one who knows the alchemic formula for absorbing the soul of Truth itself, creating a truly infinite well of souls to use toward alchemical creation. Vane realizes that attempting such alchemy will tear the universe apart and battles Tessa in order to stop her. Their battle repeatedly crosses the boundaries between life and death, only for it to abruptly stop once Tessa finally runs out of souls to use, having spent hundreds of thousands of souls just to battle Vane. Tessa realizes that the only way to complete her spell is to sacrifice her own soul. Vane tries to stop her, and seemingly succeeds, but Tessa, believing her existence to be meaningless if she doesn't complete her spell, suddenly transmutes herself into the new stone. Vane watches helplessly as millions of souls around him, including his own, begin to be drained away, and in his frantic attempt to stop Tessa, manages to create a binding sigil that prevents Tessa's soul from being fully absorbed into the reaction. Tessa and Vane briefly battle again, but Vane manages to defeat her, and this time erases her from existence. However, now Vane's own soul is being pulled into the spell, in place of Tessa's. Vane reaches out and manages to contact Truth, and asks to stop the reaction. Truth tells Vane that what has been set into motion cannot be changed, but Vane manages to ask if he can instead sacrifice his own soul to dispel the reaction rather than fuel it. Vane draws a new alchemic sigil and the spell is changed, reverting the souls of everyone in Severa back to their bodies, but causing Vane's physical body to be destroyed in exchange. As the game's ending plays out and the various characters Vane helped are seen to be living their lives, we see that Vane's soul remains intact and roams Severa, watching over its people, particularly Zera. The game ends with Zera seen to have accepted Vane's death but keeping his memory alive by maintaining a memorial to him.

    Fullmetal Alchemist 2 is released on December 1, 2009 in North America, about five months after the game's Japanese release. It's considered a critical success, though not to the same degree as the original game, with the gameplay and combat having not evolved all that much from the original and critics not entirely enjoying the new more defensive-based combat system. The game's characters and storyline, while positively received, aren't seen as being as memorable as those of the original game, though Vane and Tessa both get a lot of praise from reviewers. Ultimately, the game is a major commercial success in Japan, finishing only slightly behind Dragon Quest IX in overall sales there, and in North America it does well also, greatly exceeding sales of Dragon Quest IX here but not quite matching sales of the original game. Both the Sapphire and iTwin versions perform well, with the iTwin version doing slightly better in Japan and slightly worse in North America. In North America, Fullmetal Alchemist 2 is largely overshadowed by Final Fantasy XII, which is seen as being the superior game and gathers the lion's share of sales between the two. While Fullmetal Alchemist 2 isn't exactly a disappointment, it's also not the Game of the Year contender the last title was, and becomes somewhat forgotten in comparison to its contemporaries. It's still an unquestioned success, and continues to be Enix's second strongest franchise overall, behind the venerable Dragon Quest.

    -

    And while Dragon Quest is no longer king of the RPG hill in Japan, the series remains one of the most popular video game franchises there, surpassed only by Final Fantasy XII in overall sales in Japan over the past 12 month period. Fueled by the profits of games such as Dragon Quest IX, Fullmetal Alchemist 2, and Legion Oculus (Japan-exclusive), Enix remains a very financially healthy company, and is poised to deliver at least five more significant video games before the end of 2011. Two of these titles, both of them handheld games, will be coming to North America in the first quarter of 2010: Kobaltia, an SRPG, and Reliksgard, an action RPG reminiscent of titles such as Soul Blazer and Revolution Alpha, will be coming here after successful launches in Japan last summer, and while neither game is expected to sell as well in North America as they did in their country of origin, they're still among the most anticipated handheld games of 2010. Another title, a third person shooter coming to the Sapphire and iTwin, is also likely to come to North America. It's a foray into a new genre for Enix, but the company has poured a lot of resources into the as of yet unnamed title, and though it's still early in development, it looks to pose a direct challenge to games like Squaresoft's upcoming Third Drive, another highly experimental shooter from a company mostly known for RPGs.

    Enix, unlike Squaresoft, has for the most part been unsuccessful in its attempts to achieve blockbuster hits in the West. Revolution Alpha and Fullmetal Alchemist were the rare exceptions, both games selling well over a million copies in North America, but other titles, such as a direct sequel to Soul Blazer and ActRaiser: The Master Returns, failed to achieve similar success despite both receiving excellent critical reviews and being sequels to beloved SNES classics. For this reason, the majority of Enix's games have remained exclusive to Japan, including games like the quirky Supernova basketball RPG Hoop Heaven and the excellent giant mech SRPG Rotohammer, a late Nintendo Wave title that sold over half a million copies in Japan. Enix continues to be the second most well known JRPG company in the West, but mostly for the hits of its past, and not the hits of today. Current Enix president Kazuo Aoyagi, who joined Enix in 2000 and became the company's president early last year, expressed his desire to bring more Enix releases to both North America and Europe, believing that despite fiscal troubles throughout the world, the current gaming market is expanding and that companies need to release more of their games internationally. Aoyagi also said that Apple's iTwin, which has become extremely popular in Japan, has made it more profitable to localize games in North America due to the console's popularity across all regions and ease to produce games for and sell games on. Aoyagi said that while Enix will focus on keeping multiplatform titles localized for all consoles they released on in Japan, he could see situations in which Enix would need to localize games for the iTwin only and leave the Sapphire versions exclusive to Japan.

    -from an article posted on Games Over Matter on December 12, 2009
     
    Fall 2009 (Part 11) - The World At Decade's End
  • Joe Buck: And now, Ken Griffey Jr. steps up to the plate with two outs and the bases loaded in the bottom of the 9th in Game 7 of the World Series. This could be the final at-bat of his incredible Major League Baseball career. The New York Mets lead the Seattle Mariners, 6 to 3, and a home run would win the game and the Series here, but I have a feeling that Cordero may walk him here.

    Tim McCarver: The home crowd wouldn't like that, wouldn't want to see Ken Griffey Jr.'s career end with a walk, but that would probably be the safest thing to do is just to let that run score and make it a 6-4 game.

    Buck: The pitch, and it's a fastball right down the middle, and Griffey doesn't even swing at it, strike one! It looks like Cordero's going to take his chances and pitch to him.

    McCarver: Francisco Cordero has been the best closer in baseball this year, he's a big reason why the Mets won the pennant this year and why they're now two strikes away from a World Series championship.

    Buck: Make that one strike, Griffey swings and misses and now the Mets are just one strike away!

    McCarver: And there was a time when Griffey probably would have hit that ball, but age has caught up even to the mighty Ken Griffey, I would think, his swing is slower than it used to be during that incredible run in the 90s.

    Buck: But he is still dangerous, he hit 26 home runs during the regular season and had that clutch home run in Game 6 of the ALCS to give the Mariners the lead against the Yankees in that back and forth game. Now here's the next pitch, and it's high and outside, Griffey doesn't swing and that's ball one.

    McCarver: This crowd is on its feet.

    Buck: There is not a single person sitting down here in Seattle. They're hoping that this team can pull off the miracle, down 6 games to 0 in the bottom of the 8th, and somehow, some way, they fought their way back with three big runs in the eighth, but Cordero has struck out two in this inning despite letting three runners on.

    McCarver: Griffey, you can see, he wants to see one right down the middle, but Cordero won't make it easy for him.

    Buck: The Mets have had the best pitching in the National League this year, they won 90 games and they've been the underdogs all October long, but right now just one strike away from their first World Series win since 1986.

    McCarver: Cordero taking some time to think this through, he knows just how big of a moment this is right now.

    Buck: Here's the pitch... Griffey hits it, and it's headed for left field! It's got the distance, but will it stay fair?

    McCarver: Oh, my goodness!

    Buck: It's at the warning track... it's a home run! Ken Griffey Jr., in the last at bat of his career... it's pandemonium here in Seattle! A grand slam home run to win the World Series, I don't believe it!

    McCarver: That was the greatest home run in baseball history, can you believe it?

    *Ken Griffey Jr. is practically skipping around the bases, taking his time as his team and the crowd goes crazy while Cordero collapses at the plate and puts his head in his cap. As soon as Griffey gets to home plate, he jumps on it and is mobbed by his entire team, all of them jumping up and down in exhilaration as Griffey kneels on the ground, sobbing. Despite the intense security, a few diehard Mariners fans trickle out of the stands onto the field, and this starts a chain reaction that security is helpless to stop. Thousands of Mariners fans pour onto the field and start celebrating with the team.*

    Buck: The fans... the fans have invaded the field!

    McCarver: Oh, my god, can you believe it?

    Buck: All of Seattle must be celebrating right now!

    *Despite the potentially chaotic situation, the fans pouring out onto the field are careful and well-behaved, and soon Griffey and the Mariners are surrounded in a mob of fans, all of them jumping up and down and screaming in joy.*

    (...)

    *Some 45 minutes later, after the fans have been cleared off the field and the celebration has become more subdued, Griffey and his team are presented with the world championship trophy. Griffey's dad is at his side, and Griffey is still emotional as he talks into the microphone.*

    Ken Griffey Jr: I don't.... I don't even know what to say. I... I just love these guys so much. I love these fans so much. I wouldn't be here... if it wasn't for all these fans supporting me. And my dad. Oh... oh man. *hugs his dad tightly with one arm and the trophy with the other* I... if I had to retire... this... I couldn't even imagine it would be like this.

    *The roar of the crowd is still extremely loud, Griffey can barely be heard over it.*

    Griffey: I... I don't even... oh... oh man. *laughing, but also crying*

    -from FOX's broadcast of Game 7 of the 2009 World Series on November 5, 2009

    -

    As the Jon Huntsman administration neared the end of its first full year, Huntsman's focus was on entitlement reform and a continued effort to fix the ongoing recession. Huntsman knew that the holiday shopping season was growing near, and despite his desire for shrinking the size of the government and focusing on austerity, he knew that doing so at this time would likely cause consumers to tighten their belts, leading to a lean Christmas shopping season, lower retail profits, and an overall weaker economy. He instead decided to put entitlement reform on the backburner, addressing it in his 2010 State of the Union address and instead focusing on other issues such as federal judgeship appointments. Huntsman's approval ratings were still high, and with Republican majorities in both chambers, he made it his focus to leave a lasting judicial legacy by filling as many vacancies as he could. For the most part, he picked judges who were fiscally conservative and socially moderate, though he did pick a couple of social conservative judges to please his base, appointing them to courts that had previously seated socially conservative judges. Huntsman's judicial appointments all sailed through easily, with little meaningful opposition from Democrats. Huntsman used some of these appointments to mend fences with Nevada senator Penn Jillette, and the relationship between the two seemed to warm as Huntsman's nominees were confirmed. He also issued numerous executive orders that eliminated certain business regulations, most of them pertaining to small businesses. These executive orders drew sharp criticism from Congressional Democrats, who claimed that Huntsman was overstepping his bounds in order to reward his rich donors, but Huntsman claimed that these executive orders were meant to reduce the burden on small businesses, and even pointed to one of them as a proposal that Democrats supported during the Paul Wellstone campaign, a freeze on property foreclosures, though the freeze only applied to certain businesses under a narrow set of circumstances, and didn't give any relief to homeowners who were continuing to face foreclosure at a record pace. Huntsman also signed into law a bill that would expand the Pell Grant program for science students, though it simultaneously shrunk the number of student loans being given out by tightening financial requirements. Calling the bill the 21st Century Technology Education Grant Program, Huntsman said that the bill would help up to a million students get money for education if they went into certain STEM fields, and said that it was a trillion dollar investment in America's future. Some Republicans disliked the bill, saying that it was too big of an expense and that the already bloated federal budget couldn't handle it, but enough Democrats joined with the Republicans who did vote for the bill to offset the defectors. Huntsman also signed a pair of bills into law that would cut military spending over the next several years. It wasn't the across-the-board cut to military spending that Huntsman wanted, but it was a step toward Huntsman's promise to streamline the military while keeping it strong to face the next decade of foreign threats.

    While much of the last few months of 2009 went smoothly for President Huntsman, there were some issues that arose to challenge him in the latter part of the year. Huntsman felt pressure from his socially conservative base on a number of issues surrounding LGBT relationships and religious recognition. Numerous states voted to allow gay marriage or civil unions on Election Day, bringing the total number of states where gay marriage was legal to 15 and the number of states allowing civil unions to seven. Huntsman affirmed his belief that marriage should be between a man and a woman only, but also explicitly refused to support any kind of constitutional measure banning gay marriage, saying that it was an issue left up to the states. He did say he would be open to some kind of measure requiring gay marriage to be supported by voters in the states rather than being declared legal by courts, but stopped short of saying whether or not he would support such a measure or whether that would even be legal to do on a federal level. He also drew ire from social conservatives when he criticized a movement that had arisen during the holiday season to advocate the use of "Merry Christmas" instead of "Happy Holidays" by retailers, saying that he respected the other celebrations such as Hanukkah or Kwanzaa occurring during that time and stated that while he personally was preparing to celebrate Christmas at the White House, he wished his fellow Americans a happy holiday season whatever they chose to celebrate. Huntsman also had to deal with a number of tragedies, including a shooting at the Macy's Thanksgiving Day parade in which an attacker snuck a gun past security and shot at a float where pop star Rihanna was performing. Rihanna was merely grazed on the arm, but two others on the float, as well as two paradegoers, were killed, and 12 people were injured, including two NYPD officers who assisted in taking down and killing the gunman. A note written by the shooter before the attack stated that the shooter intended to have his crimes broadcast to millions on television, but NBC's cameras went off the float just five seconds before the shooting started, preventing millions of viewers from seeing the carnage live. The shooting ignited a minor debate about gun control, but Huntsman, a staunch opponent of gun control, claimed that the shooting was merely an isolated and sad tragedy, and media coverage of the event faded fairly quickly. Another tragedy occurred in mid-December, as a massive blizzard stuck Colorado, claiming a total of 34 lives, including fourteen skiiers in an avalanche caused by record snowfall. Denver recorded its lowest temperature ever during the height of the blizzard, thirty degrees below zero. The storm moved into the Plains states and the Midwest, causing harsh snowfall and low temperatures there as well during the weekend before Christmas. It was a fairly quiet time for foreign affairs as well: Pakistan continued to be somewhat chaotic, and turmoil grew in Indonesia, but apart from the usual hotspots, there were no major terrorist attacks or crises during this time. In Europe, the recession that dominated the first half of the year seemed to subside somewhat, as EU leaders rejected austerity measures and instead approved stimulus packages designed to get consumers spending and employees back to work. French president Ségolène Royal led the charge, declaring that "we won't let the people who got us into this mess decide how we're going to get out of it", and despite sharp criticism from the American press, Royal was extremely popular in most of Europe, and France saw the fastest recovery of any European country. She would become Time's Person Of The Year for 2009, and though Jon Huntsman would be one of her sharpest critics, the two of them would maintain a cordial relationship as the 2000s ended.

    -

    Katie Couric: Steve Jobs has been one of the most influential businessmen of the decade, introducing the world to a series of groundbreaking products such as the iPod, iPhone, and iTunes, and as our correspondent Lindsay Zara shows us tonight, Jobs' reach extends all the way around the globe, including the country of Japan, where he's planning one of the biggest Apple business expansions to date. With more on that story, here's Lindsay Zara.

    *Tokyo is shown at night, its buildings lit up as cars and people move down the busy streets.*

    Lindsay Zara: *narrating* Tokyo, Japan. The largest city in the world, home to hundreds of the world's most important businesses.

    *Citizens of Tokyo are shown with their iPhones and iPods, listening to music, talking to friends, or playing video games.*

    Zara: Apple has a major presence here, thanks to products like the iPhone and the iTwin, which lead the worldwide smartphone and video game markets respectively. You can't go anywhere in Tokyo without seeing the ubiquitous Apple logo, and soon, Apple may have a physical presence in Tokyo as well. Steve Jobs has visited the country numerous times this year, both to promote Apple's latest products, and also to negotiate a key business deal that may soon see a new Apple headquarters located in Japan, tasked with pushing Apple products all across Asia. Jobs is currently in talks with Japanese leaders about a deal that will bring Apple's international corporate headquarters here. Though Apple's primary operations would remain in America, the Tokyo facility would handle business and manufacturing for many of the foreign countries Apple does business with. It's a measure that would prevent shortages like the one in 2007 and early 2008 that prevented Japanese consumers from acquiring products like the iPhone and iTwin, which were readily available across North America and Europe.

    *Jobs is shown with two Japanese teenagers, letting them take their picture with him on their new iPhone.*

    Zara: Steve Jobs himself is extremely popular in Japan, to the point where a pseudo-cult of personality has developed around him.

    *A video on a Japanese website of an anime-esque Steve Jobs dancing to a cute song is briefly shown, along with footage of an anime show where Jobs appears to bestow an iPhone on the protagonist.*

    Zara: This can be heavily attributed to the popularity of the iTwin, the first major console by a non-Japanese company to be successful in the country. The iTwin has sold even more units here than the Nintendo Sapphire, a joint production between Nintendo and Sony, two titans of Japanese industry. The iPod and iPhone, both of which can also play their own lineup of video games, are also majorly successful in Japan, with most young people owning either one or both of the devices. This has made it somewhat easier for Japanese political and business leaders to be accepting of Jobs, though he still has strong opposition from some Japanese leaders, who see Apple as a threat to domestic electronics companies such as Sony. There was similar opposition six years ago to Apple's acquisition of a major portion of Japanese video game company Sega, an acquisition that had to overcome numerous regulatory hurdles. However, if you ask the average person on the street here in Tokyo what they think of Apple, the answers are much more enthusiastic.

    Girl: I love my iPhone! *holding it up excitedly* I love Apple!

    *A group of teenage boys in Shinjuku all hold up their iPhones and iPod Plays.*

    Boy: The iPhone, it can do pretty much anything.

    Boy #2: Steve Jobs is awesome!

    Boy #3: I love playing Sonic the Hedgehog on my iPhone, I would love to see Apple come here and make more games. I want to see the next model of the iPhone launch here in Japan first.

    Zara: And while it's doubtful that Japan will ever see a majority of Apple's business, its success here is an encouraging sign for the continued success of the company, and one of the major reasons why Apple has performed extremely well during the recent economic recession. Its stock price has increased by 157% during 2009, going from 28.09 at the start of the year up to 72.19, while rival Microsoft saw stock prices drop by 7%.

    -from the December 10, 2009 episode of the NBC Nightly News
     
    Fall 2009 (Part 12) - The Witching Hour
  • Bayonetta

    Bayonetta is an action hack and slash title exclusively for the Apple iTwin. It's published by Capcom and directed by a team led by Hideki Kamiya, who never forms PlatinumGames ITTL but is instead put in charge of his own internal development studio to work on Bayonetta and other titles that will be coming exclusively to Apple systems. Bayonetta is most similar to Devil May Cry, and incorporates much of the gameplay and plot elements from IOTL, but does take a few cues from TTL's games as well, with butterflies somewhat affecting the overall gameplay and aesthetic. The influence of OTL's Viewtiful Joe is gone, but TTL's Star Siren fills the gap somewhat, giving the game a few more anime-esque tributes and magical attacks for Bayonetta (though she still fights primarily with physical weaponry such as guns and swords). Bayonetta also takes some influence from the Blackheart series, which pioneered the "sexy sadistic lady of darkness" archetype ITTL, and its influence primarily allows the game to be a bit more freewheeling with its sexual content, and also Kamiya makes the game and the protagonist just a bit more light-hearted and silly, in contrast with the more serious Sadira Blackheart. Bayonetta's still hacking angels to bits, Devil May Cry style, and all the familiar gameplay mechanics are there, including Witch Time (which slows down the enemies after Bayonetta successfully dodges an attack) and Torture Attacks (in which Bayonetta inflicts brutal punishment on enemies in time with the player's button presses). Bayonetta's attacks are just a bit faster ITTL, and the addition of magic allows for more enemies on screen (because it's easier for Bayonetta to kill them) and also allows the developers to be somewhat more creative with Bayonetta's attacks. There are also a few (extremely sensual) transformation sequences added to the game, a further sign of Star Siren's influence. Dual wielding is also a bit more important in this game, with special attacks granted for dual wielding certain weapons. This is a sign of the influence of the Squad Four series and its character Rebecca, who noticeably dual wields energy swords, Bayonetta gets a pair of energy swords that resemble Rebecca's (but not quite enough to get sued by Nintendo). There are also buffs to Bayonetta's attack and defense that can be found in the environment and purchased from Rodin during the game, similarly to the Witch Hearts and Moon Pearls that increase Bayonetta's health and magic stats. It's slightly more important for the player to learn certain combos, which can be more damaging and earn more halos, and overall the game feels a bit more like an RPG than OTL's title, but is still an action hack and slasher at its core. Players still earn medals for their play during the game, ranging from Bronze to Pure Platinum, with these medals and scores mostly being for bragging rights only and to encourage replay value. Bayonetta has more weapons and items than in OTL's game, including a lance and a flamethrower, both weapons that didn't appear IOTL. The game features traditional controls, but also has an optional motion control mode that actually proves to be an incredibly fun way to play through the game, making it easy to dual wield and allowing the player to come up with their own combinations just by moving around. The game's graphics are fairly similar to OTL's games, perhaps a bit worse due to the iTwin's reduced power compared to the PS3 or Xbox 360 IOTL, but it's definitely one of the best looking games on the iTwin and really shows off the system's power. Bayonetta is voiced by Hellena Taylor, similar to IOTL, while Jeanne is voiced by Kari Wahlgren ITTL (Grey Delisle voiced her IOTL).

    The game's plot is actually fairly similar to that of OTL's game: Bayonetta is an Umbra Witch who awakens after being asleep for several centuries. She has no memory of her true identity, only that she's an Umbra Witch and that she's been tasked by the devil to battle angels who are in the service of Jublieus, the creator of the universe. Bayonetta finds herself in the middle of a war between the Umbra Witches and the Lumen Sages for dominance over the universe, with both factions in search of a pair of powerful artifacts known as the Eyes of the World. Bayonetta already possesses one and must find the other, as angels pursue her to kill her and take her treasure. The angels are led by four powerful beings known as the Four Virtues, similar to OTL's game, but unlike OTL's game, Bayonetta is also being pursued by three human-like angelic assassins, each of whom also represents a virtue (the theological virtues of Faith, Hope, and Love), meaning that Bayonetta must battle seven virtues over the course of the game. Bayonetta is also being pursued by Jeanne, a rival Umbra Witch, who has her own agenda for wanting Bayonetta dead. Much like OTL's game, Bayonetta features 18 chapters of action (two more than OTL's game), many of which are divided into several stages, though some chapters consist only of fights against a powerful boss. As a rule, the Four Virtues are each fought in their own chapter, while two of the three assassin fights all come at the end of multi-stage chapters, and the other one kicks off a multi-stage chapter. Luka, Enzo, Cereza, and Rodin all appear in TTL's game, serving in similar roles to OTL's game, though Bayonetta has another human pursuer, a female reporter named Lizbeth who tries to take a picture of her but is unable to capture her on film. Lizbeth is reporting for a paranormal newspaper that's sort of like a tabloid, and needs evidence of Bayonetta's existence in order to keep her job, making her highly prone to taking risks. Just like with Luka, Bayonetta has a strange attachment to this woman and risks life and limb to bail her out of trouble, though she doesn't seem happy with it and just wishes Lizbeth would leave her alone. Luka is a bit more serious in this game (to contrast the mostly comic relief Lizbeth), having a more personal grudge against Bayonetta (instead of just blaming Bayonetta for his father's death, as IOTL, Luka seemingly lost both parents to Bayonetta ITTL). He ends up softening up a bit after he's forced to start taking care of Cereza, who, like IOTL, is actually a child version of Bayonetta sent by Father Balder from the past to remind Bayonetta of her true identity. As Bayonetta uncovers more and more of her past, she also defeats the Four Virtues one by one, while also defeating the angelic assassins sent to kill her. The first of the assassins, Raphael, represents Faith, and is encountered early on in the game, after the Fortitudo fight. Raphael, a soldier of unrelenting faith in Jubileus, wields a powerful sniper rifle, and the first challenge the player faces is finding him and getting close to him. Once Bayonetta reaches Raphael, it becomes more of a close-range gun duel, and even after being grievously wounded, Raphael refuses to surrender until Bayonetta finishes him off by beheading him. The second angelic assassin, Lucia, represents Hope, and takes place soon after the battle with the third Cardinal Virtue, Iustitia. The battle with Lucia takes direct influence from Sadira's clashes with Messiah in the Blackheart series, with Lucia using her unwavering hope to break out of every kinky predicament Bayonetta puts her in, with the final blow seeing Lucia placed in an exceptionally convoluted deathtrap, escaping, and seemingly getting the jump on Bayonetta, only to be blasted into oblivion by the umbra witch's powerful dark magic. The final angelic assassin is Uriel, and he represents the virtue of Love, in this case a love for the goddess Jublieus bordering on obsessive lust. He's fought very late into the game, at the start of Chapter 16, the game's most complex and difficult level, and battles Bayonetta with a powerful sword. During the battle he repeatedly declares his love for Jubileus, which Bayonetta finds boring and droll, and eventually, she proves to have the bigger sword, finishing him off by impaling him on a skyscraper-sized blade before a powerful new form of her demon Gomorrah consumes him whole. Bayonetta also has climactic clashes with her partner and rival Jeanne and her own father, Balder. Balder was the one who killed Luka's parents, and, like IOTL's game, is using Bayonetta to resurrect Jubileus and control Heaven, Hell, and the material realm. After defeating Balder, Bayonetta battles Jubileus in a spectacular, multi-stage clash that ends with Bayonetta hurling Jubileus into the Sun. Now fully reconciled with Jeanne and remembering her past, Bayonetta continues the Umbra Witches' war against the Lumen Sages and the angels. Bayonetta sees Luka off, thanking him for his help and forgiving him for holding a grudge, while also giving Lizbeth one good photo so she can keep her job at the tabloid.

    Bayonetta was considered merely a good to great game IOTL, but with the absence of a God Of War-type game ITTL to break new ground for hack and slashers (Lash Out, by the makers of OTL's God Of War, is considered more of an adventure game), Bayonetta becomes that title, garnering much of the praise ITTL that God Of War received IOTL. It's considered a major evolution of the Devil May Cry formula, featuring some of the best combat ever in a video game, and while the plot is somewhat ludicrous, it's also fun and coherent, making it acceptable window dressing for a game that's otherwise all about pummeling enemies and having fun. Compared with Nintendo's massively hyped but somewhat blah Squad Four Protectors, Bayonetta blows that game out of the water from a critical perspective, with combat that's more polished and more adaptive than OTL's game. With a slightly meatier quest, more fun bosses, and reveling in its ridiculousness, Bayonetta charms critics and fans alike, and is everything it's hyped up to be and slightly more. It's released on December 22, 2009, exclusively for the Apple iTwin, and in addition to further subverting that console's reputation as a kiddy console (Bayonetta is one of the strongest M rated games ever made, borderline AO in some parts due to its sexual content and ludicrous violence), it sets a new bar for graphics and play control on the iTwin, establishes one of the most unique and interesting new IPs in years, and actually sells a lot of iTwin systems in the last few hours before Christmas. It garners some of the best review scores of the year, and gets excellent sales, with over a million copies sold worldwide in the last ten days of the year. It's known as the last great video game of the 2000s, and Kamiya and his studio would produce several more games for the iTwin before the end of its lifespan.
     
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