Massively Multiplayer: Gaming In The New Millennium

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Summer 2011 (Part 1) - A New Generation At Rare
  • Slaughtered Planet

    Slaughtered Planet is an open-world WRPG developed by Rare and published by Nintendo. Rare's first RPG (though Kameo: The Dreamer had elements of an RPG), the gameplay is a mix of OTL titles such as Borderlands and Mass Effect, with the Rareware flair and an M-rated, mature storyline. The game focuses on a planet known as Camus Black, a planet ruled by a rich aristocracy, with a heavily stratified social class system. The planet is populated mostly by immigrants, who are lured to the planet with the promise of fortune and jobs, but many of them are later enslaved to do hard labor for the upper class. The system is deeply corrupt, and the corruption isn't just political: it's also ethereal, with an eldritch-like force of pure evil seeping into every corner of the planet, possessing many people and also spawning monsters that threaten to swallow up everything. Into this world slips the game's primary protagonist, a man named Vaon. Vaon is also an immigrant to Camus Black, having come there five years ago. Vaon worked his way up through the system, ingratiating himself to the right people, and now stands on the cusp of entering the upper class, one of the few immigrants to the planet who have a chance to do so. However, just before he is to be elevated to the aristocracy, he catches wind of a rebellion, and now must decide what side he's on, while the dark forces that have been slowly gathering strength prepare for their attack, threatening the lives of not only everyone on the planet, but everyone in the galaxy. Though Vaon's name and backstory and gender are predetermined by the game, everything else about him, including his appearance and stats, are customization by the player in the game's creation screen. Slaughtered Planet has a fairly simple system for determining player stats, with Strength, Defense, Skill, Intelligence, and Luck serving as the five main stats the player is able to allocate at the start of the game. All of these stats can be leveled up as the player progresses through the game. Players are able to collect a lot of different items in Slaughtered Planet, including multiple forms of currency and all sorts of materials for building weapons and items. Practically everything collected in the game has some kind of a purpose, and equipment customization is more important than stat leveling in helping to determine the player's overall strength. Weapons take all kinds of different forms, from the mundane to the ludicrous, and can also be leveled up and improved via augmentation or via paying someone to upgrade it (again with different types of currency). Exploration is quite open-ended in the game, the player isn't confined to any specific area (except for some short segments), and it's quite possible to traverse almost the entire in-game map (which is huge, larger than the typical Fallout map and comparable to a game like Skyrim, perhaps even a bit bigger) even early on. There are multiple large cities and even more smaller towns scattered amongst a planet that also has its fair share of ruins and natural formations to explore. Combat and basic gameplay mixes FPS and third-person adventure style, with the player able to freely switch back and forth between first person and third person views at any time. It's possible to play the game as an FPS or as an action-RPG like experience, or as a third person shooter in the style of the OTL Covenant games. It's possible to find different vehicles, including a motorcycle, a car, a minijet, and a hovercraft among others. There's a wide variety of combat styles, with Rare putting a huge amount of work into the game's combat in order to make it fun and rewarding. Rare brought a little something from every previous game it's worked on, with FPS combat playing out much like the Velvet Dark games and third person combat taking a lot of elements from The Dreamers, with some Dick-esque humor and even some Conker-esque platforming and collecting. In fact, this game has more collectibles than almost any other WRPG ever made, with multiple units of currency and scrap material everywhere. It's possible to find random stuff just scattered about the wasteland like music notes in Banjo-Kazooie. The game is truly an amalgam of Rareware's past and present, with David Wise and Robin Beanland teaming up to provide the musical score. The game features full voice acting from a cast of Los Angeles professionals, including a few minor celebrities. Colin Cunningham voices Vaon, while Gerald McRaney voices one of the game's primary antagonists, Director General Denton. Laura Bailey voices Sylea, an aristocratic woman who can end up being a powerful friend to Vaon or a powerful foe (but is most commonly a friendly character). Adam Croasdell voices Matt, a young rebel freedom fighter, while Italia Ricci voices Ren, another young freedom fighter with dangerous tendencies. Frank Welker voices another of the game's primary antagonists, the eldritch force/being known as Slaughter, a god of evil slowly corrupting the planet.

    The game begins with Vaon on his motorcycle just outside a medium-sized town. It quickly establishes who he is, who his current friends are, and also the economic situation on the planet, with migrants toiling away in service of a feudal-type lord in charge of the town, who Vaon is doing odd jobs for. These jobs are the player's opening set of missions that introduce the game and its mechanics, which include gathering some materials, taking down some weak enemies, and spying on/snuffing out a possible uprising. Once these quick missions are completed, Vaon takes on another mission that causes him to be attacked by Ren, who tries to kill him but who is then attacked by a large monster that Vaon has to take out. Vaon follows Ren, and there he gets his first look at the group of rebels hoping to upend the order on Camus Black. Vaon isn't yet given the chance to join the rebels, however, as he must first take a storyline mission to Camus Prime, the capital of the planet, where the world's true corruption becomes known. It's also possible around this time for Vaon to fight his first Slaughtered Ones, monsters created from the dark energy corrupting and permeating the planet. If the player chooses a path where Vaon directly serves Denton, the player will start to see this corruption firsthand in Denton and his immediate followers (same for Sylea, who is mysteriously free of this corruption and who will ultimately cross paths with Vaon shortly after he starts working with either Denton or the rebels). Vaon's encounter with Sylea is a fateful one, because Sylea is the character who forces Vaon to become antagonized to Denton no mater what path the player chooses. Sylea can sense the corruption overwhelming the planet, and whether or not the rebelllion succeeds, something has to change or the planet and its people will be destroyed,, while Slaughter spreads like a virus. Slaughter and the planet's corruption go hand in hand, and one of the main questions of the game is whether or not Slaughter was birthed from the planet's political corruption or whether Slaughter caused it (and the game never conclusively answers that question). Whether the player chooses to side with Sylea and the rebellion from within, or with Matt/Ren and the rebellion from outside, there are two main groups of antagonists that Vaon will begin crossing paths with by the end of the game: Denton and his army, and the Slaughtered Ones (both mindless monsters given birth by the corruption and possessed/corrupted humans). It's also possible for the player to straddle the line between the rebellion and the aristocrats, serving in a sort of mercenary role (this path does not antagonize Sylea, but it does antagonize Ren, making her a dangerous enemy since she's basically a terrorist and will eventually become corrupted herself). As the player progresses through the main quest, the corruption infecting the planet becomes deeper and deeper, until entire cities begin to fall and many, many people (on both the aristocratic and rebellion side) become corrupted. While the player's choices affect Vaon's friends and to some extent who lives or dies (though no matter what path the player takes through the game, Sylea lives, even if she is fought directly later on, and a few other characters are functionally immortal as well), the game's final set of missions will lead to confrontations with Denton's army (and a corrupted Denton), and finally with Slaughter itself in a battle to save the soul of the planet. Slaughter is destroyed, and the immediate threat to the planet is over. However, despite Slaughter and Denton being dead and despite some success for the rebels, the planet's old older still largely remains: the aristocracy remains in place no matter what, with millions of people still serving as slaves. While conditions have improved for them (leaving it ambiguous as to whether or not Slaughter caused the problems or was given life by them), they're still toiling away. Vaon himself can end up in a variety of places by the end of the game: off-planet (disgusted with the entire planet and its aristocracy), as a mercenary fighting for no one, as a rebel still fighting to free the underclass of Camus Black, as an aristocrat at Sylea's bedside, or as a combination of some of these fates (he can end up a mercenary, doing jobs for the rebels but still bedding Sylea for example). No matter what happens, a small fragment of Slaughter remains, and Sylea is in possession of it, leading to a potential sequel...

    Slaughtered Planet is released worldwide on July 16, 2011 as a Sapphire exclusive. As a massively hyped game from a highly popular developer, the game is one of the biggest launches of the year, selling well over a million copies in its first week. Reviews for the game are excellent, but reviewers do have some minor issues. Among the biggest issues is that there's too many things to collect, particularly currency, with some reviewers frustrated that they can't always find what they need to buy that cool weapon they want or to augment a particularly nice set of gear. The game suffers from "Banjo-Kazooie Syndrome" in that there's just too much stuff to find, tucked away in places too difficult to reach. The game is also criticized for not being quite as open-ended with its storyline as other games in its genre, railroading the player into certain quests and alliances and punishing them for going off the beaten path. That said, the graphics, music, voice acting, and particularly the gameplay are all highly praised, and reviews average in the low 9s. It's not quite the favorite for 2011's Game of the Year, but as of July 2011 it's one of the contenders, not only showing off what the Sapphire can truly do when pushed, but also seeing the beginning of a new era for Rare, of young talent taking charge at the company to produce games that people never thought they could pull off.

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    Velvet Dark HD Trilogy

    Just two weeks after the release of Slaughtered Planet, Rare releases a compilation of the first three Velvet Dark games (Velvet Dark, Synthesis, and Conspiracy) in full 1080p HD for the Nintendo Sapphire. Not much has been changed gameplay-wise, but the graphics have been given a full revamp to modern FPS standards (though Velvet Dark and Velvet Dark: Synthesis still look somewhat dated), and a few quality-of-life improvements have been made to the controls and some small gameplay aspects. The multiplayer mode has been left in for all three games, allowing full local multiplayer, though no online multiplayer is included. The games' original voice acting has been left intact, with the audio touched up slightly from the original recordings, and an "Archive" mode has also been added, allowing the player to peruse graphical files, music, voice clips, and cutscenes at their leisure. The collection is sold at retail for the full $59.99, which does antagonize some fans (especially since the original Velvet Dark and Velvet Dark: Synthesis have been available on Nintendo's Flashback stores for $9.99 a piece), but for fans who haven't played any of the games before, this is truly the definitive collection. The trilogy would eventually sell over two million copies worldwide, making it one of the most popular of the numerous HD remasters that would come to the Sapphire during its lifespan.

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    Rare's E3 Presence Provides Glimpse At Nintendo's Next-Gen Roadmap

    While Nintendo and its software developers were mum about the company's plans for the eventual successor to the Sapphire, we were able to get a brief look at Rare's development plans via a few interviews and video clips shared by the developer at E3. No mention of the next generation system came up, but Rare did confirm that it was working on a number of upcoming projects, all of which are expected to be released on Nintendo's next system. Leading up to the release of Slaughtered Planet and the Velvet Dark HD compilation, a few more bits of information have leaked out, and we're going to summarize them all here.

    We're expected to get a new game in the Velvet Dark series, and all indications are that it's going to come out sooner rather than later. The game is expected to focus solely on Joanna Dark rather than her sister Velvet, and rather than contending with AI conspiracies, the game is expected to take Joanna back to her roots as an agent, perhaps in the employ of the government. The few sketches we've seen of this new Joanna show her as slightly more playful and energetic, so maybe the game will have a more lighthearted tone than the gritty, melancholy Dark Humanity. The new Joanna-focused game could be a late Sapphire release, but we're expecting it to hit Nintendo's upcoming system, perhaps even as a launch title.

    Rare is also working on a new kid-friendly game, and it's not Conker, but Rare did mention it was tied in with one of their earlier franchises, so we're expecting a new Dreamers game. This one's early in development, so it's almost certainly headed for the Sapphire successor, and we could see it in 2014 or 2015.

    Rare's confirmed to be working on Killer Instinct 5, but has also mentioned that they won't be releasing another Killer Instinct game for the Sapphire. It's headed to the Sapphire successor, and could come out in 2013 or 2014.

    There are two more projects that Rare has mentioned as being in the "conception" stages, with one being "contingent" on the success of a recent game. We think they're talking about Slaughtered Planet, so we can assume a sequel is probably on the way, but maybe a few years out. The next project looks to be an original IP and is probably the most mysterious of all of Rare's confirmed upcoming projects. Rare is working with an entirely new team, so this could be the first proper new IP from that new team of young developers. Expect it no sooner than 2015.

    Rare was an early recipient of one of the development kits for Nintendo's Sapphire successor, and we know these kits have been out in the wild for at least a year, leaving Rare plenty of time to draw up a next generation roadmap. The company will play a huge part in Nintendo's future, and it seems we've already got a bumper crop of great games from the studio to look forward to on whatever the Sapphire successor will be. Nintendo recently allocated a significant amount of studio space to Rare, giving the company plenty more workers so that it can work on multiple projects at once. Nintendo is heavily invested in its favorite second party studio, and we can't wait to see what they crank out next.

    -from an August 1, 2011 article on Games Over Matter
     
    Summer 2011 (Part 2) - Enix Goes Mobile?
  • Dragon Quest X To Be A Mobile Title?

    While Enix did show off a new Dragon Quest SRPG at E3, there's been rampant speculation about the tenth game in the series, expected to be the follow-up to 2009's Dragon Quest IX. Now, we've gotten information indicating that Enix plans to make the next mainline Dragon Quest a more "experimental" title, pushing forward ideas as to what exactly that entails. While some have expected an MMORPG, similar to Final Fantasy Online, the series' producers have dismissed any plans for a possible Dragon Quest MMO in the future, stating that "our company is focused on providing more traditional gaming experiences for the Dragon Quest series, and while we do plan to make future games unique and to try out new ideas, a multiplayer online game doesn't fit those future plans at this time". Instead, we've learned that the game may launch on mobile platforms, and while it would still be a single-player Dragon Quest experience and a full-featured game, it would also include elements of multiplayer RPGs and downloadable content tuned toward mobile users. The idea of a Dragon Quest game on mobile has been floated since the mid 2000s, and the days when full-fledged mobile games were mostly exclusive to Japanese phones. Now, with smartphones permeating the market, it makes an increasing amount of sense to launch a new Dragon Quest on the platform. However, it still wouldn't be able to reach the audience that a console Dragon Quest title would be able to reach, and the small screen would make it difficult to provide a console-like experience, despite the increased prevalence of console ports to mobile platforms. It's no secret that Enix is exploring options for mobile Dragon Quest games, but it would be far more likely to see some type of Slime raising minigame or a port of the first few NES and SNES titles to mobile, rather than Dragon Quest X taking the leap to phones.

    -from an article on RPGamer.net, posted on July 10, 2011

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    Enix Confirms Upcoming Slate Of Mobile Games, Including Dungeon Crawler And Ogre Spinoff

    Enix has announced a series of no less than six mobile games that will see release in Japan over the next two years. While no announcement has been made about the North American availability of these games, it's likely we'll see some of them come to the West in the future. These titles include Radiant Heart, a brand new 2-D dungeon crawling adventure game in the vein of titles such as Soul Blazer, in which a hero must explore a series of dungeons to stop an ancient evil. The game will be released in installments, with each new dungeon costing 400 yen to play and the entire game expected to cost around 4000 yen total. There's also a new Ogre Battle game, Tactics Ogre: I Want To Break Free, which features classic SRPG gameplay and will be released as a single game for 2400 yen. Other mobile titles announced to be upcoming include a Dragon Quest card game, a Fullmetal Alchemist top-down RPG, and two more original properties. Enix's heavy lean into the mobile market comes at a time when the company has cut back on home console releases in the wake of decreased sales, including disappointing sales for Dragon Quest IX and Fullmetal Alchemist 2. It also comes at a time when the mobile market in Japan is expanding dramatically, with smartphone purchases increasing 15% over the previous year. Mobile is definitely going to be the future for a lot of software companies, but gaming purists are balking somewhat at major companies putting more and more of their upcoming games on this platform. If the new games are profitable, there's no doubt Enix will look to publish more, but so far, reception to the new games has been mixed, even in Japan.

    -from an article on Kotaku, published on July 22, 2011

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    Next Console Fullmetal Alchemist Game "Won't Be Released Until At Least 2014" According To Enix Insiders

    The next game in the highly popular Fullmetal Alchemist series of action RPGs is expected to be the new mobile game set for release in Japan early next year and North America and Europe sometime later. However, most series fans are awaiting news on the next proper console game in the series, and unfortunately for them, they may have a lot longer to wait. Enix is expected to release a new game in the series, as the previous two were financially successful, but according to a new report, don't expect that game to be released until at least 2014, in time for the next generation of consoles. The insider says that because Enix was so disappointed with the financials from the previous game, development studio Quintet hasn't received the kind of funding it would need to begin properly working on the game, and work on Fullmetal Alchemist 3 hasn't even begun yet. Given typical development cycles for games of this size, we likely won't even hear about a new Fullmetal Alchemist game on consoles until 2013, and the release of the game would come substantially later. Enix has been cutting back on its console game production significantly, with only two significant games scheduled: the new Dragon Quest tactical game, and Wulfsbane. Dragon Quest X is certain to be released at some point, but is up in the air, as is Fullmetal Alchemist 3. In the meantime, fans of the series can look forward to the new mobile game, which actually looks somewhat exciting based on what we saw at E3: it's a fast-paced action RPG with elements of Zelda and the old Mana games, and despite the 16-bit era graphics, it looks to be a very fun game, bringing back Edward Elric and his brother Alphonse. We're looking forward to playing it, but we also hope that Enix announces news about the third console game soon.

    -from an article on FMAHQ.com, posted on July 24, 2011

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    "A significant portion of the industry's future rests in mobile. It's an area that I don't think our competitors fully appreciate yet, dabbling with ports sometimes but not focusing a lot of development energy there. At the same time, many smaller companies are growing quite rapidly because of their investments in the mobile games market. It presents new opportunities to make games that can be picked up and played and enjoyed, but also opportunities for financial growth in the industry as well. So we've chosen to distinguish ourselves from our competition by producing more mobile games. So far, I think it's gone quite well. Sales are up from what they were a year ago and we're seeing more and more consistent profitability across the board. The future is mobile, and our company's future rests in mobile. There will always be console games and we will continue to make console games. However, we won't miss an opportunity to compete in the mobile sphere either. You're going to see a lot more mobile games from Enix in the future. The question is, how can we make our mobile games unique but also make them closer to what our console players are used to, in order to encourage them to try our mobile offerings? That's the challenge our company is going to face going forward, but I think we'll do fine."
    -Enix president Keiji Honda, in a February 2012 interview with a Japanese gaming publication, translated into English
     
    Summer 2011 (Part 3) - Cyberwar Unbound
  • Cyberwar Trilogy

    Cyberwar Trilogy is an HD compilation of the first three Cyberwar games, released for the Sapphire and iTwin. It's the first release of these three titles on a non-Microsoft platform, and all three games have had their graphics and gameplay improved (though the iTwin version of Cyberwar 3 does look slightly worse than the Xbox 2 version, due to the iTwin being the less powerful console). All three games are fully intact, with all their extra missions and DLC from the original versions of the game, and all three also have their multiplayer online modes intact as well, allowing players to enjoy each of the games and witness how the multiplayer evolved over the course of the series. Also included with the compilation is an archival mode with a cutscene theater and a full database of characters, weapons, and locations from the original three games, a sort of visual encyclopedia of the trilogy. Also included is a brand new motion comic, The Chronicles Of Netizen X, essentially a retelling of the plotline of Cyberwar: Netizen X, along with the background story of Netizen X (aka Lucy Brunstein), and also chronicling a few of the events that took place afterward, depicting Lucy as a rebel figure on the run constantly from both sides of a growing conflict between the superpowers and the Power Corps. The motion comic is narrated by Lucy's voice actress, AJ Michalka, and runs about 45 minutes, making it a nice little bonus for those who purchase the game. Though the Sapphire version has by far the superior graphics, the iTwin version has optional motion controls that work quite well, making it the preferred way for most to play the game. Overall, critical reception for the Cyberwar Trilogy is quite positive, especially since it's the first time the games have been released outside of the Xbox. Sales are also very good, and though Sapphire sales lag slightly behind those for the Velvet Dark trilogy (released just three weeks before), iTwin sales help the game to become one of the top selling titles of the month overall.

    -

    It's been a long time in the works, but Cyberwar 4, which began development as an Xbox 2 title, will now be a Sapphire exclusive, not because of any fiscal deal with Nintendo, but because, in the words of game director Jason Jones, the iTwin just won't be able to handle all the content in the game.

    "Cyberwar 4 will be a huge step up from Cyberwar 3, graphically and just in terms of sheer size of the game. It's almost a next-generation game, and I think it's really going to push the limits of what the Sapphire can do."

    Of course, Jones isn't averse to porting the game to the next generation consoles when they're released, including the iTwin's successor. But for now, with none of them formally announced, Cyberwar 4 is being developed as a Sapphire game. According to Jones, it wasn't hard to shift gears from the Xbox 2 once it became clear that Microsoft's console was no longer commercially viable to develop for. The game was being developed as a multiplatformer as late as early this year, but with the announcement that the Xbox 2 would have no further exclusive titles, pulling the plug was easy.

    "The Xbox 2 is no longer a commercially viable platform, it's just that simple," said Jones. "And now that Psygnosis is on its own again, we can develop for whatever console we want. In this case, the Sapphire."

    Jones began, of course, as one of the founders of Bungie, but after leaving the company shortly after the completion of The Covenant 2, he thought he might never develop for games again until he was offered the chance to work on Cyberwar 3. The game was hailed as one of the best titles of 2008, both critically and commercially, and set the stage for a sequel designed to shatter even the lofty expectations the previous game had set.

    "We knew Cyberwar 4 would have to be good, which is why it's taking so damn long to make. We were glad to be on a more relaxed schedule, letting another team work on Netizen X while we focused on Cyberwar 4. We're going to take what made the last four games in the series so good, add a whole lot of awesome new stuff, and push everything to the absolute limit of what's possible on a current generation console."

    Cyberwar 4, which primarily takes place in a futuristic Los Angeles and the surrounding area, may seem limited in its scope, but Jones says that the game's technological nature, which will allow the player to remotely hack into computers and robots around the world, expands the scope of the game far beyond any released in the series, even if the main characters will rarely leave Southern California.

    "We're talking about a world war fought entirely in cyberspace. It's the concept of the series, but fully realized in a way that players won't see coming. The fact that it's a cyberwar lets even a 17-year-old girl sitting in her bedroom become a weapon of mass destruction."

    That 17-year-old girl is Lucy Brunstein, AKA Netizen X, the titular character of 2009's hit Xbox title and currently the most recent game in the series. Jones says that Lucy will be one of two main playable characters, and while the other main character will mostly fight with weapons, Lucy's weapon is her computer hacking skills, allowing her to control an entire army of robots and manipulate people anywhere in the world. Jones has revealed little about Lucy's overall role in the game, except that she'll be "fighting for the good guys" and that if you're not playing as Lucy, her presence will still resonate throughout the game. Jones has also left the identity of the other main protagonist a secret, telling us it will likely be revealed later this year, but possibly not until early next year.

    "We're leaving them anonymous for now," said Jones. "Just know that it'll be an entirely new character, but with intimate ties to previous characters in the series."

    We also asked Jones about the mystery behind who emerged from that locked room at the end of Cyberwar: Netizen X and if he could tell us who it was, but he just laughed, and then sternly replied:

    "Absolutely not."

    We did get to play some early missions, as a robotic soldier hacked by Lucy. The robot, originally developed to put down riots with non-lethal weaponry, was turned by Lucy into a soldier aiding the rioters. We even heard some early voice clips as Lucy guided the robot into battle position.

    "Oh, this is nice," came Lucy's voice over our speakers. "This thing's got an automatic machine gun. So much for non-lethal."

    We then sprayed riot police and other robots with a hail of bullets, triggering the robots to activate their own lethal weaponry and go to town on us. Our robotic soldier was killed, but Lucy was ready for that too.

    "Well, we do have a backup plan. Just a quick hack, and..."

    We took control of another robot, who continued the fight. Jones said that we wouldn't always have the option of just hacking into another robot during missions, and that too many hacks in too short a time would make us susceptible to being discovered and having our remote link shut down. Since this was an early mission, however, Jones said that there'd be plenty more robots for us to hack, and this was more about clearing a path for the rioters rather than trying to stay alive with a single bot.

    And while Cyberwar's single player campaign is one of the best in the genre, the franchise has typically been all about multiplayer. Cyberwar 3 saw the introduction of "Dominance" mode, a massive, multi-match conflict between up to six armies, with games capable of lasting an entire afternoon. Dominance is back in Cyberwar 4, but it's been streamlined, because even though many players enjoyed the long and epic matches, they just weren't popular enough amongst casual players to justify not cutting them down a bit.

    "Now, a Dominance match will rarely go longer than 90 minutes," said Jones. "We wanted to capture that epic feel while also making these matches more accessible, and very few people these days have an hour and a half to spend on just one match."

    There's also a brand new free-for-all mode that sees up to 12 players roaming a large city. It's ostensibly a deathmatch mode in which players can kill one another up close and personal, but when the game starts, they'll all be too far apart for that, and will have to rely on hacking to strike blows or get closer.

    "This new mode we call Cyber City, and essentially it encourages what would count as 'cheating' in most games," said Jones. "There's a phenomenon going on amongst livestreaming gamers called 'stream sniping', in which players will watch the stream of someone they want to kill, and then use that stream to find out where they are and kill them. In Cyber City, stream sniping is pretty much mandatory, and the game mode encourages it. If you're a good enough hacker, you can win the whole game without ever seeing another player."

    We got to play the new Cyber City mode, and it didn't disappoint. We started off isolated from everyone else with a bunch of hacker tools at our disposal, and with those tools, we could not only figure out where most of the other players were, but we could also hack into their gadgets, causing interference or in some cases even killing them. It's a mode that's ripe for trolling, which is exactly the kind of mischief Jones and his team want to encourage amongst players.

    "We want you to think like Netizen X in this mode. Don't play by the rules, make them up as you go along."

    The transition from Microsoft second party to independent game company has been a jarring one for Psygnosis, but with multiple popular franchises under its belt, the company is ready not just for the rest of this generation, but for the next one. Psygnosis has been cultivating relationships with all the big hardware companies, including Google, which is expected to release a next-generation console in partnership with Samsung sometime next year. Google has acquired the exclusive rights to several of Microsoft's franchises, including signature series The Covenant, but Cyberwar remains independent of Google, and is expected to be a multiplatform series during the next generation.

    "It's not up to me, but we would like to release Cyberwar games on as many platforms as possible," said Jones, as we continued to play another round of Cyber City. "It's still one of the most popular franchises around, and there's no reason why we should lose potential customers by making the games exclusive."

    Though Cyberwar 4 remains a Sapphire exclusive at this time, Jones all but confirmed that the game would be ported to additional platforms once technology allowed. Though it's headed for the Nintendo Sapphire, there's a good argument to make that this game could well be considered the first big game of the next generation.

    -from GameInformer's September 2011 cover article, an exclusive reveal of Cyberwar 4
     
    Summer 2011 (Part 4) - Games, Comics, And Games Of Comics
  • (Authors' Note: The following game was given to us by the reader DimensionalZodiac!)

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    X-Men: Fallen

    X-Men: Fallen is an action/adventure game released on the Sapphire, iTwin, Xbox 2, and Supernova. The game plays like a fairly typical superhero beat 'em up, with a focused storyline (it's not an open world game, though some missions are fairly large and open). The game offers a wide selection of X-Men characters who can be switched between during missions (though for much of the game, players are restricted to a defined character, it's only during certain missions and segments that they're allowed to switch). The characters available for selection are Cyclops, Wolverine, Storm, Colossus, Gambit, Nightcrawler, Quicksilver, and Jean Grey (who isn't Phoenix in this game). Each of the game's eight playable characters has a wide selection of combat and special moves. Basic combat moves are free, while executing special abilities requires the use of X-Power, which appears on a bar separate from the character's health bar. Both health and X-Power can be increased during missions, though they reset after the mission's completion. While the player can only control one hero at a time, you frequently fight alongside other X-Men, who have their own health bars and X-Power bars, and can sometimes be issued commands to use a special power or to help set up a combination attack. When a companion hero dies in battle, they usually remain out of use for the rest of the mission, but can be restored to life under certain circumstances (though sometimes, you're not allowed to let a certain hero die, these types of missions are few and far between though). The game itself has twelve missions, divided into segments, with some missions having just two segments and others having as many as seven. Checkpoints are fairly frequent, so you don't lose much progress when you die, and the game will let the player know when they reach a checkpoint and are able to save their progress. X-Men: Fallen features fairly good graphics for a game of its time, comparable to the graphics featured in Acclaim's Destined. The Supernova version of the game, which features two less missions, also has significantly worse graphics than the console versions of the game, though they're still good for a handheld at the time, and the game plays almost exactly like its console counterparts. The game features voice acting from Los Angeles-area actors, including Nolan North as Cyclops, Keith Ferguson as Wolverine, Kimberly Brooks as Storm, and Kari Wahlgren as Jean Grey, and is generally well acclaimed for its voice performances. The game's story is told via a mix of in-game cutscenes and pre-rendered cutscenes, the latter of which are fairly seamless with the gameplay itself, giving the whole game a really epic feel that calls to mind a comic book film.

    The game's story begins with the murder of Bobby Drake, also known as the mutant Iceman. Cyclops believes that the Purifiers, an anti-mutant terrorist group, are behind it (and we see flashbacks of Cyclops' previous run-ins with the Purifiers in order to justify this hunch). Anti-mutant sentiment has been growing since an incident where a teenage mutant lost control of her powers, killing twenty students at a school dance in Milwaukee (somewhat reminiscent of the film Carrie, and another scene we get a flashback of). The first mission of the game deals with the X-Men's investigation of this murder, and though they do find an armed resistance group during their investigations, this group has nothing to do with the Purifiers. Cyclops expresses frustration with these developments, leading to tension between Wolverine and himself. During one of their arguments, a group of mutants attack the X-Mansion, leading to a sequence of battles comprising mission two. The X-Men are able to fight them off, but Sunfire is tragically killed. Quicksilver does apprehend one of the mutants, who reveals only that he's working for a mysterious person known as the Liberator. The mutant then commits suicide, taking with him the X-Men's only lead. The third mission involves an upcoming presidential primary debate, in which anti-mutant senator Robert Kelly is debating current president Justin Adams (who Cyclops implored to help investigate the murder of Iceman, but who refused to do so). As Jean Grey attends the debate and tries to get into Kelly's mind to see if he is the Liberator, the X-Men find themselves in battle with another armed resistance group and another brainwashed mutant. The mutant is struck down by a man Cyclops recognizes as a member of the Purifiers, and there's an intense one-on-one battle between the Purifier and Cyclops. Ultimately, however, the Purifier (who Cyclops identifies as Matthew Risman) reveals that he's not Cyclops' real enemy, and that Cyclops' real enemy is a mutant. As the two get ready to battle again, there's a massive explosion on the debate stage, killing both Kelly and Adams. Their deaths plunge America into chaos, and William Stryker, the Secretary of Defense, takes over the government, declares martial law, and calls for an all-out crusade against the X-Men. Missions 4-9 are largely comprised of this civil war between the X-Men and the Purifiers, with Risman and Stryker being the primary antagonists during this part of the game. The X-Men suspect Stryker of being the Liberator, and even though the country is under martial law, the Purifiers are given pretty much free reign to commit terrorist attacks against anywhere they suspect of harboring mutants, with Stryker calling any non-mutant casualties "collateral damage". It's revealed that Cyclops' vendetta against the Purifiers stems from an incident in which the Purifiers kidnapped and nearly killed Jean Grey (whose death was only stopped by the intervention of, of all people, Risman, though he keeps this fact hidden from Cyclops). Cyclops and Jean, fearing that Wolverine would go on a rampage against the Purifiers, kept the details of the incident secret from him, but it comes out during mission 8, in which numerous mutants are killed by the Purifiers and in which Wolverine launches a merciless attack on them, stopped only from shedding innocent blood by a telepathic assault from Jean Grey herself, who doesn't want to see Logan lose himself and become a monster. After mission nine (during which Cyclops has a climactic battle with Risman, nearly kills him, but Jean spares his life to show gratitude for him sparing her, and he leaves, setting up his appearance in a future game), the mysterious mutants (who have made numerous appearances during the previous few missions, but not nearly as many as the Purifiers) return and kidnap Professor X, taking him to their secret base. Mission 10 sees the X-Men doing battle against several of these mysterious mutants in an all-out melee. Meanwhile, Professor X has been hooked up to a machine that will use his powers to kill all mutants. Mission 11 has the X-Men fighting their way to Professor X, and eventually they find him, and the Liberator, who turns out to be Patricia Addison. She's the same mutant who caused the tragedy in Milwaukee, and afterwards, she fled and hid for three years. She's gone insane, and now believes mutant powers are a curse and wants to wipe them all out, believing it to be a mercy. Patricia's remaining inner circle of followers, who are suicidal, attack the X-Men, a battle which encompasses the start of Mission 12. After defeating Patricia's last followers and fighting their way through her psychic powers to reach her, they try to reason with her, but fail and must battle her in the game's final boss fight, which is not only very difficult due to Patricia's wide array of offensive and defensive skills, but is on a time limit due to the X-Men needing to stop her before the machine activates. They defeat her, but she decides to self-destruct to kill both herself and the X-Men to ensure the machine's activation. Jean uses her telekinesis to redirect the explosion, saving her friends but killing herself and Patricia in the process. There's no time to mourn, the remaining X-Men have to deactivate the machine, and they do so. However, there's one last segment, an escape as the X-Men must flee Stryker's elite soldiers, who are trying to restart the machine by Stryker's command. After this, the X-Men and Xavier escape and the game is completed. Stryker's crimes are exposed, and the military revolts against him, defeating Stryker's loyalists and most of the remaining Purifiers and restoring the country to normal. The new President vows to hunt down any Purifiers that remain (including Risman, now the group's leader, shown in hiding and pondering his next move). After the credits, Jean is seen rising out of the rubble, setting up the sequel in which the Phoenix will be introduced.

    X-Men: Fallen is released on August 22, 2011. It gets a positive reception at the time of its release, with the gameplay and graphics widely praised, though some critics do take issue with the repetitive combat at times, and the middle segment which is seen to drag somewhat. These are only minor issues, and review scores average in the low to mid 8s, with the game becoming one of the more successful comic based titles of its generation, and probably the most successful X-Men video game of all time. Even the Supernova version (which condenses two of the middle game missions involving the Purifiers, considered to be the least important part of the game), is considered one of the better handheld games of the year despite the downgrade from the console versions of the game. The success of Fallen proves that superhero beat 'em ups can still succeed, even in the current generation, and in addition to the game's sequel, numerous other beat 'em ups based on popular comic characters will see release over the next few years.

    -

    Spider-Gwen Series Continues To Raise The Stakes With The Addition Of Thanos

    The popular Spider-Gwen series, which explores an alternate universe in which Gwen Stacy never actually died and instead gained powers similar to those of Spider-Man's, has taken somewhat of a cosmic turn with the revelation that Gwen was saved with the help of the Mad Titan Thanos, and is now being forced to work for him as he plots to orchestrate another massive universal purge. Serving as Thanos' "cosmic assassin" of sorts, Gwen has been forced to pull a number of reluctant jobs, most notably the apparent killing of Peter Parker's Spider-Man, though as it turns out, he's not actually dead, but just in hiding. Meanwhile, Gwen searches for a way out of her dark contract, but must rely on the help of some unlikely allies, including longtime enemy Coldheart, who has a vendetta against Thanos for a different reason.

    "We're seeing Gwen in a very dark place," said current Marvel editor-in-chief Dan Slott, who also shares writing duties on the Spider-Gwen series. "She's being forced to do a lot of things she doesn't want to do, and it's causing her a lot of emotional turmoil, to the point where she often wishes she'd ended up like that other Gwen Stacy. For now, she's got no choice but to do Thanos' bidding, but she's always looking for a way out, a way to defy him if even for a moment."

    Thanos remains dead and buried in the "main" Marvel dimension, but that could change in the near future, and we might even see Spider-Gwen make an appearance in the main dimension as well, depending on how things shake out in Spider-Gwen.

    "As Thanos gains more and more of his power back, we'll see some dimensional shenanigans for sure. That could be Gwen's doorway into the main storyline, but at this point it's not looking too likely. Her death in the original Marvel timeline remains one of the most important events in Marvel history, and we're not going to raise her from the dead like we did in this alternate timeline. However, it wouldn't be impossible for this Gwen to make a 'cameo', so to speak, depending on what happens."

    -from an article on Comicconsumer.net, posted on July 26, 2011

    -

    "Lex Luthor's current storyline looks like something ripped straight from real-life headlines. Luthor's back in the Oval Office as president of the United States in the current DC universe, and his presidency has a lot of parallels with that of the current president in real life, Jon Huntsman. Conversely, this means that President Luthor is actually quite popular in-universe, though his libertarian political stances are notably leaving a lot of problems in their wake for the poorer residents of cities like Metropolis and Gotham. At times, President Luthor can seem magnanimous. He's making waves as a peacemaker, bringing an end to conflicts all over the DC universe, not just on Earth, but on distant planets as well. He's even made an effort to bury the hatchet with Superman, and even though we all know he's plotting something behind the scenes to be rid of his hated rival, he's almost got even the most savvy comic readers fooled with his benevolent speeches. He's even taken on a folk-singing vice president, the DC universe's equivalent to Sonny Bono. Whether or not the writers' intent is to send a pro-Huntsman or anti-Huntsman message is something being kept close to the writers' chests, but there's no doubt that the staff has been inspired heavily by the real life president's term in office.

    Meanwhile, Mercy Graves, Lex Luthor's longtime personal assistant, is getting some really good storylines of her own. Initially tapped to head Luthor's Secret Service detail, Mercy split from him just as the campaign was heating up, citing 'personal differences' in her decision. Since then, she's seemingly gone into hiding, wanting to get as far away from President Luthor as possible, serving as a mercenary with anti-hero tendencies. We've gotten a lot of background info on Mercy during this time, an unprecedented amount of information on her past, which connects to every single one of her post-Luthor endeavors. The storylines seem to be hinting at some kind of extraterrestrial origin for Mercy, or even an "ancient aliens" type of storyline for her, in which she may or may not be an immortal. We've also seen her connect with Lois Lane, first saving her from some mercenaries who were targeting her for reporting on their illegal activities, and then later on with Lois returning the favor after an anti-Luthor fanatic attempted to kill Mercy as a form of revenge. However, the Mercy/Lois connection lasted only a single issue, and hasn't been revisited since, planting the seeds for something interesting down the road but leaving fans wanting more.

    No doubt that President Luthor won't stay too long in the Oval Office, his term having been cut short previously when this storyline was done eleven years ago. However, times have changed, comics have changed, and Lex Luthor has changed. It's building up to something, and as real life continues to go on, and we enter the 2012 election cycle, comics will continue to take inspiration from the world inhabited by their creators."

    -from a post on the Newsweek culture blog on August 3, 2011
     
    Summer 2011 (Part 5) - Innovative Fun On The Sapphire
  • Hoseki: Gamestones Of Lostland

    Hoseki: Gamestones Of Lostland is an adventure/platformer/puzzle/party title for the Nintendo Sapphire. Developed internally by one of Nintendo's R+D teams, the game blends elements of 3-D platformer/adventure games with elements of party games like the Mario Party series (which despite not being mentioned recently is still going strong and has seen at least one game released on the Sapphire so far). The game centers around a brother/sister team, Seku and Sumi (who have the exact same abilities and are interchangeable, the player is able to control whichever one they wish, and will occasionally use two for certain segments) who, while disagreeing over a board game, are transported to Lostland, where they are met by the God of Games, Hoseki. Hoseki says that if they wish to return home, they must defeat his six champions in games of skill, but in order to challenge his champions, they must find the Gamestones hidden somewhere in the world. The player can choose to visit any of the six worlds in any order, giving the game a structure similar to Super Mario Land 2: The 6 Golden Coins. Each land revolves around a different type of game: there's a land for games of chance, a land for games of knowledge, a land for games of speed, a land for games of power, a land for games of precision, and a land for games of technology. Each of these lands is broken up into segments in which the player must gather up enough Gamecoins to participate in the segment's particular game, each land having 20 different games in all. The player battles against enemies in these games, which are short mini-games that usually take between 30-60 seconds and have elements of the minigames in Mario Party, with some Warioware elements thrown in. The land of chance, for example, features dice games, wheel spinning games, card games, etc., though in all cases, the player is able to manipulate luck to their favor (so even the games of chance involve skill). The knowledge games range from basic puzzles to quiz games to memory games, somewhat like the games in OTL's Brain Age, but with more 3-D elements. Games of speed can involve races, obstacle courses, or collecting, games of power can involve fights against enemies/bosses or tests of strength like punching games or lifting games, games of precision usually revolve around shooting, but some can involve landing a plane or in a parachute, and games of technology involve things like computer hacking and remote controlled robots, among other things. Most of Hoseki's minigames are meant to be enjoyed as party games as well, and indeed, the game has a "party" option to allow four players to just relax and play the minigames together. Each boss has a unique challenge (usually a gauntlet of new minigames and old ones), while the game's final boss takes place on a massive gameboard (similar to one of the final Banjo-Kazooie challenges). In the end, Seku and Sumi triumph over Hoseki, who congratulates them, thanks them for the fun, and returns them to their world (with their board game now having magical powers). Hoseki's graphics are a mix of 2-D and 3-D that give the characters a sort of hand-drawn, anime-look to them (especially in cutscenes), though the game doesn't have a lot of voice acting apart from a few small scenes and some vocalized sounds. The development team clearly made Hoseki not just to be a fun party game, but a game with a unique world and feel, and a wide variety of characters that will endear the player to the adventure. Each land has its own signature look, with some mini-games designed to create lasting memories and become memetic in their own right. Hoseki is released worldwide in August 2011, becoming one of the most popular new Nintendo IPs of its generation. It receives scores from critics ranging in the low to mid 9s, while sales are quite strong, not on par with Nintendo's most successful franchises, but a clear financial success and one of the Sapphire's top games of the year. Critics not only draw comparisons to games like Mario Party, but also to films like Jumanji, which some scenes in the game pay a small measure of homage to. Robin Williams, who finds time to play a few Sapphire games inbetween his ongoing film and television projects, particularly praises the game, calling it his second favorite Sapphire title after Final Fantasy XII (and he admits being biased toward that one).

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    Earthbound 4

    Earthbound 4 (or MOTHER 4 in Japan) is a turn-based JRPG exclusive to the Nintendo Sapphire. Developed by HAL Laboratory and published by Nintendo, the game was conceived by Shigesato Itoi after a chance conversation between Itoi and Hiranobu Sakaguchi in 2007 at the Tokyo Game Show preview party for the Nintendo Sapphire. The conversation, along with ongoing correspondences between Itoi and Ken Kutaragi and Itoi and Masahiro Sakurai, inspired him to create a fourth game in the series that would utilize the capabilities of the Sapphire to create a beautiful 3-D world that could be inhabited by new characters and a new adventure. While the game plays much like previous titles in the series, employing turn-based combat and a quirky art style (best compared to the art style of Yoshi's Crafted World IOTL, with a very stop-motion feel), it also features some new action RPG elements, with more timed reactions in combat and a battle system almost akin to a fighting game (comparable to games like OTL Xenogears or a faster-paced Legend Of Legaia, with Mother 3's rhythm combat system mixed in). This allows skillful players to deal damage and defend from attacks more efficiently, while also allowing novice players to accustom themselves to the pace of the game. Earthbound 4 dials back the number of playable characters from TTL's Earthbound 3: we're back to only four playable characters, similar to Earthbound/Mother 2, who are acquired over the course of the game. They are as follows, in order of joining the team:

    Scott: The primary protagonist, a young boy similar to Ninten, Ness, and Lucas, who possesses strange psychic abilities and does not speak. Scott is a keen video game player, and likes to use video game-based weapons and skills in combat. Itoi intended for him to be somewhat of a player avatar, moreso than any other character in the series.
    Zinnia: A beautiful girl who possesses magic, Zinnia is a highly gifted and highly popular girl who joins Scott's journey to help her friend while also trying to discover her destiny. Though she's a bit stuck-up at first, she learns to embrace humility and becomes a powerful hero.
    Chang: A bespectacled computer hacker girl, Chang can be somewhat compared to Jeff from OTL's Earthbound, but is a bit more sociable. She uses hacking skills in combat, using computers and technology to deal damage.
    Bunk: The school bully, Bunk uses brute force to deal with his problems, and starts the game as an antagonist, bullying Scott mercilessly. Eventually, however, he comes around and joins Scott's journey to achieve redemption. He's somewhat like Kuwabara from Yu Yu Hakusho.

    Like previous series games, Earthbound 4 contains plenty of humor and satire, and allusions to real-world locations and music. In fact, some of the game's music is an homage to or a parody of similar tunes from real life. For example, there's a boss monster called "Bee Happy", a giant smiling bee, and its boss theme is a tune as close to the real-life "Don't Worry Be Happy" as the game can possibly get without attracting a lawsuit. There's another boss monster who has a theme similar to Van Halen's "Jump". These parodies/homages are sprinkled throughout the game, designed to evoke memories and laughs from the player. Overall, though the game does have its serious/poignant moments, it's much more lighthearted than Mother 3, and comparable in tone and pacing to Mother 2. Itoi stated that after such a "serious and thought-provoking game", referring to Mother 3, that he wanted to dial things back a bit and make a game more "uplifting" to the player, and also stated that one of his major intentions with Earthbound 4 was to create something funny. The game has no voice acting, a deliberate choice from Itoi, who wanted the player to impart their own ideas on what the characters sound like.

    Earthbound 4 takes place in the fictional country of Summerset, intended to be similar to Eagleland in some aspects, but with a more modern and suburban feel. The primary antagonist in Summerset is the Sunny Day Company, a corporation that has interests in almost everything (imagine Walmart, Amazon, and Google put together). Sunny Day's presence can be felt throughout the game, the player in fact buys most of their stuff from a Sunny Day-owned business or store, even as the player is fighting them (a fact alluded to multiple times throughout the game). The Sunny Day Corporation, while powerful and corrupt, isn't especially malicious, like the Pigmask Army from Mother 3. Instead, they're more like Shinra if it was run by Dr. Doofenshmirtz, though this bumbling ultimately gives rise to the game's ultimate villain and conflict later on. The game starts with Scott, a typical middle school student, enjoying his typical life. He's frequently bullied by Bunk and his gang of bullies, and in fact Bunk is the primary antagonist of about the first 10 percent of the game. Bunk's tormenting of Scott, and Scott's discovery of his psychic powers, ultimately leads him to be transferred to a school for the gifted, where he crosses paths with Zinnia. Zinnia is best friends with a girl named Zelena, and together the two rule the school. However, Zinnia secretly resents Zelena, who is much more talented and doesn't have to work for her powers, while Zinnia has had to work for them her whole life. Zinnia ends up befriending Scott, and the two begin investigating some mysterious agents (who turn out to be Sunny Day mercenaries) who are trying to capture her. They end up meeting Chang, who has been imprisoned in a Sunny Day "jail" (a caged basement room in a Sunny Day superstore) for trying to hack into the company, and was in mid-escape when Scott and Zinnia showed up. Chang helps Scott and Zinnia to become freedom fighters, battling Sunny Day, which is apparently trying to activate eight "focus points" of magical energy in the world. Scott and Zinnia already sealed one of these focus points before meeting Chang, and the two end up sealing off the second with her help. Their rebellious deeds ultimately inspire Bunk to team up with them, and the four begin a crusade that takes them across the country of Summerset, battling Sunny Day staff all along the way, along with monsters that have been unleashed by Sunny Day's activities. During this time, it's implied that Sunny Day is attempting to unleash some kind of heavenly force upon the planet. Meanwhile, Sunny Day successfully manages to capture Zelena, just as she and Zinnia were reconciling with one another. This gives Zinnia a personal vendetta against the company, as she hopes to rescue her best friend. Meanwhile, Chang hopes to avenge her parents, employees of the company who ended up being "disappeared" by them, while Bunk is lamenting the loss of his gang, which left him to become mercenaries for Sunny Day (meanwhile, Scott doesn't really have a personal beef with Sunny Day, he's just helpful and heroic). As the group races Sunny Day to the focus points, gaining power all along the way, we hear more and more about the mythical being Sunny Day hopes to unleash, and it's implied that this being is an angel. It's only after the sixth focus point is sealed, and after the heroes travel to Sunny Day corporate headquarters to free Zelena, that it's revealed that Zelena is the angel Sunny Day is hoping to unleash, serving under them as a brainwashed soldier gaining power with each focus point found. The heroes race to the final two focus points, but after sealing the last one, there's a great cataclysm, and all the focus points are unsealed and their power channeled away. It seems like a moment of triumph for Sunny Day, but in fact, it's Zelena who has the last laugh, revealing that she was never brainwashed and that she's been controlling Sunny Day ever since her "abduction", which she allowed in order to get close enough to them to exploit the power of the focus points. Zinnia tries to reason with Zelena, who calls herself an angel who will bring purification to the planet, and plans to turn her powers on the world once she completes an unsealing ritual to gain her full strength. Sunny Day's leaders, realizing the depths of their incompetence, vow to help the heroes to stop Zelena (though they're not much help since they're a bunch of dumb corporate suits), and the heroes must journey into Magicant (which, yes, is very similar to the Magicant in Mother 2) to prevent Zelena from realizing her true potential. The heroes battle their way through Magicant, confronting their own demons in the process, and ultimately battle Zelena in a two-part battle, the first part of which is set to a theme tune very similar to "Cruel Angel's Thesis" (though again, just different enough to avoid a lawsuit), while the second part sees Zelena channeling divine energy (unable to unlock her true complete potential, she forces open a gate to the heavens and merges with a godlike being to acquire its power). In a twist on the Giygas battle from Mother 2, it's Zelena who repeatedly prays to attack the heroes with more and more divine power, but ultimately the heroes prevail, calling forth the memories of their friends within Magicant to defeat Zelena. During this final sequence, Zinnia is also revealed as an angel, and after Zelena's defeat, tries to use her powers to save her friend, but Zelena, who has finally come to her senses, tells Zinnia it's too late and to let her go. Zinnia is offered a chance to ascend to the world's version of heaven as the most powerful angel, but chooses instead to stay with her friends, because Summerset is more fun. The heroes return to the world, and while Sunny Day is still the most successful corporation and still run by stupid people, at least it's not evil and corrupt anymore. Chang's parents (who weren't killed when they were disappeared, but put on an island) are reunited with their daughter, while Bunk gives his gang a good thrashing for ditching him.

    Earthbound 4 is considered an excellent RPG and on par with previous games in the series, along with being one of the year's best RPGs overall. The characters, setting, and art style are praised, and while some critics prefer the more serious Earthbound 3/Mother 3, others enjoy this game's humorous shift in tone. Overall, Earthbound 4 enjoys review scores averaging right around 8.5/10, and achieves good sales in Japan (where it's released in July 2011) and decent sales in North America (released there in September 2011), making it one of the year's most commercially successful JRPGs. Itoi states that he likely won't make another game after this one, but that this game was fun to make and he's always open to make more if he finds the right inspiration.
     
    The Billboard #1 Hits Of 2011
  • January 1: “Say It's Us” by Pharrell Williams ft. Ayumi Hamasaki
    January 8: “Say It's Us” by Pharrell Williams ft. Ayumi Hamasaki
    January 15: “Firework” by Katy Perry
    January 22: “Firework” by Katy Perry
    January 29: “Firework” by Katy Perry
    February 5: “Firework” by Katy Perry
    February 12: “Firework” by Katy Perry
    February 19: “Firework” by Katy Perry
    February 26: “Gets Me Harder” by. M.S.
    March 5: “Gets Me Harder” by. M.S.
    March 12: “Gets Me Harder” by. M.S.
    March 19: “Gets Me Harder” by. M.S.
    March 26: “Gets Me Harder” by. M.S.
    April 2: “Gets Me Harder” by. M.S.
    April 9: “E.T.” by Katy Perry ft. Kanye West
    April 16: “E.T.” by Katy Perry ft. Kanye West
    April 23: “E.T.” by Katy Perry ft. Kanye West
    April 30: “E.T.” by Katy Perry ft. Kanye West
    May 7: “Revolution Eyes” by Ark
    May 14: “Revolution Eyes” by Ark
    May 21: “Pinkblind” by Wonder Girls
    May 28: “Pinkblind” by Wonder Girls
    June 4: “Pinkblind” by Wonder Girls
    June 11: “Pinkblind” by Wonder Girls
    June 18: “Pay Me” by Pitbull
    June 25: “Phobia” by M.S.
    July 2: “Chaos Theory” by Nathan Benz
    July 9: “Chaos Theory” by Nathan Benz
    July 16: “Chaos Theory” by Nathan Benz
    July 23: “Chaos Theory” by Nathan Benz
    July 30: “Chaos Theory” by Nathan Benz
    August 6: “Chaos Theory” by Nathan Benz
    August 13: “Chaos Theory” by Nathan Benz
    August 20: “Chaos Theory” by Nathan Benz
    August 27: “Chaos Theory” by Nathan Benz
    September 3: “Chaos Theory” by Nathan Benz
    September 10: “Chaos Theory” by Nathan Benz
    September 17: “Moves Like Jagger” by Maroon 5 ft. Koda Kumi
    September 24: “Moves Like Jagger” by Maroon 5 ft. Koda Kumi
    October 1: “Moves Like Jagger” by Maroon 5 ft. Koda Kumi
    October 8: “Moves Like Jagger” by Maroon 5 ft. Koda Kumi
    October 15: “Dayum” by CharStarr
    October 22: “Dayum” by CharStarr
    October 29: “Dayum” by CharStarr
    November 5: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    November 12: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    November 19: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    November 26: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    December 3: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    December 10: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    December 17: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    December 24: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    December 31: “To Hell With Heartbreak” by Rihanna and Taylor Swift
     
    Summer 2011 (Part 6) - Sonic Saturation
  • Sonic Unrelenting

    Sonic Unrelenting is a 3-D platformer/action game exclusive to the Apple iTwin. Like Sonic: Elemental Friends, it has a combat-heavy focus, but rather than the open, explorable areas of Elemental Friends, this game has smaller, more closed-in spaces, designed for acrobatic maneuvers and speed. The result is a Sonic game that lives up to its name: fast, full of combat, and at a pace that hardly lets up. The game also slims down the character roster from twelve to just three: Sonic, Tails, and Sally Acorn. Knuckles' absence is a plot point used to tease the next iTwin game, while companions such as Amy Rose and Corona serve in more of a helper capacity. As Sonic, players will traverse stages full of ramps and spirals that serve to help them build up speed, which the player can then use to slam Sonic into enemies and send them flying or deal massive damage. The amount of damage Sonic can do is heavily reliant on his current speed, so it helps to send Sonic through as many spirals and ramps as possible to build up his speed before jettisoning him toward enemies. There's a speed meter that shows exactly how fast Sonic is going and how much damage he can do. Tails controls similarly, but also has a flight component to his momentum, and can equip weaponry to attack enemies from above and afar. Sally isn't able to go as fast as Sonic and Tails, but can engage enemies directly with melee strikes, making her somewhat more noob-friendly (to players who have trouble building up speed with Sonic and Tails). Combat is more simple than in Elemental Friends, largely due to the lack of elemental attacks and specials that the characters had in the previous game. Even Sally's melee strikes have much less combo potential than in most beat 'em ups, though the availability of different weapons can ameliorate that somewhat. The game is full of sci-fi style environments, including labs and cities, both futuristic and destroyed. Enemies mostly take the form of mutated beings, either humanoid or animal-like, and one of the major mysteries of the game is discovering the source of the mutations. Sonic, Tails, and Sally will all frequently comment on what they see as they explore, with Sonic taking a more melancholy tone, Tails being more scientific, and Sally being upbeat but aggressive. The game in general has a somewhat darker tone than previous Sonic titles, with the mutations being somewhat tragic in that many of the cities affected by them were once thriving and full of life. The game isn't overly edgy, though there is more of an edgy component than in other games, with Sonic getting more and more angry as he and his friends uncover the mystery behind these mutations. Another major theme of the game concerns Sonic's increased aggression toward enemies, and even his tendency to argue with Sally and Tails over the proper course of action. Sonic feels like he failed, and is largely taking that out on others while not dealing with his own feelings in a healthy way, while Tails' more analytical approach and Sally's open discussion of her feelings with others help them cope with what they're seeing better than Sonic. The game's graphics are probably the best to date in any Sonic game, due in part to the lateness of its arrival on the iTwin, and also due to the smaller environments allowing for more detail on backgrounds and animation. Everything looks vivid and colorful, and the game is considered one of the better looking on the iTwin. The previous voice actors for Sonic, Tails, and Sally all return, and there are no major voice changes for side characters either. The game uses the typical 3-D Sonic iTwin control schemes, with the motion controls and traditional controls both remaining largely unchanged from Elemental Friends.

    Sonic Unrelenting takes place on the planet of Diplo, where Sally has been visiting as an ambassador, but has noticed strange activity on the planet as of late. She brings Sonic and Tails along, along with Amy and a few other of Sonic's friends (save for Knuckles, who is off on his own) to the planet in order to investigate, but they are immediately attacked by mutants and separated. Here is where the player is able to choose between Sonic, Tails, and Sally, each of whom has their own unique quests (though there are also quests that can be played with any of the characters, and some quests that must be played with a specific character). Sonic's quest largely deals with racing to the capital of Diplo, where the mutation is said to have stemmed from. Tails must find a lab which is said to be the source of the mutation, while Sally decides to find her friend, a contact on the planet named Mariah (an anthropomorphic hippo). Sonic's route takes him through numerous 3-D levels that play out somewhat like 3-D versions of the old-school Sonic stages, a sort of "Super Sonic 3D World" type of gameplay experience. Tails' route takes him through a lot of ruined areas that force the player to explore a bit even as they also race and ascend to new heights, while Sally ends up fighting the most mutants on her journey through two large city areas. Eventually, all three find their way to the capital of Diplo, after Sally saves Mariah from a giant mutant beast and Tails is able to do some research on a scientist named Delta. Delta was a brilliant scientist who hoped to make Diplo into a military power by turning its people into superheroes, capable of defending themselves from alien invasion. However, something went terribly wrong, and a great mutation spread through the planet, turning most of its living beings into mutated creatures. Tails learns of an antidote, and the three end up in the capital together in an attempt to find the components for one. They come across a powerful army led by a mighty general, a half-mutant/half-rhino hybrid named Gorr who wants to start an army of conquest to spread out from Diplo and take over other worlds. The group also learns that Delta is alive somewhere, and is being forced to create more mutation solution for Gorr's army. Sonic and friends resolve to find Delta, free him, and make an antidote to cure the planet, all the while battling Gorr's army and the rogue mutations. Eventually, Tails manages to track Delta down, only to learn that Delta isn't a hostage, but is willingly creating mutations and has gone mad, and Gorr is just taking advantage of Delta's madness to create an army. Delta captures Tails and tries to mutate him, but Sonic and Sally stop him, though he gets away due to timely intervention from Gorr. Sonic has become extremely aggressive by this point, and is starting to talk like he would rather destroy Delta and Gorr than wait for an antidote to be created, something that shocks and horrifies Sally and Tails. Eventually, despite a lot of trials and disagreements, Sonic eventually remembers that he's a hero and that he has to help save the people of Diplo no matter how mad he is. It's also discovered he has a mild case of the mutation, something the player can use to their advantage by playing as Mutant Sonic, who has extra strength and speed along with a few more powers. After Gorr is defeated, Delta mutates himself into a hideous creature, which must then also be defeated. Tails is able to use Delta's research notes to create an antidote and cure the world. Peace returns to Diplo, Gorr is imprisoned, and Delta is cured of his mutation and his madness. He is able to present Sonic with some pages that led him to start this whole mutant situation in the first place. To the horror of Sonic and his friends, they realize that these are just a few pages from Eggman's journal... and that many more are still out there, scattered through the universe. Even though Eggman is gone (for now), his dark legacy still remains, and it's up to Sonic and friends to hunt down the remaining pages of his journal.

    Sonic Unrelenting is released on August 30, 2011. Though its graphics are praised, its gameplay gets a mixed reception. The simplified combat is seen as being a bit boring and repetitive compared to Elemental Friends, and though some of the game's simplified levels, especially those on Sonic's path, are fun to play, critics do have some harsh words for the levels on Tails and Sally's path, which are seen as being somewhat overlong. Sally's combat in particular is said to get old after the first couple of levels, while Tails' controls are considered awkward and tricky. The relegation of other characters to helper roles is also criticized, and many feel that Knuckles should have gotten the playable character slot instead of Sally, ignoring the hints that Knuckles is off doing something that will resonate later in the series. The boss fights, which consisted of a healthy mix of large creature battles and intense humanoid brawls, were one of the bright spots of the gameplay, particularly the final boss sequence against Delta, which had multiple stages and components. Reviews for Sonic Unrelenting would ultimately come down in the mid-to-high 7s. It's definitely not a disaster like some of OTL's stinkers, but it IS a critical disappointment, and sales also lag behind those of Elemental Friends, failing (though only by a bit) to cross a million in the game's first week of release.

    -

    New Sonic Animated Series And Comic Planned, Feature Film Coming?

    As Apple doubles down on a packed schedule of Sonic-related releases, including two new iPhone games, two games for their upcoming Gemini handheld, and next year's iTwin release (rumored to be starring Knuckles), the company is also looking to bolster Sonic the Hedgehog's presence outside of gaming, with a brand new animated series planned for release on Nickelodeon in 2012. The new series will be the first Sonic cartoon launched outside of Japan since the mid 1990s, and will feature both classic characters and brand new ones such as Mist the Cobra and Mariah the Hippo. It won't share any continuity with the games, but will feature an amalgamated storyline incorporating elements from a wide variety of Sonic media, including the games, previous TV shows, and the comics. Speaking of Sonic comics, Apple has renewed Archie Comics' license to produce more Sonic the Hedgehog material, and we'll see a brand new series started which focuses on Sally Acorn's adventures across the cosmos, though Sonic will also appear in practically every issue. This comic will run alongside the long-running series, and the two won't share a continuity. This new comic will introduce brand new characters that may find their way into the games down the road, though at the moment, representatives from Archie Comics say that for now, they plan to keep the new comic its own "self contained universe", so to speak. Archie Comics has had its share of ups and downs recently: Welcome To Riverdale, the hit Fox Family live action show that frequently boasts over five million viewers per week, has spawned unprecedented interest in the classic Archie series, which is seeing levels of readership it hasn't seen in decades. However, the company recently lost a landmark Supreme Court case, Harnaby v. Archie Comics, in which the Court ruled by a 6-3 margin that non-profit fanworks fall under fair use under copyright law (which immediately prompted fanfiction.net to add sections for Archie Comics and Welcome To Riverdale fanfiction, along with sections for other authors such as Anne Rice who had threatened legal action against fanfic authors in the past). This renewed deal with Apple, which also includes the rights to several other Apple video game properties, is expected to produce a major influx of new readership and profit for the company.

    Also among the recent news concerning new Sonic projects is the news that Apple is looking into co-producing a Sonic The Hedgehog animated feature film with Disney/Pixar Studios. While Nickelodeon's new Sonic animated series will feature 2-D animation, the Pixar Sonic would feature full 3-D, and would likely have the biggest budget of any Pixar film to date. Since the film is still in the pre-production stages, it's unlikely we'd see any sort of trailer for the movie until late 2012 at the absolute earliest, but a 2013 trailer seems more likely, to coincide with the expected release of Apple's next console. We'd thus see the Sonic film itself sometime in 2014, assuming no production hitches. Again, nothing has been confirmed except that Apple is looking for production partners for a Sonic feature, and Pixar, co-founded by Steve Jobs himself, is the most likely production studio.

    -from an AppleGamer.net article, posted on September 4, 2011
     
    Summer 2011 (Part 7) - Streamers And Stars
  • Summer Games Done Quick Lineup 2011 - August 4-6, 2011 (hosted on Okuma)
    ($37,040 raised for the Organization For Autism Research)


    Blaster Master (NES)
    DuckTales (NES)
    Ninja Gaiden (NES)
    Mega Man (NES)
    Mega Man 2 (NES)
    Mega Man 3 (NES)
    Super Mario Bros. (NES)
    Super Mario Bros. 2 (NES)
    Mega Man X (SNES)
    Pulseman (SNES-CD)
    Super Mario World (SNES)
    Super Mario World 2 (SNES-CD)
    Metroid Darkness (Ultra Nintendo)
    Gargoyle's Quest (Game Boy)
    Panzer Dragoon (Sega Saturn)
    Panzer Dragoon Zwei (Sega Saturn)
    Sonic The Hedgehog 4 (Sega Saturn)
    Eclectic (Apple iTwin)
    Ultra Mario Kart (Ultra Nintendo)
    Super Mario Bros. 3 (NES)
    Super Mario Flip (Sapphire)
    Techno Angel (Xbox)
    Fairytale (Ultra Nintendo)

    -

    *On the screen, the opening gameplay segment of Tales Of The Seven Seas: Horizon is playing, while in the bottom left corner, a young woman is shown on a webcam streaming the footage.*

    Pilar Sandoval: Now that the opening scenes are out of the way, it's time to see what we can actually do. Looks like I'm controlling Erick, and there's Dona and Creel, and we're going to see just what's happening in this jungle. We've got to find our friends, that much I know.

    *Erick walks around on the screen with Dona and Creel following him. The characters casually converse with one another, while exploring this opening jungle segment. There's some loot in a small chest behind Erick that Pilar eventually notices.*

    Pilar: A treasure chest, wouldn't be a pirate game without a treasure chest! I love how he's commenting on these chests as we go up to it, it seems like every treasure we find is going to open up some new dialogue. This is so fun so far.

    *Pilar continues exploring, listening to the dialogue and occasionally laughing whenever someone, usually Dona, says something snarky.*

    Pilar: I love Dona! She's a sass master. Hold on, I'm just going to stop and not move and see what happens.

    *Sure enough, Dona makes a sarcastic remark directed at Erick. Creel defends him, and Dona insults Creel.*

    Pilar: *snickering* Okay, this is really amazing. I remember when Sonic would get impatient too whenever you'd stop moving, but then if you waited long enough he'd just jump off the stage and die, and that wouldn't be fun. At least here nobody's dying.

    *Pilar continues to explore the jungle, finding a couple more treasures and making snarky comments on her own about the dialogue, marveling at the graphics and enjoying herself greatly.*

    Pilar: There's a waterfall. Can I get soaked? Can I get soaked? We have to find out if we can get soaked.

    *She takes Erick, Dona, and Creel over and makes them stand under the waterfall. Dona seems annoyed but Erick is enjoying himself, and Creel is just laughing. Dona actually walks away from the waterfall and lets the two guys stand under there laughing at each other.*

    Pilar: *laughing* Cute wet guys, I'm not gonna do anything, I'm just gonna stand here and let you both keep getting soaked.

    *Dona notices something and tells Creel and Erick to come over. Pilar keeps them under the waterfall, and Dona gets impatient with them but doesn't move from where she's standing.*

    Pilar: I guess I should go over there but I don't want to stop soaking these guys! Maybe they'll catch a cold, is the game that realistic? Dona looks so pissed off over there! Okay, I'll go see what she wants.

    *Later on, Pilar gets into her first swordfight of the game, with a rival group of pirates. Dona and Creel are fighting on their own, while Pilar is controlling Erick against the pirate leader.*

    Pilar: I'm winning, right? I better be winning.

    *Pilar wins the fight fairly easily, and the three protagonists hold the rival pirate crew at swordpoint.*

    Pilar: Oh, they don't kill them huh?

    *Pilar just watches the cutscene play out, with Erick and the pirate leader negotiating a route to the hidden treasure on the island together. Later on, Erick and friends are exploring a cave when they run into more trouble, and this time, it's Victoria who shows up to save the day, swinging in on a rope and using her fencing sword to pin someone about to take out Erick.*

    Pilar: WHOA! Victoria's cool. I remember the first game when she was just whiny and you had to save her, now she's badass!

    -from PilarDeFlor's August 9, 2011 stream of Tales Of The Seven Seas: Horizon on Okuma

    -

    Pilar Sandoval, AKA PilarDeFlor, is a 21 year old game streamer living in Mexico City. She's become the fifth most popular streamer on Okuma and its most popular female streamer, and plays a mix of modern and classic games, with the classic games sprinkled between big current releases.

    "I try to get through at least two new games a month," says Sandoval, explaining her stream schedule and how she maximizes the number and types of games she plays. "If a game's short and I have enough time, I'll stream something older. Usually that'll be one of my old favorites, but sometimes it'll be something I've never played before."

    Sandoval has gained a wide range of fans, both male and female, with her audience skewing slightly female but her streams also attracting plenty of male viewers as well. She tries her best to appeal to the widest audience possible, playing games in almost every genre, ranging from modern action titles to FPS games to RPGs and sports.

    "I'll usually play one sports game a year, which is usually FIFA, but sometimes I'll mix it up with a game like Madden," says Sandoval. "Of course, American football's not very popular here, so I had to learn the rules as I went, which made for an interesting streaming experience."

    The popularity of international streamers is rising rapidly, and while many streamers in places like Japan and France stream games in their own languages, others, like Sandoval, choose to stream in English. The choices rests primarily on what type of audience the streamer wants to attract, and what games they play.

    "If I was doing MMOs primarily, I'd probably be streaming in Spanish, but with the variety of games I do on my channel, I feel English is best to get the biggest audience possible. Most of my friends do speak it, so they're able to follow my streams pretty easily. Sometimes I'll do a Spanish stream on occasion, I actually have a separate channel just for those."

    With streaming increasing in popularity, some producers and performers have been able to make a living on streaming games. Sandoval, who attends university in Mexico City, thinks that might be a possibility if her viewership continues to increase, but she's expecting to take on a regular job once she graduates, which will likely cut into her stream time.

    "Maybe the best of both worlds would be taking on a less demanding job while also making some money from streaming. If I start a web business like I'd like to do, I could potentially make the two jobs work together in harmony. Otherwise, I'll need to manage my time to be able to keep up a good schedule. I hope I can keep streaming for a long time, because I really enjoy it."

    -from an article on Kotaku, posted on August 18, 2011

    -

    Angry Video Game Nerd: Now, I don't normally do this, but my wife's new show is about to premiere soon and it's all about fairy tale characters. So I thought I'd do an episode dedicated exclusively to fairytale games.

    *The Nerd grabs a copy of Fairytale for Ultra Nintendo off the shelf.*

    AVGN: Wait, no, this game's great. *tosses it aside* I need a shitty one.

    *He picks up a copy of Cinderella's Adventures for the Super Nintendo CD.*

    AVGN: There we go. Cinderella's Adventures is a game mixing 2-D platforming and live action cutscenes. Yeah, you know where this is going. It came out in early 1994 for the Super Nintendo CD, right around the same time that The Secret Of Monkey Island came out. You play as Cinderella. Not the Disney Cinderella, who also got her own game on the Sega Genesis but it was way less shitty than this. This game is terrible.

    *A cutscene shows an actress playing Cinderella running across a field looking for some kind of magic rock.*

    AVGN: You go all over the land looking for magic items. Not your magic slipper, but things like magic flowers, magic books, and magic rocks, so that your fairy godmother can make a magic dress for you. Yeah, that's right, the fairy godmother can't do jack shit for Cinderella unless she brings her a bunch of rocks! What a load of crap. And these items aren't easy to find, oh no. They're hidden. Not cleverly hidden behind obvious scenery, but hidden in the background, which is colored exactly the same as the magic items! You've got to tiptoe back and forth bending over in random spots looking for these things, while rats try to crawl up your ass! And you can't kill the rats, unless you find a stick. But the stick takes forever to kill the rats!

    *In the game, Cinderella is shown swinging her stick at the rats over and over again, finally killing them on the fifth blow.*

    AVGN: Hey, wait a minute. Didn't the rats help Cinderella in the Disney movie? And now she's trying to murder them! And don't get me started on the cutscenes. They're awful!

    *The live action Cinderella is shown begging with her fairy godmother to go to the ball, but the fairy godmother refuses. The acting is terrible, neither of the actresses are showing any emotion whatsoever.*

    AVGN: The actress playing Cinderella is acting like she's buying something from the store. And the actress playing the fairy godmother looks half asleep! Maybe she's just drunk. I know I would be if I was in this game. *takes a big swig of Rolling Rock*

    -from the Angry Video Game episode "Once Upon A Nerd", uploaded on September 30, 2011

    -

    As Videocean And Okuma Prepare For Streamer Bidding War, Mark Cuban Launches Televised Talent Search

    With game streaming hotter than ever on the web's three biggest platforms for streamed video content, Videocean, Youtube, and Okuma, Mark Cuban is hoping to get the jump on his rivals. He's hosting a show coming to ABC this fall titled "Gamer Wars: The Search For The Next Youtube Sensation". In it, Cuban and a panel of judges from across the internet and gaming world will be judging thousands of hopefuls, who will be narrowed down to six. These six will become the first stars of Youtube's brand new game streaming service, as well as the members of Cuban's professional gaming team, which will compete in professional tournaments that will be live-streamed on the website. The reality show isn't quite the first of its kind (G4 has aired similar shows in the past), but will be the first to be aired before such a large audience, and the first to propose such a big prize: $2,000,000 split amongst the six winners up-front (around $200,000 each after taxes), and the promise of tournament prize winnings and a share of sponsorship and ad revenue in the future depending on their success. While Cuban hopes to get out ahead of Videocean and Okuma by making his talent famous first, the other two sites are hoping to sign already existing talent to exclusive deals in what's expected to be the first online streaming bidding war. With both sites launching exclusive channels later this year, they're hoping to sign already popular game streamers to sponsorship deals in the hopes of keeping talent off their rival channels. Most of the web's major game streamers such as Markiplier, Phenom, and DropZoneGamer post their content to more than one website, with Markiplier posting his newest videos simultaneously to Okuma, Youtube, and Videocean, and DropZoneGamer posting videos to his personal website first before uploading it to the major video channels two days later. Now, both Okuma and Videocean are offering cash up front to some of their most popular content creators, and while it's not just game streamers receiving these offers, they're a top priority for these sites. So far, we've not heard of any content creator signing up for an exclusive deal yet, and it's likely that NDAs cover these deals so that the websites can reveal their exclusive content all at once at a later date. We'll likely begin hearing about these deals in November or December, right around the time the first season of Cuban's show will be wrapping up.

    -from an article on Tubehound, posted on September 14, 2011

    -

    *A young man with a dark brown beard is shown playing the new Blackheart game, Bring Down Savage Maestro, as he discusses a topic with his viewers. On the screen, Messiah is sneaking up to a guard before knocking him out with a kick to the back of the head.*

    DropZoneGamer: So, I didn't take Okuma's money. I'm not taking anybody's money. They offered me $50,000, but I'm not taking it. And you say, "well Drop Zone, why didn't you take the money? It's not like any of those sites charge anything to watch your videos, so it's not like people wouldn't get to see them if you posted exclusively on Okuma or wherever". And the reason is this, it's because one, they wanted me to play certain games, which I think is bullshit, I'll play the games I want to play. And the second reason is, I'll be honest, $50,000 isn't enough. I mean, if they had dangled more in front of me, and I won't say how much more, but $50,000 isn't nearly enough. I'm not going to bullshit you guys, I'm not somebody that doesn't have a price. At some point, you know, it's like The Godfather, an offer you can't refuse, right? But in this case, yeah, I refused that offer. I make a lot more than that just hosting my content on my website. Just my website, I make more than $50,000 a year from, not to mention the ad revenue I take in from Videocean. Videocean, by the way, is my preferred site, and they didn't even offer me anything.

    *Messiah snipes a couple of guards, then drops down and grabs another guard from behind, but instead of killing her, just takes her hostage and slowly drags her down the hallway while interrogating her.*

    DropZoneGamer: I'll be honest with you, I don't like where this is going. I feel like these channels are getting to become more like TV channels, where you'll only see certain things on certain channels, and you're going to have content cordoned off, and THEN they'll start charging. That's another thing, if I took Okuma's money, and then all of a sudden they put up a paywall, I've got no control over that. I don't think they're gonna do that for a while, but it's coming. Videocean too, and probably Youtube eventually since Mark Cuban bought it. I like Mark Cuban, but he didn't get to be a billionaire giving stuff out for free. C'mon.

    *Messiah, still holding the guard, stops for a moment, and DropZoneGamer finds that just by pressing a button, he can make her continuously reassure the guard, saying "I'm not going to hurt you" over and over again. He has a chuckle at this, and then makes his point.*

    DropZoneGamer: Okay, first off, this game kinda sucks. Secondly, this is a good metaphor for the relationship between these big websites and people like me. Messiah here represents Okuma, just constantly promising that she's not gonna hurt me, over and over again. But how the hell am I supposed to know that if I'm the guard? You're wrenching my arm behind my back, you've got a gun on me, what am I supposed to believe here? ...you know what, actually, I'd probably trust Messiah more than I'd trust these websites, because at least she's shown that she doesn't like to hurt people who aren't a threat to her. These websites are more like Sadira. She might look sweet and pretty from afar, but turn your back on her and she'll beat you to within an inch of your life, then shoot you for good measure. ...I dunno, I mean, I'm sure a lot of my buddies will be taking the money. Me, I don't need it, but I'm kinda lucky. A lot of people will take that quick money and that's fine, but it's not for me.

    *Messiah just knocks out the guard and goes through a door.*

    DropZoneGamer: Speaking of Sadira, when do we get to go back to her? Feels like I've been Messiah for like an hour now. *sighs* Yeah, this isn't as good as Contract so far, I'm sorry to say.

    -from a DropZoneGamer video, posted on September 27, 2011
     
    Summer 2011 (Part 8) - Tales Of The Seven Seas: Horizon
  • Tales Of The Seven Seas: Horizon

    Tales Of The Seven Seas: Horizon is an action/adventure game for the Nintendo Sapphire, developed by Naughty Dog and published by Sony. The game, while maintaining all previous continuity, character development, and plot from the previous 15 years of games in the series, is considered a "reboot" from a gameplay/presentation perspective, as it takes the action/adventure/open-ended gameplay of previous titles and adapts it toward a more modern, cinematic style reminiscent of OTL's Uncharted and The Last Of Us games, with full motion captured character animations and a more closed style of gameplay with defined set pieces and in-game dialogue/cutscenes. Despite these presentation changes, Horizon maintains some series staples, including side/optional missions (to a lesser degree than previous games), upgrade-able equipment, and a more hack-and-slashy kind of combat system than OTL's Uncharted (which is more attuned toward gunplay). Though Horizon does feature firearms, they're somewhat less accurate/powerful than the modern firearms featured in Naughty Dog's OTL games, and melee remains the preferred form of combat for protagonists and enemies alike. Players can hunt for upgrades, both temporary and permanent, as well as equipment that can be found for characters such as improved swords and some form of body armor. The game's not a full action-RPG, but it does have RPG elements, and each of the game's seven playable characters has their own equipment loadout, stats, and equippable items. Combat itself is a mix of hack-and-slash action and the context-sensitive, cinematic combat of the OTL Uncharted series, with quick reactions being key to finishing combat more quickly. However, it's possible to brute-force through even if one's timing is bad, depending on the character's equipment and the player's skill with the actual moves. Some characters, like Creel and Albert, are more brute-force characters, while Victoria requires speed and precision, and characters like Erick and Dona are more jack-of-all-trade types. The younger characters, Jack and McKenna, are more "specialty" fighters, with McKenna being a somewhat more technical Victoria, and Jack relying on firearms and traps, playing like a niche character and requiring probably more skill than any of the others to play. While the narrative and presentation is structured like an OTL Uncharted game, the player still has some degree of choice in what characters to use and what missions to undertake. The game features 24 "chapters" in all in its main story, though the main story can be expanded up to 33 chapters via accessing certain sub-chapters. Three of the main story chapters can also be replaced with alternate main chapters, and though the game has a single defined ending, up to nine scenes can be added to the ending depending on the player's progress through the game. Missions can also be completed in different ways, which opens up more dialogue, treasure, and equipment, and scores "points" toward ending segments. The player is encouraged to explore thoroughly, both to earn more treasure and to access more dialogue. Enemy encounters aren't as scripted as they are in OTL's Uncharted (it's possible to encounter a lot less enemies than one would in that game), but there usually is at least one scripted encounter with hostiles in each chapter. There are also less puzzles than in OTL Uncharted (or TTL's Mystic, for that matter), meaning that the game truly is based primarily on exploration and combat. In addition to land-based missions, there are also ship-to-ship combat sequences, though there are only a few in the game (no more than five total), and all but a couple end fairly quickly, with the combat scenes being more to show off the game's cinematic prowess than to impede the player's progress in any meaningful way. The game also features a series first: an online multiplayer combat mode, featuring deathmatch and team battles, including capture the flag. Multiplayer mode has improved firearm mechanics, but also has a heavy emphasis on melee, and plays quite similar to the multiplayer in OTL's Uncharted games.

    Tales Of The Seven Seas: Horizon features fully motion-captured acting, similar to Naughty Dog's OTL games. This necessitated a near full-recast of the series' main characters. With more than a decade having passed since the events of the original game, the main characters are significantly older and more mature than their original incarnations (Erick/Dona/Victoria/Creel, who started in their late teens/early 20s, are now all in their early 30s/mid 30s, while Jack and McKenna, who were adolescents when the series began, are now in their early/mid 20s, and Albert, who started in his 30s, is now in his late 40s). The casting and characterization reflects more than a decade worth of character development. Though the main characters are Erick and Dona (with Victoria and Creel playing major roles and Albert/Jack/McKenna more side characters), each of the main seven gets their time to shine, headlining at least two chapters out of the total 36.

    Erick: Still the ship's "captain", the young, bold adventurer of the original game has become a seasoned pirate and seafarer. He married Dona between the events of Bermuda Triangle and Horizon, and his relationship with her plays a major role in the game. Though he's still not as brave and brash as his better half, he's frequently the one to lead the charge on missions, and drives the events of the game more than any other character. He's played by Luke Mitchell.
    Dona: Co-captain of the Venture in all but name, Dona has matured quite a bit in the decade that she's been sailing with her companions. While not quite as reckless as she originally was, she's still not afraid to charge in and get physical, and also knows the most about the world and the destinations that the ship finds itself. Still doesn't suffer fools very well but loves Erick and has learned to put up with his more immature moments. She's played by Carolina Ravassa.
    Victoria: Having gone from pampered spoiled brat to seasoned seafarer, Victoria still has a bit of her more refined tastes and aristocratic snootiness, but she's now also quite generous and brave, and won't hesitate to put a boot on the face of anyone who'd dare question her skills. Quite skilled in sciences, but also very good with a blade and a pistol, Victoria now searches for her true purpose and for love (and though she'd had numerous flings with Creel, she doesn't think she wants to settle down with him). She's played by Esme Bianco (who also plays Luma in Mystic).
    Creel: While still a bit of a party animal and prone at times to drunkenness, Erick's best buddy has matured as well, and has almost taken on a sort of parental role on the ship (though Albert is still the oldest and most mature). He still has Erick's back and he's the most loyal friend one could possibly have, though that doesn't mean he won't get into some occasional trouble (an issue addressed repeatedly in the game when he royally screws up). Creel is played by Jeffrey Pierce.
    Albert: Albert has changed the least of the people on the Venture's crew, likely due to being the oldest when the events of the series began. He has been able to cast out his old demons and has settled into a sort of fatherly role on the ship, though he still occasionally laments Annette (his ghostly love interest from Bermuda Triangle). He now tries to be a protector to the rest of his friends, though he's starting to get a little old for it and it becomes an issue later on. He's played by Phil Lamarr.
    Jack: Now a young man and a career pirate, Jack is starting to have doubts about whether or not he wishes to stay on the Venture or settle down. He loves his friends (particularly McKenna, his love interest for pretty much the entire series), but when he discovers members of his family (not the ones that died on the shipwreck, but his mom's sister and her family), he becomes torn between his lifelong vocation and his new ambitions. He's played by Joseph Haro.
    McKenna: Unlike Jack, McKenna wants to stay a pirate her whole life. Pirating and thieving is all she knows, and when she learns Jack might not want to stay on the Venture, she sees it as somewhat of a betrayal, leading to conflict between the two of them. She also thinks she might be ready to take over leadership from her lifelong idol (and big sister surrogate) Dona, and the relationship between the two is thoroughly explored in the game. She's played by Johanna Braddy.

    Tales Of The Seven Seas: Horizon begins with a quiet sequence in which it's explained that the crew of the Venture has become the most wanted pirate crew on the high seas for a crime that remains unnamed, at least during the intro. It's peaceful and it introduces the main characters, but then we get an attempted boarding during a storm, and a dramatic sequence in which the Venture finds itself marooned on a jungle island. Erick, Dona, and Creel are separated from the rest of the crew, and the first mission has them gathering supplies to repair the ship while Victoria, Albert, Jack, and McKenna stay onboard. The three are repeatedly attacked by crews from the ship that wrecked them (which also got wrecked itself), but they manage to get through it okay until they end up surrounded and have to be bailed out by Victoria, who explains that the ship got attacked and that Albert, Jack, and McKenna were able to find a settlement on the island (which isn't deserted but is actually its own small territory) and are attempting to negotiate for supplies. The four make it to the settlement, which is run by a hardnosed governor and former pirate captain named Shanker, who knows how high the bounty is for the Venture's crew, but doesn't believe in cooperation with the authorities, so he's allowing them to leave if they do some jobs for him. Dona is reluctant to help, but Erick wants off the island and agrees. The crew splits up again, which ultimately leads to only four of them getting off the island: Victoria, Creel, Albert, and Jack. Erick is taken captive by Shanker, while Dona and McKenna are almost taken but they stow away on another ship leaving the island. Albert takes command of the Venture as the crew searches for their missing comrades, while Victoria decides to blow off her duties, leading even Creel to question her dedication (and to refuse when she offers to get drunk with him). Meanwhile, Jack decides he doesn't want any more of the pirate life, and this is compounded after the Venture lands at a port of call where Melissa, Jack's aunt, is living. Meanwhile, Erick is able to escape his captivity just before Dona and McKenna would have reached him, and Dona, despite wrecking Shanker's entire operation, is somewhat badly wounded, forcing McKenna to take care of her. Erick manages to make it back to the port where most of the others are staying, after fighting his way through crews of skeleton soldiers and a dedicated naval squadron to get there. While Jack's aunt Melissa turns out to be a very good person, her employer, a cruel and powerful governess named Madam Villiers, is not, and she eventually has Albert, Creel, Jack, and Melissa and her husband taken captive (while Victoria is out getting drunk). Villiers is connected not only to the naval forces seeking to catch the crew of the Venture, but also has connections to a voodoo priestess named Sana, who is connected to the crime that the crew of the Venture committed to become the most wanted crew on the high seas. Sana happens to be Albert's daughter, separated from him when the two were sold into slavery twenty years before, and is being used by Villiers to conjure up zombies and skeletons intended to kill people on the high seas and depopulate various islands around the ocean, freeing them up to be bought out by Villiers who will then be able to raise an army of both the living and the dead to take over the seas. Meanwhile, Shanker, who is connected to Villiers, is still attempting to catch the crew of the Venture, and while he ostensibly works for Villiers, he also has his own agenda. By about halfway through the main story, all of these main conflicts have been set up, and the rest of the game is spent with the crew of the Venture attempting to stop Shanker and Villiers from executing their plan (while Albert also tries to free his daughter Sana from Villiers' control).

    The second half of the game begins with a series of rescue/reuniting missions, which starts with Victoria regretting her decision to abandon her friends and her ship and using her funds to doll herself up nicely for Creel (she intends to propose to him). She shows up to the Venture all dressed up in a beautiful white dress, only to be attacked by a horde of pirates working for Shanker. In earlier games, this would have ended with Victoria getting captured and thrown in a prison somewhere, but she's ready for action and takes out several of Shanker's pirates before successfully threatening one of them to tell her where her friends are being kept. Meanwhile, Erick arrives and is able to reunite with Jack (who has escaped from captivity), and the two battle their way to rescue their friends, while Victoria ends up saving Creel and Albert is able to get free and reunite with Sana, but she (under Villiers' control) nearly kills him until Erick intervenes, leading to an intense fight with Erick and Albert battling zombies and skeleton pirates. Though the five heroes are able to liberate the port, Villiers and Sana get away while Shanker is nowhere to be found. In fact, Shanker ends up finding McKenna, who is unable to fight him off, but is rescued by Dona, still wounded but able to fight back. In her wounded state, however, she's unable to defeat Shanker, and she is taken prisoner, as Shanker hopes to use Dona to lure out Erick and kill the both of them once and for all. McKenna is left stranded on a deserted island, but she is able to make a raft for herself and takes to the seas, hoping to reunite with her friends to save Dona. The next few chapters mainly concern rescuing Dona. McKenna is able to reunite with her friends fairly quickly, returning in a dramatic moment in which she saves Jack and meets his aunt and uncle for the first time (Melissa likes McKenna right away, leading to some funny interactions between the two of them that rather embarrass Jack while also making McKenna understand his point of view about wanting to settle down). Events culminate in a mission that sees Erick and Dona both forced to fight their way to each other as their friends battle it out with skeletons, zombies, multiple navies, and Shanker in a massive multi-ship battle. Eventually, Erick and Dona reunite, kissing passionately on the deck of the Venture as the battle continues to rage around them, and then immediately battling enemies back to back with one another (it's very reminiscent of Will and Elizabeth's battle scenes from OTL's At World's End, and the closest thing we get to that ITTL). We also learn about the crime that the Venture crew committed to become the most wanted pirates on the high seas: the destruction of a port city, which burned to the ground and which nearly all the residents died. Obviously, the crew wasn't responsible for this (as it turns out, Shanker was primarily the one responsible), but Albert bears some responsibility because he could have prevented it if he hadn't been trying to save Sana, who was in the middle of being forced to conduct the ritual that led to the port's destruction. While this segment is expected to end in a battle against either Shanker or Villiers, neither of those things happen. Instead, Shanker betrays Villiers, killing her and severing her link to Sana. He now has command over the skeleton and zombie crews, and orders them to slaughter all the remaining naval sailors present before turning them on the Venture crew. Jack's uncle sacrifices himself to save everyone, ramming a burning ship into Shanker's ship and damaging it enough to allow the Venture to get away with the seven main characters, Melissa, Sana, and a few survivors (including defectors from Shanker's crew, some of Villiers' attendants, and a few naval sailors and soldiers).

    After a series of cutscenes in which Jack and Melissa mourn, Albert and Sana commiserate over their shared responsibility for the destruction of the port one year ago, and some of the other characters deal with various issues that have come up over the course of the game, the player is given free reign over the Venture for the final few chapters, which involve tracking down Shanker before he can unleash his undead army on the largest port city in the world. There's an opportunity for a few side chapters here to develop some other characters (and perhaps earn more ending segments), but ultimately, the final four chapters consist of an epic sea battle against Shanker's fleet, another epic battle in the midst of a city, and finally, the exploration of an ancient ruin to hunt down and defeat Shanker before he's able to use a kidnapped Sana to make himself into a death god. The final battle has segments in which the player will control all of the seven main characters for at least some part of the fight, but it's Erick who deals the finishing blow, defeating Shanker for good. The ending has a sequence in which it looks like Albert is going to sacrifice himself, but he makes it out alive, and the ending is a happy one. The ending itself, which sees the bounty on the crew canceled, has the Venture's crew agreeing to part ways, with Erick and Dona leaving to start a family, Victoria going back home to her family, Creel going off on his own adventures (but eventually finding Victoria and reuniting with her), Albert spending time with Sana, and Jack and McKenna returning to Melissa's home to spend time with her. Depending on how many ending segments the player has earned, some of these segments are expanded a bit, but no matter what, the player at least gets a little bit of each character's ending. Finally, Erick and Dona are shown returning to the Venture after a year, now with a newborn baby. They're about to sail the world together with their new child, only for Albert to return. He explains that Sana went to find her own purpose, but that he'll visit her one day, and asks to return to the ship. Next, Victoria shows up, along with Creel (though Victoria still doesn't have a ring, implying that the two of them still aren't formally together). Just as the ship departs, we see that McKenna has snuck on board, in a wedding dress, and then she reveals that Jack is with her (dressed in nice wedding clothes). She says that the two want to be pirates again for their honeymoon, but it's implied that they're there to stay, as Melissa shows up to wave them off, along with other characters the group has met along the way. The Venture sails off into the horizon, showing Erick and Dona kissing passionately one last time and holding their baby.

    Tales Of The Seven Seas: Horizon receives universal acclaim at the time of its release. Not only is the game considered even better than 2008's Mythic, its reception is quite similar to the one received by Uncharted 2: Among Thieves IOTL: it's considered an immediate front-runner for game of the year and a new standard-bearer for cinematic presentation. The graphics, gameplay, voice acting, musical score (which, like OTL's Pirates Of The Caribbean movies, is performed by Hans Zimmer), and storyline are all extremely highly praised, and the game lives up to all the hype and then some, considered by many to be the best video game since 2008's SimSociety. Sales are through the roof at the time of the game's release, topping a million in its first week and remaining consistently strong throughout the rest of the year, becoming the best selling game in the series before the end of 2011. Nintendo, Sony, and Naughty Dog's gamble pays off massively, rewarding Nintendo's faith in Naughty Dog and ensuring that the company will remain one of the most important second party developers in the industry for years to come.
     
    Summer 2011 (Part 9) - Ultima XI
  • Ultima XI: The Wages Of Sin

    Ultima XI: The Wages Of Sin is a WRPG published by Electronic Arts. Helmed by Richard Garriott, Ultima IX is a single player adventure, rather than the single player/online hybrid that was Ultima X. The game takes place in a realm different from the Britannia of previous titles, a realm known as Darkhold, a realm where sin and vice reign supreme. While the conflict between virtue and vice was thoroughly explored in Ultima X, this game sees the Avatar encouraged to indulge freely in vice, rather than attempting to maintain balance between the two. Darkhold is a realm where people take what they wish, where the strong exploit the weak, and where sin is not only allowed, it's encouraged. Prostitutes roam every street corner, gambling is abundant, and people look the other way whenever robbers and brigands steal from the people (or for that matter, when their victims take revenge). The main player character is a male adult referred to as the Avatar (the same as in other games), and while this Avatar starts out as an upholder of virtue who is horrified by the vice he sees in his wake, eventually he grows accustomed to it and freely indulges in it (as much as the player allows him to do so). Engaging in temptation is well rewarded: the player can grow quite powerful simply by stealing money and items from people too weak to fight back, engaging in corrupt activities will allow the Avatar to gain power and property, and rather than taking a single wife as many RPGs of this nature allow, the Avatar is able to take numerous concubines (and the game rewards the player for this via lots of fanservice and cheesecake). The eight vices from Ultima X make an appearance in this game as well, but they've been twisted into "positive" mirrors of themselves:

    Deceit -> Creativity
    Hatred -> Focus
    Cowardice -> Cunning
    Corruption -> Acumen
    Greed -> Desire
    Ruthlessness -> Determination
    Decadence -> Indulgence
    Pride -> Pride (Pride remains the same but rather than labeled as a vice, it's considered positive to be proud of one's accomplishments and strength)

    For much of the game, Ultima XI makes the player feel good for their greedy actions. They're able to dominate enemies in combat, accumulate lots of treasure and money, and generally have more fun than if they tried to play in a virtuous way. However, there are hidden, subtle consequences for the player's actions. It's very difficult to make friends in this game (and most of the ones you do make will backstab you). With few exceptions, if the Avatar takes on concubines, the concubines despise them, and despite being outwardly happy, it's easy for the player to see that they're not happy. Townsfolk will fear the Avatar the more powerful they become, and even animals shrink away from them. Also, with more and more sins committed, the player will notice a growing darkness in the world, a darkness that causes areas to become more treacherous and enemies to become more dangerous. The more corrupt the Avatar becomes, the bleaker a place Darkhold becomes (and it was already bleak to begin with). As for combat, it's a more advanced form of the combat from Ultima X, with battles taking on a more strategic element than in other WRPGs. Cover is generally important, as is a good defense, though a powerful, sinful Avatar will be able to pretty much crush enemies without needing to go on the defensive very much. There's a wide variety of weaponry in the game, including swords, maces, axes, bows, and even firearms, and magic is also an important element in the game, both offensively and defensively. The combat's not hack and slash by any means, and moves at somewhat of a slow pace compared to other JRPGs. The world of Darkhold is quite massive, and though the map's not the biggest of its generation, it's quite sizable with plenty of things for the player to do and a wide range of cities to explore. The game features a full cast of voice actors, most of them British (and thus mostly unrecognizable to most OTL fans who live in North America, though a few would be familiar to fans of OTL's Xenoblade games which were also dubbed in Britain). The most famous actor with a voice role in the game is Tom Hiddleston, who voices the game's primary antagonist, Death (who remains unnamed for most of the game until the big reveal toward the end of the main storyline). There are a few Los Angeles area actors as well, with a few recognizable names like Paul Eiding and Vanessa Marshall among the cast. The graphics of Ultima XI are considered fairly good for the genre, with good character detail and plenty of background detail, and a wide variety of environments. The game looks quite good on the Sapphire and Xbox 2, but a powerful PC rig can make the game look even better.

    The game begins with the Avatar finding himself in Darkhold and making his way to one of the game's largest cities, where he learns first hand just how far this realm has fallen. Sin and vice and corruption have overtaken everything, and the only friendly face is a mysterious man dressed in a fancy black robe who offers to help the Avatar out by setting him up with an apartment and some basic equipment, and encouraging him to indulge. This man turns out to be Death, but for the moment, he calls himself merely a friend, and says that the Avatar is free to do anything he wishes. This man is a frequent visitor to the Avatar throughout the game, appearing in both main missions and side missions, and he'll often encourage the Avatar (and through him, the player) to indulge in vice and whatever they want to do. The game subtly leads the Avatar down the path of corruption, but it IS possible (albeit not always fun) to play as a virtuous character even with all the temptation. It will be a slog and a grind to do so: characters will often refuse the Avatar's help, you'll be forced into fetch quests with few, if any rewards, and a lot of so-called allies will betray you. However, if going down the virtuous path, there IS light in the darkness: some characters will give true thanks, it IS possible to earn good treasure for doing good deeds (albeit very difficult to do so), and even Death will come to subtly respect the Avatar even while showing increased annoyance. However, most players will go down the path of corruption, and for good reason: It's quite fun. There are lots of fun quests on this path, rewards will come quickly and easily, there's lots of fun gambling mini-games, there's plenty of fanservice... the path of sin is an easy one and Death will encourage the player the entire time, often participating in sinful activities with him. The game's main quest involves usurping a corrupt king, and via the sinful path, it's possible to do this quite early into the game, as early as a third of the way through with all the high-level equipment and enabling allies the Avatar can earn. However... at a point in the main quest, either before the defeat of the king or after (depending on how many missions total have been completed), the other shoe will drop. Death will reveal his true face, and if the player has been indulging in sin and vice the entire game, Death will be EXTREMELY powerful. In fact, the game can somewhat be compared to OTL's Undertale, in that, in the Genocide path through the game, the player is eventually forced into an incredibly difficult boss battle at the end. If the player commits enough sin and vice, then by the time it's time to face off with Death, Death will be almost as difficult to beat, and the player will be called out for pretty much every sin they've committed throughout the game (the final fourth of the game is essentially a series of "punishment" missions forcing the Avatar to account for their actions). On the path of virtue, the final few missions are quite straight-forward, the player must battle Death and the evil king, but it's at a normal level of difficulty, and most players will also have made a few good friends by this point, making this path quite rewarding in the end. On the vice path through the game, however, the player will have a much more difficult time with the final series of missions. Despite all this, it's still possible to kill Death and assume one's place as the corrupt ruler of Darkhold. The Avatar is forever corrupted and will never return to Britannia, but depending on the player's actions, the Avatar is still enjoying his life as the corrupt dark king. On the virtuous path, the Avatar has saved Darkhold, and while the realm will have a VERY long road to recovery, it will eventually overcome the hardships that befell it during its corruption. The Avatar, depending on their actions, will either remain in Darkhold to uphold the virtues they have brought to the land, or will return to Britannia, comforted in knowing that they have restored virtue and a proper ruler to the throne. It's possible to achieve a satisfying ending on either the virtue or vice path through the game, and though the final boss fight is EXTREMELY hard, playing the game like a corrupt, genocidal Grand Theft Auto protagonist and ruling Darkhold for eternity as essentially a Slaaneshi prince can be just as, if not more satisfying than returning to Britannia as savior of the realm.

    Ultima XI: The Wages Of Sin is released on August 16, 2011 for the Nintendo Sapphire, Microsoft Xbox 2, PC, and Macintosh. Reviews are generally excellent, averaging in the high 8s, though it's not quite the game of the year frontrunner some expected it to be. The game is praised for its unique morality system compared to previous games in the series and Richard Garriott's willingness to take risks with his formula. The game does court some controversy for its sexual content, which isn't quite on the level of the harshest OTL games like God Of War or Grand Theft Auto, but is still harsher than normal for the Ultima series and turns off some longtime players. Other longtime players find fault with the game's willingness to reward sinful conduct and not require the player to eventually uphold the Eight Virtues, even if it does punish them harshly for their sins. The game's voice acting is praised for the most part, with Tom Hiddleston's performance as Death given the highest marks. Released into an extremely crowded August featuring several highly anticipated exclusives and multiplatform games, Ultima XI still manages to find a strong sales footing, selling over half a million copies amongst its console and PC platforms in its first week of release, the best launch in the series to date (even beating out Ultima X which was considered a moderate hit). With Ultima still going strong as one of the most popular WRPG franchises in gaming, Electronic Arts is happy to fund Richard Garriott's next foray into the world of Britannia, and he would choose to work on his biggest project yet: the long awaited sequel to the classic MMORPG Ultima Online. Ultima Online was still chugging along after nearly 15 years of release, and Garriott had come up with many ideas for the game. He'd intended to release a sequel in the early 2000s, but development on the final Saturn Ultima and what would eventually become Ultima X took up all the possible development time for a sequel. Now, he wanted to finish what he started, and with MMORPGs more popular than ever, now seemed like the best time to begin development. Ultima Online 2 wouldn't even be announced until the first of the eighth generation systems had hit the market, but it would soon become one of the most anticipated MMORPGs of all time, and Garriott hoped it would elevate his franchise to the pinnacle of the industry, a spot it hadn't enjoyed in more than twenty years.
     
    Summer 2011 (Part 10) - Ubisoft Tentpoles In Decline?
  • Blackheart: Bring Down Savage Maestro

    Blackheart: Bring Down Savage Maestro is an action/adventure title and the sequel to Blackheart: Contract, and the seventh mainline game in the series. It follows the continued adventures of Sadira Blackheart and her rival/foil/ex-lover Mariska "Messiah" Zobrist as they battle a crazed warlord bent on causing madness and destruction. It follows a similar gameplay formula to Contract, with less stealth and more direct combat, especially when playing as Sadira. It, like Contract, weaves Sadira and Messiah's stories together, often having them work separately rather than together. The game lacks much of the emotional pathos of Contract: in fact, it leans quite heavily into kitsch and camp (the fact that the game can be abbreviated Blackheart: BDSM is absolutely deliberate), with Savage Maestro being a much more comedic villain than Apex and his hired assassins from Contract, often staging his crimes for dramatic effect and using lots of one-liners, while Sadira herself is also quite silly rather than serious (this is the first game in the series directly influenced by the success of Bayonetta, and it shows, often too much, in Sadira's mannerisms and fighting style). Messiah remains fairly serious, though she too has more of a dry wit in this game, using plenty of one-liners of her own and seemingly forgetting large segments of her prior relationship with Sadira, in favor of a more straight-up "reluctant allies" type of dynamic that has echoes of their interactions from previous games but seems to be somewhat of a break in continuity. The gameplay really hasn't evolved much from previous games: Sadira moves more quickly and has more melee attacks, while Messiah sneaks around more and works to incapacitate enemies rather than to kill them (though she's quite capable of killing). Though Sadira's sadism and bloodthirst largely remains, Messiah's empathic abilities are all but gone (though this IS a continuation of the decline in her abilities featured in Villainous and Contract, so this does make sense from a storyline aspect). The game has a mission based structure with little exploration compared to previous games. While enemy lairs can be fairly complex and there's the possibility for players to choose different paths through them, the wide-open roaming of Blackheart 4 is but a distant memory, in favor of a more straight-forward, structured path through most levels. You've got a concrete set of mission objectives, though these don't always have to be completed in the same way, and there's not as much variation in missions as there is in previous titles. Like previous games in the series, this one features plenty of violence, strong language, and sexual themes, with all three ramped up slightly compared to Contract. There's fanservice galore for both main characters, and at times it's almost to the point of parody. Lana Parrilla and Grey Delisle return to reprise their roles as Sadira and Messiah respectively, while Dean Winters voices Savage Maestro (and is quite a bit like his OTL Allstate commercial character Mayhem in the role). The plot is fairly straightforward, especially compared to other games in the series. Sadira has resumed her work as an assassin, while Messiah is now the bodyguard for an important United Nations official. When this official, along with his entourage, is taken hostage by the warlord Savage Maestro, Messiah barely escapes with her life, just in time to see her employer executed on live TV. She crosses paths with Sadira, who's been hired to kill Savage Maestro (though, as it turns out, Sadira's employer is a rival warlord with goals that are almost as evil). The two reluctantly team up to take Savage Maestro down as he orchestrates increasingly convoluted plans to cause chaos across the globe. Messiah learns of Sadira's employer's activities and this causes the two to briefly come to blows, but in the end, they team up and battle Savage Maestro in a spectacular battle aired on TV around the world. After Savage Maestro is defeated, Messiah finds and captures Sadira's employer, and when Sadira finds out, she threatens to shoot Messiah, but can't bring herself to do it. Instead, she gets her revenge later on, committing an act that destroys Messiah's reputation as a bodyguard. Messiah is furious, but not surprised, and instead of pondering about how to get revenge, she decides to go home and enjoy her first real rest in a long time, while musing about the fact that she knows she'll run into Sadira again.

    Bring Down Savage Maestro is released in September 2011 on the Sapphire, iTwin, and Xbox 2, to almost universally the worst reviews in the series. Criticism centers around the game's repetitive gameplay and its wacky storyline, which is considered too over the top even for more longtime series fans. The franchise's once charming but subtle edginess has been morphed into a whirlwind of sex and violence, and a lot of fans accuse Ubisoft of trying to create "shock value". Though the game's production values are still quite high, with outstanding graphics, sound, and gameplay, with very few bugs despite a rushed production schedule, the game itself is seen as a major disappointment, and reviews hover in the low to mid 7s, still a solid action game but nowhere near the high standard established by previous titles. Sales follow suit: the game's opening week sales are the worst since the original game, and it barely cracks the top five new releases for the month of September (which wasn't nearly as crowded as August). Ubisoft itself almost immediately regretted trying to annualize the Blackheart series, and during the production made the decision to hold off on the next title until the next generation of consoles. The disappointing reviews and sales for Bring Down Savage Maestro confirmed as much, and while the series wasn't dead, not by a longshot, the company would be going back to the drawing board for the series' next mainline game, which they hoped would recapture some of the magic of Blackheart 4 and bring back what made the series so popular.

    -

    Tom Clancy's Yankee White

    A sort of spinoff of the popular Tom Clancy series of games, Tom Clancy's Yankee White is a game based on a TTL novel written by Clancy in the late 90s, about a Secret Service agent who is given a secret mission by the President of the United States to find a traitor in the agency. Though the game takes liberties with the novel's plot (mostly to maintain surprise for players who have read the novel), it follows somewhat of the same basic storyline and features the same main character, a Secret Service agent named Mike Ganton. The game is a stealth/FPS title, somewhat comparable to Splinter Cell but with an FPS style of gameplay, and sees Ganton infiltrating numerous locations to root out the traitor. Gameplay doesn't follow the typical FPS formula, with somewhat less killing/combat than other games in its genre. Instead, the player will need to carefully discern friend from foe and gather information and clues in order to progress, giving the game almost the feel of a visual novel/point and click-type experience, with somewhat more action than those types of games. The game has a decent amount of cinematic elements to it, playing out almost like a spy thriller (Yankee White was almost made into a movie before being given the go-ahead for a game, and several elements of the movie are present in the game). The friendship between Ganton and the president (the two men served in an unnamed 1990s war together, becoming very close friends and having saved each other's life during the conflict) is also heavily explored, with it being emphasized numerous times that Ganton is the only person the president can trust, even more than his own family. The game is more intellectual than the typical Tom Clancy game, requiring that the player think before, during, and after they shoot, and forcing a sort of slow, deliberative approach further distinguishing it from other games in the series. Yankee White doesn't enjoy the budget of some other games in the series such as the Splinter Cell and Delta Force games, and thus doesn't have quite the level of graphical detail, though it still looks quite good. The voice acting budget, however, allows for some fairly well-known names to be cast as the main characters, with Robert Patrick cast as the voice of Mike Ganton, and Clark Gregg cast as the voice of the president, while Miguel Ferrer plays the voice of the treacherous Secret Service agent. The game's plot, which is a somewhat cliche-ridden one (replete with plenty of action movie tropes and "you're the only man I can trust" moments), still moves along fairly briskly and has some twists and turns along the way. After learning of a traitor in a secret meeting with the President himself, Mike Ganton begins following the traitor's trail, looking into a series of shadow corporations that are funding a secret project that might be aimed at usurping power in the country. Ganton takes some of the leaders of these corporations (and their hired goons) into custody, getting closer and closer to rooting out the traitor. While the game seems to lead the player toward a somewhat sinister-sounding agent with a few extremist viewpoints and a grudge against Ganton, eventually it's learned that one of Ganton's longtime friends at the agency, a man named Carl Exeter, is actually the traitor. To make matters worse, he's been secretly dating the president's daughter, who at first seems like an innocent victim but is actually in on the plot (she blames her father for ruining her life after trying to have her placed in an institution to treat her drug problem). Exeter is working with these shadow corporations, but also just wants revenge against both the president and Ganton (who chose to save their fellow soldiers during a crucial battle rather than saving a group of civilians who ended up being rounded up and killed for aiding the soldiers, one of the victims was a young woman Exeter had been romancing). During the final battle between Ganton and Exeter, it's revealed that Exeter still harbors feelings for the murdered civilian woman, and doesn't love the president's daughter as much as she loves him (which comes into play when Exeter uses her as a human shield during the final battle to save his own skin). Ganton kills Exeter and saves the president's daughter, who is then taken into custody for treason. The president considers resigning, but Ganton convinces him to keep his office. When the president asks Ganton if he should pardon his daughter, Ganton declines to give him an answer, saying that he knows the president will do what's best for his country.

    Yankee White is released in August 2011, and despite not being given the same amount of hype as other Tom Clancy games, and being released in a crowded month, sells fairly well. Reviews come in quite good for the game, praising its gameplay and pacing and largely shrugging off its more cliched elements. Reviews average in the low to mid 8s, making it fairly middle of the road among series releases, and one of the better FPS games of the year. The Tom Clancy name still has a lot of sway in the gaming world, and Ubisoft will undoubtedly continue the series in the future, especially with some of the series' most beloved properties.

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    "But for Ubisoft, one of the most profitable publishers in the gaming business, the subject of crunch is a complicated one. It's been revealed that the development of the latest Blackheart game, Bring Down Savage Maestro, was rife with crunch and developers and testers working long hours of overtime in order to bring the game to market before the end of 2011. The development cycle for the game, one of the shortest in the series, was said to be 'brutal' by an anonymous programmer who was reportedly putting in 90 hour weeks to stamp out bugs and make last-minute changes on elements of the game. However, the company's French studio, which has been hard at work on the upcoming Project Ladybug, stands in stark contrast to the environment for the company's North American games. Developers there report a 'relaxed' environment, even when compared to the environment for other games that are more than a year out. With no strict deadline in place for the game's release, which is expected to be on one or more of the next generation platforms, programmers and testers have been putting in a consistently light schedule when compared to the blistering pace of the company's other studios. The difference in cultures could be attributed to France's attitude toward labor in general, but also to the attitude of the game's project leaders, Michel Ancel and Thomas Astruc, who have both previously stated a need for more 'ethical' game development. Ancel has been quoted as recently as last year as saying 'I want people to have fun making my games', while Astruc, said to have 'binged' on G4's series The Crunch during a recent visit to the United States, has said 'I don't think I could sleep at night if I knew people were wrecking their lives to make a video game I had worked on. It wouldn't be right. It's not the right thing to do.' While that attitude might change once Project Ladybug has a concrete release date, it seems as if the game's leisurely development schedule is likely to continue. On the American side, Ubisoft, like many other game companies, is likely to continue using crunch as game release dates approach, with the company's next major release, Assassin's Creed Revelations, scheduled for November. That game, like many recent games in the series, is also believed to be heavily employing crunch in the months leading to its release, and we'll no doubt learn more stories about the practice as the game's release date approaches."
    -from a September 24, 2011 article on Destructoid
     
    Summer 2011 (Part 11) - The Lobotomized 2
  • The Lobotomized 2

    The Lobotomized 2 is a horror/action title published by Take-Two Interactive. The sequel to the original game, this game takes place in an abandoned city, and while there are a few small allusions to the plot of the original game, this game's plot is entirely new and original, and features a single protagonist rather than the three featured in the original game. Also like the original, The Lobotomized 2 features numerous open world elements which allow the player to explore freely, though certain areas are still gated off at certain times. The Lobotomized 2 also features less cross-genre play than the original game, in favor of a more unified survival horror gameplay style, with some action and open-world sandbox gameplay mixed in. There are plenty of "mind screw" elements present in the game, both via its interface and in terms of the tasks that the game assigns to players, which involve more ethical dilemmas and disturbing situations than in the previous game. Like the original, The Lobotomized 2 delights in creating tension and scaring the player, taking note of what the player is frightened of and then providing them with more of that thing, though the game will also try to throw players for a loop in ways that the original never did. The Lobotomized 2 is a heavily immersive game, entirely lacking an HUD and forcing the player to rely on context-sensitive information in order to suss out their character's health or state of well-being, though even that can sometimes be unreliable depending on the challenges the game is trying to present to the player. The Lobotomized 2 features significantly enhanced graphics from its predecessor, thanks to the fact that it's being released for the HD generation of consoles rather than the sixth generation. The level of graphical detail in the city itself isn't all that impressive, but the level of character detail is some of the best seen in a horror game, and makes for some very dramatic and disturbing visuals in certain places. There's very little music in the game, and what little music there is is mostly used to dramatic effect, appearing on radios and recorders and the like to add to the immersion. Like the original game, The Lobotomized 2 utilizes mostly unknowns in its voiceover cast, letting the game's frightful scares and disturbing atmosphere do the talking.

    The Lobotomized 2 begins with some disturbing and confusing scenes of a man, Henry Zarle, locked in a mental institution. Zarle at first seems to be quite sane, and the player is left to question just what it was that brought Zarle here in the first place, as the doctors, nurses, and orderlies treat him like just another patient. The player is then tasked with escaping the institution, and can do so with stealth, violence, deception, or a mixture of all three (this effects the game majorly later on, but that isn't immediately apparent). Zarle then escapes into a city, and the player soon discovers that the city is mostly abandoned, with buildings still intact and belongings mostly undisturbed, but with some disarray. Zarle tries to find a way to get back home, and during the first part of the game, the player is free to explore a large section of the city, completely undisturbed (similar to the opening scenes of the original game). However, once an unseen trigger is activated, Zarle will begin to be chased by personnel in white coats who seek to take him back to the institution. He'll also start encountering a few other people in the city, some of whom claim to be fellow escapees, while others claim to be civilians. The people in white coats are constantly after Zarle, and while most of them just want to capture you, a few will go straight to killing, and it's difficult to know just who is relatively safe and who is lethal. To make matters worse for Zarle, he'll begin having experiences that may or may not be hallucinations, with the game telling the player to go to a certain area, only for Zarle to see or do something there completely different from what the player originally believed would happen. Despite the confusing hallucinations/non-hallucinations and open-world roaming, the player does have at least one clear objective at all times as the story gradually guides Zarle through the city. His original objective is to escape, but along the way, he gets coerced/guilted into doing other tasks, which generally fall into one of three categories: he'll either have to perform a task enhancing his ability to escape, by clearing a segment of the city or by finding a new route, he'll have to help someone, including both friendly and hostile people, or he'll have to harm someone, usually one of the people in white coats but not always. There are weapons in the game for the player to find, some designed to incapacitate and others designed to kill, and the game takes an almost Eternal Darkness meets Manhunt approach in how its missions unfold. Zarle's primary objective is to survive and escape, and though he's disturbed by some of his actions, he's still willing to do anything in order to escape. He eventually meets up with Dr. Albert Stern, a friendly, 50-something psychologist who has an almost naive personality, despite being brilliant at what he does. Stern genuinely wants to help Zarle, and unlike some of the other seemingly friendly but actually hostile people in the game, Stern genuinely wants to help Zarle and seems to know a lot about his condition. Eventually, Stern helps Zarle piece together a key part of his past: Zarle is himself a psychologist, studying the effects of institutionalization on patients, and seems to have become an unwilling participant in his own study. Stern himself was Zarle's old mentor, and the two did research together when Zarle was in college. However, Zarle eventually learns that Stern is withholding a way for him to escape the city, and despite Stern's objections that he's only looking out for Zarle's own good, Zarle brutally kills him. The killing helps Zarle reach what looks to be his exit point from the city, but instead of finding an exit, he finds only more people in white coats looking for him, and is forced to flee. Zarle continues, looking for another exit, only to finally be trapped by a woman he's encountered numerous times during the game, Nina Lacquet. Lacquet, who has been far more menacing and seemingly cruel than Stern, insists that Zarle submit to her treatment, and she takes him to a previously unseen basement to administer a drug cocktail to him. As she does, Zarle hallucinates memories of seeing Lacquet before, and before she can administer the last drug, he breaks free and fights his way through Lacquet and a crowd of orderlies as the drugs continue to work on him. Zarle emerges from the basement into a suddenly crowded city, teeming with life, and the player is forced to find a safe place as people try to stop them. Though the player can try to avoid hurting anyone, it becomes almost impossible to complete the task without hurting or killing people, which attracts the attention of police. Zarle eventually reaches a safe place, and the player can rest for a moment, but must soon leave before the white coated people return. When Zarle finally emerges back into the city, it's mostly depopulated again, and the player is free to explore, though exploring the wrong place will cause disturbing/dangerous incidents, forcing the player to be careful about where they go. Eventually, Zarle meets back up with Lacquet, but she doesn't seem to know Zarle, and the two have a confrontation in which the player eventually kills her. More storyline events take place, culminating in Zarle escaping the city on a bus. He is dropped off in front of a house, and he goes inside and finds his research notes, in which we learned that Zarle and Lacquet were research partners and the two proposed the same study on the effects of institutionalizing people. The two, however, were not psychology students, but serial killers who wanted to perform experiments by abducting people and putting them in an "institution", a building the two purchased together. The two came to Stern's attention after Lacquet was captured and institutionalized, and he eventually had Lacquet lobotomized to try and remove the disturbed part of her brain, but this failed, and Stern wanted to help Zarle, who was apprehended afterward, with other means. However, the mix of drugs administered by Stern reacted poorly with Zarle's mind, causing his mental breakdown and escape. Soon after Zarle escaped, Lacquet, who was trapped in the same institution, escaped as well. The city was evacuated after Zarle's escape, but after Zarle was apprehended, people returned, only for Lacquet to take Zarle from the institution staff, trapping him for what turned out to be weeks, until he emerged into the now re-populated city and went on another rampage. However, in another twist, it was actually another person on the institution staff, a doctor named Robbins, who actually committed the original murders, Zarle and Lacquet really were promising psychology students who were tricked and drugged into being Robbins' "assistants" (it's implied he heavily drugged them), Stern lobotomized Lacquet to cover it up and kept Zarle alive out of guilt, and the real culprit, Robbins, is now hunting Zarle down at his house. The final battle, a brutal, physical fight inside of Zarle's old house, is full of strange delusions and mind tricks as Zarle's broken mind and Robbins' mental conditioning attempts to make Zarle question his own motives, but finally, Zarle is able to kill Robbins and gain some measure of revenge for everything that's been done to him. However, in the end, it doesn't matter: the police come and take Zarle into custody and he's committed to another mental institution. We do see that he's found some measure of peace, but whether this is the product of his own mind or the drugs that have been administered to him, the game doesn't say.

    The Lobotomized 2 is released in September 2011 for the Sapphire, iTwin, and Xbox 2, to near universal acclaim from reviewers. The game's twisty, somewhat confusing plot (though the twists when presented in the game itself make somewhat more sense than a simple description can provide, with visuals and subtle hints placed throughout the game making the twists more of an "a-ha!" moment than a truly baffling one for most players) is a bit more impenetrable than the plot of the original game, but is still received extremely well, and the mind screw horror and terrifying visuals/gameplay make this game just as scary as the last one. Reviews aren't QUITE as good as those of the original game, but still well into the mid-9s, making it a major Game of the Year contender and barely losing a step from the first game. Initial sales aren't huge, but they're quite solid, especially for the Sapphire version, making The Lobotomized 2 one of the top selling new games at the month, selling at a slightly faster pace than the original. It remains the go-to franchise for freakish, disturbing, but realistic horror ITTL (Silent Hill is comparable, but more subtle in its allegories and outlandish in its visuals, while The Lobotomized 2 is more grounded and realistic), and is, like its predecessor, called one of the scariest and most disturbing games of all time. While a third game isn't on top of the list of Take-Two's priorities (more higher selling series like Grand Theft Auto, and more economical series like Crime Stories take more priority in development), it's inevitable that one will eventually see release, probably well into the eighth generation.
     
    Summer 2011 (Part 12) - Animation Domination
  • Times are tough for Nickelodeon and Disney's early morning pre-school blocks, which have seen sagging ratings in the wake of a lack of hit shows and the rise of Cartoon Network's British hit Thomas The Tank Engine. Nick Jr. continues to have a modest success with Dora The Explorer, which has brought on guest stars like Antonio Banderas and Selena to shore up ratings, but hasn't been able to find another strong show for the block in the last several years. Instead, the network has cycled through a number of failed shows, including Building Blocks, The Backyardigans, and Sierra Sun's Variety Hour, the latter of which was an attempt to bring back a sort of live action variety hybrid in the vein of such shows as Lamb Chop's Play Along and Capelli And Company, which were hits for PBS and Nickelodeon respectively in the 90s. Now, Nick Jr. is looking overseas in an attempt to replicate Cartoon Network's success, and will be importing the British show Wallace And Gromit's Adventures to air in the fall of 2011. The iconic stop motion duo's animated children's show launched in the UK last year and has seen strong viewership there. The show's format combines educational segments with traditional stop-motion animated adventures, and doesn't have some of the drier, more mature humor of the popular animated films. Meanwhile, Disney Junior has seen its fortunes tank even worse, with the Mickey Mouse Clubhouse seeing its ratings fade significantly over the past year. It's rumored that the network may abandon new preschool animation projects entirely, and will instead focus on new programs aimed at older children. Mickey Mouse And Friends will debut in the fall, and will be aimed primarily at kids aged 7-13 rather than the preschool crowd currently targeted by Clubhouse. Meanwhile, Disney will also move forward with launching a fantasy adventure show based on its popular Princess line, in an effort to revitalize that brand (having failed to create any truly memorable princesses in recent memory, with even Rapunzel Unbraided disappointing somewhat). Originally, Disney had planned to create a princess show aimed at younger viewers, starring a younger princess, but those efforts have seemingly been scrapped. Instead, Disney will search for acquisitions as well, in the hopes of bringing in the next Thomas The Tank Engine. The success of Thomas is, as one executive put it, "warping the rest of the preschool television market around it", making it harder for networks to debut new properties and also crushing in the ratings anything put up against it (it's not helping that Thomas reruns continue to perform extremely well, allowing Cartoon Network to air the show two hours a day). Meanwhile, Fox Family, which has climbed to the position of #2 children's network on television, has eschewed any attempts at a "preschool" block all together, instead choosing to air classic Marvel animated shows and anime during the morning hours. There was talk of an "Avenger Babies"-style show, with toddler versions of heroes such as Captain America and Spider-Man, but that idea was scrapped in the planning stages.

    -from an article on Tubehound, posted on September 9, 2011

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    The current state of the major kids' cable networks as of fall 2011:

    Cartoon Network: Cartoon Network is now leaning fully into its "new generation of creators" program, much like it did in the early 2010s IOTL. Pen Ward's Hero Quest began airing in the fall of 2010, and though it's not quite the internet hit that Adventure Time was, with less fanfics and fanart and online discussion in general, it has a more mainstream fandom and slightly higher viewership. That's also led to success for Mirror Glades, which enjoys a lot of the "cult" viewership that Adventure Time had IOTL. It's not as wacky/silly of a show as Adventure Time was, but its protagonist, a young ghost girl named Sadie (no relation to the Sadie of OTL Steven Universe, though it will cause Rebecca Sugar to have to change that character's name when she pops up ITTL), is very popular among the show's female viewership, a sort of Daria/Wednesday Addams cross who inspires a lot of young viewers (who will then create their own shows in the 2020s and later). Of course, the biggest debut of this time is The Legend Of Korra, Michael Dante DiMartino and Bryan Konietzko's follow-up to the massive hit Avatar: The Last Airbender. Like OTL's show, The Legend Of Korra is a sequel series taking place decades after the original and featuring the new Avatar, a young woman named Korra. However, despite elements of TTL's Korra remaining the same, many things have changed, most notably the show's length: instead of being four seasons totaling around 50 episodes, it's one season, totaling 24, and airs its first half during the fall of 2011 and its second half during the fall of 2012. This will be explained in its own section later on. Either way, The Legend Of Korra is a major hit and will become the biggest show on the network in the short time that it airs. It anchors a strong Saturday night Toonami block that will feature a mix of anime shows and DC animated shows. Every show on Toonami is now rated TV-PG, including the new Legend Of Korra, which allows the block's shows to get away with less censorship (in the case of the anime shows) or more violence and adult themes (in the case of the DC shows and Korra). The Saturday night Toonami block of 2011-2012 is the network's strongest in years, a mix of old anime (Dragonball Z, Naruto), current anime hits (Hanakotoba, Hunter x Hunter), a rising crop of DC shows (Batman: Gotham Knight, Aquaman, The Ravager), and of course, Korra. Cartoon Network is currently the #1 network on kids' TV, and though Fox Family is coming up in its rearview mirror, Cartoon Network is growing almost as fast.

    Nickelodeon: Nickelodeon has seen big success from its rookie live action shows, with both Fifteen and Life At Kaboom Studios enjoying some measure of success and forming a potent one-two punch on Friday nights, finally washing the stink of Dan Schneider off the network for good. Puppet City, Marc Weiner's return to Nickelodeon, has also seen some limited success, though it's more of a cult hit than anything. With Nickelodeon's live action slate looking strong, the network has turned its focus to animated shows, both to shore up its lineup and to replace the outgoing Rocket Power. The two big debuting Nicktoons of the fall of 2011 are Mom, I Built An Android, about a boy who builds an android that takes him on wacky adventures, and Shibuya, a culture clash animal comedy about a dog and an eagle who move to Tokyo and get into all sorts of shenanigans in their new environment. Nickelodeon is staying away from serialized drama, at least for the time being (with Sarah, Witch Of Westfalls and Making Fiends their only current serialized show, though the former is on its way out in 2012 and Making Fiends is also set to end around this time), and though it's seen its ratings increase recently, it's currently third amongst children's networks and looking to play catch up with Fox Family. Starting in 2012, the network will begin to leverage other properties in order to gain more ratings. Without Teenage Mutant Ninja Turtles and Power Rangers to fall back on as IOTL, the company is looking to debut shows based on properties like Goosebumps and Peanuts, which it's hoping will lure in some of the older viewers that it's been losing to Cartoon Network and Fox Family.

    The Disney Channel: The Disney Channel has seen some success with its new hit live action show Gamer Girl. Though not as big a success as Rock Out and The Smart Squad were, it's gotten a strong ratings foothold and has established Alyson Stoner as a genuine star with a lot of talent and charisma. Stoner also does double duty voicing in a couple of the Disney Channel's animated shows, playing a major supporting character in Melusine and also voicing occasional cameos on other shows. Disney plans to launch a couple more live action shows in 2011 that are a bit more subdued than their OTL fare, centering around more serious characters and situations (sort of in the vein of OTL's Andi Mack or Girl Meets World) in the hopes of standing out amongst some of the shows its rivals have going. Meanwhile, the network has cut out anime entirely, trotting out an Animagic lineup in the fall of 2011 that will be completely devoid of Japanese animation for the first time ever. It's a bold move, with Cartoon Network doubling down on anime, Fox Family debuting a few shows here and there, and even Nickelodeon keeping some shows around (mostly its game-based properties), but it's a sign of confidence in its own in-house animation teams, which have been hard at work coming up with a strong slate of shows for the next few years, including both of its upcoming Disney properties (there's a LOT of hype around Mickey Mouse and Friends, which will incorporate not only classic Disney characters but will also borrow elements from shows like DuckTales, TaleSpin, and Chip And Dale, Rescue Rangers). The Disney Channel, despite being in fourth place, continues to tread water, with a couple of hits and several strong supporting shows, and hopes that its new focus on animation and more live-action "dramadies" will help it gain back its old place in the pecking order.

    Fox Family: The rising star of children's television has finally hit the big time. Welcome To Riverdale's ratings continue to be in the stratosphere, averaging five million plus viewers a week with some episodes even enjoying viewership over 10 million. The network has also cornered the market on Marvel-based animated action shows, with hit shows based on properties such as Spider-Man, Iron Man, Scarlet Witch, and a soon to be debuting Guardians Of The Galaxy animated show amongst others, only Toonami has a more successful animated action slate. Now, the network is attempting to develop some animated comedy shows. Rather than trying wacky animal shows or gross-out comedy, Fox Family is going for a more subtle approach, with funny shows about realistic (if a bit outlandish) kids that are sort of reminiscent of OTL's Hey Arnold. In 2012, the network will debut School Fools, about a bunch of middle school students who drive their teacher, and each other, crazy. The network will also be debuting Everyday Superhero, about a boy who gets super powers but can only use them to complete mundane tasks, as they deactivate whenever he tries to handle real danger. Fox Family is looking into acquisitions other than Marvel in order to base new properties off of, including video games, and we could see a Rayman show debut on the network in 2012 or 2013. The network has taken a somewhat different route from OTL's Freeform, with more of a focus on original programming, a less edgy programming lineup but perhaps a more innovative one, and continues to see enormous success as it continues through the second decade of the 21st Century. At its current pace, it could overtake Cartoon Network in overall ratings by 2014, and Nickelodeon and Disney Channel don't seem likely to catch up with it anytime soon.

    -

    While it seems strange that TTL's Legend Of Korra would see significantly less episodes than OTL's show, despite the increased ratings success of Avatar: The Last Airbender from IOTL, a number of factors influenced Cartoon Network's decision to order only 24 episodes. The increased animation budget of TTL's show, combined with the edgy content, makes Korra somewhat of a gamble, even considering its almost assured ratings success. In addition, Mike and Bryan aren't as enthusiastic about Korra ITTL. The two want to make a show based on an entirely original IP, an idea they've had in their minds since production of Korra began. Even though Cartoon Network could carry the show on without them, the network brass is also intrigued by Bryke's new idea, and believe it could end up being an even bigger ratings hit than Korra. Rather than order up more than 24 episodes of the show, they allow Bryke's 24 episode idea for Korra to be fully self-contained, the best production it can possibly be, with plotlines fully realized, the scope kept to a reasonable amount, and characters given their time in the limelight without having to establish a more robust cast. TTL's Legend Of Korra is primarily focused on Republic City, and features the Equalists and Amon as the primary antagonists of the series over its entire 24-episode span, giving these characters (and secondary antagonists such as Amon's younger brother Tarrlok, the industrialist Hiroshi Sato, and his daughter Asami) more time to have their motivations explained and just for storylines to breathe overall. The four primary protagonists remain the Avatar Korra, her two friends Mako and Bolin, and later, Asami (who starts out as a friend, later is revealed as a villain, but then ultimately redeems herself in a story arc paralleling Korra's rise to heroism). Other OTL characters such as Tenzin, Pema, Lin, Jinora, Ikki, and Meelo also appear ITTL, as do characters such as Varrick (who didn't appear in OTL's Book One but has time to appear in the second half of TTL's only season, along with his assistant Zhu Li), the fallen pro bending champion Tahno (who has a slightly bigger character arc ITTL), and even returners from the original series including an older Toph, Katara, and Zuko make brief appearances. However, characters from OTL's series such as Zaheer, Suyin, Kuvira, Unalaq, and Eska and Desna do not appear, their story arcs not appearing in TTL's show (though, again, if you want something CLOSE to Kuvira, play Final Fantasy XII). Janet Varney reprises her role as Korra ITTL, as do David Faustino (Mako), PJ Byrne (Bolin), Mindy Sterling (Lin), Steve Blum (Amon), and JK Simmons (Tenzin). However, some characters have been recast. Asami, who was voiced by Seychelle Gabriel IOTL, is instead voiced by Arden Cho, Tarrlok, who was played by Dee Bradley Baker IOTL, is played by Stephen Russell ITTL. In addition, Jinora, Ikki, and Meelo are all played by new voice actors, as their OTL voice actors have all been butterflied ITTL. There are also some new characters, most notably Lady Ellete, a rich noblewoman who covertly funds Equalist activities, not out of any sort of agreement with Amon, but because she plans to conquer Republic City once all the benders are out of commission. She's played by Mary Elizabeth McGlynn. There's also Lora, Tahno's love interest and a sort of cheerleader for his team, who is somewhat humbled once Tahno's bending is taken away (but who discovers she has bending of her own and helps Korra decipher the secret of Amon's powers). She's voiced by Selah Victor. Then there's Kato, a young street thief and love interest to Jinora, sort of like Kai from OTL but without the airbending, who's voiced by a young actor original TTL.

    The series' plotline progresses somewhat like OTL's, but with more detail and a slower pacing due to the presence of more episodes. Korra comes to Republic City to train her Avatar powers under Tenzin, but gets into the world of pro bending after meeting up with young orphans Mako and Bolin. She also meets Asami, who becomes her first female friend and a close confidant. After an Equalist attack at a pro bending competition, Korra and her friends attempt to catch the Equalists, only to be betrayed by Sato, leading to the capture of several Republic City police officers and Asami as well. Asami, however, is used to lure the Avatar into a trap, and after she's "rescued", she betrays Korra and her friends, a situation that ultimately causes Mako to lose his bending at the hands of Amon (which forces Bolin, who's been just as silly as he has been IOTL, to grow up and step it up big time). The betrayal of Asami and the loss of Mako's bending leads Korra into a deep funk that she spends most of the middle of the series in, giving us time to introduce characters such as Varrick and Ellete to the series, as the Republic City president and the chief of police are forced to look to the city's aristocrats in order to get funding to deal with the Equalists. The series sets up Varrick as the shady one and Ellete as the heroic one, but this is ultimately turned on its head as Varrick turns out to have a good heart while Ellete is shown to be working with Amon (she even lifts up the bottom of his mask to kiss him in a private scene, implying that they're lovers). Eventually, Korra gets her groove back, so to speak, and goes to bust the Equalists, but as IOTL, ends up captured by Tarrlok. Meanwhile, we see an extremely conflicted Asami having second thoughts about what the Equalists are doing, and these doubts culminate in a scene where Jinora gets captured and almost has her bending taken away, but Asami finally comes to her senses and helps Jinora avoid that fate. Asami eventually returns to Korra and the others, but of course they don't trust her, and Asami spends most of the last few episodes of the series working to regain Korra's trust. It's shown that Korra never completely got over Asami's betrayal because Asami was the closest out of her friends, and though Korra had a brief romance with Mako, the series spends a lot less time on that relationship ITTL than it did IOTL. The final few episodes of the series culminate in a massive clash between the Avatar, her friends, the remaining Republic City police who haven't had their bending taken away, and Varrick's machines vs. the Equalists and their own machines and allies. Unlike IOTL, in which Korra didn't figure out how to restore her friends' bending until the very last moment, ITTL Korra restores Lin, Mako, and Tahno's bending in episode 23, allowing them to fully participate in the final fight. However, there's still dramatic tension after Korra's bending is seemingly removed in episode 24, as without her bending, she can't restore it to anyone, including herself. However, as ITTL, she unlocks the full power of airbending, defeats Amon, unleashes the Avatar State, and is victorious. Rather than kissing Mako at the end, Korra kisses Asami (the two having fully reconciled and realized their feelings for each other). Amon is killed during the final battle, not directly by Korra but by his own hubris causing himself to be crushed in rubble, while Tarrlok, rather than committing murder-suicide as IOTL, is instead jailed after Korra removes his bending (like IOTL, Tarrlok and Amon are bloodbenders). The Legend Of Korra enjoys similar critical success and slightly better ratings success than IOTL, while it's not quite as controversial amongst fans. While it loses many of the elements that make it so good IOTL (including fan favorite characters Zaheer and Kuvira), it also gains a few things in the bargain, with Ellete being the most popular of the TTL original characters to the series. Mike and Bryan enjoy making Korra, but they're somewhat tired of the IP, and while it will be further explored in games and spin-off comics, the two will begin development of their next series for Cartoon Network in 2013. It will take three years for their new series to reach the screen, but by the time it debuts in the fall of 2016, Lyte and Darke will be one of the most anticipated animated shows ever, with the potential to become one of the greatest animated shows of all time.

    -

    Here are the ten most popular currently running kids' shows as of October 2011. This isn't in terms of absolute ratings, but a combination of ratings, reviews, and cultural relevance:

    1. Welcome To Riverdale
    2. Thomas The Tank Engine
    3. Gamer Girl
    4. Spider-Man: Evolved
    5. Hanakotoba
    6. Hero Quest
    7. Naruto
    8. Fifteen
    9. Batman: Gotham Knight
    10. Rocket Power
     
    Summer 2011 (Part 13) - Land Of Enchantment
  • Land Of Enchantment

    Land Of Enchantment is a thematic adventure game published by Apple exclusively for the Apple iTwin. Taking place in both 1947 and 2011, the game tells the story of five teenagers who discover a mysterious crashed spaceship in Roswell, New Mexico in 1947 and are immediately granted superpowers, but then are warped to modern day New Mexico in 2011, only to be pursued by government agents and forced to work together to figure out their powers and survive. The game is a sort of combination of Uncharted and Psychonauts, and focuses just as much on exploration and puzzle solving as it does on action and combat. Players can control any of the five protagonists, and have the ability to switch between them at any time (much like how Grand Theft Auto V allows switching between its three protagonists), and each playable character has both a shared set of basic moves (running, jumping, climbing, action, etc.) and their own unique set of powers, each of which are required to progress through the story.

    The five protagonists are as follows:

    Shaun: The primary protagonist, Shaun is a fairly average teenage boy. He plays baseball and is somewhat popular, and takes on somewhat of a leadership role on the team. Shaun acquires the ability to turn himself invisible, allowing him to sneak around and manipulate objects and people without being seen.
    Cliff: A James Dean/rebel type, Cliff is your typical "bad boy", leather jacket and all, though he harbors deep insecurities below his tough exterior. Cliff acquires a sort of empathic ability, able to sense and influence the emotions of others, which brings out his insecurities even more.
    Arabeth: Arabeth is a quiet girl raised in a religious household, but longs to be her own woman and escape the life of a homemaker that her parents have planned for her. She has the ability to manipulate time, both to slow it down and speed it up, and is also the one responsible for the group's time travel to 2011.
    Jane: Jane is a bit of a rebel herself, but she longs to be one of the popular girls, and even has a crush on Shaun. She's loud and frequently speaks her mind, and her powers involve telepathy/telekinesis, able to speak in people's minds, hear their thoughts, and manipulate objects.
    Bill: Bill loves working on cars and fixing them, but his family doesn't have a lot of money and he frequently has to trawl the scrapyard for anything he can find. Bill has electrical manipulation, and can even give inanimate objects a degree of intelligence.

    Land Of Enchantment lacks a defined mission structure like most games. Instead, players are intended to explore their surroundings for clues about how best to process (though the more the player explores, the more hints they're given). Players are encouraged to search around and talk to people, both NPCs and their fellow protagonists, for ideas and clues. It's possible for two or more protagonists to give each other suggestions about what to do next, for example, Jane can suggest to Shaun that the two explore a particular building or talk to a particular person, or Arabeth can direct Bill in combat. The friendship and camraderie between the five protagonists is a major part of the game, and even when the characters are literally separated by 64 years, they're almost constantly talking to one another. Combat utilizes both regular attacking and the characters' powers in order to deal damage to enemies or just distract them. There are melee weapons in the game, but no firearms (enemies have them, but none of the protagonists can pick them up in combat). Ranged attacks can be performed by certain characters, for example, Jane can use telepathy to throw something, or Bill can use electricity to shock someone. Other characters can throw certain objects, and there are unique/creative/context sensitive ways to fight as well, but for the most part, combat is to be avoided in favor of escape or simply talking it out. The game uses both traditional and motion controls, with many mini-games designed around the motion controls (but still possible to play traditionally). Land Of Enchantment is designed to seriously push what the iTwin is capable of, and is probably the console's best looking game across its entire lifespan, with great character animation, outstanding background detail, and beautifully rendered cutscenes comparable to some of the stuff available on the Sapphire/Xbox 2. The game features a period-appropriate soundtrack for 1947 scenes and also a modern, contemporary soundtrack for 2011 scenes, with an orchestrated score as well. The game's voice cast consists of mostly unknowns, with none of the five protagonists being voiced by anyone who'd be recognizable for their work IOTL, and only a few career voice actors among the game's supporting cast.

    Land Of Enchantment begins with a segment briefly introducing each of the five characters and how they end up near the crash site, with some of them already knowing each other and some (Arabeth, Cliff) meeting the group for the first time. They come across a strange, glowing object, only for each of them to be temporarily blinded by an overwhelming burst of light. They discover they've each been given superpowers, and head back home to try and sleep it off (some of them think it's a dream). The next day, government agents come for all of them, but they use their powers to escape, and eventually reunite back at the crash site, where they're all teleported to 2011 and modern day Roswell. They explore the town briefly, experiencing the modern sights and sounds, but soon, modern government agents pursue them, and they realize they're still notorious, even 64 years later (it's also revealed that at least two of the agents from 1947 managed to find a way to 2011). The next part of the game consists of the group trying to find a way back to 1947, but only Arabeth, Shaun, and Bill make it back, with Cliff and Jane stuck in 2011. After the groups are separated, Jane is still able to keep them in communication across time using a combination of her powers and Arabeth's. Arabeth, Shaun, and Bill head to 1947 Alamogordo, while Cliff and Jane head to Albuquerque, both groups hoping to find some answers. During this part of the game, about halfway through, each character goes through their own individual trial and tribulation: Arabeth reunites with her family and reveals her true dreams to them, making them upset, Shaun tries to deal with his growing feelings for Jane as the two of them talk each other through infiltrating a pair of government buildings, Bill (an African-American) is forced to confront racists and the temptation to use his powers on them, Cliff uses his powers at a hospital to help a young woman dying of cancer (he can't heal her but he can make her feel better with his empathic abilities), and Jane ends up captured, but even though she can't immediately escape, she is able to find out more about what's been happening, especially the two government agents who have traveled from 1947 to 2011. The agents, a Men In Black-esque male/female pair named 01 and 02, have been in negotiations with a group of aliens who have been monitoring Earth from outer space. The events of World War II convinced an alien council (the equivalent of Star Trek's United Federation Of Planets, and somewhat similar to the alien council Klaatu represented in The Day The Earth Stood Still) that humanity is dangerous and needs to be contained. A group of aliens who disagreed with the decision attempted to smuggle tech to Earth that would allow human beings to fight back against the council, but these aliens were caught and captured by government agents. 01 and 02 represent a group of dissenters who helped these rogue aliens escape custody, and thanks to time travel, the dissenting humans and dissenting aliens have been in contact for many years, formulating a plan to help humanity either prove its case that it deserves to be allowed to continue operating as normal, or to help humanity escape via as big an alien ship as can be smuggled away. However, members of the council have already infiltrated humanity, posing as both government agents and as civilians, and are attempting to stop and capture both groups of rebels. Jane manages to escape, and relays this information back to the rest of her group, leading to a series of missions making up the final third of the game. The rogue aliens intended for the superpowered tech to be given to humanity's greatest leaders at the time, which included the leaders of the United States, the United Kingdom, France, China, and Russia. However, this would have involved giving superpowers to Joseph Stalin, which was deemed unacceptable by Agents 01 and 02, who sabotaged the mission so that they themselves (along with three other defectors, Agents 03, 04, and 05) would be granted the superpowers instead. The sabotage was botched, leading to the crashed Roswell craft and the five teenagers getting the superpowers instead. Ultimately, the five Agents decide that they want to use the superpowers to sabotage and destroy the entire alien council at once, and begin killing the alien defectors and the alien saboteurs both. They end up acquiring their own set of superpowers which are designed to directly counter the superpowers held by the teenagers. In a series of epic scenes and boss battles, the Agents initially battle the teenager whom their power is designed to defeat, and they end up defeating them, but the teenagers are able to switch things up and the true boss fights consist of Shaun, Cliff, Arabeth, Jane, and Bill each battling an Agent whose powers they ARE able to defeat. These boss fights are proceeded by emotional revelations for each of the protagonists, designed to give them determination, hope, and anger leading into their fight. Shaun is battling an Agent responsible for killing his father, Cliff is fighting after the cancer patient he helped in the hospital died in his arms, Arabeth is battling an Agent who tried to have her parents brainwash her, Jane is battling an Agent who killed one of her only friends, and Bill is battling an Agent who destroyed his brother's place of business and who nearly killed his brother. The teenagers defeat the Agents, and through their bravery and heroism (each of them having learned something important about themselves, made incredible character growth, and forgave most of the people who tried to harm them in the process) convince the alien council to spare Earth and to pardon the defectors. The game ends with Arabeth showing her friends a beautiful vision of the new 2011 for humanity, a technological paradise in which there's peace on Earth and where humans travel the stars. Arabeth doesn't know if it's a future set in stone, but she and her friends promise to use their gifts to bring humanity as close to that future as they possibly can.

    Land Of Enchantment is released in September 2011, as one of the most hyped (if not the most hyped) iTwin exclusives of the year. Reviews are excellent, praising the game's graphics and cinematics, though there are some criticisms of the game's pacing, with a few critics calling it boring and keeping its score down around the low 9s instead of contending with games like Tales Of The Seven Seas: Horizon for the best reviews of the year. Still, the game gets great word of mouth, and initial sales are outstanding, with the game having the third best launch week sales ever for an iTwin exclusive. It doesn't really exceed the hype, but it does very much live up to it, and Apple has another hit IP on their hands.

    -

    October 5, 2011

    The fifth of October, 2011 was a normal, healthy day for Steve Jobs. His cancer still in complete remission, he spent most of the day attending meetings at Apple headquarters. His fitness and vigor had mostly returned, his weight was up from a few years ago, and he had as much energy as ever. At 3 in the afternoon, he felt a sort of out of body feeling, almost as if two ghosts were passing each other in the aether at the exact location of his body, but in a split second, that feeling was gone, and he shrugged it off as the briefest of dizzy spells, before making his way to his next meeting.

    This meeting took place in a large conference room, where some of his top developers had been comparing notes and demonstrating tech for a new Apple device, one set for release sometime in the next two years. Everyone in the room turned to greet Jobs as he entered, but he quickly waved at them and told them to keep working.

    "Don't stop on my account," said Jobs, before going to meet with one of his tech designers, who was holding a tablet in one hand while speaking into an earpiece. "Talking to the media?"

    "No, this is actually Capcom on the phone right now," said the designer. "After this latest demo, we're comparing ideas for that RPG they want to make for us."

    "The immersive one?"

    "Yeah, Project Immerse."

    "Do we have the combat fixed? I know it's got to be kept kind of simple because of the motion controls, but it's also gotta be fun, it can't be like a fucking Elder Scrolls game."

    "They want to do something like Devil May Cry, but with two feet kept on the ground."

    "I want the player to be able to bend down, pick up the monster, and slam it back down again, or tear it apart."

    "That's what I told them, they said it's possible, they just have to work out how it's actually programmed into the game."

    Jobs nodded his head and paced the room. The demo units were still in place, and Jobs briefly looked at them, a pair of small boxes, with lenses on the front and then a third, larger box, mounted on a platform behind them. He could see one of his designers standing nearby with another tablet, and on the screen he could see some parameters recorded by the three boxes. He stepped in the center of the boxes and picked up two objects that looked like iTwin controllers, but larger, more curved, and with straps.

    "Hey, one of you guys hook me up, I'm gonna play for a bit," said Jobs. Most of the designers in the room turned toward him, and one ran over and hooked up the large box to a power source and a screen. "Thanks."

    Jobs immediately found himself in a stony dungeon, as shown on the large flatscreen monitor in front of him. As he moved his legs, his character moved, and as he moved the controllers, his hands moved. One press of a button on the right controller unsheathed a sword, and as a monster approached, Jobs swung to cut it down. He swung again. His sword movements were quite fluid, and it was possible to do a few basic combos without having to exert himself much. He looked satisfied, but he was never satisfied, and after a minute or two of playing, set the controllers back down.

    "What's Sonic going to look like on this?" he asked one of his designers.

    "We want the player to be able to sort of 'throw' Sonic across the screen, one flick of the wrist sends him flying."

    Jobs nodded, and checked some of his designers' notes on the machine's recent performance.

    "And games like Land Of Enchantment, how would they function?"

    "Here, I'll show you."

    Jobs picked up the controllers again, and immediately was transported back into a virtual world, this time into a higher-definition version of Land Of Enchantment, with even more realistic motion controls and a first-person perspective. He was playing as Jane, and was easily able to use his hands to telekinetically throw objects around. However, he still wasn't completely impressed.

    "I know, I know," said one of the designers. "Just... give a little eye flick. Look at what you're wanting to pick up, just look at it."

    Jobs fixated on a vending machine in the corner of the room.

    "Now just move your eyes where you want it to go while holding down the trigger button on either controller."

    Jobs held down the trigger and looked at an enemy nearby. The vending machine was flung to the left, taking the enemy out.

    "Oh wow. Oh wow. Oh wow."

    Even Steve Jobs was impressed that time. For the briefest of moments, he felt like he actually had superpowers. There were still plenty of technical kinks to work out, but the new technology was working even better than he had expected it to, and it was vastly better than the iTwin's simple motion controls.

    "It's good so far," said Jobs, putting the controllers down after a few more minutes of play. He spent a bit more time talking to his developers and designers, then left the room to attend another meeting.

    It wasn't the first tech demo he'd been given for the new device, and it definitely wouldn't be the last, but Steve Jobs was more confident than ever as he left the conference room at Apple HQ that day. Whatever Google was cooking up, whatever Nintendo had planned, it was nothing like this.

    The Apple Virtua was looking better than ever, and Jobs planned to launch it in less than two years. If it was as fun for everyone else as it was for him, Apple looked poised to win what he hoped would be its second console generation in a row.

    And once he'd done that, he could figure out how he was going to accomplish his next goal: putting his rivals out of the video game business once and for all.
     
    Summer 2011 (Part 14) - The Rest Of The Games
  • (Here are the rest of the notable games from July 2011 to September 2011!)

    -

    Nintendo Sapphire:

    Highway Of Death

    Highway Of Death is a futuristic car combat game in which armored vehicles fight one another with tank-like weaponry while attempting to complete supply runs. It combines elements of games like Twisted Metal and Road Rash, with players able to take shortcuts to cut off opposing cars, travel underground to sneak up on them, and even sabotage items and shipments. It's a fairly fun game and it's a minor hit, but not a blockbuster. Still, it proves that car combat is alive and well as a genre, especially on the Sapphire.

    Sneak

    Sneak is a game in which the object is to steal different artifacts without being caught, this game is sort of like OTL's Sly Cooper and TTL's Klepto, but more simplistic than both, and even features a sort of pseudo-noir art style. The game focuses more on gameplay than it does plot, giving only brief visual snippets of dialogue before each stage to sort of set the scene. Some of the missions can be fairly complex, with dungeons that are almost Zelda-like in their structure, but not in their scale (it rarely takes more than ten minutes to complete a single dungeon), and there are over 500 different artifacts to collect, with about 180 of them mandatory and the rest optional, for side quests and bragging rights. Reviews are quite good, averaging in the high 8s, and the game becomes very popular, with great sales. It helps that it's released as a budget title, retailing for $39.99 at launch, and is also promoted heavily through digital sales. It would form a fandom not unlike that of a major indie game, though it's published by Ubisoft and developed by a decently known studio.

    Aeon II: Striking A Balance

    The sequel to 2009's hit adventure title Aeon: The Ancient Ring, this new game takes place a few years after the events of the original, and sees Aeon, the heroine who has been serving as a goddess to her people, willingly giving up her powers so that she may visit the neighboring nation of Viviria, the technologically advanced nation that invaded her realm in the first game. Aeon must visit Viviria in order to restore six ancient temples there to prevent a cataclysm that threatens to tear both their nations apart. The gameplay hasn't evolved much from the original, with Aeon still able to use a wide variety of melee attacks and special combo moves, but she now has access to a small portion of her goddess power, which she's able to use in order to execute special energy attacks and activate certain switches. While the gameplay hasn't changed much, the main complaint of the previous game, that it was too short, has been addressed: there are now six dungeons instead of four, and there's now a massive city area to explore, where Aeon can meet people and buy certain items she needs. Zaba, Aeon's older brother and rival, returns in this game as an antagonistic character, though his intentions aren't entirely evil, and Aeon finds herself teaming with him to battle a greater evil at the end of the game: the Grand Darkness, a force summoned forth by a group of scheming criminals in Viviria which eventually overwhelms them. Aeon and Zaba defeat this force, and Zaba leaves to explore the world with a renewed purpose, redeemed by his sister who returns to her realm to resume her service as the goddess. Aeon II receives strong reviews, averaging in the low 8s, though it's somewhat overshadowed by the release of Tales Of The Seven Seas: Horizon around the same time, and its initial sales suffer. It does succeed more later on, but sales don't quite match up to those of the original.

    Apple iTwin:

    Jocko The Shark 3

    The third game in this 3-D platformer/sports mini-game hybrid series, Jocko The Shark 3 sees the titular shark returning once again to save his realm from a group of evil sports playing giants who are somewhat reminiscent of Space Jam's Monstars. The game draws some comparisons to Hoseki, most of them unfavorable: the sports games that were so innovative in the last game are now considered repetitive and dated, and Jocko himself has somewhat worn out his welcome amongst fans. The game is considerably less well received than the last one, both critically and commercially, threatening the series' future on upcoming Apple systems.

    Klonoa: The Fated Meeting

    The latest game in the Klonoa series and the second of the seventh generation (and the first and only iTwin exclusive in the series), The Fated Meeting is a more subdued experience than Star Worlds, abandoning that game's wide open 3-D platformer format for a more subtle, almost action-RPG/platformer hybrid type of experience with more boss fights and combat and character development and less exploration. Klonoa's fated meeting is with a beautiful cosmic princess made of stardust, who asks Klonoa to help her save her world, the place where stars are born. Klonoa goes on an adventure through space and time alongside this stardust girl, in an adventure that's more melancholy and poignant than any other game in the series. It's definitely a different direction to take Klonoa in, and while a lot of fans don't know what exactly to think, most acknowledge that it's a good game, with reviews hovering around the 8/10 mark and achieving moderate sales success. Klonoa games, while not contractually exclusive to Apple systems, would remain so for the forseeable future, seeing more success on Apple systems than they ever have on Nintendo.

    Game Boy Supernova:

    Sara, The Sophomore

    Sara, The Sophomore is an adventure/visual novel game developed by Naughty Dog exclusively for the Supernova. It features a style of gameplay not all that dissimilar from OTL's Life Is Strange, though with a bit more action akin to an Uncharted game, making it a semi-hybrid of the two styles. Its graphics are similar to that of a motion comic, making it look quite a bit like OTL's Gravity Rush during gameplay scenes (with less graphical detail). Its plot follows two high school girls, Sara Anderson (voiced by Miranda Cosgrove) and Maya Renata (voiced by Allison Scagliotti), as they discover a secret about Maya (she's a descendant of an “ancient alien”-type being and has inherited some of its powers), a secret that causes her to be hunted by an ancient order of killers and also by some of her own classmates, who see her as a freak. As the two discover more and more about Maya's powers (while also optionally befriending others at the school), the player can learn more about the town's past and about Sara's own life as well, and players are encouraged to try everything and go anywhere. The game has a more lighthearted tone than Life Is Strange, and while players do ship Sara and Maya together, the two girls aren't actually a couple, and Sara even has her own male love interest in the game. Sara, The Sophomore is considered one of the last great Supernova titles, an excellent experimental game from Naughty Dog, and at $19.99 MSRP, a great value as well, becoming one of the year's most successful handheld titles.

    Alien: Awakened

    An FPS/horror title set in the rebooted Alien video game continuity, Alien: Awakened takes place aboard an abandoned space colony, as a group of scientists and soldiers stumble upon a hidden Xenomorph hive and must destroy the colony before it crashes onto a populated world (and also escape with their lives). While fairly typical for an FPS of its time, it's impressive to see such a game on the Supernova, and the graphics and gameplay are at times comparable to the Xbox 2 games. It's a bit short, but quite a fun time, and it even has local and online multiplayer, though the lobby isn't frequently populated. Review scores average in the 8/10 range and the game achieves moderate sales.

    Burning Desire

    A JRPG with a hero whose sword lights on fire when he gets emotional, the game can somewhat be compared to the Breath Of Fire series in its gameplay and story structure, but also features full voice acting and anime cutscenes as well. The game has a wide range of characters, each with their own unique abilities and personalities, and doesn't dwell too far into cheesecake or silliness or self-parody. This game is chock full of JRPG tropes and anime cliches, but is still one of the more popular niche RPGs on the system.

    Guild Of Glories III

    Though released just two years after its predecessor, Guild Of Glories III features fully revamped gameplay and story segments, with the player now required to join a certain guild at the start of the game and then allowed to join other guilds later on. This leads to a more defined and straight-forward quest, but also a vastly improved plot as well, and makes room for enhanced, action-RPG style gameplay and presentation improvements also. While not quite as popular as Burning Desire, Guild Of Glories III sees good reviews and makes a healthy profit.

    Multiplatform:

    Covert Force

    An Enix-produced third person shooter set in cyberpunk Japan, this game is a somewhat generic shooter but with slick mechanics and a distinct Japanese flavor. Its protagonist is a futuristic police officer named Otomu, who is assigned to hunt down a serial killer targeting androids. Along the way, he meets a beautiful woman who turns out to be an android herself, and in the course of protecting her, stumbles upon a conspiracy to take over the city's military forces and enact a coup. With a slick HUD full of information, the game gets some comparisons to Techno Angel, even though its protagonist keeps his feet planted firmly on the ground. It also has a noir aesthetic missing from modern day shooters, helping to distinguish it somewhat from other games in its genre. It's released for the Sapphire and the iTwin, and while not a major hit, Covert Force gets a strong critical reception and decent commercial performance, making it a moderate success for Enix.

    Hitman

    Developed and published by Eidos, which is still kicking despite being a somewhat smaller studio now, Hitman is a reboot of the series that sees Agent 47 taking on a series of straight-forward missions before being caught up in a web of love, intrigue, and conspiracy. The gameplay has been totally revamped to give the player more freedom than ever to execute their targets, and while the gameplay still leans toward stealth, it also allows players to take direct approaches if they're bold and skilled enough. The game presents a kinder, gentler 47, who, while still a stone cold killer, is capable of showing mercy and remorse, especially when he's with his love interest, a kind and beautiful woman named Henna. Surprisingly, despite the game seemingly inferring that Henna will die, she survives the events of the game, though in the end, 47 chooses to leave her to continue his life of killing, because he's learned that if he doesn't do it, someone more ruthless and brutal will inevitably come along. Hitman is hyped a decent amount before its release, and does quite well at launch, despite mostly average reviews that praise the new combat system and open ended gameplay but criticize the somewhat predictable storyline and the game's shooting mechanics. Sales fall off sharply after the first few weeks, but the game does well enough to keep the franchise amongst Eidos' top properties.

    Mercenaries: Hunt Them Down

    An open sandbox action/shooter game and the latest in a fairly successful series of games, Mercenaries: Hunt Them Down is all about completing missions by any means necessary, and as the subtitle implies, most of those missions involve hunting groups of people down and killing them. The game leans heavily into humor and ridiculousness this time around, with a wide variety of weapons, most of them quite deadly and explosive, and up to four players can play co-op at once, creating for some truly insane scenarios, especially with friendly fire turned on. Designed to be more of a party game than its predecessors, Mercenaries: Hunt Them Down never takes itself too seriously, but despite some fun online videos and decent fan reviews, critical reviews are fairly mediocre, as are the game's sales on the Sapphire and iTwin.

    Star Wars: Hyperspace Clash II

    Star Wars: Hyperspace Clash II is a space shooter game and the sequel to 2009's Hyperspace Clash, which proved to be a major exclusive hit for the Sapphire. This sequel would see ports to the Xbox 2 and iTwin, and takes place after the events of Return Of The Jedi, as Luke and his Rogue Squadron must now mop up Imperial troops refusing to surrender. Like the previous game, the player can customize their ship, earn medals and new parts, fly alongside several wingmen (including wingmen returning from the previous game like Flagg and Mira), and participate in battles that are both open arena and on rails. There are numerous enhancements to the original's gameplay, including a Luke Skywalker much more skilled in the Force, allowing for some crazy ship maneuvers, and the ability to telepathically converse with wingmen, allowing for amazing midair combination attacks. Overall, not too much has changed, and the overall storyline is a bit shorter than the original game's. The game also works to set up the events of Episode VII (not directly, since the game takes place decades before, but indirectly in some ways). Grand Admiral Thrawn also makes an appearance in the game, but is not directly fought, and is used to tease a sequel in which the player might finally get to take him down. Overall, Hyperspace Clash II gets a strong critical reception and great sales, but isn't quite as big a hit as the original (though it does see a small sales spike during the holidays around the release time of Episode VII).

    Prince Of Persia: The Infinite Mirage

    The fourth game in Activision's popular action/adventure series chronicles the continued adventures of the legendary Prince of Persia and his beautiful bride Shana, who share equal billing in this game that sees the two of them forced to explore a parallel universe after an illusion overtakes their kingdom. This game features the introduction of Mirage Skills, in which the Prince and Shana can both alter reality to a limited extent, affecting not only the mirages that have been created in their kingdom, but the real world as well. Most of the dungeons in this game are mirage versions of dungeons featured in previous games, making this game both a throwback and a brand new adventure, with the dungeons featuring some familiar rooms but many altered ones as well. The Prince must explore three dungeons on his own, Shana three on her own, and the two will also explore two dungeons together, the fourth and then the final dungeon which sees the mirage world and the real world merged and twisted together. It's definitely the most “trippy” game in the series, and gets a mixed reaction among hardcore fans (some hate it, but others have it as their favorite game in the whole series). Critical reception is mostly positive, but when the game is released in August 2011, sales are disappointing, attributed to both competition and franchise fatigue. The series would be reimagined for a new generation of consoles, but for a while, this would be the last Prince Of Persia game.

    Forever And Back

    A space shooter/sim game taking some inspiration from Selene, this is one of the year's more disappointing titles, promising to depict a wide open space adventure but featuring repetitive side missions and a way too short main story. It's not nearly as ambitious as it promises, and doesn't allow nearly as much freedom of movement either. Reviews are only slightly above average, and sales are far below expectations.

    Mortal Kombat: Accursed

    The long awaited Mortal Kombat: Accursed is somewhat analogous to OTL's 2011 Mortal Kombat, but it's somewhat less of a full-scale reboot/reinvention of the series and more of an HD upgrade which incorporates existing storylines and doesn't try very hard to resolve anything. It introduces a wide variety of new characters, both subtle and far out there, and ramps up the brutality to take full advantage of the generation's HD consoles, much like how OTL's Mortal Kombat did. Among the more interesting storylines include a love interest for Sub-Zero in the Japanese ninja woman Kagura, and the introduction of a futuristic civilization which sends armies of monsters and robots to conquer the past, and whose ruler, Lao Shang, is the game's main villain. Though Lao Shang shares part of his name with Shang Tsung, the two aren't related in any way, but Lao Shang is every bit as evil, seeking to enslave entire timelines in order to force their inhabitants into his brutal games (mostly involving mortal combat). Lao Shang brands his champions with a cursed mark, forcing them to do his bidding. Kagura turns out to be one of these champions, leading to tragic results for her in the canon storyline, but also a satisfying ending that sees Sub-Zero kill Lao Shang in a way that's brutal even by Mortal Kombat standards. Of course, Mortal Kombat being what it is, no one is truly ever dead, and Kagura is no exception, as she'll return in a future title, along with pretty much all the new characters in this game. Accursed enjoys a positive critical reception, not quite the reception of OTL's Mortal Kombat, but still quite good, along with excellent sales that make it one of the most successful games of the second half of 2011.

    Tony Hawk: Legends Of The Park

    Activision's latest Tony Hawk game, Legends In The Park features brand new skaters and mechanics, but also pays tribute to the roots of skateboarding, featuring legendary parks, legendary skaters from the past, and allowing the player to re-enact legendary moments from skateboarding history. The game also takes a more classic approach than recent games, playing much like the original Tony Hawk's Pro Skater, but with all the quality of life improvements of previous games in the series. Avril Lavigne makes her first appearance in a Tony Hawk game since Tony Hawk: Thrillseekers in 2007, and the player can even re-enact her legendary X-Games run from 2000. Overall, Tony Hawk: Legends Of The Park is seen as a bit of a bare bones experience, but one that pays proper tribute to the great skaters of the past, and is the series' best reviewed game in years. While it doesn't achieve the massive sales of previous Tony Hawk games, it would see the best sales of any Tony Hawk game since the Thrillseekers crossover, and Tony Hawk himself considers it his favorite in the franchise.

    -

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

    July 2011:

    1. Slaughtered Planet (Nintendo Sapphire)
    2. Hitman (Nintendo Sapphire)
    3. Velvet Dark HD Trilogy (Nintendo Sapphire)
    4. Star Wars: Hyperspace Clash II (Nintendo Sapphire)
    5. Hitman (Apple iTwin)

    August 2011:

    1. Tales Of The Seven Seas: Horizon (Nintendo Sapphire)
    2. Madden NFL 12 (Nintendo Sapphire)
    3. Sonic Unrelenting (Apple iTwin)
    4. Madden NFL 12 (Apple iTwin)
    5. Cyberwar Trilogy (Nintendo Sapphire)

    September 2011:

    1. Land Of Enchantment (Apple iTwin)
    2. Mortal Kombat: Accursed (Nintendo Sapphire)
    3. Mortal Kombat: Accursed (Apple iTwin)
    4. The Lobotomized 2 (Nintendo Sapphire)
    5. Blackheart: Bring Down Savage Maestro (Nintendo Sapphire)
     
    Fall 2011 (Part 1) - Assassin's Creed: Revelations
  • Assassin's Creed: Revelations

    Background:

    This game in the series was originally meant to be a Nintendo Supernova game with Ezio discovering the origins of the Assassin Brotherhood. But it was quickly cancelled and switched to the mainline consoles. However, there was something else that needs to be said. You see, Scarlett Johansson's contract was up after Brotherhood was finished. While Danny Wallace, Nolan North and Jessica Alba all renewed their contracts for this game and Assassin's Creed III, it was unknown whether Scarlett Johansson would come back. Happily, she decided that playing Elise was worth it.

    The ending, as well as the rest of the series, were rewritten thanks to this move. But I'll get to that in the Plot section. Believe me if she had left fans would have been in an uproar about that. Desilets was still on his creative break. He wanted to come back for this game, but he was talked out of it by the Creative Director for this game, Corey May, saying that they have a good idea where they want to take this one. Also that Assassin's Creed III would be the one that would require Desilets' attention when that one was started.

    Cast/Characters:

    Roger Craig Smith as Ezio Auditore da Firenze

    Cas Anvar as Altair Ibn La-Ahad

    Scarlett Johansson as Elise Stillman

    Nolan North as Desmond Miles

    Lita Tresierra as Rosa

    Danny Wallace as Shawn Hastings

    Jessica Alba as Anita Crane

    Graham Cuthbertson as Clay Kaczmarek aka Subject 16

    John de Lancie as William Miles

    Eleanor Noble as Maria Thorpe

    Michael Benyaer as Darim Ibn La-Ahad

    Philip Proctor as Warren Vidic

    Peter Renaday as Al-Mualim

    Haaz Sleiman as Malik Al-Sayf and Suleiman I

    JB Blanc as Tarik Barleti

    Steve Blum as Leandros

    Yerman Gur as Abbas Sofain

    Tony Calabretta as Shahkulu

    Tamer Hassan as Sehzade Ahmet

    Shawn Baichoo as Selim I and Ducchio

    Alex Ivanovici as Piri Reis

    Amy Landecker as Laetitia England

    Chris Parson as Yusuf Tazim

    Anna Tuveri as Sofia Sartor

    Tony Robinow as Jupiter

    Jennifer Seguin as Animus

    Elias Toufexis as Haras

    Nadia Verrucci as Dilara

    Vlasta Vrana as Manuel Palaiologos

    Plot:

    After another recap of the previous games, this one narrated by Subject 16, Desmond wakes up on an island. After a bit of exploring, he runs into Subject 16 or, as I'll refer to him from now on, Clay Kaczmarek. Clay says that, after the events of Brotherhood, the others put Desmond back in the Animus so they can separate Desmond, Ezio and Altair. But they're going to need help, since there's only so much they can do on the outside. Desmond has to visit Ezio during the time he and Rosa spent in Istanbul in 1511-12. Meanwhile, Elise, Anita and Shaun watch over Desmond while they travel to Amsterdam to meet Desmond's father William, who talks to them by phone.

    The game proper begins by showing the trailer. Instead of just music though, it contains Ezio's narration. Taking the form of a letter to Claudia, says that with their children, Ezio and Rosa are traveling to Masyaf to look for Altair's library. They do this because of a letter written by Ezio's father, Giovanni, in the year before Ezio's birth. When they get there it seems the Templars have got there first and, though they put up a valiant fight, they are captured. As the cutscene ends Ezio and Rosa ask Claudia not to seek revenge should they fall.

    Fortunately, they manage to escape. They make their way around the fortress and get weapons, and find their hidden blades. Eventually, they break their way into the lower reaches of the fortress, by knocking over a statue into a weak point of a floor. Killing the guards they encounter they find the door to the library, but find that it needs special keys. A worker there says that he has been there for over a year and has barely made a dent. He says that they found a key under Topkapi Palace in Constantinople and that the captain, Leandros, has a journal that might lead them to the rest.

    After following some guards and a cart chase with Leandros, Ezio and Rosa eventually corner him on a rooftop kill him and get Marco Polo's journal. Rosa, in a letter to Claudia, says that they, after picking up the children (whose names are Catarina and Marcello) are going to Constantinople and hoping the local Assassins can help them out. Ezio adds that there are so many things see and do, they hope that they can teach their children about it someday. On the ship going into Constantinople, Rosa runs into an old friend from Venezia, Sofia Sartor. All three also meet a young man named Suleiman. Getting off the boat, Rosa and Sofia saying that they will catch up later, Rosa and Ezio meet Yusuf Tazim, the leader of the local Assassins.

    As he takes them on a tour of Galata district, Templars attack. Apparently, the local Templars are a faction loyal to the last Byzantine Emperor, Constantine XI. Yusuf also mentions, and shows, that if you can get the Templars and the Ottomans close enough to see each other they will fight each other. After this, Yusuf takes them to the Galata Den. There he tells the other Assassins about the attack and sends them off. He also tells Ezio and Rosa to get some supplies from a local blacksmith. When they get back, Yusuf shows them the hookblade, a combination hook and hidden blade that can help an Assassin get away, either by sliding down a zipline or tripping up a guard.

    After saving several Assassin Dens in the city, and learning about different kinds of bombs, Ezio and Rosa decide to split up: Ezio will deal with the Templars while Rosa searches for the keys. (Essentially it's Assassin's Creed: Syndicate only Ezio is less destructive than Jacob. For the most part). Missions can only be done by one of the two. As for the children, they can often be seen in the background, and in the main hideout, though often they are Sir and Lady Not-Appearing-In-This-Mission. Yusuf suggests meeting Piri Reis, near the Bazaar, who can show her where the Polo's old trading post used to be. Reis shows her and says that her and Ezio are free to test any bombs they want from his shop.

    Rosa goes there and finds that Sofia has opened a book shop there. They talk for a little while, and Rosa finds the entrance to where the location where the key is. Rosa tells Sophia that she'll be back soon. After getting the key and a map to where the remaining keys and some rare books are. Sophia says that she can translate the map for Rosa, provided that Rosa give her the books to print and let her (Sophia) meet Rosa's family properly. Rosa agrees.

    They do eventually meet during Rosa's search for the Memory Seal Keys. They show Altair at various points in his life (yes a memory within a memory). The first seal shows Altair, Maria and Malik in Masyaf in 1190, warding off an attack by a traitor named Haras. The second shows the three dealing with the aftermath of their part of the story from the first game. This includes Abbas not believing them about Al-Mualim and trying to take control of the Apple of Eden. The third takes place in 1228, when Altair and Maria have come back from trying to deal with the Mongols. Abbas has usurped Malik, imprisoning him, and has executed Altair and Maria's youngest son, Sef.

    Malik had escaped and is trying to reason with Abbas when Altair and Maria come. Abbas says that all they have to do is hand over the Apple. Altair tries but then Abbas' right hand tells him that Sef died thinking that Altair ordered his death, leading to Altair trying to use the Apple to make the man kill himself. Maria tries to get him to stop only to get killed herself. Malik and Altair run for it. They meet Darim, Altair's eldest son, in the market of the town. While Malik dies holding Abbas' loyalists, Altair and Darim escape. The fourth key tells how Altair took back the order in 1247, with the help of Assassin's who grew tired of Abbas' rule and a hidden gun of his own.

    Ezio, meanwhile, begins tracking the Byzantine Templars. Yusuf says that they are going to make an attempt of the life of Prince Suleiman at a cultural event that night. After beating up some Italian minstrels for disguises (satisfying many a fan who found them annoying in the previous two games), they sneak in, secretly get rid of most of the Templars, with Ezio killing the last one with a lute. And yes, Suleiman is the same kid who came with Ezio and Rosa on their boat near the beginning of the game.

    Suleiman says that he is tracking the Templars himself. He can help Ezio and they already have a name: Tarik Barleti, a Janissary captain. As a result of his investigations, Ezio finds out that Tarik has been helping the Templars, led by Manuel Palaiologos, to restore the Byzantine Empire. After discussing it with Rosa and Yusuf, Ezio brings his concerns to Suleiman. Suleiman says that Ezio must kill him. Ezio asks if that's what he wants and Suleiman says that such naked treason against his grandfather deserves death.

    Ezio is able to kill Tarik, but in doing so discovers that he was actually working to take the Templars by surprise and ambush them in Cappadocia. Ezio takes this to Suleiman who expresses regret that it had to happen this way. His uncle Ahmet, who was seen previously, comes in and says that the Janissaries suspect him of killing Tarik since they were at odds. Ezio leaves, gets Rosa and tells their children they will be back. Yusuf comes to help them get out, apparently the Janissaries have raised a great chain to prevent them from leaving. Rosa asks Yusuf to look after Sofia and her children for them.

    Using a bomb Yusuf gave them, Ezio and Rosa managed to destroy the chain. They then fought their way past the ships using Greek Fire. Then they head for Cappadocia. Once there, they search for Tarik's contact a woman named Dilara. Once they find her, they decide to help her as most of the other members of Tarik's team were discovered and captured. They later find them dead after rescuing Dilara, after she is captured.

    After rescuing another member of Tarik's team, and killing Shahkulu, Manuel Palaiologos' right hand enforcer, Ezio and Rosa go to destroy the guns Tarik sent, though Rosa reluctantly goes as she believes there was another way to get to Manuel. Blowing up the gunpowder causes heavy smoke to fill it. They find Manuel quickly and kill him getting the fifth key in the process. It's after this that the real head of the Templars appears on a boat: Prince Ahmet. He laments putting Manuel in charge of the search for the keys, then asks which they will trade them for: their children or Sofia? Rosa goes to attack but he is too far away.

    After escaping the city, the fifth memory seal key is seen. It shows Altair in his twilight years in 1257. The Mongols are attacking Masyaf and Altair has to get the Polos (Niccolo and Maffeo) to safety. Which he does. He gives the memory seals to Niccolo Polo to hide in Constantinople and the memory ends. When they get back to Constantinople, Ezio and Rosa find that the Janissaries have put a price on their heads.

    Between memory sequences, Desmond, provided you pick up a certain number of collectables, goes back into his memories. During this, a name keeps coming up: Lucy Williams. Desmond says this in the real world somehow (it's not made clear how) and Elise says that Lucy was a woman that was with Desmond shortly before he was picked up by Abstergo. Elise convinces Bill that they have to find her and, if she's willing, train her to be an Assassin as well.

    Ezio goes to the Den and Rosa to Sophia's shop. Eventually, they find Yusuf in the back of the Den, dead Templar soldiers around him, a knife in his back with a note attached, the children gone. The Assassin recruits come in and Ezio and Rosa make a speech about avenging Yusuf, while protecting the innocent.

    First confronting Ahmet at the Harbor of Theodosius, they demand to know where their children are. Ahmet goes on a rant and says that he will trade the last key for their children's lives. Fortunately, Sofia managed to keep the keys safe in her shop. After Ahmet leaves Suleiman reveals himself and says that he heard everything his uncle said. He asks Ezio and Rosa to spare his uncle if they can, even as he admits that his father wouldn't do the same. After getting the rest of the keys, and burying Yusuf, they meet Ahmet at Galata Tower.

    After giving him the keys, Ahmet shows them their children are about to be carted off far away from the tower. Fortunately, Ezio and Rosa both use parachutes to get to them quickly. Getting on the cart, they chase Ahmet through the countryside. During the chase, Ezio gets thrown off and has to use a parachute while attached to the cart with a rope to kill their pursuers. Eventually, Ezio forces Ahmet off his cart and the two fight while falling off a cliff. Ezio pulls a parachute and they land on a cliff.

    Soon after Rosa and the children catch up with them. As does the Ottoman Army, led by Selim. Ahmet tries to command the troops in the name of the sultan, only for Selim to reveal that he is the new sultan. Selim proceeds to then throw Ahmet off a cliff. He then turns to Ezio, Rosa and the children and tells them that Suleiman has spoken highly of them and that is the reason he is staying his hand against them. His only condition is that they do not return to Constantinople on pain of death. Rosa manages to stop Ezio from attacking Selim.

    Returning to the Animus Island one last time Desmond finds that the Animus is going through its scheduled deletion. Fortunately, Clay sacrifices himself to save Desmond. At Masyaf, Ezio and Rosa decide to retire. They are joined by the children and Sofia, who learns about the Assassins and their Creed. Sofia says that she will stay in Constantinople and join the Order as a scholar. They agree that would be nice. Reaching and opening the door, they find that the library is devoid of books. All they find are empty shelves and Altair's skeleton sitting in the middle of the room with one last key. This key shows that, in 1257, after clearing the fortress of everything, Altair sent Darim to Alexandria to be with his brother's family. After putting the Apple of Eden in a groove, Altair sits down with his last key and dies.

    Ezio and Rosa decide to leave this Apple in the library, saying "they have seen enough for one life." Then Ezio begins talking directly to Desmond, not knowing exactly who (or where) he is, but knowing that he is watching. While talking he discards his weapons. He tells Desmond that he realizes that he is a "conduit for a message". He expresses hope that Desmond will be able to find answers to the questions he and Altair had worked so hard to uncover.

    Suddenly, Desmond is approached by Jupiter, a member of the First Civilization. He explains that the First Civilization had built numerous vaults to study methods to save the planet from destruction. All of the data collected was transmitted to a central vault, where the data was tested. Only one of the methods were effective, however, and they failed to deploy it in time to stop the solar flare from destroying their civilization. Jupiter shows Desmond the location of the central vault, which from the map is located somewhere in Amsterdam, and tells him that he must save the planet from an impending second solar flare.

    Upon hearing Jupiter's words, Desmond awakens from his coma and finds Elise, Shaun, Anita and William standing with him. Desmond states that he knows what they must now do; meanwhile, the central vault activates underground.

    DLC:

    The Lost Archive: Released February 28, 2012. It follows Clay Kaczmarek's, AKA Subject 16's, life from birth until death. It is here that it is discovered that Elise is in fact an Assassin, pretending to be a Templar, pretending to be an Assassin. It also reveals that Clay was sane enough to tell his family not to worry about him through secret messages Elise managed to get to them. It's short and it's effective.

    There are also a few multiplayer packs with extra maps in them. And there's a single player dungeon where you can get Vlad the Impaler's sword.

    Multiplayer:

    This basically is the same multiplayer as the last game. No real innovation. It's the same modes as the last game: Steal the Artifact (a Capture the Flag mode), Manhunt (two teams of five play against each other with each team spending 10 minutes as either hunted or hunter) and Wanted (kill your assigned target, while avoiding being killed for 10 minutes).

    Gameplay:

    With the addition of ziplines, and the hookblade to use on them, it is now even easier to run around cities in Assassin's Creed. The addition of bombs was also a good addition with three types of bombs: Lethal, Tactical and Diversion. The Recruit system also gets a boost as now you can put them in charge of the Assassin Dens to permanently end attacks there, which was also something that was added for this game. Only one assassin tomb this time, which you can only get after a fetch quest.

    Eagle Vision is now called Eagle Sense and can show things like where someone was or the path guards take around the city. The Desmond segments take the form of first person platforming puzzles. While fun, the development team weren't in a hurry to add them to any sequels any time soon.

    Achievements/Trophies:

    The Conquerors: Collect all the other trophies -/Platinum

    Best Served Cold: Complete DNA Sequence 1 20g/Silver

    Istanbul and Constantinople: Complete DNA Sequence 2 20g/Silver

    Seal the Deal: Complete DNA Sequence 3 20g/Silver

    The Prince: Complete DNA Sequence 4 20g/Silver

    The Plot Thickens: Complete DNA Sequence 5 20g/Silver

    Successes and Failures: Complete DNA Sequence 6 20g/Silver

    Old Boss, New Boss: Complete DNA Sequence 7 20g/Silver

    Priorities: Complete DNA Sequence 8 20g/Silver

    Revelations: Complete DNA Sequence 9 50g/Gold

    The Early Years: Complete Desmond Sequence 1 20g/Bronze

    The Reluctant Assassin: Complete Desmond Sequence 2 20g/Bronze

    Escape to New York: Complete Desmond Sequence 3 20g/Bronze

    The Rotten Apple: Complete Desmond Sequence 4 20g/Bronze

    Are You Desmond Miles?: Complete Desmond Sequence 5 20g/Bronze

    Fond Memories: Achieve 100% Synchronization in all Sequences 20g/Silver

    Holy Wisdom: Complete the Hagia Sofia challenge level 20g/Silver

    Capped: Collect all Animus Data Fragments 20g/Bronze

    Worth a Thousand Words: Collect all of Ishak Pasha's memoir pages 20g/Bronze

    Pyromaniac: Complete all Bomb missions 20g/Bronze

    Armchair General: Control all cities (except for Rhodes) the Mediterranean Defense game 20g/Bronze

    Iron Curtain: Complete a perfect Den Defense without using the cannon 20g/Bronze

    Spider Assassin: Climb Hagia Sofia, from the ground to the pinnacle, in under 25 seconds 20g/Bronze

    A Friend Indeed: Complete all Faction Creed Challenges for a single faction 20g/Bronze

    Tax Evasion: Get your money back from a Templar tax collector 10g/Bronze

    The Mentor: Have seven trainees reach the rank of Master Assassin 20g/Silver

    Lightning Strikes: Kill 5 guards in 5 seconds using only your Hidden Blades 20g/Bronze

    Overkiller: Assassinate 50 guards with your Hidden Blades 20g/Bronze

    Show-Off: Parachute onto a zipline 20g/Bronze

    Sage: Collect all available books 20g/Bronze

    Fast Fingers: Loot 50 dead guards with thief looting 20g/Bronze

    Mosh Pit: Have 10 guards poisoned at the same time 20g/Bronze

    Mouse Trap: Kill 5 guards with a scaffold after they have been stunned with caltrops 20g/Bronze

    Craft Maniac: Craft 30 bombs 20g/Bronze

    My Protégé: Have one trainee reach the rank of Master Assassin 20g/Bronze

    Almost Flying: Parachute directly from the top of Galata Tower to the Golden Horn 20g/Bronze

    Silent but Deadly: Kill three guards simultaneously with only throwing knives 20g/Bronze

    I can see you: Kill 5 guards under the cover of a smoke screen bomb 20g/Bronze

    Monster's Dance: Have a guard incapacitate 3 civilians while poisoned 20g/Bronze

    Bully: Find and beat up Duccio 20g/Bronze

    Multiplayer:

    Mastering the Art: Earn the Incognito Bonus 30g/Silver

    Tools of the Templar: Purchase you first ABILITY in the Abstergo store 10g/Bronze

    Achiever: Complete a challenge 10g/Bronze

    True Templar: Reach level 20 20g/Silver

    Looking Good: Customize a PERSONA 10g/Bronze

    There is no I in Team: Win a session of a team mode 20g/Bronze

    Make the Headlines: Obtain 13 different Accolades 30g/Silver

    The Way I Like It: Edit your TEMPLAR PROFILE to change your title, emblem and patron 20g/Bronze

    Explorer: Finish a session of each game mode 20g/Silver

    Tactician: Score at least 2500 points in a session 20g/Silver

    Stopped Dead: Obtain three Hidden Gun kills during a session of Steal the Artifact as The Corsair 20g/Bronze

    The Vulture: Obtain 5 Ground Finish bonuses in Manhunt during a session as The Brigand 20g/Bronze

    Pirate's Bravery: Use the Bodyguard against your pursuer as The Privateer 30g/Silver

    The Juggernaut: Perform three kills using the Charge as The Gladiator 20g/Bronze

    Carnival: Stay blended for 3 minutes during a Wanted session in Siena 20g/Bronze

    Wild Rage: Perform 3 Stuns without dying in Jerusalem 30g/Silver

    Restrained Violence: Obtain 5 Kill Assist bonuses during a session of any Team Mode in Dyers 20g/Bronze

    Straw Hat: Obtain 2 kills from haystacks during a session in San Donato 30g/Silver

    The Spice of Life: Obtain 2 Variety bonuses during a session in Firenze 30g/Bronze

    Up and Down: Perform 5 Leaps of Faith during a session of Assassinate in Imperial District 20g/Bronze

    DLC: The Lost Archive:

    Part of the Creed: Take the introductory Leap of Faith 10g/Bronze

    Jump they say: Reach the Animus memo 10g/Bronze

    Enter the Animus: Enter the Animus simulation 20g/Bronze

    Meet your maker: Finish memory five 10g/Bronze

    Find all Pieces: find all decipher fragments 50g/Silver

    Save yourself: Land on a block after falling for 25 meters 10g/Bronze

    Impress Warren Vidic: Complete the Animus testing sequence without failing 50g/Bronze

    Cross Styx without dying: Make it across the River Styx without failing 25g/Bronze

    The Loop: Experience the loop 25g/Silver

    Breaking the Loop: Break the loop, stop the cycle 50g/Silver

    Review:

    Assassin's Creed: Revelations was released for the Xbox 2, Apple iTwin and Nintendo Sapphire worldwide on November 15, 2011 with a PC release a few weeks later. By this point, it had become a staple franchise for Ubisoft. Unfortunately, this was the lowest scoring game in the franchise to date with scores in the high 7s and low 8s, with an occasional 9. While fans and critics did like playing as Rosa during certain segments of the story, it was felt that a female protagonist with her own game should have happened.

    Rosa would get an adventure of her own, in the form of an animated special called Assassin's Creed: Rosa Prime which showed Rosa's journey from her earliest days in Venice to when she met Ezio in Assassin's Creed II. Ezio and Rosa would also go on an another adventure together in their twilight years called Assassin's Creed: Embers, which starts in 1519 with Leonardo's death, something that couldn't be fit into the games properly, meeting and training a young Chinese Assassin named Zhao Jun with their children and finally their own deaths together sitting on a bench in Florence in 1524. Both would come packaged with Collector's Editions of Assassin's Creed: Revelations.

    Another all around success for Ubisoft was out. Coming up, it's the end of the world as Assassin's Creed decides to Go Dutch in Assassin's Creed III.

    -Review of Assassin's Creed: Revelations by R.C. Anderson, Nothing is True: A History of Assassin's Creed on Consoles, Gamesovermatter.com, December 4, 2017.
     
    Nintendo Direct - October 6, 2011/TGS 2011
  • (Author's Note: Managed to cool down the house enough to have some time to write and post this. Can't promise I'll be resuming my regular update schedule this week, but hopefully I can crank out a couple more updates before the repairman gets our AC fixed this weekend.)

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    "Hello. I am Satoru Iwata, and this is Nintendo Direct, where we will be communicating directly to you, Nintendo fans, about the games that we have planned for the future. I would like to start by thanking each and every one of you for playing our games. Here at Nintendo, we love games and being able to bring the joy and excitement and fun of Nintendo to all of you is a great privilege, and one that I am very grateful to be able to provide for you. I would like to begin this Nintendo Direct presentation by discussing our newest handheld game device, the Nintendo Connect. The Nintendo Connect will allow you to enjoy our games like never before, both at home and wherever you are. It will also allow you to connect to a wide array of electronic devices, including our very own Nintendo Sapphire. Please watch this brief video where we will show you just what Nintendo Connect can bring to you."

    -Satoru Iwata's introduction to the October 6, 2011 Nintendo Direct presentation

    -

    Nintendo released a 40 minute video to their website and to Videocean, Youtube, and Okuma today, called the Nintendo Direct. Somewhat similar to their E3 presentation, but in a more intimate, "direct to the viewer" sort of fashion, the Direct presentation showed off numerous games, some of which have already been revealed, some of which are new. The Direct was primarily presented by Satoru Iwata, who gave a brief introduction in which he thanked the viewers, and then segued into a brief (about two minute long) Nintendo Connect video. The video didn't show off a lot of new features, but was pretty slickly produced, showing off people using the Connect not just to play games (including Mario and Zelda), but to connect to various music devices, and even showed off someone playing Super Mario Laboratory, the Sapphire Mario planned for next year, on the Connect in the middle of a park, demonstrating the device's connectivity. After this brief video, Iwata returned with Katsuya Eguchi, to show off some of the games planned for the device. We got a nice new look at The Legend Of Zelda: Tower Of Sentinels, planned for release at the Connect's launch. We saw a lot more of the tower, and some truly big rooms were revealed, as big as any in the console Zelda dungeons and proof that this was a serious Zelda title every big as big and complex as the console games even though it takes place in one giant building. We also got some looks at the game's emphasis on vertical movement, revealing that a lot of the items Link would be picking up would help him move vertically through the tower. Iwata discussed Parcels: Special Delivery next, and was somewhat giddy as he showed off a couple of the game's new tricks, including scooter stunts and the ability to recruit different people to deliver packages for you. Footage from Wave Race and Infinitia was also briefly shown, before we got a brand new game reveal: Snap!, a game utilizing the Connect's camera in order to take pictures of real life things and using the Connect's AR capabilities to allow players to manipulate real world objects in a virtual landscape. The game also seems to hearken back to the old Game Boy Camera peripheral, with many of the same wacky functions and mini-games. Iwata then showed off how Snap! could use the Connect's connectivity to allow players to connect to certain models of Sony digital cameras to import those pictures into the game. Iwata gave the Connect's price and release date one last time, then introduced Mark Cerny to talk about Pokemon: Legend Quest.

    Cerny's Legend Quest segment, which lasted about five minutes, focused mostly on two things: interactive battles and the game's main story. Battles looked more beautiful than ever, with amazing Pokemon animations only possible on the Nintendo Sapphire. Battles have never looked closer to their appearance in the anime series, and though not every move looks perfect in Legend Quest, no Pokemon game has ever looked this beautiful. Then, we got some story teasers, in which the Collector appeared to be bringing legendary and mythical Pokemon together, and we even saw a glimpse of the brand new Pokemon, which appears to be some kind of humanoid creature with spikes surrounded by floating rings. We only saw the creature in silhouette, but it was a captivating tease as the segment ended and things went back to Iwata. Iwata gave a brief introduction for a brand new Yoshi Sapphire game, which focuses on underwater exploration. The gameplay/story video showed Yoshi swimming underwater and turning into things like a submarine and a shark, and even introducing us to Meryoshis, Yoshis with mermaid tails. The game looks to be a 2-D platforming adventure title, and while it will focus on underwater gameplay, there's plenty of land exploration to be had as well. Yoshi And The Mysterious Lake is currently targeting a Spring 2012 release date. We then segued right into the next Sapphire preview with no introduction from Iwata: Midia And The Gift Of Aqua, Fumito Ueda's upcoming epic adventure game, which we've only been getting snippets of information about (and which was absent from Nintendo's E3 keynote, though it was playable on the floor). This preview showed off Midia using water to solve puzzles and progress downward through the tower, and while the game looks almost as if it could be Zelda: Tower Of Sentinels in reverse, there was plenty to distinguish it, including an emphasis on mystery and stealth, with much less combat than Zelda (in fact, the preview showed off no combat at all). After the Midia segment, we returned to Iwata, who discussed the Game Boy Supernova and its success, thanking the people who've played Supernova games over the years, and then promising more games to come. We then launched into another narrated video segment which showed off three upcoming Supernova games, including Final Fantasy: Dissidia II (showing off no real new information but some neat gameplay scenes), Code Of Princess (a sidescrolling hack and slash title from Atlus in which a princess and her friends battle monsters and zombies), and most intriguingly, a story/gameplay video for Fire Emblem Echoes: Fall Of The Shadow Dragon. The trailer focuses on the two protagonists, Jughart and his sister Claudia, forced to flee after their kingdom falls. The trailer promises a darker, more mature Fire Emblem game than previous titles, with lots of dramatic and tragic scenes shown and an increased level of violence from previous games. The in-battle graphics rival anything yet seen on the Supernova, and the trailer made it clear that this game looks to send the Supernova out in style. It and Code Of Princess will be released in 2012, while Dissidia II comes later this year.

    Iwata then briefly introduced a quick "sizzle reel"-type segment for upcoming third party titles, in which brief, narrated video clips of about 30 seconds in length were shown for a succession of games. These included Call Of Duty: Nightfall, Assassin's Creed Revelations, Thrillseekers: Motocross, Max Payne 5, and International Rally. The most intriguing preview was of Diablo III, confirming that Blizzard's latest dungeon crawler will be headed to consoles and that the Sapphire will be among them. The Diablo III segment took the form of a brand new, minute long trailer, and this concluded the sizzle reel, after which we were then shown a slightly fuller trailer for the next Twisted Metal game, Twisted Metal Chaos 3, coming next year to the Sapphire. This trailer gave more details than the E3 trailer, focusing on characters other than Sweet Tooth, and then showing off some gameplay in which cars chased each other through fantastical environments. Twisted Metal Chaos 3 will seemingly feature stages a bit less realistic than those of the previous two games, perhaps introducing some fantasy elements into the series for the first time (though it could just be one of Sweet Tooth's twisted fever dreams). After the Twisted Metal Chaos 3 trailer, Iwata introduced Tetsuya Takahashi, and we cut to a video of Takahashi discussing Final Fantasy XIII, which was said to be entering the final stretch of development in preparation for a 2012 release. We got more footage from the game than ever before, showing off the familiar espers Ifrit and Titan as massive beasts erupting from the Earth to wreck futuristic cities. The protagonists are among the brave soldiers who fight these beasts, riding mechs known as Guardian Skells. Unlike the Guardians featured in Final Fantasy VIII (which themselves were based on classic espers/summons), these Skells must be assembled from parts, much like the mechs in Mechatos, which this game seems to take some inspiration from. Like Final Fantasy XII, Final Fantasy XIII will take place in a massive, open world, with battles fought on the map in real time. Final Fantasy XIII looks even more epic and grand than XII, and will be coming to the Sapphire sometime next year. After this, we went back to Iwata, who once again thanked the player for watching the Nintendo Direct, but then promised one more game to show. We then saw a trailer for a new game that takes place in the depths of space. A ship lands on a desolate world, and as soon as Samus emerged from her ship, we knew this was another Metroid trailer. She radios to Phiria, one of her companions from the previous game, but the call is interrupted as Samus is crushed to the ground by an invisible force. Samus looks to see a massive black hole in the sky. The rest of the trailer intersperses gameplay and cutscenes together, and shows Samus on a planet tormented by the force of gravity, which she herself must utilize to battle the monsters she finds and escape the planet. We see Samus using a gravity gun, and even flying through the air as she flees a dragon-like beast across a shattered moon. The game's title is shown as Metroid Gravity, and the release window of 2012 is given. After this trailer, Iwata once again thanked the audience and told them to expect more Nintendo Direct presentations in the future, with even more games and some interesting surprises as well.

    Overall, the inaugural Nintendo Direct was short, sweet, and to the point, giving viewers a nice roadmap of where Nintendo games are headed into the next year. It'll be nice to get these periodic updates about new games and potentially new hardware, and one has to expect that the Sapphire's successor, whenever it's released, may be introduced to the world via a Nintendo Direct presentation.

    -from Super Nintendo CD Chalmers' Nintendo blog update on October 6, 2011

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    Tokyo Game Show 2011 was surprisingly light on new game announcements, with the two biggest games of the show being ones we've already seen introduced before: Final Fantasy XIII and Metal Gear Solid III: Angels Fall. The two games were both playable at this year's show, and lines stretched past many other booths despite the large number of kiosks set up to demo these two games at Square and Konami's displays. Final Fantasy XIII, which plays much like Final Fantasy XII but in a futuristic setting and with a fresh coat of paint, introduced us to the Guardian Skells, and there were two playable scenarios: a human party and a human party decked out in these new mechs. The human party, consisting of primary protagonist Gash and his two female squadmates, Lune and Ilayna, explored a slum connected to a large city. This slum area was full of vagabonds and small monsters, and the whole time we explored, we could see the glowing towers of the city nearby. We can't emphasize enough how much this game feels like Final Fantasy XII, with Takahashi likely going with the "if it ain't broke, don't fix it" approach. However, magic seems to be replaced mostly with weapon and "ether" techniques, and we found ourselves utilizing firearms more often than swords in battle. The Skell combat scenario, which saw Gash and Lune joining a male character, Hanto, in piloting mech suits through a dense jungle area, showed off the fighting techniques of the Skells, which can be equipped with a wide assortment of weapons, including your standard guns and energy swords, but also a battle orb and a giant chainsaw. Skells and their parts level up from combat, but can be damaged as well, and if the player's Skell is destroyed in combat and not recovered quickly enough, the player will actually have to pay to replace it, which isn't cheap (though it is possible to buy insurance for one's Skell, which is regularly deducted from the in-game bank account). The game is much more free and open than even Final Fantasy XII, with it being possible to visit a large segment of the entire world map quite early into the game, though the powerful enemies found in those parts of the game may well wreck underleveled or underprepared players. Final Fantasy XIII looks and plays awesome, and Metal Gear Solid III was equally fun, and most of the playable segments of the game focused on Vapor Snake, who is still searching for answers about her mother's fate while attempting to stop a nefarious terrorist plot and get to the bottom of a conspiracy led by the remnants of the Patriots. Vapor Snake fights with a close and personal style and much less focus on stealth than Solid Snake. We did get to play some Solid Snake segments as well, and while he's clearly aged from previous games, with gray hair and an equally gray mustache, he's still a highly capable fighter and uses a wide variety of firearms to take out his enemies (or in some cases just incapacitate them). Both Snakes move with a realism and fluidity unlike any previous game in the series, with this game running on a whole new engine from Metal Gear Peace or Outer Heaven. Konami also confirmed at the show that the game would be coming to the Apple iTwin as well as the Nintendo Sapphire, though that was pretty much a foregone conclusion already (Outer Heaven also came to the iTwin). Apart from the two big games, we did see some intriguing smaller titles, including Suda51's crazy Lollipop Chainsaw, the Gemini exclusive Resident Evil title Revelations, and another fun looking Gemini game, Deva Station Icosa, which reboots the series by cutting down on the number of playable Devas and introduces brand new gameplay mechanics and a new city to mix things up. Speaking of Apple exclusives, we also got a good look at the new Genji: An Old Man's Story, the spiritual successor to the beat 'em up adventure title Dasho: A Young Man's Story. Featuring the same mix of character-focused gameplay and open world sandbox exploration, we expect a lot from this game, and the demo available at TGS showed that the protagonist Genji has even more combat moves than his predecessor, proving the adage "beware an old man in a land where men die young". Interestingly, Google had somewhat of a big presence at the show, presenting numerous Android games by Japanese developers, and also showing off its new tech, which will be utilized in the expected Android-based Samsung collaboration console expected to launch sometime in the next two years. Google even partnered with Konami to demo Metal Gear Solid III on the new tech, though no actual announcement of a port was given. While Google was more of a sideshow than a star at TGS 2011, the company's announcement of plenty of third party support for its upcoming console shows its continued commitment to challenging its rivals in the gaming industry and providing plenty of content for prospective players.

    -from a Games Over Matter blog post on TGS 2011, posted on October 14, 2011
     
    Fall 2011 (Part 2) - Open World, Open Crime
  • True Crime: Hong Kong

    True Crime: Hong Kong is an open world sandbox game initially released exclusively for the Nintendo Sapphire. IOTL, this game was dropped by Activision and eventually saw release as a Square Enix game called Sleeping Dogs, but ITTL, Activision decides to keep the rights to the game and publish it themselves under its original title. IOTL, most of the game's development was completed before the name change, and so there's actually not a huge amount of differences from OTL's Sleeping Dogs, with an identical protagonist to OTL's game and fairly similar gameplay that introduces a three-pronged level up system and enhanced melee combat. The game does feature a few differences from OTL, primarily in the form of its relationship system, which runs parallel to the game's XP system (which allows the protagonist Wei Shen to level up in three different categories: cops, civilians, and criminals). The relationship system also allows Wei Shen to befriend cops, civilians, or criminals, so for example, if Wei Shen is friends with more cops, he can get more police help on missions and cops will also look the other way on smaller crimes (or even major crimes if Wei Shen is really friendly with the cops). If Wei Shen is friends with more civilians, he can get better discounts, get help from civilians in fights, people will cooperate with him more, and he can also date girls more easily. If Wei Shen is friends with more criminals, he can walk through dangerous parts of town more easily, intimidate civilians, and level up his fighting skills more, but he will also draw more heat from cops. This relationship system, inspired by various visual novel/dating sim titles, is at the heart of the TTL True Crime: Hong Kong's gameplay, and affects the kinds of missions the player can participate in and even what ending they get. It also heavily distinguishes the game from previous True Crime titles, making it more like an RPG than previous games were. Like IOTL's game, Shen is a Hong Kong police officer transferred over from San Francisco and assigned to investigate the Triads, though the game's plotline has some differences from OTL's, with Shen given more options to fraternize with criminals and even join them. Shen has six primary love interests in the game, with one being a detective, three being civilians, and two being criminals, and which of these women Shen ultimately decides to date has a major effect on the game's ultimate ending (which can be one of three, seeing Shen helping the police, rising to the level of a Triad leader, or retiring from the force and entering civilian life). However, there's more to the game than just Shen's love interests: he can also make plenty of friends amongst the cops and criminals, with some of his friends, like Shen himself, blurring the lines between the law and a life of crime. Whether Shen chooses a path of law and order or criminality, he'll get caught up in a massive gang war between various triad groups, with Shen himself forced to play kingmaker between them. While the cops favor the existing Triad gang (while they don't like the gang, keeping them on top creates normalcy and predictability, and reduces violence in the streets, sort of a "the devil you know" situation), Shen finds himself potentially able to help three other Triad gangs take power. The only way to topple the current top gang is to unite the other three warring gangs, which is easier said than done, but is the only path to obtaining the "criminal" ending of the game. In the end, whatever gang comes out on top, Shen is able to find some level of contentment as either an officer, a gang leader, or a retired young man, while the streets of Hong Kong, as they always have, remain a mostly safe but sometimes dangerous place. True Crime: Hong Kong, like the OTL Sleeping Dogs, features excellent graphics and a strong voice cast featuring a wide variety of both Asian-American and Hong Kong-based actors and actresses, giving the game one of the strongest voice casts in the series. It's probably the series' best reviewed game to date, and on the strength of those reviews, achieves very strong sales when it's released in October 2011, even managing to steal a bit of thunder from the upcoming Valdoza. Activision's gamble to keep the True Crime series alive has paid off, and they decide to make the next installment of the series a major priority for the next console generation.

    -

    Yakuza 4

    Yakuza 4 is the fourth game in Apple's Yakuza series, and is exclusive to the iTwin. In contrast with True Crime: Hong Kong, which has a more serious storyline and more polished graphics and gameplay, Yakuza 4 plays a bit fast and loose, almost like an arcade title, with more classic beat 'em up style combat and a wider variety of characters, many of whom have different comedic quirks and silly mannerisms. The game stars a young man named Rakoda, who is living in Kamurocho with his younger sister Kiryu. Kiryu is a bit of a spoiled girl, with expensive tastes in fashion, and Rakoda eventually finds himself in debt to the Yakuza to pay off his sister's expensive habits. Like True Crime: Hong Kong, as well as previous Yakuza games, this game has RPG elements and Rakoda is able to befriend many different people on both sides of the law. There are plenty of arcade-style minigames, much like previous titles in the series, and there's even an elaborate dress-up minigame for Kiryu in which the player can style her and enter various beauty contests, while also trying to find her wealthy dates to take the financial pressure off Rakoda. Kiryu frequently finds herself in trouble, so depending on what the player does with her, Rakoda might need to save her fairly often, which can at times be annoying. Yakuza 4 also features a real estate mechanic in which Rakoda can buy up various shops and businesses, which potentially can make it less expensive to buy clothing for his sister (for example, if he buys up a fashion boutique). These establishments can frequently be targeted by Rakoda's enemies, so he'll have to either defend them himself, pay protection money, or hire security to watch and keep them safe. Yakuza 4 is quite deep with its mechanics, but unlike True Crime: Hong Kong, the game's main story is fairly shallow, with much more weight placed on side quests than on the main game. While some players might like this, it could turn off others looking for a more sophisticated and epic story. Overall, Yakuza 4 is considered a decent game, maybe the best in the series thus far, but reviews average about a full point lower than True Crime: Hong Kong, and despite improved sales over its predecessor (due to the lack of competition from a similar game like the last one had with Dasho), it's not nearly as successful as True Crime either. Still, it's a moderate hit for Apple during the last quarter of 2011, released in November 2011 in North America. Its production budget is significantly less than True Crime, so it makes about a similar level of profit, or maybe very slightly less, and is considered a successful game overall.

    -

    "Development delays and expenditures on Valdoza have pushed Grand Theft Auto III back again, and now it's almost certain that Rockstar will delay release of the upcoming game until the next generation consoles are out. Already, it appears that the game is being retooled for the next generation machines, and though Rockstar tried to have the game ready for release in early 2013, where it could be the last major current-gen game, too much attention and effort has been given to Valdoza for the company to be comfortable releasing Grand Theft Auto III so quickly afterward. Valdoza, which is set for release in just a few weeks, is said to have a scale 'unlike any game Rockstar has ever released', and it's rumored that the game's territory will literally span an entire country. Rockstar is also looking to scale up Grand Theft Auto III 'in a manner similar to San Andreas', which would mean that the game would include either two or perhaps three large cities. With an extensive DLC schedule planned for Valdoza over 2012 and 2013, Rockstar will be continuing to devote much of its time and attention to that game, and though 'a lot of work' has been completed on Grand Theft Auto III, we're now confident in reporting that the game's release is still three years away. Despite the news, Rockstar will continue to promote Grand Theft Auto III heavily, especially after Valdoza's release next month. We're likely to see at least two years of massive hype leading up to the release of a game that for all intents and purposes could be the most highly anticipated video game ever made, and expected to have the biggest release in the history of the industry."
    -from a report on 1UP's rumor column, posted on October 15, 2011
     
    Fall 2011 (Part 3) - Not So Thrilling Seekers
  • Thrillseekers: Motocross

    Thrillseekers: Motocross is an extreme sports game developed by Neversoft and published by Activision. The latest main title in the Thrillseekers series, it focuses on bike-based sports, including the titular motocross as well as BMX biking and dirtbiking, and also features a unicycling sidegame/minigame that can be unlocked. Like previous games in the series, it includes both an extensive campaign mode and a variety of freestyle modes that allow for both local and online multiplayer. The campaign mode focuses on the character of Vivian Martinez, the Thrillseekers' BMX specialist, who takes up the sport of motocross in an effort to win fame and fortune and also to prove to herself and her friends that she can take even more extreme risks. Thrillseekers: Motocross can be best compared to the Excitebike games, though there's not as much gameplay variety involved in the motocross modes, with no creation feature like the Excitebike games have. BMX functions quite similarly to the BMX riding in previous games, while dirtbiking sort of combines the gameplay of the motocross and BMX modes and features more lightweight, wilderness-oriented riding. The game features both "race" modes and "stunt" modes. In the former, you compete against other racers to try and cross the finish line first or to achieve the fastest times, while in stunt mode, you perform stunts, similar to previous games in the series. The campaign mode focuses primarily on racing, a first for the series, with Vivian competing against a variety of other characters, most original to the series, to win competitions. The game's motocross involves both traditional motocross as well as supercross, with players needing to familiarize themselves in techniques for both. Thrillseekers: Motocross features some of the series' best graphics to date, comparable in some aspects to the graphics in Thrillseekers 2 and superior to the graphics in Roller Derby. Like previous games in the series, Thrillseekers: Motocross features a variety of licensed music, most of it contemporary. The game features a few tracks performed by male vocalists, and features more Latin tracks than other games in the series as well. All of the series' primary voice actors return, including Avril Lavigne as Alex, while Brittany Saldita stars as Vivian in the game's campaign mode, the first of two video games she would feature in as the primary protagonist before the end of her life. The game's campaign mode focuses on Vivian, and is probably the shortest campaign mode to date in the series, but still featuring a decent combination of races and stunt segments, featuring almost entirely motocross, with only a couple of dirtbiking segments and a single BMX segment. The campaign sees Vivian take up motocross racing, in order to distinguish herself amongst the group. Alex is against Vivian's decision, believing motocross to be too dangerous even for her (especially after seeing Vivian take a nasty fall in an early segment that she doesn't immediately get up from). Alex ends up taking up motocross herself, while the other girls in the group remain spectators during the campaign (but do feature in cutscenes and dialogue), and much of the campaign, in addition to chronicling Vivian's rise through the sport of motocross, also shows off the Alex/Vivian friendship, with some flashbacks to their early friendship together. We're introduced to a few new characters, some of whom are friendly to Vivian, like champion motocross racer Hayne (while fans sometimes ship Hayne with Vivian, Hayne is married in the story and even has a one year old daughter, and plays more of a big brother mentor role to Vivian) and fellow rookie Shana. Others are not so friendly, including the punk-inspired Mae and the somewhat sadistic Beck, who ultimately becomes the game's main antagonist. While Mae eventually comes to have a grudging respect for Vivian, Beck despises both Vivian and Alex, who both end up qualifying for the game's final race. Beck ends up badly wrecking Alex, who looks seriously injured (but ultimately turns out to be okay), and Vivian wants to fight him, but decides instead to beat him in a fair race. Despite Beck's best efforts to cheat, Vivian manages to beat him, winning an invitation to the pro supercross circuit next year. However, Vivian decides to decline the invitation to remain a BMX biker, though she's still shown to occasionally compete in motorcycling events from time to time. Beating the main campaign and accomplishing certain challenges in free-for-all mode unlocks the ability to race and perform stunts on unicycles, which have their own unique handling manner. There's even an homage to Uniracers buried in the game for players to discover. Overall, the game doesn't have nearly as much content as Thrillseekers 2 has, but does still have quite a bit of content that the player can unlock and discover. The game has some DLC, but it's limited to cosmetic outfits for the game's single player mode and a few unlockable music tracks, as well as some optional arenas (most of them official supercross arenas).

    Thrillseekers: Motocross is released on October 25, 2011, for the Sapphire, iTwin, Xbox 2, Supernova, iOS, and Android, with the Connect and Gemini getting ports at the launch of those systems. The Supernova, iOS, and Android versions are somewhat compromised graphically, but have all the content of the console games (though the Android version can only be played on high-end phones such as the Galaxy S2 or the Microsoft Phone). Reviews, while good, are somewhat low compared to other games in the series, averaging in the low 8s. Reviews criticize the lack of content compared to other games in the series and the somewhat stale BMX racing (BMX was always considered one of the weaker sports in the series). The motocross racing is praised for the most part, but most critics believe the Excitebike games to be slightly better in terms of overall gameplay, and the lack of any real-life motocross racers is also seen to somewhat hurt the game. The voice acting and presentation are the most highly praised aspects, with Brittany Saldita and Avril Lavigne's performances both lauded, and most of the new voice actors, including Troy Baker as Hayne, Kelly Hu as Mae, and Peter Giles as Beck all receiving praise as well. Sales ended up being a disappointment, among the lowest for any game in the series and even less than sales for Roller Derby in 2010. Despite some in the industry thinking that Brittany Saldita's ongoing cancer battle might bring some attention to the game, it actually worked the other way around: the game's release brought attention to Brittany's cancer battle, with many of the interviews with her surrounding the game's release touching on the subject (by this point, she'd already finished her first round of cancer treatments, and the disease had started to go into remission). The game's disappointing sales and critical reception were a bit alarming for fans, who were still coming off the highs achieved by Thrillseekers 2 in 2009. However, perhaps the series could turn a corner going into a new console generation...

    -

    Thrillseekers: Extreme Dream

    A creation-based spinoff of the series, Extreme Dream is released for the Supernova and the iPod Play (the last Thrillseekers game for the iPod Play) on October 11, 2011. The game allows players to make their own skate parks, snowboarding slopes, or surf beaches (along with a few other types of courses) and then ride them with a variety of characters from the series, and incorporates a lot of the gameplay elements and sports from Thrillseekers 2, making it an updated version of Build It And Ride It!, but for handhelds only. As far as extreme sports maker suites go, it's actually really complex and packed with content, allowing a huge variety of courses to be made (and also shared and uploaded online). Presentation-wise, it's a bit lacking. The original voice actors do reprise their roles (including Avril Lavigne as Alex), but don't have as much to say as they did in Build It And Ride It!, no longer commenting on players' creations or doing much more than narrating a few instruction tutorials and offering some sound effects during gameplay. Overall review scores are quite good, owing to the level of content that can be produced, but sales are lower than those of almost any other handheld Thrillseekers game, and it becomes mostly forgotten.

    -

    The critical and commercial failure of Thrillseekers: Motocross would be seen as the start of the series' nadir by many longtime fans. Activision's annualized schedule for the series had finally led to the overall reduction in quality that had plagued so many annualized game franchises, with the same bug also biting Blackheart: Bring Down Savage Maestro early in the year. Meanwhile, on the media front, material for fans had also dried up: there was still a book series and the comics were still going, but both had also seemed to hit creative snags in 2011. After seven years, the series had come to a screeching halt. Merch sales, media sales, and game sales had slowed to a crawl. The continued strong sales of Thrillseekers 2 were a bright spot, with the game actually outselling Motocross during some weeks of the holiday season, but such an enormous success had raised a high bar, and it was clear that subsequent material was failing to cross it.

    There was somewhat of a ray of hope on the horizon. Avril Lavigne, who had mostly skipped out on promoting Thrillseekers: Motocross to train for the 2012 Summer Olympics, was now becoming one of the most popular athletes in the world as those same Olympics loomed, and pretty much everything tied to her, including the Thrillseekers series, was drawing increased attention. Many believed that Activision might capitalize on this to do a Thrillseekers 2012 Olympics tie-in game. It seemed to make perfect sense, with skateboarding the hottest new Olympic sport, surfing rumored to be not all that far behind (it would eventually be confirmed to debut at the 2016 Olympics in Rio), and BMX racing already an Olympic sport, the Thrillseekers would have plenty to do and it would be a promotional goldmine. However, Activision ultimately decided against a Thrillseekers Olympic game, instead choosing to return to winter sports for their 2012 title. The Olympics tie-in rumors did polarize the fanbase somewhat (said one message board post: "Yeah, maybe Alex and Marina are athletic enough to compete believably in the Olympics, but STACY?!"), but most fans would have been happy to see their favorite characters going for the gold.

    Instead, "Alex Levesque, Olympic gold medalist" would remain an idea confined to fanfiction, one of the few parts of the Thrillseekers fanbase still as strong as ever during this time. Fanfics and fanart, both safe for work and otherwise, were posted daily all over the internet, making the Thrillseekers fandom one of the most active in all of gaming, behind only the Sonic The Hedgehog, Pokemon, and Kingdom Hearts fandoms in terms of overall activity. However, despite the continued fanbase activity, tough times would still be ahead for Thrillseekers fans as Thrillseekers: Winter Challenge 2 loomed as the first game in the series to see release on an eighth generation console.

    The fandom had survived Alacy vs. Malex, the end of the animated series, countless awful fanfics and Rule 34 art, and even the disappointing Thrillseekers: Motocross, but could it survive the introduction of... figure skating?

    -from a Thrillseekers fandom retrospective article posted on Games Over Matter on December 9, 2015
     
    Fall 2011 (Part 4) - Apple Takes To The Eastern Skies
  • Kasmias

    Developed and published by Namco, Kasmias is a mech-based shooter title exclusive to the iTwin with a unique, open-world design and an arcade-like feel. Taking inspiration from games like Panzer Dragoon and Techno Angel, as well as games like Space Harrier, Kasmias puts the player in the cockpit of a 20-foot tall customizable mech known as a Skystormer, and has them battle across the universe against an evil technologically advanced empire. Kasmias features a huge variety of weapons and enhancements, some of which are equipped before battle and are permanent, and others which are temporary and found during battle, making the game somewhat of a cross between traditional shoot 'em ups like Gradius and RPGs like the newer Panzer Dragoon games. The player can equip up to sixteen different weapons on their mech, including hand-mounted and wrist-mounted weapons, shoulder-mounted weapons, chest and head mounted weapons, foot weapons, knee weapons, and up to four different "hover" weapons which hover above the Skystormer or rotate around it. Players can either lock onto enemies or fire manually, and weapons fire automatically or manually as well, depending on their properties and the player's current selection of firing options. Like a traditional arcade shooter, players score points for many different actions, including killing enemies, destroying objects, and achieving tasks. Players receive communication from both enemies and allies during battle, with allies sometimes offering up bonuses or secret missions. The game's plot has the player, a young Skystormer pilot named Almus Rogue, given the task of leading a squadron of Skystormer fighters into battle as the Kasmias Empire makes its final preparations to attack the center of human civilization. Almus will visit twelve different planets over the course of the game, with five extra planets available to visit as part of side missions. The game's open-world structure allows the player to complete missions at their own leisure, though a decent portion of missions are timed and require the player to achieve all objectives quickly. During and between missions, the game's character-based plot tells the story of the brave Skystormer pilots who defend the universe from Kasmias, mostly through dialogue but sometimes directly through cutscenes. The player's actions will sometimes determine whether an important character lives or dies, including a few of Almus' best wingmates. The game allows for the use of both traditional and motion controls, with motion controls enabling precise aim and better use of the game's weapons, which make them recommended for players of all skill levels. The game's graphics are good but not great, with much of the emphasis on gameplay and play control. The game features a soundtrack by Nobuyoshi Sano, who returned to Namco after a seven year absence to compose the game's score, which consists of mostly techno-inspired beats with a few sweeping orchestral segments. The game's English dub is performed by voice actors mostly known for anime, with actors like Yuri Lowenthal, Max Mittelman, Kate Higgins, and Carrie Keranen amongst the most prominent members of the cast. Overall, Kasmias gets a very strong critical reception, with scores in the mid to high 8s, and is a major commercial hit in Japan, one of the top five iTwin exclusives of the year in that country. It does decently well in North America thanks to its review scores and a decent amount of hype, but it's not nearly as big a hit here as it is in its home territory.

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    Aegis Avernum

    Aegis Avernum is an action-RPG developed by Tetsuya Mizuguchi and his game studio, and produced by Apple (who also contributed developers to the project). Developed for the Japanese market but keeping Western sensibilities and players in mind, the game fuses the synesthesia and beauty that Mizuguchi's games are known for with the exhilaration and action of a Zelda-like action-RPG. It takes place in an ancient city floating in the clouds, and its protagonist, a young man named Aegis, must rescue a beautiful goddess named Illuya by flying through her city and defeating the ancient corruption that has imprisoned her and her people. The game combines long segments of free-form flying with ground-based exploration, sometimes weaving the two intricately together. Music and sound permeate everything: Aegis' weapons each have a distinct sound associated with them, while his flights through the air are set to music that changes depending on what Aegis is doing: when he is merely flying, the music takes on a melancholy tone, when he discovers something new, it becomes hopeful, and when he's fighting, it becomes dramatic or even angry. Aegis is able to communicate with Illuya as he explores her city, hearing her tell the tale of her life and her people, though sometimes she sounds fearful or even in pain as the corruption grows around her. There is a constant musical motif that surfaces at different points throughout the game, it is known as the "song of Illuya", and is implied to be her voice speaking to Aegis during his travels. The combat in the game is somewhat simplistic, more comparable to Zelda than to a hack and slash game, and is structured in such a way that it can be done rhythmically, i.e. Aegis will do more damage when he fights to the beat of the music (while enemies will almost always attack to a musical beat as well). Puzzles, which are frequently found during the game, also have musical motifs and can usually be solved quickest by deciphering the game's rhythms and melodies. Flight segments can be somewhat compared to a cross between Child Of Eden and Kid Icarus: Uprising, taking place in a semi-free range rail shooting fashion that allows the player to flow with the music but also requires skill to dispatch enemies and reach treasures. The game itself doesn't have a lot in the way of treasure and items, but Aegis can make himself stronger by buying equipment purchased with "wings", the game's form of currency. The game has plenty of bosses to fight, with ground bosses mostly being smaller and taking the form of human-sized beasts or corrupted humans, while aerial battles tend to be big and spectacular. There are some exceptions to this, especially later in the game with some large ground bosses, but for the most part, aerial bosses are the biggest spectacles in the game, featuring fully realized multi-stage combat with unique musical scoring. The player will need to explore all sides of the city, from the top, to deep within, to its underbelly, with the corruption naturally blocking off certain areas, making for a mostly linear progression through the game. Sometimes, Aegis must descend into corrupted areas, where he is unable to hear Illuya's voice and where he is at risk of becoming corrupted himself. Here, the player can take on a limited amount of corruption in order to enhance Aegis' fighting abilities, but there is a risk to this, as too much corruption risks a nonstandard game over. The game features both traditional and motion controls, but is mostly designed for motion controls, particularly for the flying segments. With the two iTwin controllers, one in each hand, the player is able to "conduct" Aegis in battle, which makes music-based techniques much simpler to perform. There are few things more satisfying than a big musical combo attack, and the music itself responds in kind, making it a wonderful visual and auditory experience. The game's graphics aren't necessarily the most technologically advanced on the iTwin (though they're still probably in the top 10% of most impressive iTwin games), but Mizuguchi's art direction for the game is such that it might just be the best looking overall iTwin game, with stunning visuals and beautiful colors. The game features a beautiful and impressive musical score with contributions from both Western and Japanese artists, including Mizuguchi himself, but at the centerpiece of the game's soundtrack is the Irish singer Lisa Hannigan, who performs both the singing and speaking voice of Illuya (including in the Japanese release of the game, where her dialogue is subtitled). A large portion of the game's soundtrack was designed around her performance, and she's even the facial model for Illuya herself, with some of her performance motion captured for the game.

    Aegis Avernum's protagonist wakes up in the floating city of Shinara with no memory of how he got there, though he does remember his life itself: he's a soldier, trained to protect important people. He wanders the city for a while until he hears Illuya's voice for the first time, and from there, things progress quickly. He arms himself and begins exploring the city with the goal of destroying the corruption and saving Illuya. He'll ultimately need to track down and destroy eleven sources of corruption, which led to a great cataclysm in the city an unknown amount of time ago. In the meantime, Aegis must also uncover how he ended up in Shinara and how to get home. A memorable moment in the game comes after defeating the first source of corruption, after which Aegis takes flight for the first time and gets his first glimpse at the scale of the city himself. As he progresses, Illuya shares her life story with him: she was born a young girl, walking the streets of Shinara, but after a sickness befell her mother, she sought the help of the goddess to restore her mother to health. Illuya was able to find the goddess, but through a twist of fate, had to become the goddess herself to save her mother. She watched over the people of Shinara but was never able to directly communicate with them or touch them, and became detached and lonely, unable to comfort her mother, who ultimately died of grief from losing her. Meanwhile, a great corruption overtook the city, and Illuya had to watch every single person she'd ever watched over either become corrupt or fall from the skies. Aegis begins to remember more of his past, and ultimately, about two-thirds of the way through the game, he remembers how he ended up in Shinara: he was a passenger on a space shuttle mission to leave the solar system and explore the galaxy. However, as the ship was leaving Earth's atmosphere, it exploded, and Aegis somehow ended up landing, unharmed, in Shinara. Illuya and Aegis both feel that their fates are intertwined, and Aegis learns more about this as he continues to destroy more and more of the corruption. The corruption, despite being battled back by Aegis, is growing in strength as it collapses around Illuya. Illuya can feel herself being overtaken by it, and her voice starts to become more bitter and hateful, her songs more angry. She despairs as she realizes what's slowly happening to her, while Aegis, who is starting to fall in love with Illuya, is determined not to let her suffer the same terrible fate as her people. Meanwhile, we also learn about the prime source of the corruption: a preacher named Gerus, who sought to gain control over Shinara by spreading false prophecies about Illuya, while Illuya, unable to directly influence her people, was not able to counter the lies spread by Gerus. Eventually, Aegis destroys ten of the sources of corruption, leading to the final source: Gerus himself, who is centered in a massive cathedral at the heart of Shinara. Aegis learns that Illuya's hatred for Gerus is a secondary source of corruption, and is causing the corruption to gain control of her. Aegis also learns that a major cause of the city's corruption is Illuya's replacement of the last goddess, which Shinara itself views as corrupt and which allowed Gerus to gestate the initial corruption, born from Illuya's inadvertent but careless action as a child. Aegis also learns that his arrival in the city was caused by Illuya's first breach of the barrier between her goddess intangibility and the material world, bringing Shinara into the material world and leading to the deaths and corruption of its people. These revelations build into a musical climax that plays out as a three-stage final battle: first, in the air, with Aegis battling the corrupted Illuya, then on the ground, with Aegis battling Gerus, and finally, back in the air, with Illuya trapped within a multi-layered prison consisting of the previous goddess' corpse surrounding the remaining corruption. Illuya's final song begins this battle as a distorted, mournful dirge, but as Aegis fights his way to her, the song transforms into a hopeful but still distorted elegy, and finally, the song rises to a climax as Aegis and Illuya battle to reach one another as the last of the corruption tries to destroy them both, with Illuya's voice calling out loud and clear in a mix of symphonic triumph and technical drive. The battle finally ends when Aegis and Illuya join hands for the first time, instantly shattering the remaining corruption and bringing Shinara into the real world for good. Its remaining corrupted residents return to life amidst the ruins of their city, as Aegis and Illuya embrace. Illuya then flies up into the air and restores the city as best she can, as the world opens up below and Aegis sees the surface of the Earth thousands of feet down. Illuya takes Aegis into her arms and floats him down to the Earth's surface, and though the future of the two newly united lovers is still uncertain, the one certainty is that they'll continue in their new lives together, whatever happens.

    Released worldwide on December 6, 2011, Aegis Avernum is considered a masterpiece and the crowning achievement so far of Tetsuya Mizuguchi's career, with one of the most acclaimed video game soundtracks of all time and high praise for the unique visuals and gameplay. It's considered by most critics to be the best iTwin exclusive of the year, and a major Game of the Year contender. Initial sales in Japan are excellent, and while the game isn't quite as successful in North America, the gap between the game's Western and Eastern performances is much less than the gap for Kasmias, with the game eventually achieving over two million sales in North America, around 750,000 million sales in Europe, and several million sales in Japan. The game's success helps to enhance the career of Lisa Hannigan as well, and though she doesn't become a household name, it does make her somewhat more popular than she is IOTL (especially in Japan, leading to a concert series for her there). It also leads to a slightly bigger role in the upcoming cartoon Steven Universe for Blue Diamond, who Hannigan plays in both OTL and TTL, as Rebecca Sugar ends up being a big fan of Aegis Avernum. The game's success also further cement's Apple's commitment to American/Japanese game collaborations, which we'll see even more of on the Gemini and the iTwin's successor console.
     
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