Massively Multiplayer: Gaming In The New Millennium

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Spring 2012 (Part 6) - Activision's Acquisitions
  • Diablo III

    Diablo III is a hack and slash action RPG developed by Blizzard and published by Activision for PC, Mac, and console. Unlike IOTL's game, TTL's Diablo III was designed from the start with both PC and console hardware in mind, and was released on both simultaneously. The game plays much like its predecessors and its OTL incarnate, with either a single player or multiple players attempting to quest through a large series of dungeons and overworlds, killing monsters and obtaining loot to make themselves more powerful. Players are able to map several different commands to their various inputs, allowing for a wide variety of strategies across six different character classes (with two more available through DLC after launch). The character classes include the OTL Barbarian, Monk, Demon Hunter, and Wizard classes, along with a Samurai class and a Werewolf class. The two DLC classes include the OTL Necromancer and the TTL original Painmaster classes. Level progression, stat enhancement, and equipment management are nearly identical to OTL's game, with players having the ability to find equipment, buy it, or craft it, depending on their preference. Enemies come in a variety of different types, ranging from common fodder to elite mobs all the way up to massive bosses. In addition to the game's main storyline mode, there's also Adventure mode, in which players can complete a variety of random objectives daily, or Challenge mode, which allows players to take on difficult tasks for loot and bragging rights. The game's plotline also sticks fairly close to OTL's, with Diablo returning as the game's main villain, with Belial and Azmodan working under him to conquer humanity. Leah, the niece of Deckard Cain and daughter of the witch Adria, is also present in the game, playing a fairly similar role to her OTL incarnation, and she experiences a similar fate in TTL's game as the vessel for Diablo's return. However, there are some key differences in the game's plot, including a more fleshed out Act III and a somewhat lesser Act I, while Act II's plot features a more sprawling Caldeum and more palace intrigue, with Asheara playing a somewhat larger role. King Leoric serves as the final boss of Act I, rather than the Butcher, who instead is the game's first major boss (so Leoric and the Butcher are essentially switched from their OTL positions). Act IV is mostly unchanged, with Diablo leading a siege against the High Heavens, and serves as the game's final boss. Of course, there's also an Act V, released via DLC in 2013. It differs significantly from OTL's Act V, and rather than battling the rogue angel Malthael, the player must instead defeat a coven devoted to resurrecting Lilith. Adria is a member of this coven, and Lilith is indeed the final boss of TTL's Act V, though she's not quite as bloody or as glamorous as the version from OTL's Diablo IV.

    Diablo III is released in June 2012 to a major wave of hype, not just for the PC version but for the console versions as well. Its console version would come to the Sapphire and iTwin initially, with a Nexus release in 2013 alongside the game's release on the other next-gen consoles. The game receives excellent reviews, but just as IOTL, its launch isn't without problems. The game launches with a real-world auction house much like the OTL game, in which players can auction off loot acquired to other players, and Blizzard gets a small cut. While the auction house isn't QUITE as egregious as OTL's (the imbalanced loot from the OTL launch is mostly absent), there's still some problems associated with it, including some poor legendary drop rates and the cut that Blizzard takes, which is larger than OTL. Like IOTL, there would be significant backlash, which would lead to the end of the auction house and the drop rates being mostly fixed. Diablo III does release a single DLC expansion in 2013, which hits PC and also the next-gen versions of the console game, which introduces Act V and the new character classes. For the most part, Diablo's TTL performance is fairly similar to its OTL performance, with the simultaneous console launch helping it to sell more copies initially on console than it did at the time of its OTL launch.

    -

    Quixsters: Enter The Maze

    Developed by Silver Sail (the first game published by the company as a fully absorbed part of Activision) and published by Activision, Quixsters: Enter The Maze is the sequel to 2009's Quixsters Evolution. Like its predecessor, it's a 3-D action platformer starring a wide variety of energetic youths, who must both cooperate and compete as they have adventures and complete challenges. Unlike the previous game, which had a huge variety of challenges broken up into smaller challenges, Enter The Maze focuses more on a single unifying storyline, and thus has less overall challenge and gameplay variety, though it keeps the familiar "gameplay in short bursts" formula that the series is known for. The primary story of the game has each of the Quixsters getting lost and losing their most valuable possession, which has been taken into an enormous maze by a gang of troublemakers known as the Speedblitzers. The Quixsters must not only find their treasures, they have to find each other as well, while catching and defeating the maniacal Speedblitzers in a variety of challenges and races. The maze itself is a massive, self-contained world broken up into a variety of segments, with the player given a choice of how they want to go about exploring. The outside of the maze features relatively easy challenges, but as players work their way inward, the challenges will get tougher and tougher. The game adds more Quixsters to the familiar mix, keeping all 56 of the characters + DLC from the original game and adding in eight more initially, for a total of 64 Quixsters, including the main four and then sixty more which are unlocked as the player progresses through the game, many of whom must be helped or rescued before they can be recruited. Like in Evolution, each of the Quixsters has their own moves and personality, and Enter The Maze continues the trend of giving each character more development and expanding on the already extensive plotline, continuing the relationships established between the characters. Players are given the choice of starting with Dash, Leep, Spin, or Dive, each of whom has a different section of the maze to explore, focusing on a different type of gameplay. Players will eventually have to give all four of them a spin (unlike in Evolution, there's more of a set path to the game, with a lot more of the challenges needing to be completed by players). As the Quixsters work their way inward, finding treasures and rescuing friends as they go along, more pathways between sections of the maze open up, and the game acquires a bit of a Metroidvania-esque feel to it, something that hasn't been seen in the Quixsters series thus far. Eventually, the Quixsters rescue all their friends and find and defeat the leader of the Speedblitzers, before it's revealed that the Speedblitzers were trapped in the maze and needed to trap the Quixsters in order to make their own escape. The final boss is a character known as the Master of the Maze, a devilish being who traps people and drains their energy. The Quixsters team up to defeat him with a little help from the Speedblitzers, saving the day and the world and making some new friends in the process.

    Quixsters: Enter The Maze is released in June 2012, and reviews, while mostly positive, aren't quite up to the level of Evolution, with some fans and critics disappointed that the game is structured more like a standard 3-D platformer than the fun collection of mini-challenges that Evolution was. It's still a high quality game, with great graphics, game play, and voice acting, but not as instantly fun as its predecessor. It's released on the Sapphire, iTwin, Connect, and Gemini (and would get a version for the Nexus later on), and sales are fairly strong early and remain strong for the remainder of the year. It's the last Silver Sail game that would be worked on by longtime producer Carlos Delgado, who would move on to more of a consultant role as a result of Silver Sail's sale to Activision. Thus, the series would carry on with a new generation of developers on the next-gen consoles, and fans hoped it would keep most of what had made it so successful and fun.

    -

    "Activision is said to be 'streamlining' Silver Sail for future projects, which include Quixsters games and spin-offs as well as a brand new IP likely to be announced at a future date. While maintaining certain key members of the company's development team, most of the studio will be staffed with newer Activision employees, in a move intended to 'shake up' the studio, generating new ideas and reducing costs. At the same time, many of Silver Sail's former staff are being reassigned to other projects with the company, some in major roles. John Ballasteros has been promoted from his role as a Silver Sail programmer to being one of the lead developers at Treyarch, where he'll work on a future Call Of Duty game. Sandy Kretchler, who had been working as a writer on both Honest Jack and Quixsters Evolution, is now on the writing team for a pair of upcoming Thrillseekers projects, including the game rumored to be Thrillseekers 3. However, other Silver Sail staffers have been let go, and because they were released months after the initial acquisition deal went through, they may not be eligible to receive the generous severance package given to the workers who were laid off during the merger itself. The shakeups at Silver Sail are the latest example of what happens when a large gaming company acquires a smaller studio, in a tale playing out across the industry with increasing frequency. These mergers have had mixed results, in some cases producing some genuinely incredible games, while others have left shattered studios, dead IPs, and broken dreams behind. It's still too early to tell what will happen with Silver Sail, but in the meantime, its parent company Activision continues to be one of the biggest companies in the entire industry, alongside juggernauts such as Ubisoft and Acclaim."
    -from an article on Kotaku, posted on July 1, 2012

    -

    July 1, 2012

    Inez Delgado was in a recording studio in Los Angeles, behind a microphone as she performed a few more vocal exercises. At 12, the girl was already a voiceover pro, and in addition to recording a new demo reel that she hoped would get her some more roles, she was also taking some quick lessons from someone who'd been using their own voice quite a bit longer.

    "Be careful, you don't want to belt too much... that's pretty much the quickest way to get vocal nodes and then you'll have to stop singing for weeks at a time. I know you're proud of your voice, but it's not about how loud you sing, it's about how clear you sing."

    Inez stopped and listened. Whenever Selena spoke, Inez listened.

    "Take it from me, I've been doing this for thirty years and I've never had to go to the doctor for vocal nodes, not even once," said Selena, smiling encouragingly at her young pupil. "Just be confident and believe in what you're singing, and you'll sound plenty powerful without needing to scream."

    "Okay," said Inez, adjusting the mic. "Should I start again?"

    Selena nodded. Inez began to sing.

    "Cause I'm dreaming of you tonight," Inez began, a quiet but strong cover of one of Selena's #1 classics. "When tomorrow breaks..."

    Selena signaled quietly to Inez, reminding her not to sing out too much on the next few words.

    "I'll be holding you tight..." Inez continued, restraining herself from oversinging and instead using her emotions to give strength to the words. Selena smiled and nodded, and Inez continued the rest of the chorus, finishing with a confident smile.

    "Beautiful, beautiful!" Selena said, clapping excitedly. "Ahijada, that was so lovely!"

    Inez smiled happily, blushing as she stepped out of the recording booth and walked over to her godmother. Though recording music as well as running her own studio and doing lots of other projects kept the megastar quite busy, Selena still made as much time as she could to be a mentor to Inez, who was growing up as fast as her own daughter Crystal was. Though Inez wasn't quite at the level where Selena thought she might be ready to record an album (and Inez herself had expressed no desire to do so, wanting instead to focus on her studies and her voiceover career), she could certainly see the girl doing so in a couple of years if she wanted.

    "You remind me so much of me when I was your age," said Selena. "If you put your mind to it, you could absolutely be a singer."

    "I do love singing," Inez replied, smiling warmly and leaning back in her chair. "It's fun and it helps me keep my voice in shape, I just don't think I could be a popstar... I mean, I've seen all the stuff you go through, it doesn't seem like it'd be for me. But thanks for giving me lessons anyway... I hope I'm not taking up too much of your time are anything."

    "No, no, never!" Selena told her. "I don't mind teaching you even if you don't plan to be a singer... and besides, even if it's just making sure you don't blow your voice out, every little bit helps, doesn't it?"

    The two shared a laugh, and continued their conversation, discussing Inez's schoolwork and her latest voice auditions. However, even as the two seemed to be having a good time talking to each other, Selena could tell that something was bothering Inez. She didn't want to pry directly, and didn't want to force the girl to talk about something uncomfortable. However, Inez soon began talking about it unprompted, after the conversation naturally drifted to her father and his work.

    "So... mom and dad keep drifting further apart," said Inez, sighing. "Even after he sold off his company, he still spends like 60 hours a week working on stuff. Mom and me barely see him, and even though they don't fight or anything, I can tell they're angry with each other, or at least mom's angry with him."

    Selena had noticed her own husband Chris talking about the situation as well... how he barely ever talked to Carlos anymore, and when they did talk, it was almost always about one of Carlos' projects, while Selena herself had noticed Sonora being much less happy and energetic than she usually was.

    "Oh, Inez, I'm sure your parents still love each other-"

    "You are? Because I'm not," said the girl, looking rather annoyed that her godmother was trying to sugarcoat the situation. "Tell me, have you noticed anything? Like... are they really mad at each other?"

    "They're not mad, but... your mother does wish your father would spend more time with her," said Selena, trying to be as honest as she could while also trying her best not to alarm Inez. "But it's not really any of my business."

    "I know..." Inez sighed, putting her head in her hands. "I just... I don't want it to be where I'm just spending time with my mom and never with my dad. It's not his fault that he works so much, and..."

    Inez took a deep breath, trying not to cry. Selena placed a comforting hand on Inez's back, and Inez took another breath, sighing again and looking up at Selena.

    "You probably don't want to hear about any of this, do you?"

    "Inez, you can talk about anything you want with me."

    "...how do you guys do it? You and Chris, I mean? How long have you been married for?"

    Selena smiled warmly.

    "Twenty years," she said with a wistful sigh, remembering the day she and Chris eloped like it was yesterday.

    "And you're this superstar and he's... I mean he's an awesome musician, but he's not really famous for being anything but your husband, you know?"

    Selena giggled, knowing what Inez meant.

    "We just... have our love, you know? He goes with me when he can, and when he can't, we just remember each other and the love we have, and we hold onto it, and... well, it's not like we don't have our disagreements. It's not like we don't sometimes feel like we're drifting apart. But we always come back to each other. Some couples do, and some couples don't. It doesn't mean they're bad people, it doesn't mean they don't love each other, it just means...."

    Selena sighed.

    "Inez, I'm 41 and I still don't know a lot about how the world works. Your parents... they might.... they might not be together forever. But that doesn't change who you are and it doesn't have to be the end of the world. Your father loves you and no matter what happens, he'll still be there for you even if he might not always be physically there. I'm not saying it won't be hard, but you'll get through it, no matter what. In the meantime, you just do what you can do to take care of yourself and make both of them feel loved, and whatever they decide to do, it has nothing to do with you."

    "Well I know it wouldn't be my fault, I just... I just don't want to be apart from one of them."

    "Life is... difficult sometimes," said Selena. "But you have lots of people to talk to if you need to."

    Inez sniffled, wiped her nose, and smiled. She knew what Selena was trying to say. If her parents did split up, there was nothing she could do about it, and as hard as it would be, she'd have to learn to live with it. She was pretty lucky, all things considered. She'd make it work, no matter what happened.

    "Okay, I have another question," said Inez. "My dad's friend Bobby is a really cool guy, and he's always been super nice to me and to my family, but I've been reading up on his company and he's kind of a jerk. Should I feel bad about thinking he's cool even if I disagree with what he does with his company?"

    "Business is weird," said Selena. "It's like some of the producers I work with, they're super nice at parties but you get them into the studio and they turn into real..."

    "Assholes?"

    "Language, ahijada!"

    "Sorry," said Inez, sheepishly smiling and biting her lip. "They kinda are though."

    "The music business, and... I imagine the video game business as well, are really competitive and nasty."

    "I wouldn't be nasty if I ran a business," said Inez.

    "I don't know about that," replied Selena. "I've been producing records for a few years and sometimes it brings out the worst in me. I try not to be a diva, but sometimes I have to think less like a singer and more like a businesswoman. It's hard."

    "Do you try to be as nice as you can?"

    Selena nodded.

    "I guess that's all that matters," said Inez, standing up from her chair. "Anyway, think we have time to do more recording?"

    "We've got the studio for..." Selena looked at her watch. "...another 71 minutes, why not?"

    "Yay!" Inez cheered, before going back into the booth. "Think I could do an original song this time? I wrote some things down in my notes, I think we've got enough time to record it."

    "Sure, do you need an accompaniment?"

    "I brought my guitar," said Inez, picking up an acoustic guitar she'd brought with her. "I need some ideas for the melody though."

    "Okay, let's see what we can come up with together."

    As the two worked together on the song that Inez would perform, Selena thought about how lucky she was to be in the position to make a positive impact in the world of music, even if she, like a lot of her contemporaries, sometimes had to think more about the business of music than the artistry. She also thought about how lucky she was that her husband was so supportive of her and her career, even with all the time she had to spend away. She imagined that the two of them had a love connection that Inez's parents unfortunately didn't have, and hoped that she and Chris could keep their love connection strong, not just for themselves, but for Crystal as well.

    She and Inez had just enough time to record a short acoustic song before their time at the studio was up. If this was back at Selena's studio in Corpus Christi, she'd have had all the time she needed to make a full song, complete with a band accompaniment, but this was just a quick vocal practice session in a studio she had only limited use of. The song itself wasn't one for the pop charts, but it was short, sweet, poetic, and a good display of Inez's budding vocal talent, and would make a fine addition to the singing segment of her demo reel. It had also been fun to record, and Selena valued those fun times with her loved ones, whether it was with her friends or her family, her goddaughter or her actual daughter. She would be recording a new album of her own quite soon, and once she'd started that, would be going on yet another tour. Times like this would be few and far-between for her for the next year or so, and she hoped that all the connections she'd made would stay strong.

    After Inez's mom came to pick her up, Selena decided to place a quick call before heading back home.

    "Chris?"

    "Hey, baby, how'd it go today with the vocal lessons?"

    "It was a lot of fun, Inez is really good, we even recorded a song together."

    "Pretty soon we'll be recording whole albums for Crystal, you know how much she wants to sing just like her mom does."

    "Yeah... just hope she realizes what all of that entails. Guess we'll have plenty of time to teach her."

    "I'm not sure we will, you know singers are starting younger and younger these days."

    "Well, we won't start Crystal until she's ready."

    The two continued to talk for a short time, and the subject drifted to that of Selena's upcoming album and tour. Chris was already getting prepared to spend most of his time with Crystal by himself while his wife toured the world, though the two of them would join her when they could. He'd be spending the whole tour with her, but the two didn't want to drag Crystal around for a year, even with the services of a private tutor. She needed to spend time at home, not touring the world and not out in front of crowds where the paparazzi would be eagerly snapping photos. Chris would miss his wife and Crystal would miss her mom, but they all agreed it was for the best.

    "I just hope it won't be too rough on you... being gone so much."

    "Hey, doesn't matter where you are in the world, I got you right here," said Chris, holding his hand over his heart while using his other to hold the phone. "I knew when I married you that you were gonna be the biggest music star in the world, and whatever came with it, I was ready. I love you."

    "I love you too. I'll see you soon. Mind letting me talk to Crystal for a minute?"

    "Yeah, she's in the other room."

    Selena spent a few minutes talking to her daughter, then talked to Chris again for a minute or two more before putting the phone away. She felt more loved than ever, and felt a warmth in her heart as she got ready to leave the studio. It seemed like every day she was hearing about another high profile celebrity breakup, and she hoped that she and her husband would never join those headlines. 20 years they'd been married, and she hoped they'd be together always.

    She knew they would be.
     
    Spring 2012 (Part 7) - The Rest Of The Games
  • (Here are the rest of the notable games from April 2012 to June 2012!)

    -

    Nintendo Sapphire-

    Bombastic

    Bombastic is a first-party Nintendo game exclusive to the Sapphire. A brand new IP and their first since 2011's Hoseki: Gamestones Of Lostland, Bombastic was developed by a small North American studio and intended to be a midrange first-party title to shore up software sales for Nintendo in 2012. It's a party/action game, combining elements of titles such as Bomberman and Mario Party, and allows up to sixteen players at once (via online gameplay) to battle each other in a large arena, laying down traps and attempting to use them to blow up the other players. The game's graphics have a fun, cartoony look to them, similar to OTL's Splatoon, and the animation is fairly wacky, with blown up characters immediately returning to the field of play (unless they're eliminated from the game). The action is fast paced, with games rarely lasting more than a few minutes, and the gameplay itself is fairly easy to learn, with a small but diverse selection of traps and weapons to use, and 14 different battlefields, each with their own quirks and features. There's also a single player campaign, which is a few hours in length and involves similar gameplay to the multiplayer battles, with the player character taking on the role of a spy who must defeat an evil villain who plans to take over the world, with the player and the villain attempting to set traps for one another. Bombastic features both local and online play, making it an ideal party game, and two players can even team up in the story campaign. While Bombastic isn't hyped like the biggest Nintendo franchises, it is marketed quite extensively in the spring of 2012, helping it to achieve a lot of awareness and sales. The game is released in May 2012, scoring reviews in the mid to high 8s, and becomes one of the best selling Sapphire originals of the year.

    Tale Paradisia

    Developed and produced by Game Arts, Tale Paradisia is the latest title in the Tale series of action RPGs, and the second and last to be released on the Nintendo Sapphire. It's a more straightforward adventure than the rather dark Vengeance games, with a more lighthearted tone, though it still has plenty of dark moments. Its protagonist is a 13 year old girl named Celia who stows away aboard a ship in search of her long lost parents, and soon becomes the ship's captain, turning it into a pirate ship and forming a crew. The gameplay is fairly similar to that of Tale Vengeance 2, expanding upon that game's counter system to create a new combat mechanic called “Duals”, in which swashbuckler-style sword fights can break out in the middle of combat. In addition to regular combos, there are also Dual Combos, which can only be used during Duals, and some special fights are entirely dual based. Magic makes a major comeback to the series as well, and the game has much more of a high fantasy feel than previous titles in the series, probably the most high fantasy Tale games since Tale Valiant. The setting of the game is a tropical island archipelago called Seascant, with a few areas of mainland bordering the islands that are visited occasionally, but most of the action taking place on the islands themselves. Celia is joined by a crew of outcasts and rebels, including a couple of mermaid-like characters and the reincarnation of an ancient volcano goddess named Ela, while the game's primary antagonist is a young admiral who initially just starts out wanting to catch Celia, but who eventually becomes consumed with the idea of gaining power and ends up absorbing dark magic to achieve his goals. Like previous Tale games, Tale Paradisia features a mix of 3-D and cel shaded visuals, with anime cutscenes that punctuate the action. There's a good deal of voice acting, with most of the cast consisting of Los Angeles area anime regulars. Cristina Vee has one of her first major roles in the game, voicing Ela, while Celia is voiced by Marieve Herington. Tale Paradisia is released in Japan in late 2011 and in North America in June 2012. It's successful in Japan, and in North America sales are decent, surpassing those of Tale Vengeance 2 and confirming that there's still an audience for these types of games in the West.

    Apple iTwin-

    Genji: An Old Man's Story

    An open world action beat 'em up title and the spiritual successor to Dasho: A Young Man's Story, Genji: An Old Man's Story once again puts a beleaguered protagonist into a world of crime and intrigue, forcing him to fight to protect what he cares about as evil bears down on him. Genji's fighting style is slower and more deliberate, but he has even more combos than Dasho did in the first game, allowing players to use more strategy and skill to battle the enemies they face. The “social life” aspect from the original game also returns, but again, is a bit different from what it was in Dasho. Genji can do jobs and help people, but he can also serve as a mentor, teaching people to fight or giving them advice to get them out of bad situations. Genji himself is a former Yakuza assassin who has retired, but is pulled back into his old life after an old killing comes back to haunt him, forcing him to work for the Yakuza in order to protect his neighborhood, which is being terrorized by thugs. Unlike Dasho, who was mostly trying to protect one particular person, Genji has numerous people he's trying to protect. He never married and never had kids, but he does come to protect numerous young people over the course of the game. He must be careful about who he forms friendships with, as some characters may betray him later on. The game's storylike, much like that of Dasho, is quite tragic, with Genji being wounded numerous times throughout the game, and the game makes it clear that he is not likely to make it out alive. Indeed, Genji ultimately dies striking the fatal blow on an old associate who he once trusted but who has been leading the attacks on his neighborhood and the ones he cares about. Genji's sacrifice saves many innocent people, and he dies ultimately satisfied that he redeemed himself and can go on to heaven. Genji: An Old Man's story is one of the more cinematic games on the iTwin, and it features numerous excellent voice actors, including Cary-Hiroyuki Tagawa as the voice of Genji himself. Reviews are excellent, comparable to those for Dasho, and the game's sales are quite strong thanks to the reputation of its predecessor and good word of mouth.

    The Conduit 3: United Systems

    The Conduit 3 is the third and final game of the Conduit trilogy on the iTwin, and essentially wraps up all the plot threads from the previous two games. It features similar gameplay to its predecessors, while also incorporating some gameplay elements from the Gemini title Infinite Access. Rick and Elayna return as the game's primary protagonists, and are joined by two new playable characters: a journalist turned special agent named Darren and an alien soldier who helps humanity named Talera. Darren controls fairly similarly to Rick, while Talera uses both alien weaponry and a sort of “sixth sense” to help her discern enemy positions and to dodge enemy fire before it arrives. The game's plot involves the alien confederacy which Earth joined at the end of The Conduit 2. Sure enough, the confederacy is crooked, and is attempting to exploit its member worlds, which ultimately leads to a full on interstellar war that our four heroes are thrust right into the middle of. The game takes place about half on Earth and half on various space stations/moons, making alien technology a bigger part of the gameplay than ever. Ultimately, the mechanics remain quite familiar to those who played the last two games, with not much changed other than the setting. The game ends with Earth and its allies liberated from the corrupt confederation, with Earth ultimately choosing to go it alone, using their new technology to settle new worlds among the stars. Rick and Elayna become a couple, Darren is killed sacrificing himself in one of the final cutscenes, and Talera becomes a cosmic warrior aiding other afflicted planets across the stars. While not quite as high scoring amongst critics as the previous game, The Conduit 3 is considered a strong conclusion to the iTwin trilogy, selling more than enough to be considered a success.

    Nintendo Connect-

    Spider-Man

    A brand new game featuring the popular webslinger, Spider-Man for the Connect is an open world action title with similar gameplay to the two hit Xbox 2 games, involving a lot of beat 'em up elements and allowing the player to explore a vast New York City, though one that's slightly smaller in scale than previous games in the series. The plot sees Spider-Man battling the vicious Hobgoblin, while romancing both Mary Jane and Gwen Stacy (the game doesn't take place in the same continuity as the Xbox titles, Peter Parker is still in high school and isn't yet formally dating either girl). He must also battle villains like Rhino and Doc Ock who play major roles in certain arcs of the story. For a handheld title, the Connect Spider-Man looks quite excellent, and plays like a full console game, really showing off the power of Nintendo's latest handheld. There's plenty of voice acting, with the actors from the Evolved cartoon voicing their in-game counterparts even though the characters are somewhat different than they appear in that series. Spider-Man achieves both strong reviews and strong sales to become one of the top Connect exclusives of the year, and Nintendo expresses a desire to keep the series going with more handheld Spider-Man games, while the main series remains multiplatform.

    Burst Bang Boom

    Rogen returns in the sequel to 2010's Metroidvania meets Metal Slug-style sleeper hit. The game features even more weapons, even bigger bosses, and a more complex world to navigate than its predecessor, but doesn't change up the gameplay too much from the original (though the graphics are MUCH better due to the game being on a brand new system). In the two years since its original release, it's started to inspire similar types of games, most of them digital indies that hit the online stores, but there's nothing quite like the original. The sequel sees Rogen battling an endless army of heavily armed terrorists led by a Cobra Commander-like general named Boss Gorgon, and while the action and story are both fairly over the top, it works for this game. Burst Bang Boom sells fairly well, with similar review scores to the original, and it's clear that this series will be a popular one going forward, with more Connect titles planned.

    Multiplatform-

    Deus Ex: Oblivion

    Published by Ubisoft, Deus Ex: Oblivion is the latest game in the Deus Ex series and plays quite similarly to OTL's Deus Ex: Human Revolution. Its protagonist is an office worker named Julia, who is nearly assassinated after discovering a conspiracy involving her employer and who is given cybernetic enhancements after surviving in order to take them down. The gameplay is a hybrid of the RPG/shooter style, with heavy emphasis on flexible, RPG style gameplay that the series is known for. Julia is able to form relationships with people, enhance her stats and her weaponry, explore several large cities, and complete dozens of side quests to gain information and items. The gameplay is highly flexible, with players given a huge variety of options to achieve their missions. It's possible to use stealth, to talk one's way through missions, to go in guns blazing, or to use a mix of the three approaches, with the game offering an unprecedented amount of freedom. The player can develop Julia's enhancements in a variety of ways, from a more combat-oriented build to a build focusing on deception and stealth, and skills develop naturally as the player utilizes them. Julia's actions have real consequences that permeate the rest of the game, with characters' fates able to change depending on what the player does. Nearly every major character in the game can have their fate altered by what happens during the story, with only one character guaranteed to die throughout the course of the game, and a total of eighteen major characters either living or dying based on the player's actions. The game's graphics are some of the best yet seen in a console game, with the Sapphire version pushing the console to its limits, making an iTwin port nearly impossible. The PC version looks even better, especially on high-end rigs. The game also boasts a strong cast of voice actors, with Laura Fraser as the voice of Julia (using a very slight version of her native Scottish accent for the character), and other actors like Laurence Fishburne, Michael Madsen, and Stephanie March playing major roles as well. Daniel Dae Kim plays the voice of the game's primary antagonist, a corrupt executive named Henry Chang who leads the world's most powerful internet conglomerate, and who seeks to collect incomprehensible amounts of data on every single person in the world via social manipulation and technological hijacking. Chang is able to use his company's technology to hack into nearly every device on the planet, and as the game progresses, he becomes more and more omnipresent via his control over technology. The game has numerous endings, which range from more straightforward (Julia takes down Chang, saving the world from his control) to somewhat more esoteric (Julia downloads her memories into the world's intranet, serving as a technological guardian as Chang's technology takes an unbreakable hold over the planet), with six major endings in all, and literally millions of possible ending variants. It's released initially on the Sapphire and PC in April 2012, with a Mac version coming later in the year and also appearing on the Google Nexus at launch. With its excellent storyline and gameplay, Deus Ex: Oblivion becomes another major Game of the Year contender, with excellent reviews and sales, and is arguably the biggest hit game of the first half of the year.

    Sine Mora

    A sidescrolling bullet hell shooter fairly similar to OTL's game, Sine Mora is initially released for the iTwin, but would later make its way to the Google Nexus and also to portable and mobile platforms. In it, the player controls an airplane with a variety of weapons, battling a ferocious, constant stream of enemies and bosses while attempting to keep an everpresent timer from ticking down. Like the OTL game, Sine Mora has a wide range of difficulty levels, which range from merely tough to nearly impossible. Apple proudly pushes Sine Mora as one of its biggest digital exclusives of the year, though it's merely a timed exclusive until the launch of the Nexus. It achieves similar reviews to OTL while achieving far stronger sales.

    The Addams Family

    An adventure/platformer game published by Ubisoft, The Addams Family hearkens back somewhat to classic 3-D platformers, while also offering its own kooky twist on the genre. The player can choose to play as either Wednesday or Pugsley, with each character having their own unique style of play. Wednesday controls almost like a PG-rated Sadira Blackheart, manipulating small creatures into doing her bidding and using weird weapons to inflict pain on enemies, while Pugsley uses traps and more comical weapons such as giant axes (which don't actually kill foes so much as bonk them cartoonishly). There's an almost MediEvil-esque vibe to the game, which is full of dark and scary imagery and almost eccentric in its tone, while keeping itself fairly grounded and dishing out a lot of laughs for players. The game's plot focuses on a strange, dark presence in the characters' town, which seems to have even taken a hold of Gomez and Morticia. Wednesday and Pugsley, along with a few of their friends (including a preppy girl who takes a surprising liking to Wednesday, and a mysterious large dog who follows Pugsley around) must chase the dark presence out of the town, because, in Wednesday's words, “no one brings pain and misery to this town but me”, while Pugsley mostly just likes messing with stuff. The game is fully voice acted as well, with Tara Strong as Wednesday and Alex Cazares as Pugsley. The game achieves good reviews, averaging an 8/10, while sales are also fairly strong, especially on the iTwin. It's considered to be probably the best family platformer of the year behind Super Mario Laboratory, and would get at least one sequel.

    Black Wednesday

    Black Wednesday is an FPS title about a soldier who has to track a gang of terrorists across the world after they perpetrate the deadliest attack in history. His motivation is part duty and part revenge, and the game has a very 24-esque feel to it as the protagonist uses whatever means necessary to achieve his goal of taking the terrorists down. This game gets some criticism for being fairly exploitative and politically controversial (and fairly derivative from a gameplay standpoint), but it is a highly polished title with a fun multiplayer mode and is one of the most popular shooters of the year, seeing release on both the Sapphire and the iTwin.

    International Rally

    The uber-popular Rally series goes worldwide for the first time ever, with hundreds of cars racing on tracks across the world. Popular tracks from American Rally, European Rally, and Arabian Rally return, alongside tracks in Japan, South America, Africa, and even a track in Antarctica. The game comes out on pretty much every system currently available, including handhelds and the new Nexus at launch, and gets both solid reviews and good sales, though not QUITE on par with previous games in the series, leading some to believe that there might be a little bit of fatigue setting in.

    Star Wars: A New Order

    An action-adventure game taking place before the new Episode VII movie, Star Wars: A New Order is the first game based on the sequel trilogy, and casts the player as both Luke Skywalker and a brand new Jedi Knight named Clad Mythrun. Clad is a pupil of Luke's and accompanies him on a series of missions to defeat an ancient Sith lord awakened by Lady Lumiya to threaten peace in the Galaxy. Meanwhile, other characters from Episode VII, including Thrawn and Galen, also play major roles in the game, and the game goes into great detail about their stories and motivations, making the game serve as sort of an expansion of Episode VII in a way. The New Order features a revamped system of combat, with a major emphasis on hack and slash and learning various Jedi techniques and building one's character up. Clad has entire skill trees to learn, while Luke comes pretty much fully powered up but has less versatile skills than Clad, limiting his potential somewhat. The ancient Sith Lord is named Darth Radicus, and was seemingly killed thousands of years before, but was instead merely put into a deep sleep by an ancient Jedi who had secretly taken an oath to stop killing after accidentally taking an innocent life. As Radicus and Lumiya sow chaos throughout the galaxy, Luke and Clad discover the story of Radicus and this ancient Jedi, all the while battling Lumiya's forces and Radicus' awakened cult members. The game's voice cast features Mark Hamill reprising his role as Luke, James Arnold Taylor as the voice of Clad, and Rutger Hauer as the voice of Radicus. Lumiya, Thrawn, and Garen aren't voiced by their movie counterparts, and are instead voiced by soundalikes. The game ends with Clad sacrificing his life to keep Radicus from escaping a desolate moon, while Luke returns to Coruscant, heartbroken at his pupil's death but vowing to defeat Lumiya to honor his memory. A New Order is hyped quite a bit prior to its release in May 2012, and debuts on both the Sapphire and the iTwin, with a Nexus port released at the system's launch. It sees good reviews and sales, keeping the record of strong Star Wars games intact.

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

    April 2012:

    1. Deus Ex: Oblivion (Nintendo Sapphire)
    2. Midia And The Gift Of Aqua (Nintendo Sapphire)
    3. Genji: An Old Man's Story (Apple iTwin)
    4. Spider-Man (Nintendo Connect)
    5. The Addams Family (Apple iTwin)

    May 2012:

    1. Star Wars: A New Order (Nintendo Sapphire)
    2. Star Wars: A New Order (Apple iTwin)
    3. Bombastic (Nintendo Sapphire)
    4. Black Wednesday (Nintendo Sapphire)
    5. International Rally (Apple iTwin)

    June 2012:

    1. Sonic The Hedgehog 6 (Apple Gemini)
    2. Diablo III (Nintendo Sapphire)
    3. Quixsters: Enter The Maze (Apple iTwin)
    4. Diablo III (Apple iTwin)
    5. The Conduit 3: United Systems (Apple iTwin)
     
    Summer 2012 (Part 1) - Game Arts Comes To America
  • Lunar 4: The Sword Of Lore

    Lunar 4: The Sword Of Lore is a JRPG developed and published by Game Arts for the Nintendo Sapphire and Apple iTwin. Like its predecessors, the game features a vast, anime-inspired adventure featuring a legendary hero, and turn-based combat with a traditional style. It's the fifth Lunar game overall, the first since Dragonrise, and not much has changed about the overall formula, making it somewhat of a throwback RPG despite featuring modern 3D graphics. Like Dragonrise, the game doesn't feature an overworld map per se. Instead, it features an interconnected world with enemy-laden areas between towns and landmarks, with the interconnecting areas being sort of dungeons in their own right (in a somewhat similar style to Final Fantasy X IOTL). The combat system also has some similarities to Dragonrise, though the interrupt system from that game is gone, in favor of the player being able to alter/enhance their character's regular or special attacks on the fly, with the use of button combos or items, depending on the attack and the character's proximity to an enemy on the battlefield. These can be used to enhance base level attacks or even to change the element or type of an attack in mid-swing, depending on what the enemy is doing. For example, if the enemy puts up a shield during an attack, the player can switch from a normal attack to a shieldbreaker attack in order to do more damage. For the first time ever, Lunar 4 features a party of characters that can be swapped between active and reserve, with eight playable characters in total and the ability to have up to four in the party at the same time (reduced from five, which was the party size in previous games). The game takes place in a separate timeline/world than the other four games in the series, but maintains the familiar themes of the classic Lunar games, including the four dragons and the concept of a Dragonmaster. This game's protagonist and Dragonmaster is a young man named Keith, who's somewhat more dashing and daring than the Dragonmasters featured in other games, with more of a humorous edge to him. He's more of the Kyle/Ronfar type of character than the Alex/Hiro type, and draws a lot of similarities to Eugene/Flynn Rider from OTL's Tangled movie, a sort of rogue with a heart of gold. The secondary protagonist and Keith's love interest is Zera, a sorceress who travels in a dark cloak and is connected to a Vile Tribe-esque coven of sorceresses who are seeking to reunite with her. Zera has a dark past, and her personality is a mix of sweetness and darkness. She wields powerful magic, but also wields a black sword that ends up being the "dark counterpart" of sorts to Keith's Dragon Sword, and the magical tension between the two swords forms one of the game's primary conflicts. Other playable characters include a sneaky half-mouse/half-human girl named Squeex, a mage apprentice boy named Fuller, a machinist inventor named Doc, a bow-wielding hunter named Robin, his companion/love interest Nora, and a circus performer/body builder named Jengo. Each character has their own story arc and also their own conflict with one of the game's numerous villainous factions, including the Dark Coven (Zera's group), a demi-human hating kingdom/theocracy called the Purity Church, and a militaristic empire called Nematosk. There are some minor good and evil factions in the game as well, but the main conflict sees Keith and his friends going on a quest to make Keith a Dragonmaster so that he's strong enough to battle the Dark Coven, while also seeking to learn the truth about Zera and her sword. The main story takes the heroes all over the world, with Nematosk's conquests serving as a main driving factor of the game. The Dark Coven and the Purity Church come into conflict from time to time as well, and their clash takes place mostly in the background, but comes to the forefront as the game progresses. Eventually, a main villain emerges: Zera's mother and the leader of the dark coven, Melfidria, who once held the power of the Black Dragon and used its power to create the Obsidian Blade that Zera holds. The Obsidian Blade prevents Dragonmaster Keith from reaching his full potential, but if it is destroyed, Zera will die. The Dark Coven eventually smashes both Nematosk and the Purity Church, forcing Keith and his friends to rise against them before they corrupt the dragons and conquer the world. Keith and Zera eventually realize they have no choice but to destroy the Obsidian Blade, but before they can do so, Melfidria binds Zera to it completely and takes the sword for herself, forcing Zera to serve as her thrall. Keith and the other heroes make their way to the Covenate Church to do battle with the remaining members of the Dark Coven and stop Melfidria, and eventually they are forced to battle Zera. They defeat her, and Keith prepares to smash the sword, but instead he uses his Dragonmaster power to bind the Obsidian Blade to the Dragon Sword, while also freeing Zera from its control. This creates a new blade, one of darkness and light with enough power to defeat Melfidria, who uses her own power to bend the four dragons to her will, fusing them to the remaining four members of her coven and creating a tower of darkness. The heroes must climb this tower, defeat the remaining coven members, free the dragons, and finally stop Melfidria. It's Zera who lands the finishing blow, taking the sword from a fallen Keith and reluctantly striking her mother down. The world is saved and the sword is returned to its protected place, waiting for a new pair of heroes to wield it once more. Lunar 4 features graphics exceeding those of Dragonrise, though not quite up to the quality of the best RPGs of the day. The game's English dub is performed by San Francisco area actors hired by Working Designs, which has now become fully absorbed within Game Arts. There are a few familiar names amongst them, though most of the actors would be unknown to people used to the Los Angeles pros who normally voice these types of games. The game is released in Japan in 2011 and in North America in July 2012, where it receives strong critical reviews, averaging in the 8/10 range. Critics praise the excellent animation in the anime cutscenes, which are some of the best in console gaming history up to this point. They also praise the strong soundtrack and the game's setting and world, though the traditional-style gameplay is a bit of a turnoff for critics used to action-RPGs or more fast paced games. It's the most hyped up Lunar game arguably ever, and sales reflect this, with the game performing well on both the Sapphire and the iTwin in North America, probably the best selling Lunar game in the West since Silver Star Story Complete was released for the Ultra Nintendo. Lunar 4 is a shot in the arm for the series, and couldn't have come at a better time for Game Arts, which was also looking to announce its formal presence in the West in a major way.

    -

    Ithiel: Fighting Fate
    (Author's Note: Ithiel: Fighting Fate is based on a game idea given to us by the reader HonestAbe1809!)

    Ithiel: Fighting Fate is an action RPG developed by Game Arts for the Nintendo Sapphire and Apple iTwin (and is later ported to the Google Nexus). It's the company's first true full fledged action RPG, and its gameplay is somewhat of a hybrid between the Mana games and the Elder Scrolls games, with a blend of JRPG and WRPG tropes and conventions. It's the first Game Arts title developed with Western audiences in mind, though it's also intended to be played and enjoyed by Japanese gamers as well. The game's protagonist is a woman named Ithiel who began life much differently: as a male sorcerer who was an evil sorcerer in her old life, but who, upon being defeated by the Destined Hero, was reincarnated as a woman after vowing to turn over a new leaf to spite the hero. Indeed, Ithiel's entire goal now is to become a hero herself, but she's blocked from doing so at every turn by the world itself which seems determined to fight her, believing her to be an irredeemable monster as the Destined Hero (who is referred to by this title for almost the entire game) claimed her to be. Ithiel, now stripped of most of her powers and abilities, must roam the world, seeking to forge a new identity even as fate itself seems twisted against her. The game itself has an anime-based art style despite being a fully 3-D action RPG, and though it's open world for the most part, the main storyline still plays heavily into things, with areas and quests locked behind story progress (though not all of them, giving the player freedom to roam and explore). Though the player only controls one person, Ithiel, they can recruit up to ten different companions over the course of the game. A few of them were Ithiel's allies back when she was evil, but others are heroes that Ithiel must painstakingly recruit to her side (a few of which must be defeated in combat first). Ithiel can have up to three companions fighting alongside her at once, and while these companions are controlled by the game's AI, it's possible to customize their equipment, build up their skills, and determine their strategies in combat. Ithiel can also form allegiances amongst factions, which give her more freedom to roam the game's world, opening up quests and pacifying areas so she doesn't get killed roaming in certain places. Ithiel uses mostly magic, wielding a staff by default, though it is possible to equip her with other weapons including swords, knives, and bows. It's easier to give Ithiel a magic-based build and use other companion characters as close range fighters, but players who wish to make their Ithiel melee-based are able to do so. The game's tone is fairly serious, but with a decent amount of humor, as the developers took some inspiration from games like Kingdom Quest when crafting their story and their world. There are some jokes and running gags, especially in certain characters' reactions to seeing Ithiel in her new form, but the main plot is fairly serious, especially as the story progresses. The game itself has better production values than any Game Arts title thus far. Despite the company being on stable financial footing at this point, Ithiel went somewhat overbudget, and the company has tied up a lot of its fortunes in the game, much like it did with Shima several years back. The game's voice acting is an example of this: despite Game Arts using Working Designs and its San Francisco studio for localizing most of its games, the English voice acting for Ithiel was not dubbed, but in fact the original recording, with the Japanese version itself being a dub, and the company used Los Angeles-based actors, with Cindy Robinson as the voice of Ithiel, and Nolan North as the voice of the Destined Hero. The game also uses a fully symphonic musical score, something that no previous Game Arts title had done.

    The game starts with a playable intro where Ithiel is the evil mastermind but he’s clearly not got his heart in it anymore and is just going through the motions. He’s ultimately slain by the Destined Hero (with the player playing as the Destined Hero himself, setting him up as a Decoy Protagonist so to speak). Then, while in the process of reincarnating, he decides to change his role in the story, and awakens as a female in a new area, told by the Powers That Be that by attempting to change, Ithiel has altered the entire world, but that her fate will be the same regardless. This kicks off Ithiel's adventure, roaming the world and attempting to become a hero, only to run afoul of the local populace at almost every turn. At the same time, the Destined Hero, who was always an asshole but who saved the world for the glory of it, starts out as a bully, but begins steadily growing in menace as Ithiel's villainous reputation slowly becomes heroic as she performs more and more good deeds for people and gets more and more people on her side. As the player explores the world and progresses through the game, they'll discover all sorts of lore about Ithiel's deeds before deciding to turn over a new leaf and why the people still hate her despite her efforts to make amends. The Destined Hero, while the main villain of the game, is somewhat in the background during the early part, occasionally causing trouble for Ithiel but not yet believing that she can truly change her ways. The Destined Hero is slowly gathering up an army to conquer the world, while people still believe that Ithiel is the main threat. The problem for Ithiel is also that the cycle of previous defeats is still playing out, so even though Ithiel knows what everyone is going to do, it's very difficult for her to change the world, even if a lot of the people she encounters don't know who she is. The Powers That Be are subtly manipulating the people's minds so that they still see Ithiel as the villain while seeing the Destined Hero as the hero, even as the Destined Hero gains more and more power and becomes more and more evil. Eventually, everyone learns Ithiel's secret, including some of the factions she's recruited to her side (with one of them being a clan of heroes who joined Ithiel because they didn't initially recognize her, but because Ithiel completed their questline, a rite of passage ritual that made her "family" with them in a way, they don't turn their back on her even after the Destined Hero reveals to everyone who she truly is). Eventually, the reversal of fate is complete: the Destined Hero has become a world conquering villain, while Ithiel has become a hero herself. She's even defeated her own Dark Lord persona in a major climactic story battle in which she fully renounces who she used to be. She then battles the Destined Hero, whose real name is Janus (symbolizing his "two faced" nature), but after he is defeated, the Powers That Be begin twisting the world in an attempt to force everyone back onto the cycle of destiny. Ithiel herself isn't powerful enough to defeat them, but with the help of the friends she's gained along the way, is able to break through the barrier blocking the physical world from the World of Fate, and is able to challenge them in a series of epic boss fights. After the gods are defeated, Ithiel returns to the physical world with her friends. The cycle is broken and now everyone is truly able to live their own lives. The main story (there's postgame content as well) ends with one of Ithiel's companions asking what they will do without destiny to guide them and she replies "whatever we want".

    Ithiel: Fighting Fate is released in August 2012. It's the first worldwide release by Game Arts, and reviews are quite good, averaging in the high 8s (better than The Elder Scrolls V), and making it one of the year's top RPGs and a sleeper pick for Game of the Year. Game Arts' investment in both production and marketing is repaid and then some, with outstanding first week sales of over half a million worldwide (including 200,000 in North America). It's considered the company's best launch ever, and even tops that of Lunar 4 in Japan. The game's worldwide reception and sales are compared to that of Full Metal Alchemist for Enix back in 2005, a majorly successful game that does well amongst both Western and Japanese audiences, and makes enough money for the company to further expand its production goals. Its release would see the company's Working Designs studio in San Francisco evolve into the Game Arts North America studio, a studio that would see full production of games entirely in the United States. It's the company's first true foray into Western-style game design, and the Ithiel IP, along with several other new games, would be produced in North America, while properties such as Lunar, Lufia, the Traveler series, Tale, and a few other titles would remain in Japan. Lunar 4 and Ithiel would stand in stark contrast to one another and would be symbolic of the company's transformation in 2012 into a fully international one, standing alongside its rivals on nearly equal footing, and completing the process begun by all of those mergers in the mid 2000s.
     
    The Amazing Race, Season 21
  • The Amazing Race: Season 21: Double or something.

    This season of the race needed something to bring fans back after the previous one. It may not have been much, but the producers decided to go big. If the team that won the first leg of the race also won the last leg of the race they would get $2 million instead of $1 million. Of course, that didn't end up happening. And, after this season, it was never brought up as a possibility again. This season was filmed from May to June 2012.

    The Cast

    Trey and Lexi: Dating couple. They are a nice down-home couple. Even if they can be a little stupid at times.

    Natalie and Nadiya: Twins. These two can be annoying, especially with their shouts of "Twinnie!". If I never have to hear that again, it will be too soon.

    James and Jaymes: Friends and Chippendales. I thought I wouldn't like these two at first but they grew on me.

    Caitlin and Brittany: Best friends. They were fun, for a while anyway.

    Amy and Daniel: Dating on and off. Amy got one of those flesh eating diseases and she lost both of her legs below the knee and a kidney. She got better.

    James and Abba: Rock star and lawyer and friends. And they both look like they belong in a metal band.

    Josh and Brent: Married goat farmers. The Fabulous Beekman Boys are on the race. I've never seen their show but they seem nice.

    Abbie and Ryan: Dating divorcees. They are intense, not as intense as Colin, but intense.

    Rob and Kelley: Married monster truck drivers. They have their moments.

    Gary and Will: Substitute teachers and friends. They claim to be representing fans of the show, but they represent fans of the show about as well as trolls represent YouTube users.

    Rob and Sheila: Married Couple. They are competitive I give them that.

    The Race

    Leg #1: "Double your money."

    Original Air Date: September 30, 2012

    Starting at the Colorado Street Bridge in Pasadena, California, teams have to rappel down the side of the bridge to get $230, their backpacks and instructions to fly to Shanghai, China. On arrival, teams have to make their way to Yuanshen Sports Center where they have to face a Roadblock. In this Roadblock, teams have to score one point against a 10 year old junior champion. If they don't do it on the first try, the champion will handicap himself by playing with something like a frying pan, a clipboard or a tambourine instead of a paddle.

    Teams then have to go to Cui Ping Jiu Jia Restaurant and face another Roadblock. In this Roadblock, the team member who didn't do the first Roadblock has to eat a Chinese dessert known as Hasma, which is the fatty connective tissue that from the fallopian tubes of frogs served in mangos. After using chop sticks to eat it, and not picking up the mango, they get the next clue. Teams now have to go to the Bund, where they have to find a young man and woman with a Suanpan abacus. Teams then walk to the Pit Stop: The Bund Signal Tower.

    1. Amy and Daniel 10:14 A.M. Won a chance to get $2 million dollars if they win the last leg

    2. Abbie and Ryan 10:16 A.M.

    3. Trey and Lexi 10:34 A.M.

    4. James and Jaymes 11:02 A.M.

    5. James and Abba 11:26 A.M.

    6. Natalie and Nadiya 11:44 A.M.

    7. Caitlin and Brittany 12:20 P.M.

    8. Josh and Brent 12:22 P.M.

    9. Rob and Kelley 12:38 P.M.

    10. Rob and Sheila 12:50 P.M.

    11. Gary and Will 1:05 P.M. ELIMINATED.

    Leg #2: "Long Hair don't care."

    Original Air Date: October 7, 2012.

    Getting $300, teams are told to get to Surabaya, Indonesia. On arrival, teams have to make their way to an alun-alun stadium where they picked up a bullwhip with a number on it. This reflects their order for a karapan sapi bull race, where teams race bulls on motorcycles, getting the clue if they won. Teams then go to Genteng Kali Bridge, then Taman Ekspresi where they get the Roadblock. In this Roadblock, one team member has to select four children and, while operating a pedal powered ride known as an odong-odong, make four balloon hats and four balloon animals, one for each child.

    Teams then go to Wijaya motor shop where they find the Detour: Ice by the Pound or Fish by the Barrel. In Ice by the Pound, teams have to go to Tirta Maya Ice Factory, get 10 65 lbs. blocks of ice into a truck, then deliver them to the Pabean Fish Market. In Fish by the Barrel, teams have to go to the Pabean Fish Market and get two barrels of fish to a vacant stall and set it up like a nearby example. Teams then walk to the nearby Pit Stop.

    1. Natalie and Nadiya 2:10 P.M. Won the Express Pass.

    2. Amy and Daniel 2:34 P.M.

    3. James and Jaymes 3:01 P.M.

    4. Trey and Lexi 3:19 P.M.

    5. Caitlin and Brittany 3:49 P.M.

    6. James and Abba 4:00 P.M.

    7. Josh and Brent 4:15 P.M.

    8. Rob and Kelley 4:29 P.M.

    9. Abbie and Ryan 4:44 P.M.

    10. Rob and Sheila 4:58 P.M. ELIMINATED.

    Leg #3: "Now we really are egg heads."

    Original Air Date October 14, 2012.

    After getting $210, teams have to go to Antika Jaya Padang Restaurant, where the Roadblock is. In this Roadblock, one team member has to carry 20 dishes, at the same time, and serve diners. If they drop even one, they have to start all over again. Then teams have to take a train to Bangil and what for their next clue on the train. Getting the clue from a food vendor on the train, teams have to go to another alun-alun once in Bangil.

    There they find the Detour: Lion's Head or Egg Head. In Lion's Head, teams have to participate in a reog dance, following instructions and wearing a 40 lbs lion's head mask over their head and shoulders. In Egg Head, teams have to purchase four eggs from a local market, then participate in a local custom called a debus, where a magician lights a coconut half on fire on each team members heads then fries the eggs in the coconut halves. The teams then have to eat the eggs with hot sauce. Teams then head to the Perliman Pos I where they run into a Blind Double U-Turn (two teams get U-Turned though they don't know who did it). No one gets U-Turned. Teams then head to the Pit Stop: The Green House of SMA Negeri 1 Bangil High School.

    1. Trey and Lexi 10:59 A.M. Won a trip for two to Fiji

    2. Abbie and Ryan 11:15 A.M.

    3. Amy and Daniel 11:23 A.M.

    4. James and Jaymes 11:46 A.M.

    5. Caitlin and Brittany 12:06 P.M.

    6. Josh and Brent 12:15 P.M.

    7. James and Abba 12:22 P.M.

    8. Natalie and Nadiya 12:35 P.M.

    9. Rob and Kelley 12:46 P.M. ELIMINATED.

    Leg #4: "Why'd it have to be rats?"

    Original Air Date: October 21, 2012.

    Getting $312, teams are told to go to Dhaka, Bangladesh. On arrival, teams are told to head to Rubel Model Auto Mobiles. There they take the Roadblock. In this Roadblock, one team member has to repair a city public transportation bus. First by puttying the cracks, sanding the putty then putting in three pairs of seats. There is a Fast Forward here, involving going into people's homes, after getting pest control gear, and collecting a bag full of dead rats. James and Abba get this.

    Teams then go to Kawran Bazaar Shootkir Market and search through dried fish for one with the race colors tied to it. Then they get the Detour: Pound the Metal or Pound the Cotton. In Pound the Metal, teams have to work with a local blacksmith, with hand pumped bellows and a 10 pound sledgehammer, beat an iron rod into a sharpened point. In Pound the Cotton, teams have to make a cotton mattress the Bengali way, by beating clumps of cotton into a feather like consistency with bamboo rods, then stuffing and sewing them. Then teams have to go by ferry and search the streets of Old Dhaka for the nest Pit Stop: Shyambazar Chan Mia Ghat.

    1. Natalie and Nadiya 10:01 A.M. Won a trip for two to Antigua

    2. James and Abba 12:17 P.M.

    3. Trey and Lexi 12:40 P.M.

    4. Amy and Daniel 1:05 P.M.

    5. Abbie and Ryan 1:16 P.M.

    6. Josh and Brent 1:44 P.M.

    7.James and Jaymes 1:54 P.M.

    8. Caitlin and Brittany 2:31 P.M. ELIMINATED.

    Leg #5: "Chill out!"

    Original Air Date: October 21, 2012.

    Receiving $250, teams have to get to Jatrabari Bazaar and find the beguna vendor (beguna being the Bengali word for eggplant). During this, several teams, including James and Abba and Natalia and Nadiya, end up in the same place. Somehow, James and Abba lose their money Natalie and Nadiya find it, but don't give it back to them and James and Abba have to beg for funds the rest of the leg. Teams then have to get to Ferry Ghat Road in Demra, where they find the Roadblock. In this Roadblock, one team member has to construct a scale using bamboo, rope and other materials and, once that is done correctly, use logs to balance out four heavy stones. Teams then get the Detour: Straw Dogs or Bamboo Jungle.

    In Straw Dogs, teams have to go to Latif Bawani Jute Mills and prepare 20 bundles of jute straw by heckling, throwing them against a nailed board then deliver them to the looms and at the end of the line receive a jute mat with their on it. In Bamboo Jungle, teams have to pick up a bundle of bamboo of varying lengths, then, by freight bicycle, deliver it to a construction site. At the end of each option teams get a picture of the next Pit Stop: Lok Shilpa Jaduphur in Sonargaon.

    1. Natalie and Nadiya 12:08 P.M. Won a trip for two to Malaysia

    2. Abbie and Ryan 12:16 P.M.

    3. James and Abba 12:34 P.M.

    4. Trey and Lexi 1:02 P.M.

    5. James and Jaymes 1:12 P.M.

    6. Josh and Brent 1:54 P.M.

    7. Amy and Daniel 2:10 P.M. NOT ELIMINATED/SPEEDBUMPED.

    Leg #6: "Get it, girl."

    Original Air Date: November 4, 2012.

    Getting $120, teams have to fly to Istanbul, Turkey. Once there, teams have to make their way to the Kabatas Ferry Terminal, where they get a clue telling them to make their way back to Asia. Teams have to figure out that is just a ferry ride away. Teams then make their way to the area around the New Mosque, where Amy and Daniel face their Speedbump. In this Speedbump, Amy and Daniel have to eat an ice cream cone, from a nearby marked stall, which includes a rather teasing performance from the vendor. Then they can join the other teams at the Detour: Simit or Scrub It.

    In Simit, teams have to pick up three orders of Simit Bagels from a local bakery and deliver them, with one team member balancing them on their head, returning with pay stubs to the baker. If any of them fall, they have to start over. In Scrub It, teams have to go to a bathhouse and take a traditional Turkish Bath. Teams then go to Kapalicarsi for the Roadblock. In this Roadblock, one team member has to dress in a costume and sell 40 cups of sherbet for one Turkish Lira each. After make 40 Lira (about $20 US at the time) they get the clue to the Pit Stop: MV Savarona in Kurucesme Cemil Topuzlu Parki.

    1. James and Abba 11:22 A.M. Won a trip for two to Australia

    2. Trey and Lexi 11:43 A.M.

    3. James and Jaymes 12:02 P.M.

    4. Natalie and Nadiya 12:13 P.M.

    5. Amy and Daniel 12:45 P.M.

    6. Abbie and Ryan 1:04 P.M.

    7. Josh and Brent 1:23 P.M. ELIMINATED.

    Leg #7: "Not our best moment."

    Original Air Date: November 11, 2012.

    Receiving $200, teams are told to fly to Moscow, Russia. On arrival, teams have to go to Zurab Tsereteli Sculpture Park and find two of Ivan the Terrible's guards at the Moskvoretsky Bridge. There they get the Detour: Alphabetized or Synchronized. In Alphabetized, teams have to go to the Russian State Library and, using a paper card catalogue, in Russian, locate four books. Once they have the correct location, and get the books, they will get the next clue. In Synchronized, teams have to go to the Trud Sports Complex and join a synchronized swimming team. After completing the routine correctly, teams get the next clue.

    Both Detour options have to be completed before the facilities close. If they don't teams incur a four hour penalty. Teams then go to Luzhkov Bridge where they find the Roadblock. In this Roadblock, one team member has to select one of the Trees of Love, trees covered in padlocks, and using a set of 10 keys unlock ten lock to free a banner. After that teams are given a 100 Ruble note that has a picture of the Pit Stop on it: The Bolshoi Theatre.

    1. Trey and Lexi 10:02 A.M. Won a trip for two to Maui Hawaii

    2. James and Jaymes 10:15 A.M.

    3. James and Abba 10:22 A.M.

    4. Natalie and Nadiya 11:01 A.M.

    5. Amy and Daniel 11:12 A.M.

    6. Abbie and Ryan 3:04 P.M. NOT ELIMINATED/SPEEDBUMPED.

    Leg #8: "Better than we hoped."

    Original Air Date: November 18, 2012.

    Getting $150, teams are told to head to Timiryazev Agricultural Academy where Abbie and Ryan hit their Speedbump. In this Speedbump, Abbie and Ryan have to drive a Russian Orthodox priest to his church in a limo. Then they can join the other teams at the Roadblock. In this Roadblock, one team member has to watch a slideshow about all the time zones of Russia and then say what time it is, relative to Moscow, five different Russian cities are. Teams then head to the Grand Hotel.

    Here teams find the Detour: Movers or Shakers. In Movers, teams have to dress up as Russian soldiers and learn the Trepak, AKA the Russian squat dance. Then they have to perform it, correctly, in front of a judge. In Shakers, teams have to go to a party where several impersonators of Russian celebrities are. Teams have to pick out seven: Catherine the Great, Joseph Stalin, Leon Trotsky, Leonid Brezhnev, Nikolai Rimsky-Korsakov, Peter the Great, Sergei Rachmaninoff, Nicholas II, and Vladimir Lenin. Then they have to count how many of each of these celebrities there are in the room. If their right an impersonator of Alexander Pushkin will give them their next clue. Teams then go to the Pit Stop: Sokolniki Park, Veranda Tanstev.

    1. James and Jaymes 2:20 P.M. Won a trip for two to Costa Rica

    2. Trey and Lexi 2:44 P.M.

    3. James and Abba 3:02 P.M.

    4. Natalie and Nadiya 3:12 P.M.

    5. Amy and Daniel 3:40 P.M.

    6. Abbie and Ryan 4:50 P.M. ELIMINATED.

    Leg #9: "Fishy kiss!"

    Original Air Date: November 25, 2012.

    Getting $200, teams have to go to Amsterdam, The Netherlands (with their only clue the flag of The Netherlands and instructions to go to the capital of the country it represents). On arrival, teams have to make their way, by train to the central station where the next clue and the Fast Forward is. In this Fast Forward, teams have to get to the Van Gogh cafe and ride an amphibious bus called The Floating Dutchman. Once in the water, teams find out that each team member has to eat five soused herring in seven minutes (the length of the trip on the bus). Natalie and Nadiya take this Fast Forward.

    The other teams take a boat into the Amstel River and find a floating stand near the Magere Burg which has the Detour: Back in Time or Organ to Grind. In Back in Time, teams have to recreate the Rembrandt painting the Night Watch, with costumed actors and props, including themselves. In Organ to Grind, teams have to find one of three Dutch street organs. Then one team member has to run it and the other has to beg for tips. Teams have to get 30 Euros. Teams then head to Museum Geelvinck for the U-Turn, which no one uses. Then teams head to a rural field outside Ransdorp for the Roadblock. In this Roadblock, one team member, in a Switchback to season twelve, has to go ditch vaulting. After this, teams head to the Pit Stop: The House of Rembrandt's Mistress.

    1. Natalie and Nadiya 12:33 P.M. Won $5,000 each.

    2. Trey and Lexi 4:50 P.M.

    3. Amy and Daniel 5:00 P.M.

    4. James and Jaymes 5:22 P.M.

    5. James and Abba 6:59 P.M. ELIMINATED.

    Leg #10: "Not an athlete."

    Original Air Date: December 2, 2012.

    Receiving $250, teams have to fly to Barcelona, Spain. Once there, they have to book an overnight ferry to Palma on the island of Mallorca. Teams then have to go to Palma Cathedral, where have to look out for a theatre troupe of little devils and demons in a production of La Nit del Foc, a traditional Mallorcan festival, for their next clue. Teams then have to get to Centro de Alto Rendimiento for the Roadblock. In this Roadblock, to honor tennis star Rafael Nadal, teams have to hit 20 balls from an automatic server within the bounds of a clay court. If the server runs out of balls before they can finish, they have to refill the server and reset the score.

    Teams then head to the Coves de Campenet where they have to search for two guitarists in the cave. They hand the teams the Detour: Spin It or Bull It. In Spin It, teams have to go to a 400 year of Mallorcan windmill, put on safety gear and repair two blades of the windmill. In Bull It, teams have to go to a bull fighting arena, put on a two person bull costume and then the person in back has to guide the person in front around eight matadors before striking a ninth, in two minutes. Teams then go to the Pit Stop: Bellver Castle.

    1. Trey and Lexi 2:15 P.M. Won a trip for two to the Riviera Maya.

    2. Amy and Daniel 2:54 P.M.

    3. James and Jaymes 3:24 PM.

    4. Natalie and Nadiya 4:13 P.M. NOT ELIMINATED/SPEEDBUMPED.

    Leg #11: "Take down that million." Part I

    Original Air Date: December 9, 2012.

    Getting $150, teams have to fly to Barcelona, Spain then take a train to Saint-Pierre-Des-Corps, France. On arrival, teams have to pick up and load eight baskets from a local restaurant into their cars using the hands-free opening/closing feature. Teams then have to get to the Chateau de Villandry where Natalie and Nadiya face their Speedbump. In this Speedbump, Natalie and Nadiya have to go to a specific room in the Chateau and properly tie a woman's corset. Then they can join the other teams in going to Leonardo da Vinci's tomb in the Chateau d'Amboise. There teams find the Detour: Chow or Plow, both inside the Chateau de Cheverny.

    In Chow, teams have to properly prepare a feast for the Chateau's hunting dogs. In Plow, teams have to hook up a plow to a horse and plow four mill lines. Both Detour tasks are First Come, First Serve and only two can go at a time. Teams then head to go to a store in Bourre for the Roadblock. In this Roadblock, one team member has to find La Cave de Roches and, using one of the baskets they picked up at the train station, fill it with 10 each of grey oysters, wood blewits and Shiitake mushrooms. Teams then go to the Pit Stop: The Chateau des Chenonceau.

    1. Amy and Daniel 2:10 P.M. Won a 2013 Ford Escape for each racer.

    2. Trey and Lexi 2:34 P.M.

    3. James and Jaymes 3:00 P.M.

    4. Natalie and Nadiya 3:14 P.M. ELIMINATED.

    Leg #12: "Take down that million." Part II

    Original Air Date: December 9, 2012.

    Getting $240, teams are given a postcard depicting their final destination city: New York City. In particular a specific spot in Coney Island (which was damaged during Hurricane Sandy a few months after this was filmed). Here teams have to search the boardwalk for a poster advertising their next destination: The Brooklyn Navy Yard where they find the Roadblock. In this Roadblock, one team member has to put on a straight jacket and escape it like Harry Houdini did. Though, unlike Houdini, this task comes with a surprise bungee drop at the end.

    Teams then head to Lombardi's Pizza in Manhattan, where they have to deliver 10 pizzas with various toppings to three different addresses, without taking notes. After that, they are told to go to the United Nations headquarters. There they find another Roadblock. In this Roadblock, the team member who didn't do the first Roadblock has to attach the words for hello and goodbye, as said by the Pit Stop greeters in each leg, to a flagpole with that country's flag on it. In order: Mandarin Chinese, Indonesian, Bengali, Turkish, Russian, Dutch, Spanish and French. Then teams head to the finish line: Gotham Hall.

    1. Trey and Lexi WIN

    2. James and Jaymes PLACE

    3. Amy and Daniel SHOW

    The Review

    This season, while a bit of an improvement over the last couple, didn't bring in any new fans, as was hoped at the time. However, ratings were steady. There may have been a small uptick, but they were steady. It's my number 20 season.

    -Globetrotting: An Amazing Race Blog by R.C. Anderson for the website Reality Rewind, January 23, 2017.
     
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    Summer 2012 (Part 2) - Argonaut's Passion Projects
  • Quintessence

    Quintessence is a rail shooter developed by Argonaut and published by Nintendo for the Connect handheld. Though it has a few gameplay similarities with Star Fox, it has a much-more arcadey feel to it, with a running score counter and much faster paced action. The game itself takes some cues from bullet hell titles, and is significantly more difficult than the classic Star Fox games, but isn't quite as difficult as the typical bullet hell shooter would be, and has an "easy to learn, hard to master" style that sucks players in and makes them want to get better at the game. It's also much lighter on plot than the Star Fox series, with only a sort of basic storyline surrounding its gameplay. The storyline casts the player as space fighter pilot Raid Conlan, an elite starfighter who is tasked with flying the experimental Five-Ship, a ship with the power to channel four different elemental energy beams and the capability to create a fifth beam of pure aether, which is charged up in battle and can be used to deal devastating damage to foes. Raid doesn't have any wingmen, per se, though he sometimes flies alongside pilots in the same armada who can help him out a bit (though most of the time, he ends up helping them out). With the ability to fire four different types of elemental bursts, it adds a significant degree of strategy, as there are ten different possible combinations, and three different types of projectiles, making for up to 42 different basic weapons, not including the Aether Beam, which adds more combo possibilities. Enemies have their own different elemental weaknesses and strengths, and the player is tasked with using their elemental beams that have the best effect on enemies. It's possible to get by with the basic fire/wind/water/earth beams, using Aether here and there when one's charge is built up, but getting the best scores in battle requires the use of several different combinations of attacks depending on the kinds of enemies being faced. Combinations can include wind/fire/cutter, which fires a devastating and quick pulse of blazing energy, or water/earth/scatter, which can be used to slow large groups of enemies. Water/fire/scatter can create a powerful cloud of acidic steam, while earth/wind/cutter can send spikes of hard light into enemies directly. Experimentation and finding what works best is the name of the game, with the Aether weapon able to be used against large groups of enemies or against bosses to deal huge damage and really rack up combo points. In addition to firing at enemies, the game also has destructible environments, such as enemy ships, asteroids, and forcefields that can be blasted through or turned against enemies. Practically everything the player does can score points, and triggering combos of cascading damage against tough enemies can score lots of points, with players challenged to improve their score every time they go through a level. The game has 18 levels in all, divided into three groups of six, though, like Starfox, it's possible to go from an easy track to a hard one depending on what the player accomplishes during a certain level. The player can choose between three levels to start from (unlike in Starfox, which usually has a default level, with one level being the hardest and one being the easiest, but it's not recommended for beginning players to start right on the hard level even though it makes it easier to remain on the hard track. Each level has a boss enemy, with some levels having multiple boss enemies, and it's possible for players to encounter "secret" boss enemies that only show up if certain conditions are met. Levels are somewhat short, a bit short than typical Starfox levels, though they're also dense with hazards and things to do, so they do seem a bit longer than they really are. The average player can usually finish up a six level Quintessence session in 15-20 minutes depending on skill level, so it is possible to see the entire game in an hour (provided one doesn't die in their first playthrough, which is a difficult thing to accomplish). The game features absolutely stunning graphics for a Connect game, with incredibly detailed enemies and environments, and plenty happening on screen, with an incredible amount of detail in the worlds and the space vessels seen by the player. There's voice acting, including from Raid himself as well as his friends and foes, though the dialogue is much more serious than in the typical Starfox game. As mentioned before, the game's plot is fairly simple, with Raid Conlon as a mostly lone starfighter going up against a powerful invading army. The villain is more serious and three-dimensional than Andross from the Starfox series, and serves as a sort of foil to raid: a highly decorated pilot turned emperor who seeks peace through overwhelming force, and wants to gain the power of aether to force everyone to bend to his will. To this end, he commands a massive army and seeks to take Raid's Five-Ship in order to drain its mysterious power. In the end, the villain engages Raid in a one-on-one ship fight, followed by deploying a space station/robot in an attempt to destroy him with overwhelming firepower. In the end, Raid defeats the villain, restoring peace to the galaxy, though he can't help but wonder how things might have turned out if the villain hadn't become a conqueror.

    Quintessence is released in August 2012 as one of the year's biggest Connect exclusives. It's praised for its gameplay and graphics, but criticized for its relatively short length, especially as a fully priced Connect title. Even with its incredible replay value, some fans and critics feel cheated at the idea of such a short game. For the most part however, reviews are excellent, and sales are quite good as well thanks to hype beforehand and word of mouth after. It feels like the Starfox gameplay formula perfected, and those who loved Starfox but hated the storyline/characters feel quite vindicated by Quintessence. It's considered a major success for Argonaut, who, while not creating games at the pace they used to, is still considered one of Nintendo's most important second parties.

    -

    Fans waiting for a new title in the Zeppelin Age series, however, might have to wait. According to Argonaut's lead developer Dylan Cuthbert, the studio is putting 100 percent of its efforts into the next Squad Four game, expected to be a title for Nintendo's next generation console.

    "I can't confirm anything about the platform, only that it'll be coming to Nintendo," Cuthbert told us. "Every single person at Argonaut is working on the game, which we expect to be our biggest ever and something that will take the series in an entirely new direction."

    We pressed Cuthbert for more information, but he responded to most of our queries with 'no comment', and we could only get a few tantalizingly short answers from him. Most notably, we learned that the new Squad Four game will feature significantly improved fighting animation from previous games in the series, both in gameplay and in cutscenes.

    "We've got an entirely new team working on fight animations, and they've been working on the game already for about three years. The new Squad Four will feature unprecedented visuals, and the most realistically animated characters ever put on a console."

    We've been teased for the past few months that Squad Four's sixth console game will feature incredible fight animation, and we're taking that to mean that the series might continue the hack and slash direction that Protectors took the series in. However, we asked Cuthbert about Protectors, and his answer gave us a bit of doubt about our hypothesis.

    "You know, Protectors wasn't for everyone. It was a very good game, and it did quite well, but when we asked fans what their favorite game in the series is, Protectors didn't come up too often."

    Instead, Rebellion was said to be the most popular installment of the series amongst fans, and it's not even close. Second place was Eclipse, and third, close behind Eclipse, was Upheaval, the fourth installment of the series that launched on the Nintendo Wave and had a good reception, but was said to not have been enough of a progression from Rebellion. Cuthbert mentioned that while he's not dwelling too much on fan criticisms and that the game's direction will be driven primarily by the developers, he did mention that he's listened to fan criticisms of the series for the past two decades and that he takes their input into account for each new Squad Four the team makes.

    "We are listening," said Cuthbert. "We might not take all the fans' advice, or even most of it, but we do try to learn from our mistakes."

    The sixth Squad Four game has year to be formally announced, but with Nintendo set to announce the Sapphire's successor likely before the end of the year, a Squad Four-related announcement could be forthcoming.

    -from an article on NintendoLifeUK, posted on August 23, 2012
     
    A Look At Collectible Card Games
  • Long Running Card Game Featuring Sony Game Characters To End With September's "Final Clash" Expansion

    Sony's Game Masters, which was at one point the third most popular collectible card game in the world behind only Magic: The Gathering and Pokemon, will be ceasing production after thirteen years, with its final expansion set to be released in the fall. The card game, which featured characters from more than 30 different video game franchises battling it out with one another across 45 different expansions, will be ending with the "Final Clash" expansion, a sort of "all star" set featuring more than 200 different cards. Sony's game was a slower paced affair than rival game Magic, with less powerful cards, at least initially, a sort of response to the powerful Magic sets that dominated that particular game in early 1999 when Game Masters launched. Later on, however, Sony quickened the pace of the game with more powerful cards, something that split the player base between people who enjoyed the new cards and people who believed them to be far too game-breaking. Sony's game eventually slipped out of the top three in the mid 2000s thanks to the popularity of games like Yu-Gi-Oh and Death Diplomacy, both of which surpassed Game Masters in overall player popularity, but remained quite popular even until the recession at the end of the decade, when sales slipped ultimately below the point of profitability. It was thought that popular Sony titles such as Mystic would bring more people back into the fold, and last year's "Horizon" expansion, featuring cards based on the hit game Tales Of The Seven Seas: Horizon sold more cards than any other set in the past five years, but it wasn't quite enough to save the beleaguered game. Sony will be holding a series of tournaments and events during the latter half of the year as a sort of send-off to its hit trading card game, and more events are expected to be held in the coming years by independent gaming organizations, but Sony itself will cease support for Game Masters at the end of the year. Hasbro expressed interest in buying the rights to the card game, where it would be published by their subsidiary Wizards Of The Coast, but negotiations seemingly fell through and the game's demise is now imminent. Game Masters retains a fairly large fan community, and some of the most popular and powerful cards, including "Victoria, Bride Of The Seven Seas" from 2000's "Legacy" expansion, "Blinding Tesseract" from 2006's "Dimensional Journey" expansion, and "Lake, Future's Guardian" from 2008's "Mystic" expansion command high prices in good condition, with a BGS 10 2000 Comic-Con exclusive premium foil of "Victoria, Bride Of The Seven Seas" signed by Olivia D'Abo (the character's voice actress at the time) recently selling for $9,500 on Ebay. The end of Game Masters has left the shrinking CCG market with one less major game, though upstart card games, particularly those published in Korea, are starting to make increasing headways in the market even with Magic and Pokemon both doing stronger than ever.

    -from an August 22, 2012 article on Kotaku

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    List Of Magic: The Gathering Expansions From 2003 Onward (Before 2003, all expansions were the same as OTL, with minor butterfly differences regarding individual cards and the game's overall storyline. Also, core sets and special sets also happened, but aren't listed, this list only covers the main storyline sets.)

    Rise Of Tezugame- Fall 2003
    Fall Of Tezugame- Winter 2004
    Rebirth Of Tezugame- Spring 2004
    (The Japanese-themed set happens one year earlier than OTL, and rather than being called Kamigawa, it's called Tezugame. It's far stronger than OTL's Kamigawa set, analogous to Mirrodin in terms of overall strength, but with an Arcane theme rather than an Artifacts theme. This is also the set to introduce equipment and the new card frame ITTL.)

    Blacksea- Fall 2004
    Blacksea Horizon- Winter 2005
    Abyss- Spring 2005
    (A pirate-themed series focused on legendary creatures with a minor artifact focus, this set combines a pirate theme with an attempt to do a sort of modern Legends/Antiquities-style series. It's Ixalan, but without the dinosaurs and tribal themes, and takes place on a waterworld plane featuring a few islands scattered here and there.)

    Ravnica: City Of Guilds- Fall 2005
    Guildpact- Winter 2006
    Dissension- Spring 2006
    (Ravnica still happens as IOTL, and has similar themes to OTL's set, including a focus on color combinations, while introducing the shocklands for the first time. The overall plot has some significant differences, but gameplay-wise this is mostly the same.)
    Coldsnap- Summer 2006
    (We also get the Coldsnap set, as OTL.)

    Time Spiral- Fall 2006
    Alterplane- Winter 2007
    Future Sight- Spring 2007
    (Another series of sets that's mostly the same as OTL, though Planar Chaos has a different name ITTL. Another difference from OTL is that more of TTL Future Sight's ideas eventually filter down into future sets, including the card frame, and we get our very first planeswalker cards in the set as well.)

    Lorwyn- Fall 2007
    Morningtide- Winter 2008
    Shadowmoor- Spring 2008
    Eventide- Summer 2008
    (The third consecutive series of OTL sets that also appear IOTL, though they're significantly different from OTL's sets and are themed much similarly to OTL's Throne Of Eldraine, with human characters and more of an emphasis on fairytales. Indeed, Lorwyn is the fairytale set, while Shadowmoor is the fable set, drawing a stark contrast between the two.)

    Karthul- Fall 2008
    The Wild- January 2009
    The Balance- Spring 2009
    (This series takes place on the plane of Karthul, the site of an ancient civilization which originally housed great technology. This technology has been given a life of its own, but amidst the ruins grows a wilderness full of incredible creatures, and in the war between the survivors of Karthul and the creatures of the wilds, the plane is reborn. This is mostly a creature-centric block, and the setting is fairly popular.)

    Innistrad- Fall 2009
    Sins Of The Archons- Winter 2010
    Innistrad Redeemed- Spring 2010
    (Innistrad appears two years earlier than it did IOTL, and is similarly themed, though the storyline itself focuses even more heavily on Liliana Vess, and casts her as a rebel against the dark mage rulers of Innistrad, the Archons. The character of Avacyn doesn't exist ITTL, but Innistrad is still saved by angelic forces at the end of the storyline.)

    Xanarica- Fall 2010
    Corruption- January 2011
    New Phyrexia- Spring 2011
    (With no Mirrodin ITTL, but the game's developers wanting to bring back Phyrexia, a more tragic tale is told: a tale of Xanarica, a plane where even the young can learn powerful magic, but a plane that also grows quite arrogant, allowing for Phyrexian corruption to take hold. This plane has a lot of similarities with Atlantis, or with Zeal in Chrono Trigger. The first part of the story introduces beloved characters, most of whom suffer horrific fates, though a few survive and at least one would become a longtime fan favorite hero.)

    Return To Ravnica- Fall 2011
    Guildwar- January 2012
    Heroes Of Ravnica- Spring 2012
    (Ravnica is revisited a year earlier than OTL, and this storyline has the ten guilds engaging in an all-out war, with numerous heroic planeswalkers caught in the middle. This is another legendary creature-themed set, introducing some new mechanics and is generally more powerful/popular than OTL's Return To Ravnica set.)

    Zendikar- Fall 2012
    Discovery- January 2013
    Beyond The Sky- Spring 2013
    (With no Eldrazi in TTL's Magic: The Gathering, the original Zendikar set, which also debuts three years later than OTL's, is more of a straight-up adventure themed set, though at the end of the story for this block, something is discovered that will have huge implications down the road.)

    -

    In addition, the Zendikar set will introduce what Wizards of the Coast has deemed "masterpieces", reprinted premium foil versions of classic Magic: The Gathering cards which will be inserted into random packs at a rate of about 1 in 200, or about one in every six booster boxes. The first set of masterpieces, called Expeditions, will include classic land cards from a wide variety of sets, and for the first time ever, will re-introduce "reserved list" cards into regular booster packs.

    This is only possible because of a "premium foil loophole" that Wizards of the Coast has maintained as an exception to their policy of not reprinting cards that have been placed on the reserved list. This list includes some of the most famous and valuable cards in the history of the game, including Black Lotus, the Moxes, Library of Alexandria, and Juzam Djinn. The premium foil loophole allows Wizards to reprint reserved list cards as foil judge promos (given as rewards to long-time tournament judges) or recently in their From The Vault premium collector's series, which started including Reserved List cards in 2009 and has included them in the last four sets, including 2012's From The Vault: Realms, which included the Reserved List cards Rainbow Vale, Serra's Sanctum, and Tolarian Academy. In 2010, Wizards of the Coast invited a small number of longtime players and collectors to a special forum in which the future of the reserved list was discussed, and as a result, Wizards re-affirmed the status quo, continuing to maintain that reserved list cards would not be reprinted, but keeping the premium foil loophole open. As a result, the special Masterpiece series will include (among other non-reserved cards) a total of 24 Reserved List lands, including the aforementioned Rainbow Vale, Serra's Sanctum, and Tolarian Academy, along with cards such as Gaea's Cradle, City Of Traitors, and the ten original dual lands, which haven't been reprinted since Revised. The cards will all feature brand new art, distinguishing them from the originals. Lands such as Library Of Alexandria, Bazaar of Baghdad, and Mishra's Workshop have not been reprinted in the new series, indicating that Wizards intends to maintain the collector's value of the 'best of the best' cards in Magic's history, at least for now.

    In a statement released alongside the Zendikar Expeditions announcement, creative director Mark Rosewater said: "We intend to keep the promise of the reserved list, but the premium foil loophole is something that has always existed alongside the list, and allows us to reprint these beloved cards in limited quantities that will give new players the chance to experience some of the most storied cards in Magic's history while also maintaining the collectability of the cards for longtime players who have held onto the originals."

    It's expected that Wizards will continue the series with future expansions, introducing different types of cards such as enchantments and creatures to the series.

    -from an article on CCGMasters.net, posted on September 14, 2012

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    The lines between video games and collectible card games are increasingly blurring, and it's not just because of games like Pokemon (owned by Nintendo) and Yu-Gi-Oh (owned by Konami). Companies are developing digital card games with an eye toward making them as fun, addictive, and profitable as the aforementioned physical card games, and are having increasing success in doing so. The growing mobile gaming platform is uniquely geared toward card games, with their touch screen interfaces and the ability for players to easily dip into and out of a game. One such game is Beta Bits, published by indie gaming company Heartfire. Beta Bits is a game in which players collect cards featuring tiny computer code creatures that can then hack into the opponent's creatures by using their own abilities and ability cards played alongside them. It's fast and it's exciting, with single turns sometimes involving multiple board wipes as creatures and cards are played back and forth in rapid fashion. Beta Bits, with a great deal of random gameplay, is a game that would be almost impossible to play physically, as it would require the game to stop for players to roll multiple simultaneous dice. In a digital format, the computer can do all the rolling, and it's quite easy for what would take human players minutes to figure out to take only seconds on the screen. Another fun indie digital card game is Gladiola, a fantasy-themed card game in which flower fairies clash above a colorful battlefield. Don't let the cutesy exterior fool you: Gladiola is highly complex, with deep strategy and multiple phases per turn, rivaling Magic: The Gathering in its complexity. It's a bit hard to learn, but the game's tutorial makes it a lot easier, and once you've got the rules down, you'll be creating flower fairies with the best of them. Gladiola is a South Korean game that's only recently come to the West, but it's started to gain somewhat of a foothold here. It's not just indie companies making these types of games: larger companies are now starting to get into the business of digital card games as well, with Sega launching a pair of them for the iOS platform, including a card game based on its popular Shining Force series. These games have fairly simple rules, and are free to play, but expansion packs do cost money, and building a great deck costs slightly more. Sega's card games are relatively cheap when compared with physical games like Magic and Pokemon, but it's still a growing sign of the encroachment of pay services into mobile titles, and might be a turn-off to more cash strapped players. So far, neither of Sega's games have caught on in the same way that the indie games have, but if these larger companies see these games as a way to make more money from existing properties, it's likely they'll continue to push digital card games well into the future. Wizards Of The Coast has made millions off its popular Magic Online, a PC version of its popular physical card game, and companies both large and small are developing games of their own. Will one of them become as big in the digital realm as Magic has been in the physical? So far, none have come close, but it seems like only a matter of time before a digital card game emerges as a rival to the original champion.

    -from an article on Games Over Matter, posted on August 1, 2012
     
    Summer 2012 (Part 3) - Capcom, Still In Apple's Corner
  • Iron Combatant

    Iron Combatant is an action/mecha game and a full reboot of the original series, featuring a brand new protagonist but continuing the themes and gameplay of the originals. The game puts the player inside a combat exoskeleton and has them battling hordes of foes to save the world from calamity. The rebooted Iron Combatant ditches the apocalyptic setting of previous games in favor of a sci-fi/futuristic game taking place in Japan in the mid-21st century, and ditches iconic protagonist Layla (who died at the end of the original games) in favor of a new protagonist, a man named Gunn Storm who has been chosen to lead a squadron of mech-enhanced soldiers called "Iron Combatants" as they wage war against an army of rogue AIs led by a combat computer that has turned against humanity. This computer, named Sentinel, was originally programmed to protect humanity, but thanks to the actions of a traitorous scientist, Sentinel has become the ultimate enemy and seeks humanity's extermination. The Iron Combatants must not only prevent the apocalypse, but protect the people of Japan, allowing them to continue living relatively normal lives. Battles play out as a sort of 3-D beat 'em up in which Gunn must fulfill a series of objectives, usually involving either killing certain foes or all of them. His mech can be upgraded using scrapped parts from enemies, which forms the game's "level up" system as the player uses these scraps to build more and more powerful parts, collecting and earning blueprints by completing missions or finding them discarded. Gunn has the ability to protect or combine his attacks with his fellow Iron Combatants, who each have their own health bar. When one of them is killed, they drop out of the battle until it's over, so if the player knows they'll want to combo their attacks with a certain fighter, they'll need to make sure that person is protected. Special attacks or abilities can come equipped to certain parts, and that can play a role in which ones the player will want to use in battle or build towards. It's also possible to see what loot enemies are carrying with the help of a special ability or with the help of a certain character who's able to identify enemy loot. Missions play out in dynamic fashion, and it's possible to gain new mission objectives depending on how a battle plays out. Missions can be replayed for extra parts or to improve the player's final score, which is earned by defeating enemies quickly and stylishly. Iron Combatant definitely plays more smoothly than the originals did, with lots of quality of life improvements and of course a big step-up in graphics. The game itself is more lighthearted than some of the previous games, with the fact that this one takes place in a world that hasn't yet been destroyed playing a big role in that. Cinematics and in-mission dialogue are fairly short and sweet, and serve to both communicate plot information and to build character relationships. The plot itself starts out fairly straightforward, but there are some twists and turns along the way, especially toward the end. The game starts with Gunn and his squad spending most of their time beating back robots, but eventually, the scientist who reprogrammed Sentinel shows his face for the first time. Less an evil mastermind and more a well-intentioned extremist, the scientist believes that humanity's penchant for war will lead to its inevitable doom, and he has programmed Sentinel to ensure that the planet carries on after humans are gone. There's also the revelation, about three fourths of the way through the game, that Layla exists in this universe, but the game also seems to imply that this Iron Combatant isn't a prequel to the original series, but is instead an alternate timeline. Layla serves as a valuable ally to Gunn, who is able to convince the scientist who programmed Sentinel to undo what he has done. However, Sentinel's programming is no longer able to be overwritten, and the computer takes steps to bring forth the apocalypse by constructing a massive doomsday mech. It seems that the ending will play out with the world being destroyed and the apocalypse coming about, but Gunn and Layla are able to disable the mech just in time with the help of the scientist, who sacrifices himself to buy time. Gunn lands the finishing blow on the mech, and the world is saved, while Layla refuses to join the Iron Combatants and instead leaves for an unknown destination.

    Iron Combatant is released in August 2012, exclusively for the iTwin. It gets strong reviews, as people praise the game's fast-paced combat system and simple but engaging plot. However, the game itself is a bit short, lacking the epic qualities of previous Iron Combatant games, and the random loot drop system can get a bit frustrating, as some players feel they aren't allowed to make the builds they want to play. Famitsu gives the game a 36/40 review, better than it would achieve from most Western reviewers, and indeed, Japanese sales of the game are more than double what they are in North America. Overall, the game is a financial success, becoming one of Capcom's biggest iTwin titles of the year, and leads Capcom to continue their plans to bring the series back in style on the Virtua.

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    Mega Man Final

    Mega Man Final is the fifth and final game of the Mega Man Next series, and is exclusive to the Apple iTwin. It not only concludes the story from the previous four games, but also introduces elements from the original Mega Man series and the X titles, serving as a sort of "grand finale" to nearly every current Mega Man timeline, while being a strong game in its own right. Like previous games in the series, it's a fully 3-D Mega Man game that plays out like the OTL Super Mario 3D series, with mostly linear levels in which Mega Man is able to move and explore in all directions. Like in previous games, he's able to acquire weapons from defeated foes, and is also able to acquire some weapons from foes that were in previous games, giving him more weapons than ever before. Lee Nemmy, the antagonist from Mega Man Next 4, plays a crucial role in this system, and serves as a sort of helper/shop for Mega Man throughout his adventure. Mega Man is also able to communicate with Dr. Light and Dr. Cain from across space and time, getting both advice and upgrades from them. Most notably, Proto Man returns as well, first as an antagonist but then as a valuable ally. Melody and Zero make appearances in the game as well, while Dr. Wily serves as the primary antagonist, teaming up with a few other series villains to launch one final grand plan to defeat the Blue Bomber and conquer the universe. There are 16 base levels in all in which Mega Man must explore and gather weapons, and after those first 16 levels are beaten, Dr. Wily's Tower opens up, containing eight more levels for a total of 24 in all, more content than in any previous Mega Man game (with two years of development time, Inafune and his team were able to really put their hearts and souls into this game to create so many levels). This game introduces the "companion" system, in which Mega Man is able to team up with his dog Rush, his friends Zero or Melody, or, later into the game, Proto Man, each of whom has their own set of advantages and disadvantages in combat. Mega Man is able to find enhancements for his companions hidden throughout the game's levels, which can enhance their skills as they assist him, and it's up to the player to find the right balance between Mega Man's abilities and those of their companion. The game's levels play out fairly straightforwardly at first, with the player able to choose from one of eight levels to begin with. At the same time, they have the option to find and battle a pair of villains from previous series games: Protoman and Vile. Protoman seems reluctant to battle Mega Man, and claims to not be working with Wily but to be protecting the world and that Mega Man needs to stay out of his way. Meanwhile, Vile is more than happy to battle and defeat Mega Man and also claims to have his own agenda, as he works to gather up weapons from the foes that Mega Man defeats. Once the first set of eight levels is beaten, the next set of eight is opened up. Mega Man can now encounter Sigma and Cognus, both of whom claim to be serving as allies of Dr. Wily, while Protoman continues to show up from time to time as well. After the sixteenth level is beaten, Wily's Tower opens up, with the first level ending with a climactic showdown with Protoman in which his motives are finally explained. He tells Mega Man that the parts given to him from the future are destabilizing and are causing problems with the fabric of space-time, leading to a future apocalypse. Dr. Wily, who has come from the future to ensure that the apocalypse takes place, seeks to take the parts for himself, to turn himself into Cyber Wily, an all-powerful cyborg with the capability of ruling the universe until the end of time. Protoman witnessed Wily's transformation into Cyber Wily in the future and came back to the past to get the parts for himself, so that he can graft the parts onto himself, destroy Dr. Wily, and then destroy himself to ensure the parts will never be used. As Mega Man progresses through the tower, he comes across more of these future parts, then finally reaches the top of the tower, where he battles Dr. Wily in a giant mech. Dr. Wily is defeated and his mech is destroyed, but this causes Mega Man to begin to destabilize, opening up a rift through which Cyber Wily emerges from the future. Protoman sacrifices himself to stabilize Mega Man, allowing him to battle Cyber Wily in one epic final showdown. Finally, Cyber Wily is defeated, ending Dr. Wily's reign of terror once and for all. However, there's one last thing Mega Man knows he must do. In a Terminator 2-esque scene, he stands over a pit of scrap metal, ready to sacrifice himself, only for Dr. Light to show up with a way to separate the parts from Mega Man, allowing Mega Man to live on. In order to do so, he must transform Mega Man into a fully human boy. Mega Man agrees and the procedure is carried out. Mega Man becomes a boy named Rock, while the parts that allowed him to fight evil are destroyed, now no longer necessary. Mega Man is now able to live out his days as the human boy Rock, living amongst the humans he once protected. While this story is over, Dr. Light takes a glimpse through a time machine, showing that this is just one of many possible futures for Mega Man, and that in some other dimension somewhere, Mega Man remains a super fighting robot, battling the forces of evil.

    Mega Man Final is released in September 2012, to excellent reviews from both critics and fans (better than Next 3 or Next 4, but not quite as good as Next 2). Though some fans don't like the idea of "ending" the series, it's seen as an appropriate and excellent conclusion to many years of Mega Man lore, and an outstanding way to celebrate the Blue Bomber's 25th anniversary. The ending of course leaves things open for future titles, and Capcom confirms that indeed, more Mega Man games are coming, though there may not be another "traditional" game in the series for quite a while.

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    Capcom Said To Be "All In" On The Virtua, Planning Huge Slate For 2013 And Beyond

    Capcom's already had a big year on Apple's home console and handheld, releasing new installments of games in the popular Mega Man and Resident Evil franchises, among others. Their year isn't over yet, with Resident Evil 6 dropping in November, and indeed, the company's next generation plans have already begun, with multiple development studios said to be working feverishly on games for Apple's iTwin successor console. One of those games, an MMO dungeon crawler title called Deep Down, has been in development for years and is expected to be released sometime late next year or early in 2014, but other games have also been proposed, which are expected to heavily utilize the Virtua's technology. According to a producer at one of Capcom's game studios, the company is "really excited" about the Virtua and its potential for new games that will use its motion capture capabilities, and that a new Street Fighter game utilizing the tech is already in the works. We've also heard rumors that the company will attempt to bring back the Iron Battalion series, which famously used a realistic (and expensive) control console to allow players to pilot a combat mech. Translating those controls over to the Virtua would allow for a similar game to be released that could be sold to many more players, as there would be no need for the expensive controls when players could use their own bodies as the controller instead. There's also rumors that a first-person Mega Man title could be in the works, allowing players to take on the role of the Blue Bomber from Mega Man's perspective, and would serve as a brand new reboot to follow Mega Man Final, which concluded nearly every ongoing storyline in the series. Capcom still has no plans to produce games for any other company than Apple at this time, and it's rumored that Apple has invested massive amounts of money in the venerable Japanese gaming company. No third party has formed a closer working relationship with a console maker in recent years than Capcom has with Apple, and with Squaresoft announcing that they'll begin making games for Google's Nexus alongside Nintendo's consoles, it's a relationship that might just be unique in the industry. Capcom will play a major role in the Virtua's software library, and with all these upcoming games on the schedule for the Virtua, there's little doubt that the new technology is driving creativity at the company.

    -from a September 21, 2012 article on Games Over Matter
     
    Summer 2012 (Part 4) - Wonder Twin Powers, Activate!
  • Terror Trip

    Terror Trip is an adventure/mystery/horror title developed for console and PC by the independent game company Pyramid Games, and published by Psygnosis. The game, which was primarily written and programmed by twin siblings Alex and Ariel Hirsch, along with several other developers, tells the story of a pair of high school seniors who go on a class trip, only to find themselves separated from the group and lost in a mysterious, abandoned town, in which they unlock a series of mysteries that threaten the fate of the entire world, forcing them to team up with their friends to stop a worldwide calamity. The game, which has thematic similarities to OTL's Gravity Falls, while also playing similarly to OTL titles such as Alan Wake and Until Dawn, is a more serious take on Alex Hirsch's Gravity Falls idea, nixing a bit of the more absurdist and kid-friendly humor for some more serious fare, but maintaining a comedic edge throughout and never quite getting completely serious, with the Hirsch twins taking inspiration from the storylines of such TTL games as Pickton Lake, Dick, and Thrillseekers. It plays like a mix between a 3-D adventure game and a point and click, a sort of hybrid of the Resident Evil/Alan Wake archetypes of gameplay, in which players are free to move, roam, explore, and fight, but investigation and puzzle solving plays a major role in gameplay progression, with combat taking somewhat of a back seat and best avoided if at all possible. The primary protagonists, and the only two playable characters, are Dirt (real name Danny, though that's not revealed until near the end of the game and everyone calls him Dirt anyway) and his twin sister Claudia. Dirt is very much like his OTL counterpart Dipper Pines (right down to his voice actor, Jason Ritter). He's highly intelligent but also a bit of a socially awkward dork, and somewhat of a scaredy cat as well. He's 17, so he's a bit more mature than Dipper, and based heavily on Alex Hirsch himself, though with a bit more of a humorous innocence to him. Claudia, on the other hand, is somewhat different from OTL's Mabel: she's still a bit quirky and weird, but a lot more serious, sort of like a Mabel who's gone through high school and has spent time around more "normal" people. She's also quite smart, but whereas Dirt is more book smart, Claudia is more street smart and also quite people smart (though she's not an exceedingly popular girl at her school, she knows how to talk to people and people tend to like her once they've gotten to know her), she's very warm and nurturing but can also be quite aggressive when someone threatens her or the people she cares about. She's voiced by Danica McKellar using a voice that's quite close to her OTL Miss Martian Young Justice voice. Though Dirt and Claudia are the main protagonists, and spend quite a bit of time alone exploring together, eventually several other students on the trip get caught up in the mystery. These include Kim, a sort of TTL version of OTL's Wendy Corduroy: a badass, athletically capable redhead and Dirt's main love interest (and unlike OTL, she's the same age as Dirt, so there's no age gap problem). Kim's pretty friendly, but Dirt has a lot of awkwardness around her, and Kim's closer to Claudia than to Dirt, at least at the start of the game. Kim is voiced by AJ Michalka. There's also Julia, AKA Jules, the closest thing to OTL's Pacifica Northwest: Shallow, rich, and arrogant, and starts out the game as the queen bee character, but has some hidden depths later on. Jules is voiced by Tara Strong. Then there's Jesús, who has a few similarities to OTL's Soos, though he's not quite as big or as humorous, and instead serves as Dirt's "cool" best friend who tries to get him to open up more to Kim. Jesús is voiced by Carlos Alazraqui. There are a few characters in the game who can't easily be compared with OTL Gravity Falls characters, including Will, a somewhat preppy kid who serves as Jules' love interest and who also helps her bully the other characters, but when something tragic happens to him, Jules starts to turn over a new leaf. There's Rickon, a friendly kid from the football team who ends up being the second person to believe them about the weird stuff they've seen (Kim is the first), and also Alma, Dirt's friend from the computer club who has a sort of platonic friendship with him. There are many more major teen characters in the game than there are adult characters, with most of the major adult characters serving as antagonists. There's no Grunkle Stan expy in the game (Alex and Ariel have an idea for a similar character but want to use it in a future game), but there is a McGucket-like character (though, as is par for the course, he's played for somewhat less laughs than in OTL Gravity Falls). Finally, John Ritter plays the voice of the game's primary antagonist, Franklin Wainwright, a museum curator met early on who became immortal as a result of the government experimentation that forms the crux of the game's main mystery, and who eventually tries to kill Dirt, Claudia, and their friends after they threaten to destroy the sacred rune keeping him alive. He's only revealed as the villain quite late into the game, with the game positioning other characters and eldritch forces as potential main villains before Wainwright is revealed. Terror Trip is extremely heavy in terms of lore, with about two-thirds of the game's exploration being entirely optional and serving only to flesh out the game's backstory and lore. It's quite possible to do only a small amount of puzzle solving and exploration and solve the game in about six hours (with speedruns significantly shorter than that if you know what you're doing), but dilligent players who seek everything out will spend 20 hours or more solving all of the game's mysteries and experiencing the game's dialogue. Thanks to funding from Psygnosis, Terror Trip has fairly high production values for an indie game, comparable in some ways to OTL's Hellblade: Senua's Sacrifice as a sort of AAA-esque indie title. The graphics are decent, and the sound design and voice acting are considered outstanding for the game's production budget. It helps that despite all the exploration it's possible to do, Terror Trip isn't a very "big" world overall, consisting mostly of a small town area, some nearby research facilities, and a surrounding forest and beach area, much of which is blocked off. The game favors content density over having a big world, and it certainly has the effect of making the game feel a lot bigger than it actually is.

    Terror Trip takes place on a senior class trip to Willamette Falls National Park, a forested area in Oregon. While there's plenty to do, including camping, surfing, and some extreme sports, Dirt and Claudia quickly become bored with the desolate forest, and ditch their group to go exploring. They quickly stumble upon the ruins of an old town out in the forest, a 1930s/1940s era town said to have been used for World War II-era experiments. At first, the town seems fairly ordinary, but the twins do discover some strange discarded documents and hear some weird noises, which culminates in the two of them finding a mummified corpse that's impossibly preserved for being 70 years old. They return to their group and try to explain what they found, but hardly anyone believes them, and Claudia decides to return for proof despite Dirt's objections. This time, the two become truly lost, and awaken mysterious shambling zombie-like creatures that pursue them through the forest, leading them to an old research facility in which they eventually find a sealed door behind which something is banging, and also encounter a mysterious old man who can't remember anything but tells them to leave. The two can't get back to their group, but they do find a desolate museum and meet with Franklin Wainwright for the first time. They decide to camp out at the museum, since their student group is expected to come back there in the morning and they can reunite with them, but during the night, the strange shambling things attack and they're forced to abandon the museum and return to the town, where they find a door that leads to another underground facility in which they find evidence of government experiments, a mysterious cult, and an eldritch force that people were being sacrificed to. They are soon attacked by the cult and barely make it out alive. Soon afterwards, they reunite with their group and learn that some of the students were attacked. Will and Jules went out into the forest with one of the chaperones, while Kim decided to lead an expedition of her own into the forest to look for the source of what's been happening. Kim has found her way back to the research facility from chapter 2, and Dirt follows her there, while Claudia manages to find Jules, who has been taken prisoner by the cult who has already brainwashed Will. Claudia is forced to injure Will to save Jules, prompting a huge argument between the two, while Dirt and Kim manage to fight their way out of the research facility after freeing the thing trapped in the room, which turns out to be a scientist who has somehow remained alive since the 1940s, in mostly perfect shape save for a few strange scars. After some more events, Dirt and Claudia find themselves alone again, investigating deeper into the forest, tracking down the scientist they freed who has managed to stumble away. Horrified, they discover that the scientist has willingly allowed himself to be sacrificed by the cult, and Dirt and Claudia are powerless to stop it. The cult seems to be sacrificing people to feed an eldritch force known as Eidolon, which has promised eternal life to its followers in exchange for feeding it fresh souls. Eidolon's evil consumed the old town and now it's seeking out new victims, freed by someone who Dirt and Claudia strongly suspect to be the government official in charge of the park, and who has been set up to be the game's main villain. Meanwhile, as this is going down, Kim, Rickon, Jules, Alma, and a few other students are being pursued by the zombies, only for Wainwright to show up and save them (though Kim didn't really need saving). Dirt and Claudia eventually make it back to them, and they discuss what's been happening with Wainwright, who they hope can help them save the others from their group who have had their souls taken and stop the person they believe to be the cause of all of this, which can be done by stealing the Rune of Eidolon and smashing it. The artifact happens to be in Wainwright's museum, though when they return, they find it stolen, with cult members barring their exit. Wainwright is seemingly overrun, while the others try to escape. One by one, the students find themselves captured or seemingly killed, with Dirt and Kim the last survivors from one group, and Claudia and Jules the last survivors from the other. Dirt and Kim end up captured, while Claudia and Jules continue their argument amongst themselves. While captured, Dirt finally confesses his feelings for Kim, and starts to promise that he'll save her, only for Kim to interrupt him by promising him that she'll save him instead. Just when it looks like they're about to be sacrificed, Claudia and Jules manage to get their act together and save the day. However, Kim ends up having to sacrifice herself to cover the escape of the other three, leading to a big blow-up argument between Dirt and Claudia in which Jules tries to play mediator but ends up storming away after the two twins can't reconcile. This leads to the game's final chapter in which Dirt and Claudia both spend some time exploring on their own, both gradually piecing together that Wainwright is the real villain, while Jules stumbles into a way to cure the victims of the curse, only to be cursed herself after finding Wainwright and attempting to "save" him. At the same time that this scene is taking place, Dirt and Claudia reconcile after saving each other from a harrowing situation, only for them to put their clues together and realize that Wainwright is the one responsible for all of this. After giving a villainous speech revealing his actions and motives, Wainwright traps Dirt and Claudia in separate perils, with Kim pursuing Dirt and Jules pursuing Claudia. The two twins have to find a way to escape their situations and cure their friends, after which Kim takes charge holding off the zombies while Jules takes charge curing everyone and Dirt and Claudia take down Wainwright in a final boss "fight" that's more dialogue/mystery puzzle than fight, but still quite action packed and humorous and holds true to the spirit of the game. The Rune of Eidolon is destroyed by Dirt and Claudia together, causing Wainwright to crumble into dust and causing things to return mostly to normal. The possessed students and teachers are cured, while the souls of the townspeople are allowed to rest in peace. Dirt and Kim kiss for the first time, Jules and Will are reunited (though Jules now has some lessons to teach Will about not being such a jerk), while Claudia finds love and admiration from all the popular kids she saved (and if the player did a little bit of extra exploration, there's a super hilarious and satisfying scene here where Claudia pretty much tells off everyone who was mean to her and finds true friendship from an unlikely source). Terror Trip ends on a mostly happy note, though in typical horror fashion, there's a small "stinger"/sequel tease at the end implying that not everything is completely back to normal.

    Terror Trip is released in August 2012 for the Sapphire, iTwin, PC, and Macintosh, at a price of $29.99. It would get a Nexus port at the launch of that console in October, and would also be ported to the next-gen Nintendo and Apple systems, with a slightly less graphically intensive version of the game also coming to the mobile platform and handhelds later on. It's an immediate hit, and considered at the time to be one of the best indie titles ever released. Its characters and story would be extremely well received, and would achieve a similar level of fandom to OTL's Gravity Falls, essentially taking the same role as that series in the public consciousness ITTL. It would receive spinoff merchandise and novelizations, and while it wouldn't quite achieve the same level of massive fandom as say, Thrillseekers, it can be somewhat compared to that franchise in terms of overall notoriety in the gaming community. It makes Pyramid Games instantly one of the most beloved indie developers in the industry and makes the Hirsch twins famous, taking their place among the top indie developers and mentioned with similar reverence as people like Toby Fox would be IOTL. It sells several million copies across its multiple platforms, becoming one of the best selling indie titles of its generation, while its excellent critical reception makes it one of the top reviewed indie games of the year and a dark horse contender for Game of the Year overall. Thanks to this game, as well as games like Fez and FTL: Faster Than Light, 2012 would become the year when indie games finally truly established themselves as a major part of the industry, just in time for the eighth generation to begin.
     
    Summer 2012 (Part 5) - The Connect's Big Summer
  • Final Fantasy Brave

    Final Fantasy Brave is a portable spinoff game in the Final Fantasy series that launches as a Connect exclusive but eventually comes to mobile platforms. Its gameplay can best be compared to the OTL title Final Fantasy: All The Bravest, a game in which players put together a team of Final Fantasy heroes to battle boss creatures from various games in the series. It includes heroes from every Final Fantasy from I to XII, with over 80 total heroes in all to acquire over the course of the game, while also allowing for battles against villains from all the games as well. However, it has one major difference than OTL's All The Bravest: instead of being structured as a DLC-rich game that's barely more than a point and click experience that wastes the player's money, Final Fantasy Brave is structured like a full game, with new heroes acquired naturally through gameplay, and with a genuine progression system that rewards strategy and proper equipping of characters. The player begins by selecting one of the twelve main Final Fantasy heroes, and from there, is able to recruit more characters by completing missions. Soon, the player has a full team of five, and from there the fun really begins, with proper gauntlets of different dungeons and bosses, and the ability to acquire gold and treasure and level up characters to build the best team possible. The combat is still fairly simplistic, but players are now able to time their button presses to score combos and generate special attacks, and can also dodge and block boss attacks. It's still not the best Final Fantasy game by any means, but it's a fun and content rich distraction, and averages in the high 7s amongst reviewers, with decent sales (sales improve significantly once the game comes down to $19.99, which is fairly soon after release).

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    Soul Sacrifice

    TTL's Soul Sacrifice, which is a Sony produced Connect exclusive, is very similar to the OTL Vita title, with few differences in gameplay and story. The game is an action RPG in which the protagonist, who can be customized by the player and can be either male or female, is a victim of a powerful sorcerer, whose soul is trapped and enslaved in a hellish netherrealm. They are spared by the arrival of a magical book that grants them the power to utilize their own soul as a weapon against the sorcerer's forces, or to sacrifice both friend and foe to gain more power. The story takes place over a series of chapters, which feature increasingly difficult battles for the player to complete. Like OTL's game, the player's sacrifices are permanent unless a special type of soul currency is spent to restore the sacrificed body or soul parts. Perhaps the biggest difference between OTL's Soul Sacrifice and TTL's is the circumstances surrounding the game's production and promotion. Like OTL, Soul Sacrifice was developed from a concept by Keiji Inafune. While Capcom itself makes games only for Apple at this time, Inafune is a bit of a freelancer, and is able to work on games for consoles outside of Apple, with Soul Sacrifice being one of these concepts. The game's creation does somewhat widen the rift between Capcom and Inafune, leading to similar tensions between the creator and the company to the ones that took place IOTL. Regarding the game's promotion, IOTL it was hyped as a major Vita exclusive and the game that would help put the system back on its feet. ITTL, it's seen as just another Connect game, albeit one of their bigger 2012 exclusives. It becomes lost somewhat in the fold, though thanks to better sales for the Connect than for the Vita, the game's sales are about the same as they were IOTL, if not slightly bigger, making it a marginal hit. Without so much pressure put on the game to succeed, it's seen in somewhat of a better light, with reviews averaging a solid 8/10 overall.

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    Twisted Metal Liquid 2

    The sequel to 2009's Twisted Metal Liquid, which was a minor hit on the Supernova, Twisted Metal Liquid 2 takes keen advantage of the Connect's improved technology, providing an experience fairly close to that of the Nintendo Sapphire games. It maintains the future aesthetic of its predecessor, with sci-fi weaponry and a somewhat lighter theme than the Chaos titles, especially when compared to the nightmare worlds of Chaos 3. Its plot is also radically different, starring an Alita-like warrior from the future named Kurumi who rides around in a sleek sports car decked out with all sorts of laser weaponry, sent to battle not just the evil cyborg Sweet Tooth but a horde of AI cars programmed by an evil corporation to slaughter everyone who doesn't buy their products. It's bold, it's colorful, it's silly, and it's quite fun, probably the best looking Connect game to date, with some truly gorgeous animation and laser effects. It's also playable online, but many players actually prefer the single player campaign, which is fairly long for a Twisted Metal game and full of beautifully animated and fully voiced cutscenes, with Janice Kawaye as the voice of Kurumi (in a surprisingly serious performance, considering her fairly light and young sounding voice). They didn't have to make a handheld Twisted Metal game this good, but they did, and it sells more than twice as much as the original Liquid game and almost as much as Chaos 3, achieving some of the best review scores for a Connect game to date.

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    Kirby And The Princesses Of Popstar

    Kirby And The Princesses Of Popstar is an action platformer and the first Kirby game for the Nintendo Connect, while also being the second of three in a "pop culture" trilogy for Kirby. The second game in the series focuses on music, specifically pop music but branching into other genres, and it involves Kirby rescuing five musical princesses from an evil sorceress named Divalar who seeks to take their musical gifts away. The five princesses are based on punk rock, bubblegum pop, ballad pop, techno pop, and heavy metal, and while Kirby gets most of his familiar abilities to battle the bad guys with, he also gets twelve new abilities, all of them based around musical genres. There's a Pop Kirby, a Rock Kirby, a Metal Kirby, a Country Kirby, a Rap Kirby, a Techno Kirby, a Grunge Kirby, a Prog Kirby, an Opera Kirby, a Showtunes Kirby, a Classical Kirby, and a Ska Kirby, and each of the musical Kirbies wears an outfit based on a famous musician. Some of the standouts include an Elvis outfit for Rock Kirby, a Britney Spears outfit for Pop Kirby, a Freddie Mercury outfit for Prog Kirby, a Kurt Cobain outfit for Grunge Kirby, and a Gwen Stefani outfit for Ska Kirby. The game features a whimsical soundtrack mixed with some musical homages to various genres, and also has some bosses themed after classic musicians as well, including one boss that's a clear homage to Elton John. For the most part, this game plays mostly like a normal Kirby title, with a graphical style comparable to games like OTL's Star Allies (though without the multiplayer capability). It features six different worlds with 6-8 levels each, and boss challenges that open up once the main game and some of the minigames (which include rhythm minigames, as appropriate for a musical themed Kirby game) are beaten. It's quite fun and of course quite musical, and while reviews are only average for a Kirby game, fans love the different musical Kirbies, some of which become series staples. Ska Kirby/Gwen Stefani Kirby in particular becomes a MASSIVE meme, possibly one of the biggest game related memes of 2012.

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    Snap!

    A first-party Nintendo title, Snap is a camera-based game that utilizes both the Connect's camera function and the connectivity with both the Sapphire and its successor. It's essentially a 3-D platformer/adventure game in which the player can take pictures in-game and in the real world to achieve in-game bonuses and effects. The game includes several virtual levels in which the player navigates through a series of environments in search of interesting/funny pictures to take, somewhat like a real world version of OTL's Pokemon Snap or TTL's Pokemon Safari. There are twelve levels in all, each one packed with different things happening, interesting characters and interesting events, mostly light hearted though there are also some spooky and scary things going on (it's an E10+ game though, so nothing TOO scary). The real attraction of Snap!, and the thing that ends up making the game a MAJOR hit, is the ability for players to use the Connect's camera to take pictures of things in the real world and score points for them in the game. The game also has some augmented reality functions, but it's very good at identifying things in the real world, and there are literally thousands of different challenges, with hundreds of modifiers for each to score the player's pictures. In addition, with online functionality, there are daily challenges and all sorts of new things happening in the game, so the game itself rarely gets old as there's always something new to do. Snap! is released in September 2012, and though it's marketed as one of the Connect's big games of 2012, the reviews and especially the word of mouth from players ends up exceeding the hype significantly. One of the more successful Nintendo IP launches in recent memory, it's one of the Connect's best selling games overall, selling millions of copies by the time things are all said and done and becoming the second most successful handheld title of the summer behind only Sonic The Hedgehog 6.

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    "But despite Nintendo's Connect having more successful games overall than the Gemini, the Gemini was able to make up some ground in sales, even in North America where the system has been performing rather poorly. A major part of this success can be attributed to Sonic The Hedgehog 6, which achieved excellent critical reviews and a great reception from fans, but it can also be chalked up to Apple's successful marketing campaign for the device, which touted the Gemini's technical prowess and its ability to play iTwin games on the go. This, coupled with sales that in some places brought the Gemini's asking price down from $299 to $249, and Apple's handheld had everything it needed to see a big, sorely needed sales boost headed into the crucial fourth quarter of 2012. Though Nintendo's Connect still sold more units overall this summer, Apple's Gemini lagged only slightly behind, and is now on pace to pass ten million overall sales before the end of the year, a benchmark that might not have been possible without the summer sales boost it's received. Those declaring the current handheld battle over are now being forced to reconsider, and it's clear that despite the Connect's big lead out of the gate, Apple's Gemini isn't going to go down without a fight, perhaps even bigger than the one that the iPod Play gave the Supernova last generation."

    -from an article on Gamespot.com, posted on September 30, 2012
     
    Summer 2012 (Part 6) - Ninkata
  • Ninkata

    Ninkata is an action/adventure game for the Apple iTwin. It's published by Apple, and developed by an in-house team of both American and Japanese developers. It stars a fairly generic ninja character who must journey through a series of stages, battling hordes of enemies along the way. The main attraction of the game is the control scheme, both its traditional controls and especially its motion controls, which allow players to swing both of the ninja's twin weapons independently, taking out enemies with slick swings and pulling off incredible combos. The basic gameplay is similar to hack and slash titles, with the ninja having full range of motion, able to run, jump, and climb similar to most platforming heroes. The ninja can equip two swords (which is their default weapon), one large sword, a pair of nunchaku, throwing stars, a crossbow, blunt instruments, or some combination of these weapons. Essentially, anything that you've seen a ninja use in a typical ninja movie or game, this ninja is able to wield. The game features a variety of different weapons in each type, each with their own unique attributes, allowing players to mix and match based on their own style of play, or pick up stronger weapons later into the game. It's possible to use weapons either in "two-handed style" or "one handed style", with two handed style allowing players to use their hands independently of one another, and one handed style allowing players to use both hands in conjunction. This can be done either with a traditional controller or with the twin controllers, with the traditional controllers using the shoulder buttons to attack while twin controller players utilize either the shoulder buttons or pure motion controls. The game is at its best when using motion controls, as it's quite easy for players to move the ninja in a fluid way while swinging the swords as they would in real life, mimicking real sword swinging motions to cut down enemies. The game's tagline is "You Are The Ninja", and indeed, the game is designed to make players feel like a true ninja when they're playing, taking out enemies left and right with deft, accurate swings. Enemies mostly consist of other humans, but the ninja also fights a variety of demons and monsters on the course of their quest, with some of the game's best battles involving fights against large creatures. Many of these battles involved timed strikes and slick combinations in which the player can do severe damage to enemies by swinging and attacking at the perfect time, pulling off the best move for the situation. The game features several difficulty levels, with easier modes for younger players and harder modes for true experts (though nothing truly hard like Ninja Gaiden, which leads to some criticism). Unlike many ninja games, Ninkata doesn't have any blood or gore. The game is rated T for Teen, but is meant for even younger players, with more light-hearted animation. Human enemies can't be dismembered, though certain bosses can (nothing more violent than the typical Zelda game). Dungeons and environments are full of combat, with little in the way of puzzles or super difficult platforming. There are also some stealth segments, but nothing too tricky unless one is playing on the hardest modes (and even then, these segments are designed to avoid frustrating the player). For the most part, Ninkata plays like an intuitive game designed to slowly teach players the rules as they progress, making them feel tougher and tougher with every segment they beat, focused more on fun than on anything else. Graphically, the game is fairly slick, not especially detailed but quite colorful and stylish. The music is fairly typical ninja adventure fare, ominous but also fast-paced, very Japanese-influenced. There's some voice acting, but not a lot of it, with a decent story but with gameplay taking precedence.

    As mentioned earlier, the plot of the game takes a back seat to its gameplay. However, Ninkata does feature a fun and fast-paced plot in which the player character (who always wears black ninja garb concealing their face, so it's impossible to tell what they truly look like, but can also be described as either male or female depending on how the player chooses to see them) is hired by a feudal lord to abduct a princess, only for the princess to reveal that she is part of a magical resistance group seeking to prevent the feudal lord from calling forth an ancient curse. The princess and the ninja are then attacked by demons, who carry the princess away. The ninja meets with the rest of her group and decides to help rescue her, battling the first of numerous bosses in doing so. After the princess is rescued, she uses her magic to transport the ninja to a dream world in which another powerful demon must be defeated. Meanwhile, the feudal lord has sent a squad of evil ninjas who must also be battled one by one, with four evil ninjas in all showing up throughout the remainder of the game. The plot proceeds from there in a mostly straightforward fashion, though with a few sidetracks and twists along the way, such as the ninja being trapped on a boat full of zombies, or the ninja getting swallowed by a massive dragon and forced to fight their way out. Eventually, the ninja confronts the feudal lord himself, who turns out to be the reincarnation of a powerful demon king. Once the demon king is defeated, the ninja must go to the demon world with the princess to purify it and restore all the lost souls trapped there, while also battling the demon king's master, the mighty Demon God, in a battle taking place across several phases. Once the Demon God is defeated, the ninja and the princess return to the real world, which has been restored back to normal with all the lost souls being able to rest. The ninja is also finally able to rest, returning to their home and sleeping up for their next mission, as the life and work of a ninja is never truly over.

    Ninkata scores strong reviews with critics, who especially praise the game's motion control system as one of the best the iTwin has to offer. Some critics lament that with the Virtua on the way, it took too long for the iTwin's motion controls to finally be perfected, and express hope that the game will see a sequel on the Virtua. The game's fairly low difficulty and lack of seriousness is also a knock against it, especially amongst critics used to the brutality and difficulty of Ninja Gaiden, with one critic calling the game Ninja Gaiden Babies. However, most love the game for its accessibility and sheer fun level. Released in September 2012, the game isn't quite as big of a success as Super Mario Laboratory, but it does exceed Mega Man Final's sales by a significant margin, proving that Apple has one of the biggest hits of the year on their hands. It's seen as perhaps the last great first party iTwin game, and fulfills the machine's promise while also offering a preview of what might be possible on the Virtua.
     
    Summer 2012 (Part 7) - Twilight Of The Sapphire
  • Yoshi And The Mysterious Lake

    Yoshi And The Mysterious Lake is a sidescrolling platformer adventure game exclusive to the Nintendo Sapphire. Featuring a mix of 2-D/3-D graphics (which make the game look like OTL's Yoshi's Crafted World but with the classic graphical stylings of Yoshi's New Island), the game features a total of 48 levels scattered across five worlds, with 40 main levels and 8 hidden ones. The game plays much like the classic Yoshi's Island sidescrollers, with big, expansive levels that feature a mix of platforming and exploration, and a Yoshi that's able to float, fire eggs, transform into vehicles, and swallow objects to make progress. The game's plot focuses on Yoshi and his friends attempting to rescue a beautiful mermaid after Kamek abducts her. He wants the mermaid to serve as a babysitter to Baby Bowser so that he'll be free to conduct magical experiments and conquer the world on his own. He also wants to drain the mermaid's mysterious powers to enhance his own. Yoshi and his friends must dive deep down into the mysterious lake where the mermaid lived in order to restore her magic and find Kamek. Along the way, they'll battle Kamek's minions, along with dozens of mysterious denizens of the deep. Levels take place both on land and underwater, but the game has a distinct underwater motif, with more than half of the game's levels featuring a submerged segment (with many levels taking place totally underwater). While underwater movement makes the controls slightly different than what players are used to, it's quite easy to get the hang of things, and there are a variety of enhancements to help the Yoshis out as well, including a frequent power-up in the form of mermaid fins that Yoshi can use to maneuver easily under the water. While Baby Mario isn't a constant presence in this game (and Yoshi instead has an 8-point life meter that depletes normally when he's hit), he does make a cameo appearance in a few stages, along with Baby Luigi and Baby Peach, and the three show up to either help the Yoshis or be rescued by them. The game doesn't have a huge variety of environments, since most of it takes place in and around a giant lake, so the themes of each of the five worlds are a bit more subtle, based around the creatures inhabiting them rather than the environmental features themselves. World 1 takes place on the outer part of the lake and consists mostly of beach levels, World 2 is based around fully submerged levels and battling giant fish, World 3 is a sort of cave environment featuring mollusks, World 4 is an underwater city area featuring Kamek's minions, and World 5 is the deepest part of the lake, with a focus on larger creatures and Kamek's magic. The game's plot is extremely simple, with no major twists or turns. The Yoshis explore the lake, battle Kamek and his minions, and rescue the mermaid after a fierce fight with Baby Bowser (who this time has become a kind of underwater giant squid-like creature). Yoshi And The Mysterious Lake is a fun and visually beautiful game, and it's easy to see that it was a labor of love for Katsuya Eguchi, who worked on it with his team as much as he could. However, it doesn't distinguish itself much from other recent Yoshi titles, and so reviews are only moderately decent, averaging in the low to mid 7s. The game manages to sell well, but despite being an impressive technical achievement for the Sapphire, it doesn't take the series itself forward very much.

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    Gran Turismo 5

    Gran Turismo 5 is a simulation/racing title for the Nintendo Sapphire, and the second game in the series for that system. It improves significantly upon its predecessor from both a graphical and content standpoint, while also making some strides in gameplay as well. Particularly, the game's career mode has seen some noticeable improvements, with the option to create a racer/team owner and embark on a career that begins on the track and ends with the player running their own international racing team. The game gives out advice based on the player's driving style, helping them to improve as they unlock cars and progress through the circuits, from the minor leagues all the way to major racing events. The game presents a progressive unlocking scheme that allows the player to unlock some good cars earlier than they might have been able to in previous titles, but also makes them seriously earn better cars down the road, presenting a sort of "best of both worlds" arc of difficulty (one major criticism about this is that the game's progression seems to slow down significantly right in the middle, leading to significant unlocking droughts and what will seem to some players like artificial skill gates). Other than these noticeable differences, not too much has changed in the core experience. It's still Gran Turismo, and the fifth installment is easily one of the best looking titles ever on the Sapphire, pushing the system almost to its limits with incredibly detailed graphics and a ton of content (1,615 cars in total). Gran Turismo 5 is actually a bit disappointing with critics, who score the game in the mid to high 8s, a lower score than Gran Turismo 4 despite being almost a strictly better game, but sales are extremely strong, both initially and even all the way until after the Sapphire's successor hits the market. It maintains the series' strong reputation, which is much like what the franchise enjoys IOTL.

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    Molten 2

    A Crytek-developed FPS exclusively for the Nintendo Sapphire, Molten 2 features a large, open world and excellent graphics, much like its 2010 predecessor. While Crytek has been working on Far Cry 3 ever since Molten launched, the success of the original Molten led to a sequel being commissioned, and the company put together a fairly small team to work on the game, reusing quite a few assets from the previous title and reducing the scope of the game a little bit. Molten 2 takes place in the far future, on Jupiter's moon Io, which is seeing dramatically increased volcanism due to the scientific experiments taking place there. On a large complex of enclosed stations on the planet, a resident named John Farnen is made aware of a series of experiments that would not only endanger the lives of everyone on Io, but also threaten the gravitational integrity of nearby Jupiter, which would throw the entire solar system into chaos. Farnen must do what he can to stop the experiment, while at the same time, the station is invaded by a group of ecoterrorists who seek to stop the experiment by any means necessary, including the murder of civilians. Caught up in a battle between the authorities and the terrorists, Farnen must find what few allies he has to stop the chaos and save as many lives as he can. Like the previous game, Molten 2 plays a lot like a Metroidvania title, with Farnen backtracking to previously visited areas for mandatory items or optional upgrades. There's less squad-based fighting in this game, though Farnen does have a few partners he can fight alongside during the course of the story (he doesn't choose his partners, rather, his partner depends on what's going on in the story). Farnen uses more futuristic weaponry than the protagonist of Molten, with weapons like laser pistols and advanced explosive devices quite common (though he can also fight with good old fashioned lead on occasion). Like the previous game, Farnen must regulate his heat level, and also his oxygen level (at times when the station walls are breached, removing the oxygen from the room and exposing Farnen to the fiery volcanoes). Rather than rescuing people as the original protagonist did in Molten, Farnen must find people and get information from them, sometimes by force. He has to fight both the authorities and the terrorists, and also at times ally with both of them. Ultimately, the game allows the player to achieve one of three endings: an authority ending, in which the experiment is completed (Farnen saves most of his friends, including his love interest, but Jupiter is destroyed, leading to an uncertain but almost definitely bad future for Earth), a terrorist ending, in which Farnen helps the terrorists destroy the facility (at the cost of civilian lives, but saving Jupiter and Io from destruction), or a reconciliation ending, in which Farnen and his love interest both die, but the remaining civilians and Jupiter are saved from destruction. No one ending is considered canon or necessarily the best (most fans agree that the reconciliation ending is the "happiest"), showing that no matter what happens, the player will have to make a sacrifice to achieve their goal. Molten 2 features improved graphics over the original game, making it one of the Sapphire's best looking FPS games. Reviews are somewhat lower, however, due to a perceived lack of originality in the game and a fairly short campaign. It's considered a bit of a rush job, with a few annoying glitches initially, and a lot of critics and fans agree that the game probably shouldn't have been made, as it doesn't hold up next to the first one even with improved graphics. Despite Molten 2's mixed reception, it's a sales success, even if not on the same level as the original game. Crytek takes the lessons learned from both games into their development of Far Cry 3, which they hope will be their best game to date.

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    "As the Sapphire limps past 100 million units with the sales boost achieved after the release of Super Mario Laboratory, Nintendo is still hoping the system will catch up to the iTwin, which is still a few million units ahead. With the Virtua expected to release several months before the Sapphire's successor, it could give Nintendo's console the boost it needs to come out on top and avoid being the first Nintendo console ever to 'lose' a sales race against its rival, after more than a quarter century of sales dominance. Regardless of whether or not the Sapphire ends up ahead of the iTwin, it's unlikely to be considered anything but a success, achieving more profit for Nintendo than the iTwin achieved for Apple. Even if the Sapphire becomes Nintendo's first 'loser', it's still undoubtedly a winner thanks to its strong lineup of games and its sales achievements, becoming the fourth home video game console to ever sell more than 100 million total units (after the Ultra Nintendo, the Nintendo Wave, and the Apple iTwin), and it's expected to eventually top the Wave in overall unit sales, if only just barely."
    -from an article on Kotaku, posted on October 10, 2012

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    Nintendo Announces Upcoming Direct Presentation For Thursday

    Nintendo has just announced that this Thursday will see the release of a Nintendo Direct presentation on all major video streaming platforms, including Videocean and Youtube. It will be the company's third Direct presentation, and it's expected that Nintendo will finally officially reveal the long-awaited Nintendo Sapphire successor during this Direct, as the press release stated that the presentation will focus on "brand new technology" from Nintendo, with no mention of games or other announcements. The Direct is said to be 25 minutes long, enough time for Nintendo to reveal a new hardware system and perhaps some new games, but we still have no confirmation of what exactly Nintendo will be revealing. The company notably declined to announce the Sapphire's successor at E3 back in June, though they did tease some next-generation games, and if the new console is revealed, those games may get more thorough previews during this Direct presentation.

    -from an article on Gamespot, posted on October 15, 2012
     
    Summer 2012 (Part 8) - Metal Gear Solid III
  • Metal Gear Solid III: Angels Fall

    Metal Gear Solid III: Angels Fall is the fifth game in the Metal Gear Solid series, and follows up directly from the events of 2008's Metal Gear Peace. It's a stealth/action game that follows the story of an aging Solid Snake as he attempts to destroy the Patriots once and for all, while tracing down clues left by a man claiming to be the legendary soldier Big Boss, who was once thought dead after being defeated by Solid Snake on numerous occasions. At the same time, the game also follows the story of Vapor Snake, AKA Lyra Marin, as she hunts down the people responsible for her mother Paz Ortega's death while trying to put her own personal demons to rest. Bringing both of these stories together is the terrorist warlord known as Skull Face (the villain of OTL's Metal Gear Solid V: The Phantom Pain), who seeks vengeance against Big Boss, believing him to be representative of the cultural imperialism of the West (his vendetta against Big Boss ITTL is similar to his vendetta against Cipher IOTL). The game continues forward from Metal Gear Peace and Outer Heaven in terms of gameplay, maintaining some of the systems originated by those games, while also introducing many of its own. It continues the "split system" from Metal Gear Peace, with Solid Snake's gameplay segments consisting of more open-world stealth (similar to OTL's Phantom Pain) while Vapor Snake's segments are much more linear, with more hand to hand combat (more reminiscent of classic Metal Gear titles, but with less stealth). Solid Snake, who is now nearing the end of his lifespan because of the effects of the aging virus he was given at birth, is encouraged to avoid combat whenever possible, and when he must fight, to do so non-lethally. Like in OTL's Phantom Pain, Snake must call for support from a variety of allies. There's no Quiet in this game (she'll show up in a future title), but combat companions similar to OTL's D-Horse and D-Dog make appearances, along with another sniper character (ironically, TTL's sniper character is a loud and boisterous man named Wrecker, who's just funny enough not to be obnoxious and who ends up becoming a fan favorite, he's voiced by Johnny Yong Bosch). There's not quite as much freedom in this game as there is in OTL's Phantom Pain, but it's still much more open ended than previous Metal Gear Solid titles, with Hideo Kojima using the open world segments as a sort of "test run" for an even more open ended game later on. Meanwhile, Vapor Snake is also able to utilize stealth and non-lethality, but her combat style, which uses both fighting and firearms, is much more like a beat 'em up than a tactical shooter. She's much more physical and hands on, but despite this, has many of the same combat moves as Solid Snake does (it's implied he's been training her). Vapor Snake goes on her missions alone, with no companions to call for help, but despite her enhanced physical capabilities, this does give her a lot less tactical options than Solid Snake, forcing players to commit when they go too far with her, giving her less escape routes if she needs one other than just punching through the enemy and fighting her way out. The game's Split System has some Phantom Pain-style player choice elements involved with it. Though it's not possible for players to choose the order they undertake certain missions, it IS possible for players to influence what hazards and scenarios Solid Snake and Vapor Snake encounter. For example, with the Beauty and the Beast unit, it's possible for either Solid Snake or Vapor Snake to take all four members of the group on (or for Solid Snake and Vapor Snake to split the fights). It's possible for Solid Snake to visit certain areas in one playthrough, and for Vapor Snake to visit them in another playthrough. While much of the game can still only be completed by a certain character, the Split System allows players to decide which of the two protagonists meets certain challenges, adding flexibility and replay value to the game. As mentioned before, the Beauty and the Beast Unit appears in this game, after appearing in Metal Gear Solid IV IOTL. They consist of the same members ITTL, with mostly the same abilities, and depending on who encounters them, the boss fights can go very differently, with Solid Snake forced to use more trickery and subterfuge to fight them, while Vapor Snake can battle them head on (though this isn't always the easiest approach). Also, in order to spare the lives of the Beauty and Beast unit, they must be battled with a certain character, with Solid Snake needing to battle Laughing Octopus and Crying Wolf in order to spare them (though he also has the option to kill them) and Vapor Snake needing to battle Raging Raven and Screaming Mantis to have that option (though, like Solid Snake, she can also kill them). The game features significantly improved graphics from both Metal Gear Peace and Metal Gear: Outer Heaven, pushing the Sapphire and especially the iTwin to their limits (with some iTwins reporting overheating from running the game, the sequence that causes this is patched out within days of release). The Nexus version has better resolution and also a faster frame rate, and is one of the better looking launch titles for that system (though it would come to pale in comparison to future games on the system). This game sees most of the familiar voice actors return, including David Hayter as Solid Snake and Mari Devon as Vapor Snake. Ironically, Big Boss in this game is played by Donald Sutherland, the father of Kiefer Sutherland who voiced Venom Snake in The Phantom Pain IOTL. As Big Boss is quite old in this game (looking even older than Old Snake), this is considered an appropriate re-casting, and because Hayter still plays Solid Snake, most fans don't have a problem with it (especially since Sutherland's performance is considered by most to be quite excellent).

    The theme of Metal Gear Solid III is revenge and how it the desire for it manifests in each individual, growing and spreading like an infection amongst even the most righteous. It's the thirst for revenge that draws Lyra back into conflict, after she's unable to return to a normal life, while the desire for revenge has also driven individuals such as Skull Face and Big Boss to commit the deeds that they have committed over the course of the series. Perhaps the only person who isn't consumed by revenge, at least as the game begins, is Solid Snake, who seeks only to stop the Patriots before he succumbs to the effects of his virus. He seeks out EVA, and his dialogue with her forms the game's opening cutscene, while also catching the player up on everything that's happened since the events of Metal Gear Peace. EVA reveals the location of the Patriots' AI systems, a decommissioned space station using a new form of stealth to remain completely invisible. Through these AI systems, which manipulate the world's markets and information technology, the world's most important political leaders can be controlled without the use of force or brainwashing, simply by giving them the right information to make the decisions that the Patriots AI wants them to make. She has the location of the space station, but not its access codes, which are held by another individual known as The Broker. Solid Snake goes to find the Broker, who is working as the president of a financial firm under unusually heavy security. At the same time that this is occurring, Skull Face and his forces are poised to release a virus in the city where the financial firm is located. As Solid Snake attempts to penetrate the firm's security, he runs into Laughing Octopus, who deflects every one of his attempts to subdue her and eventually disables him. As she gets ready to finish him off, she is distracted by a small EMP set off by Meryl and Otakon, who traced Solid Snake's location. Thanks to their interference, Solid Snake is able to find the Broker, who reveals that he is under the employ of Big Boss and that he is unable to reveal the access codes for fear of who might be listening. After Solid Snake assures him that the code will not be used for anything but the destruction of the Patriots, the Broker is about to reveal it, only to be killed suddenly by a virus released by Skull Face, of a similar nature to the vocal cord virus from OTL's Phantom Pain that kills those who try to speak in their native tongue. Fortunately for Solid Snake, he speaks dozens of languages, and Otakon is able to use his extensive knowledge of Japanese to survive (while Meryl is spared because she evacuated the release zone). However, many people die, and the world is once again consumed with paranoia. As Solid Snake ruminates on why Big Boss had the access codes to the Patriots AI and why he didn't use them to destroy the Patriots, we then switch perspectives to Vapor Snake, who brutally raids a base being held by mercenaries, just to gain one more clue as to what happened to her mother. Though she knows that Cipher, AKA Zero, is dead, she seeks to kill anyone who played a hand in her mother's death, and also wants to destroy the Patriots, hoping that by accomplishing both of those things, she'll be able to sleep peacefully again (it's implied that she's had very little sleep in the past few years and even with her physical enhancements, it's starting to take a major toll on her physical and mental well-being). After being attacked and nearly killed by Raging Raven, she manages to slip away and reluctantly contacts Solid Snake for help. He tells her he doesn't want her to get involved, and refuses to help her, telling her that her fight ended and that she's only hurting herself by continuing to fight. She angrily rebukes him, determined to get revenge and becoming increasingly unhinged.

    This leads into the second chapter of the game, in which Solid Snake and Vapor Snake both seek out the information they desire. Solid Snake confirms that Big Boss is alive and that he is seeking to create his soldier's paradise again, a grand Final Heaven, while Vapor Snake learns about Skull Face's role in her mother's death but not the exact role that he played. This is where the Split System comes into play, as six different locations open up for the two to gather clues from. Through the player's actions in the first location, in which they play as Solid Snake but encounter Vapor Snake, the next few locations can be approached in a variety of ways. These locations are a series of military bases located near cities around the world, where Skull Face plans to launch his next series of attacks, but also where information can be gleaned about Big Boss. These locations are all places where Big Boss has operated before, during the Cold War and during the various proxy wars, both covert and otherwise, that were fought between the United States and the Soviet Union. These places also tie in to military operations from previous games in the series, with allusions given to games as early as the original Metal Gear. During this crucial first mission, which takes place near Prague, Solid Snake explores a forested area surrounding an old biochemical plant. The plant has been taken over by Skull Face's troops, and Snake must make his way in and gather a sample of a strange new virus which Skull Face intends to test out on the people of Prague. During this sequence, Solid Snake not only meets up with Vapor Snake, but also finds a clue as to Big Boss' whereabouts that directs him to an area that was once Zanzibarland but is now part of modern-day Kazahkstan. He must also, with Vapor Snake's help, battle a strange new Metal Gear, a hybrid of machine and biotechnology that is able to manipulate plant life and integrate it into its structure. After defeating this new Metal Gear and saving Prague from the effects of the virus, Solid Snake resolves to travel to the former Zanzibarland. Depending on what occurred during this mission, Vapor Snake may or may not follow. If she does, she'll end up battling against Laughing Octopus, while if she remains in Europe, Solid Snake will battle her. Either way, Laughing Octopus gives more information about Skull Face upon her defeat, telling Solid Snake that this battle is about whether or not the soldiers who have ravaged the world with war will pay for their sins, and that she is currently paying for hers. Vapor Snake eventually arrives at the former Zanzibarland later on (whether or not she battles Laughing Octopus), and stumbles upon a recording that Big Boss made in which he talks to his "children": Solid Snake, Liquid Snake, and her. Though Vapor Snake loves her mother dearly (even though they have never met), she is torn about her father, not knowing if he is just another terrorist warmonger or whether he was just fighting for peace even as he relished in war. The next segment of the game takes place near London, and ultimately results in a battle between either Solid Snake/Vapor Snake and Raging Raven. During this time, the two of them navigate the city, with Solid Snake engaging in a sort of James Bond-esque spy mission as Vapor Snake infiltrates a heavily guarded compound in which one of Big Boss' old allies is now keeping another Metal Gear machine. This machine is capable of taking to the skies, and so this segment concludes with one of the two Snakes battling Raging Raven and the other one battling the aerial Metal Gear. Either way, the fight leaves significant destruction in London, causing more panic around the world, events that the Patriots AI seems to have planned for, but also events that make it easier for Skull Face to spread his virus. This segment ends with a confrontation between Solid Snake and Skull Face that leads to Solid Snake being captured and put in a container ship headed for parts unknown, while Vapor Snake gives pursuit.

    The next segment is a sequence in which Screaming Mantis tortures Solid Snake while Crying Wolf looks on. Vapor Snake enters the ship and confronts Crying Wolf, asking her why her unit is working for Skull Face, to which she gets the answer that they're not, that their target is Solid Snake and that once he's dead, their mission will be complete. If Solid Snake is able to resist the torture and break free, he'll be the one to battle Crying Wolf, otherwise, Vapor Snake is the one to battle her. All hell breaks loose on the ship after Screaming Mantis and Skull Face turn on one another, while a squad of mercenaries shows up as well. Solid Snake and Vapor Snake team up to escape the ship, while Skull Face leaves and Screaming Mantis ends up killing most of the mercenaries before escaping herself. The chaos frees another Metal Gear, which Solid Snake and Vapor Snake must team up to fight. After that, the two go their own separate ways, while Solid Snake meets with Big Boss on top of a cargo box on the deck of the burning ship. In a very lengthy cutscene full of flashbacks and exposition, a lot of plot threads are explained, including Big Boss' purpose for not destroying the Patriots AI. He seeks to use the Patriots AI to turn the whole world into his Outer Heaven, raising soldiers to a sort of "protected class" who would eventually come to run the planet. Solid Snake confronts him on this, telling him that The Boss would never approve and that it would take the freedom away from people, but Big Boss replies that people would still have freedom, but that when it came to war, there was no such thing as freedom, only the blood and glory of the battlefield. Solid Snake tries to kill Big Boss, only to be disarmed, but Big Boss neglects to kill Solid Snake, instead telling him that he'll come to understand in time, before leaving him on the burning ship. He's rescued by Meryl and Wrecker, who help him back to shore. Solid Snake resolves to stop Big Boss, but that Skull Face is the more pressing matter, and he and Vapor Snake ultimately visit several more military bases to foil both Skull Face and Big Boss' plans. During this time, Screaming Mantis is confronted and defeated by either Solid Snake or Vapor Snake, and this leads to another sequence in which a lot of exposition is dropped (it also leads to a confrontation with Psycho Mantis similar to the one from OTL's Metal Gear Solid 4, with Solid Snake fighting him). A connection between Vapor Snake and the Beauty and Beast Unit is revealed, though the connection is left purposefully vague, so players aren't quite able to connect the dots initially. The sequence also sets up for a final confrontation between Solid Snake and Skull Face, who plans to infect the entire world with his virus, starting with Tokyo. Solid Snake pursues Skull Face and his squad to a base just outside the outskirts of the city, while Vapor Snake learns the the truth about what happened to Paz (essentially the same thing that happened in OTL's Ground Zeroes, captured by Skull Face's unit and tortured for a time, only to be rescued by Big Boss, but left with a bomb implanted inside her body and forced to sacrifice herself to save him). Learning this truth fills Vapor Snake with an all-consuming rage, and she storms into the facility, killing dozens of Skull Face's soldiers along the way. Solid Snake, meanwhile, confronts Skull Face, but after a brief scene of dialogue that seems to be setting up a major boss fight, Vapor Snake comes into the room and without a word, brutally beats Skull Face to death. This is all cutscene, the player doesn't control her, this isn't a boss fight, it's just a no-holds-barred beatdown in which Skull Face doesn't even have time to beg before Vapor Snake caves his skull in with a final punch. In an emotional cutscene afterwords, Vapor Snake falls to her knees and starts sobbing. She's not satisfied with her revenge, she's just hollow, and killing Skull Face has brought her no comfort, and it certainly hasn't ended her pain. Solid Snake tries to comfort her, but she's inconsolable. The one consolation from all of this is that Skull Face's organization has been defeated and his plans have been ended, but Big Boss and his orbital Final Heaven still remain, and Solid Snake has to stop them, with or without his sister.

    The next segment of the game, which consists of the final 25% of the main storyline, plays out as a series of short but plot-heavy missions tying together the final threads of Big Boss' role in the series, as Solid Snake must hunt down a group of mercenaries who guard the way to Final Heaven. Meanwhile, Vapor Snake's missions involve finishing off the remaining people tied to Skull Face, while increasingly going insane from the fact that she was never truly able to resolve her grief and anger. Her connections to the Beauty and the Beast unit are brought into focus here as she gradually begins taking on parts of their personalities and trauma, and as Solid Snake gets closer and closer to confronting Big Boss, Vapor Snake gets closer to becoming Hollow Snake, the ultimate soldier, created from the shattered remnants of her own psyche and the trauma of the Beauty and the Beast unit. Her breaking moment is when she learns that Big Boss isn't her actual biological father (the "flashbacks" from the previous games are revealed as implanted memories given to Big Boss by Revolver Ocelot, as he knew that if Vapor Snake found out what she truly was, it would break her). Instead, she was actually conceived by one of Skull Face's soldiers while Paz was being held prisoner. Six months later, she then removed from Paz so that the bomb could be implanted in her place. Skull Face intended to kill her , but Ocelot arranged to have her taken and given to the family who would raise her as a normal girl, though before he gave her away, he subjected her to a procedure that would give her similar DNA to Solid Snake and Liquid Snake (and he also made sure she would survive in the first place, considering that she was three months premature). Upon learning the truth, Vapor Snake has a complete psychological break and becomes Hollow Snake. She intends to kill Big Boss and Solid Snake while destroying Final Heaven in such a way that it would trigger a Kessler Syndrome event, trapping humanity on Earth for centuries to come (she claims that humanity "doesn't deserve to infect the rest of the universe with its wickedness"). To these ends, she takes a Metal Gear unit that was once a secret weapon of Big Boss (a very similar unit to the "Sahelanthropus" from OTL's Phantom Pain) and plans to ride it into space and crash it into Final Heaven. Meanwhile, Snake sneaks onto Final Heaven after gaining the final access code, but not before visiting EVA who helps him use the code to gain access to the unit (and then dies in a very poignant scene due to her own viral infection). Solid Snake then sneaks onto Final Heaven, where Big Boss has assembled the surviving members of his old team, along with a horde of mercenary troops all suffering from PTSD in recent wars. After progressing halfway through, a sequence will play out in which Hollow Snake attempts to crash Sahelanthropus into the station, and Solid Snake must use a laser cannon to disable it. It still crashes into the station, but causes only minimal damage, and Snake must first damage Sahelanthropus enough to force Hollow Snake out, and then battle her. Of course, Solid Snake is no match for Hollow Snake, and so after doing a small amount of damage to her (which itself is extremely difficult), she easily subdues him. This begins another boss fight/cutscene sequence in which Solid Snake helps Hollow Snake to battle her demons, which take the form of the Cobra Unit from Metal Gear Solid II, and in which the player controls Vapor Snake, while Solid Snake plays the role of support. This plays like a boss rush sequence of The Pain, The Fury, The Wave, and The Sorrow (and yes, during the Sorrow fight you have to deal with every single enemy Vapor Snake killed during the game, which, considering her play style, can be in the THOUSANDS). Defeating the Sorrow leads to one final sequence in which Vapor Snake must battle the memory of her mother, which takes the form of Peace Walker. After Vapor Snake lands the final blow, she finally frees herself of her trauma and pain, though it will always linger to some degree (an allusion to the "phantom pain" which surfaced in OTL's Metal Gear Solid V). The fight has caused her to be severely injured, but she's able to stand and walk, and tells Solid Snake that she's ready to walk away but that she can help him if he needs her to. He says that he'll go on alone, and she embraces him before leaving. Solid Snake then makes his way to Big Boss, and the two have one final, emotional confrontation. The final boss battle is a hand to hand brawl, no guns, but full of emotion anyway, and also quite difficult, with the player forced to utilize most of the combat techniques they've learned up to this point. Solid Snake defeats Big Boss, but refuses to kill him, realizing that Big Boss is about to die anyway as a result of the virus that will also ultimately kill Solid Snake in a few months as well. After one final conversation between the two old soldiers, Big Boss dies. Solid Snake doesn't know whether or not he wants to destroy the Patriots' AI system, as he realizes that its only purpose at this point is to create wars that will ensure soldiers still have a place in the world, and not, as Big Boss originally stated, to make soldiers superior. As he ponders whether or not to destroy the machine housing the AI, Vapor Snake contacts him and tells him that she's going to trigger the station's self-destruct sequence. She tells him that doing so will give humanity a chance at peace, and that, in the end, she's "her mother's daughter". Solid Snake tells her that destroying the Patriots won't guarantee peace, as humans can still choose for themselves to make war, but Vapor Snake says that it will give peace a chance. Snake just smiles, then picks up Big Boss' body, escaping Final Heaven just as it explodes, taking all remaining traces of the Patriots with it. Later, Solid Snake is standing by Big Boss' grave, which is next to The Boss' at Arlington National Cemetery. He makes a short and poignant speech. Meanwhile, we see that Vapor Snake is no more: she's gone back to being Lyra Marin, and has become an advocate for peace, just as her mother once was (but unlike her mother, Lyra truly is advocating for peace with no other intentions). She's finally at peace herself, for real this time, with no more anger in her heart, only a small sadness that she's learned to live with. We see Solid Snake visiting many of his old friends (the ones that are still alive), and it's implied that he'll live out his last few months with Meryl. Finally, he visits Lyra, who still considers him a brother and calls the two of them "the children of war and peace". She says that even though Big Boss isn't actually her biological father, in a way she still sees him as a father, as she had to learn to become a soldier just like him. She and Solid Snake discuss their lives from this point and that she'll be happy never raising a weapon again, while Solid Snake is also glad to get to live the last few months of his life in peace. The final scene of the ending shows Solid Snake picking up one of the pieces of Final Heaven that fell to Earth. On it is printed a message from Big Boss to the soldiers of the world, giving his philosophy one last time, and that while soldiers were born to fight, every soldier deserves to live in peace. While Solid Snake is about to reach the end of his life, the destruction of the Patriots means an uncertain future for the world.

    Metal Gear Solid III: Angels Fall is released on September 5, 2012, for the Nintendo Sapphire and Apple iTwin. The game receives excellent reviews, though they're not quite as glowingly positive as the reviews for Metal Gear Peace, criticizing the game's slightly uneven pacing and a bit of awkwardness during Solid Snake's open world sequences. However, it's still considered one of the best games of the year, and becomes one of the fastest selling iTwin games of all time thanks to it being the first mainline Metal Gear Solid game released for the system (in the previous months, Konami had released an HD compilation of the previous games in the series on the iTwin and Gemini, building hype for this title). It would sell even faster on the Sapphire, becoming one of that system's top selling games of the year. It would be the last Metal Gear game that Hideo Kojima would release for Konami, at least in its current incarnation. Kojima actually has plans for the series beyond this game, but it's a time of turmoil and transition for Konami, and Kojima and the company have been increasingly unhappy with each other in recent years. Ultimately, whether or not Kojima would get to truly finish his flagship series would boil down to circumstances beyond either Kojima or Konami's control, and one that would become the biggest story in gaming in 2013...
     
    BONUS: Thomas The Tank Engine Animated Series Season 3, Part 2
  • "Engines without whistles aren't proper engines at all!"
    "We all know, Mike. Thing is, its your whistle better than ours?"
    "It's certainly more deafening."
    "Hmph! Remember who pulled the royal service back in England when the Duke came?"
    "I remember he had to be hospitalized after getting an ear hemorrhage."

    - Mike (Tim Whitnall) being teased by Bert (Keith Wickham) and Rex (Tom Stourton)

    I thought for now, my TTTE posts would mostly become shorter, and detail the stories in terms of the original books.

    Season 3 of TTTE 2010 was even more exciting adaptations of RWS classics. Including some of them more iconic RWS-only characters like The Small Railway, but only after familiar territory.

    The Diseasel: Bill (Rasmus Hardiker) and Ben (Jamie Bell) work at the Sodor China Clay company, an industrial line just south of Brendam Docks. The two twins often shunt around in both the docks and the claypits for Edward and the Scottish Twins to take out to either Sodor or the British mainland. One day however, the twins discover some trucks they previously had shunted for Donald are missing. They notice a spot of oil, which is explained by Bill's driver to be from a diesel. However, the twins mishear him after remembering a sign saying "coughs and sneezes spread diseases". As such, they two blame each other over the "diseasel" until their divers agree that foul play was likely involved. The twins remove their name and number plates, and go to find the diesel elsewhere in the harbor. They find the trucks coupled behind a big green diesel named Franklin, whose diver is going for a coffee break. When confronted, Franklin (Colin MacFarlane) insists that he has the right trucks, so Bill and Ben attempt to drive him insane by running around in a circuit around the siding he is in. This only stops when Edward arrives and confronts the twins, explaining the Franklin simply picked up the wrong trucks. The twins pologize and agree to get the right trucks picked up, while Edward and Franklin, now being referred to by his nickname BoCo laugh. The word about what happened spreads as BoCo is sent to sleep at Tidmouth. There, he gets in Duck's good graces after revealing that he knows Edward (the same conversation implies Duck had also met Bill and Ben). Unfortunately, James ruins the scene by insulting both BoCo and Duck, referring to the latter as a "Buzz-Box Diesel". The next day however, this attitude bites James in the tender when a bee hive is broken, and some bees cling to his boiler for warmth. James' attempt to scare off one ends with him being stung on the nose, much to the amusement of the other. However, BoCo pities the red engine, and cheers him up that night.

    Edward's Exploits: After BoCo takes Henry's place as the default engine on the Flying Kipper, Gordon complains to Edward that BoCo is "taking their (his, Henry, and James') jobs" because he's a branchline diesel pulling mainline trains. Edward jokingly suggests that Gordon respond by taking BoCo's goods down the Brendam Branch, but this is ignored when Gordon complains that "Branchlines are vulgar". That night however, a series of mix-ups leads to Gordon starting with the midnight express too early. The end result is Gordon being trapped in Brendam Docks while Edward is stranded at Vicarstown. It is midnight before all the passengers of their respective passenger trains are finally home, but Gordon is forced to stay when Bill and Ben come up, and jokingly suggest ways to get rid of the :hunk of old iron". Gordon, thinking they are serious, panics until BoCo arrives. Gordon is convinced that BoCo saves his life by threatening to take away the trucks he bought if Bill and Ben don't stop. However, this illusion is shattered when Edward scolds the twins, but also makes subtle insults to Gordon for taking the threats seriously.

    Gordon is still furious about this the night Edward is meant to leave with a train of enthusiasts. He, Henry, and James make cruel comments about Edward's struggle to haul the train out until the are silenced by Duck and BoCo, who insist Edward is superior to them despite his age. Meanwhile, the enthusiasts enjoy their visit to the Brendam area, but things go bad when rain falls on the return trip. Edward keeps struggling until one of his coupling rods brake and puncture his running board. The crew attempt to phone for help, but Edward insists that he can still get the train home in time. True to his word, they are only half an hour late after the rods are removed and Edward gives it his all. At Wellsworth, Henry apologizes to the blue engine, and is taken to the works. When Edward returns a week later, he finds that BoCo is now one of the family, and that everyone, including the anti-diesel Donald and Douglas, like him.

    Ballast: A few days after Edward's return to work, Duck is sent with a train of rails up an old line to Arlesburgh. Up there he hears a truck being asked by Donald about a new source of ballast that the latter and her siblings have been taking up from the hills in the Arle Valley. A few days later, he notices Rita pulling several flatbeds with several shapes covered in tarps. Duck thinks nothing much else of that either until a few days later, ballast comes from the hills in droves, and the Twins claim they pick it up from "verrae wee engines". Henry and James, thinking it's some sort of magic, are unable to go up and see what the Twins are talking about, so Duck volunteers to take Donald's place during the first run of ballast tomorrow morning. At Arlesburgh, Duck sees a set of small tracks by his own line, and a hopper. Duck waits on a siding while the hoppers are loaded until a small green engine comes up from behind, and introduces himself as Rex, explaining the he knows Duck because he's the only engine from the Western Region on Sodor. After a while, Duck takes a liking to Rex (Tom Stourton), and agrees to meet him another day. That other day comes, and Rex introduces him to Mike (Tim Whiitnall) and Bert (Keith Wickham). The episode from here on is a straight forward adaptation until Duck leaves, at which point he is allowed to see the rest of the branch and the town of Arlesburgh. There however, he nearly falls into the ocean and is saved at the last minute by Donald. Upon being pulled back, Duck claims he must have seen something, but doesn't specify what it was.

    From here, the adaptations of the other stories in Small Railway Engines (Tit for Tat, Mike's Whistle, and Useful Railway) are straight forward fusions of OTL's Season 20 adaptations and the SiF audios from the 2000s. However, scenarios where Thomas appears in the latter's elements have replaced with either the Scottish Twins (Useful Railway) or Percy (Mike's Whistle). In addition, further exposition is provided for each of the story's beginnings. For instance, Wilbert (Rob Rackstraw) and Teddy Boston (Tom Stourton) are stated to have seen the events of Edward's Exploit while driving in the rain. Whereas Duck's faulty whistle in Mike's Whistle is explained via his crew hosting a cookout with several other crews at Tidmouth sheds where they used Duck as a stove to cook stuff from a cancelled luncheon.

    More importantly however, several slight scenes provide tidbits of TTTE 2010's first mini-series. As we go across the Small Railway, bit and pieces of equipment and parts from the previous line are seen.
     
    Summer 2012 (Part 9) - Super Mario Laboratory
  • Super Mario Laboratory

    Super Mario Laboratory is a 3-D platformer exclusive to the Nintendo Sapphire. Unlike Super Mario Flip, which allowed players to go back and forth between 2-D and 3-D styles of gameplay, Super Mario Laboratory is fully 3-D, similar to games like Super Mario Dimensions and Super Mario Ranger. In Super Mario Laboratory, Mario becomes a scientist, wearing a lab coat and conducting experiments to defeat enemies and progress through the world. The game contains 13 worlds in all, including a hub world called the Mushroom Laboratory and 12 other worlds, each with their own theme, which are opened up as the player progresses through the game. Rather than collecting stars in this game, Mario collects Medals, which are earned by accomplishing various tasks in each of the worlds. The Laboratory has 60 medals to earn, while each of the other twelve worlds have 20 medals each, making for a total of 300 medals in all that can be earned by Mario. Medals not only open up worlds, but also open up experimental materials that allow Mario to complete experiments and make himself more powerful. There are four different types of things that can be created by experiments: Power-ups, equipment, creative effects, and destructive effects. Power-ups allow Mario to transform into different forms or gain special powers, and there are ten of these in all, including classic power-ups like the Fire Flower, Ice Flower, and Raccoon Tail, and also brand new power-ups including Electric Mario and Dog Mario. Equipment can include a jetpack, a water hose, a laser gun, and a seismic machine that Mario can use to create earthquakes. Experimentation can also create ladders and ponds, or it can destroy enemies or chunks of the landscape. The player must gather up or purchase experimental materials and tools using coins earned in the various worlds, giving the game a sort of RPG element of collecting things to make Mario stronger. All in all, there are more than 100 different items, power-ups, and effects that can be created via experimentation, which can be done either in the field or in the lab (where an experiment can be conducted usually depends on the type of experiment or the items used). Experimentation can be a bit awkward at first, but soon the player will learn how to create things on the fly. Of course, not everything has to be done via experimentation, as the player is able to use the classic Mario move repertoire to accomplish many of their goals, including running, swimming, jumping, and punching, and the game can be played a lot like a classic 3-D platformer, though experimentation is required to progress through some parts of the game. The game presents experimentation as fun and exciting, and it's easy to get caught up in testing out new combinations of effects. Usually, there's more than one way to create something, so it's possible to just mess around in the field and create something entirely new.

    As mentioned before, the game has a total of 13 worlds, which are accessed by the player as they progress through the game. While it's possible to beat the game without accessing every single world, most players will want to do so in order to have the easiest time collecting the medals they need to progress through the game, and also to simply see as much of the world as they can. As in previous Mario games, these worlds are big, open, and colorful, with all of them having their own unique motifs and creatures, and plenty of things to do. Each world contains a few unique experiments, though some of Mario's experiments are evergreen and can be brought between these worlds as needed.

    The thirteen worlds are:

    Mushroom Laboratory: The game's main hub world, and the smallest of the 13 worlds, though it opens up a bit more as the lab expands and more of the main building opens up. It largely consists of a big building in the center of a grassy plain, and while there aren't a lot of enemies here, there's plenty to do, as evidenced by the 60 medals that can be earned here (with much of them earned for completing certain experiments or taking odd jobs from mushroom people or Koopas)

    Maple Forest: An autumn-themed world full of trees and falling leaves, this is the first world you'll visit, as it only takes one Medal to access. Large Wigglers roam this world, as do Monty Moles and Piranha Plants, and Mario will have a fun time here performing experiments on the flora and fauna.

    Steampipe City: A city/steampunk themed world inhabited by Toads and Koopas alike, this world is all about a steampunk motif and manipulating gears and steam to progress. Mario gets his electric power up for the first time here.

    Gloopy Gulch: A slime/poison themed world in which Mario must tread carefully to avoid being killed by toxic muck, this world features mutated creatures and giant Piranha Plants.

    Shrinkgiant Mountain: A world based on size manipulation, in which Mario can be really really big or really really small, this level shares a lot of similarities with Tiny Huge Island, and forces Mario and the player to view things from a different perspective.

    Magnet Factory: A world based on magnets and magnetism. The most "puzzle heavy" of the thirteen worlds (save for certain parts of the lab), this world has some similarities with the steampunk world, featuring giant machines that Mario must climb and fight.

    Sapphire Ocean: An ocean themed world ringed by islands and a big beach, in which Mario must dive to the depths of the sea to conduct experiments and battle baddies.

    Koopa's Anatomy: Mario shrinks down to the size of a cell to explore the internals of a gigantic Koopa, in a world themed on the body. He'll explore the bloodstream and the organs while Bowser's minions attempt to defeat him every step of the way.

    Mt. Pyroshroom: A volcano-themed world that also contains a number of non-fiery cave levels, Mt. Pyroshroom sees Mario dodging lava and spelunking through lots of caves to conduct his experiments.

    Cirrus Heights: Mario explores the sky, in a world opened up by completing a special objective on Mt. Pyroshroom. In doing so, he discovers a secret society of sky Toads living high in the clouds, but he must protect them from Bowser.

    Coldtania: A vast, icy continent similar to Antarctica, this ice world is much less whimsical and much more desolate, and is inhabited solely by penguins, ice creatures, and a science station staffed by nerdy Toads.

    Starry Sphere: A space-themed world similar to the OTL Galaxy games in some aspects, in which Mario explores space and operates in a zero-G environment.

    The Madlands: This lightning-filled world of darkness is where Bowser has made his home, building a giant castle in which to conduct evil experiments. Mario will need to do some work if he's to even reach Bowser's castle.

    Super Mario Laboratory features bright, colorful, beautiful, detailed graphics, comparable to those in OTL's Super Mario Odyssey, though not quite as high resolution. It's easily one of the best looking Sapphire games, with beautiful world and character designs and very energetic animation. The game's score is done by Koji Kondo, whose music mixes some funky modern beats with sweeping orchestral tunes that sound like something out of an OTL Galaxy game. There's also a small amount of voice acting, a first for the series (though previous games have included short spoken lines and sound effects). Not every character speaks a lot: Mario and Bowser, for example, continue to mostly communicate in short lines and sounds, but minor characters have been given some things to say. The voice acting is mostly humorous and silly, contributing to the game's atmosphere rather than dominating it. The game itself has a much simpler plot than the RPG-like Super Mario Flip, and like previous games, has Mario rescuing Peach from Bowser. Mario, who has taken up science as a kind of hobby (and also to impress Princess Peach), wears a lab coat as he goes through the various worlds. Bowser has taken up science to help him conquer the world and steal Princess Peach, and is more of a mad scientist figure, conducting scary experiments and doing a lot of evil laughter as lightning crashes in the background. As Mario goes through the worlds, he'll find Toads (and occasionally other creatures, including Boos, Koopas, and Goombas), who need his help, and he can take up jobs for them to win Medals. Most of the game's side plots come from these ancillary characters, who have personalities and lives of their own. For example, Boos are actually scattered throughout some of the worlds (since there's no haunted world in this game), and seem to be displaced nomads who want to find a way to scarier places, and helping them is a good source of Medals for Mario as he progresses through the game. Luigi isn't playable in Super Mario Laboratory, but he also shows up, as Mario's lab assistant who helps him find new places in the Laboratory. He also plays the role of Boo wrangler, despite being somewhat scared of them, and there's a cute subplot in which a female Boo named Spookina has a crush on Luigi and is always chasing him when she meets him. The game is full of these little character quests and diversions designed to make the player explore more of the world. They only need 120 Medals total to beat the game, but there are 180 more to collect, and collecting them allows the player to discover things they never thought of before. Eventually, Mario must venture into Bowser's laboratory to take him on and rescue Peach. The lab is full of all kinds of weird science and sub-worlds that Mario will need to utilize everything he's learned before in order to get past them and reach Bowser. The climactic showdown with Bowser sees Mario defeating his rival in a simple clash, before Bowser uses science to turn himself into a Frankenstein-esque monster for one more epic battle that takes the two up and down and around the castle. Mario finally defeats Bowser and rescues Peach, and the ending has Mario getting the Mushroom Kingdom's equivalent of a Nobel Prize, though afterwards, Peach dons a lab coat of her own and seems to take over Mario's laboratory to do her own science experiments.

    Super Mario Laboratory is old-school 3-D Mario in its purest form. It's fun, it's exciting, and there's tons of things to do. The game is released worldwide on September 25, 2012, and is considered a truly enormous success, both critically and commercially. The game receives more critical praise than any other Mario title of the last fifteen years, getting a similar reception to what Super Mario Galaxy did IOTL. It's considered a beautiful game that takes full advantage of the Sapphire and brings back classic Mario platforming fun, with a twist that allows players to replay their favorite worlds over and over again, experimenting to see what they can come up with. The game becomes a massive sales hit as well, selling around four million copies worldwide on its first day of release. It's considered by some to be the best 3-D Mario game ever made, and becomes the Sapphire's biggest holiday hit of the year, with strong sales continuing well into November and December. It becomes an immediate frontrunner for 2012's Game of the Year, and in the eyes of many, it gives the Sapphire the edge it needs to beat the iTwin as the two consoles head into their last few months of relevance.
     
    Summer 2012 (Part 10) - The Rest Of The Games
  • (Here are the rest of the notable games from July 2012 to September 2012!)

    -

    Nintendo Connect-

    Into The Dungeon

    A top-down dungeon crawling game with both adventure/Zelda and Diablo-esque loot elements, Into The Dungeon is meant to be a sort of bite-sized RPG title, not a big epic game but something to play in short bursts. It allows the player to create their own hero and customize their class and their stats before venturing through a series of increasingly difficult dungeons in which the player does a little bit of puzzle solving but mostly engages in hack and slash combat, with the dungeons usually being short enough to complete in 10-15 minutes. With a wide variety of monsters to beat and loot to equip, it's rarely the same playthrough twice, and it's overall quite fun. Sales and reviews are both solid, and this becomes one of the more surprisingly good Connect originals of the year.

    Apple Gemini-

    Ghost Trick: Phantom Detective

    The first installment of this touchscreen mystery series took a bit longer to come out than it did IOTL, and plays a bit differently due to the Gemini's lack of a second screen, but with the vastly improved capabilities of the Gemini, this title plays like a 3-D point and click rather than a touch screen puzzle game, making it somewhat more atmospheric and dramatic. It still focuses on a ghost detective named Sissel with the ability to possess corpses in order to travel back in time and save their lives. Though the game takes place in full 3-D, the areas that Sissel is able to navigate are fairly small and compact, allowing the focus to remain on the player's immediate surroundings and keeping the puzzles from becoming too frustrating. Though this game isn't a huge seller, it gets strong reviews and becomes a Gemini cult classic, with some comparisons to games like the Crime Stories series.

    Party Karts 2

    The long-awaited sequel to the hit iPod Play and iPhone kart racing game (the iPhone actually got a sort of spinoff title in 2010, but not a full game like this one), Party Karts 2 continues the multiplayer fun of its predecessor, with Mario Kart-style go kart racing full of weapons and traps and excitement. This game not only features 24 brand new levels, but all 30 previous levels (16 from the original game and 14 from the spinoffs), and would also get 10 DLC levels to make 64 racing levels in all that can be enjoyed in both grand prix, online versus, and time trial mode. The game features bright and colorful graphics that, while not the best on the Gemini, still look quite good for a handheld game, and even though it's still focused on younger players, it can be enjoyed by anyone. Reviews hover around the high 7s/low 8s, so it's not quite Mario Kart in terms of quality, but it doesn't need to be and quickly becomes a best seller on the Gemini, pushing quite a few systems to younger players.

    Ace Attorney: Wrighting Wrongs

    The first Ace Attorney title for the Gemini (but not the last), this game sees Phoenix Wright once again litigating a series of cases. In this game, he must argue the cases of several people wrongfully convicted of murders, while also hunting down the real killers. Jema Crow (from Ace Attorney: Bar None) appears in the game, as she's been recently released from prison and decides to turn over a new leaf by helping Wright out, and most of Phoenix Wright's other friends make appearances in the game as well. Even though it's a Gemini title, there's no 3-D here, the game retains the familiar anime-esque style and basic animations of its predecessors, though now everything's in brilliant high definition. Wrighting Wrongs is considered a good first Phoenix Wright game for the Gemini, and it achieves decent sales in the West while becoming a best seller in Japan.

    Danielle's Deception

    A horror game with visual novel elements, Danielle's Deception is intended to be a cinematic title and another console-quality game on the Gemini. In it, the player controls a young woman named Danielle, who is running a con on her friends and family in order to advance her career, but is stricken by amnesia and now can no longer tell what's a lie and what's the truth. As she tries to find the truth and make things right, her own restless conscience torments her, manifesting as terrible events that begin to affect everyone she cares about. In order to save the lives of her loved ones, she has to set things right before it's too late. The game scores excellent reviews, in the low 9s, becoming easily one of the year's biggest sleeper hits and one of the best reviewed games on the Gemini, but sales are only mediocre.

    Star Wars: The Forgotten Order

    The first ever JRPG-style Star Wars game, this title takes place in the distant past, and focuses on a splinter group of Jedi that have broken off from the main order. These Jedi are similar to Gray Jedi, but with some notable differences, putting them in a sort of ambiguous alignment in comparison to the main group of Jedi. This order, led by young former Jedi Knight Atro Paidar, resolves to defeat a powerful Sith Lord named Darth Duress who is manipulating the main Jedi Order into ignoring his increasing grip on the galaxy. What Atro doesn't realize is that his best friend Kazel is Darth Duress' apprentice, and is conflicted between the light and dark sides of the Force. While the game is heavy on story, it's also heavy on exploration, featuring a number of side quests and plenty of things to do. The game's battle system is a sort of action/turn-based hybrid, allowing players to move freely and strike at will, but only for a set amount of time each turn. The Forgotten Order is an intense and exciting game meant to take advantage of the hype around Star Wars at the time and build off the success of The New Order. It's a strong seller for the Gemini, but not nearly as successful as The New Order is.

    Star Siren SSS

    Star Siren SSS is the first game in Capcom's popular magical girl beat 'em up series for the Gemini, and it mostly sticks to the formula established by previous games in the series. Ditching the heavy story and characterization of You And Me, the game focuses instead on lots of combat and high scoring action, and is very light on plot compared to other titles in the series, with the main antagonist being a witch named Kanahara, who is able to spawn an “endless army” of minions. This endless army forms the focus for the game's primary feature, which is to allow the player to rack up tons of flashy, impressive, high scoring combos in order to achieve a high score and a high grade. The goal is to score a triple S on a given level, which symbolizes a nearly perfect performance. The player can choose any of the five main girls, who all have brand new combat transformations that they can use when their special meter charges up all the way. For fans of the series' intricate plot and characterization, this game is a bit of a disappointment, but for fans of side scrolling beat 'em ups, this is the Star Siren for them, and the game achieves mixed but mostly positive scores among reviewers as a result of this dichotomy. It's certainly a fun game meant for short handheld play sessions, but fans who embraced Star Siren: You And Me are a bit disappointed. They won't be disappointed by the series' first Virtua installment, but that's at least a couple years away.

    Multiplatform-

    Bloom

    A beautiful 3-D platformer/indie title, Bloom revolves around growing flowers as waypoints and to progress to the next world. Its protagonist is a girl gardener named Flora who is able to grow a wide variety of flowers based on what seeds the player picks up and what kind of magic they use to make the seeds grow. Flora must battle against a succession of giant monsters who wish to eat the flowers and other plant life, and who have been summoned by a hateful man who hates flowers and wishes to see them all destroyed. One of the year's best indie games, it competes with Terror Trip for that title, but unlike Terror Trip, it's considered a commercial failure and doesn't get a sequel, making it a bit of a tragic story, especially since the game ends on a cliffhanger of Flora seemingly dying to bring the last flower back to life (years down the road, the game's creator makes it clear that he intended to bring her back in the next game).

    Hidden 2

    THQ's sequel to the hit action/shooter from 2010 sees Agent Hart (once again played by Keanu Reeves) return to take down a rogue agent named Norris who once worked for Cloker (the villain of the original game) and now wants to carry out his orders even though Cloker renounced his deeds before he died. At the same time, the government now wants to bring in Hart, forcing him to conduct his work in secret to take down Norris before the world suffers a terrible disaster. Once again, Hart's friend Sara is helping him out, along with a few new allies that Hart will meet along the way. As this was a somewhat rushed sequel, not too much has changed from the original. The game still plays like a hybrid between a shooter and an RPG, with Hart able to utilize a variety of dialogue options outside of battle to recruit friend and foe alike to his side. There are some new abilities that he can use, and the game's graphics and presentation have improved since the previous game (with the Nexus port taking priority over the Sapphire release, so the Sapphire release is a bit glitchy at first), but overall, not too much has changed with the game. Hart eventually is able to evade the government authorities, and battles Norris, who has taken to carrying out his own agenda and who is a much more dangerous foe than Cloker ever was. In the end, Hart surrenders to the authorities after stopping Norris, and the game leaves on another cliffhanger, with Hart about to be taken to a government facility while Sara must carry out his work in secret. Hidden 2 gets somewhat mediocre reviews, and sales are notably worse than the previous game, but despite the stumble, the series remains a success, and it's thought that THQ will be able to make Hidden 3 a lot better since it's being developed with the next-gen consoles fully in mind.

    Turok: The Last War

    Turok: The Last War is an action/FPS title for the Sapphire and iTwin, and planned as the final Turok title for a while, as Acclaim puts the series on the backburner to focus on their other games. This game sees Karnikov return, bringing a gigantic cosmic horror creature with him, which is accompanied by loads of other cosmic horror creatures that Tal'Set, his sister Danielle, and a new hero from the past named Arkane the Conqueror must fight together. This game is balls to the wall action, very little exploration compared with previous Turok games, as Turok and his allies zip from place to place and from dimension to dimension, battling fierce creatures all along the way. The focus on combat actually helps this game maintain some measure of quality, as the combat is generally seen as being extremely fun, with the player given powerful weapons right from the beginning and getting stronger ones throughout. Of note is a gun that creates black holes and another gun that literally rips space apart (called, appropriately enough, the “Space Ripper”, which when fired creates a laser that rips into other dimensions, or simply tears enemies to pieces). Everything is amped up like crazy in this game, and multiplayer deathmatches are absolutely ludicrous, throwing all notions of balance and competitive play out the window and simply striving for fun, like a Smash Bros. match with all the items turned way up. The game ends with Turok and friends saving the world from Karnikov, at the cost of Turok and Arkane's lives, leaving Danielle to pick up the Turok mantle to defend the world in the future (though there's not much of a world left to defend, as large parts of Earth have been ravaged by the war). Turok: The Last War ends up being a commercial success, with sales surpassing its predecessor (though not quite surpassing those of The Unending War), and ensures that Acclaim will eventually revive the series, even if it's not right away.

    Nostromo

    This horror/FPS title is the latest in the modern Alien series of games (which also includes at least one Predator game). It tells an alternate universe story of the ship Nostromo, with a different crew of protagonists, as the ship is overrun by Xenomorphs. In contrast with the open spaces of previous titles, this game features cramped quarters and lots of ammo starvation, forcing the player to run and hide from the creatures that are hunting them. The Xenomorphs are joined by a new species known as the Firebreed, dragon-like creatures able to breath fire that can melt almost any substance, and who hunt and kill Xenomorphs for sustenance, which eventually forces the protagonist and the lone surviving Xenomorph to carve out a tentative alliance as the Firebreed begin to swarm the ship. The game concludes after the Firebreed are defeated, with the human and the Xenomorph brutally battling it out in a ship set to self-destruct, and ends with the protagonist as the sole survivor, ready to take their report back to Weyland-Yutani, unaware that the Xenomorph managed to lay a chestburster inside of them before it died. Nostromo is one of the more terrifying games in its series, though it's also considered to be a bit short, which is surprising considering it's also considered to be a somewhat slow paced game. It's a mild critical success, but sees low sales on the Sapphire compared to previous games in the series, and doesn't do too well on the Nexus either. It's a sort of “concept” game in the series, and afterwards, Activision hands off the development rights for the Alien games to a new studio, in the hopes of producing a next-gen blockbuster.

    -

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

    July 2012:

    1. Yoshi And The Mysterious Lake (Nintendo Sapphire)
    2. Party Karts 2 (Apple Gemini)
    3. Lunar 4: The Sword Of Lore (Nintendo Sapphire)
    4. Lunar 4: The Sword Of Lore: (Apple iTwin)
    5. Final Fantasy Brave (Nintendo Connect)

    August 2012:

    1. Gran Turismo 5 (Nintendo Sapphire)
    2. Madden NFL 13 (Nintendo Sapphire)
    3. Madden NFL 13 (Apple iTwin)
    4. Molten 2 (Nintendo Sapphire)
    5. Turok: The Last War (Nintendo Sapphire)

    September 2012:

    1. Super Mario Laboratory (Nintendo Sapphire)
    2. Metal Gear Solid III: Angels Fall (Nintendo Sapphire)
    3. Metal Gear Solid III: Angels Fall (Apple iTwin)
    4. Ninkata (Apple iTwin)
    5. Snap! (Nintendo Connect)
     
    Fall 2012 (Part 1) - Assassin's Creed III
  • Assassin's Creed III:

    Background:

    Patrice Desilets, you know the guy who with Jade Raymond started this whole thing, well he never really left Ubisoft during his creative break. So when he came back, he was refreshed. He wanted to do Assassin's Creed III his way. During the production of Assassin's Creed II, Desilets was talking with some of the others on the production team and mentioned that he wanted to set a game in 17th Century Holland. The suits at Ubisoft thought that a game set during the American Revolution might be a better fit for the series.

    Desilets managed to convince the brass to let him go with his Holland idea by saying, "You can do the American Revolution later. There's plenty of things in the 17th Century to draw on." And he was right, especially when he said he wanted to focus on the timeframe of 1666-1688.This game also brought in some big name talent, both in terms of Hollywood celebrities and voice actors. One aspect that was hyped was commanding your own ship for naval combat.

    Cast/Characters:

    Troy Baker as Maartin de Groot.

    Scarlett Johansson as Elise Stillman

    Nolan North as Desmond Miles

    Danny Wallace as Shawn Hastings

    Jessica Alba as Anita Crane

    Kristen Bell as Lucy Williams

    John de Lancie as William Miles

    Philip Proctor as Warren Vidic

    Tim Curry as King James II

    Willem Defoe as King William III

    Claudia Black as Queen Anne

    JB Blanc as Daniel Defoe and Cornelis de Witt

    BRIAN BLESSED as James, Duke of Monmouth

    James Arnold Taylor as Edward Thomas

    Alex Ivanocivi as Andries de Graeff

    Arthur Holden as Johan de Witt

    John DiMaggio as Cornelis Tromp

    Billy West as Joseph Hardwicke

    Tom Kenny as John Locke

    Cree Summer as Elizabeth Friedriksson

    Jennifer Seguin as Animus

    Margaret Easley as Minerva

    Nadia Verrucci as Juno

    Plot:

    After a plot synopsis, we catch up with Desmond and the others on the road to Amsterdam. Desmond has managed to get into contact with Lucy. However, it seems that Abstergo has already got to her first. Lucy, before she gets taken away, tells Desmond that she still loves him. Vidic comes on the line to taunt Desmond. Elise and the others promise that they will do all they can to find Lucy.

    Meanwhile, they meet William at the central temple near Amsterdam. It is a tense reunion between father and son as they head into the cave. After opening up the cave with the Apple of Eden, our group goes into the Temple. Soon after entering Desmond collapses after seeing a man in 17th Century dress talk to him. The others quickly put Desmond in the Animus and it is established that they need a key to activate the thing that will save the world from the impending apocalypse. Apparently Minerva, communicating through the temple, told him this.

    Anita tells Desmond that while he was in Constantinople, they got some new upgrades for the Animus and were looking to try them out. The game proper begins on August 25, 1666, when Maartin de Groot meets with Edward Thomas at a tavern near Pudding Lane. The two exchange pleasantries and Thomas says that having a Dutchman in London, especially a Jewish Dutchman, is very conspicuous with a war going on, especially since Maartin is a captain in the Dutch Navy. Maartin understands but the work of the Brotherhood is more important. Besides, he says, he has a ship for a quick escape.

    Thomas says that King Charles II is unlikely to meet with them. As they make their way to Hampton Court, they run into Joseph Hardwicke, a Templar, who tells them to leave London, or else. At Hampton Court, surprisingly James, Duke of Monmouth, having just seen the one year old Anne, sees them instead of Charles. Monmouth is in Charles II's army, though he says that he sides with the Assassins. They both want to see this war come to an end though they want England to prevail. Monmouth then takes them to see John Locke at his house just outside London. Monmouth reminds Locke what their there for. Locke takes them to the back.

    Locke shows them a small shooting range and gives Maartin and Thomas their own flintlock pistols. They each take turns firing a few rounds before returning to their boarding house at Pudding Lane. On September 2, 1666, Maartin and Thomas discuss what their next move will be when Hardwicke enters, with James, Duke of York, (the future James II). They try to sneak out the back but are spotted. In their haste to escape, a torch is knocked over setting the building ablaze. The fire is shown to move quickly as they fight their way to the harbor. Eventually, they make it to the harbor where Maartin's ship, a Ship of the Line called De Arend, is waiting. Here there is an introduction to naval combat.

    Making it back to the de Groote estate outside Amsterdam, Maartin finds that Willem of Orange wants to see him. Maartin apologizes for how things have gotten. He just learned about his father's death before he left for London. Willem says it's all right, take some time off. Maartin insists that he can do whatever the Stadtholder wants. Willem smiles. It's obvious that the two have a father/son relationship. Willem says that he is trying to get the Swedes on board for the war but is failing. However, there is one who might help. They are to meet off the Dutch coast in two months time. In the meantime, Maartin tries to fix up the estate.

    This works kind of like the OTL Davenport Homestead missions in OTL Assassin's Creed III, with Dutch, French, English and German workers settling on it. You can find them at random throughout the game world. In the basement is an old suit of armor that Maartin has never seen before. It's locked behind a cage and on the door he finds a note from his father. In it he says that this is the armor of the Devil and that he hid the keys in several places in nearby countries. Each key will lead him to the next. There are nine mini-dungeons in all one for each circle of Hell. The first one is in a cave near the house representing Limbo. Each one has a key and a clue as to where the next one is.

    Maartin goes to meet his contact in late 1666, Elizabeth Friedriksson who knows about a meeting of high ranking Templars happening soon. It will be in Kent in the new year. That's when they are attacked and the first real bit of naval combat takes place. Getting to the meeting place, Maartin finds that the Templars have also infiltrated the Dutch government as well. Among them are: James, Duke of York; Andries de Graeff; Joseph Hardwicke and brothers Cornelis and Johan de Witt.

    During this, the three are discovered and they are forced to flee. They meet up with Admiral Cornelis Tromp and tell him what's going on. He warns Maartin and Thomas that taking down these men will require planning. In the meantime, he wants them all to head back to Amsterdam. After visiting Willem, Maartin sees Hardwicke and gives chase, knocking over several stands in the process. When he finally catches up with Hardwicke, Maartin asks why he's doing this. Hardwicke says to give the de Witts time to try and get a peace treaty.

    Maartin leaves Hardwicke behind to go to the palace, though when he gets there Willem says that he needs time to think about it. In the meantime, Maartin participates in several raids. The biggest of which is the Medway Raid. Here Hardwicke and de Graeff try to kill Maartin and Thomas though Monmouth manages to save them. Soon after the war ends.

    Five years pass. It's 1672 and Maartin and Thomas are no closer to beating these Templars. Monmouth comes in and says that he has an idea, though he needs some time to get ready. Then Tromp comes in saying that the French have invaded and that they are needed near Utrecht. While there, Maartin and Thomas find evidence that the de Witts at least were involved and they take this to Willem, who gives the go ahead to kill them.

    Maartin and Thomas try to find them, only find that a mob has surrounded their house. After getting inside and fighting them, Maartin kills them and hangs them outside. In a bit of a macabre twist, the database actually mentions the fact that both brothers had their livers roasted and eaten by the mob, though we don't actually see it happen. Another five years pass when, in 1677, Princess Anne, who is in Amsterdam for her sister Mary's marriage to Willem, tells Monmouth, Maartin and Thomas that, as much as she loves her father, she hates his plans for England and the world.

    After narrowly preventing an attack on the wedding, they plan to take down Andries de Graeff first. Meeting with Elizabeth and Tromp, they plan to take de Graeff out during one of the last battles with the French. Unfortunately, by the time they can act, the war is over and de Graeff has fled. Though they now know where he is. They finally catch up with him in late 1678.

    Seven years later, in 1685, new reaches Amsterdam that Charles II dies. Maartin and Thomas realize that, with James II on the throne, their two countries will be at war again. There is also news that Monmouth is going to lead a rebellion against James II. The two link up with Monmouth's forces in the south of England and meet Daniel Defoe. He's not exactly the best agent in the field. In fact, he accidently leads them into an ambush, led by Hardwicke.

    Fortunately, Locke and Elizabeth rescue them in time and Maartin gives chase loses him. Monmouth is captured. The gang tries to rescue him but the Templars prevent this. The next morning, Monmouth is executed. Three years later, in 1688, Anne sends word, through Locke, that England wants Willem to take over. Willem agrees and the invasion of England begins.

    Maartin, Elizabeth and Thomas first help the fleet to soften up the defenses. Then they land and head for London. While search for James, they run into Hardwicke there is a fight and all three Assassins manage to stab him at the same time. Soon after they learn that James has fled London for good, though Maartin is not so sure and that James will be back.

    In the modern day segments, Desmond and the others figure out that the Templars have the key where they have Lucy. However, every time they try to locate her and the key the Templars always distract them until they can get away, while still trying to find the temple themselves. Finally, they track Lucy and the key to where Desmond was held in the first game.

    They get both, killing Vidic and several Templars in the process. When they open the temple though Juno and Minerva are inside, still fighting since Brotherhood. Seeing them again, Minerva explains that Juno wants to take over the world again and that the solar flare is her way of forcing Desmond to make a choice: let her (Juno) go and she'll stop the flare or let everything die and help rebuild humanity and be considered a Christ-like Messiah figure and have the cycle repeat again.

    Desmond then says that, thanks to the key, the solar flare actually passed over the Earth while they were returning from Italy and that whatever Those Who Came Before did must have worked this time. Juno, in her rage at discovering this, kills Desmond. Minerva, upon seeing this, kills Juno and tells the others that she's sorry. As the credits roll, they all doubt where they can go now. All they know is that they have to bury Desmond so the Templars can't get their hands on him. Lucy says that she will train to be an assassin to honour Desmond.

    DLC: The Luck of the Irish:

    Starting a few months after the main game left off Maartin and Thomas are sent to Ireland to fend off James there. This lasts from the first invasion of Ireland to the Battle of the Boyne, though there are a few more battles afterwards.

    Multiplayer:

    Not much to say here. Multiplayer hasn't really changed much since the last game. Still it was somewhat fun.

    Gameplay:

    The only real upgrades to gameplay were one section: Naval combat. Though a lot faster than in real life the naval missions in this game quickly became fan favorites, as were the associated side missions.

    Achievements/Trophies:

    Prince of Nassau-Oranje: Get all the other Trophies -/Platinum

    Rude awakening: Re-enter the Animus 20g/Bronze

    There was a fire fight!: Complete Sequence 1 20g/Bronze

    Not just for sport: Complete Sequence 2 20g/Bronze

    A keen eye: Complete Sequence 3 20g/Bronze

    Born not Made: Complete Sequence 4 20g/Bronze

    And a nice Chianti: Complete Sequence 5 20g/Bronze

    Not for Nothing: Complete Sequence 6 20g/Silver

    Cru so-so: Complete Sequence 7 20g/Silver

    Monmouth is Dead!: Complete Sequence 8 20g/Bronze

    Glorious!: Complete Sequence 9 50g/Gold

    I am de Groot: Get 100% completion of all mission constraints 50g/Silver

    You Blockhead!: Complete Present-First Rescue Attempt 20g/Bronze

    Good Grief!: Complete Present-Second Rescue Attempt 20g/Bronze

    The Doctor is Out: Complete Present-Third Rescue Attempt 20g/Silver

    No Good Deed: Open the Door of the Temple and learn Desmond's fate 20g/Silver

    Limbo: Get the First Key for the Armor 20g/Bronze

    Lust: Get the Second Key for the Armor 20g/Bronze

    Gluttony: Get the Third Key for the Armor 20g/Bronze

    Greed: Get the Fourth Key for the Armor 20g/Bronze

    Wrath: Get the Fifth Key for the Armor 20g/Bronze

    Heresy: Get the Sixth Key for the Armor 20g/Bronze

    Violence: Get the Seventh Key for the Armor 20g/Bronze

    Fraud: Get the Eighth Key for the Armor 20g/Bronze

    Treachery: Get the Ninth Key for the Armor 20g/Bronze

    All Washed Up: Complete all Naval Missions 40g/Silver

    Defender of our Interests: Complete all 12 Privateer Missions 20g/Bronze

    In Good Standing: Liberate all of the districts in Amsterdam and London 50g/Silver

    Settle Down: Get one person onto the estate 20g/Bronze

    A Complete Set: Get all Artisans onto the estate 20g/Bronze

    Tumbledown: Upgrade De Arend 10g/Bronze

    Bull's-eye!: Headshot a guard with a thrown bayonet 20g/Bronze

    Magna cum Laude: Train a rookie to assassin rank 20g/Bronze

    Monopoly Man: Send a convoy to one of the colonies 40g/Silver

    Multitasking: Get 50% of progress on the Progress Tracker Grid 20g/Bronze

    Completionist: Complete ALL Progress Tracker Grid 50g/Silver

    Get Over Here!: Kill an enemy with a Rope Dart 20g/Bronze

    Guilder-rama: Sell a finished item in Amsterdam and London 10g/Bronze

    Blast!: Kill de Graeff with a bomb 50g/Silver

    Under the Weather: Kill Hardwicke with Poison 50g/Silver

    Multiplayer:

    Abstergo Entertainment: Get to level 20 in the Multiplayer Mode 10g/Bronze

    Hunter/Killer: Reach Sequence 10 on a map in Wolf pack Mode 20g/Bronze

    Winning Team: Be on the winning team at the end of a multiplayer match 20g/Bronze

    Personalized: Personalize your character and profile in multiplayer 10g/Bronze

    The Truth Will Out: Unlock a hacked version of one of the Abstergo videos in the story quest 20g/Bronze

    DLC:

    Not Easy Being Green: Land in Ireland 10g/Bronze

    Not as Such: Find out James' Plans 15g/Bronze

    The Orangeman: Defeat James II again 25g/Bronze

    Shamrocks Shaken: Get 100% completion in Ireland 50g/Silver

    Review:

    Assassin's Creed III was released worldwide on October 30, 2012 on Apple iTwin and Nintendo Sapphire. It would later be released for the Google Nexus with a graphical boost and little else. It was a game that refined the systems that were already in place, while adding some new ones. Reviews were slightly higher than for its immediate predecessor, low 8s-mid 9s with an occasional perfect score. Though there were some caveats. There were pacing issues and some missions were terrible and there wasn't as much to do as there could have been.

    Sadly though, this would be the last time Patrice Desilets would work on an Assassin's Creed game as he left Ubisoft shortly after this game was completed. Reports are sketchy, though, from what I hear, Desilets hated some of the creative choices he was forced to make for this game. Nolan North would also leave after this game. Sort of. He would make a return in the next game in the form of audio journals. According to North himself, Desmond would, after this game, start time travelling to kill Templars in the past. But for whatever reason, that didn't work out. In the end, Desmond ended as he began: as an audience surrogate.

    Ubisoft decided to keep going with the franchise. Next we go to the sunny Caribbean, with an old friend.

    -Review of Assassin's Creed III by R.C. Anderson, Nothing is True: A History of Assassin's Creed on Consoles, Gamesovermatter.com, December 11, 2017.
     
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    Nintendo Direct - October 18, 2012/Reality Unveiled
  • "Hello. Thank you for watching the Nintendo Direct presentation for Thursday, October 18, 2012. Today, I have something very special to reveal to all of you. Since 2008, the Nintendo Sapphire has been our flagship home gaming console. It has seen many outstanding games, and will continue to see many games released this year and next year as well. However, we have also been working alongside our longtime partners Sony on a brand new game console that we are finally ready to reveal. It will be ready next year, and we already have several games ready to show off as well. Please have a look at our upcoming game console."
    -Satoru Iwata's introduction to the October 18, 2012 Nintendo Direct, introducing the Nintendo Reality

    -

    Today's Nintendo Direct was all about the brand new game console from Nintendo. We've been awaiting this announcement for quite some time, and with the Apple Virtua and Google Nexus coming very soon, Nintendo's announcement of their upcoming game system was inevitable. After a short speech from Satoru Iwata, we got to see a brief trailer video for Nintendo's new console. It's primarily a white-colored console with black trimming, including a circular black pattern on the top. It's a bit bigger than the Virtua in size, looking like a big rectangular box, and takes discs in the front. It'll play games including brand new F-Zero, Star Fox, and Lash Out titles which were all shown, along with third party games like Call Of Duty, Assassin's Creed, Madden, Grand Theft Auto III, and Thrillseekers. The system at first glance just looked to be a really powerful Nintendo box, like the Sapphire, but then the system's true distinguishing feature was revealed: a pair of VR goggles that look to be included with the console. With the goggles, it's possible to play the new F-Zero and Star Fox games in first person like you're actually there, and we also saw the Call Of Duty game, along with a new Wipeout game and a new Velvet Dark game revealed as well during this part. The system's included VR seems to have a head tracking feature, allowing players to "look" around these fictional worlds, and it'll also have a pair of iTwin-like motion controls, though the system's default controller appears to be a classic-style controller much like the Sapphire's, with the motion controllers appearing to be optional. The system's name was then revealed: the Nintendo Reality, referring to the system's virtual reality features, and also that it features graphics so lifelike, you'll feel like the game has become real. The system's graphics do appear to be a step above the Virtua's and the Nexus', showing the continued power of Sony and Nintendo's connection. Once the trailer ended, Iwata appeared and gave a few more details on the Reality. He emphasized that while the Reality's VR goggles and controllers were a major part of the new experience that players could have with the system, that no game would require them and that the Reality will be sold both with and without the VR goggles, to allow players to choose which Reality experience they wanted to have, and also that they could buy the goggles separately if they chose to upgrade later. He then went to a brief segment with a man he introduced as an "old friend", which turned out to be Gunpei Yokoi, who retired from Nintendo more than a decade ago, but who returned to help them work on the Reality. He said that he first conceived the idea of virtual reality back with the SNES-CD, and imagined a pair of VR goggles then, but that the technology wasn't ready and that a lesser version of it was worked into the Super Scope 2 accessory. Now, technology has advanced to the point where virtual reality and gaming are truly possible together, and that he was proud to help work on the Reality VR system for Nintendo. He also has one final game that he is working on, but he will introduce that at a later time. After the Yokoi segment, Iwata spoke a bit more, before introducing some brief preview videos for games that would be featured on the new system. One that will appear at launch is a game called F-Zero: Firestorm, which was briefly shown at E3. Now, it's confirmed that the game will be a Reality launch title, and is not a racing game, but an open world title in which Captain Falcon must roam through several different cities, battling evil and doing jobs for civilians and friends. He has a full repertoire of beat 'em up style moves, and can do incredible parkour moves to get from place to place. Racing isn't totally absent from the game, in fact, there are numerous race tracks, with races in full 3-D style with classic F-Zero speed. The combat system looks like a lot of fun, and the graphics are absolutely gorgeous, even better than what we've seen in Grand Theft Auto III teasers. Also, early indications are that this is an absolutely huge world, consisting of not just several cities, but several PLANETS, with classic F-Zero locations and some intriguing new ones. It's possible to explore in both first person and third person, with first person perspective giving the player the option to use the VR goggles.

    F-Zero Firestorm was definitely the centerpiece game of the presentation, and we didn't get a lot of info on the presentation's other games, but we did see a nice selection of both first and third party titles, including an interesting action RPG called Pandora's Tower. This game, delayed for a while after originally being conceived as a Sapphire title, sees its protagonist ascending a mysterious tower utilizing a chain as a weapon as he seeks to free his beloved from a curse. Then, we got to see a proper 3-D racing game in Wipeout Reality. No beat 'em up action here, just solid futuristic racing from our friends at Psygnosis. The trailer also announced that Cyberwar 4 would be released on the Reality at some point. Following this, we saw a quick teaser trailer for a new David Cage game called Lucky Once, in which the player takes control of a government agent out to stop an imminent terrorist attack. This title looks to turn the typical first person shooter formula on its head, with a much more story-centric form of gameplay and a lot less shooting. We then saw a teaser for the new Lash Out game, which showed off plenty of spectacular whip maneuvers and puzzle dungeons, alongside what looks to be a new storyline with a new protagonist. Then, we got an announcement about a brand new Super Mario RPG title, featuring a new character named Prince Cream who was being targeted for his psychic powers. Called Super Mario RPG: Visions Of The Psychic Prince, the game will come in 2013 but isn't expected to be a launch title. We then saw more footage of the new Velvet Dark game, which will see Joanna getting back to her roots as a gun-toting spy. There doesn't seem to be as much technological navel-gazing in this one, this is all FPS and it looks absolutely gorgeous, as one might expect from a Rare game. Speaking of gorgeous, Ubisoft's amazing open world title Watch Dogs, which we've seen teased at E3 2012, is being revealed as a Nintendo Reality exclusive, and looks utterly gorgeous. Like F-Zero: Firestorm, it can be played in the first person or the third person, and will allow players to utilize technology to hack the world and find out sensitive information about friend and foe alike. Alongside the video footage, we saw interview footage with the game's director Jonathan Morin, who said that only the Nintendo Reality was a powerful enough machine to allow the developers' full vision for the game to be realized, and that the game presents an uncompromising look at our digital future. Finally, we got to see some footage from the beautiful new Pilotwings game, Pilotwings: Freeflight, which allows players to break free from the rigid testing structure of previous Pilotwings games in order to explore beautiful environments and full cities, and interact with a group of brand new characters. Called a "flying adventure game", Freeflight will include a full story mode that will allow players to learn as they progress, while also including new challenges for players who have seen and done everything. After the Freeflight preview, Satoru Iwata returned to say that he has never been more excited to reveal a game console than he has been to reveal the Reality, which he believes will bring fun to players young and old, and that the games seen today only scratch the surface of the Reality's potential. He says that there are many more games in development, and that he has a brief video of one of those games to show before the Direct ends. We then saw a quick preview for a brand new Legend Of Zelda game, which just showed a few scenes of various Hyrule landscapes, along with a stunning animation of Link taking up the Master Sword. It's clear that the game, which is just being called The Legend Of Zelda for now, is extremely early in development, but the video gave us an idea of just how amazing it will look on Nintendo's new machine. After the Zelda preview, Iwata returned to thank viewers for watching, and asked us to "please understand" that he was not quite ready to reveal the system's launch date or price, but that the information about those would be revealed in a future presentation.

    -from Super Nintendo CD Chalmers' Nintendo blog update on October 18, 2012
     
    Google Nexus Worldwide Launch
  • Google Nexus Technical Specifications

    The Google Nexus (which shares its name with OTL's lineup of Google phones) is a smooth white box roughly the shape of a square, a bit longer than it is wide. It has rainbow-colored trim along the sides, the same colors as the Google logo, identifying the machine as a Google device. The Nexus is physically smaller than the Sapphire and the iTwin, comparable in some respects to an OTL Wii laid flat, but a bit taller. The Nexus has all the ports one would expect of a modern home gaming console, including four USB ports, an optical audio port, and HDMI inputs and outputs. Though the input can support a device like a Chromecast, the Nexus has a Chromecast built directly into it, allowing for streaming from one's phone or other devices. The Nexus has a disc drive for Blu-Ray games and movies, and is also capable of playing DVDs and CDs. The Nexus runs on a modified version of Android intended to be more versatile and powerful, though it does have some restrictions that bar users from downloading certain programs such as emulators. The Nexus' modified Android OS is designed to communicate seamlessly with the regular Android OS, allowing the console to have unprecedented connectivity with Android devices and to play nearly all existing Android games directly on screen. In a way, the Nexus can be compared to OTL's Ouya, but done much, much better, with vastly more support. While the Nexus isn't “backward compatible” with any existing system, per se, it does come with a three-tiered library of downloadable content: The Nexus itself is capable of downloading any Android game, any Nexus game (physical or digital), or any game from the Nexus' exclusive digital store, which not only includes many legacy Xbox titles, but also classic PC titles and other games that third parties choose to release for the device. There's also a lineup of “enhanced Android” titles that can be downloaded to either Nexus or the Nexus Companion app (making the Nexus Companion a sort of “handheld console” for Google), and then there's the Android ecosystem itself, which can be downloaded to phones, Companion devices, or Nexus consoles.

    The Nexus is quite a powerful console, more powerful by far than the Sapphire, Xbox 2, and iTwin, and just a smidge less powerful than OTL's original Xbox One (and more powerful than OTL's Nintendo Switch). It's capable of running pretty much all eighth generation titles, save for exclusive games optimized for the Nintendo Reality or the Apple Virtua. Developed by Samsung, the Nexus is a collaboration between Samsung and Google, with Samsung hardware and Google software. It features an octo-core Qualcomm Snapdragon 1.61 Ghz CPU and a 789 Mhz Snapdragon GPU (very similar to the chips that would be included on Galaxy phones a few years later), and has a total of 1.2 teraflops of processing power. The Nexus has 6GB of RAM, far more than any previous console. The Nexus uses a wide variety of controller solutions for its games. While a traditional style controller is offered as an optional accessory, the main controller for the device is the Nexus Companion app, which can be downloaded onto any capable Android device, including a tablet or a smartphone. The Companion functions somewhat like the screen of an OTL Wii U controller, allowing for touch controls and on-screen information to be relayed to the player, or to function as a second screen utilizing remote play over wi-fi. The Companion app can be used with a controller accessory called the Nexus Grip, basically a controller in which a smartphone can be fitted. The Nexus Grip has all the standard buttons of a modern game controller, essentially looking like an Xbox One/PS4 controller with most of its top half cut out. The Nexus comes packaged with an Android device that essentially functions like a mini-tablet, or a Galaxy S2/S3 phone without calling capabilities. It can store and play Android games and use Android apps along with fitting perfectly into the included Nexus Grip. Together, the Nexus Companion and the Grip combine into something resembling a cross between a PS4 and a Wii U controller. The Nexus Pro controller also comes with a clip on which the Nexus Companion can be fitted, creating a device with functionality similar to an Nvidia Shield Portable. The Nexus has remote play capabilities with any Android device that can support the Companion app, and Google frequently updates this remote play functionality to ensure streaming quality and game compatibility. It's the first console to have full, across the board remote play compatibility (the Sapphire, iTwin, and Xbox 2 all had remote play capability, but compatible games were limited to some extent). If you have a good home internet connection and good wi-fi or cell service, you can stream any Nexus game to any Companion device. With updates, the required quality of the user's wi-fi connection decreases somewhat over time, allowing people with even mediocre connections to stream most of their Nexus games on the go.

    The Nexus represents the fusion of game console function with Android versatility, while also representing Google's attempt to create yet another device for the home. With a massive amount of third party support, along with its own lineup of exclusives, the Nexus is able to flex its technical muscle almost immediately upon launch.

    -

    Launch Title Summaries-
    (Note: The Google Nexus launch lineup consists of 22 games in North America. There are a few other titles, licensed ones mostly, that won't be mentioned here. Most of the Nexus' launch lineup consists of ports, though there are some exclusives.)

    The Covenant 5

    The Covenant 5 is a third person shooter developed by Bungie. It's the fifth game in the series, taking place between The Covenant 3 and The Covenant 4. While it plays fairly similarly to previous games in the series, it also takes the series back to its roots, of Master Chief hunting down the evil Covenant forces to prevent them from destroying humanity. The game also dials back the epic scale of The Covenant 4, to show a more isolated Master Chief as he struggles to survive amidst waves of rogue Covenant soldiers. The game gives Master Chief some new powers, including the ability to slow bullets that are coming at him, as well as the ability to speed up time, and the ability to cling to walls and ceilings in certain situations, with powers gradually unlocking throughout the course of the game. The game's progression has somewhat of a Metroid feel, with some exploration, but also a lot of cramped, close-quarters fighting and sneaking around. Ammo is fairly limited to start with, but the game still allows players to engage the Covenant if they wish, giving Master Chief some new melee weapons and physical moves to damage Covenant soldiers (and also rewarding stealth by giving him some fun stealth finishers). The game primarily takes place on three planets, with a short segment on an abandoned capital ship, with each planet slightly longer than the last. Each planet has its own Covenant master who must be defeated, while there are also bosses in the form of large Covenant creatures, their DNA manipulated by these rogue alien troops. The game really emphasizes Master Chief's sense of isolation, cutting him off from communication with his fellow Space Marines, while also forcing him to fight solo throughout the game. As Master Chief explores, he'll find traces of previous human activity on these worlds, indicating that there was a soldier who explored these planets beforehand, and that he was cruelly cut down by the Covenant just before getting a chance to escape. Master Chief will learn from these communiques, with hints of potential ambushes or treasure caches among the scrawlings he can find. While the game shares elements with survival horror titles, it's more of an action game than a horror game (another similarity that The Covenant 5 shares with the Metroid series). It's definitely a new direction for the series, but it also continues themes from previous games, while also explaining some of the choices made by Master Chief in The Covenant 4. The game's plot sees Master Chief learning of unexpected Covenant activity in a distant star system, only to learn that an entire group of Covenant have broken off from the main civilization, and are being ruled by a triumvirate known as the Lost Traitors. Each of the Lost Traitors has their own motivation for leaving the Covenant, and each has staked out their own planet, on which they rule as a Master. Master Chief goes to each planet in turn (though after exploring the second planet, he finds an old ship on which he plans to return to Earth, only to learn of the third Lost Traitor's plans for Earth and ends up crashing the ship onto the third planet in an attempt to take the Lost Traitor out). He learns of a soldier named who has left clues for him on each world. He eventually learns that this soldier is Welk (who was one of the protagonists of The Covenant 4), and that he didn't die, but ended up escaping. Eventually, Master Chief confronts the final Lost Traitor, and the two have an extensive dialogue about the Covenant's role in the universe, which the Lost Traitors rejected as it would have led to the destruction of the universe itself. The Lost Traitors still seek to destroy humanity, but on their terms, not the Covenant's, and that Master Chief, as the strongest human alive, is the one who will decide the fate of his species and the Covenant itself. The two have an epic battle, with the last Lost Traitor fighting until his literal final breath. The game ends with a further connection to the plot of The Covenant 4, along with a tease for a potential future game in the series. Apart from the single player campaign, there's also an extensive multiplayer with a focus on PvPvE gameplay, though it also has the familiar lineup of deathmatch and shooter modes that fans of the series have come to love.

    The Covenant 5 is considered an excellent game, albeit a bit too short by most critics. The graphics, which are by far the best in the series and probably second best among the Nexus launch titles, receive extremely high praise as a showcase for what the Nexus can do. The multiplayer is considered fairly unique for its genre, though critics feel that it hasn't changed up enough when it comes to the normal deathmatch modes, and only the PvPvE modes feel fresh and new. Overall, it's considered one of the best Nexus launch titles, and continues the series on a very strong note. It's by far the most popular launch title, purchased by a majority of the people who would buy the Nexus on week one, and continues to be a strong seller throughout the console's lifespan. Though its review scores are lower than those of its predecessor, it's still considered a Game of the Year contender by virtue of being the flagship Nexus launch title.

    GameRankings Score: 87.04%

    Forza Horizon

    The continuation of the Forza series for the Google Nexus, this game has some similarities with OTL's Forza Horizon, but also some differences. It does feature plenty of open world/off-roading elements like OTL's game did, but also has more of an emphasis on regular racing, as this game is intended to be the start of a successor series to the original Forza, replacing it rather than continuing alongside it like OTL's Forza Horizon. It combines the best of both worlds and does it quite well, and though it has a lot less content than Gran Turismo 5, it's generally considered the superior game, due to its vastly superior graphics and its unique open world feel. It's also much more accessible from a difficulty standpoint, and is the best looking Nexus launch game visually. It's also the best reviewed Nexus launch exclusive, and is considered by most critics to be the best racing game of the year.

    GameRankings Score: 91.32%

    Combo Smashers

    A puzzle game with similarities to titles like Candy Crush and Bejeweled, Combo Smashers is extremely addictive and is the primary digital launch title for the Nexus, offered free at release (though not through all retailers, just certain ones). It's not quite a pack-in game (since you have to buy it separately), but it's considered a pack-in for all intents and purposes. It's not nearly as successful as Pixelworld but it becomes an early killer app, with both single player and online multiplayer, becoming one of the most popular competitive puzzlers of its generation.

    GameRankings Score: 88.82%

    Wakfu

    A tactical RPG that can be played both single player and online, Wakfu is Google's sort of attempt at making a Phantasy Star Online style exclusive MMORPG game. IOTL, the game was created by a French company called Ankama and released for PC. ITTL, Google purchases Ankama to develop Wakfu-related games for both Nexus and Android, with this being the flagship title and Android receiving spinoff games. The game features a similar art style and style of gameplay to OTL's Wakfu, and features much of the same characters and story. While not a sprawling epic like a lot of the other exclusive console RPGs, Wakfu is still a charming game with a dedicated fanbase, and becomes one of the more popular console-based MMOs.

    GameRankings Score: 76.00%

    Zombi

    Much like OTL's ZombiU (which later became Zombi after it was released for the PS4 and the Xbox One), Zombi is a roguelike zombie apocalypse game in which the player must survive as long as possible while being pursued by hordes of the living dead. The game has a very similar plot and playstyle to OTL's game, and utilizes the Nexus' second screen quite extensively, much in the same ways that ZombiU utilized the Wii U screen. It's tough, it's scary, and it's fun, and becomes one of the Nexus' more popular exclusives (though, like OTL, it eventually comes to other consoles).

    GameRankings Score: 82.44%

    Road To Ode

    A hybrid FPS/RPG title with some arcade elements, Road To Ode is a fairly unique, if somewhat impenetrable game. It's almost best compared to Crossed Swords back on the old NeoGeo, though obviously it's quite a bit deeper (and not nearly as hard). Its protagonist is a modern-day soldier who becomes trapped in a medieval-esque world after being charmed by a beautiful lady in a mysterious lake. As he fights his way through hordes of monsters and wizards, his mind begins to gain memories of an ancient knight, and he must uncover the mystery behind a tragic tale of love and loss. The game looks quite pretty on the Nexus, and can be fun, but is one of the more obscure Nexus exclusive launch titles, and doesn't sell all that well.

    GameRankings Score: 70.54%

    Lethalball

    An original sports/online multiplayer title that can also be played locally, Lethalball is intended to be the Nexus' big online game. It features five players per side, and is a mix of rugby, basketball, and roller derby, with two teams attempting to pass a ball around a circle and through a hoop in the air while slamming ferociously into one another. While it does have some degree of success, it's not nearly as popular as Google hoped it would be, and it eventually fades into relative obscurity, enjoyed only by a small but fervent group of hardcore devotees.

    GameRankings Score: 73.15%

    Final Fantasy XIII

    More about this game will be included in its own update, though it's safe to say that this is a sprawling epic of an RPG, and the Nexus version is the definitive way to play from a graphical standpoint. While it's not THAT great looking when compared with later Nexus titles, it's significantly better looking than the Sapphire version, though it's the exact same game in every other way. It's historically significant in that it's the first ever port of a mainline Final Fantasy on launch day, and it comes out the exact same day as the Nexus itself. Reviews are excellent for both versions, but especially for the Nexus version.

    GameRankings Score: 93.91%

    Madden NFL 13

    It's Madden, nuff said. 2012's iteration of the game is a fairly average outing for the series, and the Nexus version isn't any better than the Sapphire or iTwin versions in terms of gameplay. It is quite good looking graphically, but wouldn't get a full next-gen coat of paint until Madden NFL 14.

    GameRankings Score: 78.91%

    Metal Gear Solid III: Angels Fall

    There's no extra content here for Nexus players, though, like with Final Fantasy XIII, the graphics are nicer. While the previous Metal Gear Solid games would eventually come to the Nexus, this is the only Metal Gear on the system at launch, so if you haven't played the previous ones on other systems, you probably won't know what's going on. Still, it's considered the best version of the game to date.

    GameRankings Score: 93.00%

    NBA Elite 13

    EA's annual NBA series continues strongly this year, and the Nexus version has a few extra features, including an expanded create a player mode and new lines for the announcers as well. It gets solid reviews, though like with Madden, this was an average year for the series.

    GameRankings Score: 80.13%

    Star Wars: A New Order

    Another port to the Nexus sees mostly graphical and few gameplay updates. This does get a few small pieces of DLC included, so that's a plus.

    GameRankings Score: 85.76%

    Deus Ex: Oblivion

    Another popular launch port to add to the Nexus' lineup, this is another “graphics only” upgrade over the other versions, but it's a hell of a game.

    GameRankings Score: 92.76%

    U.S. Army Rangers: Never Leave A Man Behind

    A port of a game that launched for the Sapphire and iTwin just a couple months before, this game will also be discussed in more detail in a future update, but this one does see some added Nexus content, including three extra missions and more multiplayer maps. Overall, this is a good solid FPS game, though not quite as big as the year's major FPS launches.

    GameRankings Score: 81.37%

    FIFA 13

    FIFA 13 was fairly popular, and the Nexus gets the definitive version of the game, with more teams and superior graphics. The best selling Nexus launch week game in Europe, it does fairly well in the States, but still sells more on the Sapphire and iTwin due to those systems having far larger install bases.

    GameRankings Score: 78.00%

    International Rally

    Another port, this one also sees new content along with the enhanced graphics. Forza Horizon limits this game's sales potential on the Nexus, but it does okay.

    GameRankings Score: 81.27%

    NHL 13

    The NHL games aren't as popular as they used to be, and this is a straight up port to the Nexus, with slightly improved graphics. It's not nearly as revolutionary as the Saturn's NHL 96 was, and doesn't perform nearly as well.

    GameRankings Score: 72.11%

    Hidden 2

    This popular stealth shooter wasn't received all that well on the Sapphire, and is mostly a sales flop on the Nexus, despite having superior graphics.

    GameRankings Score: 75.90%

    Skulls: Black Tempest

    Along with Final Fantasy XIII, one of the two multiplatform games to launch on the same day as the Nexus itself. The sequel to the critically beloved reboot from a few years back, this game will be covered in greater detail in a future update, but for the most part it's a strong sequel that adds a more serious and darker tone to an already somewhat dark series. The games aren't very strong sellers, and unfortunately, the Nexus version, despite being visually gorgeous, is no exception. The game is profitable overall, but the Nexus version sees the weakest sales.

    GameRankings Score: 86.05%

    Terror Trip

    This digital indie darling gets a few bits of new content for the Nexus, but only a slight graphical upgrade. It's still a great game and just as fun and spooky as ever.

    GameRankings Score: 89.51%

    Life And Death

    This port doesn't see much polish on the Nexus, but it is the only fighting game at the Nexus launch, so there's that. Still a good game, even with low sales on the system.

    GameRankings Score: 83.33%

    Sine Mora

    A beautiful shooter that looks amazing on the Nexus, this is the perfect game for the system, though unfortunately, it's also its lowest selling launch title. Good word of mouth helps the sales to pick up later.

    GameRankings Score: 88.04%

    -

    October 25, 2012

    The Google Nexus is launched worldwide, at an MSRP of $299.99. This includes the Nexus itself, the Nexus Companion device, and the Nexus Grip accessory. The Nexus also comes with a code for $20 on the Google Play store, which can be used to purchase Nexus titles, Android apps, or even digital movies and music on Google Play. Google will eventually sell the Nexus separately, without the Companion or the Grip, for people who want to use their existing Android phone and want to save on the purchase price of the Nexus itself, at an MSRP of $199.99. The Nexus receives a lot of hype prior to its release, as perhaps the biggest Google product launch ever, and Google itself launches a massive advertising campaign to hype up the Nexus as the ultimate Android device. Though this hype helps the Nexus to sell, it doesn't sell nearly as fast as its rivals did, with sales barely clearing a million worldwide in the first week (compared to twice that for the Sapphire on its first DAY). That's still an amazing achievement for a company that's new to the console industry, and Google would tout the Nexus launch as a success, despite sales slowing significantly afterwards. The Nexus would do best in North America, while doing marginally well in Europe and, at least initially, poorly in Japan (despite having Final Fantasy XIII as a launch title). The major success that Google is able to tout for the Nexus is the system's excellent software attachment rate, with the average first week buyer purchasing more than two games. This is primarily due to the Nexus' launch base consisting largely of hardcore gamers and hyped up early adopters hungry to get the most out of their new machine. The Nexus' price, lower than both the Sapphire and iTwin's when they launched, is also a big help. The lower price of the Nexus, along with its inclusion of a powerful (at the time) portable Android device, means that Google is taking a significant loss on each Nexus sold (with the company absorbing the brunt of Samsung's manufacturing costs). However, Google is still able to turn a net profit thanks to the information the company is able to gather on its users, some of it transparently and some of it otherwise. This would become a point of controversy later on, but at least for the moment, Google can consider the Nexus a success due largely in part to the money it's able to make from all the user data it's collecting.

    Here are the launch week sales figures for the 22 non-pack in launch titles, based on North American sales (on a total of 709,861 first week units sold in North America):

    The Covenant 5: 418,926
    Forza Horizon: 175,482
    Combo Smashers: 167,800 (about ¾ of these were purchased as part of free bonus deals via various retailers, or with a coupon given out by Google via Android, only about 30,000-40,000 were purchased at full retail price on launch week)
    Final Fantasy XIII: 122,658
    Madden NFL 13: 108,684
    Metal Gear Solid III: Angels Fall: 96,481
    NBA Elite 13: 74,662
    Star Wars: A New Order: 71,335
    Deus Ex: Oblivion: 59,318
    U.S. Army Rangers: Never Leave A Man Behind: 50,518
    FIFA 13: 46,318
    Zombi: 45,822
    International Rally: 32,481
    NHL 13: 31,895
    Wakfu: 30,764
    Road To Ode: 27,401
    Hidden 2: 24,118
    Skulls: Black Tempest: 22,846
    Terror Trip: 20,900
    Lethalball: 19,863
    Life And Death: 11,254
    Sine Mora: 8,816

    -

    With the launch of the Google Nexus, the next generation of console gaming has officially begun (I don't count the handhelds, as great as they both are). Not only does the Nexus provide a significant visual upgrade over its predecessors, but it comes with a wide variety of features that bring the connectivity and ubiquitousness of Android into the living room in a way that no other device has done before. It's great being able to play any Android game on the big screen, though obviously some of them just don't work on the TV (I'm looking at you, Fruit Ninja). While it's easy to look at games like The Covenant 5 and Forza Horizon and consider the Nexus just the “Xbox 3”, it's a much different type of device, which I think will be able to play a far wider range of games inspired by both the best of the mobile environment and the best of the current console gaming landscape. It's a more family-oriented game console, as whimsical anime RPGs like Wakfu can attest to. It's much more versatile in terms of its game lineup, and it's quite telling that Squaresoft chose the Nexus to be the first device they port a Final Fantasy game to at launch (though something tells me that the Virtua will see its fair share of Final Fantasy games as well). The Nexus' second screen capabilities unlock a world of potential, whether I'm aiming at a tricky enemy in The Covenant 5, planning my next move carefully on Wakfu, or studying my map in Zombi to make sure I'm not walking into a permadeath ambush. I could easily see the second screen enabling things like being able to play two games at once, with what happens in the game on my controller determining what happens on my TV. I could see the second screen being used for camera or tower defense games, or even used as a menu screen in an RPG to clear up clutter. The possibilities are limitless, and in ways that even Nintendo and Apple's (likely) technologically superior machines won't be able to provide. I'm impressed with the Google Nexus so far, but it'll be up to Google and Samsung to encourage developers to take full advantage of the innovative new technology. The sky's the limit for the Google Nexus, and I'm hoping it can succeed where Microsoft ultimately failed: creating enough room for three major console companies in this industry.

    -from Alex Stansfield's review of the Google Nexus, posted on October 23, 2012 on Games Over Matter

    -

    Anderson Cooper: The Google Nexus launched earlier today across the world, to the cheers of crowds from Tokyo, Japan to right here in New York's Times Square, where celebrities were on hand to celebrate the system's release at 12:01 AM. Just 13 years ago, Google was nothing more than a search engine, but now, the company is an internet giant, and this latest hardware release, a joint venture with Korean company Samsung, demonstrates just how big Google has grown. The Nexus comes with both a box that you can hook up to your TV, and a phone-like electronic device used to control the games. This is the Nexus' major innovation, and industry analysts are calling it revolutionary. Here's Marcus Detmer with a report from the midnight launch here in New York City.

    *A crowd is shown outside an electronics store near Times Square, cheering as they count down.*

    Crowd: 3... 2... 1... *cheers*

    Marcus Detmer: Don't bother checking your calendar. It's not New Year's Eve just yet, but these gamers are celebrating with all the fervor of the famous Times Square ball drop as they wait to get their hands on the latest video game machine. It's the Google Nexus, and it's the most advanced home gaming console ever made, capable of playing your favorite games in high resolution.

    *Scenes from The Covenant 5, Forza Horizon, and Final Fantasy XIII are shown.*

    Detmer: The Google Nexus, manufactured by Samsung but with software created by Google, is the first ever home game console to utilize an operating system based on Android, the popular standard for a majority of smartphones. The operating systems are so similar, in fact, that the Nexus' games can be played on any Android smartphone, provided one has the Nexus hooked up to their home internet. The idea of taking one's games on the go, originally popularized by Nintendo's Game Boy all the way back in 1989, has been appealing to game companies, but never before has it been so easy. We talked to several people who said it was their biggest reason for buying the Nexus.

    *A young man and a young woman are shown looking at the Nexus box, the man with a bag of games slung over his shoulder.*

    Woman: We're going to be playing on our smartphones mostly, on the bus and at work. We don't have a lot of time to play at home, so it'll be good to play our games wherever.

    Man: I can't wait to play The Covenant 5, it looks really awesome.

    Woman: I'm gonna be playing Final Fantasy XIII.

    Detmer: But Google's marketing strategy isn't just touting the Nexus' streaming capabilities. The Nexus will be a complete home multimedia device, able to play games, movies, and TV shows, and has Google's popular Chromecast technology built in, allowing owners to stream their smartphone videos directly to their televisions. It's an unprecedented, but perhaps inevitable synergy, between Google and its various online endeavors. The Nexus' social media app will run on Okuma, where members publish videos and blogs, while Google will also bring its vast knowledge of users' social media and browsing habits to bear, allowing the company to make game recommendations for users. While some see this as a natural extension of Google's information gathering applications, critics see it as a possible threat for users' privacy. We talked to Alice Greenwell, an online privacy advocate, about the Nexus and its potential to cause issues for its players.

    Alice Greenwell: I'm actually very concerned that Google will use some of this information in the wrong way.

    Detmer: Greenwell has been tracking Google and other social media companies such as Friendster for years, and has noticed what she says is a disturbing trend in the amount of information users are handing over.

    Greenwell: It has the potential to be extremely problematic when you consider just how much these companies know about you. In many cases, they know more about you than you do. So if this new device is able to gather up all this information, it could sell that information, or it could manipulate users into buying things they otherwise wouldn't have intended to buy.

    Detmer: Isn't that just what one might call advertising?

    Greenwell: But it's getting to the point where companies are able to target that advertising like a laser, whereas before, they were just advertising to an entire group. If they look at your browsing habits and see that you have certain interests, they're going to be able to push games featuring those interests directly to users. Google could take a screenshot from that game that depicts what you're interested in, and use that to present the game as something different from what it really is. They could sell you a game just based on a single part of that game, a game that otherwise you'd never have bought.

    Detmer: Do you see the other game companies following suit?

    Greenwell: Absolutely, if it works for Google. If you saw where, today, Nintendo just announced that it's making a game system that you'll be able to hook up these googles to your eyeballs. If Google is successful in targeted advertising, you could see Nintendo doing the same thing with their games, right into your eyes as soon as you put on those goggles.

    Detmer: And that scares you.

    Greenwell: It absolutely scares me.

    *A scene from “They Live” plays briefly, in which Roddy Piper's character puts on the glasses and sees the subliminal alien messages for the first time.*

    Detmer: It seems like something directly out of a sci-fi horror movie, but if Alice Greenwell and critics like her are right, game companies could become more effective than ever in utilizing player information to advertise to their customers. While Google has promised not to misuse the information they're gathering, and have pointed to their company motto, “don't be evil”, as a continuing principle for their actions, some potential players may understandably be wary. Still, those fans lining up last night in Times Square didn't seem too worried, and the Nexus is poised to be one of the big electronic devices for this upcoming holiday season. Industry analyst Robert Barnes says that the Nexus could very well compete with Nintendo and Apple for years to come.

    Robert Barnes: The Nexus, it looks really promising. *he continues to speak as more scenes from games play out on the screen* It's the first device to really take advantage of the growing mobile game market, and as mobile takes an increasing chunk of the pie away from more traditional home console devices, the Nexus could become the bridge between the two.

    Detmer: So instead of destroying gaming as some critics believe, you think the Nexus might save it?

    Barnes: Depends on what you mean by “save”, but yes, it could indeed carry the banner into the future. I think Google's biggest competition is going to be Apple. If the Nexus is successful, Apple's going to be tying their upcoming device into the iPhone in ways you didn't see with their last one. They could utilize some form of augmented reality, where the phone becomes not just a controller that you tap, but something that you move around with, using the camera in conjunction with the game. Nintendo, on the other hand, they don't have much in the way of mobile gaming. They're been working with Sony, and Sony's dialed it back on the phones lately. I could see Nintendo encouraging Sony to make more phones if the Nexus is a hit, but by then it might be too little, too late.

    Detmer: So your prediction is that Google and Apple will be fighting it out for first and Nintendo will be third?

    Barnes: It's too early to say. We still haven't seen what the Nexus is going to do. I think it'll be successful, but the game industry is a hard one to break into. We saw that with Microsoft over the last decade, where they brought all their might to bear and couldn't beat Apple and Nintendo. The recession, I think, hurt them a lot, but my point still stands. It'll be tough, but Google's got a lot of advantages, so I think it's certainly possible.

    *As Detmer continues to speak, we see more video of those buyers at Times Square, leaving with their new Nexus consoles and bags of games.*

    Detmer: Whatever the concerns about privacy or about Google's potential to break into the video game market, these smiling gamers are going home happy. They'll be among the very first to experience Google's foray into the world of video games, and their early days of play could set the tone for what to expect from the Nexus in the years to come. For ABC New York, this is Marcus Detmer.

    -from the October 25, 2012 broadcast of ABC's World News Tonight with Anderson Cooper
     
    Music In 2012: A Time Of Transition?
  • And with Selena's brand new album Artistry set to debut next month, the legendary Latina artist's longtime fans are gearing up for another round of Selenamania. The singer, now 41, has slowed her songwriting career down considerably in the past few years, but she'll be touring throughout 2013, and her album is expected to be one of the best sellers of the holiday season. It's the first of Selena's albums to launch in the era of digital music streaming, but most of her fans say they'll be buying the CD in stores, and Selena herself says she designed the entire album to be listened to in one go, rather than release the album with singles in mind. With that said, singles are making their way to radio airwaves, with the album's first big single, "Dazzled By You", landing at #8 on the Hot 100. Selena's album features several collaborations with numerous popular artists, including Nathan Benz, Usher, and a particularly intriguing young artist who shares a name with the singer and is also signed to her label: Selena Gomez. Gomez, who was named for the elder Selena by her parents when she was born in Texas 20 years ago, has enjoyed a fruitful career in music thus far, with her debut album selling more than 500,000 copies and reaching #3 on the Billboard charts. She's one of the top artists to come out of Selena's Corpus Christi record studio, and she's also a budding actress, though lately she's been more focused on her music after being involved in a number of controversies related to her acting career. She'll be traveling with Selena as the opening act on the first leg of her tour, before resuming production on her second studio album. Her collaboration with Selena on Artistry, a song entitled "Double Trouble", is expected to chart highly as the second single from the album, and the two will perform the song together on the tour. Selena (Quintanilla-Perez, not Gomez) says that she's greatly enjoyed the opportunity to mentor young artists, and that it's also been good practice for mentoring her own daughter Crystal, who has already expressed a desire to embark on a singing career once she's old enough. Selena says that she's enjoyed the production phase of her career just as much as the singing phase, and that as her studio continues to sign more artists, she hopes that she'll help influence the next generation of music, which she says could use some influence from the artists she grew up enjoying.

    -from an article on Billboard, posted on October 11, 2012

    -

    Pharrell To Produce New Broadway Musical

    Grammy Award winning music artist and producer Pharrell Williams has announced that he'll be working on a new musical for Broadway, featuring several established hip hop stars alongside longtime stage talents. The musical will be co-written by Williams and actor/playwright Lin-Manuel Miranda, who was nominated for a Tony Award in 2010 for his work on the musical Mushroom Farm, and has been identified as a rising talent by many close to the Broadway scene. The musical is expected to star Grammy Award winning singer Nathan Benz, a close friend of Miranda's and an occasional collaborator with Williams, and other talents including Andre "3000" Benjamin and Missy Elliot are expected to appear as well. The musical, which has not yet been named, will take place in a world where gang wars are settled with rap battles instead of guns, but with all the drama and intrigue of a real life struggle for turf. The project is one of many that Williams is currently taking on, as he is also collaborating with the band Daft Punk on an album expected to be released early next year. His longtime friend M.S. is also expected to release an album next year, an album expected to be an early front-runner for multiple Grammy Awards. It's rumored that M.S. will also be appearing in Williams' musical, though it's unknown whether she'll be contributing as an actor or simply as a musical collaborator.

    from an article on Broadway Beat, posted on October 26, 2012

    -

    "2013 may well be the year of the music-themed musical, as we're expecting at least three musicals based on genres of popular music to debut on the stage next year. Pharrell Williams' highly anticipated rap battle musical is expected to be the most successful, but we've also known for quite some time that a musical based on J-Pop is expected to debut as well. Unlike Williams' musical, which features established rappers in numerous acting roles, the J-Pop musical will be cast entirely with stage actors, and is expected to be somewhat less serious in tone, with more of a comedic feel. It won't be mocking J-Pop, but it will be adapting the hyperenergetic tone and wild lyrics of J-Pop music for the Broadway stage, with little chance that we'll see an epic ballad or tragic love story. Then there's the country music musical, produced by Dolly Parton in collaboration with Tim McGraw and Faith Hill. Country music seems like an extremely strange choice for the Broadway stage, about as far from the typical Broadway crowd as it gets, but Parton, a longtime fan of Broadway musicals, has stated that she's crafting the play for longtime fans and country music neophytes alike, and that she expects everyone to have a really great time. It'll be tough for her musical to compete with some of the heavy hitters expected in 2013, but the country legend says she's up for the challenge and that she has some surprises in store."
    -from an MTV News Update on October 28, 2012

    -

    Chris Hardwick: And as PSY's "Gangnam Style" enters its 10th week at #1 on the Billboard charts, all of us here at the Nerdist have been asking ourselves: has K-Pop jumped the shark? Joining me here today to discuss is a panel of self-proclaimed music experts, including my wife Brittany...

    Brittany Saldita: *rocking a pixie cut now* Heyo. *smirking and waving* Yes indeed, being married to you makes me an expert in music. It also makes me an expert in your taste in literature, which I have to say is not exactly the best, but that's neither here nor there.

    Chris: I'll have you know that the Berenstain Bears are literary classics, and deserved the Newbery Medal way more than that Wrinkle in Time book you love so much.

    Brittany: It's "BerenSTEEN", not "BerenSTAIN".

    Chris: It's BerenSTAIN! Maybe the panel should be discussing that instead.

    Riki Lindhome: Brittany, it is indeed BerenSTAIN.

    Brittany: You're dead to me, Riki.

    Chris: Our next guest is actress and musician Riki Lindhome, and she is of course qualified for this panel because she actually performs music.

    Riki: I brought my ukulele, which I plan to use to cover Gangnam Style. *tries to play it on her ukulele*

    Chris: Please don't do that.

    Riki: It's too late!

    Chris: And the final member of the esteemed panel today is actor and star of the kickass video game Terror Trip, Jason Ritter, and what are your qualifications for discussing the merits of K-Pop today?

    Jason Ritter: I can't get that song out of my head!!!

    Brittany: To be fair, that would qualify about a billion people for this panel.

    Chris: Okay, so for those of you who don't know what we're talking about, and considering that this song has been everywhere for the past few weeks that's pretty much impossible, here's a clip of the music video for "Gangnam Style", which is already the most viewed video in Videocean history and #2 on Youtube, right behind M.S.' video for "Gets Me Harder".

    *A clip of "Gangnam Style" plays on the screen, the song and video are much like they are IOTL, with a few minor butterfly-induced changes in the video. As the clip ends, Brittany and Jason are bobbing their heads to it slightly, while Riki tries to play along on her ukulele.*

    Chris: And I can already see you three are getting really into it so I'm going to stop before I drive myself crazy. Brittany, what do you think, has K-Pop jumped the shark?

    Brittany: They were saying that about Latin pop when the Macarena came out, and that was right before it exploded.

    Riki: To be fair, you could get away from the Macarena if you wanted to. Just stay away from weddings, and you could avoid hearing that song.

    Brittany: It was harder for me to avoid it since I was working at MTV at the time, had to walk past TV monitors playing the music video every day.

    Jason: Was it worth it to get the chance to play all the video games you wanted?

    Brittany: *groans* Barely. I'm Mexican, I couldn't go anywhere without some moron stopping me and asking me to translate the song.

    Riki: Wait, so they'd ask you about the Macarena BEFORE asking you about GameTV?

    Brittany: The morons who asked me about the Macarena mostly didn't watch GameTV. So yes, they would. They didn't care. But on the subject of Gangnam Style and K-Pop, no, I don't think K-Pop has jumped the shark. Or J-Pop, or any of the Asian pop music that's coming out now. Gangnam Style is a popular song. It's annoying but it's also popular and no, I don't think it's going to kill K-Pop.

    Chris: Riki, what say you?

    Riki: Okay, Kate and I have already had this discussion amongst ourselves, and we think that yes, it's a lot harder to listen to other K-Pop music after Gangnam Style. It's poisoned the well.

    Brittany: You don't think it's making K-Pop more popular?

    Riki: At first I think it did but now I think people are just sick of it and want to listen to Rihanna and Taylor Swift again. And that's kinda sad, because for a while it was really fun to see all these K-Pop and J-Pop bands topping the charts, and it was a change of pace, but now...

    Jason: Yeah, say what you will about Taylor Swift, but she's never done a song even half as annoying as Gangnam Style. It's EVERYWHERE. It's soured me on the whole K-Pop fad for sure. They're running this song into the ground, even 2NE1 and Wonder Girls have been covering it at their concerts. It's like an infection, it's spreading, and if Gangnam Style was the bad guy in Terror Trip, that game would not have had a happy ending.

    Brittany: *laughing* You don't think Kim and Claudia could have resisted?

    Jason: They would have dug each other's ear drums out with spoons just to get away from it, that's how bad it is.

    Riki: *hammering away on her ukulele* Hey, sexy lady...

    Jason: Stop that!

    Riki: *playing even louder*

    Chris: You know what I think? I think that for Gangnam Style to be #1 on the charts for so long, someone has to like it, and a billion people can't all be wrong.

    Brittany: A billion people can be wrong about a lot of things.

    Chris: Such as?

    Brittany: The BerenSTEEN Bears books being fun to read. They're not! Papa Bear is a dumbass!

    Riki: Hey. Hey. I will fight you.

    Jason: Yeah, don't go knocking the BerenSTEEN Bears.

    Riki: BerenSTAIN! *plays Gangnam Style on her ukulele some more*

    Chris: So the verdict... it's a tie, 2-2, K-Pop music hasn't jumped the shark.

    Riki: You don't get a vote, you're the moderator.

    Jason: Yeah, so it's 2 to 1.

    Brittany: Well in that case, it's BerenSTEEN then.

    Riki: We weren't talking about the bears!

    -from a video posted on the Nerdist website on October 12, 2012

    -

    Whitney Houston To Enter Rehab After "Altercation" With Gangnam Style Singer At American Music Awards

    Whitney Houston, the 49-year-old singer and pop legend, will be entering rehab for her third stint in the last five years after an expletive-laced rant directed against Korean singer PSY shortly after his performance of "Gangnam Style" at the American Music Awards last night. The singer, who was scheduled to perform at the ceremony before the incident, claimed that PSY was taking "too long" to perform his hit song, and was "disrupting" the show by inviting singers up from the crowd to perform with him. The incident, which was broadcast live on ABC, saw Houston come up onto the stage toward the end of PSY's performance and accost him before being escorted away by event security. Houston, who was said to have been intoxicated at the time of the incident, later apologized in a statement published on her website, while PSY shrugged off the incident and said that it made his time in Los Angeles "memorable and unique".

    -from an article on Yahoo News, posted on November 19, 2012

    -

    I agree with Whitney. To quote the legend herself: "Fuck this guy, fuck this song, fuck this shit."
    -a Twitter post made shortly after the Whitney Houston AMA incident, posted on November 18, 2012 at 9:41 PM

    ABC's getting fined for that, right? They didn't bleep ANYTHING.
    -a Twitter post made shortly after the Whitney Houston AMA incident, posted on November 18, 2012 at 9:43 PM

    No fine today for ABC. Jon Huntsman, who got re-elected a couple weeks ago, has quietly neutered the FCC over the last few years.
    -from Drew Carey's Twitter, posted on November 20, 2012 at 9:12 AM

    -

    Billboard #1 Hits Of 2012

    January 7: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    January 14: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    January 21: “To Hell With Heartbreak” by Rihanna and Taylor Swift
    January 28: “She Is Me” by Chloe Wang
    February 4: “She Is Me” by Chloe Wang
    February 11: “She Is Me” by Chloe Wang
    February 18: “She Is Me” by Chloe Wang
    February 25: “She Is Me” by Chloe Wang
    March 3: “You Get Me Worked Up” by Pitbull ft. CharStarr
    March 10: “You Get Me Worked Up” by Pitbull ft. CharStarr
    March 17: “Over” by 2NE1
    March 24: “Trademark” by Donnie Glass
    March 31: “Trademark” by Donnie Glass
    April 7: “Trademark” by Donnie Glass
    April 14: “West Side” by Nathan Benz ft. Janelle Monae
    April 21: “West Side” by Nathan Benz ft. Janelle Monae
    April 28: “I Wasn't Even Looking” by Bruno Mars
    May 5: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    May 12: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    May 19: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    May 26: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    June 2: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    June 9: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    June 16: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    June 23: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    June 30: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    July 7: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    July 14: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    July 21: “Somebody That I Used To Know” by Gotye ft. Chloe Wang
    July 28: “Blow Me (One Last Kiss)” by Pink
    August 4: “Soooooo...” by Sakura
    August 11: “Soooooo...” by Sakura
    August 18: “Gangnam Style” by PSY
    August 25: “Gangnam Style” by PSY
    September 1: “Gangnam Style” by PSY
    September 8: “Gangnam Style” by PSY
    September 15: “Gangnam Style” by PSY
    September 22: “Gangnam Style” by PSY
    September 29: “Gangnam Style” by PSY
    October 6: “Gangnam Style” by PSY
    October 13: “Gangnam Style” by PSY
    October 20: “Gangnam Style” by PSY
    October 27: “Gangnam Style” by PSY
    November 3: “Gangnam Style” by PSY
    November 10: “Gangnam Style” by PSY
    November 17: “Gangnam Style” by PSY
    November 24: “Gangnam Style” by PSY
    December 1: “Gangnam Style” by PSY
    December 8: “Gangnam Style” by PSY
    December 15: “Gangnam Style” by PSY
    December 22: “Gangnam Style” by PSY
    December 29: “Gangnam Style” by PSY
     
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